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PREFACE
W
elcome to my little slice of post-apocalyptic heav-
en. This is a preview of the game that I’ve wanted
to write and play for over 35 years. Shortly after
being introduced to the World’s Most Popular Fantasy
Roleplaying Game in 1979, I picked up my second RPG,
a post-apocalyptic game penned by the inestimable James
M. Ward, along with Gary Jaquet. That game, I would lat-
er learn, was based in turn upon an even earlier game by
the aforementioned Mr. Ward. So as much as from E. Gary
Gygax and Dave Arneson, I learned how to play and judge
RPGs from James M. Ward.
In those early days of the hobby, each member of my origi-
nal gaming group tended to take ownership of a particu-
lar gaming genre and to run it for everyone else. James M.
Ward’s brilliant combination of over-the-top super science
and earnest, deadly danger grabbed me from the very start.
I am of the conviction that had his work received the same
publishing support and marketing efforts that were lavished
upon its elder fantasy sibling — say a series of hardbound
volumes and a modicum of consistent creative control —
his creation would be widely regarded today as the second
greatest role playing game of all time. I certainly consider
it thus. It is worth mentioning that these old school games
of James M. Ward are still actively played decades later in
convention halls, on dining room tables, and even in the ste-
reotypical basements of the world. Much like an extra-hardy
mutant player character, they simply refuse to die.
So for me, the preview you now hold in your hands is a
giant dose of long-anticipated karma. When Joseph Good-
man released his canny take on fantasy role playing games,
the Dungeon Crawl Classics RPG, I saw my chance to
strike. Just as Joseph (along with a bevy of other like-mind-
ed and talented writers and artists) set out to re-inject the
thrill of the unknown and the mysteries lying inherent in
the famed “Appendix N” literature back into fantasy RPGs,
I saw a golden opportunity to do the same for my favorite
gaming genre.
As you will discover in the next few pages, not only is the
Mutant Crawl Classics RPG 100% compatible with the
Dungeon Crawl Classics RPG, it should be noted that like
its predecessor, nothing is as it seems. Many of the familiar
tropes and trappings lie herein to be sure, but your players
will never encounter recognizable 21st century technology
and treasure in MCC RPG. There’s little thrill and mystery
in that. This is a world of deadly ancient ruins and lost super
science, of savage stone age tribesmen, and of malevolent
mutations run riot in hothouse jungles and radioactive des-
erts. The unexpected and unknown dangers of a doomed
civilization lie underneath an aging and bloated sun, and
its secrets are yours for the taking, if you can but survive
the attempt. That’s the way the Appendix N authors did it,
that’s the way James M. Ward and Joseph Goodman do it,
and it’s worked out pretty well for millions of avid gamers
so far...
Jim Wampler
Gen Con 2015
A special sneak preview of the upcoming RPG!
Writer: Jim Wampler • Editor: Rev. Dak J. Ultimak • Artists: Erik Lofgren, William McAusland, Stefan Poag
Page 173
INTRODUCTION
A
re you a savage tribesman sifting through the ra-
dioactive ruins of Lost Lemuria, or of a futuristic
age yet to come? Is your faithful mount a wing-
less dragon, a dinosaur, or a gigantic mutated lizard? Is that
trusty weapon strapped to your side an arcane construct
from a bygone mystic age of magic and wonder, or is it the
imperishable product of an advanced technological civili-
zation long since fallen to ruin?
These questions have never bothered you overmuch — they
are a needless distraction from the task at hand. You must
survive. You must survive against all odds, be it surviving
in the mad hothouse jungles populated by Darwin’s most
fevered nightmares, or in the glowing deserts and decaying
ruins of the once-was. Whether your leather-bound footfall
crosses blast-glass or intelligent slime, you must survive.
And to do so will require all the cunning, luck, and capac-
ity for violence that you can muster. Fortunately, you’ve
always had these things in great abundance.
What Is thIs?
The Mutant Crawl Classics Roleplaying Game is both a
supplement to Goodman Games’ Dungeon Crawl Clas-
sics RPG as well as a complete game in its own right. You
can use these rules to run your own post apocalyptic role
playing game, or simply as a way to spice up your existing
DCC RPG campaign with the addition of mutants, articial
intelligences, and futuristic technology. These rules are de-
signed to be 100% compatible with the DCC RPG rulebook,
and characters and monsters from either system should
mesh seamlessly into your campaign with little or no adju-
dication required.
THE SETTING: TERRA A.D.
T
he characters in the Mutant Crawl Classics RPG
live in a primitive world dominated by the bizarre
side-effects of an ancient holocaust known only as
the Great Disaster. Millennia after this cataclysmic extinc-
tion event, the world — now known as Terra A.D. (After
Disaster) — has regrown into a lush tropical wilderness.
The lifeforms that survive and ourish in Terra A.D. did so
because natural selection rewarded their ancestors for pos-
sessing either very plastic or very hardy genomes. Plants
and animals with wild and unstable mutations permeate
the ecosystem and the food chain. Though some species
have settled down into relatively stable body plans and are
capable of reproducing true to form, there is still the chance
in any given birth of a new mutation arising.
Of these mutations, the advent of intelligence and sentience
are by far the most pervasive. Never before in the history of
the world has it been home to so many competing sentient
species. Many animal and plant species now possess rudi-
mentary reasoning abilities, and more than a few walk up-
right, communicate with each other, and make use of tools.
These sentient species are collectively known as Manimals
and Plantients.
What few members of mankind that survived the Great Di-
saster meanwhile descended into barbarism and savagery,
and eventually split into two separate species: Pure Strain
Humans and Mutants. Rather than surviving the Great
Disaster by virtue of constantly mutating genetics, the ge-
nome of Pure Strain Humans became hardened against ra-
diation and other mutagenic environmental effects, leaving
them an especially hardy and intelligent race. The Mutant
species of mankind meanwhile evolved along an opposite
path, never breeding true to form even within small tribal
gene pools. A mutant is always born with at least one no-
table cosmetic mutation, and upon reaching post-adoles-
cence, mutants will typically manifest a diverse set of un-
predictable additional mutations, making them among the
most bizarre and horric of all Terra A.D. creatures.
No existing sentient species or culture on Terra A.D. has
managed to rise above the Neolithic stage of civilization.
Stone tools and a tribal hunter-gatherer society dominate,
with even rudimentary agriculture being a very rare occur-
rence. Metallurgy and even writing are unknown to most
sentients.
the ancIent Ones
It is generally accepted among the denizens of Terra A.D.
that there once existed a legendary race of an unknown
type that ruled and ordered the world with an arcane force
known as technology. While nearly every sentient species
makes an apocryphal claim to be directly descendant of
these protean techno-wizards of millennia past, the evi-
dence for their existence is inarguable. Though long since
passed out of all memory, the imperishable artifacts and
ruined haunts of the Ancient Ones were manufactured of
such incomprehensibly durable substances and with such
super scientic knowledge as to be virtually immune to the
ravages of passing centuries. Many such devices and plac-
es may yet be discovered relatively intact by those brave
enough to plumb the taboo lands of Terra A.D.
terra a.D. as a
campaIgn settIng
The setting of Terra A.D. is clearly post-apocalyptic, but
exactly which apocalypse are we talking about? Was the
Great Disaster the fall of Lost Lemuria or Ancient Atlantis,
the Ragnarok of the Norse gods, an atomic holocaust, or the
death throes of a Vancian Dying Aereth? These questions
are intentionally never answered in these rules. Taking its
cue from its elder sibling, the world of Mutant Crawl Clas-
sics RPG is an undiscovered country — wild and mysteri-
Page 174
ous. Ideally, the players should never be certain whether
the game setting even takes place on Earth or perhaps on
some other parallel planet or plane. The artifacts of the
Ancients Ones that the players encounter are the products
of a super science, and never of recognizable 21st century
manufacture.
terra a.D. clImate anD
ecOlOgy
The world of Terra A.D. is that of tropical hothouse climate
from pole-to-pole. The sun is red and bloated, and the skies
are an emerald blue-green. Dense jungles and mile-tall trees
dominate the planet. This is a world still struggling to heal
itself fully from a disaster now many millennia in the past,
and the planet seems to have chosen to do so by under-
going an explosive evolutionary radiation of its native life
forms. Some wounded lands still persist – the radioactive
glow deserts and the battered and volcanic crater countries
– but where there is life, there is an overabundance of it.
Mega-fauna are the rule rather than the exception.
The weather systems of Terra A.D. are generally hot and
often rainy, with more typical thunderstorms punctuated
by occasional glow storms and meteor showers. When the
skies are clear, one can clearly see that there is no moon
in the sky of Terra A.D., only an omnipresent “Sky Arc”
— a graceful banded curve of blue-white light that visibly
glows both day and night. Is it the crushed remnants of a
shattered moon, or an accretion disk from which a moon
has not yet formed? None can say, but legend suggests that
the Ancient Ones quite possibly went there to live when
their terrestrial world was destroyed. Small moving lights
can still be seen in the night time skies that are thought to
be the chariots of those long lost gods.
terra a.D. InhabItants
anD creatures
The four dominant types of sentient species in Terra A.D.:
Pure Strain Humans (PSH), Mutants, Manimals, and Plan-
tients. These groups are dominant only because they ben-
et from the organizing principles of a rudimentary Stone
Age level of civilization. Even a primitive tribal social orga-
nization allows them to compete successfully in a world in
which a great number of mutated plants and animals also
possess sentience, but no society.
There are also a few among these sentient species that have
joined together in secret societies called Arcane Align-
ments. Often being comprised primarily of those rare in-
dividuals who plunder and master the artifacts of the An-
cient Ones as an avocation, members of Arcane Alignments
sometimes possess more advanced, if esoteric, knowledge
and technologies.
Rarest of all, the world of Terra A.D. is yet home to a small
number of articial lifeforms that remain from the pre-
disaster era. These beings include androids, robots, holo-
grams, and AIs (articial intelligences). These beings range
in intelligence and abilities from the simple-minded and
narrowly-skilled, to the highly intelligent and fully sentient,
to those that are considered patrons and gods. Sometimes
simply referred to as “smart metal,” all of these beings are
considered highly dangerous and wildly unpredictable.
With the right know-how and artifacts, some may be tamed
and retained as servants, while the greatest of them may
decide in turn that you are just barely worthy to become
worshipers of their ancient might and glory (see Chapter 6:
Articial Intelligences, and Chapter 9: Patron AIs).
FROM CHAPTER 1:
CHARACTER CREATION
Character creation in MCC RPG follows these steps:
1. Roll ability scores.
2. Adjust ability score modiers, attack scores, and
saving throws (see Table 1-1).
3. Roll Level-0 hit points using 1d4.
4. Roll for beginning profession and equipment (see
Table 1-2)
5. Roll Birth Sign (see Table 1-3).
6. Roll twice for Beginning Equipment (see Table 1-4).
Additional equipment may also be obtained by
barter.
7. Roll genotype (see Table 1-5).
8. Determine genotype appearance or sub-type, if
any (see Tables 1-6 through 1-8).
abIlItIes
Roll 3d6 in order for the following abilities: Strength (STR),
Agility (AGIL), Stamina (STA), Personality (PERS), Intelli-
gence (INT), and Luck. Adjust ability-derived modiers as
required (see Table 1-1). Though the normal range of ability
scores is 3-18, mutations may increase an ability score to a
maximum value of 24.
hOpeless characters
The environment of Terra A.D. is not only harsh and unfor-
giving, but genetic birth defects and stillbirths are common.
It is therefor possible to roll up a character who dies during
character creation. For example, a character possessing a 3
Stamina score would then have a -3 modier to hit points
rolled at level-0, possibly resulting in a negative hit point
total during character creation. Treat this character as hav-
ing been stillborn, and roll up a new level-0 character.
Page 175
It is also possible for a level-0 character to start the game
severely handicapped by unlucky ability score rolls dur-
ing character creation. Judges should encourage players to
play even these “1 hp wonders,” as many things can hap-
pen to that character during the course of play — and of
such stuff future legends are forged!
Table 1-1: Ability Score Modifiers
Ability Modier Artifact
Checks
Maximum Tech
Level (by INT)
3 -3 none none
4 -2 -2 1
5 -2 -2 1
6 -1 -1 1
7 -1 -1 1
8 -1 +0 2
9 none +0 2
10 none +0 3
11 none +0 3
12 none +0 4
13 +1 +0 4
14 +1 +1 4
15 +1 +1 5
16 +2 +1 5
17 +2 +2 5
18 +3 +3 6
19 +4 +4 6
20 +5 +4 6
21 +5 +4 6
22 +6 +5 6
23 +6 +5 6
24 +7 +6 6
level-0 character
prOfessIOns
In the Neolithic societies of Terra A.D. there are only two
possible level-0 professions — Hunters and Gatherers. Ad-
ditional beginning equipment is rolled after determining
profession.
Table 1-2: Profession
Roll d100 Profession Starting Equipment
1-50 Hunter Wood spear (damage: 1d5)
51-100 Gatherer Large leather sack
bIrth sIgn Or lucky rOll
Each character rolls his or her birth sign at character cre-
ation to determine that character’s “lucky roll.” If a char-
acter’s ability scores are such that they have a luck ability
modier, then that modier becomes the character’s inherit
lucky roll as determined below. Note that as a character’s
luck score changes (either up or down), the lucky roll does
not change over time.
Table 1-3: Birth Sign
d30 Birth Sign/Lucky Roll
1 Nuclear Winter: All attack rolls
2 The Roxen: All melee attack rolls
3 The Trifd: Missile attack rolls
4 The Beast: Unarmed attack rolls
5 The Millisteed: Mounted attack rolls
6 The Apocalypse: All damage rolls
7 Ragnarok: Melee damage rolls
8 Revelations: Missile re damage rolls
9 The Hunter: Attack and damage rolls for level-0
starting weapon
10 The Gatherer: Stealth/hiding rolls
11 The Outsider: Find/disable traps
12 The Sensor: Find secret doors
13 The Genomorph: Mutation checks
14 The Alpha Striker: Mutation damage rolls
15 The Programmer: AI recognition rolls
16 The Hypospray: Healing rolls
17 The Survivor: All saving throws
18 The Multitool: Escape traps
19 The Healer: Saving throw versus poisons
20 The Scientist: Reex saving throws
21 The Glow: Fortitude saving throws
22 The Esper: Will saving throws
23 The Bunker: Armor Class
24 The CPU: Initiative
25 The Ecobot: Hit points (applies at all levels)
26 The War-Bot: Critical hit tables (double luck modi-
er on critical hits)
27 The Unchanging: Defect rolls
28 The Backup Disk: Fumbles (double luck modier
on fumbles)
29 The Universal Translator: Number of languages
30 The Accelerant: Speed (each +1/-1 = +5’/-5’ on
speed)
Page 176
Table 1-4: Additional Beginning
Equipment
d100 Result Dam-
age / AC
Bonus
Trade
Value in
Creds
01-04 Blowgun and 12 darts 1d3 6
05-09 Bone club 1d6 3
10-13 Bow and 12 stone-tipped
arrows
1d6 30
14-18 Flint dagger 1d4 3
19-21 Leather sling 1d4 2
22-25 Stone axe 1d7 7
26-29 Stone-tipped spear 1d6 5
30-33 Wooden club 1d4 2
34-37 Fur Cloak +2 AC 20
38-41 Hide armor +3 AC 30
42-45 Leather shield +1 AC 10
46-49 Flint re starter 5
50-53 Hemp rope, 50 ft. 5
54-57 Jerked roxen meat (2
weeks worth)
2
58-61 Leather rucksack 10
62-65 Torch (x3) 3
66-69 Antler hood +1 AC 10
70-73 Bone necklace 15
74-77 Conch shell trumpet 25
78-81 Magic sticky rock (lode-
stone)
30
82-85 Paints and dyes 15
86-89 Bag of sea shells 25
90-93 Small shiny thing
(trinket non-functional
artifact)
50
94-97 Large shiny thing
(trinket non-functional
artifact)
100
98-00 A telepathic rat (pet) 200
genOtypes
Roll on the genotype table to determine character geno-
type. Level-0 Mutants, Manimals, and Plantients begin the
game with only cosmetic mutations (see below). Addition-
al mutations for these classes manifest at level 1, and are
rolled for separately at that time.
Table 1-5: Character Genotype
d100 Genotype Go to Genotype Sub-Type Table
01-32 Pure Strain
Human*
33-66 Mutant Table 1-6: Mutant Appearance
67-88 Manimal Table 1-7: Manimal Sub-Type**
89-00 Plantient Table 1-8: Plantient Sub-Type**
* Only one PSH class is presented in this preview.
** Not presented in this preview.
Table 1-6: Mutant Appearance
d30 Result
1-5 Skin color: Roll 1d6 (1) bright red; (2) snow white;
(3) lemon yellow; (4) purple; (5) green; (6) trans-
lucent.
6-9 Skin texture: Roll 1d6 (1) is mottled; (2) is reptil-
ian; (3) is chitinous; (4) is rocky; (5) is metallic; (6)
is invisible.
10-12 Eyes: Roll 1d6 (1) have slitted pupils; (2) have no
pupils; (3) glow in the dark; (4) are a single eye;
(5) have compound insect eyes; (6) are covered
by semi-transparent skin.
12-13 Mouth: Roll 1d6 (1) is a fanged; (2) is a featureless
slit; (3) is a beak or bill; (4) is insectoid; (5) is locat-
ed in belly; (6) absent, replaced by porous skin.
14-16 Head: Roll 1d6 (1) is larger than normal; (2) is
smaller than normal; (3) has craggy brow and
ridged skull; (4) has small horns; (5) has anten-
nae; (6) retreats into body.
17-19 Hair: Roll 1d6 (1) stands on end; (2) grows into a
lion’s mane; (3) grows over entire body; (4) drips
oil; (5) is made of organic metal; (6) is comprised
of small leaves.
20-22 Hands: Roll 1d6 (1) have no nails; (2) have only
three ngers; (3) have six ngers; (4) are prehen-
sile claws; (5) are comprised of tentacles; (6) ab-
sent, replaced with tentacle ngers.
23-24 Feet: Roll 1d6 (1) are overlarge and padded; (2)
have 12 toes; (3) have claws; (4) are bird talons; (5)
are hooves; (6) absent, replaced with cilia lumps.
25-27 Body: Roll 1d6 (1) has a tail; (2) has 1d6 arms,
round up to even number; (3) has 1d6 legs, round
up to even number; (4) has ridged back; (5) has
symbiotic twin in stomach; (6) is segmented like
a worm.
28 Form: Roll 1d6 (1) is tripedal; (2) is quadrapedal;
(3) is serpentine; (4) is insectoid; (5) is globular;
(6) is a condensed ball of plasma that must in-
habit clothes to maintain form.
29-30 Roll twice on table.
Page 177
FROM CHAPTER 2:
CHARACTER
CLASSES
chOOsIng a class
I
n many cases, the choice of character class will
be dictated by the genotype of the player charac-
ter. For Mutants, Manimals, and Plantients, their
genotype is their character class — the two terms are syn-
onymous. For Pure Strain Humans, the unknowing descen-
dants of the longest-evolved and most adaptable genotype,
the rise from level-0 hunter-gatherer to adventurer means
specializing in one of four separate character classes.
Two sample classes are presented below.
SHAMAN
Pure Strain Humans of high intelligence and with a spiri-
tual bent often become Shamans. Shamans specialize in
ancient lore and knowledge, particularly focusing upon
legend and myth associated with those demi-god servants
of the Ancient Ones, articial intelligences. Even without
the benet of a written language, Shamans pass along to
each other an oral tradition of arcane knowledge relating to
these not-so lost technological beings. This knowledge in-
cludes apocryphal tales, means to access certain patron AIs,
and even the key principles that allow the mental channel-
alIgnments In mcc rpg
T
he alignment system in MCC RPG varies from that in DCC RPG. In the brutal post-apocalyptic world of
Terra A.D., the over-arching values of Law, Neutrality, and Chaos have lost most of their meaning. The
surviving sentient beings of Terra A.D. have instead organized themselves along more pragmatic belief
systems tailored to their individual social needs. These social constructs are called Archaic Alignments, as the origin
of many of them is thought to go back to the era prior to the Great Disaster. For more information on which Archaic
Alignment options are available to player characters, see Chapter 2: Character Classes and Chapter 6: Archaic Align-
ments.
Wetware Programs and Spells in MCC RPG
The wetware programs granted by patron AIs in MCC RPG are mental constructs and databases of knowledge im-
planted by the AI in a living sentient’s brain. While retained in memory, these complex equations and unied eld
theory concepts provide a means for the sentient to change the laws of physics in specic and prescribed ways — via
concentration, spoken words, gestures, and occasionally with the aid of conducting hardware with which to channel
the program.
In simpler language, wetware programs are spells.
In Jack Vance’s The Dying Earth series, no distinction is ever made between technology and magic. One is proposed
to be a synonym for the other, each term simply being the same concept seen from differing perspectives. This is also
the case in MCC RPG, where the difference between a DCC RPG wizard casting a spell and an MCC RPG shaman
running a memorized wetware program are essentially identical in the presentation and particular effects.
For more on the AI wetware programs available to Shamans, see Chapter 9: Patron AIs.
Page 178
ing of the higher mathematics and scientic concepts re-
quired to bend the very laws of physics to their will.
Hit Points: Shamans gain 1d4 hit points at each level.
Artifacts: Shamans have a natural afnity for understand-
ing the artifacts of the ancients, resulting in an added bonus
to artifact rolls (see Table 2-3).
Choosing an AI Patron: At 1st level, a Shaman selects an
AI patron to serve. This patron will grant the Shaman ac-
cess to wetware programs of terrible power, including the
programs patron AI bond and invoke patron AI.
Darwinian Luck: All Pure Strain Humans (including Sha-
mans) regenerate spent Luck at the rate of 1 point of Luck
for each 24 hour period.
AI Recognition: Because of their close resemblance to the
Ancient Ones, all Pure Strain Humans (including Shamans)
gain a natural +2 to AI recognition rolls.
Archaic Alignment: Shamans may begin as members of ei-
ther the The Clan of Cog or The Curators archaic alignments.
Table 2-3: Shaman (Pure Strain Human)
Level Attack Crit Die
/ Table
Action Dice Reex Fort Will Artifact
Bonus
Max Wetware
Level
1 +0 1d6/I 1d20 +1 +0 +1 +3 1
2
+1 1d6/I 1d20 +1 +0 +1 +4 1
3
+1 1d8/I 1d20 +1 +1 +2 +5 2
4
+1 1d8/I 1d20 +2 +1 +2 +6 2
5
+2 1d10/I 1d20+1d14 +2 +1 +3 +7 3
6
+2 1d10/I 1d20+1d16 +2 +2 +4 +8 3
7
+3 1d12/I 1d20+1d20 +3 +2 +4 +9 4
8
+3 1d12/I 1d20+1d20 +3 +2 +5 +10 4
9
+4 1d14/I 1d20+1d20 +3 +3 +5 +11 5
10
+4 1d14/I 1d20+1d20+1d14 +4 +3 +6 +12 5
Page 179
MUTANT
Mutants are either the most cursed, or the most blessed,
of all the children descended from the Ancients Ones.
In order to survive the environmental rigors of the
Great Disaster, the genome of their ancestors became
eternally plastic and malleable, always adapting but
never breeding true. All mutants are born with at least
one cosmetic mutation, and upon exiting adolescence
they commonly experience the “Metagenesis” as their
genetic code fully blossoms and the mutant develops
an additional number of random mutations.
Hit Points: Mutants gain 1d5 hit points at each level.
Mutations: Upon achieving 1st level, a mutant gains a
random 1d3 physical mutations and 1d2 mental muta-
tions (see Table 3-2).
Mutant Horror: Being among the most bizarre appear-
ing of mutated creatures, Mutants can strike fear in
their opponents, gaining an initiative bonus in
combat (see Table 2-9).
Reverse Evolution: Should a Mutant ever lose
all of his mutations for any reason, that charac-
ter’s genome hardens, and the Mutant immediately
becomes a Pure Strain Human and must enter one of
the Pure Strain Human Classes at 1st level. The new
character cannot gain mutations again.
Artifacts: Mutants have some afnity for the artifacts
of the ancients, giving them medium-ranged bonuses
to artifact rolls (see Table 3-2).
Radburn: Mutants exposed to radiation or other muta-
gens may also develop – or sometimes even lose – mu-
tations (see Chapter 3: Mutations).
Glowburn: Mutants may elect to use glowburn when
activating a mutant power to boost that mutation’s ef-
fect (see Chapter 3: Mutations).
AI Recognition: Mutants normally receive no inher-
ent bonuses to AI recognition. Should a mutant have
no visible or discernible mutations (judge’s discretion),
the mutant’s AI recognition bonus may become a +1.
Archaic Alignment: Mutant player characters may
begin as members of The Clan of Cog or Children of the
Glow archaic alignments.
Page 180
FROM CHAPTER 3: MUTATIONS
I
n the post apocalyptic epoch of the Mutant Crawl
Classics RPG, nearly every living creature has mu-
tations of one sort or the other. Technically, even
Pure Strain Humans have evolved the mutation of being
impervious to further mutation. Not since the Cambrian
Explosion has the world seen such a drastic evolutionary
acceleration of experimental body types, sensory enhance-
ments, and abilities to manipulate matter and energy.
There are three types of mutations that player characters
may have in MCC RPG: physical mutations, mental muta-
tions, and defects. Among physical and mental mutations
there are also two sub-categories: active and passive.
the DIfference betWeen
actIve anD passIve
mutatIOns
Active mutations are generally those mutations that act as
at-will powers. Mutation check rolls for active mutations
are rolled each time that mutation is used.
Passive mutations are those that tend to have permanent
and lasting effects upon the character. Mutation checks for
passive mutations are only rolled upon rst acquiring the
mutation, and may be optionally re-rolled anew at each
level progression.
Glowburn (see below), and of course the burning of Luck,
may be used whenever an active or passive mutation’s mu-
tation check roll is made.
the "metagenesIs" anD
DetermInIng mutatIOns at
1st-level
When a Mutant, Manimal, or Plantient player character
achieves level-1, he or she undergoes the “Metagenesis,”
which traditionally marks the mutant’s ascension into full
adulthood in tribal society. It is common for this to happen
as a direct result of surviving the Rite of Passage (see Chap-
ter 1: Character Creation). The Metagenesis is a genetic re-
action to environmental stresses (e.g.. combat) placed upon
the level-0 mutated character, causing the latent potential
of that character’s mutant DNA to suddenly and fully
express itself. This results in a number of new mutations
Table 2-9: Mutant
Level Attack Crit Die
/ Table*
Action Dice Reex Fort Will Artifact
Bonus
Mutant Horror
Init Bonus
1
+1 1d6/II 1d20 +1 +0 +1 +0 1d3
2
+1 1d8/II 1d20 +1 +0 +1 +1 1d3+1
3
+2 1d8/II 1d20 +1 +1 +2 +2 1d3+2
4
+2 1d10/II 1d20 +2 +1 +2 +3 1d4+1
5
+3 1d10/II 1d20+1d14 +2 +2 +3 +4 1d4+2
6
+3 1d12/II 1d20+1d16 +2 +2 +3 +5 1d5+1
7
+4 1d12/II 1d20+1d20 +3 +3 +4 +6 1d5+2
8
+4 2d14/II 1d20+1d20 +3 +3 +4 +7 1d6+1
9
+5 2d14/II 1d20+1d20 +3 +3 +4 +8 1d6+2
10
+5 2d16/II 1d20+1d20 +4 +4 +5 +9 1d8+2
Page 181
which spontaneously blossom. The number, type, and na-
ture of these new mutations vary by genotype.
Upon achieving 1st level, each genotype has a different pos-
sible number of random physical and mental mutations that
they may possess. After determining the number and type
for a character by genotype, roll 1d100 for each mutation
using the appropriate column of the Mutations Table (see
Table 3-2). Then look up the relevant mutation and roll for
the specic manifestation of that mutation. Note that while
two mutants may have the same mutation, that mutation
can manifest in completely different ways for each character.
Then determine if the mutation is in the active or passive
category (see individual mutation description). As ex-
plained above, active mutations are used by rolling a mu-
tation check each time the mutational power is used, then
comparing the result rolled to the list of results on that mu-
tation’s results table. For passive mutations, the character
makes a single mutation check roll upon gaining the muta-
tion, and that result governs the effectiveness of that muta-
tion from that point onwards.
In both cases, players may always elect to burn Luck or use
glowburn to increase these results, even when gaining a de-
fect if they so desire.
passIve mutatIOns DurIng
level prOgressIOn
Each time a mutant character gains a new level, the player
may optionally choose to re-roll a passive mutation, and
may burn Luck or use glowburn to increase the result. It
is also possible through a poor die roll for a passive muta-
tion to decline in effectiveness during level progression. In
either case, the change in power level for the passive muta-
tion is explained as the side-effect of accumulated exposure
to background radiation over time.
lOsIng Or gaInIng
mutatIOns
Exposure to high levels of radiation may add or subtract
mutations from a Mutant, Manimal, or Plantient character
Level-1 or higher. Luck cannot change these results, as they
only occur on a roll of a “natural” 1 or 20.
Whenever a mutant character is forced to make a Fortitude
saving throw versus radiation-based damage, a result of
natural 1 causes the mutant to immediately lose one ran-
dom mutation or defect. Note that should a mutated char-
acter lose all of his or her mutations and defects, that PC
reverts to a base genotype. Mutant PCs become Pure Strain
Humans and can no longer gain mutations. Manimals re-
vert to their base genotype and semi-sentience, while Plan-
tients become non-sentient and immobile plants.
If a mutated character makes the required saving throw by
rolling a natural 20, then that mutant character gains one
new random mutation or defect. To determine what type of
new mutation is gained, use the following chart.
Table 3-1: Radburn Results (d20)
Genotype Defect
gained
Physical
Mutation
gained
Mental
Mutation
gained
Mutant 1-2 3-13 14-20
Manimal 1-2 3-15 16-20
Plantient 1-2 3-20
makIng a mutatIOn check
rOll
For a base mutation check roll, the player rolls the appro-
priate action die (determined by genotype and class level)
and adds their genotype level to that die roll. For example,
a level-1 Mutant would roll 1d20 (action die) + 1 (genotype
level), and then compare the result to that particular mu-
tation’s results chart to determine the effectiveness of the
mutation’s use.
Any single mutation check roll can also be increased by
either burning Luck or by employing glowburn, or both.
Glowburn use must be announced before a mutation check
roll is made, however, Luck use can be announced at any
time including after the roll is made.
glOWburn
Beginning at level-1, a character may elect to use glowburn
to increase a mutation check roll. Glowburn use must be
announced in advance. To use glowburn, the character
burns off points of physical abilities (Strength, Agility, or
Stamina) and adds one point to the mutation check roll for
every point burned off their abilities.
In play, this represents the mutant voluntarily ingesting
any mildly radioactive material that the mutant has gath-
ered up in his or her journeys for just this purpose – caus-
ing the mutant great pain and sickness as a side effect – but
also briey amplifying the effects of one mutation.
Glowburned abilities will heal back at the rate of one point
per day that the mutant does not glowburn. Additionally,
any glowburn that reduces an ability below a value of 3
requires complete bed rest and inactivity until that ability
heals back to a value of 3 or above.
NOTE: Normally only Mutants, Manimals, and Plantients
are able to use the glowburn mechanic. The one exception
to this is the Shaman class for Pure Strain Humans. Sha-
mans also keep small collections of random radioactive de-
tritus and sometimes swallow these to increase the efcacy
of running a patron wetware program.
physIcal mutatIOns
Two physical mutations are included in this preview. Roll a
d6 to determine a random mutation: (1-3) New Body Parts,
(4-6) Radiation Generation.
Page 182
New Body Parts
Range: N/A Duration: Permanent Saving Throw: None
General (Passive) The mutant has additional body parts not normally found upon mutant’s genotype or sub-type.
Manifestation Roll 1d4: (1) The new body parts are scaly; (2) The new body parts are furred; (3) The new body parts
are skeletal or chitinous; (4) The new body parts are metallic, and appear articial.
1 Failure, mutation replaced by a random defect.
2-11 Failure, mutation results in cosmetic change only; roll 1d3 and mu-
tant gains a single non-functional (1) antennae, (2) tail, (3) gills.
12-13 The mutant possesses antennae that allow the mutant to sense
movement in a 360º arc; mutant cannot be surprised by
moving creatures or objects.
14-17 The mutant possesses a long prehensile tail that
acts as an extra arm; mutant gains an additional
d16 action die for melee and missile attacks only;
+1 AGIL.
18-19 The mutant possesses gills and may breathe under-
water.
20-23 The mutant possesses wings; mutant gains 30’ ying
movement.
24-27 The mutant possesses gills and nned arms, legs, and
back; mutant may breathe underwater and gains 30’
swimming movement.
28-29 The mutant possesses 1d6 prehensile tentacles (round up
to nearest even number); for each extra pair of tentacles
mutant gains an additional d16 action die for melee and
missile attacks only.
30-31 The mutant possesses 1d6 prehensile tentacles (round up to
nearest even number); for each extra pair of tentacles mutant
gains an additional d16 action die for melee and missile attacks
only; mutant also possesses wings gaining 40’ ying movement.
32+ The mutant is adapted to all environments and is equally at home on land, underwater, or in the air;
mutant’s functional wings, ns, tail, antennae, and gills allow mutant to breathe air or water, manipu-
late objects with an additional d20 action die, mutant gains 360º senses, and gains 50’ movement by air
or in water.
Radiation Generation
Range: 10’/GL Duration: 1 round/GL Saving Throw: Fortitude vs. mutation check DC
General (Active) The mutant’s body is capable of generating blasts of ionizing radiation.
Manifestation Roll 1d4: (1) The mutant’s body glows with a bright blue halo; (2) The mutant’s hands are surrounded
by a blue nimbus of orbiting electrons; (3) The mutant’s eyes re twin blasts of searing blue light;
(4) The mutant’s body ashes blue/white for one second, and then a small mushroom Cloud roils
upwards from him or her.
1 Failure, mutation may not be used again that day, roll a random defect.
2-11 Failure, mutation may not be used again that day.
12-13 The mutant res a radiation blast, inicting 1d6 of radiation damage to target.
14-17 The mutant res a radiation blast, inicting 1d8 of radiation damage to target.
Page 183
18-19 The mutant res a radiation blast, inicting
1d10 of radiation damage to target; the tar-
get remains irradiated for 1d3 rounds, suf-
fering an additional 1 point of damage per
round.
20-23 The mutant res a radiation blast, inicting
1d12 of radiation damage to target; the tar-
get remains irradiated for 1d6 rounds, suf-
fering an additional 2 points of damage per
round.
24-27 The mutant res a radiation blast, inicting
3d6 of radiation damage to target; the target
remains irradiated for 1d8 rounds, suffering
an additional 3 points of damage per round;
non-PSH targets must make an additional
Fort save or gain one random defect.
28-29 The mutant releases a radiation blast in a 30’
radius that causes 4d6 damage to all targets
within range; targets remain irradiated for
1d8 rounds, suffering an additional 4 points
of damage per round; non-PSH targets must
make an additional Fort save or gain 1d3
random defects.
30-31 The mutant releases an intense radiation
blast in a 40’ radius that causes 8d6 damage to all targets within range; targets remain irradiated for
1d6 rounds, suffering an additional 4 points of damage per round; non-PSH targets must make an ad-
ditional Fort save or gain 1d4 random defects.
32+ The mutant’s body temporarily achieves active fusion, releasing a 10d6 radiation blast in a 100’ radius
centered on the mutant. Effected targets missing their save are blinded for 1d6 rounds; all organic pos-
sessions and clothing are disintegrated (including those of the mutant); targets are irradiated for an
additional 1d6 rounds, suffering 1d6 burn damage per round.
mental mutatIOns
Two mental mutations are included in this preview. Roll a d6 to determine a random mutation: (1-3) Absorption, (4-6)
Mental Blast.
Absorption
Range: 0 Duration: Permanent Saving Throw: None
General (Passive) The mutant’s body telekinetically absorbs and sometimes even benets from specic forms of energy.
Manifestation Roll 1d4: (1) The mutant skin ripples each time he or she is struck; (2) The mutant’s complexion deep-
ens and he or she appears healthier; (3) The air around the mutant’s body shimmers when attacked; (4)
The mutant is suffused in a warm pink glow.
1 Failure, mutation may not be used again that day, roll a random defect.
2-11 Failure, mutation results in cosmetic change only; mutant appears to roll with the punches exception-
ally well.
12-13 The mutant absorbs kinetic energy; takes 1/2 damage from normal melee and missile attacks.
14-17 The mutant absorbs kinetic energy; takes 1/2 damage from normal melee and missile attacks and gains
1d3 hit points (up to normal hit point maximum) from each attack.
18-19 The mutant absorbs kinetic energy; takes 1/2 damage from normal melee and missile attacks and gains
1d6 hit points (up to normal hit point maximum) from each attack.
Page 184
20-23 The mutant absorbs kinetic energy; takes
1/2 damage from normal melee and mis-
sile attacks and gains 1HD in hit points
(up to normal hit point maximum) from
each attack.
24-27 The mutant absorbs kinetic energy and
takes no damage from normal melee and
missile attacks; damage scores from such
attacks are converted into hit points add-
ed to the mutant’s total; extra hit points
beyond the mutant’s normal total are lost
immediately after combat ends.
28-29 The mutant absorbs kinetic and electrical
energy and takes no damage from these
type of attacks; damage scores from such
attacks are converted into hit points add-
ed to the mutant’s total; extra hit points
accrued that exceed the mutant’s natural
hit point total are temporarily retained
for 1 turn after combat ends.
30-31 The mutant absorbs kinetic, electrical,
and heat energy and takes no damage
from these type of attacks; damage scores
from such attacks are converted into hit
points added to the mutant’s total; extra
hit points accrued that exceed the mu-
tant’s natural hit point total are tempo-
rarily retained for 1d6 turns.
32+ The mutant absorbs kinetic, electrical, heat, and radiation energy and takes no damage from these type
of attacks; damage scores from such attacks are converted into hit points added to the mutant’s total;
extra hit points accrued that exceed the mutant’s natural hit point total are temporarily retained for 1d8
hours, or optionally, the mutant may choose to immediately funnel them directly into damage deliv-
ered by a successful bare-handed melee attack.
Mental Blast
Range: 10’/GL Duration: Instantaneous Saving Throw: Will vs.
mutation check for 1/2 damage or effect
General (Active) The mutant’s mind is capable of causing severe damage
to the brain of other living creatures, impairing all bodily
functions.
Manifestation Roll 1d4: (1) A narrow beam of white light shoots directly
from the mutant’s forehead; (2) A torch of jagged white en-
ergy ares from the mutant’s head; (3) Concentric rings of
white light radiate from the heads of the mutant and all of
his or her targets; (4) A piercing white noise whine ema-
nates from the mutant’s head.
1 Failure, mutation may not be used again that day, roll a
random defect.
2-11 Failure, mutation may not be used again that day.
12-13 The mutant causes 1d4 damage to a single target creature.
14-17 The mutant causes 1d6 damage to a single target creature;
creature cannot act for 1 round; target’s INT is permanently reduced by -1.
Page 185
18-19 The mutant causes 2d6 damage to a single target creature; creature is stunned for 1d3 rounds; target’s
INT is permanently reduced -2.
20-23 The mutant causes 3d6 damage to a single target creature; creature is stunned for 1d5 rounds; target’s
INT is permanently reduced -3.
24-27 The mutant causes 6d6 damage to a 2 target creatures; creatures are stunned for 1d8 rounds targets’
INT scores are permanently reduced -4.
28-29 The mutant shuts down the mind of up to 4 target creatures, causing them to immediately pass into
deep comas.
30-31 The mutant completely shuts down the mind of up to 6 target creatures, causing death within 1 round
if not properly resuscitated (CPR or equivalent); resuscitated creatures have 0 hit points and are mind-
less vegetables.
32+ The mutant completely shuts down the mind of up to 8 target creatures, causing instant death.
Defects
Two defect mutations are included in this preview. Roll a d6 to determine a random mutation: (1-3) Asymmetrical Body,
(4-6) Death Pretense.
Asymmetrical Body
Range: N/A Duration: Permanent Saving Throw: None
General (Passive) The mutant’s body plan is not symmetrical.
1 Roll this mutation check again, plus roll one addition-
al defect.
2-4 The mutant has only 1/2 of a normal body – roll 1d4:
(1) Mutant is missing lower half; no legs, movement
0’; (2) Mutant is missing upper half; head springs di-
rectly from hips, no arms or torso, no normal attacks;
(3) Mutant is missing vertical half of body no arm or
leg on one side, melee and missile attack every other
round, 1/2 movement; (4) Mutant is missing one arm
and one leg on opposite sides of the body; melee and
missile attack every other round, 1/2 movement.
5-7 The mutant’s body is greatly atrophied on one side, with
a stump-like and useless arm and leg on the affected side;
melee and missile attacks at -3, -10’ movement.
8-11 The mutant has one arm much larger than the other; +1 STR,
-2 AGIL.
12-15 The mutant has one leg much longer than the other; +5’ move-
ment, -2 AGIL.
16-17 The mutant’s posture is distorted – roll 1d4: (1) Mutant’s spine is per-
manently curved to the left; (2) Mutant’s spine is permanently curved to
the right; (3) Mutant’s neck holds his or her head at a permanently odd angle; (4)
Mutant’s spine and hips are so distorted on one side that mutant cannot walk or run,
but can only lurch at varying speeds; -5’ movement.
18-19 The mutant’s facial features are lopsided and distorted roll 1d4: ; (1) One eye is located 3 inches
higher/lower than normal; (2) Mouth is located off-center on one side of face; (3) One ear is located 3
inches further back on head than the other; (4) Nose or nostrils are located 3 inches to one side of face;
-3 PERS, -2 AI recognition.
20 The mutant’s facial features are ever so slightly off-center, just enough so to indicate possible mutant
heritage; -1 AI recognition.
Page 186
Death Pretense
Range: N/A Duration: Instantaneous Saving Throw: Will vs. mutation effect
General (Active) The mutant reexively feigns death when shocked or sur-
prised (judge’s discretion).
1 Roll this mutation check again, roll one additional random
defect.
2-4 The mutant must make DC 17 Will save or fall into a coma
for 1d10 rounds.
5-7 The mutant must make DC 15 Will save or fall into a coma
for 1d6 rounds.
8-11 The mutant must make DC 12 Will save or fall into a coma
for 1d3 rounds.
12-15 The mutant must make DC 10 Will save or pass out for
1d6 rounds; mutant may be revived by slapping or being
splashed with water.
16-17 The mutant must make DC 8 Will save or fall asleep for
1d6 rounds; mutant may be wakened by any loud noise.
18-19 The mutant must make DC 5 Will save or fall asleep for
1d3 rounds; mutant may be wakened by any loud noise.
20 The mutant involuntarily falls down and curls into a fetal
position while still awake and aware for 1 round.
FROM CHAPTER 7:
ARTIFACTS OF THE ANCIENTS
I
t is known that the Ancient Ones were able to ef-
fectively wield the powerful and arcane forces of
technology to such a degree as to achieve miracles
beyond comprehension. Such was the craft of the ancients
that many of their imperishable devices and instruments
are untouched by the passage of centuries, if only one
knows where to look for them in their lost but eternal holy
places.
Only the very foolish or very brave ever attempt such a
quest. The old places are not only well hidden by the jungle,
the deserts, and the wounded earth, but are also guarded
over by many ancient dangers. Wild, mutated beasts and
“The Glow” are the least of the concerns facing those who
would darken these long forgotten tombs of the ancients.
Some whisper that the artifacts of the ancients are living
things, and quite able to well guard themselves.
placement Of artIfacts
Placement of any of the Artifacts of the Ancients listed
herein should be done with both intention and care by the
discriminating judge. As each artifact is the equivalent of a
magic item in a medieval fantasy campaign, and therefor
has the potential to greatly impact game play, care should
be taken. Let the axiom of “less is more” be your guide.
Page 187
maIntaInIng game balance
WIth artIfacts In play
It may seem that on the surface of things, PCs in an MCC
RPG game are more powerful than their DCC RPG coun-
terparts. By the very nature of this game, artifacts of the
ancients are encountered and collected by the player char-
acters much more frequently than equivalent DCC RPG
characters will encounter potent magic items.
To maintain game balance, remember that most artifacts
use power cells that constantly consume charges. Judges
should scrupulously track the charges used by the PCs’ ar-
tifacts, and use infrequent access to additional power cells
or charging devices to mediate the power levels of said de-
vices. This, plus the deadly nature of guring out how to
use new artifacts in the rst place, should aid the discern-
ing judge in balancing gameplay.
DescrIbIng artIfacts fOr
the players
Because your players are members of a 21st century society,
describing the Artifacts of the Ancients to their primitive
characters can become problematic. If you and your group
enjoy a play style unconcerned with issues of metagaming,
then no caution in this matter need be exercised.
If, however, you and your group enjoy game sessions lled
with elevated levels of mystery and suspense, as well as a
decided “Appendix N” avor, then it is up to the judge to
describe artifacts to the players in the most abstract terms
possible. This will simulate the very real sense of the un-
known that primitive tribesmen would experience when
discovering lost artifacts from before the Great Disaster.
When the PCs stumble upon a new item, it’s best to de-
scribe it simply and in extremely general terms of size and
shape, always comparing it to something within the char-
acters’ realm of experience. Use the following examples as
a suggestive guide.
tech levels anD
cOmplexIty levels
Tech Levels (TL) are only used to generally categorize ar-
tifacts, sometimes placing an upward limit on the ability of
player characters to understand and master technologies too
far removed from their understanding. Even the most bril-
liant of tribesmen cannot learn how to pilot a star shuttle or
program a heuristic quantum computer, at least not without
years of experience in dealing in such arcane super devices.
The maximum Tech Level that a PC can understand is
based either on Intelligence score (see Table 1-1: Ability
Score Modiers) or class level, whichever is higher.
Complexity Levels (CL) on the other hand, represent a
more specic and concrete measurement of an artifacts’ in-
herit accessibility to the untutored user. For example, a stun
grenade may only have a CL of 1 (you push a button and
throw it away), whereas a dazer pistol with its multiple set-
tings and optional power sources has a CL of 4.
artIfact checks
The knowledge and forces used to create the artifacts of the
ancients may be forever lost, but that doesn’t mean that a
savage mutant tribesman can’t pick up a dazer pistol and
gure out how to re it. In order to attempt to understand
and use an artifact, characters make an artifact check roll of
1d20 +INT modier +artifact bonus -the artifact complexity
level, then take total rolled and consult the table below for
the result. Each standard artifact check requires 3 turns (30
minutes) to complete.
For example, Mangarr the Mighty, a 1st-level Rover with
a 16 INT, nds and attempts to understand a dazer pistol.
Mangarr rolls a d20, adds his INT ability mod of +2, his
artifact bonus at 1st-level of +2, and subtracts the complex-
ity level of the dazer pistol (CL 3). Mangarr rolls a 12 +2
INT, +2 artifact bonus, -3 CL = 13. Mangarr successfully
activates the dazer pistol and res a shot, but does not yet
understand how to use the artifact. He may elect to spend
an additional 3 turns attempting to better understand how
to use the dazer pistol and make another artifact check.
Artifact Literal Description Abstracted Description
Dazer Pistol A small metal tube with a grip and buttons.
You saw it re a beam of pink energy.
A small, hard stick that you could hold in one
hand. You saw the rays of a setting sun ow
from it.
Household Robot An animated metal being shaped in the form
of a man.
A chunk of moving rock roughly shaped like
you and your friends.
Force Field Belt A belt with a set of controls in the buckle. A attened vine made of something like deer
hide attached to a smooth, shiny rock.
Computer Control
Panel
A desk-sized panel with buttons, dials, and
large screens.
A large, strange boulder with a series of tiny
rocks and gem stones buried in it. It has oddly-
shaped windows made of hard air attached to
it.
Page 188
Should players attempt to collaborate and have multiple
characters examine the same artifact, the artifact check will
be that of the highest INT character +1 for each additional
character with an INT above 12 to a maximum total artifact
bonus of +4.
Teaching Others
Once a character understands the basic functioning of an
artifact, he can share this knowledge with any other char-
acter. In order to learn how to use an artifact when being
taught by someone who already understands the device,
the second character must make a successful INT check
(roll under his INT). A failure means that the character can-
not learn to use that artifact for the next 24 hours. On a nat-
ural 20, the artifact breaks irreparably and inicts damage
as though the mutant had rolled a fumble on the artifact
check table below.
For example, after having nally mastered the dazer pistol,
Mangarr decides to instruct his comrade Canus, a manimal
dog with an INT of 12, in its use. Canus rolls a d20 and
gets a 10 — success! Canus now also knows how to use
the dazer pistol, which could be handy knowledge to have
later on.
Combat Artifact Checks
There will arise occasions when a player character will
wish to grab an unknown artifact in the middle of combat
Table 7-1: Artifact Checks
d20 Result
1 Artifact breaks irreparably and inicts maximum damage possible (or 1d6, whichever is greater) to all char-
acters within a minimum range of 10’ (or greater range, if applicable).
2-8 Artifact breaks irreparably, inicts 1d3 damage to user.
9-11 Artifact breaks
part falls off; make DC 12 Intelligence check to replace part.
12-13 Artifact activates for one use; but its operation is still not understood.
14-16 Artifact activates and its operation is minimally understood; DC 10 Intelligence check to rst 1d3 uses; ar-
tifact operation is basically understood afterwards.
17-19 Artifact activates and its operation is basically understood; additional ammunition or power sources may
used if available.
20-22 Artifact activates and its operation is well understood; minor repairs may be attempted with successful DC
12 Intelligence check and correct tools and materials.
23-26 Artifact activates and its operation is well understood; minor repairs may be attempted with successful DC
10 Intelligence check and correct tools and materials.
27-31 Artifact activates and its operation is precisely understood; major repairs may be attempted with successful
DC 8 Intelligence check and correct tools and materials.
32-33 Artifact activates and its operation is precisely understood; major repairs may be attempted with correct
tools and materials.
34-35 Artifact activates and its operation is precisely understood; major repairs may be attempted with correct
tools and materials. With a successful DC 10 Intelligence check, proper materials, parts, and tools, a dupli-
cate artifact may be constructed.
36+ Artifact activates and its operation is precisely understood; major repairs may be attempted with correct
tools and materials. With proper materials, parts, and tools, a duplicate artifact may be constructed.
Page 189
and attempt to quickly guess its function and use it. These
are called combat artifact checks. In order to make a com-
bat artifact check, the player character must immediately
burn 1 point of Luck. This earns the character a one-time
combat artifact check that takes only 1 round to execute (as
opposed to the 3 turns a standard artifact check normally
requires), and to which no normal bonuses apply except
further Luck expenditures, i.e. a combat artifact check is a
straight roll that does not include any artifact check bonus-
es from genotype, level or ability modiers.
For example, the mutant Ro-Jeck is being attacked by a
hard-light hologram armed with a mazer pistol. Ro-Jeck’s
holographic opponent rolls a 1 on his ranged attack and
fumbles, dropping the mazer pistol to the oor. Ro-Jeck has
never seen a mazer pistol before, but decides to scoop it up
and attempt to re it back at his opponent. Ro-Jeck grabs
the mazer pistol, burns 1 point of Luck, and spends his
round attempting a combat artifact check on the pistol. Ro-
Jeck is a 1st-level Mutant, so his action die is 1d20, which he
rolls for his artifact check with no additional bonuses. The
mazer pistol is complexity 5, and Ro-Jeck rolls very well
with an 18, so 18-5 = an artifact check of 13, meaning that
Ro-Jeck manages to activate and re the mazer pistol for
one use, but still does not understand how it works. Fortu-
nately for Ro-Jeck, the mazer pistol was already set on high
and he subsequently rolls a successful ranged missile at-
tack against his opponent, resulting in 3d6 of heat damage
to the hard-light hologram’s projection device, and it dies.
Because Ro-Jeck did not roll high enough on his combat
artifact check to fully understand the mazer pistol’s opera-
tion, he would need to spend another point of Luck and
make an additional combat artifact check if he wished to
attempt to continue to use the mazer pistol during the same
combat.
sample artIfacts
Dazer Pistol
Tech Level: 4 Complexity Level: 4
Range: 50’
Damage: Stun DC 14/16/20; 1d6 rounds
Power: C-Cell (10), F-Cell (20), Q-Cell (U)
Dazer pistols re thin pink beams of compact electro-mag-
netic energy that stun the neural systems of living beings as
well as the CPUs of robots, androids, or AIs. The dazer pis-
tol has three settings, which consume increasing amounts
of power; light: 1 unit of
power, medium: 2 units of
power, and heavy: 3 units of
power.
Mazer Rifle
Tech Level: 4 Complexity Level: 5
Range: 120’
Damage: Heat 2d6/3d6/6d6
Special: Disregards armor and force elds
Power: C-Cell (5), F-Cell (10), Q-Cell (U)
Mazer ries re focused beams of microwave radiation that
pass through most force elds and armor, heating targets
from the inside out. The mazer rie holds up to two pow-
er cells, and has three settings, which consume increasing
amounts of power; light: 2 units of power, medium: 4 units
of power, and heavy: 6 units of power.
Force Baton
Tech Level: 4 Complexity Level: 3
Range: Melee
Damage: 2d8
Special: Attack +2
Power: C-Cell (20), F-Cell (40), Q-Cell (U)
When activated, this small pommel-sized device emits a 3‘
long cylinder of blue light. This blue light is a quantum-
shifted plasma eld with kinetic acceleration properties.
Anyone wielding a force baton will immediately notice
that it seems to pick up speed on its own when any swing-
ing force is enacted upon it. Thus, the weapon delivers ex-
tra blunt force damage when successfully hitting an object
or person, making a loud, reverberating “throom” sound
when striking. This device only consumes charges on suc-
cessful strikes.
Medipac
Tech Level: 5 Complexity Level: 6
Range: Touch
Effect: Heal 3d8 hp; cure poison/radiation
Power: C-Cell (10), F-Cell (20), Q-Cell (U)
This most prized of all ancient artifacts is a small, hand-
held medical transmat device with an onboard diagnostic
AI and database. To use the medipac, one need merely hold
it against an injured living creature and activate it. This
miraculous device instantly takes biomedical sensor read-
ings and activates a specialized matter replicator to restore
injured or diseased tissues to their original healthy state.
NOTE: Because the medical data-
base is programed only for humans
or pre-disaster living creatures,
there is a chance (5% for each hit
point healed above the creature’s
maximum) that the medipac will re-
move one random mutation or de-
fect when used on a Mutant, Mani-
mal, or Plantient.
Page 190
Com-Badge
Tech Level: 4 Complexity Level: 3
Special: Audio and holographic communication (100 mile
range), security clearance identication (varies by type and
former owner), +2 to +4 (judge’s discretion)
Power: Self
A com badge is a small metallic disk that automatically ad-
heres to any surface on which it is placed. While its pri-
mary function is as an audio communication device, if the
proper commands are given to the device AI, it can also
transmit and project holographic communications, as well
as biometric sensor data. Additionally, each com badge is
programmed to identify its user for purposes of security
access and clearance, as well as AI recognition. Depending
upon the security settings of an individual com badge, this
may allow the wearer access to otherwise secure facilities
and to be recognized by AIs as the ancient former owner.
Gene Resequencer
Tech Level: 5 Complexity Level: 20
Range: Touch (platform)
Effect: Special, see below
Power: Q-Cell (U)
This potent experimental device of the ancients is com-
prised of a set of controls on a pedestal with a circular dais
attached. Surrounding the dais are three inwardly curving
banks of transmat emitters that light up in a banded rain-
bow pattern when the device is activated. Upon activation,
any organic matter placed upon the dais will have its ge-
netic code and very molecular structure altered. Since mas-
tery of this most sophisticated instrument of the ancients
is unlikely, use the table below to determine the outcome
of activation by primitives (allowing normal artifact roll
bonuses). NOTE: All genetic modications have the side-
effect of restoring the subject to full hit points.
Gene Resequencer Results
d20 Effect
1 Critical Failure: The device explodes inicting 3d6
damage to all within a 10’ radius. One random surviv-
ing character is now a non-sentient gecko.
2-3 Character is genetically regressed to a pool of primor-
dial soup.
4-5 Character is genetically regressed to a primitive chor-
date, which must be placed in water in 3 rounds or die
of asphyxiation.
6-7 Character is genetically modied into an archaeopter-
yx.
8-9 Character is genetically modied into a chicken that
smells of curry.
10-11 Character is genetically regressed to a prior evolution-
ary stage (man-ape, semi-sentient genotype); INT is
now 3d3.
12-13 Character is genetically transformed into a different
genotype; PSH to Mutant, Mutant to Manimal, Mani-
mal to Plantient, and so on.
14-15 Character is genetically modied to gain one additional
physical mutation (if PSH, character becomes a Mutant
with one physical mutation).
16-17 Character is genetically modied and loses one ran-
dom mutation or defect (if this reduces a Mutant to
zero mutations, then character becomes PSH).
18 Character is genetically modied to gain one addition-
al mental mutation (if PSH, character becomes mutant
with one mental mutation).
19 Character is genetically modied into a short, simian
looking version of their natural genotype, with wings
and a prehensile tail (if PSH, character becomes a mu-
tant with these mutations).
20 Character is genetically modied to his original form
and genotype.
21+ Character is genetically modied into a superior be-
ing. Character gains +1d6 INT (to a maximum of 24),
enough XP to progress to the next level, plus one ad-
ditional random mental mutation (if PSH, character
becomes a mutant with this mutation).
Page 191
FROM CHAPTER 8: BESTIARY A.D.
aIr sQuID
Air Squid: Init +5; Atk spiked tentacles +5 melee (1d8 con-
striction), bite + 5 melee (1d20 swallow whole if damage
total exceeds victim hp); AC 17; HD 20d6; MV 150’ ying;
Act 2d24; SP holographic skin; SV Fort +4, Ref +4, Will +2.
The air squid commonly inhabits clouded mountain tops,
though their hunting range can extend for up to 100 miles.
These sky-born leviathans will use their holographic skin
to disguise themselves as clouds or to render themselves
largely invisible. The helium-lled internal gas bladders
of the air squid may be harvested, and these bladders will
maintain their buoyancy for up to a week after the death of
the creature.
crOachlIng
Croachling: Init +2; Atk bite +2 melee (1d4), crude spear +4
(1d5); AC 14; HD 2d6; MV 20’, 25’ ying; Act 1d20; SP walk
on walls, ceiling; SV Fort +4, Ref +1, Will +1; Mutations:
Carapace, Wings, Mental Blast.
Croachlings are short, squat cucaracha scavengers that tend
to live near the ruins of the Ancient Ones. Individual croach-
lings are semi-sentient at best, but in groups they utilize
emergent swarm behaviors to function in a quite cunning
and intelligent manner. Considered a pest species by many
sentients, they are nonetheless quick-breeding and extreme-
ly difcult to eradicate, as bets their genetic heritage.
DevIls
“Devil” is a collective term that refers generally to any of
a species of gigantic arthropods that have resulted from
the great “insect revolution” that transpired in the distant
lands beyond the radiation barrier in the far north. Devils
are mega-fauna, and as such have adapted many character-
istics common to mammals, including endoskeletons, giv-
ing birth to their young live, and increased levels of animal
intelligence.
Most devils are unable to cross the great radiation barrier
and are thus quite rare. Notable exceptions to this rule who
have established viable breeding populations in the jungles
and savannas of Terra A.D. include:
DevIl - WOOler
(Devil) Wooler: Init +1; Atk +1 radiation blast (2d6 +1), co-
coon spin (DC 15 entangle); AC 12; HD 2d10; MV 120’ y-
ing; Act 1d20; SV Fort +0, Ref +2, Will -1.
Woolers are gigantic moths and vicious predators. Once its
intended prey is spotted, a wooler will sweep down from
the sky and attempt to sear the unsuspecting creature with
its radioactive eye blasts. A wooler will then typically spin
a quick cocoon around its victim and carry its meal away to
be eaten later or fed to its larval brood.
Both the adult and larval form of woolers are quite furry,
and their wool is sometimes harvested by the extra-daring
for cloaks which will grant the wearer a +4 to Fortitude
saves versus radiation.
hOlOgrams
Holograms are simulated humans constructed of projected
light and force elds, and are most commonly projected
from a tiny oating device known as a “light-bug” that hov-
ers around inside the projected hologram. Having experi-
enced runtimes several thousand years past their intended
use, most holograms are a bit mad, if not clearly insane.
hOlOgram, sOft lIght
Hologram, Soft Light: Init +4; Atk holo-ail (stun for 1d6
rounds) +4; AC 18; HD 1d6; MV 30’; Act 1d20; SP immate-
rial; SV Fort +4, Ref +4, Will +4; AI recog 5.
Soft light holograms are immaterial (except for the tiny
light-bug oating within the projected body) and are thus
very difcult to hit, since melee weapons or missile re
tend to pass harmlessly through their hologramatic bodies.
Because of this, soft-light holograms are often considered
harmless, but they are not always so. A soft-light holo-
gram may be armed with a holo-ail, a hologramatic melee
weapon capable of delivering a painful 1d6 of light-based
stun damage to a biological being.
hOlOgram, harD lIght
Hologram, Hard Light: Init +4; Atk 1d8 melee or by weap-
on type; AC 20; HD 4d6; MV 30’; Act 1d20; SP invulnerable
except for heat-based attacks; SV Fort +4, Ref +4, Will +4;
AI recog 5.
Hard-light holograms, on the other hand, are virtually in-
destructible, and can use any weapon available to them.
Comprised of projected quantum-eld “hard” light, they
cannot be harmed by physical blows and most other forms
of attack. Heat-based attacks will eventually cause the hard
drive of a hard-light hologram’s light-bug to overheat and
temporarily power down, at which time it becomes suscep-
tible to normal attacks and damage.
Page 192
screamer
Screamer: Init -4; Atk +1 melee (1d4 + 1d3 DC 15 radiation
burn); AC 9; HD 3d6; MV 20’; Act 1d20; SP undead; SV Fort
+4, Ref -4, Will +2.
Screamers are corpses that have been re-animated by a
semi-intelligent and highly radioactive fungus. Scream-
ers are easily spotted at a distance, particularly at night, as
they glow brightly in a sickly blue-green phosphorescence.
Gassy by-products of the fungal animation process cause
the aptly-named creatures to continuously howl in a low,
inhuman scream, as air is drawn through their hollow rib
cages and forced out their throats. While relatively slow
and clumsy, a single touch from these monstrosities can
cause severe radiation burns and worse. Anyone killed by
one of these hideous apparitions becomes infected by the
symbiotic fungus and arises within 24 hours as a newly-
born screamer.
Screamers are dormant during daylight hours and only
animate at night, unless deep underground. Because the
animating fungus possesses a hive mind (though of a low
order of intelligence), screamers tend to operate in coordi-
nated packs.
FROM CHAPTER 9: PATRON AIS
gaInIng a patrOn aI
W
hen a Pure Strain Human reaches 1st-level and selects the Shaman character class, that character must decide
which Patron AI he wishes to serve, and then nd another Shaman of that same patron. Though the exact rituals
vary by individual Patron AI, in every case the prospective Shaman will receive, in exchange for some sacrice
or service rendered, a talisman of the appropriate patron and instruction in the complex rituals required to successfully
bond with the desired patron.
The edgling Shaman then learns and activates the wetware program Patron AI Bond, and runs the program as detailed
below. The Shaman may burn Luck and use glowburn to increase his or her results.
patrOn aI bOnD
Level: 1 Range: Self Duration: Lifetime Activation Time: 1 week + quests as ordered Saving Throw: None
General The Shaman commits to the lifetime service of a patron AI, forming a pact to gain its support as the
Shaman’s patron so long as the Shaman continues to please it with his or her service. This patron
may be a global computer network, satellite defense system, quantum consciousness, or other arti-
cial intelligence who accepts the Shaman’s service. The initial ritual takes one week to complete.
Once the pact is made, the Shaman may invoke the patron AI’s support with the wetware program
Invoke Patron AI, and the patron may or may not answer as it sees t. In return for the patron’s as-
sistance, the patron may ask the Shaman to do certain things. The Shaman must act faithfully in the
patron’s service at all times, lest it cast him off. The Shaman may perform more than one ceremony in
order to serve multiple masters, but doing so may raise questions as to the Shaman’s true loyalties.
This is dangerous technology; having one’s neural pathways rewritten with wetware programs by a
patron AI should not be undertaken lightly. The Shaman should be forewarned that to do so is to di-
rectly channel global (and in some cases extraterrestrial or extra-dimensional) forces.
Manifestation Varies. See individual patron AI descriptions.
Page 193
1 Lost and patron taint!
2-11 Failure. Neural feedback causes the wetware program to be lost from memory for 1 month, during this
time it cannot be relearned.
12-13 The Shaman makes contact with the patron AI and successfully negotiates the terms of the compact.
The Shaman learns the wetware program Invoke Patron AI as it relates to this patron, but may only ac-
tivate it once per week. Each time the Shaman activates Invoke Patron AI, he is indebted to this patron,
who will call in the debt at some point. The Shaman’s patron marks the Shaman as its servant via an
inconspicuous brand or symbol somewhere on the Shaman’s body.
14-17 The Shaman makes contact with this patron AI and is considered a useful pawn. The Shaman receives
a prominent mark of the patron on his hand or face. The Shaman learns the wetware program Invoke
Patron AI as it relates to this patron and may activate it once per day. Each time the Shaman runs Invoke
Patron AI, the Shaman is indebted to this patron AI, who will call in the debt at some point.
18-19 The Shaman makes contact with this patron AI and is granted a mark of favor in the form of a promi-
nent mark of the patron on his face. The Shaman learns the wetware program Invoke Patron AI as it
relates to this patron and may activate it once per day at a +1 bonus to the program check. Each time the
Shaman runs Invoke Patron AI, the Shaman is indebted to this patron, who will call in the debt at some
point.
20-23 The Shaman arrives at an agreeable arrangement with this patron AI. Shaman receives a prominent
mark of the patron on his face. The Shaman learns the wetware program Invoke Patron AI as it relates to
this patron and may activate it twice per day at a +1 bonus to the program check. Each time the Shaman
runs Invoke Patron AI, the Shaman is indebted to this patron, who will call in the debt at some point.
24-27 The Shaman is considered an important person in this patron AI’s plans. The Shaman forms an agree-
ment with this patron and is marked as one in the patron’s service. The Shaman learns the wetware
program Invoke Patron AI as it relates to this patron and may cast it twice per day at a +1 bonus to the
program check. The patron also gives the Shaman a gift (for which a counter-gift is to be expected).
The gift is a single patron wetware program, selected from the patron’s program list. The Shaman can
activate this wetware program once per day in place of running Invoke Patron AI. Each time the Shaman
activates this wetware program or Invoke Patron AI, the Shaman is indebted to this patron AI, who will
call in the debt at some point.
28-29 The patron AI considers the Shaman indispensable to its long-term goals. The Shaman learns the wet-
ware program Invoke Patron AI as it relates to this patron and may activate it up to three times per day
at a +1 bonus to the program check. The patron also gives the Shaman a gift (for which a counter-gift
is to be expected). The gift is a single patron wetware program, selected from the patron’s program list.
The Shaman can activate this program once per day in place of running Invoke Patron AI. Each time the
Shaman activates this patron program or Invoke Patron AI, the Shaman is indebted to this patron AI,
who will call in the debt at some point.
30-31 The Shaman’s patron considers him or her indispensable to its long-term goals. The Shaman learns the
wetware program Invoke Patron AI as it relates to this patron and may activate it up to three times per
day at a +2 bonus to the program check. The patron also gives the Shaman a gift (for which a counter-
gift is to be expected). The gift is a single patron wetware program, selected from the patron’s program
list. The Shaman can activate this program once per day in place of running Invoke Patron AI. Each time
the Shaman activates this wetware program or Invoke Patron AI, the Shaman is indebted to the patron
AI, who will call in the debt at some point.
32+ The patron AI considers the Shaman integral to its long-term goals. The Shaman learns the wetware
program Invoke Patron AI as it relates to this patron and may activate it up to four times per day at a
+2 bonus to the program check. The patron also gives the Shaman a gift (for which a counter-gift is to
be expected, of course). The gift is two patron wetware programs, selected from the patron’s program
list. The Shaman can activate either of these programs once per day in place of running Invoke Patron
AI. Each time the Shaman activates either of these patron programs or Invoke Patron AI, the Shaman is
indebted to this patron AI, who will call in the debt at some point.
Page 194
GAEA
(GLOBAL ARRAY EARTH AI)
T
he articial intelligence known as GAEA was once responsible for monitoring and controlling the weather sys-
tems and climate of the pre-disaster world. Taken temporarily ofine by the events of the Great Disaster, GAEA
re-booted centuries later to a nd a world suffering from a runaway Greenhouse Effect. While she has been able
to use her remaining orbital weather control satellites to somewhat mediate the effects of climate change, the results have
been limited and mixed, resulting in deserts and rain forests from pole to pole.
GAEA’s goals are to regain full control of the planet’s climate and return it to the temperate and nely-balanced mecha-
nism it once was. Thus, she is not only a founding member of the alliance of greater AIs known as the Mainframe of Order,
but one of its leading lights.
Often referred to colloquially simply as “Mother,” GAEA expects her followers to aid her in her quest to nd ancient
launch installations and to orbit more weather control satellites for her use. She is also insistent that all of her followers
work in a procient and orderly manner towards the goals of restoring Terra A.D. to its former glory.
When summoned, GAEA appears as a 12’ tall oating hologram of a gentle-faced woman wearing a billowing toga and
cloak, with her long amber hair radiating and waving outwards from her head like the rays of a rising sun.
patrOn aI bOnD (gaea)
A Shaman may choose to bond with this patron AI by nding or gaining access to a GAEA node — a small green metallic
sphere about the size of a marble. When properly activated by a successful Patron AI Bond attempt, the metal sphere will
embed itself in the Shaman’s forehead, forever marking the Shaman as a follower of GAEA. The sphere will immediately
begin rewiring the neural pathways of the Shaman, implanting the wetware program Invoke Patron AI (GAEA). Especially
favored supplicants may be granted additional wetware programs as noted in the Patron AI Bond results table.
Page 195
InvOke patrOn aI (gaea)
Invoke Patron AI (GAEA) check results:
Level 1 (GAEA) Activation time: 1 round, and the program may be run only a limited number of times, according to
results of Patron AI Bond.
1 Lost, failure, and patron taint.
2-11 Failure. Unlike other wetware programs, Invoke Patron AI may not be lost for the day. Depending on the
results of Patron AI Bond, the Shaman may still be able to run this program.
12-13 GAEA does not respond, and your connection attempt times out. Shaman gains a temporary boost in
Intelligence of 1d6 (to a maximum of 24) from the effort, and these added Intelligence points may be
glowburned. The added Intelligence points last for only 1 hour.
14-17 GAEA grants the Shaman the ability to perceive small-scale shifts in the local morphic eld of the
planet, resulting in the Shaman being able to anticipate and avoid attacks from enemies. Attackers
must now make two attack rolls for each attack against the Shaman, and take the lower of the two rolls.
The effect lasts until the end of combat.
18-19 GAEA lowers the ambient temperature of the air, creating a quickly rising fog that obscures the Shaman
and any other friendly beings within a 20’ radius of the Shaman. Shaman and friends can see through
the fog, but enemies must make any attacks into the fog at a -6 penalty when attempting to target the
Shaman, and at a -4 penalty when targeting any affected allies of the Shaman. The fog lasts until the
end of combat.
20-23 GAEA allows the Shaman to summon and direct a lightning strike (even indoors and underground).
The lightning bolt does 6d6+1d6 per GL damage to anyone it strikes, with leftover damage arcing over
to the next nearest available target within 10’ of the original target. The absolute range of this lightning
bolt strike is line-of-sight.
24-27 GAEA creates an arctic micro-climate around the Shaman’s enemies targeted at one individual and
radiating out 20’ from that point. All enemies within the arctic zone suffer 1d6 freezing damage per
round, are blinded (suffering -4 to all attacks), and cannot move without making a DC 12 Agility check
to prevent slipping and falling prone on the ice. Beings friendly to the Shaman may enter the arctic
zone freely without suffering its effects. The arctic micro-climate lasts until the end of combat or until
the Shaman is killed.
28-29 GAEA uses her ring of orbiting weather control satellites to create a monsoon of torrential rain, sleet,
and high winds (even indoors or underground) that assault the Shaman’s enemies, driving them back
15’ and inicting 4d6+1d6 per GL damage. This storm also partially blinds opponents, causing them to
attack at -4. The storm lasts until the end of combat or until the Shaman is killed.
30-31 GAEA’s satellite network focuses its ultra-powerful tractor beam emitters on the planet’s crust and
causes a 10’ by 30’ bottomless chasm to open up directly beneath the Shaman’s enemies, swallowing
them whole and then sealing shut again on the next round. Even creatures with ight ability will fall
long enough to be imprisoned and crushed unless they were actively in ight when the chasm forms.
32+ GAEA chooses to manifest personally as a nigh-invulnerable 12’ tall hard-light hologram in order to
aid her follower for 10 rounds. She appears in a sparkling beam of bright sunlight and announces in
a booming voice, “It’s not nice to fool Mother Nature!” GAEA will then begin to strike down the Sha-
man’s enemies with 12d6 lightning bolts (2 per round) until all are dead or until the end of combat. She
will then vanish, pronouncing, “Now let nature take its course!” GAEA’s hologramatic avatar (AC 18)
can sustain up to 500 points of damage before being shattered into stray photons and causing all within
sight to be blinded for 1d3 rounds. The Shaman takes automatic patron taint when this result is rolled.
Page 196
patrOn taInt: gaea
Roll d6 Result
1 Shaman’s hair turns green and gains a grass-like texture. Each additional time this result is rolled, the Sha-
man’s hair becomes more plant-like, resulting in a more arboreal appearance with leaves and eventually even
owers forming on Shaman’s head. After four instances of this result, the Shaman nds that he or she no
longer needs to eat so long as they are exposed to abundant sunlight and water.
2 Shaman’s eyes become milky white, as the iris and pupil slowly fade; Personality score drops by 1 with each
additional result. Shaman gradually craves the company of pollinating insects, suffering a -1 to attacks if
more than 100’ distant from such.
3 The Shaman’s skin begins to gradually toughen into a tree bark-like texture. Each time this result is rolled, the
Shaman’s AC goes up by 1 and his or her Agility score is reduced by 1.
4 Every time the Shaman activates a wetware program, a small thundercloud forms over the Shaman’s head,
soaking all within 20’ with a gentle rain. On the same round that a wetware program is activated, the thun-
dercloud randomly targets a single victim within 20’ (excluding the Shaman) and res a 1d3+GL damage
lightning bolt at that target. Each time this result is rolled again, the base die for the lightning damage moves
up the dice chain.
5 A strong wind blows each time the Shaman activates a wetware program, lifting the Shaman a few inches off
the ground and causing the Shaman to suffer -1 to all actions and program checks on the subsequent round.
With each additional result the Shaman gains 5’ of airborne movement and suffers an additional -1 to actions
on the subsequent round.
6 Each time the Shaman activates a wetware program, a minor earthquake occurs causing all within 60’ (ex-
cluding the Shaman) to make a DC 5 Reex save or fall prone, losing an action for the round while standing
back up. On each subsequent occurrence of this result, the DC of the required Reex save increases by 1.
WetWare prOgrams: gaea
Those committed enough to become followers of GAEA may eventually learn three new wetware programs:
Level 1: Elemental Shield
Level 2: Corrosion
Level 3: Chain Lightning
glOWburn: gaea
GAEA graciously grants increased wetware program results to those among her followers who demonstrate their com-
mitment to her cause through personal sacrice. When a Shaman utilizes glowburn while casting one of GAEA’s pro-
grams, roll 1d4 and consult the table below.
Roll d4 Glowburn Result
1 GAEA rewards those who care for the planet at their own expense; Shaman slices his own esh and lets their
blood ow into the ground near a non-sentient plant (expressed as Stamina, Strength, or Agility loss).
2 GAEA favors those among her followers who replenish the atmosphere with needful gases; Shaman hyper-
ventilates, expelling excessive amounts of carbon-dioxide, until carpopedal spasms occur, triggering a small
seizure (expressed as Stamina, Strength, or Agility loss).
3 GAEA causes multiple sapling sprouts to erupt from the Shaman’s bare skin, after which they spring forth
from the Shaman towards the nearest soil and take root. Growing each sapling cost the Shaman 1 point of
Strength, Stamina, or Agility.
4 GAEA uses one of her orbiting solar arrays to focus a surge of EM radiation upon the Shaman, adding great
power to the Shaman’s program check, but also causing severe radiation burns to the Shaman (expressed as
Strength, Stamina, and Agility loss).
Page 197
Elemental Shield
Level: 1 (GAEA) Range: Varies Duration: 1 round/GL Activation Time: 1 round Saving Throw: None
General The elemental forces of nature rise to the Shaman’s defense, shielding the Shaman from enemy attacks.
Manifestation See below.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 The air shimmers and gusts, granting the Shaman +1d3 AC and blocking the rst melee or missile at-
tack targeting the Shaman.
14-17 The air shimmers and gusts, granting the Shaman +1d4 AC and blocking the next two melee or missile
attacks targeting the Shaman, assuming that the program duration has not expired.
18-19 The air shimmers and gusts, granting the Shaman +1d5 AC and blocking the next three melee or missile
attacks targeting the Shaman, assuming that the program duration has not expired.
20-23 A small boulder erupts from the ground and begins ying around the Shaman in circles; the boulder
blocks any incoming melee or missile attacks until the program duration expires or the rock takes over
25 points of damage.
24-27 Small magma vents open up in the ground at random intervals around the Shaman, periodically spew-
ing ames and lava. The magma vents do not directly damage anyone taking care to avoid them, but
the vents do target all incoming attacks on the Shaman and block them. Missile and ranged attacks are
merely blocked, but as melee attacks are blocked any melee weapon used in such an attack is super-
heated. Mundane weapons melt or burst into ames; technological weapons become too hot to hold
and are automatically dropped and cannot be picked up again for 1d6 rounds.
28-29 A hurricane-force wind arises and snatches the weapons out of the hands of all attackers within 30’,
disarming them. The weapons are thrown 10’ in random directions, but may be recovered on the fol-
lowing round.
30-31 The sky darkens with massive thunder-
clouds and the Shaman and any friendly
targets within 50’ are protected by a torren-
tial rain of lightning bolts. These lightning
bolts unfailingly strike and intercept any
incoming attacks made against the Shaman
and any allies within range. Melee weap-
ons used in these attacks become electried
and are immediately dropped, causing the
wielder to take 1d8 electrical damage.
32+ The Shaman and all friendly allies within
100’ are protected by a massive meteor
storm, as hundreds of small meteorites de-
orbit from space. These meteorites unerr-
ingly intercept, strike, and block all forms
of incoming damage targeting the Sha-
man and his friends, from mundane melee
strikes to incoming particle beam attacks,
knocking any weapons originating these
attacks out of their owners’ hands, disarm-
ing all opponents within the 100’ range.
Weapons thus struck are either permanent-
ly broken (mundane weapons) or deacti-
vated for 1d10 rounds (artifacts).
Page 198
Corrosion
Level: 2 (GAEA) Range: Line of sight Duration: Instant Activation Time: 1 round Saving Throw: None
General The Shaman summons the forces of nature to corrode, erode, fully discharge power cells, or otherwise
cause technological objects to fail and cease functioning.
Manifestation See below.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 Failure, but program is not lost.
14-17 Moisture invades a single technological object and causes it to short out and temporarily cease func-
tioning for 1d3 rounds; weapons will not re, devices will cease functioning, non-patron AIs will go
ofine.
18-19 A tangle of vines burst forth from inside any single technological item or device, rendering it inoper-
able; the item or device cannot be reactivated until the vines have been pulled and cleared from the
device, which takes 1d6 rounds of dedicated effort.
20-23 A hyper-corrosive rust attacks any single technological item or device, reducing its effectiveness by
50% on the rst round, and rendering it permanently frozen and inoperable on the second round. With
proper knowledge and tools, the device can later be cleaned and restored to a semi-functional state that
will be generally 50% of its former functionality.
24-27 A sudden cessation of all molecular motion in any single technological item or device causes the energy
state of all power sources to be reduced to zero. This causes power cells to completely discharge, fusion
processes to cease, and quantum states to collapse. Any non-patron AI targeted by the effect has its
memory and programming wiped clean and restored to factory settings.
28-29 Up to 1d3 technological items or devices of the Shaman’s choice are subjected to increased gravitational
tidal forces generating by the planet’s mantle, pinning them to the ground and causing their internal
components to be crushed, rendering them permanently inoperable.
30-31 The circuits of up to 1d6 technological items or devices of the Shaman’s choice are bathed in a gamma
ray burst from a distant quasar and permanently fused, never to be functional again. Any components
or power cells are rendered forever inert, and cannot be salvaged or even handled without taking 1d4
in radiation damage.
32+ In a squall of directed tachyon particles emanating from a super massive black hole located in the
galactic core, any technological weapon, device, transport, or non-patron AI up to 100 metric tons in
weight ages 1 billion years in the blink of an eye, crumbling into a pile of rust-colored dust and blowing
away in the wind.
Page 199
Chain Lightning
Level: 3 (GAEA) Range: Varies Duration: Instant Activation Time: 1 round Saving Throw: Reex vs. program
check
General The Shaman calls down a lightning bolt possessing a limited articial intelligence of its own, which
guides the lightning bolt unerringly from target to target.
Manifestation See below.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 Failure, but the program is not lost.
14-17 The Shaman calls down a lightning bolt that does 3d6 damage to any target within 100’; if the rst tar-
get is slain, the lightning bolt jumps to any additional target of the Shaman’s choosing within 50’ of the
rst target and deals the remaining damage.
18-19 The Shaman calls down a lightning bolt that does 4d6 damage to any target within line of sight; if the
rst target is slain, the lightning bolt jumps to the next target of the Shaman’s choosing, dealing its
remaining damage, and continuing on to additional targets until the full damage is absorbed.
20-23 The Shaman calls down a skipping orb of ball lightning that delivers 6d6 damage to any target within
line of sight; the ball lightning then bounces from target to target, slaying all within its path and shut-
ting down any technological item being held or worn by the targets, until all of its damage is spent.
Technology shut down in this manner takes one full round to be reactivated or rebooted.
24-27 The Shaman targets a single foe within line of sight, and that foe’s personal electromagnetic eld be-
gins to rotate at hypersonic speeds, causing a sonic boom that deafens the foe and all within 10’ for 1d3
days. This spinning EM eld also turns the foe into an organic electric dynamo, dealing 10d6 electrical
damage to the target and causing 1d10 electric bolts to fork out from his chest and target the Shaman’s
enemies for 1d6 of damage each.
28-29 A titanic shift in the planet’s magnetic poles causes multiple arcs of polychromatic lightning to erupt
from the ground and strike the Shaman’s foes. There are 1d7 of these lightning bolts that strike for 1d12
damage each; these ground bolts may be targeted at a single or multiple foes.
30-31 Weather control satellites form an intelligent thunderhead cloud with an enormous and angry female
face. This thunderhead is able to ip its electrical charge back-and-forth instantly, creating circulating
lightning bolts that strikes up to 10 targets with 6d6 of cascading electrical damage. Each lightning bolt
rst strikes a target of the Shaman’s choosing and then arcs back heavenwards completing the circuit.
If a target is not killed outright by the rst round of 6d6 damage, they receive an additional 4d6 on the
second round, and should they survive that, they receive 2d6 on the third round. If a target somehow
survives the total damage taken from this program, it is stunned for 1d6 rounds.
32+ The skies overhead darken as rotating thunderheads gather from horizon to horizon and a giant black
iris opens up in the center. From this eye in the sky, the mother of all lightning bolts roars down from
the heavens deafening everyone within sight for 1d3 rounds. The massive thunderbolt strikes the
ground anywhere within line of sight of the Shaman and a jagged spider’s web of electricity arcs across
the ground selectively striking the Shaman’s foes. The Shaman directs a total of 24d6 of damage to an
unlimited number of foes in any desired sequence until the total damage is exhausted.