TEXT: Appendix: Technomancy 
  n. The blending of  technology and magic. Also known as “Sorcerous Science” or 
  “Arcanotech.”
  In worlds where technology and magic coexist, something about one tends 
  to interfere with the other. Some individuals in these worlds pursue methods of 
  combining their techniques to have the best of both. This can be quite dangerous in 
  practice, as the results of using technology and magic in the same vicinity are often 
  calamitous. Nevertheless, these “Technomancers,” as they are sometimes known, 
  still chase after their elusive goal. 
  Some of them must meet with at least partial success, because “technomantic” 
  items do come to exist in these worlds. What’s generally disturbing about these 
  items are some of their more common characteristics. It appears that some aspect 
  of their operation usually revolves around the use of living beings—particularly 
  sentient ones—as “material.” Many items have body parts grafted onto them, or are 
  somehow powered by things like blood or emotions. 
  As a result, such items and their creators are shunned by almost all who encounter 
  them. Even having such an item in one’s possession can mean trouble. Nevertheless, 
  it must be admitted that the objects often seem immune to the disruptions that 
  normally occur when magic and technology operate in close proximity to one 
  another.
  Technomantic Mishaps
  Technology and magic don’t play well together. Whenever one is introduced 
  while the other is in use, there is a chance of ... problems. The rules that follow 
  combine the estimated power of the technological and magical effects in use. For 
  devices from a system like Mutant Future™, the item’s complexity class determines its 
  technomantic power. For magic effects from a system like Labyrinth Lord™, the spell 
  level or equivalent determines complexity level. Magic items use these guidelines:
  Rings = complexity 3 
  Wands/Staves/Rods or Miscellaneous Magic = complexity 2 
  Armor or Weapons = complexity 1 per +1 (or per –1 for cursed items) 
  Potions = complexity 1 
  Scrolls = complexity 1 (protection) or spell level
  Whenever technology and magic are activated in the same place, the referee 
  adds the highest-level active magic to the highest complexity class of any activated 
  technology and rolls 2d6. If the result is less than or equal to the total complexity, 
  there are no ill effects. For example, if a wizard casts a 3rd-level spell at a mutant 
  using powered armor (CC2), the result is 3+2 = 5. A 2d6 roll of 5 or less causes a 
  Technomantic Mishap, rolled with another 2d6 on the following table.
   2d6 
  Technomantic Mishap
   2 
  No effect. 
   3 
  The magic is reduced in effectiveness by 50% for 1d6 rounds. 
   4 
  The tech is reduced in effectiveness by 50% for 1d6 rounds. 
   5–7      Magic and tech reduced in effectiveness by 50% for 1d6 rounds. 
  	 8								 Magic	nullified	this	round.	
  	 9									 Tech	nullified	this	round.	
  	 10							 Magic	and	tech	nullified	this	round.	
  	 11							 ALL	magic	and	tech	in	the	area	nullified	for	1d6	rounds.	
   12       Technomantic Catastrophe (see below).
  Usually, only the highest power magic item, spell, or technological device suffers 
  the	mishap.	Nullification	of	ALL	tech	and	magic	includes	anything	the	GM	considers	
  reasonably close, e.g., within a 15' radius, in the room, on board a vehicle, etc.
  Technomantic Catastrophes	 are	 at	 the	 GM’s	 discretion	 and	 should	 be	
  appropriate to the situation. Some possibilities include: 
  Any or all spellcasters in the immediate area lose 1d4 prepared spells 
   
  
  for the day. 
  Any or all spellcasters in the immediate area lose ALL prepared spells 
   
  
  for the day. 
  One random magic item or piece of tech is destroyed. User takes 3d6 
   
  
  damage. 
  1d6 random magic or tech items explode, each doing 3d6 damage to 
   
  
  anyone carrying it.
  One	piece	of	tech	(CC2+)	drops	one	Condition	Grade	(MF42).
   
  
  ALL	tech	(CC2+)	in	area	drops	one	Condition	Grade.
   
  
  
  Appendix: Monsters
  A Word About Morlocks
  Many of the creatures in Realm of  the Technomancer are interchangeable between 
  Labyrinth Lord and Mutant Future. The notable exception is the Morlocks’ hit dice. 
  Fantasy morlocks (LL88) have only one hit die, while the post-apocalyptic morlocks 
  (MF84) have nine. Each section of the module gives appropriate stats.
  Albino Ape (LL63, MF60)
  AL: N; Move: 120' (40'); AC: 6; HD: 4 (45 hp); Attacks: 2 (claw/claw); Damage: 
  1d4/1d4; Save: L2; Morale: 7; HC: None; XP: 80
  Apes can climb walls of caves and swing along ropes, branches, and the like at 
  full movement rate.  The apes can throw things with great accuracy to a range of 
  10'/30'/50': either rocks (1d6 damage) or feces: no damage, but target must save vs. 
  poison or become incapacitated with nausea for 1d6 rounds.
  Carnivorous Beetle (LL65)
  AL: N; No. Enc.: 1d6 (2d4); Move: 150' (50'); AC: 3; HD: 3+1 (15 hp); Attacks: 
  1 bite; Damage: 2d6; Save: L1; Morale: 9; HC: VI; XP: 65
  These	fierce	carnivorous	beetles	have	a	carapace	with	markings	resembling	the	
  hide of a tiger. Though they often hunt giant insects, they also attack and eat large 
  mammals, including humanoids.
  Giant Centipede (LL68, MF66)
  AL: N; Move: 60' (20'); AC: 9; HD: 1d4 hp (2 hp); Attacks: 1 (bite); Damage: 
  Poison; Save: L0; Morale: 7; HC: None; XP: 6
  New Monsters
  Mudbug
  No. Enc.: 1d6 (1d12); Move: 60' (20'), Swim 60' (20'), Climb 30' (10'); AC: 2; HD: 
  2 (11 hp); Attacks: 2 Pincers (1d4/1d4), Save: F1; Morale: 7; HC: None; XP: 20
  Mudbugs	resemble	nothing	so	much	as	a	large	crayfish.	Some	grow	as	long	as	
  two feet. Their shells are a pebbled texture, mottled grey and brown. The rough 
  texture of the shell causes the mud and slime to cling to their carapace, making 
  them very hard to spot when they are still. They surprise on a 1–3 if not moving. 
  Mudbugs	have	eyestalks	that	can	retract,	a	tail	with	a	fanlike	fin	on	the	end	for	
  pushing themselves along in the mud, and two thick pincers larger than a man’s 
  hand. Their crab-like legs fold up beneath their bellies to allow easier movement 
  through the mud. When extended, each leg has two hook-like “toes” on its end 
  that allow the creature to climb rough surfaces and even hang upside down from a 
  rocky ceiling for a short time, sometimes falling into the mud with a startling plop. 
  Mudbugs can breathe air and water, but in the mud they must surface to breathe one 
  round every turn. Mudbugs are not particularly aggressive but will attack with their 
  claws if frightened.
  Skull Guardian
  AL: N; Move: Fly 90' (30'); AC: 3; HD: 1+1 (6 hp); Attacks: 2; confusion (1/day) 
  or 2 bites (1d3 each); Save: L1; Morale: 12; HC: None; XP: 27
  This	magical	construct	can	fly	through	the	air,	vent	horrifying	screams,		and	
  deliver	vicious	bites.	Once	per	day,	it	can	flash	colored	lights	from	its	eyes	and	can	
  cause anyone looking at it to become confused as appropriate for the rules in use.
  LL: Save vs. petrify or suffer the effects of the confusion spell (LL28).
  MF: Save vs. stun or suffer confusion (MF57) for 1d10 rounds. 
  
  Realm of the technomanceR
  Game master’s map
  One square = 10 feet
  
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SOURCE: textdata/thevault/Mutant Future/Mutant Future Adventures and Settings/Realm of the Technomancer (MuFut)/Realm of the Technomancer, Appendices (MuFut).pdf