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 Tau – has endured through the long years since the Fall, its inhabitants sheltered safely beneath the earth.

Until now…

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Ray Cats

Posted in Game Rules, Minimalist with tags , , on 28-Jun-18 by K-Slacker

Ever hear about the Ray Cat Solution? Check out 99% Invisible for an excellent introduction to Ray Cats.

Ray Cats are oddly-coloured domestic felines that considered to be good luck by wasteland-dwellers. Their most notable feature is that Ray Cats change colour when exposed to Creep.

This makes them the living equivalent of Rad Tabs – scavengers who observe a Ray Cat change colour are allowed an additional Skill check to avoid Creep Contamination (this does not stack with Rad Tabs or Geiger Counters).

It is unlikely that characters will ever seek to injure Ray Cats. Nonetheless, here are their game stats:

Ray Cat (#Enc 1 or 2d6): HD 1d4, AC 6, MV 6″, SV +0, claws (melee Atk +0, 1d2), 25 XP. Creep Detector.

Individual Ray Cats may possess additional mutations.

ACKSian Combat Rules

Posted in Game Rules, Minimalist with tags , , , , , on 08-Oct-16 by K-Slacker

Adventurer, Conqueror, King

I’ve played a lot of ACKS (Adventurer Conqueror King) in the past year or two and have grown to approve of its approach to weapons and combat styles – which I now intend to integrate into Tempora Mutantur.

I don’t want to go back to edit and repaginate all my one-page rules, so I’m posting these “House Rules” for my TM Roll20 Campaign.

Expect to see some additional changes and/or updates “real soon now”…

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Revised Character Cards

Posted in Miscellaneous with tags , , on 05-Oct-16 by K-Slacker

I’ve updated the printable player cards to include descriptive traits, which means they’ve lost the clipart.

I’ve also made two colour variants on old-school printer paper:


(Original design from artikid’s designs).

Post-Apocalyptic VTT Tokens

Posted in Miscellaneous with tags , , , , on 30-Sep-16 by K-Slacker

I’ve been playing games online lately using Roll20. I’ve actually spent more time building maps and character sheets than gaming, but I’m still having fun.

Yesterday I started playing with TokenTool and made a bunch of Post-Apocalyptic PC tokens from photographs I found online:

Pretty neat, eh?

I noticed that there weren’t a lot of Post-Apocalyptic games being run. Maybe I should start something up…

SPECIAL Abilities, Traits, & Quirks

Posted in Game Rules, Minimalist with tags , , , , , on 20-May-16 by K-Slacker

Okay – here’s a collected one-page version of my recent SPECIAL Abilities and Descriptive Traits posts, along with an updated version of Quirks.

(If I were to run new sessions of Tempora Mutantur today, I’d probably use Descriptive Traits.)

Descriptive Traits

Posted in Game Rules, Minimalist with tags , , , , , on 19-May-16 by K-Slacker

As a follow-up to my previous post, here’s another option for character customization…

As an alternative to SPECIAL Abilities, the referee may consider using more general “Traits” in his campaign. A Trait is a free-form descriptor of something notable about the character. PCs can have two Traits, and players are encouraged to write a short narrative (30 words or less) incorporating these Traits into their character description.

Traits can be inherent capabilities (SPECIAL Abilities, for example), crafts/skills (either self-taught or trained), specialized knowledge (history, science, and/or the occult), etc. Traits should not replicate specific class abilities, and referees must take care to ensure that Traits are realistic and that this narrative system is not abused.

Like SPECIAL Abilities, Traits can provide an advantage to Adventuring Feats. The player must describe how the Trait applies before rolling the dice.

Here is an example of a character stat block with descriptive Traits:

Stassen the Blunt. Human Enforcer 1, 12 hp, AC 3 (scrap metal plate), MV 6″, SV +6, metal I-beam (hvy melee Atk +1, 1d10). (XP 0, +10%.)

Stassen is simple, both in thought and action. A dedicated bodybuilder of exceptional STRENGTH, he also possesses unexpected WILLPOWER.

The referee might choose to grant this character advantage to deeds of raw power and on will-related saving throws.

Descriptive Traits are definitely more of a “new-school” system than most of the Tempora Mutantur ruleset. (See, for example, the Aspects approach in FATE RPG.) However, the referee is recommended to check out Blood of Pangea by Olde House Rules for a narrative implementation consistent with OSR principles.

SPECIAL Abilities

Posted in Game Rules, Minimalist with tags , , , , , on 09-May-16 by K-Slacker

_5227741_origA few months ago I picked up Pits & Perils from Olde House Rules. It’s modeled after the numerous war games-turned-fantasy RPG campaigns that proliferated during the early 1970s.

Pits & Perils uses a really simple approach for character abilities. Instead of ranking each attribute (e.g., Strength 9), a character either possesses the ability or does not. In Pits & Perils you might, for example, have a Strong Fighter or Intelligent Magician. (Or maybe an Intelligent Fighter or Strong Magician – potentially more interesting as characters.)
This suggests a way to incorporate abilities in a minimalist game (like Tempora Mutantur) without adding a lot of complication…

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