MCC Rules Reference

Norjax
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Norjax
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MCC Rules Reference

#1 Post by Norjax »

MAKING A SKILL CHECK

A skill check is made by rolling a die. If the skill is trained, the character rolls 1d20 for the check. Otherwise, he rolls 1d10. Then the appropriate modifiers are applied to the roll, and the total is compared to the difficulty challenge (DC) for the task at hand. If the roll is greater than or equal to the DC, the skill check succeeds. Otherwise, it fails.

Skill checks are modified by the appropriate ability score. This is described in more detail below. Generally speaking, a character’s Strength, Agility, Stamina, Personality or Intelligence modifier apply to any skill check.

Page 2 of the Character Sheet lists the trained skills along with the appropriate modifiers. The modifier listed next to the skill is based on the applicable ability. Add or subtract this from the Level Modifier to determine the Total Modifier applied to the die roll.

DIFFICULTY CHALLENGE LEVELS

DC 5 tasks are child’s play. Typically, these minor challenges aren’t rolled unless there is a consequence for failure. Examples: climbing a bluewood tree in the jungle to scout the area requires no check, but climbing the vine-encrusted pedestal of a sky-tower of the ancients does, because there is a significant consequence to failure for this relatively easy task.

DC 10 tasks are an adventurer’s deed. The weak and unskilled could not likely achieve these tasks. Examples: kicking in a plasteel window, scaling a metal wall, or hearing the approach of a cautious mutant beast.

DC 15 tasks are audacious feats of bravado. It takes someone special to accomplish these tasks. Examples: leaping across a bottomless chasm, jumping onto the back of a giant robot, or snatching a lazer pistol out of a guard’s holster.

DC 20 tasks are a hero’s work. Only the most super-human characters attempt and succeed at these tasks.

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Norjax
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Re: MCC Rules Reference

#2 Post by Norjax »

ARTIFACT CHECKS

The knowledge and forces used to create the artifacts of the ancients may be forever lost, but that doesn’t mean that a savage mutant tribesman can’t pick up a dazer pistol and attempt to figure out how to fire it. In order to attempt to understand and use an artifact, characters make an Artifact check roll of 1d20 +Intelligence modifier +class Artifact check bonus minus the artifact’s Complexity Modifier, then take the total rolled and consult Table 7-1: Artifact Checks for the result. Each standard Artifact check requires 3 turns (30 minutes) to complete.

For example, Mangarr the Mighty, a 1st level rover with a 16 Intelligence, finds and attempts to understand a dazer pistol. Brutor rolls a d20, adds his Intelligence ability bonus of +2, his Artifact check bonus at 1st-level of +2, and subtracts the complexity level of the dazer pistol (CM 4). Brutor rolls a 12, +2 Intelligence bonus, +2 Artifact check bonus, -4 CM = 12. Brutor successfully activates the dazer pistol and fires a shot, but does not yet understand how to use the artifact. He may elect to spend an additional 3 turns attempting to better understand how to use the dazer pistol and make another Artifact check.

Should players attempt to collaborate and have multiple characters examine the same artifact, the Artifact check will be that of the highest Intelligence character +1 for each additional character with an Intelligence above 12, to a maximum total artifact bonus of +4.

TEACHING OTHERS

Once a character understands the basic functioning of an artifact, he can share this knowledge with any other char- acter. In order to learn how to use an artifact when being taught by someone who already understands the device, the second character must make a successful DC 10 Intelligence check. A failure means that the character cannot learn to use that artifact for the next 24 hours. On a critical failure of 1, the artifact breaks irreparably and inflicts damage as though the mutant had rolled a fumble on the Artifact check table.

For example, after having finally mastered the dazer pistol, Mangarr decides to instruct his comrade Canus, a manimal dog with an Intelligence of 12 (no ability bonus), in its use. Canus rolls a d20 and gets a 10 — success! Canus now also knows how to use the dazer pistol, which could be handy knowledge to have later on.

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Re: MCC Rules Reference

#3 Post by Norjax »

Table 7-1: ARTIFACT CHECKS
  • (Roll d20) Result

    (1) Artifact breaks irreparably and inflicts maximum damage possible (or 1d6, whichever is greater) to all characters within a minimum range of 10’ (or greater range, if applicable).

    (2-8) Artifact breaks irreparably, inflicts 1d3 damage to user.

    (9-11) Artifact breaks — part falls off; must make a DC 12 Intelligence check to replace part.

    (12-13) Artifact activates for one use; but its operation is still not understood.

    (14-16) Artifact activates and its operation is minimally understood; PC must make a DC 10
    Intelligence check for the first 1d3 uses, artifact operation is basically understood afterwards.

    (17-19) Artifact activates and its operation is basically understood; additional ammunition or power sources may be used if available.

    (20-22) Artifact activates and its operation is well understood; minor repairs may be attempted with successful DC 12 Intelligence check and correct tools and materials.

    (23-26) Artifact activates and its operation is well understood; minor repairs may be attempted with successful DC 10 Intelligence check and correct tools and materials.

    (27-31) Artifact activates and its operation is precisely understood; major repairs may be attempted with successful DC 8 Intelligence check and correct tools and materials.

    (32-33) Artifact activates and its operation is precisely understood; major repairs may be performed with correct tools and materials.

    (34-35) Artifact activates and its operation is precisely understood; major repairs may be performed with correct tools and materials. With a successful DC 10 intelligence check, proper materials, parts, and tools, a duplicate artifact may be constructed.

    (36+) Artifact activates and its operation is precisely understood; major repairs may be performed with correct tools and materials. With proper materials, parts, and tools, a duplicate artifact may be constructed.

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Re: MCC Rules Reference

#4 Post by Norjax »

LUCK RULES

Luck: “Right place, right time;” favor of the gods, good fortune, or hard-to-define talent. Players would be well advised to understand the goals of the super-intelligent AIs that influence the planet still, for these all-powerful beings consider the characters but pawns to be used in achieving their global agendas. The characters’ fortunes on this world can be greatly influenced by the ancient conflicts that rage around them. Luck affects several elements of the game, as follows:

• After rolling 3d6 to determine a player ’s Luck score, roll on Table 1-3 to determine their birth sign, and thus which roll is affected by the character ’s Luck modifier. This “lucky roll” is modified by the character ’s starting 0-level Luck modifier (for good or for ill) in addition to all other normal modifiers. In some cases, the “lucky roll” is completely useless because the character chooses a class where it is not applicable, or their original Luck modifier is 0.

• Note that the lucky roll modifier does not change over time as the character ’s Luck changes. For example, if a character ’s Luck modifier is +1 and his lucky roll is mutation checks, he receives a +1 modifier to all mutation checks henceforth. This modifier does not change if his Luck score changes.

• The character ’s Luck modifier affects other rolls in the game: critical hits, fumbles, and select other rolls, as described henceforth.

• Characters can burn off Luck to survive life-or-death situations. Any character can permanently burn Luck to give a one-time bonus to a roll. For example, you could burn 6 points of Luck to get a +6 modifier on a roll, but your Luck score is now 6 points lower.

• Characters can make Luck checks to attempt feats that succeed based on Luck alone. The judge will provide the specifics of any attempt, but the attempt is usually resolved by rolling equal to or less than the character ’s Luck score on 1d20.

• For all characters, Luck may be restored over the course of their adventures by judge-awarded grants, and this restoration process is loosely linked to the character ’s archaic alignment. Characters that act against their alignment may find themselves suddenly unlucky. Those who perform well for the benefit of their archaic alignment or Patron AI may find themselves growing luckier over time.

• Humans and plantients have a particular affinity with luck. These classes renew their Luck score at a defined rate, as discussed in their class descriptions.

BURNING LUCK

As noted earlier, a character can permanently burn Luck to give a one-time bonus to a roll. For example, a character could burn 6 points to get a +6 modifier on a roll, but his Luck score is now 6 points lower. The following rules govern the burning of Luck:

• A character can only burn Luck to affect his own die rolls (except for plantients, who may donate their luck points to others). Luck cannot be burned to affect the die roll of other characters (except for plantients) or monsters, even if they affect the character. (Note that the character ’s Luck modifier does apply to enemy crits against him, but this Luck modifier is different from burning off Luck.)

• Luck is typically used to affect a character ’s attack rolls, damage rolls, spell checks, thief checks, and saving throws, but it can also be used for other purposes.

• A character can declare his intent to burn Luck before or after his die roll. He then specifies how many points he will burn. But he can only burn Luck once per roll.

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Re: MCC Rules Reference

#5 Post by Norjax »

MCC/DCC DICE CHAIN

Sometimes there will be multiple “dice swaps” impacting a die. The system for moving “up and down” different die types is known as the dice chain.

The dice chain is represented as follows:

d3–d4–d5–d6–d7–d8–d10–d12–d14–d16–d20–d24–d30

Whenever the rules instruct the player to use an improved die, his dice choice moves one step to the right, culminating in a d30 (the largest die that can be used). When the rules instruct the player to use a reduced die, his dice choice moves one step to the left, culminating in a d3 (the smallest die that can be used). In stat blocks this process will some- times be annotated as +1d or -1d. Multiple steps can switch the die type two or more steps, and combined improved and reduced results can offset each other. Modifiers to the roll (such as +1 or -2) are applied to the result on the new die type.

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Re: MCC Rules Reference

#6 Post by Norjax »

FUMBLES

A natural roll of 1 is a fumble. Fumbles automatically miss and the attacker must roll on the fumble table. The roll is modified by the character’s Luck (a +1 of modifier is a -1 to the roll. Likewise if the character has a -1 modifier, it is +1 on these rolls). The type of die rolled is determined by the attacker’s armor, as follows:
  • Powered armor: If a character is wearing a suit of power armor (any type), he rolls a d20 on the table, with the result adjusted by his Luck modifier.

    Artifact armor: If a character is wearing plasteel mesh, bubble helmet, enviro or force field belts, he rolls 1d16 on the table, with the result adjusted by his Luck modifier.

    Heavy armor: If a character is wearing banded mail, half-plate, or full plate mail, he rolls 1d16 on the table, with the result adjusted by his Luck modifier.

    Moderate armor: If a character is wearing hide armor, scale mail, or chainmail, he rolls 1d12 on the table, with the result adjusted by his Luck modifier.

    Light armor: If a character is wearing ballistic nylon, padded, leather, studded leather armor or carrying only a shield, he rolls 1d8 on the table, with the result adjusted by his Luck modifier.

    No armor: If a character is wearing no armor, including no shield, he rolls 1d4 on the table, with the result adjusted by his Luck modifier.
FUMBLES TABLE
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Re: MCC Rules Reference

#7 Post by Norjax »

RECOVERY OF MISSILE WEAPONS

Per the MCC/DCC rules, characters have a 50% chance to recover missile weapons that miss their target. I don’t want to keep track of hits vs. misses, so ALL missile weapons have a 50% chance of recovery. Those not recovered are damaged, destroyed or lost.

For guns with cased rounds, the 50% is the recovery of the empty shell casings so they can be reloaded. The bullets themselves are not recoverable.

Missile weapon recovery during combat requires one action per ammunition unit.

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Re: MCC Rules Reference

#8 Post by Norjax »

MUTATION ROLLS
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Re: MCC Rules Reference

#9 Post by Norjax »

ARTIFACT/COMBAT ARTIFACT CHECKS

A Normal Artifact Check takes 3 turns (30 minutes) to complete. During combat (round play), this becomes a Combat Artifact Check (quick and risky). A Combat Artifact Check requires 1 Luck point to be spent and then a roll of 1d20 without any bonuses (no geneotype, level or ability modifiers) except additional Luck points burned.

This is a full action for the round.

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