1d10 Artifacts for MCC
Hi-tech gizmos for Mutant Crawl Classics
I'm a bit busy doing art direction for Goodman Games, assisting with fulfilling Made A Monster and Visitors to Fairhaven, finishing editing and layout on Dungeon Dwelling Creatures, and also gearing up for Academia Arcana. So in lieu of a regular article or interview, enjoy some MCC artifacts! These were written for a possible omnibus/expansion of my MCC zines. Obviously, an O(m)nibus of the Multiverse hasn’t come to fruition yet, but perhaps one day. I gotta sell through some zine inventory before I can justify something like that! But here's a taste for the time being.
Brain Food: Bite-sized, brain-shaped people (110% GMO!) who live to be eaten. Having a meal of them causes Intelligence to be increased by 1d3 for 1 hour, but the moral implications leave the eater pondering nihilism of it all and deal with -2 to Will saves for the same hour.
Organic Rearticulator Ray: Rearranges organic surface features within 6" of their current placement. Most often used to reorient facial features, but it is sometimes used to move appendages or perform half-hazard surgery.
Genetic Memory Activator: Chip actuates maternal, genetic memories, granting previously unknown skills to the character. Roll 1d5: (1) tracker, (2) warrior, (3) scientist, (4) cannibal, or (5) socialite.
Sea Monkey: A pocket-sized humanoid that rapidly grows when submerged in water. If given enough water, it grows to an adult primate within 24 hours. No brain activity is present so it is a prime candidate for brain transplants or organ harvesting.
Freeze Capsule: When this small pill capsule is burst, it freezes time-space in a 1’ diameter for 1d6 rounds.
Pacification Collar: This collar acts to inhibit actions that stem from violent impulses. Creatures can make DC 18 Will saves anytime they would normally be prompted into violence. If the wearer can pass three total checks the collar short-circuits. Otherwise, it must be removed by the proper keycard or by a DC 25 security bypass.
Auto Brain Surgeon: Can perform a brain transplant between two compatible subjects. Each living patient must pass a DC 15 Fort save or die. However, it shorts out after a single use unless the “always online DRM” is bypassed.
Greenstone Phaser: Imitates a level 1 DCC spell at a spellcheck result of 14-17. Roll randomly or Judge’s choice when determining the spell. Has 1d10 charges before shattering.
Cold Plate: This small plate can cool down items to near absolute zero, given the right power source.
Thunderpants: If a mutant has gas generation then they can wear these pants to contain the gas. The thunderpants send the gas through a rocket on the seat of the pants and, if the Gas Generation check is successful, can propel the wearer 10’ plus an additional 10’ per level of success on the Gas Generation check. However, to land safely, the wearer must make a DC 10 Ref save and another successful Gas Generation check to “gracefully” use another blast to slow your fall.
What's the appetite for an Omnibus or another MCC zine?
What Else's Going On?
The Lost Mines of Steller
A level-4 DCC adventure set in the Shudder Mountains
Academia Arcana RPG
A wizard school game using the DCC system







This amuse-bouche as me salivating for the main course.