Archive for Relics

Advanced Firearms

Posted in Game Rules, Minimalist with tags , , , , , on 25-Jun-13 by K-Slacker

Assault Rifle

The careful control of parts for advanced energy weapons led to a renaissance of the gunsmith’s arts during the last years before the Fall. Some modern enclaves retain enough expertise to fashion basic firearms, provided they have sufficient supplies of scrap for their construction. The availability of Advanced Firearms, however, is quite limited.



Continue reading

Hybrid Melee Weapons

Posted in Game Rules, Minimalist with tags , , , , , on 09-Jun-13 by K-Slacker

This is an addendum to the (recently updated) Expanded Weapon Rules post. I haven’t finalized the value of these items yet, but am posting today anyways.

Hybrid weapons are expertly-built items using Advanced or Ancient technology. Essentially, they are archaic weapons constructed using high-tech methods or materials. Although they require technological expertise to create, they are relatively easy for low-tech characters to wield.



Continue reading

Gauss Weapons

Posted in Game Rules, Minimalist with tags , , , , , on 20-Nov-11 by K-Slacker

(I’ve got fragments of some new rule supplements, but have had trouble finishing them up so I’ll post them here. This one is swiped from Darwin’s World.)

Mass-driving weapons are advanced firearms that operate on a simple principle – an electro-magnetic force is used to drive a mass to dangerously high velocities to punch through armour, metal, tissue, whatever. Such weapons are a bridge between traditional ballistic weapons and energy weapons – they fire ballistic missiles but require an energy charge or field to build up the required force. Mass-drivers are almost universally known as “gauss weapons”.

Gauss weapons use specially-alloyed flechette projectiles as well as power from an e-clip source when fired. Gauss weapons can fire improvised ammunition (any small, magnetic metal fragments), but will only inflict half damage. Special armour-penetrating depleted uranium (DU) rounds are also available.



Continue reading

Energy Weapons

Posted in Game Rules, Minimalist with tags , , , , , on 20-Nov-11 by K-Slacker

(I’ve got fragments of some new rule supplements, but have had trouble finishing them up so I’ll post them here. This one is swiped from Darwin’s World.)

Well-known in science fiction long before they actually became viable weapons, energy weapons were a natural evolution of the advanced military science of the Ancients.

Weapons of this type, widely used before the Fall, act to generate and concentrate powerful energy to incinerate, disintegrate, or otherwise destroy opponents. Energy weapons solved the problem of varying calibers and munitions types by utilizing the universal e-clip, making them infinitely more useful in those days.

Laser weapons work by colliding lasing atoms with electrically accelerated electrons within an active medium. The maser is basically a “microwave laser”, and was cheaper and easier to produce. Ion weapons generate a powerful electro-magnetic pulse which is incredibly damaging to robots.



Continue reading

Small Cities & Metropoli (Pt. 2)

Posted in Game Rules, Minimalist with tags , , , , , on 14-Nov-10 by K-Slacker

Continuing with the theme of my previous post, here are revised armour tables scaled to the size of city ruin. Lesser armour types may be scavenged from small ruins, while the better armours can only be found within dangerous metropoli.

Note that hybrid armour appears on all three tables. Hybrid armour represents post-Fall items constructed using Ancient materials. These entries represent both the classic hockey-gear-as-armour as well as the neo-medieval-plate-mail-with-advanced-alloys tropes.

Small Cities & Metropoli (Pt. 1)

Posted in Game Rules, Minimalist with tags , , , , , on 13-Nov-10 by K-Slacker

I prefer sandbox-style campaigns to adventures that are tailored to character level. As such, the Tempora Mutantur rules assume you’re just as likely to find pipe rifle as a particle beam cannon, or encounter giant rats as a gamma wyrm. This is all well and good, but it does not encourage PCs to explore – if any ruin is just as likely to provide good gear, then why bother leaving the neighbourhood?

Therefore, I propose dividing urban ruins into three categories – small cities, large cities, and metropoli. This post provides modified weapon relic tables for urban ruins of various sizes.

(Coming Next: Armour…)