Archive for the Minimalist Category

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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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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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 communities 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.

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 ½ their level (rounded down) to all adventuring feats, with +2 to Might and Skill 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 ½ their level (rounded down) to all adventuring feats, with +2 to Might and Skill 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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