Archive for the Campaign Info Category

Tempora Mutantur 2015

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

Utopia 299

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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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.)

Notes from the Silo

Posted in Campaign Info with tags , , , on 15-Nov-12 by K-Slacker

In a previous post, I wrote a review of the WOOL series by Hugh Howey, and I mentioned that I would craft a separate post with details of ideas and concepts to swipe for Tempora Mutantur.

The newest book in the series was released today: Second Shift – Order. I plan on reading it this weekend; in the meantime here are some thoughts on adapting WOOL themes to gaming…


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Player Characters – Underground Con ’12

Posted in Game Session with tags , , , , on 11-Jun-12 by K-Slacker

On Saturday, June 9th, I ran a tabletop session of Tempora Mutantur at Underground Con. I had five players at the table, and like last year’s game, I ran an adventure based in a missile silo. I don’t have time to post a full session report right now, but I wanted to get the PCs online…

For the Convention, I wanted to use the “Alternative Core Rules“. I also took a stack of Character Cards.

Thank-you to all the players for gaming! I appreciate your time and enthusiasm.


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November 26th Skype Session

Posted in Campaign Info, Game Session with tags , , , , , on 28-Nov-11 by K-Slacker

On Saturday, November 26th, I had the good fortune to run both a Tabletop game and a Play-by-Skype session of Tempora Mutantur. Here is a brief (and deliberately evasive) session log of the evening Skype game…

In previous sessions, a group of PCs set off from Crestone to locate the tribe of Crow-that-Dances. Richard the Tainted and Silent Jack were stationed at the Farmyard; while Crow, Gunnar, and Zieser Three-Arm located and befriended Crow’s tribe, which had been attacked by “metal men” and retreated further into the Forest of Eyes.

The Skype game was broken into two segments; in the first, Professor Dogface learned of the events at the Farmyard. In the second, the other PCs discovered the source of the mysterious radio transmissions.


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November 26th Tabletop Session

Posted in Campaign Info, Game Session with tags , , , , , on 28-Nov-11 by K-Slacker

On Saturday, November 26th, I had the good fortune to run both a Tabletop game and a Play-by-Skype session of Tempora Mutantur. Here is a session log of the afternoon tabletop game…

In previous sessions, Steckel had previously been identified as a descendent of Paul Bachman, one of the members of Habicorb’s board of directors. The central computer of the Eden Praire Vault Complex had agreed to let Steckel and his direct family access to the restored module known as the “Roach Motel”. The elders of Tau have condoned a slow, cautious establishment of a ‘satellite vault’ at Eden Prairie; and Steckel’s father and three siblings are to become the first four permanent ‘colonists’.


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A Conversation with Methuselah

Posted in Campaign Info, Game Session with tags , , , on 20-Nov-11 by K-Slacker

UPDATE 20-Nov-11: I’ll keep reposting this whenever there’s a new response from Methuselah.

Within a regeneration pod in the Eden Prairie Vault Complex, a shrunken and wizened form clings to life. More than a century old, the life of this man (nicknamed ‘Methuselah’) has been sustained for decades only by high-tech medical assistance. His metabolism is reduced to a crawl, but he can still communicate – s l o w l y – with others. The Central Computer of Eden Prairie must process and translate for Methuselah, but it is possible for the PCs to converse – if given enough time.

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