Tuesday 13 August 2013

Mutant Future : Session 1

Damien, Danie, Henry and Jeremy (when he wasn't asleep) rolled up and played Mutant Future, run by Julian.  This was a new experience for all of them, as none had any experience with Gamma World or any of its iterations previously.

The characters were:

Player
Character
Type
Mental Mutations
Physical Mutations
Damien
Kurt Ordinaire
Pure Strain Human
n/a
n/a
Danie
Teegra
Mutant Human
Mental Barrier
Gigantism (18’ tall)
Pain Sensitivity [Drawback]
Henry
Kat
Mutant Animal (Cat)
Damage Turning
Phantasamal Damage [Drawback]
Nerual Telekinesis
Metaconcert
Complete Wing Development
Increased Sense (Smell)
Bizarre Appearance (Fluro Pink Fur) [Drawback]
Jeremy
Kryten
Android (Replicant)
Know Direction
Epidermal Photosynthesis
Natural Armour (moderate)

RECAP:
The small town of Sanctum was home to around 200 survivors, most were Mutants, a few were Pure Humans and the occasional Android with a sole Mutant Plant.  Sanctum was a peaceful place of farms and agriculture, the last of the fertile lands before the Great Waste.  But over the last couple of weeks, stories of the cruel and violent Pigmen moving into the area or attacking and raiding the outlying farms had begun.  So far, nobody had been slain, but with the reputation the Pigmen had, that was probably not far off.

Grab III Jr, the Mayor of Sanctum, an honorary title mainly was concerned.  Grab III was a mutant Crow of great age, and one of the few in town with a weapon of The Ancients.  He had asked for help and assistance, including advice from all the residents.  The characters, being some of the young members of the town, and those most suited to the rigors of exploration and potential combat were a group that was approached to assist.

Kat began by travelling to the farms that had been attacked most recently and trying to figure out what had happened.  It seemed that the groups of Pigmen that had raided the farms numbered only around the half-dozen.  They were obviously armoured, as they left heavy boot prints that he believed were made from some metal-like material.

The town debated whether they should fight, flee or defend.  Building strong palisades would help, but there was little material for that in the settlement, though there was a small woodland around 10 miles away.  Metal and potential weaponry could possibly be found in the City of the Ancients, more than 150 miles away in the dead Wastelands.  The group volunteered (some reluctantly), to head to the city whilst others from Sanctum went to get lumber to make the defensible walls.

The group headed into the Wastes.  The ground was hard, cracked and shattered.  Nothing grew except for some sparse, tough and thorny brambles that when burnt released a sweet smell.  There were very few signs of living creatures however.  Kat, who was performing scouting duties by flying above those on the ground, saw flashes of red-orange light on the horizon on the third night.  As Kat was returning to the camp that had been setup, he spied the earth moving as though something large was burrowing underneath it.  He rushed back to alert his companions.

He arrived just in time as Teegra was alerted to the presence of creatures with mental mutations nearby.  Suddenly, two large, rubbery fins could be seen slicing through the hard rock.  The group readied themselves for whatever threat was approaching as large, flat-nosed fish-like creatures erupted from the stone and attacked.  The creatures were vicious, with wicked, razor sharp teeth that bit deep into Kryten and Teegra.  But they themselves were injured badly, both creatures slipping back into the ground and disappearing.

The group debated about what they should do, go forward or return to Sanctum since they were running low on water and had been badly frightened by the creatures of the Wasteland, now believed to be the legendary creatures known as a Sep.  They decided to at the least push onto where the light was coming from, hopeful to find food and rest.  The Seps did not return that night, much to everyone's relief.

Travelling to the flashes took most of the next day.  No more of the flashes could be seen, but eventually the group discovered that they had been led to a squat, solid looking building that appeared to be made from solid stone.

As the group watched, waited and scouted silently around the building, a portal opened up in the side and a small, squat individual perhaps 3 to 4' tall emerged.  It was encased head to toe in metal that was of varying colours and combinations.  It's face was hidden behind a full visored mask and it carried a long, cylindrical tube that was connected to a tank on the back by pipes.  The group prepared for a fight, but were hesitant to start one.

But the figure was friendly to a point.  It offered the group to take as much water from the well behind the building, and would provide some food if required of the group.  A quick discussion detailed that some Pigmen had been near the building the previous night, but they were scared off.  The city, the figure said, used to house over three million people, a number that was both alien and astounding to the group, and that it was the home of the Flesh God and its cult.  The Flesh God the creature said, moved about beneath the city, but if they were clever and cunning they should be able to get in and out without being spotted, for if they were, they would be amalgamated into the creature.

Talk of the Flesh God was concerning to the group, but as they rested in relative peace, they seemed to relax.  The creature, still armed and armoured, brought out bowls of grey sludge, seemingly some kind of food, but for the most part after the initial discussions, it was safely inside the building with the doors well closed.

-- Game to be Continued --

Friday 9 August 2013

Mutant Future : House Rules

The following are the house rules that I will be using in our short-term venture into this RPG.

  • Characters cannot be Mutant Plants
  • When determining HP, instead of rolling, a character will gain 3 HP per point of CON if a mutant and 4 HP per point of CON if a Pure Strain Human.
  • If a character rolls the Plane Shift mutation, they must instead re-roll (they are unable to gain a Drawback mutation with the re-roll).
  • Technology Rolls will not be made with the rules as published, instead we will be using the original Gamma World flowcharts.  A High Intelligence will modify the dice roll as follows:
--- Intelligence Table ---
Score
Technology Roll Modifier
3-4
+3
5-6
+2
7-8
+1
9-12
0
13-15
-1
16-17
-2
18-19
-3
20
-4
21
-5

Encumbrance:
Instead of using the normal Encumbrance rules, a character is encumbered by what he wears and how many items he is carrying.  
Armour Worn
Turn Movement
Encounter Movement
Running Movement
Plate mail
125'
25'
75'
Chain mail
150'
30'
90'
Studded Leather, Leather, Skins/Furs
175'
35'
105'
Shield, 2-Handed Weapon or Heavy Crossbow
-25'
-5'
-15'
Every 5 full items*
-25’
-5’
-15’
None
200'
40'
120'
Ancient equipment (including weapons and armour) will reduce the movement of a character by a rate as determined by the GM.  
* An item is any singular piece of equipment such as a dagger, rope, quivver of arrows, backpack, 1 days rations, waterskin etc.

Initiative:
  • Before Initiative is rolled, anyone wanting to use a mutation must announce it.
  • Initiative is rolled on a d6 by one player and by the GM.
  • Whichever side rolls highest goes first, in case of a tie, the characters go first.
  • The player who rolled the Initiative Die acts first and then play moves around the table clockwise.
  • A combatant may delay their action, but if they delay they must wait until all other active combatants (including the enemy have acted), then they may act in order around the table.
  • Once a new round starts, the player die moves one space clockwise and the process begins again.

Movement:
  • A combatant must stop immediately when he comes into contact with an opponents base.
  • In subsequent rounds, a player may move past a currently engaged enemy as though performing a fighting retreat (1/2 movement).  If they come into contact with another enemy, they stop again.
  • A character may move up to half his Encounter Movement and attack.
  • A character may elect to run, but running must be in a straight line and prevents the character from attacking the next round.

Weapons: 
  • The Warhammer is a 1-H/2-H weapon that deals 1d6/1d6+1
  • The Spear is a 1-H/2-H weapon that deals 1d6/1d6+1
  • The Trident is a 1-H/2-H weapon that deals 1d6+1/1d6+2
  • The Morning Star damage is changed from 1d6 to 1d6+1.
  • The Bastard Sword damage is changed from 1d8/2d4 to 1d8/1d8+1
  • The Heavy Crossbow damage is changed from 1d8 to 1d10

Critical Hits & Fumbles:

  • A Natural 20 is a Critical Threat.  Make a second attack roll to confirm the critical. If the second attack roll hits, maximum damage is automatically scored. 
  • Ancient weapons score a critical threat on a 19 or 20 but are only treated as a threat if the die roll would still hit the target.
  • A Critical will instantly kill or incapacitate a 'mook' enemy.
  • A Natural 1 is a Fumble Threat. Make a second attack roll to confirm the fumble. If the second attack roll misses, the character has fumbled his weapon and must make a DEX check or lose his next rounds action as he recovers.


Death & Unconsciousness:
  • 0 HP is unconscious. Each round a character is unconscious, they must make a Save vs Death or Die.
  • A natural 20 on the Save v Death indicates that the character has stabilized automatically.
  • If a character takes any additional damage (at all) whilst unconscious, they die.
  • Any character can stabilize another character, this takes 6 rounds (4 for someone with the Medical Skill) during which they cannot be disturbed. The unconscious character does not have to make Save vs Death ST during this time. A stabilized character is treated as having 0 HP (if they had fewer) but no longer needs to make Save vs Death ST unless they take damage again or are violently moved.

Healing:
  • Each rest period is 8 hours.
  • During a rest period, a Mutant or Replicant heals 2 HP and a Pure Strain Human heals 3 HP.
  • During a rest period, an Android may repair 4 HP of damage.
  • An injured character may be treated by someone with the Medical Skill (see below), this requires an INT check.  Success indicates that they heal at double the normal rate.  
  • An injured Android may be repaired by someone with the Tinkering Skill (see below), this requires an INT check.  Success indicates that they repair 10 HP of damage.
  • A character treating/repairing another character (or themselves) heals at 2 HP less than normal.
  • If resting in very comfortable conditions, the character heals an additional HP.
  • A character with a high CON, 13+ heals an additional HP per rest period.
  • A character with an exceptional CON, 17+ heals 2 additional HP per rest period.

Skills:
  • Each character can pick two meta-skill that they are familiar with.  These Skill areas may sometimes require an attribute check if the task is difficult or is under duress or carries with it risk.  If a player wishes to have some other Meta-skill, they are free to create one after discussion with the GM.
  • The skills are:
    • Medical
    • Survival
    • Ancient Lore
    • Streetwise
    • Trickery & Deceit
    • Tinkering
    • Engineering
    • Tactics & Strategy
    • Agriculture
    • Athletics
    • Acrobatics
    • Thievery
    • Handle Animals & Husbandry
    • Scavenge
    • Leadership
    • Smithing
    • Herbalism
    • Stealth
    • Crafting
    • Wasteland Lore