Mutant Crawl Classics - Check This Artifact.pdf
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Check This Artifact
Even More Deadly Artifacts for Your Mutant Crawling Game
Anti-Grav Disks .......................................................................................... 3
Bug Caller (Solar Razor) ............................................................................. 4
Deep Sleep Gun .......................................................................................... 4
EM Pulse Rifle .............................................................................................. 6
Eyes of the Overlord .................................................................................... 7
Galactic Officer Robotic Technology ...................................................... 8
Goop-Gun .................................................................................................. 10
Holographic Multiplexer .......................................................................... 11
Holographic Fashion Shell .................................................................... 12
JEN (Judicious Efficacy Node) ............................................................... 13
Kinetic Putty ............................................................................................ 14
Minerva-12 (Nerva) ................................................................................ 16
Mutagenic Viral Gel ................................................................................. 17
Nano-Tech Armor .................................................................................... 18
Phantom Pistol ......................................................................................... 20
Protein Robot ............................................................................................ 21
Quantum Lock .......................................................................................... 22
Quantum Shunt ....................................................................................... 22
Replicator Pod .......................................................................................... 24
RD-RR......................................................................................................... 25
Self-Sealing Stem Bolt .............................................................................. 27
Smart Pill.................................................................................................... 28
Sonic Shades ............................................................................................. 29
Tachyon Timer .......................................................................................... 30
TK Blade .................................................................................................... 31
Tractor Field Gloves ................................................................................. 33
Transmat Booth ......................................................................................... 34
Transmat Modules ................................................................................... 34
Transmat Station ...................................................................................... 38
Vehicle Wilderness Transporter .............................................................. 38
Appendix A: The OVERLORD, a new AI Deity ................................. 40
Appendix B: Omega-Terra world map ................................................ 56
Designer’s Notes ..................................................................................... 58
TABLE OF CONTENTS
Credits
Written and Produced by:
Jim Wampler
Edited by:
Tim Kask
Cover Art by:
Brian Cargile of TwoHornsUnited Creations
Interior Art by:
David Marcus Coppoletti, Cory “Shonuff” Gelnett,
Dan Smith, Jim Wampler, James V. West
Special Thanks to Rick Hull and James Smith
www.mudpuppygames.com
CHECK THIS ARTIFACT is Copyright © 2019 Jim Wampler and Mudpuppy Games. All rights reserved. For additional
information, visit www.mudpuppygames.com or contact info@mudpuppygames.com.
Page 1
INTRODUCTION
You caught the glint of metal underneath the dirt and the damp, so you started digging.
With a little effort, and one eye on any challengers to your claim, you held your prize. An
artifact of the Ancient Makers!
But now your wariness increases to an almost palpable itch, as you begin the most danger-
ous of all tasks — you examine its mysterious surfaces, studs, and touchplates. Your fellow
rovers, wise to the ways of the Before Time, all begin to back up to a respectable distance,
lest they be caught in any mishaps at your hands and your sweating fingertips. Now comes
the time for both luck and determination. Can you unlock and master the secrets of this
device of ancient imperishable power?
Check This Artifact contains 30 brand-new artifacts of the Ancient Makers, plus
a new AI Deity for use in any d20-based post-apocalyptic role playing game,
penned by the creator of Mutant Crawl Classics RPG. These items are easily adapt-
able to any post-apocalyptic or science fiction type game system. More than mere
technological artifacts, each item in this book is a plot hook and a potential mini-
adventure in the making.
HOW TO USE THIS BOOK
Artifacts of the Ancient Makers are a sometimes misunderstood component in
post-apocalyptic RPGs. From the player perspective, artifacts are the end-goal
— a means of acquiring power and dominance in the game. They are the all-
powerful magical items that enable player characters to begin a quest to rule
their own world.
One of the easiest mistakes a GM can make is to set up an adventure filled to the
brim with both monsters for the PCs to kill and artifacts for the PCs to find. Too
many of either is ill-advised, and too many of both can be disastrous. Doing so
creates an adventure that is far too deadly, unfair to players, and most importantly
of all, not much fun to play. The process of discerning the correct operation of an
artifact is in itself a potentially deadly encounter. In adventure balancing terms,
artifacts simultaneously function both as high-end loot and risky encounters, as
compared to the structure of more traditional fantasy games. Thus, they are best
distributed accordingly.
That awesome set of nano-tech power armor? It may contain a formidable array
of powers, but first a PC has to survive the attempt to understand a complexity
14 artifact. Without a high artifact check roll and some judicious burning of Luck,
there is a high-risk chance that the PC and the power armor will be marked only
by a large crater, scattered shrapnel, and smoking bits of formerly-sentient meat.
Even a successful artifact check creates new problems and potential plot hooks.
That nano-tech armor you just figured out and managed to power up? Its Fuse-
pack used one of its last charges doing that, and the power readout is currently at
zero. Now the hunt is on for clues to the whereabouts of a new power source for
the armor, and thus a new quest begins.
Page 2
ANTI-GRAV DISCS
Tech Level:
6
Complexity Modifier:
6
Speed:
up to 120’ per round
Special:
Provides limited flight
Power:
2x Chem-Cell (24 hours), 2x
Fuse-Cell (1 week), 2x Quantum-Cell
(Unlimited)
Anti-grav discs were an important
piece of equipment for many of the ath-
letic sports of the Ancient Makers, from
Zero-G Football to X-Games. Their
appearance as simple, perfectly smooth white discs belies their complexity and
power. Sized 12 inches in diameter and a little over a half-inch thick (just slightly
thicker than a power cell), a pair of anti-grav discs are able to lift and propel a total
load of up to 400 lbs through the air. One has only to step on a pair of discs with
their feet and the discs’ neural interface connects to the user’s mind and the discs
themselves adhere to the user’s feet with a magnatomic field.
Mastering the use of the discs is another matter entirely. Flight and movement
while standing upon the discs is partly a matter of shifting body weight while in
flight, and partially an effective learning of the neural controls via mental visual-
ization. With a minimally successful artifact check, a user might be able to manage
simple — and shaky — flight straight up and down. With better understanding of
the artifact or a few days practice, a user is usually able to direct the discs in smooth
omnidirectional flight paths. Sophisticated aerial acrobatics using anti-grav discs
will require a user to possess high agility and necessitate weeks of practice.
For each week of practice (spending a minimum of 2 hours per day on the discs),
the user gains a permanent and cumulative +1 to all future Agility checks when
using the discs, up to a maximum of an anti-grav disc agility bonus of +6 (see Anti-
Grav Disc Mastery table).
A
NTI
-G
RAV
D
ISC
M
ASTERY
Aerial Maneuver
Straight up and down
Horizontal flight in a straight line
Angled point-to-point flight
Flight with turns 45º or less
Flight with turns 90º or less
Flight with turns 180º or less
Flight with barrel rolls
Flight with Immelmann loops
Max Speed
30’/round
40’/round
60’/round
70’/round
80’/round
90’/round
100’/round
120’/round
Agility Check DC
4
8
12
14
16
18
20
22
Page 3
Plik z chomika:
Matrinicz
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