Archive for Mutational Evolution

Vulchlings

Posted in Game Rules, Minimalist with tags , , on 14-Oct-11 by K-Slacker

Vulchlings are a common sight over the open plains, but they can be found in other terrains as well. Normally they don’t attack large groups of healthy travellers, but will commonly prey upon solitary scouts. If these creatures outnumber potential prey three to one or better – or they discern a limping straggler, loner, or other obvious feeding opportunity – they circle lower and lower, gain numbers and bravery, and finally strike simultaneously.

Here are their game stats:

Vulchling (1d6), AC 7, MV 3″/18″, HD 2d6, bite (melee Atk +2, 1d6) or 2 talons (melee Atk +2/+2, 1d4/1d4), 200 XP.

I think vulchlings have been the most commonly-encountered surface creature in this campaign so far. Which means that the Mutational Evolution rules will be put to good use…

Mutational Evolution

Posted in Game Rules, Minimalist with tags , , , on 23-May-11 by K-Slacker

A while back, I picked up a copy of Mutational Evolution, a Mutant Future supplement from Skirmisher Publishing. I recommend this book for some neat concepts that can be used by most post-apocalyptic referees. I swiped one of the primary ideas from the book when I revised the Wilderness Encounters rules for Tempora Mutantur:

Evolution in Tempora Mutantur is occurring at an accelerated rate. Once the PCs encounters a particular group of creatures, the referee is recommended to modify the encounter entry – adding a new mutation using the tables from the Mutations supplement. The referee will need to decide whether to add the newly-rolled mutation or replace an existing perk or flaw.

The next time the same encounter occurs, the creatures will not be identical to those which were previously met. This improves game play by keeping players on their toes – they will never know exactly what a given encounter might hold.

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