Tag Archives: Mutant Crawl Classics

Hacking Wizards for Mutant Crawl Classics

Well, the PDF for Mutant Crawl Classics is out and doing some prep work to my little campaign off the ground. I already did a little alternate background thing based on what I want to do. For that little thing, I just need to do a little tweaking to the Robot (from Umerican Survival Guide/Crawling Under a Broken Moon) and Murder Machine (from Hubris) by adding AI Recognition and Artifact Check Modifier. That’s no biggie. For this post, I want to hack Wizards. Take a few things from DCC but still use a lot from MCC. So to make full sense of my ramblings, you’ll need both.

Mike Evans (the author of Hubris and an all around cool guy) made a great observation about Wizards being Mutants in Thundarr the Barbarian so I’m running with that idea because it’s cool and fits great into Mutant Crawl Classics.

Wizard of the Wastes
Wizards are a specialized type of mutant. Their ability to use magic is a combination of mutant psychic abilities and a savant like understanding of quantum mechanics which allows them alter reality and bend the rules of physics. So Wizard basically becomes a racial class.
At 0 Level, roll 1d24 on the Mutant Appearance Table.
The Basics:
As Core DCC Book: HD, Attacks, Action Dice, Saves, Known Spells, Max Spell Level, Bonus Spells for High Int. Starting spells are random. Wizards do NOT gain access to Patrons and patron spells. That’s for Shaman. Mercurial Magic is not used. (There’s enough going on but heck use it if you want to.) Spell casting works basically the same but see below for some tweaks.
As MCC Core Book: Crits as Shaman, Artifact Checks as Wizard from the optional DCC conversion guide.
Glowburn=Spellburn.
AI Recognition: While Wizards are mutants, they often still bare a resemblance to Pure Strain Humans and gain a +1 bonus to AI Recognition checks.
Mutant: At 1st Level, Wizards gains 1d3 Mental Mutations.
Corruption: Wizards of the Wastes do not gain corruption. Instead, any time a spell failure calls for any type of Corruption, roll on the Defect table like other Mutants. Defects are gained normally when using Mutations from MCC.
Spellbooks: Since there is no written language in the wasteland, each Wizard invents their alphabet and symbols to write down their spells. In order to decipher another wizard’s spell from their book, roll 1d20+Int Mod+Level vs DC: 10+the spell’s level+the author’s level.
Radburn: Wizards of the Wastes suffer Radburn like other Mutants use the chart below:
1-2: Defect Gained.
3-7: Physical Mutation
8-20: Mental Mutation
Coming Soon! Fighters hacked as Wasteland Barbarians and something to do with Clerics.

Alternate Starting Occupations For Mutant Crawl Classics (Beta)

Like many I can’t wait to get my mutated little paws on Mutant Crawl Classics. And you’d be right on target if you were thinking I’d start kitbashing right off the bat.
Primarily, I’m loot stuff from Crawling Under A Broken Moon (and the upcoming Umerica Survival Guide). But of course there’s even more good stuff out there namely Crawljammer and Hubris.
So to start things going, I did a little alternate starting occupations table. Yes, this is still very much the beta version and it’ll probably get changed when I start running MCC (probably soon after the PDF gets released to Kickstarter backers). So there will changes as inspiration strikes. But here’s the first draft. Enjoy.
MCC Occupations