Manimal mutations that make sense.

Mutant Crawl Classics is the warped, mutant sci-fi twin to DCC. All Plantients, Manimals, Mutants and PSH are welcome here...

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BobtheBarbarian
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Manimal mutations that make sense.

Post by BobtheBarbarian » Fri Jun 01, 2018 5:58 am

I know that part of what makes MCC and DCC so glorious is the random weirdness in the systems. Still I wonder if it wouldn't make sense for the manimals to have at least one physical mutation that reflect their animal type. So birds would have wings, Gorillas Strength etc. I know, of course I could house rule anything, but I was thinking about making random tables per manimal mutation type and I just wondered if there would be any interest in such tables from the community (or if some exist already). Of course the mental mutation would stay random because we need to keep it bizarre.

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Raven_Crowking
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Re: Manimal mutations that make sense.

Post by Raven_Crowking » Fri Jun 01, 2018 1:52 pm

If you want to do this, you could use the materials in Primal Tales #1 to build the base animal types before layering on mutations. That should work pretty well.
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.

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Blood Axe
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Re: Manimal mutations that make sense.

Post by Blood Axe » Fri Jun 01, 2018 2:44 pm

Raven_Crowking wrote:If you want to do this, you could use the materials in Primal Tales #1 to build the base animal types before layering on mutations. That should work pretty well.

Oh Master of all Knowledge and Ancient Lore!
Hear your supplicant!
I beseech thee!
Take this humble sacrifice and grant your servant his small request.
What is this "Primal Tales" of which you speak?

(spellburns)
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.

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bat
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Re: Manimal mutations that make sense.

Post by bat » Sat Jun 02, 2018 10:02 am

Raven_Crowking wrote:If you want to do this, you could use the materials in Primal Tales #1 to build the base animal types before layering on mutations. That should work pretty well.
Exactly what I do in my DCC/MCC games.

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Raven_Crowking
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Re: Manimal mutations that make sense.

Post by Raven_Crowking » Sat Jun 02, 2018 10:47 am

Blood Axe wrote:
Raven_Crowking wrote:If you want to do this, you could use the materials in Primal Tales #1 to build the base animal types before layering on mutations. That should work pretty well.

Oh Master of all Knowledge and Ancient Lore!
Hear your supplicant!
I beseech thee!
Take this humble sacrifice and grant your servant his small request.
What is this "Primal Tales" of which you speak?

(spellburns)
The information you seek can be found here:

http://dcctreasures.blogspot.com/2018/0 ... les-1.html
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.

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