Still a little shaky on running a shaman

Mutant Crawl Classics is the warped, mutant sci-fi twin to DCC. All Plantients, Manimals, Mutants and PSH are welcome here...

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maceo_the_escher
Far-Sighted Wanderer
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Joined: Wed Apr 17, 2019 7:26 am
FLGS: Mind Games

Still a little shaky on running a shaman

Post by maceo_the_escher » Tue Jun 09, 2020 4:40 pm

I read over what I could find here on the forums and it did help a little but I'm still kinda uncertain about my understanding.

1. At 1st level the player rolls on the Patron AI Bond table. That result basically determines the shaman's abilities moving forward. Roll low and you're kinda screwed with 1 wetware a week or something.
2. Based on the result of step 1, the character now can Invoke Patron AI a certain number of times a day and might even have some of the additional wetware programs each Patron AI has.
    My first question is the Patron AI Bond table only has results that indicate a character can get two patron wetware programs (result of 32+). How and when would they get the 3rd one? Those three wetware programs are making my brain itch. I don't get them.
      If the character has a 14 Int and get +1 Max Wetware Programs what does that mean? Let's say that same character got a 22 with all adjustments to their initial Patron AI Bond roll. Does that mean they can activate it three times a day instead of two?

      Thanks for any help with this.

      Manakin
      Ill-Fated Peasant
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      Joined: Tue Jun 16, 2020 8:06 am
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      Re: Still a little shaky on running a shaman

      Post by Manakin » Tue Jun 16, 2020 8:43 am

      I am also confused on shamans...i mean if i cant...er..shaman...whats the point of being a shaman? Also how does one even get to those high numbers on that other table? i mean i dont even see where one can get anywhere near that kind of numbers. What/where does one total what to make the roll?

      sorry im just really lost here.

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      Mouse
      Far-Sighted Wanderer
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      Re: Still a little shaky on running a shaman

      Post by Mouse » Thu Jun 25, 2020 7:22 am

      Your absolutely right.. The game does seem a little slanted against the shaman.

      Honestly I give the player a medium good bond for free, two uses with a +1, and I usually give them new programs as they get the minimum level to cast (so far this has never thrown off the game, and they still seem less powerful than mutants). I might try asking Jim Wampler the creator on a few of his thoughts, because they certainly seem more limited than mutants and manimals

      I also like to give Shamans free stuff based on their bond. GAEA shamans can always predict weather and identify plants. HALE-E shamans can always relate their current experience to a movie they saw, and best understand ancient life. UKUR Shamans can sometimes summon an UBER and know the train schedule.

      I think Shamans a very cool, and add a lot of flavor and it is unfortunate that rules make them a less good choice

      Sorry nothing real, but just a few thoughts

      maceo_the_escher
      Far-Sighted Wanderer
      Posts: 17
      Joined: Wed Apr 17, 2019 7:26 am
      FLGS: Mind Games

      Re: Still a little shaky on running a shaman

      Post by maceo_the_escher » Sun Jun 28, 2020 5:09 pm

      Has anyone tried the Technomancer class from Wampler's Fight this Mutant supplement?

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