Mutant Crawl Classics
Mutant Crawl Classics posted in Gamma World forum comment posted by derek_holland A couple ideas for using DCC elements in MCC:
The Consult Spirit section of the Judge's chapter could be used for communicating with uploaded minds trapped in artifacts or environmental tech.
I have mentioned the idea of using mercurial magic for artifacts as side effects to make them more superscience. Here are a few more examples:
- 12 Magic Reverb results in the artifact's use negatively impacting subsequent mutation checks (for a few rounds) as the machine warps the laws of physics the mutations rely on.
- 28 Odd Growths has so many possibilities. I like the idea of hearts appearing and then pumping out enough blood to soak the ground and make it a sticky mess. And then there are doughy faces that squish nicely between one's toes. Just to make the players squirm a bit.
- 76 Silenced is rewritten so that any time the artifact is powered up, there is a 10 meter diameter field that prevents all sounds. As most artifacts stay powered until the cells are drained or removed, this can be a serious impediment in some situations.
- 78 Mentalism has the artifact implant their controller into the spine of their user. This inflicts a small amount of Wound damage (d3 or d4) and only when the damage heals will the user be able to use the artifact.
- 81 Terrible to Behold results in the wielder being surrounded by projected images of the Cataclysm every time the artifact is activated. Mind bending or sanity smashing.
- 92 Gibbering Allies has small drones emerge from the artifact and perform that function. If they are destroyed, the artifact needs some raw materials to make another swarm.
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