Core Rules – Another Take
It’s been a while since I’ve looked at the Tempora Mutantur rules. Last week I re-read them, and a couple things bothered me.
- First was hit points. I switched to fixed hp at each rank (+5 for enforcers, +4 for scouts, and +3 for thinkers; double at 1st).
- Second was thinkers. Player feedback is that they’re pretty sucky compared to the other classes. So I moved the rules for Tech Levels to the Core Rules (displacing the Ancient Relics text) and gave thinkers the benefit of Advanced-Tech (while other classes are Retro-Tech). That should make them more interesting to play.
- Third was the skill names. “Athletics” and “Subterfuge” don’t really roll of the tongue. And I want scouts to be more “skilled” in general, rather than just sneaky. So I changed Atheletics to Might and Subterfuge to Skill. And I changed the nomenclature for “Skills” to “Feats” (since Skill is now one of the three basic abilities).
So anyways, here are the new Tempora Mutantur Core Rules for 2013:
- Download: Tempora Mutantur (2013 Core Rules)
So – anyone still out there? Any opinions on these changes?
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24-Feb-13 at 09:50
The “Might” and “Skill” descriptors were cribbed from Mazes & Minotaurs, an excellent old-school Greco-Roman themed RPG.
19-May-13 at 20:04
I’ve always been a huge fan of your game, and I’m thrilled to see that you are tinkering with it again. It’s always great to see this game ‘mutate’ into something more!
19-May-13 at 22:40
Thanks. The “one-page” approach was always meant to accomodate my Gamer ADD and makes it easier to come back to the game after a hiatus.
I usually find a few things that I want to change after every break. These rules are starting to fit like a glove, though.