Mutant Crawl Classics is essentially DCC meets Gamma World. Completely compatible with DCC, it has a few differences as well. Artifacts play a big part in it. Alignment has been replaced with Cryptic Alliances. There are patron AIs. Mutants can be gained or lost in different circumstances. The PCs start in a primitive society encountering the relics of the far past. New classes: Sentinel (Pure Strain Human): A hardened warrior with an artifact bonus die for weapons and armor. Shaman (Pure Strain Human): A worshipper of a Patron Artificial Intelligence, granted the ability to run wetware programs that alter the laws of physics. Healer (Pure Strain Human): A tribal healer with expert knowledge in naturopathy healing techniques and able to get superior results from the medical artifacts of the ancients. Rover (Pure Strain Human): A tribal scout with a knack for disappearing and then turning up on the other side of computer-locked doors and ancient security systems. Mutant: A tribesman with mutations and an appearance so shocking to others he often acts first in battle. Manimal: A sentient bipedal animal with mutations and an ability to attack at advantage in large packs. Plantients: A sentient bipedal plant with mutations and the ability to influence the luck of others via fragrances, pollens, and pheromones.