Wednesday, January 16, 2019

Nuts & Bolts #156 - MCC - The Ecology of Spider-Goats

Loyal readers may have noted that I have ceased re-caps of my monthly game. Mostly this is because I find recaps difficult to write and I have had a lot of other stuff that needed to get out more. However, last session saw a "randomish" encounter with spider-goats, and I can't help but make a few notes on the subject.

The three characters were exploring the toppled remains of an old tower, the hollowed out tube of the life making an easy way to guide their progress to the top also felt like a place that something predatory would make its home. Enter a pack of three spider-goats. Things were pretty touch and go not for the damage they dealt, but for the paralytic poison and the entrapping webbing. I use the dice chain a lot so even while webbed the character's could try to act but were rolling at -1d or more. This allowed me to use the webbing to hinder the players without tipping the scales too far too fast since we have such a small group.

The PCs battled for perhaps 4 rounds before coming out on top. Things went south for the S-Gs fast once the radium rifle was brought to bear and a critical hit scored (ouch!). Once defeated the SGs yielded a few horns (for future use in making awesome helmets) and a pair of poison sacs (for future use in making the judge wince). The PC then moved on.

I didn't think to mention any egg sacs or webbed over corpses, and the players never asked. This occurred to me (as often does) the day after. I was mad at myself at first, because this seemed like a cool opportunity missed. But then I thought about it more. Spiders consume the liquids within their prey and leave dessicated husks, but goats? Goats eat EVERYTHING. So wouldn't a spider goat first drink all the gooey stuff, and then, while hungry and waiting for more prey, snack on the prey-jerky and eventually even their own old webbing?


Yes, they would.

Wednesday, January 9, 2019

State of the Blog 2019

Hi folks!

2018 was a good year for the blog. A tough year, but one that saw the Alphabet of Outer Beings go from idea, to concept, to 27 blog posts and a physical handout I brought to Gary Con. The Alphabet, when taken as a whole, is easily the largest thing I've ever written. It's also something that I'm actually willing to pretty up and ask people to pay me for in either a collected digital or a physical form of unknown fanciness. I've never really self-published before though. As a result 2019 is looking a bit scary.

This is the first post I've written since mid-December, and that kinda feels good as well. I'm going to be taking a different approach to the blog this year. Namely, I'm going to skip weeks. My goal is still a post a week, but I'm not going to kill myself to do it. I've got a lot going on at work, and frankly I don't know what kind of effort will be needed for the Alphabet, so I'm going to write when I can, post when I can, and when I cannot, there will be no posts. That sucks, I know, especially since with G+ dying I want people to be able to come here regularly and find new stuff, but I only have so much time and energy. I'd rather deliver occasional good stuff than routine average stuff.

Thanks for reading.

Wednesday, January 2, 2019

Nuts & Bolts #155 - MCC Genotype table

I have been playing MCC for over a year now, and as a group we've lost a lot of PCs. So much so that I finally took the game off the rails. I wanted to take a look at how compatible MCC really is with the other "DCC family" products and see if classes from Lankhmar, Umerica, fanzines, etc. could roll along with the DCC & MCC classes. I realized that there was need for a larger table for generating Genotype under these circumstances. So I created this with the intent of using it for my "MCC Unchained" campaign rolling forward.

Genotype Table (roll 1d10)
  • 1-2: Homo Sapiens - The legacy of the ancients. The homo sapiens has been one of the dominant species on Terra since well before the Great Disaster. Homo Sapiens is split into 2 sub-species. Roll 1d6.
    • 1-3: Homo Sapiens Firmum - These are an offshoot of the ancient who have evolved a robust genetic code that resists mutation due to environmental factors. Use MCC Pure Strain Human classes.
    • 4-6: Home Sapiens Sapiens - These genetic throwbacks are born to mutants (homo mutaris) infrequently (roughly 1% of births).  These humans are lacking the genetic hard coding of Firmum, and can develop mutations over time. Use human classes from DCC, DCC Lankhmar, & The Umerican Survival Guide.
  • 3-4: Homo Mutaris - Many are the descendants of humanity who have gained mutations both grotesque and wonderful. Though homo mutaris is a separate species it is fully capable of interbreeding with homo sapiens. Roll 1d6.
    • 1-3: Homo Mutaris Multis - The common mutant, these genetically unstable offshoots of humanity exhibit any number of strange defects and amazing powers. Use the MCC or Umerican Survival Guide mutant classes.
    • 4: Homo Mutaris Dryadalis - Also occasionally known as Elfs, these mutants breed mostly true with a delicate visage, a painful allergy for iron, and a natural affinity for manipulating strange energies that even the ancients did not fully understand. Use the DCC Elf class, or other derivations.
    • 5: Homo Mutaris Pumilus - Sometimes called Dwarfs, these mutants mostly breed true with a short stocky visage and a strange ability to smell precious metals and other minerals. Dwarfs have a seemingly racial talent for martial endeavours. See the DCC Dwarf class and its derivatives. 
    • 6: Homo Mutaris Nanus - These tiny mutations are occasionally called Halflings. They exhibit the a form of Darwinian Luck similar to the Homo Sapiens Firmum. Use the DCC halfling class and its derivatives.
  • 5-6: Animalis Sapiens - The animal kingdom saw its fair share of mutations after the Great Disaster, and many of those mutants gained sentience. Some even evolved humanoid form. Roll 1d6.
    • 1-3: Animalis Sapiens Multis - The common manimal. This represents not a true species but instead a broad category of mutant animals with human form and extraordinary abilities that are similar to those of the Homo Mutaris Multis. Use the MCC manimal class.
    • 4-6: Animalis Sapiens Primalis - Another broad characterization of mutated animals. The Primals have a more stable genetic structure compared to manimals, and some among them even have an innate connection to the strange forces of magic. See Primal Tales #1.
  • 7-8: Planta Sapiens - Though less common among the plant kingdom, mutations that resulted in a strange sort of sentience and some form of human-adjacent body structure have occurred. All such plantients exhibit varying physical mutations and powers as well as an odd ability to affect themselves and others via olfactory detectible secretions. Use the MCC plantient. 
  • 9: Boletus Sapiens - Commonly known as Shroomers these highly intelligent fungi are rare and all seem to share a devotion to some higher intelligence. Gifted with immense mental powers the shroomers are one of the more physically stable mutants of Terra A.D. (find the class here)
  • 10: Xenos - Aliens from other worlds visit Terra A.D. on occasion. Though rare, these alien species occasionally find themselves stranded, or take up a long term goal that requires they interact with the locals. Use the Gray class from The Umerican Survival Guide, or see Star Crawl for a multitude of Xenos options.