Tuesday, September 25, 2018

GFA18 - Alternate Character Creation for MCC

My first article for the 2018 Gongfarmer's Almanac is an alternate genotype and occupation table for Mutant Crawl Classics. I wrote it as a follow-up to my own earlier post about wanting more occupations besides "hunter" and "gatherer" in MCC. This article was edited by Keith Garrett, and the wonderful art that accompanies it in the GFA18 was drawn by Karim
   
Art by Karim

   
Table: Character Genotype & Occupation
01     Human animal trainer - club, wolf pup*
02     Human artisan - club, clay pot of ochre paint and hide painted with pictorial history of tribe
03     Human brewer - club, skin of beer
04     Human butcher - flint handaxe, leather sack with 1d12 lbs of dried meat+
05     Human canoe maker - stone dagger, canoe
06     Human chieftain's assistant - warclub (as polearm), bearskin cloak (+2 AC) and bear claw necklace
07     Human cord maker - stone dagger, 50' of hide cordage
08     Human dreamseeker's apprentice - staff, cracked holo-crystal that projects staticky softlight image of AI# and fetish doll depicting AI from image
09-10   Human fisher - harpoon (as javelin), 10' sinew line with flint fishhook
11     Human flamebearer - stone spear, clay urn of glowing embers
12     Human fletcher - shortbow, 1d12 flint arrows
13-14   Human flintknapper - flint handaxe, 1 lb of flint
15-16   Human forager - wooden shovel (as staff), trinket of Ancient technology##
17     Human fowler - stone dagger, 1d6 chickens
18-19   Human gatherer - stone dagger, basket with 1d6 lbs of fresh plants++
20-21   Human guard - stone spear, 1d6 torches
22     Human healer - obsidian dagger, bone needle and sinew thread
23     Human herbalist - club, 1 lb of medicinal/psychotropic herbs
24     Human herder - staff, elk calf**
25     Human horticulturist - stone garden hoe, basket with 1d12 lbs of dried plants++
26-27   Human hunter - stone spear, leather sack with 1d6 lbs of fresh meat+
28      Human lorekeeper's apprentice - club, hide drum and blanket sewn with pictorial history of tribe
29     Human orphan - wooden spear (as javelin), stone fetish of former tribe's patron AI#
30-31   Human potter - club, 1 lb of clay
32     Human scout - stone spear, piece of signaling quartz
33      Human shaman's assistant - dagger, divination bones and antler headdress (+1 AC)
34     Human slave - sling, necklace of broken circuit boards and tattered remnant of cloak painted with circuit diagram
35     Human stargazer - spear, glass lens and piece of meteoric iron
36-37   Human tanner - club, hide armor (+3 AC)
38-39   Human weaver - stone dagger, blanket
40     Human wheelwright - stone hammer (as club), wooden pullcart
41     Mutant canoe maker - stone dagger, canoe
42-43   Mutant fisher - harpoon (as javelin), 10' sinew line with flint fishhook
44   Mutant flamebearer - stone spear, clay urn of glowing embers
45   Mutant fletcher - shortbow, 1d12 flint arrows
46-47   Mutant flintknapper - flint handaxe, 1 lb of flint
48     Mutant forager - wooden shovel (as staff), piece of Ancient technology##
49-51   Mutant gatherer - stone dagger, basket with 1d6 lbs of fresh plants++
52-53   Mutant guard - stone spear, 1d6 torches
54     Mutant herder - staff, elk calf**
55     Mutant horticulturist - stone garden hoe (as mace), basket with 1d12 lbs of dried plants++
56-58   Mutant hunter - stone spear, leather sack with 1d6 lbs of fresh meat+
59-60   Mutant orphan - wooden spear (as javelin), stone fetish of former tribe's patron AI#
61-62   Mutant potter - club, 1 lb of clay
63     Mutant scout - stone spear, piece of signaling quartz
64-65   Mutant slave - sling, necklace of broken circuit boards and tattered remnant of cloak painted with circuit diagram
66-67   Mutant tanner - club, hide armor (+3 AC)
68-69   Mutant weaver - stone dagger, blanket
70     Mutant wheelwright - stone hammer (as club), wooden pullcart
71     Manimal animal trainer - club, wolf pup*
72     Manimal butcher - flint handaxe, leather sack with 1d12 lb of dried meat+
73     Manimal cord maker - stone dagger, 50' of hide cordage
74-75   Manimal fisher - harpoon (as javelin), 10' sinew line with flint fishhook
76-77   Manimal flintknapper - flint handaxe, 1 lb of flint
78     Manimal fowler - stone dagger, 1d6 chickens
79-80   Manimal guard - stone spear, 1d6 torches
81     Manimal healer - obsidian dagger, bone needle and sinew thread
82-84   Manimal herder - staff, elk calf**
85-87   Manimal hunter - stone spear, leather sack with 1d6 lbs of fresh meat+
88-89   Manimal tanner - club, hide armor (+3 AC)
90     Manimal weaver - stone dagger, blanket
91     Plantient brewer - club, skin of beer
92-93   Plantient gatherer - dagger, basket with 1d6 lb of plants++
94     Plantient herbalist - club, 1 lb of medicinal/psychotropic herbs
95-96   Plantient horticulturist - stone garden hoe (as mace), basket with 1d12 lbs of dried plants++
97     Plantient fletcher - shortbow, 1d12 flint arrows
98     Plantient potter - club, 1 lb of clay
99     Plantient scout - stone spear, piece of signaling quartz
00     Plantient weaver - stone dagger, blanket
 
 
Notes
* As DCC common wolf, -1d HD and damage, matures to full stats at 1st level, 50% chance of cosmetic mutation. If multiple in party, roll 1d6 for each: (1-2) wolf pup (as DCC common wolf); (3-4) puma kit (as DCC dire wolf); (5) bear cub (as DCC owlbear); (6) alligator (as DCC giant lizard).
 
** As DCC horse, -1d HD and damage, matures to full stats at 1st level, 50% chance of cosmetic mutation. If multiple in party, roll 1d8 for each: (1-2) elk calf (as DCC horse); (3-4) bison calf (as DCC warhorse); (5-6) goat kid (as DCC donkey/mule); (7) giant ant (as DCC giant worker ant); (8) beehive (as DCC insect swarm).
   
+ Roll 1d10 for meat type: (1-2) deer; (3-4) rabbit; (5-6) game fowl; (7-8) fish; (9) boar; (10) edible insects. Each lb of meat counts as 1 ration. Characters who eat fresh meat do not need water for the day; characters who eat dried meat need a separate water ration. However, fresh meat is subject to spoilage.
 
++ Roll 1d10 for plant type: (1-2) berries; (3-4) tree fruit; (5-6) leafy vegetables; (7-8) root vegetables; (9) nuts; (10) mushrooms. Each lb of plants counts as 1 ration. Characters who eat fresh plants do not need water for the day; characters who eat dried plants need a separate water ration. However, fresh plants are subject to spoilage.
   
# Roll 1d8 to determine patron: (1) GAEA; (2) HEXACODA; (3) ACHROMA; (4) HALE-E; (5) UKUR; (6) MANGALA; (7) ME10; (8) TETRAPLEX.
 
## Roll 1d20 for technology type. Results 1-9 are 50 cred trinkets, results 10-18 are 100 cred trinkets, results 19-20 are invaluable trade objects:
(1-4) small computer circuit board;
(5-7) cell phone: hand-sized "black mirror";
(8-9) garage-door opener: handheld plastic rock with metal clip, single button causes red light to blink when pushed; (10-13) large computer circuit board;
(14-16) tablet: head-sized "black mirror";
(17-18) remote entry key fob: small plastic rock with metal ring, four buttons make sounds and cause red light to blink when pushed, roll 1d4 for sound each time: (1) "Beep!"; (2) "Beep-beep!"; (3) "Beeeeep!"; (4) "Whoop-whoop-whoop! Whoop-whoop-whoop!";
(19) c-cell power cell;
(20) circuit board acts as universal replacement part, allows re-roll of any artifact check or AI recognition check, if re-roll is successful then circuit board can be used again, otherwise it’s lost.

No comments: