Welcome to the Future!

Posted in Campaign Info, Game Planning, Game Rules, Minimalist with tags , , on 01-Jun-10 by K-Slacker

Rad Sign

The Fall has long since wiped out civilization, leaving the planet’s surface a savage land of radioactive waste crawling with mutant creatures, and forcing the few survivors underground to live as best they could. Your community – called Lau – has endured through the long years since the Fall, its inhabitants sheltered safely beneath the earth.

Until now…

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Class Options – Survivalist & Stalker

Posted in Game Rules, Minimalist with tags , , , on 27-Dec-14 by K-Slacker

Here are two more class variants – the survivalist and stalker. Each fills a role partway between that of enforcer and scout, acting as hardy skirmishers.

(The survivalist presented here is an update of a previous post.)



Midden

Survivalist (Enforcer Variant)

Survivalists are hard-bitten adventurers who are too strong to culled by ordinary dangers. The survivalist goes where others dare not and lives where others can only die.

Unless stated below, a survivalist is identical to the enforcer in terms of rule effects:

Combat Ability: Survivalists add their full rank to attack rolls with light or medium weapons; with heavy weapons they add ½ their rank (rounded down).

Adventuring Feats:: Survivalists add their full rank +1 to Might checks, ½ their rank +2 to Skill checks, and ½ their rank to Lore checks.

Saving Throws: Survivalists have a +5 bonus to saving throws, plus their rank. (Humans and Near-Humans gain an additional +1 bonus.)

Enforcer Abilities: Survivalists do not get the Weapon Familiarity or Combat Specialization abilities of the enforcer. Survivalists do have the Guardian ability (starting at 1st rank) and gain Cleave at 5th rank (instead of 3rd).

Scout Abilities: Survivalists get the Tracking and Foraging abilities at 1st rank, and Creep Detector and Elusive at 3rd rank. These abilities work in the same manner as described in the scout class description.



Stalker

Stalker (Scout Variant)

Stalkers combine swift movement and tracking skills with additional fighting ability. Stalkers tend to engage in combat more frequently than scouts, but are not as tough as enforcers.

Unless stated below, a stalker is identical to the scout in terms of rule effects:

Combat Ability: Stalkers add their full rank to attack rolls with light or medium weapons; with heavy weapons they add ½ their rank (rounded down).

Adventuring Feats:: Stalkers add their full rank +1 to Skill checks, ½ their rank +2 to Might checks, and ½ their rank to Lore checks.

Saving Throws: Stalkers have a +4 bonus to saving throws, plus their rank. (Humans and Near-Humans gain an additional +1 bonus.)

Scout Abilities: Stalkers get the Increased Movement, Scout Ahead, Tracking, and Foraging abilities at 1st rank. They gain Sneak Attack at 3rd rank (instead of 5th). They do not gain the Creep Detector or Elusive abilities.

Combat Specialization: Stalkers gain the Combat Specialization ability at 5th rank. This ability works in the same manner as described in the enforcer class description.

Class Option – Slayer

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

Slayer

Another variant class, this time an alternate to the enforcer. Slayers are based on a Dwarven Glory class option.

Slayers are warriors dedicated to hunting a particular type of foe. Different types exist – mutant-slayers, beast-slayers, human-slayers, robot-slayers, etc.

Slayers often fill a prestigious role either as elite soldiers and protectors or as far-ranging hunters who spend years at a time wiping out as many enemies as they can before returning home.

Slayers are an enforcer sub-class. They may serve as common soldiers, but are most effective against their chosen foe.



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Canines in Tempora Mutantur

Posted in Game Rules, Minimalist with tags , , on 13-Dec-14 by K-Slacker

Riding Dog

Canines of various types survived and proliferated in mutant future. Domesticated dogs have stood right next to humanity through the dark centuries, cowered in deep-earth bunkers, drifted in orbital stations, and plodded along next to him through the debris and skeletons of the tortured world.

Game statistics depend on the dog’s size. 1-HD creatures represent smaller breeds, runts, or pups. 2-HD mutts are “normal”-sized dogs, while 3-HD specimens are larger breeds.

Mutt (1-HD) (#Enc 1d8): HD 1d6, AC 7, MV 15″, SV +1, bite (melee Atk +1, 1d6), 80 XP.

Mutt (2-HD) (#Enc 1d6): HD 2d6, AC 7, MV 15″, SV +2, bite (melee Atk +2, 1d6), 160 XP.

Mutt (3-HD) (#Enc 1d4): HD 3d6, AC 7, MV 15″, SV +3, bite (melee Atk +3, 1d6), 240 XP.

A dog handler may select these above creatures as canine companions. Unlike wild creatures, dogs from Lau will not possess the “Creep-Resistant” trait and will be susceptible to mutation.

Canines are extremely common in the wild. In addition to mutts (base stats as above), the following mutant breeds may be encountered:

Coydog (#Enc 2d4): HD 2d6, AC 7, MV 15″, SV +2, bite (melee Atk +2, 1d6), 200 XP. Possibly diseased (1-in-6).

Blink Dog (#Enc 4d4): HD 2d6, AC 5, MV 15″, SV +2, bite (melee Atk +2, 1d6), 250 XP. Blink (short-range psionic teleport, advantage to melee attacks and reflex saves, can flee combat).

Ruin Wolf (#Enc 1d6): HD 3d6, AC 5, MV 15″, SV +3, bite (melee Atk +3, 1d6), 300 XP. Rabid (advantaged in melee combat).

Riding Dog (#Enc 1d6): HD 3d8, AC 7, MV 15″, SV +3, bite (melee Atk +3, 1d6), 300 XP. Can be ridden as a mount.

Dog handlers treat wild dogs as 1-HD higher as canine companions. Individual creatures may possess additional mutations.

Class Option – Dog Handler

Posted in Game Rules, Minimalist with tags , , , , on 13-Dec-14 by K-Slacker

I picked up Mutant: Year Zero this week and one unusual class caught my imagination…

Dog Handler

Humans are not the only inhabitants of Lau. Your ancestors brought their canine companions to the vault, where they survived alongside your people. The dogs breed constantly and can survive by feeding on refuse and – when needed – each other. You can’t even remember how your sorry excuse for a dog became yours, but now it’s worth more to you than any human. You live in a symbiotic mutual dependency – you give your dog grub, and it will tear the jugular off anyone who stands in your way.

This class is similar to the scout, though weaker in ability. Their disadvantages are compensated for by the handler’s canine companion.



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Southern Reach; Roadside Picnic; Stalker

Posted in Book/Game Review with tags , , , on 06-Aug-14 by K-Slacker

Stalker

So I started reading some weird fiction lately – specifically Annihilation and Authority, the first two books of Jeff VanderMeer’s “Southern Reach” trilogy. The Southern Reach is a secret agency that manages expeditions into an area known as Area X. Area X is an uninhabited and abandoned area that nature has begun to reclaim. The third book (Acceptance) doesn’t come out until September, so I’m going to wait until then to review the trilogy.

Some of the features of Area X got me thinking about Tempora Mutantur again, and I started hunting for books with a similar theme. Earlier, I had read about Roadside Picnic, by the Soviet sci-fi authours Arkady and Boris Strugatsky. The text of the story is available online, and epub versions are easy to find. I downloaded a copy, and read it through in a day.

I must say I’m still confused about the ending, but the idea of the zones is very compelling. The story inspired the Ukrainian FPS S.T.A.L.K.E.R., and the Finnish diceless RPG Stalker. The latter is of particular interest, as although I’m lukewarm about the whole “diceless” idea, I quickly realized that the minimalist Tempora Mutantur ruleset could be adapted very easily to this setting.

We’ll see if I get inspired enough to do a “Stalker” edit of Tempora Mutantur, but in the meantime I provide the following ratings for Roadside Picnic and the Stalker RPG.



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Improvised Firearms

Posted in Game Rules, Minimalist with tags , , , on 20-Jan-14 by K-Slacker

Here’s a Retro-Tech scrap pistol:

Scrap Pistol

And here’s a pipe “rifle” (more like a carbine):

Pipe Rifle

Game stats (repeated from the Expanded Weapons page) are as follows:

Retro-Tech Weapons: Value Type Damage
  Scrap Pistol 40 TU Retro, Lt, Ranged 1d6
    Improvised, concealable, out of ammo on 1 or 2.
  Pipe Rifle 50 TU Retro, Med, Ranged 1d8
    Improvised, out of ammo on 1 or 2.

Improvised weapons suffer a -2 penalty to Atk rolls (-1 for enforcers).

(Photos are improvised Chechan firearms from Assorted Russia, Part 65.)

Pulp-O-Mizer Clone Vat

Posted in Miscellaneous with tags , , on 02-Aug-13 by K-Slacker

This month’s Pulp-O-Mizer image, fresh from the clone vats:

CloneVat

Check out the Sleepers, Clones, & Replicants supplement.

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