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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01 – Return to Tau

Posted in Game Session with tags , , , , on 20-Jul-15 by K-Slacker

We’re going to roleplay the PC’s return to Tau via Play-by-Comment. And I’ve retconned the name of the home vault – it’s “Tau” now instead of “Lau”. I’ll update the rest of this site whenever I get the time and energy.

Launch Control

When we last left our heroes, the group was hunkered down in the command centre of an underground missile silo. You’ve defeated the Pit Creature lurking in the tunnels and discovered a cache of pre-Fall military computers (too large to transport).

You also discovered an Operations Manual with a map containing locations of similar installations. It’s difficult to overlay these old maps over the current terrain, but you’re pretty sure that there’s another silo about a week’s travel southeast of Tau (indicated on map).

But to act on this knowledge, the group will need to return to Tau. The rad storm has passed, but it’s still a journey of several days back home.

What are your actions?

Player Map (Jul 20)

(Your current silo and Tau are highlighted with white circles.)

The party moves at 9″, or three hexes per day over clear terrain. Following a “safe” route, it’ll take about three days to get back to Tau. Cutting through the radiated badlands it’ll take two days.

Tempora Mutantur 2015

Posted in Game Session with tags , , , on 20-Jul-15 by K-Slacker

Well I’ll be damned; I actually got to run a tabletop session of Tempora Mutantur yesterday. I had three players at the table, and like my previous convention games I used a missile silo for the adventure site…

I went with a railroad intro – before being swallowed by a rad storm, the party discovers a heavy metal hatch set into the ground, with a ladder leading down. Anticipating casualties, each player was allowed two characters (for a total of six PCs). Surprisingly, all six survived – and no one received any (new) mutations).

Character stats are given after the jump…



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Missile Command!

Posted in Miscellaneous with tags , , on 15-Apr-15 by K-Slacker

Missile_Command

Mongoliants

Posted in Game Rules, Minimalist with tags , , , on 06-Apr-15 by K-Slacker

Another post related to an old game of mine – this time its from the Scorched Earth PbP. Mongoliants are originally from Darwin’s World. They already slipped onto the Humanoid Encounters supplement, but are getting their own writeup now.

Mongoliant

Mongoliants are giant mutants. These deformed creatures are typically underground dwellers, but sometimes they have been known to inhabit old areas of strong radioactive concentration (including waste dumps, sewers, etc).

Mongoliants generally shun light but are not actually adversely affected by it (unlike many subterranean creatures).

Mongoliants were once humans, but have now become the most heinous of mutants. No two Mongoliants look alike, though their general hunched-over figures and deformed appearance is universal.

Mongoliants are, generally speaking, quite stupid, making use of only the most primitive tools. Some few Mongoliant groups have managed to figure out more advanced technology, however, and use this newfound knowledge (and newfound egotism) to conquer other, meeker races for consumption or booty. No groups of Mongoliants are known to foster kindness or respect for other communities.

Here are their game stats:

Mongoliant (#Enc 1d4): HD 5d8, AC 6, MV 9″, SV +5, by weapon (typically melee Atk +5, 1d12 or ranged Atk +5, 1d8), 500 XP. Additional eyes (reduced chance to be surprised), infravision (range 6″), gigantism (increased melee damage).

Mongoliant Berzerker (#Enc 1d2): HD 6d8, AC 5, MV 9″, SV +6, Giant Maul (melee Atk +6, 1d12), 650 XP. Additional eyes (reduced chance to be surprised), infravision (range 6″), gigantism (increased melee damage), Berzerk (advantaged in melee combat).

Mongoliant Khan (#Enc 1): HD 8d8, AC 4, MV 9″, SV +8, Energy Pike (melee Atk +8, 1d12 plus SV vs. stun) and Gauss Needler (ranged Atk +8, 2d6), 900 XP. Additional eyes (reduced chance to be surprised), infravision (range 6″), gigantism (increased melee damage), Accumulated Resistance (+2 vs. disease, poison, & Creep), Additional Arm (can wield another weapon).

Mongoliants habitually collect small trinkets; roll once per creature. They despise pure-strains and will eat them first.

Individual Mongoliants often possess additional mutations (accumulated resistance and additional arms being the most common; 3-in-6 chance).

Mongoliant colonies can include up to 5d4 individuals. They prefer to fight through brute force, utilizing strength and numbers to win the day.

Tribal Defenders

Posted in Campaign Info with tags , , , on 05-Apr-15 by K-Slacker

Got hit with a dose of nostalgia this weekend… Was thinking about my old Ground Zero PBeM – and the Tribal Defenders game in particular.

This campaign suggestion was included in the Genotype Summary, but I never wrote it up as a post.

Tribal Defender

For a more significant departure from the default campaign model, the referee may allow players to portray primitive surface-dwelling Mutants. An entire campaign can be based on such a “Tribal Defenders” approach.

Mutant PCs possess all the genotype traits as given in the Genotype Summary. Such characters are considered Primitive-Tech (except for thinkers, who are Retro-Tech).

Since they are born and adapted to the wastes, surface Mutants also possess the Creep-Resistant trait. This allows the character to re-roll a failed fortitude save vs. Creep. Due to previous mutagenic exposure, however, the PC will start with Mild Creep contamination.

In addition, all Tribal Defenders start with mutations. You may possess up to four mutations of any grade (as given in the Mutations supplement). For every mutant perk of a given grade that you possess, you must also have a mutant flaw of the same grade. The player may select one of these mutations (either the perk or the flaw), but must randomly roll for the other.

(If the referee agrees, a character who is not disfigured and has one or fewer major mutations may instead be a rare surface-dwelling Near-Human.)

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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