You are Pure Strains, Mutants, Manimals & Plantients who boldly venture out into the warped & shattered world to face its challenges & uncover the secrets of the Ancients.
Description:
Mutant Crawl Classics (MCC) is a post-apocalyptic, science-fantasy RPG fully compatible with Dungeon Crawl Classics. To show you just how compatible, I’m running a straight conversion to MCC of Advent of the Avalanche Lords, Goodman Games’ 2015 Holiday Module written by that Jovian jammer of the storied spaceways, Tim Callahan.
But you’re not feeling so bold right now. Ignorant of the seasons in the Slag Spires, you’ve been engulfed in a howling ash blizzard. Without serious shelter you will die. But by some miracle you stumble on Shimmerton, a secluded village protected by a globe of light. The shield around Shimmerton is kept in working order by Father Cry-0-Mass, the village’s ageless paternus, but he is not there for you to thank. He left for his personal sanctum & has been gone for months. Without his help, the shield will soon flicker out.
A star has fallen into the coastal ruins! Can the youth of your tribe fight through glowing ruins & outsmart rival tribes to win technology & glory? This a hex-craw funnel for beginners.
Description:
In this funnel, human or mutant tribes-people must travel from the safety of their homes to seek out the technology of the sky people. 0 level pre-generated characters will be provided, and players will have to use their daring, teamwork and wits to outsmart rival tribes, glowing ruins, and other dangers to win technology and glory for their tribe. This funnel involves choosing relative risks while also racing against the clock and a rival tribe.
A 0-level char funnel. Whisked away from your hothouse jungle home by a Tube-Thing, you find an intact sky tower of the Ancient Ones surrounded by miles of well-tended parkland. What could go wrong?
Description:
While undergoing the Rite of Passage, you and your level-0 friends are swept hundreds of miles away from your hothouse jungle home via a Tube-Thing, only to emerge in a gloriously-tended mile-wide garden. Dead in the center of this wondrous parkland, you see an intact sky tower of the Ancient Ones. Surely enough technology and glory await you to rule your tribe, if only you can survive the “Assault on the Sky Tower.”
Among the black mountains where smart metal beings still fight a long forgotten war with the perverted beasts that have sought shelter in the wilderness, you discover the truth behind the holy order.
Description:
A pilgrimage to the monastery of The Holy Medicinal Order for repairs to your tribes’ medi-bot begin to go horribly wrong as you discover that all is not as it seems. Among the black mountains where smart metal beings still fight a long forgotten war with the perverted beasts that have sought shelter in the wilderness, you discover the truth behind the holy order and its bloody ultimate fate.
Directive from The Don, A.L.D. - Dopey-Mutant-Losers Must Be Fired!
Summary:
The Don Alternate Logic Directive (A.L.D.) says: fire all Dopey-Mutant-Losers. You! Apprentice! Ready your very good brain & your laser: this is set in Paranoia.
Description:
Mutant Crawl Classics + Paranoia RPG + Metamorphosis Alpha mash-up. You, your five clone siblings and everyone you know were decanted in The Tower. The Don A.L.D. (Alternate Logic Directive) built the Tower for winners! Winning is mandatory - The Don A.L.D. says so! Anyone who isn’t a winner is a Dopey-Mutant-Loser. You are a Dopey-Mutant-Loser but you are also an Apprentice. Apprentices are winners! The Don A.L.D. says so! The Tower is being taken over by Dopey-Mutant-Losers. The Tower needs something like a wall to protect it, a shield. As an Apprentice you are one of The Tower’s human shields. Won’t that be fun? The Don A.L.D. says so. The Don A.L.D. is right. Alpha adventures set in the Paranoia game world (modified with some surprisingly fitting and very contemporary political references) using Goodman Games’new Mutant Crawl Classics rule set.
A new island has arisen in the Monster Sea as you & your mutant friends paddle out to find clues to the origins of the Great Disaster & face invaders from the Ultradimension.
Description:
A Death Wave nearly washes away your jungle village, and that’s the least of your worries. A new, strange island has arisen in the Monster Sea. At the behest of the Exalted Crone, you and your friends paddle out to seek retribution and regain the honor of your tribe. You’re ready for any mutations you might meet, but are you ready for invaders from the Ultradimension?
For generations tales of a lost med lab have run through your village. The stockpile of supplies has been controlled by of a tribe of enhanced manimals. Now may be the best time to loot the facility.
Description:
For generations stories of a medical facility of the Ancient Ones have run through your village. . Unfortunately, the stockpile of medical tech has been under the control of The Experimented, a tribe of biomedically-enhanced manimals. Scouts have reported the possibility of an internal conflict arising amongst The Experimented! The bionically-evolved Enhanced have revolted against the hyper-intelligent White Mice. Now may be the perfect opportunity to join with your 2nd-level compatriots to infiltrate and loot the Domain of the Experimented.
In a world filled with manimals, mutants & plantients none are so odd as the Clan of Curwen. That doesn't stop your investigation when a stranger dies in town wearing the noted blue hat of young Bess.
Description:
Everyone is a little bit odd in a world filled manimals, mutants and plantients but perhaps none so odd as the Clan of Curwen. No matter how strange they may be, your village remembers being saved by the Clan when a glow storm destroyed all your crops. When an odd sickly mutant appears in your village clutching the prized blue hat worn by young Bess Curwen and dies in front of you, the village elders know it is time for your hardiest folk to investigate and brave the trek up the Shuddering Mountain to their home.
With an unsettling combination of eager anticipation & uneasy courage, you and The friends of your youth face The portentous prospect of setting out upon your Rite of Passage.
Description:
With an unsettling combination of eager anticipation and uneasy courage, you and The friends of your youth face The portentous prospect of setting out upon your Rite of Passage. your parents and extended families embrace you for what may be The last time. you pat your slung leather pouch full of jerked roxen meat and your overfull water skin, making sure it’s all there, As you cradle The flint dagger carried in a thigh-bound sheath.
With an unsettling combination of eager anticipation & uneasy courage, you and The friends of your youth face The portentous prospect of setting out upon your Rite of Passage.
Description:
With an unsettling combination of eager anticipation and uneasy courage, you and The friends of your youth face The portentous prospect of setting out upon your Rite of Passage. your parents and extended families embrace you for what may be The last time. you pat your slung leather pouch full of jerked roxen meat and your overfull water skin, making sure it’s all there, As you cradle The flint dagger carried in a thigh-bound sheath.