The Campaign ID is 235
Ability Scores:
The Wretched Regions uses the six ability scores from Dungeon Crawl Classics/Mutant Crawl Classics (DCC/MCC):
Strength: Physical power for lifting, hurling, cutting and dragging.
Agility: Balance, grace and fine motion skills, whether in the hands or the feet.
Stamina: Endurance, resistance to pain, disease and poison.
Personality: Charm, strength of will, persuasive talent.
Intelligence: Ability to discern information, retain knowledge and assess complex situations.
Luck: “Right place, right time”, good fortune or hard-to-define talent.
Agility: Balance, grace and fine motion skills, whether in the hands or the feet.
Stamina: Endurance, resistance to pain, disease and poison.
Personality: Charm, strength of will, persuasive talent.
Intelligence: Ability to discern information, retain knowledge and assess complex situations.
Luck: “Right place, right time”, good fortune or hard-to-define talent.
Ability score are rolled using 4d6 (drop the lowest) and arrange as desired.
Roll 1d30 to determine your Birth Sign (lucky/unlucky roll per MCC).
Hit Points:
Hit Points are generated per the Mutant Future (Gamma World) rules. Stamina multiplied by the class hit die determines hit points. Characters start with their maximum hit points at first level. Unless the character rolls a beneficial birth sign, gaining levels does not increase hit points.
Saving Throws:
There are three saving throws for The Wretched Regions: Fortitude, Reflex and Willpower.
Fortitude: Resistance to physical threats, such as radiation, poisons, gasses, acids and stunning damage. A character’s Stamina modifier influences their Fort save.
Reflex: Resistance to reaction-based threats, such as ducking a swinging robot arm, leaping aside as a ruin collapses and twisting away from a mutant’s electrical blast. A character’s Agility modifier influences their Ref save.
Willpower: Resistance to mind-influencing threats, such as mutations that charm or control, psychic effects that cause sleep or hypnosis, and mental domination. A character’s Personality modifier influences their Will save.
Reflex: Resistance to reaction-based threats, such as ducking a swinging robot arm, leaping aside as a ruin collapses and twisting away from a mutant’s electrical blast. A character’s Agility modifier influences their Ref save.
Willpower: Resistance to mind-influencing threats, such as mutations that charm or control, psychic effects that cause sleep or hypnosis, and mental domination. A character’s Personality modifier influences their Will save.
Character Classes:
There are 7 Character Classes to choose from in The Wretched Regions.
Uber Strain Human (USH) The Warrior Caste of the Regions with the genetics to regenerate damage.
Neuronauts (Humans who are able to commune with Extra-dimensional Entities)
Psionist (Humans with a special mental mutation, allowing them to heal and manipulate physical reality.)
Mutant (Humans with variable physical and mental mutations.)
Manimal (Mutant Animals with variable physical and mental mutations.)
Plantient (Mutant Plants with variable physical mutations.)
Cyborg (Humans or Manimals with parts of their body changed into non-biological constructs.)
Android (Rare, artificial constructs from forgotten origins.)
Neuronauts (Humans who are able to commune with Extra-dimensional Entities)
Psionist (Humans with a special mental mutation, allowing them to heal and manipulate physical reality.)
Mutant (Humans with variable physical and mental mutations.)
Manimal (Mutant Animals with variable physical and mental mutations.)
Plantient (Mutant Plants with variable physical mutations.)
Cyborg (Humans or Manimals with parts of their body changed into non-biological constructs.)
Android (Rare, artificial constructs from forgotten origins.)
Tribal Alignment:
The Wretched Regions uses an alignment matrix loosely based on the Law, Neutrality, Chaos ethoses and the Good, Neutral, Evil moralities.
In addition to the Archaic Alignments in the MCC rules, here are some Wretched Region alignments:
Envoys of Honor (Lawful Neutral)
Stewards of Fate (Neutral)
The Barbarian Chyld (Chaotic Neutral)
The Random Path (Chaotic Neutral)
The Clan Wardens (Lawful Neutral)
Fate's Mercy (Neutral Good)
Faunal Harmony [Manimals] (Neutral Good)
Gallant Freedom (Chaotic Good)
Social Covenant (Lawful Good)
Spore Genesis [Plantients] (Neutral)
The Matrix [Artificial Constructs] (Neutral)
Stewards of Fate (Neutral)
The Barbarian Chyld (Chaotic Neutral)
The Random Path (Chaotic Neutral)
The Clan Wardens (Lawful Neutral)
Fate's Mercy (Neutral Good)
Faunal Harmony [Manimals] (Neutral Good)
Gallant Freedom (Chaotic Good)
Social Covenant (Lawful Good)
Spore Genesis [Plantients] (Neutral)
The Matrix [Artificial Constructs] (Neutral)
Equipping your Character
Roll 3d8X10 for starting gold pieces.
Clothes are free.
Here are tables for selecting armor, weapons & equipment:
Armor
Weapons
Equipment
Your character doesn't have any restrictions on weapons, armor or equipment.
I'll select a special piece or two of tech. equipment for first level characters.
Character Background
Please come up with a background and I'll figure out what part of the known world you are from. This will also determine your starting skills.
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