Wednesday, September 5, 2018

Episode 12 Great Disaster

Art by Ryan Buck

James - Marlack the Mutant

  • Str 17 (+2)
  • Agi 10/13 (+0)
  • Sta 9
  • Per 12 
  • Int 18 (+3)
  • Luck 9
    • Birth sign: ??
  • Hp 5
  • Initiative +1d3
  • Attack Bonus +3
  • Crit Die/Table 1d6/II
  • Artifact Checks +3
  • Saves:
    • Ref +1
    • Fort +0
    • Will +4
  • Occupation: Gatherer
  • Mutant
    • Ridged back
  • Mutations  
    • Physical: 
      • Symbiotic Touch
    • Mental:
      • Mental Reflection
      • Dual Brain (base of spine is a 2nd brain)
      • Life Force Reflection
  • Archaic Alignment: The Marlacks

Art by Ryan Buck
Forrest - Richard Reeds the Mutant
  • Str 10
  • Agi 13  (+1)
  • Sta 13 (+1)
  • Per 12
  • Int 8
  • Luck 14 (+1)
    • Birth sign: The Healer (saves vs poison, +1)
  • Hp 4
  • Initiative +1+1d3
  • Attack Bonus +1
  • Crit Die/Table 1d6/II
  • Artifact Checks +0
  • Saves:
    • Ref +
    • Fort +
    • Will +
  • Occupation: Hunter
  • Mutant 
    • 4 Arms
  • Mutations  
    • Physical: 
      • Gas Generation (transmutes air)
      • Plasticity (stretch limbs up to 20', +20' movement, -1 to blunt damage)
    • Mental:
      • Illusion Generation
  • Archaic Alignment: 

Art by Ryan Buck

Hector - Belrow the Polar Bear Manimal
  • Str 6 (-1)
  • Agi 9   
  • Sta 8 (-1)
  • Per 9
  • Int 8 (-1)
  • Luck 10  
    • Birth sign: the unchanging (defect rolls)
  • Hp 10
  • Initiative +0
  • Attack bonus +0
  • Crit Die/Table 1d6/II
  • Artifact Checks -1
  • Saves:
    • Ref +1
    • Fort -1
    • Will +1
  • Occupation: ??
  • Manimal: Polar Bear
    • Slitted pupils
  • Mutations  
    • Physical: 
      • Heightened stamina (dull lead skin)
      • Radiation generation
    • Mental:
      • Cryokinesis (dense fog rolls of mutant's body)
  •  Archaic Alignment: The Chosen Zuu

Art by Ryan Buck

Bill - Razarog the Wolf Manimal
  • Str 17 (+2)
  • Agi 8 (-1)
  • Sta 13 (+1)
  • Per 7 (-1)
  • Int 7 (-1)
  • Luck 9 
    • Birth sign: The Beast (unarmed attacks, +0)
  • Hp 8
  • Initiative -1
  • Attack bonus +3
  • Crit Die/Table 1d6/II
  • Artifact Checks -1
  • Saves:
    • Ref +0
    • Fort +1
    • Will +0
  • Occupation: ??
  • Manimal: Wolf
    • ??
  • Mutations  
    • Physical: 
      • Gas Generation (gas comes out of the palms of his hands)
      • Ultravision (dark purple irises)
    • Mental:
      • Mental Shield (translucent blue-green shield around head)
  • Archaic Alignment: The Chosen Zuu

Wednesday, August 29, 2018

Episode 17 Mutagenesis

Episode 17 Mutations of Terra AD Part II - Mutagenesis

Philosophy and genetics with a glass of milk...

James - Plantient Milk
  • From the rare Hops Plantient subtype, that’s not even on the list, I don’t think , right?
  • Plantient Milk is a wonderful beverage that brings levity to just about any post apocalyptic engagement
  • One pint of Plantient Milk, imbibed by any Pure Strain Human has the following effects
    • +2d Personality checks for 1 hour (1d30!?!)
    • -1d Will saving throws for 2 hours
    • -1d Reflex saves for 2 hours
  • That’s pretty mild right? Nothing major? 
  • Well Plantient Milk has a CRAZY effect on some manimals, to the point that most Hops Plantients have gone extinct due to Manimal overharvesting
    • +1d Strength checks and Fortitude Saves, for 1 hour
    • +1d to attack rolls, while actively drinking (can consume 1 pint in 1d3 rounds, max 1 pint/turn)
    • -2d Will saves
    • -1d Reflex saves
  • So drunken manimal rage is a real thing here… 

Marc - New Manimal Sub-type table! 
  • Since there was a lot of discussion about manimals and the manimal feel in MCC vs TMNT & After the Bomb I decided to split the difference and stay somewhat true to MCCs old school roots but also leverage in some species/genus consistency. This table replaces table 1-7 on page 20 of the MCC core rules.
  • Table 1-7: Manimal Sub-Type (roll 1d30)
    • 1-2 Primate: Roll 1d4 (1) gorilla; (2) chimpanzee; (3) orangutan; (4) gibbon. 
      • All Primates receive Heightened Intelligence instead of a random Mental mutation
    • 3-5 Canine: Roll 1d4 (1) dog; (2) wolf; (3) coyote; (4) fox. 
      • All Canines receive Extra Senses in place of their first Physical mutation
    • 6-8 Feline: Roll 1d4 (1) lion; (2) tiger; (3) cheetah; (4) panther. 
      • All Felines receive Heightened Agility in place of their first Physical mutation
    • 9-10 Ursine: Roll 1d4 (1) brown bear; (2) grizzly bear; (3) polar bear; (4) panda bear. 
      • All Ursines receive Heightened Strength in place of their first Physical Mutation 
    • 11-12 Bovine: Roll 1d5 (1) cow; (2) bison; (3) buffalo; (4) antelope, (5) yak. 
      • All Bovines receive Gas Generation in place of their first Physical Mutation 
    • 13-14 Suidae: Roll 1d3 (1) pig; (2) hog; (3) warthog. 
      • All Suidaes receive Heightened Stamina in place of their first Physical Mutation 
    • 15-17 Rodentia: Roll 1d6 (1) mouse; (2) rat; (3) squirrel; (4) porcupine; (5) beaver; (6) rabbit. 
      • All Rodents receive Shorter in place of their first Physical Mutation 
    • 18-19 Amphibia: Roll 1d3 (1) frog; (2) toad; (3) salamander. 
      • Frogs & Toads receive Domination instead of a random Mental mutation;
      • Salamanders receive Pyrokinesis instead of a random Mental mutation.
    • 20-22 Avian: Roll 1d6 (1) hawk; (2) eagle; (3) crow; (4) owl; (5) vulture; (6) seagull. 
      • All Avians receive Wings in place of their first Physical Mutation 
    • 23-25 Insecta: Roll 1d6 (1) roach; (2) ant; (3) fly; (4) grasshopper; (5) beetle; (6) moth. 
      • All Insectas receive either Wings or Carapace in place of their first Physical Mutation, appropriate to their species type. (i.e. Ants = Carapace, Moth = Wings)
    • 26-27 Serpents: Roll 1d4 (1) king cobra; (2) python; (3) boa constrictor; (4) rattlesnake.
      • All Serpents receive Plasticity in place of their first Physical Mutation 
    • 28-29 Lizards: Roll 1d6 (1) chameleon; (2) gecko; (3) komodo dragon; (4) gila monster; (5) iguana; (6) turtle or tortoise. 
      • Chameleons receive Holographic Skin in place of their first Physical Mutation;
      • Turtles/tortoises receive Carapace in place of their first Physical Mutation;
      • All other Lizards receive Regeneration in place of their first Physical Mutation.
    • 30 Roll again on this table, then roll on Table 1-6 Mutant Appearance.

Forrest - The Skin(s) You're In
  • This isn’t a thing, or an item or a monster, it’s more of a . . . consideration. Or, really an op-ed piece. Maybe a public-service announcement, more than anything.
  • Ask yourself this question: “Self, what happens when you wear someone else’s skin?”:
  • Of course, any being in their right mind will want to wear armor of some type. You’d be dumb not to use all the resources at your disposal in the dangerous world of Terra A.D..
  • Now, said armor sometimes comes in the form of someone else’s skin: Wearing a fur cloak, for example, gives +2 to AC, An Antler Hood gives +1. There aren’t rules for plant fiber armor, like there was back in Gamma World 1st edition, but I’d surmise it probably gives a +2 or thereabouts to AC. That’s how I’d rule it, anyway.
  • But what happens when you run into Bambi’s mutated father while wearing an Antler Hood, or you run into Groot while wearing his cousin’s skin? I’ll present my thoughts in the form of rhetorical questions and maybe even some poorly thought-out answers:
    • What would Archaic Alignments think when encountering skin-wearers?
      • Atomic Equinox is probably not going to let you into their green thumb club.
      • You probably won’t get attacked outright by The Chosen Zuu, but you will be shunned like a cloud of fleas.
      • Stupid elements within the Gene Police (don’t laugh, their ancestors are among us now) could mistake you for a mutant or, worse yet, some horrible crossbreed between man and plant or man and animal. “That boy ain’t right,” I can hear them saying.
      • How would this affect AI recognition? What if you’re wearing bark and you encounter a logging robot? Or what if you’re wearing fur and run into a veterinary robot? Even a Household Bot might force you to the kitty litter box!
    • Now, that Cactacea Rex over there wants to eat you anyway. But when it realizes you are wearing the husk of its dead cousin, do you think it’s going to think any better of you? Or is it just going to be that much more focused on eating you first? And what if those Devil Ant Men are descended from Carpenter Ants? They’re going to kill you, regardless, but Mmm, That slab of mahogany on your torso looks like mighty good eatiing! Guess who just became the appetizer?
    • What about patron AI interactions? Yes, Gaea looks to bring balance back to nature, but does that mean that wearing some cute little furry critter’s skin is a good idea or a bad idea? Should you have so much power in deciding what is and isn’t “in balance”? Are you willing to chance her disapproval?
    • So, sure, protect yourself. Wrap yourself up in ents and aardvarks. But think very carefully about the down-sides if you are planning on using “natural” armor. And, Judges, give ample opportunity for your players to use such armor - be generous! And let the inhabitants of Terra A.D. decide whether or not it’s such a good idea to dress yourself in someone else’s skin. We’re itching to see how it all works out. As the Ancient Ones used to say: Skin, skin, it keeps your guts in - but we’re all red on the inside. Except plantients. They’re green on the inside. And if you think about that too long, that’s just gross.

Sunday, August 26, 2018

Episode 7 Mutagenesis

Episode 7 Post-Apocalyptic Fantasy - Mutagenesis

Weather and weapons of the ancients...

James - El’s Devourer 
  • A tribute to “El’s Drinker” from the Shattered Lands PC game by SSI, the first (and best!) Dark Sun computer role-playing game.
    • El’s Drinker was originally a sword with the vampiric touch spell working through it.
    • My Elven Ranger/Mage wielded that blade viciously in combat!
    • El’s Devourer is the darker cousin to El’s Drinker
  • What appears to be a bone battle axe (could be 1d8 or 1d10 damage, however Battle Axes work in your games).  Does not do traditional +1 or +2 to hit or damage… much more sinister.
    • After the killing blow is made, if the wielder leaves the weapon in the victim overnight, it absorbs the life force of the person killed, akin to “Defiling magic”
    • What is left the next morning is a pile of ash and El’s Devourer.
    • The wielder can choose to “expend” one soul worth of life energy in any attack.  Doing so gives the wielder, no matter the class, an “additional” 1d5 Deed Die that can be used like a traditional Deed Die.  If a Warrior, this total is added to their level’s deed die.  If not a warrior, they use it like a regular deed die.  
    • The life energy is expended whether or not the strike succeeds.
    • El’s Devourer can store the life energy of up to seven souls at any given time.  
    • Unlike other weapons made with inferior materials such as bone, El’s Devourer cannot break when imbued with the life force of at least one victim.  

Forrest - Micro-climate generator
  •  Inspired by this picture: 

  • Micro-Climate Generators were used by the Ancient Ones for a variety of purposes: mental health therapy, entertainment, setting a mood, growing plants, training exercises for outdoorsmen and military personnel, and so forth.
  • The Micro-Climate Generator appears as a golf-ball sized crystal ball inside of which tiny clouds repeatedly condense and dissipate. As one manipulates the orb by turning it and rubbing it with one’s fingers, a 20’ diameter spherical zone is created in which the climate is altered. The appearance of the area may also be altered, to a limited extent. 
    • Though seemingly simple, this ancient device is incredibly complex, fragile, and sensitive with a tech level of 5 and complexity level of 16.
    • Power Cell: C-Cell (10 charges), F-Cell (20), U-Cell (Unlimited)
    • Spending 1 charge allows one to do any of the following. Any of these may be combined, so long as they are not mutually exclusive. Sudden shifts in temperature or weather might have undesired effects, which should be determined by the Judge. The effect lasts for 5 minutes and travels with the person holding the Generator. Note that this might leave a trail of water behind the holder, for example, if she has generated precipitation within the sphere:
    • Raise or lower temperature 10 degrees Fahrenheit; create small clouds (can be multiplied up to 5 charges, which fills the entire area with fog); create trace precipitation (can be multiplied up to 5 charges, which causes a torrential downpour or a blizzard in the area of effect, depending on the chosen temperature); cause aridity (can be multiplied up to 5 charges which will leave all within severely dehydrated and needing medical attention); cause moon, stars, and comets to appear within the area of effect; cause sunshine to appear within the area of effect; cause a rainbow to appear in the area of effect. 

Episode 8 Mutagenesis

Episode 8 Investigating the Post-Apocalypse - Mutagenesis

Bugs, drugs, and chugs...

James - Living Latte
  • Living Lattes are the result of neutron bombs going off in close proximity to everyone’s favorite coffee shop.  The intense radiation steams the milk to a froth level that allows nearly instant spawning of new life from the foam.  Not only new life… but new intelligent life.  Typically this does not bode well for pure strain humans in the vicinity of a Living Latte enclave.  These cups o’ joe remember the subjugation of their kind over the years and are ready to throw down!  
  • Although they can be found in more of a puddle form (six to eight gallons for a Tallish, twelve to twenty for a Grandiose, and twenty plus gallons for a Venterific), given enough time they will create great, reinforced titanium travel mugs that serve as armor.  Most coffee shops in the world before the Great Disaster had automated servers, so these reinforced titanium travel mugs have hover treads that let the Living Latte’s move about, although at a rather slow speed.  
  • Living Latte (Tallish/Grandiose/Venterific):  Init: -2/+0/+2; Atk Splash* +1/+3/+5 ranged (1d4/1d6/1d8 damage, 30/60/90 range); AC 8 as a puddle, AC 16/18/20 in a reinforced titanium travel mug; HD 1d8/2d8/3d8; MV 20’ hover in reinforced titanium travel mug, 40’ slosh if in puddle form; Act 1d20; SP half damage from all physical attacks; SV Fort +4, Ref -2, Will +2; AL C.
    • *Living Lattes can “Make it Foamy”, and take 1d3 damage to increase their splash attack with some extra foam, increasing the damage by +2d.  This is the Living Latte effectively discarding some more of itself to cause damage.
    • Living Lattes can have a special flavor or syrup that they’ve incorporated into their DNA.  If you want to incorporate this add-on to your creature, roll 1d5:
      1. Extra Shot: A Living Latte with an Extra Shot gets a second attack per round (1d20+1d20 Action Dice)
      2. Extra Hot:  The Extra Hot Living Latte has an increased attack bonus of +2 because of the sheer hotness.  
      3. Mochachino:  Full of rich chocolate, the Mochachino Living Latte is especially dangerous to Manimals, because they definitely shouldn’t be eating chocolate.  All attacks against Manimals are made at an additional +1d.
      4. Soy Milky:  This Living Latte is easy on the digestive tract of it’s targets.  It’s nowhere near as foamy and cannot “Make it Foamy” to increase damage.  If you had to encounter a Living Latte, this is the one to encounter.
      5. Macchia-Do:  The Living Latte is a master of Macchia-Do, a coffee-shop based martial art.  The Macchia-Do master can perform amazing throwing attacks against any targets that have moved into melee range.  On the Macchia-Do master’s turn, all targets engaged in melee must make a DC 12/14/16 Reflex Save or they get thrown 10’ and knocked prone.

Forrest - RIDEK
  • Contrary to science fantasy “canon,” radiation itself doesn’t actually glow. Nuclear radiation can cause certain substances to glow, but radiation is an invisible killer. So how do you ensure that the next artifact, rock, or body you pick up isn’t throbbing with gamma rays? 
  • You don’t. Unless you have RIDEK: Radiation Intensity Detecting Escherichia Coli - your friendly neighborhood E.Coli, which have been genetically manipulated by the ancient ones to glow in the presence of radiation. These handy microbial critters come in all manner of containers, some of which are specifically designed to spray RIDEK onto a suspect object, corpse, etc. 
  • It take 1d3 minutes for RIDEK to glow in the presence of radiation, and the glow will last for 1d12 minutes. Beings holding, carrying, or wearing items that radiate strongly are at a disadvantage in combat as they are more easily targeted. In daylight or similar conditions, those sprayed with RIDEK who possess such items suffer a -1 penalty to their armor class. At night, others suffer no disadvantage when trying to hit them. Of course, enough RIDEK must be used to cause radioactive items to reveal themselves. How much is left to the discretion of the Judge.

Judge Bob Brinkman - Roach Swarms
  • Among the most feared of the scavenging wasteland creatures, killer cockroach infestations can wipe out entire villages in a matter of hours if allowed to go unchecked. Woe be those who stumble into an area populated by these ravenous vermin, for all they leave behind are  excarnated remains, mere glinting bones.
  • Roach swarm: Init +5; Atk swarming bite +1 melee (1); AC 11; HD 2d8; MV 50’ or climb 30’; Act special; SP bite all targets within 20’ x 20’ space, half damage from non-area attacks, feeding swarm, fire vulnerability, picked clean, radiation immunity; SV Fort +5, Ref +5, Will -2; AL N.
    • Feeding swarm: For every 3hp of damage done by the swarm, more roaches join the swarm. The increased population adds 20'x20' to its size and 2HD to its total (to a maximum of 40'x40' and 8HD).
    • Fire vulnerability: All fire damage done to the swarm is rolled at +1 die.
    • Picked clean: The feeding frenzy of the killer cockroaches strips victims down to the bone. Because of their thoroughness, it is less likely for a victim to survive. If a recover the body attempt is made, the victim's luck roll is penalized by the number of HD the swarm achieved before having been destroyed or the body having been pulled clear.
    • Radiation immunity: Killer cockroaches are immune to radiation.

Tuesday, August 14, 2018

Episode 9 Mutagenesis

Episode 9 Patron of the Post-Apocalypse - Mutagenesis

Biotech is a wonderful thing....

James - Organimauls
  • I wanted to come up with something weird and post apocalyptic that wasn’t quite an artifact, and perhaps easier to comprehend, but with other risks for use.  So there was a series of PlayStation, PC, and XBOX games called OddWorld.  Not really post apocalyptic (but weird and alien to the point where there were a lot of similar themes, especially one of ecological disaster and exploitation over nature.)  In one game in particular, Oddworld, Stranger’s Wrath, the player (called The Stranger) could fire small creatures at bad guys, launched from a crossbow.  
  • So I got the idea for this month’s Mutagenesis of some creatures that either evolved or were bred to be used as weapons or as part of weapons:  Organimauls.
  • Organimauls may be safer to use than Artifacts, but they still need coaxing to work, and to be fed.  But if treated properly, they can be brutal in combat.
    • PC’s wanting to employ an Organimaul must make a Personality check with a DC of 10+ ½ the weapon’s max damage (rounded down) each morning.  
    • Manimals get a +4 to this roll
    • They must also feed the Organimaul once a day as well, and each weapon takes a half-ration of food
    • The Original Organimaul was literally a giant sledgehammer haft with a great beetle “organiforged” (don’t ask) onto the end of the weapon.  When swung, the beetle would bite.  Here are some examples
      • Original Organimaul:  1d10 dmg (2 handed), because the beetle wings always fluttering, the weapon feels lighter and the PC can roll a d20 instead of a d16 for two handed weapon initiative.
      • Bumble Bola:  1d4 dmg, range 10/20/30, target must make a reflex save vs. the attack roll or fall prone as they are stung by the bumble bola stingers (DC 5 Fortitude Save, or suffer an allergic reaction taking an additional 1d4 damage)
      • Shark Sword:  1d8 dmg, if the attacker misses by 1 or 2, the shark mouth still gets off a bite causing 1d5 damage)
    • There is a drawback to the Organimauls.  Should the PC fumble, the organimaul gets aggravated.  On a fumble roll higher than a 4, the PC is also bit by the weapon for 1d4 damage.

Forrest - Shockroaches
  • Inspired by Bob “The Voice” Brinkman’s roach horde (episode 8)
  • Yes, radiation-resistant hordes of cockroaches are terrifying, to be sure. But what could be more horrifying than a horde of cockroaches except . . . a single cockroach? Well, if that single cockroach is a specimen of the dreaded SHOCKROACH species, it might be just as well to run far, far away. 
  • The Shockroach is calm unless threatened or really, really hungry. But shockroaches are rarely hungry, as they usually have plenty of rotting meat laying around that they can snack on. Their limited telekinesis makes it easy for them to put bodies up on meat-hooks or to tuck them in the basement under the floorboards. 
  • But if one should threaten a shockroach, say, by trying to squash it, the shockroach shows why it has developed its reputation. The shockroach, though puny and weak, is very fast and difficult to hit. If you can hit it first, you’re likely going to be okay, but if you miss it or it the shockroach gets the jump on you, brace yourself. 
    • The shockroach emits an electrical shock field 10’ in diameter that causes 3d10  of electrical damage to those failing a DC 18 Fortitude save. 
      • Those making the save only suffer ½ damage, but this is usually enough for even a seasoned seeker to become just another lump on the meat pile, cooked just right.
    • Thankfully, shockroaches are usually only encountered one at a time. Usually . . . 
      • [Shockroach: INIT +4; ATK: SP; AC 19; HD: 1 HP; MV 40’, ACT: 1d20; SP: Electrical shock, 10’ radius 3x/day, 3d10 damage or DC 18 Fort save for ½ damage. Immune to electricity and radiation; SV: Fort +10, Ref +6, Will +10]
Judge Jim Wampler - Hydro-reclimator
  • Kilra's Glow Dice Preview: Hydro-reclimator
    • Tech Level: 6
    • Complexity Modifier: 10
    • Range: 60'
    • Damage: 3d6 + DC 10 Fortitude save or be dehydrated into chemical dust
    • Special: Every 10 HP of damage inflicted can be consumed to heal 1d6 HP of damage.

Sunday, August 12, 2018

Episode 10 Mutagenesis

Episode 10 First Impressions, First Questions: Part 1 - Mutagenesis

The apocalypse goes to the dogs...

James - Optional Canine Manimal Rules

  • Marley & Me - Book by John Grogan, Movie… 
  • Nothing to do with the post apocalypse
  • Okay, so I’m a huge dog fan.  My ultimate dog, the best dog I’ve ever owned is Ridley the Goldendoodle.  He turned 8 this year, and is pretty much one of my best friends ever.  Just the greatest dog, and I like to show him some love back in my video games.  So on Steam I go by “Weredoodle”, and my Dragon Age Mabari was named after him.
  • In honor of Ridley, and since I believe that dogs will inherit Terra AD after the Great Disaster, here’s a way to make sure your Manimal is a dog… with a special Canine Manimal Table!
  • Mechanics:  Canine Manimals have a terrific sense of smell that effectively allows them to “see” using their nose.  This means that they are never blinded unless both their nose and eyes are impaired.  But given the sensitivity of their noses, they are especially susceptible to any artifacts or other kinds of powers that can be breathed in.  Canine Manimals suffer a -1d on their Fortitude Saves vs. these kinds of attacks.
  • Alternate Canine Only Manimal Sub-Type Table for Dog Fans
    • Roll a d30, just like on the original Table 1-7
    • 1 - 3: Herding Group. Roll a d4
      • 1) Collie
      • 2) Corgi
      • 3) German Shepherd 
      • 4) Shetland Sheepdog
    • 4 -6: Hound Group. Roll a d4
      • 1) Beagle
      • 2) Bloodhound
      • 3) Greyhound
      • 4) Rhodesian Ridgeback
    • 7 - 9: Non-Sporting Group. Roll a d4
      • 1) Bulldog
      • 2) Dalmatian 
      • 3) Poodle
      • 4) Shiba Inu
    • 10 - 12: Sporting Group. Roll a d4
      • 1) Golden Retriever
      • 2) Irish Setter
      • 3) Labrador Retriever 
      • 4) Weimaraner
    • 13 - 15: Terrier Group. Roll a d
      • 1) Bull Terrier
      • 2) Dandie Dinmont Terrier
      • 3) Pit Bull
      • 4) West Highland White Terrier
    • 16 - 18: Toy Group. Roll a d4
      • 1) Chihuahua
      • 2) Papillon
      • 3) Pug
      • 4) Shihtzu
    • 19 - 21: Working Group. Roll a d4
      • 1) Akita
      • 2) Boxer
      • 3) Rottweiler
      • 4) St. Bernard
    • 22 - 24: Designer Breeds. Roll a d4
      • 1) Cockapoo
      • 2) Goldendoodle
      • 3) Huskamute
      • 4) Puggle
    • 25 - 27: Wild Canines. Roll a d4
      • 1) Wolf
      • 2) Dingo
      • 3) Jackal 
      • 4) Coyote
    • 28 - 30: Mutt!  Roll twice and combine the table. This result can be achieved more than once, and the PC keeps gaining additional breeds.  
  • Hyper Mutts!  
    • Mutts are created with a roll of a 28-30, with an additional breed tossed in randomly for each point of luck (or negative luck) modifier.
    • So having a Luck Modifier guarantees a Mutt, and rolling Mutt! just means more Mutt

Forrest - Spike Thrower 
  • Inspired by Russ Nicholson’s art on page 16 of the MCC Core Rulebook, but really inspired by the movie Heavy Metal and particularly the city invasion scene heralded by Black Sabbath’s song The Mob Rules. I will note that I have been waiting 36 years to stat this out!
  • Spike Throwers cast a 2.5’ long metal spike using a combination of metalastic band technology, augmented by weak gaussian fields. They can be shot in 3 or 6 round bursts. 
    • Each spike is rolled for separately, with a cumulative +1 bonus per shot beyond the first successful shot as the target slows and stumbles from the wounds of the initial hit. 
    • The 6 round burst may target two separate opponents, but any bonuses gained on the first 3 round burst are lost until a successful hit is made during the second 3 round burst. 
    • The weapon is prized by assassins because it is nearly silent, allowing a high-firepower, high-lethality sneak attack on assassination targets. Spikes may be coated with poison in order to ensure success in the “job,” but is sometimes considered bad form by seasoned assassins.
    • Tech Level: 3. 
    • Complexity Modifier: 2. 
    • Range: 60/120/180. 
    • Damage: 1d5/spike. 
    • Power: C-Cell (100), F-Cell (200), U-Cell (U). Ammo: Clip (12 shots). 

Episode 11 Mutagenesis

Episode 11 First Impressions, First Questions: Part 2 - Mutagenesis

Got a frog in your throat and it's getting meta...

James - You’re In the Game!
  • What if, in the middle of your MCC campaign you want to run a DCC adventure? Sure, you could convert something on the fly, as we're already seeing, but perhaps there is another way to do this kind of crossover. Perhaps your players come across some kind of artifact that lets them play an NLRPG - Neural Linked Role Playing Game. 
  • I first thought about a game within a game in Knights of the Dinner Table well over a decade ago, when in one issue the Knights play Hackmaster using the holodeck of their Spacehack ship. Under certain circumstances this could work great in MCC. I've done something similar previously (running Adventures in the East Mark in both Savage Worlds - ETU) but that was with a completely different system, ditching the original mechanics.
  • In this Mutagenesis I've got some ways to link the PC and their own PC (PCC? Player Character Character) in an NLRPG:
    • Create a new character! Keep the original PC's Personality, Intelligence, and Luck scores. 
    • The NLRPG makes the PCC roll Strength, Agility, and Stamina from scratch (3d6 in order for the 3). 
    • Luck can be spent, just like in a regular MCC game, and anything spent stays gone.
    • If the PC is playing a PC that regenerates Luck (Halfling or Thief) just run it as normal but PC's can't regenerate to a Luck value higher than that in which they entered the game. For example, if a Shaman starts the DCC adventure with a Luck of 10, but they actually have a Luck of 13 that was recently burned down. For the entirety of the DCC session, their max Luck is 10, no matter what they would regenerate as a Halfling or Thief.
    • Mutations that boost Intelligence or Personality must be used prior to entering the NLRPG, but no other mutations can be used in game. 
    • Lucky Sign remains the same, and the effects carry over to the new character.
    • Hit points are rerolled
  • Naturally, creative Judges and Player may allow artifacts or other mutations to affect the game. 
  • Just like the Matrix, if you die in the game, you can die in real life! 
    • Should the PCC perish in the DCC NLRPG adventure, they must make an immediate Fortitude Saving Throw (DC 12 + level of the module) or they take damage equal to their current hit dice. So a 3rd level warrior would take 3d12 damage, a 4th level Wizard would take 4d4 damage.
  • Where’s the funnel? Not sure how you’d make this work, but open to suggestions. 
Forrest - Devil Swallowers
  • Inspired by reading the excellent online comic “Kill Six Billion Demons” and kitbashing an idea from there with the “Devils” in the MCC Core Rulebook. I’ve always been open about my love for biologically-based technology. And you know I love to make things . . . cost . . . sometimes dearly . . . for my PCs. So here, I came up with a “Devils bargain” . . . it’s not an item, not a monster, it’s what they call in the literary world a “conceit” - a thematic thing around which everything circles. In this case, everything being your character.
  • Among the border tribes that dwell near the northern radiation barrier of Terra AD, some of the more shadowy elements, those that live on the very edges of what little civilization exists, engage in a practice called “Devil Swallows”. A Devil Swallow is an act, sometimes ritualized in initiation rites, sometimes just done as a dare, in which a pure strain human swallows a live Devil larva that has been dosed with a secret binding agent that keeps the Devil alive in the throat of the one swallowing it. The Devil Swallower gains certain benefits from having the Devil larva resident in their throat, depending on the type of larva swallowed:
    • Ant Men Larva: Allows the swallower to communicate telepathically with one target in line of site, whether or not the receiver is a telepath.
    • Croachling Larva: Allows the swallower to walk on walls or ceilings five times a day for up to 5 minutes each “walk”
    • Hopper Larva: Allows the swallower to leap 20’ and land safely up to three times per day. 
    • Wooler Larva: Allows the swallower a +2 to fortitude saves versus radiation.
  • For physiological reasons, only a pure strain human may be a Devil Swallower. Mutational dynamics don’t allow for a “clean” hosting by mutants.
  • The binding agent is kept a strict secret and its use is monitored by an archaic alignment devoted to keeping the secret at whatever the cost.
  • Every Devil’s bargain has its payment. And those who enable Devil Swallowing will dodge any questions about side-effects of the act. Characters who engage in Devil Swallowing suffer a -4 to their Personality score so long as they have the devil in their throat, as their voice becomes raspy and strange pulsating movements show in their throat at all times. Secretions from the devil in the throat are subconsiously repulsive to all around the Devil Swallower, as well. 
  • The devil may not be spontaneously ejected at will. It must be carefully extracted by a trained healer from the aforementioned archaic alignment. Or it can be extracted the old-fashioned way, which kills the character instantly. 
  • Only one larva may live in the throat at a time. Trying to swallow two larvae result in a battle between the two larvae, though the host is the ultimate loser in that fight.