MCC - Basking in the Glow [ EDIT ]

This game has been retired! That means it's no longer being run.
The world was once a paradise of high tech easy living. Robots did everything for you, artificial intelligence made all your decisions. Then came the Great Disaster. Thousands of years later, nature has reclaimed the ruins of civilization and a new neolithic age has brought people out of their caves and back to the hunt for adventure!

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!

This game uses the Mutant Crawl Classics rule set, I will provide the rulebook if you do not own it. Mutant Crawl Classics (MCC) is a spin-off of Dungeon Crawl Classics RPG and for the most part uses the d20 system (think DND 5e), most will already be familiar with it and those who aren't will find it easy to adapt. There are a few new rules beyond the d20 system, the LUCK attribute may be "burned" to increase rolls after the fact usually at a ratio of 1:1 (i.e. spending or "burning" one point of luck equals a +1 bonus to a roll). The core MCC ruleset did not import Mighty Deeds for warriors (or Sentinels, as this game calls them) so we will be substituting the Mighty Deeds rule from DCC and using it to replace the Sentinels "artifact die." Also the Rover class will burn LUCK at a ratio of 1:2 (one point of luck equals a +2 bonus to a die roll) rather than the rate listed in the MCC rulebook.

This game takes place at the end of the new neolithic period of humanity (or mutantity if you will) so think mostly stone tools with some simple copper smelting mixed in. The new neolithic age has of course risen from the bones of a super science world so scavenging things like ray guns, cyberware, and holovids will occur though your characters will not likely recognize them when found. To that end, each character will have an "Artifact Check Bonus" stat which will modify a roll to make sense of whatever relic of "The Ancients" they may stumble upon.

"What this funny silver stick with jewel on side?"

:looks down the length of the lightsaber as he turns it on:

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I will provide pre-gen characters for players to choose from. Each player will choose a four-pack of meat puppets and should expect a high death toll during the first zero-level "funnel" adventure. Each player's surviving character (or favorite survivor should you end up with more than one) from the first adventure will earn the honor of advancing to level one and choosing a proper class to play as. Initial zero-level characters will have commoner jobs but no powers or significant abilities, merely a tool of their trade that may or may not function as a rudimentary weapon.

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