Triumph & Technology Won by Mutants & Magic
You’re no zero. You’re a wasteland wanderer: a mutant, a seeker, a robot-killer, a stoic shaman guarding forgotten ancient sciences. You seek triumph and technology, winning it with mutations and magic, soaked in the radiation and quantum fields of the mutated, the savage, the semi-sentient, and the artificially intelligent. There are treasures to be won in the taboo lands and ruins, and you shall have them.
Return to the glory days of science fiction gaming with the Mutant Crawl Classics Role Playing Game. Adventure like it’s 1978 again, with modern rules grounded in the origins of post-apocalyptic role playing. Fast play, a mysterious future, and 100% compatibility with the DCC RPG system await you — just activate your artifact...
Mutant Crawl Classics (MCC RPG) is a stand-alone setting that applies the DCC RPG rules to a post-apocalyptic setting. You'll love MCC if you like Gamma World, Metamorphosis Alpha, or DCC RPG. You don't need to own DCC to play MCC.
Still not convinced? Here are additional resources to marinate on while you sip on that Mutant Cola:
• A 29-page preview of the complete game, originally published in the Goodman Games 2015 Gen Con Program Guide. Includes information on the setting, character creation, character classes, mutations, artifacts, patron A.I.'s, and more!
• A complete 13-page level 0 adventure, The Museum At the End of Time, originally published in the 2016 Free RPG Day module.
Here is actual play of the adventure, The Museum At the End of Time:
Still not sure if this game is for you? Maybe you don’t think you have the time to play it, or you are unsure of the genre, or perhaps you have never played DCC RPG. I would not let any of that dissuade you as this is a great opportunity to get in on the ground level. I consider myself a very careful Kickstarter backer as the stories are endless of failed or undelivered campaigns. MCC RPG comes from a respected company that is quite frankly just wonderful to the fans. This is one of those Kickstarters that I think people will regret not participating in if able. There are 8 days left for the Kickstarter and all the stretch goals are attainable!
Just for fun I decided to create a few things a wasteland wanderer may find in MCC RPG:
Oddities of the Wasteland (1d3)
1. You find a strange metallic device with a row of pointy prongs similar to teeth. Upon touch it begins to beep and feels slightly warm. This is a Power Comb which was created by the ancients. Unfortunately, its prior owner was a mutant who was diseased with Rad Lice. Anyone using the comb must make a DC15 Fortitude save or contract Rad Lice. These irradiated little beasties cause the inflicted to lose or gain mutations when making a Radburn check on a roll of 1-2 or 19-20. The Rad Lice have a life cycle of 1d16 days. Tech Level: 4 Complexity Level: 3
2. There is an small statue of a child in this room. As you get closer it appears to be an ancient doll in remarkable condition. Upon close examination you see its torso has a working power source. If the chest is depressed this old Laughter Bot is activated and it cackles immediately. Between shrieking laughter it says, “mama mama” with outstretched hands. Unbeknownst to the PCs, the laughter bot’s hideous voice causes Croachlings to go berserk. The high frequency will summon all Croachlings in a 200’ radius, and they will attack any living creatures. Tech Level: 4 Complexity Level: 2
3. Digging through the sand you locate a bizarre sphere of pitted metal. Palm sized, it also appears to have an area which may be depressed similar to a button. No other markings or indications of its purpose are available. This five-pound device is a Viscid Grenade which was once used to control crowds. It contains enough material to be used three times before becoming useless. Once activated it will beep and cook-off for 1d3 rounds. Then sticky strands of material will fire in every direction from the device in a 20-foot radius. Anyone in the target area must make a DC15 Reflex save or become stuck in the strands for 1d3 rounds. A DC 20 Strength check is required to break free before the duration end. Tech Level: 4 Complexity Level: 3
MCC RPG Links: