I decided to make this little sheet for players in order to speed things up a bit when it comes to Glowburning and Spellburning. I went ahead and added a Luck row for those classes that can recover Luck. If I was really industrious I’d make a Character sheet with this on it. But feeling a bit lazy on that front. I know I could have fit more on the sheet but I wanted it big enough to use tokens to mark the character’s current score in an affected ability score.
So here you go: Spellburn Cheat Sheet
Have a happy Sunday and keep those heads and dice a rolling.
A couple more monsters from my Mutant Crawl Classics game. I had intended for these to be random encounters after the party had finished Museum at the End of Time but they decided to rest and forage after glowburning a bunch of points. So it was scribble down the notes in my head and run with it.
Fire Ants (because I’m in Texas): Init +1; Atk Mandibles +2 melee; Dmg 1d6; SP DC 12 Ref Save to avoid 1d3 fire damage each round until save is made; HP 6; MV 30; Act 1d20; SV Fort +2, Ref +2, Will +2
Huge, aggressive, and territorial. Plus they tend to carry off any fallen characters to their mound for later consumption. So if you want roll over your buddy’s body, you may just have to fight the ant(s) again.
Giant Radioactive Meat Maggots: Init +1; Atk +2 bite; Dmg 1d6 + 1d6 Radiation damage (DC 12 Fort Save to avoid radiation); HP 12 (1/2 Damage from blunt/bludgeoning weapons); MV 25, SV Fort +4, Ref +0, Will +2
Gigantic mutated maggots that are usually found inhabiting the corpses of megafauna found in the wastelands. While they survive on carrion, they love fresh meat (like player characters).
Player characters being player characters asked after dispatching the maggots, “Can we eat those?” And so Radioactive Maggot Jerky was born out of the judge coming up with something interesting off the top of this head.
Radioactive Maggot Jerky
Eating a single day’s ration causes no ill effects but a character may gorge themselves and eat two days worth Maggot Jerky rations and have some special effects.
Pure Strain Humans: It’s bad. Take 1 HP of damage and gain no benefit from rest for 1d3 days.
Mutants, Manimals, and Plantients: Take 1 HP of damage. Roll an unmodified d20. On a 1 or 2, the character gains a defect. On a 19 or 20, the character rolls on the appropriate Radburn table for the character’s class.
There you go. Maggot Jerky. Only in the crazy world of MCC.
A few weeks ago, I had some guys out to cut down a tree in the front yard. They worked fast like a gang of chainsaw locusts. I made a comment about this on the G+ Mutant Crawl Classics Community and folks said it should be a monster. So I did and threw them into my 0 Level funnel. They proved quite interesting against a mob of mutated meatbags.
Chainsaw Locusts are “small” (about 8 inches long) mutated flying insects. Their most outstanding feature are their mandibles which appear and work like a pair of tiny chainsaws ripping through flora and fauna with little effort.
Chainsaw Locust: Init +1; Atk bite +1; Dmg 1d3; AC 12; HP 9; MV 15′ (30′ Flying); SV +1 Fort, Ref +2, Will +0; AL N; Special: On a Crit, the Chainsaw Locust burrows into the flesh of the target automatically causing damage each round. Additionally,they use 1d7 for their Crit Die.
Yep, pretty nasty against 0 Levels. I rolled poorly so there weren’t any crits but there were a couple of deaths. I’ve more crazy ideas for monsters but I’ll post those after I throw them at the player characters and see how they work out.
As a side note, I’m becoming the “DCC guy at the FLGS”. I suppose that’s a good thing. I should start getting my schedule together and seriously think about the World Tour.
So this is my final class hack before starting up my own little Mutant Crawl Classics game. I’ve messed with the Warrior and the Wizard. As I said before, I won’t mess around with the Thief since I feel the Rover fills that role nicely and it wouldn’t really add anything to the game. Now onto the Cleric. If the world and civilization has been destroyed and a new world and civilizations crawl out of the ashes then why not new fledgling gods?
I saved this for last because I really needed to think about what would be cool and add some other option to the game. The cleric has three main abilities in DCC: Lay on Hands, Turn Unholy, and Spells. The Healer in MCC fills the role of Healbot so drop the Lay on Hands. Turn Unholy just doesn’t seem to fit the genre (IMHO) so it’s out too. How about “Spells” well once again my opinion, the Shaman, my hacked Wizard, and all the mutant-type characters fill that role. Plus many of the standard cleric spells just don’t fit right into the genre. I sat back and thought. Looked a bunch of other DCC stuff and then Lankhmar’s Fleeting Luck mechanic popped into my brain and there it was. I know this infringes a bit on the Plantient’s Luck schtick but I think it’s different enough to make things interesting.
Cultist of the Wastelands
The Basics: Use HD, Action Die, Crits, and Saves as Healer.
Darwinian Luck: Unlike other Pure Strain Humans, Cultists do not have Darwinian Luck. Their connection to their god prevents from them from regaining spent Luck points but there is an upside with Blessing of the Gods.
Blessing of the Gods: The Cultist may offer the blessing of his god. Yes, the Cultist can bless themselves. Roll 1d20+Personality Modifier+Level and use the Adjacent Alignment heading on the Lay on Hands table from the DCC Core book for the number of temporary Luck Points granted to the character. These Luck Points work as Fleeting Luck. If any one (including characters who did not receive a blessing) rolls a Natural 1 then everybody loses all of the additional Luck Points. Additionally, this increase the Cultist’s Disapproval by 1. Disapproval still works the same as Core DCC but with a different chart (which is still a WIP) with failed checks increasing Disapproval and so forth.
Holy Weapon: This is specific special weapon gifted to the Cultist by the god. The Cultists gains a bonus to hit and damage equal to their Personality Modifier with this weapon.
Divine Gift: Each god bestows a special gift on his faithful followers.
So what about the specific gods and their Holy Weapons and Divine Gifts? Well, I’m pulling and tweaking the gods from Crawling Under a Broken Moon/Umerican Survival Guide. Since those are specific gods to that setting and Umerican Survival Guide hasn’t been publicly released yet (Kickstarter backers did get the beta PDF), I won’t post those specifics publicly. And if you don’t have any of issues of Crawling Under A Broken Moon then grabbed them up. There’s plenty of awesomeness for MCC in there. Let’s just say I couldn’t resist bringing in Buddy O’Burger, Kizz and the rest of that cool crazy gonzo gods into my campaign.
Let the Mutating begin!
I already messed around with Wizards for Mutant Crawl Classics. This time around Fighters. You know who I’m talking about.
Sure there is the Sentinel in MCC and they are good combat and have something akin to the Deed Die but not quite the same. I wanted to bring a class with (i.e. The Fighter) with a full blown Deed Die into MCC for a slightly more Thundarr like character plus Barbarians can be just cool and fun. Now I will admit that I’ve seen some of the ideas somewhere else before. It could have been the Gong Farmers’ Almanac, a home brew or something. I really don’t remember. But here you go: The Fighter re-imagined as
The Wasteland Barbarian
As Warrior from Core DCC Book: HD, Action Dice, Will Saves (See Below), and Deed Die (Deed Die only applies to non-Artifact Weapons. See below for additional uses of the Deed Die.)
From MCC Core Book: Crits as Sentinel, Artifact Checks as Plantient.
AI Recognition: While Barbarians are Pure Strain Humans, their lack of technological aptitude gives them only a +1 bonus to AI Recognition checks.
Darwinian Luck: Barbarians regain spent Luck at a rate 1 point per day. Additionally, a Barbarian may spend Luck (1/1) to increase melee attack damage.
Fortune Favors the Bold: Barbarians apply their Luck Modifier to their AC.
Natural Athlete: Barbarians may use their Deed Die when attempting Amazing Deeds of Physical Prowess. (Works like Mighty Deeds but for non-combat applications: jumping, flipping. climbing etc). Barbarians do not gain a flat bonus to Reflex and Fortitude Saves, instead add the character’s Deed Die.
Fabulous Sun Sword!: The Barbarian may select one specific melee Artifact Weapon as his signature weapon. The character’s Deed Die applies normally to this weapon. This weapon can be changed only when the character gains a level. This includes if the previous weapon was lost. The character may apply their Deed Die to the Artifact Check for a weapon that the character wishes to become their Fabulous Sun Sword!
I’m still bouncing around ideas to re-imagine the Cleric. I think that idea will soon come together. And before anyone asks, I don’t plan on hacking the Thief.