This was inspired by Jeremy Deram over at People them with monsters blog.
Dexterity as Armor Class: A character that elects to wear no armor may use his DEX score as his AC. He may wear a Helmet and/or use a Shield but will only gain the AC bonus of a shield.
Shields shall be Splintered: Any damage from a single attack can be ignored by being absorbed by a shield, including a CRITICAL hit. When used this way, the shield is shattered by the blow and becomes useless. Magic shields get a DC15 save made on a d20 + magical bonus, if successful they knocked 1d6 yards away, failure they are shattered.
( http://trollsmyth.blogspot.com/2008/05/shields-shall-be-splintered.html ) Thanks Trollsmyth for this.
Helmets shall be Shattered: This rule is similar to Splintered Shields, but a helmet can only absorb a single CRITICAL hit, or any specific attack to the head. When used this way roll a D10 modified by Luck and compare result to the Table on page 19 of CRAWL #2. or see below:
Table: Critical hit to the Head (d10 modified by Luck)
1 or less Helmet Shattered, take the full damage, blood in eyes, blinded for 1 round
2-3 Helmet Shattered, take half damage.
4-5 Helmet Shattered, take half damage, stunned no actions for 1 round.
6-7 Rang like a bell. Helmet Shattered, deaf for 1d4 rounds, no other damage.
8-9 Helmet dented & knocked off, take no damage.
10 + A glancing blow, take no damage.
Optional Healing, or "How to Get Healed Without a Cleric":
The following options are based on rules used in "Savage Swords of Athanor" by Doug Easterly. I gave modified them for DCC. I wanted to have ways for characters to be able to heal without needing someone to play a Cleric.
Wound Binding: Immediately after a battle, PC's can bind their own and/or another's wounds. This takes 10 minutes of game time. If interrupted, say by wandering monsters; then only 1D3 hit points are healed. Otherwise the PC may roll 1HD worth of healing for himself or the person he is binding. Additionally, a character with the Healer Occupation may up his Die roll by 1 step in the Dice Chain.
** This only heals damage lost in the battle that was just fought, and will not help conditions such as poison, broken limbs, etc.
Fortifying Spirits: Once a day, an injured Character may down a draught of beer, wine or stronger spirit to fortify himself. This will heal 1HD + current level.
** This will not fix conditional effects either.
Sleep: A full night's sleep consisting of nothing more than actually sleeping soundly will heal the Character his current level in HD rolls upon awakening the following morning. This will only work in a place where the Character could actually sleep soundly without being disturbed or afflicted by weather.
Alignment in the City States is generally not as important as your "Social Level". This is simply a measure of importance in society. Those of low social level have little clout, and few friends with any power, while those of higher level know more important people, and can call in favors and assistance in various situations.
Social Levels range from 1-20, it is not based on any particular attribute score. It is simply a relative measure
of perceived importance to society. It can play a role in dealing with courts, constables, and guardsmen. Individuals with with a high social rank are generally perceived more favorably than those of lower ranking.
Social rankings are also divided into hierarchies. Members of certain hierarchies are not always considered equal to those of others despite their potential level. Some hierarchies have have a level limit, and changing to another hierarchy requires a great expense or deed.
Hierarchies & levels:
Noble 5-20, Gentlemen 4-12, Military 1-14, Guildsman 1-7, Merchant 3-9, General 1-8
Alternate Races & RPG Crossover:
If a race from another RPG is used for play in DCC (Klingons for example), the race will be lumped in with whatever Class would be most suited. Klingons would make excellent Warriors or Clerics. Stats will be rolled as per the regular rules and any FLUFF will be roleplayed by the Player. No need to rig up various charts or min/max bonuses etc, etc. Keep It Simple.
In the case of Cross-over adventures and battles, all dice-rolling and intricacies will fall under the Main RPG in use at the time. So if we are DCC adventurers who end up in the Frontier of Space fighting Vrusk Pirates we use DCC rules. Once again the goal is to Keep It Simple.