Jun 252017

Well, the PDF for Mutant Crawl Classics is out and doing some prep work to my little campaign off the ground. I already did a little alternate background thing based on what I want to do. For that little thing, I just need to do a little tweaking to the Robot (from Umerican Survival Guide/Crawling Under a Broken Moon) and Murder Machine (from Hubris) by adding AI Recognition and Artifact Check Modifier. That’s no biggie. For this post, I want to hack Wizards. Take a few things from DCC but still use a lot from MCC. So to make full sense of my ramblings, you’ll need both.

Mike Evans (the author of Hubris and an all around cool guy) made a great observation about Wizards being Mutants in Thundarr the Barbarian so I’m running with that idea because it’s cool and fits great into Mutant Crawl Classics.

Wizard of the Wastes
Wizards are a specialized type of mutant. Their ability to use magic is a combination of mutant psychic abilities and a savant like understanding of quantum mechanics which allows them alter reality and bend the rules of physics. So Wizard basically becomes a racial class.
At 0 Level, roll 1d24 on the Mutant Appearance Table.
The Basics:
As Core DCC Book: HD, Attacks, Action Dice, Saves, Known Spells, Max Spell Level, Bonus Spells for High Int. Starting spells are random. Wizards do NOT gain access to Patrons and patron spells. That’s for Shaman. Mercurial Magic is not used. (There’s enough going on but heck use it if you want to.) Spell casting works basically the same but see below for some tweaks.
As MCC Core Book: Crits as Shaman, Artifact Checks as Wizard from the optional DCC conversion guide.
AI Recognition: While Wizards are mutants, they often still bare a resemblance to Pure Strain Humans and gain a +1 bonus to AI Recognition checks.
Mutant: At 1st Level, Wizards gains 1d3 Mental Mutations.
Corruption: Wizards of the Wastes do not gain corruption. Instead, any time a spell failure calls for any type of Corruption, roll on the Defect table like other Mutants. Defects are gained normally when using Mutations from MCC.
Spellbooks: Since there is no written language in the wasteland, each Wizard invents their alphabet and symbols to write down their spells. In order to decipher another wizard’s spell from their book, roll 1d20+Int Mod+Level vs DC: 10+the spell’s level+the author’s level.
Radburn: Wizards of the Wastes suffer Radburn like other Mutants use the chart below:
1-2: Defect Gained.
3-7: Physical Mutation
8-20: Mental Mutation
Coming Soon! Fighters hacked as Wasteland Barbarians and something to do with Clerics.

  3 Responses to “Hacking Wizards for Mutant Crawl Classics”

  1. […] already messed around with Wizards for Mutant Crawl Classics. This time around Fighters. You know who I’m talking about. Sure there is the Sentinel in […]

  2. Spellbooks, “…Since there is written language in the wasteland…”
    You might be able to assume that Wizards and their reverence for the ancient knowledge might know some of the ancient written language(s), but for the most part, I think you meant “Since there is no written language in the wasteland…”

    Typos, the bane of tipist evertwherl. ;P

  3. RL has been real crazy. I’m surprised that there aren’t more typos. But good catch. Thanks

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