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.
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.
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.
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.
Yep, another little house rule tweak that popped into my head for Dungeon Crawl Classics. It’s simple and can makes things a little more interesting.
Instead of the normal wizardly spell casting bonus of the character’s level, replace it with a Deed Die. Just look at the Fighter progression table to see what die type a wizard of equal level would get and there you go. This really underscores the chaotic nature of magic. That fifth level magic user rolls a one on the Deed Die and poorly on the d20. Well, tough luck.
Going along with the Deed Die theme, why not add in some Mighty Acts of the Arcane. Want a small side or special effect for that spell? GO FOR IT! And it works the same way as Mighty Deeds of Arms.
What about that Natural Twenty roll? For that the gets to roll and additional Deed Die and add that onto the total.
Now, this is just an idea and I haven’t play tested it and who knows somebody probably smarter and prettier than me has already thought of this idea. Heck, this idea will probably be tweaked and twisted a few times before it makes it to the table.
I know. I know. I’ve had similar rants before but this another of those little ideas that hangs there in the back of my head. I’ve always thought clerics should differently in your standard style fantasy (read D&D) type campaign.
I always thought it was a bit silly that the cleric sits down to pray with a shopping list of things that may be needed for the day. Make the wrong choices and tough luck bucko. I understand this a resource management and game balance type thing. Got it. But I’ve always thought that clerics should be more spontaneous in their casting. Sort of a pray as you go for what you need when you need it.
Another thing bounced in my head this week. Clerics are always bound to just one god. So why not take this in slightly different direction. You have a world. It has a pantheon. Clerics pray to whatever god they need to in order to get the spells that they need. Need healing. Pray to the god of healing. Need valor in battle. Pray to the god of war. And so on. Freely bouncing between gods and just pulling whatever spell they want may seem overpowered. But the thing is the gods may not get along. So the cleric has play a balancing act to appease all the gods they can or face some sort of divine retribution.
It’s a kernel of an idea. So I think I’ll let it mull in the back of brain for a while and see where it leads to.
Ok here’s another class for DCC. I have to admit I’ve played around more with OSR stuff than DCC stuff so I like things simple. I wanted to a simple but crazy class that might be able do about anything. I came up with The Lucky Stiff. Once again this is bleeding beta so there might be some changes before the dice meet the table.
The Lucky Stiff
The time is counting til I start the campaign so I’m not doing a lot of fluff pieces for the world since I kind of want to fly by the seat of pants with few very notes and a couple of ideas and see what crazy ideas the players come up with to throw in there.
Gearing up to run a little DCC Campaign at the FLGS and being the constant tinkerer that I am, I had to do a couple more classes. The first up. The Barbarian.
First, there are already some really cool Barbarian classes out there for Dungeon Crawl Classics but each didn’t exactly do what I had envisioned. So put together one of my own. Now this is the bleeding beta version and I’m open to suggestions and comments. So read and let me know what you think. Thanks
The Barbarian Version 1