Showing posts with label Mutant epoch. Show all posts
Showing posts with label Mutant epoch. Show all posts

Sunday, August 16, 2015

Auctions, Auctions, Auctions

Remember Mt. Zogon and Slice of Death? I Miss Dave's stuff, he was
THE BEST!!!!!!

I've had a low post count for a few days....missed both game groups....and since Wednesday last week have been deathly ill with something weird, flu-like and severely fever inducing. I finally turned around a bit on Saturday and here I am at 5 in the morning feeling weirdly okay and engaging in a bit of manic Ebay fun. If you're interested, check out my auctions here. A lot more are timed to start at 8:30 PM (MST) and will be real 7-day auctions. I'll probably post even more after some sleep.

While lying around near death I realized I had a lot of crap. A LOT of it. And a lot of stuff I knew I had bought because the store owner of location X was selling something for a song that I couldn't resist, knowing it was going for big bucks on Ebay. At last, after a lengthy absence, I realized it was time to do a bit more Ebay selling. Yay for iphone cameras.

A few notes about what I am getting rid of:

I have a lot of Traveller editions, but the one I will use to play is not the pristine Deluxe Traveller up for sale. Also, Interstellar Wars, which I have never read or used and never will, although it looks interesting.

I have a lot of Runequest stuff, but the Runequest I have fond nostalgia for is actually RQ3, the version that I really got in to; I only ran about 8 games in RQ2 (that I can recall).

I love Mutant Epoch, but after a couple years of collecting it I still can't muster up the requisite energy to plow through even one of the massive sourcebooks. My future post-apoc plans all revolve around Savage Worlds, Mutant Year Zero or Cypher System right now (emulating a hybridization of Fallout and Appleseed). Mutant Epoch is very cool but surprisingly demanding for an OSR-hybrid title. The books deserve a more dedicated soul's attention.

I'm ditching Shadowrun auction-style. I have finally accepted that liking the CRPGs does not mean I will like the paper and pencil version. Really it's the same issue I have with Mutant Epoch: too much content, not enough time left on the planet to figure it all out (damn you D&D 5E for taking up 90% of my gaming time.

I have some odd strays lying around....Planescape, for example. They've actually been waiting in a "send to Ebay" pile for ages. Also, stuff like Tomb of Abysthor (which is perfect condition, but I have the Frog God revision) and Red Hand of Doom (which is very popular as 3rd edition modules go, and somehow I found a pristine copy languishing on a back shelf in a local store, the owner of whom hasn't actually heard about the internet yet).

And then there's Blood & Smoke, which is a cool book but putting it on Ebay is my way of facing reality: I'm never gonna run it or really even properly finish reading it (I think I got 75% through before I was distracted) because I just don't grokk to the White Wolf/Onyx methodology on gaming, and my wife, who left the WoD and LARPing behind ages ago will never look back, so it might as well go to a home that can appreciate it properly.

More eventually!

UPDATE: I have 40 listings up now. Mutant Epoch went first....go figure! RQ2 went next. I have probably 2-3 more boxes of another 50-100 listings I'll eventually get up, including both old and new games, and a few more surprises.


Friday, June 7, 2013

Post-Apocalyptic Plot Seeds

These sixteen plot seeds for Post Apocalyptic adventures originally appeared in TSS 43, but I'm reprinting them here....possibly for a second time, my memory fails me!...for your enjoyment:



1 While traveling through wasted ruins, characters stumble across a colony of sentient rats which have descended from genetic experiments before the holocaust.



2 The players see a distant shooting star that grows ominously large, and crashes somewhere nearby. On investigating, they find a starship, out of which emerges a cosmonaut who claims to have been part of an experiment to test a ship that could travel close to the speed of light. The cosmonaut’s ship left Earth orbit in 1970.



3 The entrance to a hidden vault is found, in which a fabulously wealthy billionaire from Old Earth, surrounded by very human-like android servants has whiled away the years, kept unnaturally young by telomerase resequencing treatments. Recently, he discovered that his auto-docs are failing, and he need to find the tools and materials necessary to repair his anti-aging system.



4 One of the players discovers what appears to be an impressive ebony sword trapped in a lava flow. After pulling it out, the local survivor villagers proclaim him a new warlord. Unfortunately, the sword was lodged in the chest plate of a powerful pre-cataclysmic warbot, which, weapon now removed, begins to heal up with nano-repair bots before shattering its rocky tomb. Oh, and it wants its sword back.



5 A nearby volcano (which may be a smoldering crater from the end times) is radiating a lethal cloud of spores, which infect local humans and animals with a silicone-based life form that drives them in to madness and frenzy. The spores are wafting from a lava tube inside the crater, where the deadly plants are blooming, having grown up and out after being exposed from the depths of the earth.



6 A war satellite is still functioning, zapping targets at random on the planet below with a powerful particle beam weapon. It is possible to be stopped, but this involves finding an ancient comm. Station, breaking in past the still-functioning robot security units, and shutting it off.



7 A squad of immortal super-soldiers wanders the wastelands, carrying out a need for war which was genetically encoded as a biological imperative. They wander in to the peaceful lands of a survivor community, and attempt to forge an army out of the weary folk, or destroy them if they wont cooperate.



8 An alien vessel arrives in orbit and sends a contingent of scientists down to the surface of the apocalyptic world to investigate. It turns out they are from Earth, and that the Wasteworld is really a colony that succumbed to civil war decades ago!



9 While traveling the across the wasteland, the players stumble across a humongous relic from the old war, a tripod-like tank left over from the Martian invasion of Earth.



10 Locals are terrorized by what appear to be immense ravaging dinosaurs straight out of the cretaceous and beyond. They ask the adventurers to stop this menace. The trail leads to a ruined laboratory where particle physicists once worked on creating wormholes. It turns out that the AI which runs the facility is still quite active, and finished their work, creating a wormhole in time which leads back in to the distant past. It’s trying to perfect a way to send people through, to test the laws of causality!



11 Sometime during the cataclysm an ancient army of war machines was buried beneath waves of lava. The basalt later proved to be a valuable mining source for a local colony of survivors, who were digging for the metallic parts and pieces entombed within. One of the war machines was otherwise preserved intact in the quick-cooling lava flow and has awakened! It now seeks to reconstruct the interred army of its machine brothers, to complete the job they started…and needs humans to serve as "living brain cases" for the hyper-advanced machine intellects!



12 A horde of slavering, liquefying mutants that generate voluminous quantities of highly corrosive vomit are marauding the land and terrorizing the local citizens. The heroes stumble upon a camp of survivors in an otherwise intact resort facility from before the end times who are being terrorized by these slimers.



13 An alien vessel investigating the burnt out shell of Earth has crash landed, and the alien is on the loose! The alien is masquerading as a mutant, or perhaps even looks human enough, but some of the more savvy scavengers in the area have gotten wind of this high tech marvel wandering around and are trying to find it. The characters might benefit from aiding the creature in repairing is starship, either for gifts it offers them, or a chance to escape the Wasteworld. Of course, they could just as easily by the scavengers!



14 There’s a local hermit in the mountains called Big Ben who is a survivor from the old days, an ageless cyborg soldier who has lived through a hundred years of struggle and doom. Rumor has it that he’s the only one who knows where the crazy cyber-mutants from the nearby city ruins are coming from, and the PCs need to convince him to help their little survivor town.



15 Monstrous mutant insects are coming from south of the old border, larger than skyscrapers and leaving massive swaths of destruction in their wake! The PCs are not only challenged with protecting their local community, they have to figure out why the bugs are migrating north, and what could possibly be so terrifying to these immense mutants that they would flee from?



16 The PCs are investigating rumors of a local mystery, where people are seeing a strange, supernatural entity that they are calling the Mothman. Someone still has a working DVD player, or one of them curious “books” about the mysterious Mothman, so they know this is a supernatural being from before the end-times, and a small cult is growing up around this being, which people believe is a harbinger of doom. A local skeptic thinks the Mothman is a fake, and that someone is behind it, maybe even the preacher who’s initiating the new cult growing up around the creature, and he wants the PCs to debunk it in favor of his techno-church that’s losing its congregation! Of course, the mystery of the Mothman could be a fraud, but maybe, just maybe there's something more to it....




Thursday, February 21, 2013

Good Stuff in the Mail, PS4 Announcement and More



Still reading Magic World. It's definitely a good book, and it's got plenty of content to support some robust campaigns. If you've ever played the old Elric! RPG then a lot of the content in here will feel familiar. It's key feature right now is that it works well as a streamlined version of Runequest, so if you're looking for a faster "get into the action" RPG that doesn't deal with as many technical details, MW is a great choice. The fact that it is 100% compatible with the rest of the BRP line just means adding to the system is that much easier. You could easily use this with any of the fantasy settings already out in print for BRP, for example, or pretty much any BRP-compatible product. All of the old out of print Elric! books would work with MW almost as-is.

My numerous beginning-of-year purchases keep rolling in. My copy of Over the Edge 20th Anniversary Edition arrived, a decent ebay score ($50 for the book instead of $75). I love this game, and to this day it still boggles me that I didn't run it back in the day. I drew a lot of inspiration from OTE in my early nineties games, especially Cyberpunk 2020, Dark Conspiracy and GURPS....but OTE was a bit too minimalist in terms of the game engine for my tastes back then. Nowadays I'm a lot more receptive to its brand of mechanics, which feel positively quaint compared to some current popular indie systems out there.

Aside from that, Beyond Red Crater for Mutant Epoch and my print version of Starships & Spacemen 2nd Edition arrived from Lulu. Both great books. Last night during the Wednesday game some of my players brought up Mutant Epoch again, expressing interest in trying it out. I may have to throw it down as the next game to play when the current Pathfinder campaign ends.

I've got mobilized interest in a Tuesday night bi-weekly game now, one which we will host from home so my wife can play (playing from home in theory making child management easier). It looks like the crew who want to play are up for it as an alt-game night, so I'm proposing Magic World to start off with, and will then plan for future games that include Starships & Spacemen, Remnants, Survivors of the Fire and Over the Edge. If time permits I may get even more games in sometime down the road, but I think those are the top dogs I want to focus on right now (assuming Mutant Epoch gets some time on Wednesday night, that is!)

In video game news the Playstation 4 was announced (albeit not shown) yesterday and the top points of interest and contention that video game journalists are bringing up right now seem to be:

1. PS4 is just a consolized PC (so was the Xbox 360)
2. The cloud gaming option is evil
3. Lack of backwards compatibility is evil
4. Sony is evil
5. And it will be out in time for the Holidays this year.

So, business as usual I see!

No price announced for it, but if the thing costs more than $400 I am definitely out (I can stomach paying less than that for day one buy-in, but only barely). I don't care about backwards compatibility at all, which is because I just bought a PS3 so I have that covered (and if I want to play more than is offered on that, I'll find a PS2).

Anyway.....eager to see what Microsoft announces next.


Thursday, February 14, 2013

This Week in RPGs: Remnants, Maschine Zeit, Starships & Spacemen, Beyond Red Crater, and Over the Edge

At long last and after an address snafu (which the customer service at OneBookShelf fixed immediately and to their credit, even though the error was mine) I now have the print versions of Maschine Zeit and Remnants. I've been reading both in electronic format, but not perhaps as dilligently as I would like; for me, games seem to work better in the print medium, and the PDFs are just more effectively useful as quick references, not for reading.

I'll post more about those two soon, but some quick comments:



Remnants is a "post-apocalyptic giant Kaiju vs. relic mecha" adventure setting with a nice ruleset to support it. The book is concise and well-written, with the setting content front-loaded and the rules in back (a popular indie style). It's a tight game, and I really plan to run this soon.

Remnants just got its first expansion book as well: The Broken Lands is $6 in PDF right now and having just downloaded it I shall include details on it as well in my Remnants review, which I'll hopefully get to in a week or two at the most. I can tell you right now, the review's going to be one of those fanboy gushy ones, I really like this game.



Maschine Zeit is inspired by the "haunted space station (or ship)" genre of horror SF. It's heavy on the expository fake clippings and bits of text that string together to form some sort of campaign picture. I am still wading through this one, as the PDF version wasn't quite as optimal as Remnants was for easy reading. The rules, as I've scanned through them so far, are really minimalist. Not sure if this is going to prove to be a better "idea/inspiration" book for a preferred system (i.e GURPS or BRP) or if it will stand on its own legs. I'm not a minimalist storyteller style rules kind of guy....I like a bit of meat on my games. We shall see, as with the print edition I should be able to finish plowing through it.

One oddity: for a future full of haunted space stations there are a lot of old school internet and news clips scattered through the campaign section of Maschine Zeit. I would think that in the next century or two blogs and internet anything, never mind news clips, will all be so quaintly "21st century," archaic relics of a bygone era of simpler communication.

Despite my worries that the system in Maschine Zeit is going to be a bit lean, I still picked up all the modules, and must say its a fine read and interesting premise. More to come on this, of course.



Today I ordered print copies of Mutant Epoch's latest module "Beyond Red Crater" and Goblinoid's revised 2nd edition of Starships & Spacemen. I rather like S&S, it's right at the lower end of the threshold of rules complexity for my tastes, and the homage/spoof of the Star Trek classic universe makes this a rather fun product....anyway, I have all of Goblinoid's other games in print now (except for Time Master) so this will more or less complete the GG collection of retroclones and homages that make for some great retro gaming.



Last but not least I spotted a copy of the 20th Anniversary release of Over the Edge. This is one of the greatest RPGs out there which I somehow never got to play or run when it was actively in print. I need to rectify that....as my old gang would attest, we had some wildly surreal and over-the-edge style adventures back in the day, albeit using Cyberpunk 2020, Dark Conspiracy, Call of Cthulhu, Kult, GURPS and Unknown Armies. How Over the Edge escaped our attention is beyond me.

Anyway, reviews of all of the above as soon as I receive and finish reading them!

Wednesday, January 23, 2013

Beyond Red Crater is out!



Mutant Epoch gets a new sourcebook! Beyond Red Crater is available in PDF on Rpgnow and that means it ought to be available in POD at Lulu (yep, it is).

I had no idea this was scheduled for imminent release (for shame!) so it missed my recent PDF/indie buying spree, but I'll snag it soon, I promise! Mutant Epoch was a game I wanted to run a lot more of last year (only managed to get in a couple one-offs) and it's still on my list as a game I'd like to run a good 10-15 session campaign with. Maybe soon?


Wednesday, December 21, 2011

The Mutant Epoch: Walking Through Character Generation - Meet Fermi!



Today I start off an overview of The Mutant Epoch by way of a walkthough on character generation. After loading up the official Mutant Epoch Dice Roller, I decide on a couple preliminary basics (name, and he has a mother) then plunge right into the thick of it…so without further adieu:


Meet Fermi.

Fermi is undefined and amorphous, but I know this much about him: he had a mother, and that mother owned a book, a biography of the great Enrico Fermi. She didn’t understand much about the book, and couldn’t read much of it, but the cryptic nature of the book fascinated her endlessly. She decided, after learning she was pregnant with a child that she (amazingly) carried to term as a healthy baby boy, to name him Enrico Fermi after the man in the book. Maybe this man’s greatness would rub off on her son…

I’m new to TME so I think I’ll roll on the beginning player chart in the book for just what sort of type Fermi is. 71! Fermi was born a “mild mutant.” In the ordinary world this could be bad….mutations caused by chemicals or radiation are a bad thing, m’kay, but luckily this is a mutant of the Mutant Epoch, so Fermi is destined to be better off….looks like he starts with rolls for prime mutations, minor mutations and a chance of a flaw. A few quick rolls and we’ve got 2 prime mutations, 2 minor mutations and (yay!) no flaw. But more about that later, I’ve skipped ahead a bit here.

TME defines characters by traits, also known as attributes and statistcs in other games. Here we’re looking at endurance, strength, agility, accuracy, intelligence, perception, willpower and appearance. Goooooood. I like a game that puts perception right out there as a primary feature, it’s a pet peeve of mine when it’s missing or condemned to a skill check.

TME offers a few ways to calculate these scores. I’m going to stick with the standard system, in which all eight stats are rolled I order, with no trades, switches or other gimmicks to make them better. Fermi’s going to be all Old School here. Traits are determined by rolling D100 and comparing them to a chart. The chart favors stats in the lower range (25-40 seem to be the norm) but the values can plummet or skyrocket on particularly unusual rolls. It’s an interesting and different way to handle point spreads.

A few quick rolls and I get the following:

Endurance 23 – Fermi gets colds all the time. He might be asthmatic.

Strength 41 – Fermi’s got some muscles, he can haul firewood, carcasses and relic tech with the rest of the tribe.

Agility 57 – nimble fellow!

Accuracy 41 – He can hit a doom moth at range without too much trouble.

Intelligence 27 – Fermi apparently didn’t learn to read or absorb much of his mom’s lessons.

Perception 56 – A keen observer! Good trait for surviving the post-apocalyptic wasteland.

Willpower 25 – low average. Fermi is easily influenced.

Appearance 98 – score! Rolled a 98 on the chart, which means his actual stat is 80+1D20. Fermi is a handsome dude.

Like all good RPGs (and especially the old school RPGs) TME has value modifiers, also known as secondary characteristics, derived from his traits. Right now he’s got a low healing rate (3), okay damage modifier to melee attacks (+4) and decent strength range (+10% bonus to how far he can throw things), decent defensive value modifier for being agile (-6) and is slightly faster (+.75meters/round), slight accuracy bonus to his strike value (+2) and a +1 initiatve modifier for being perceptive. These might change if his traits get warped later on, we’ll see.

Like all survivors of the Mutant Epoch Fermi has a caste which tells us what he’s been doing up until the point at which he, for whatever reason, set out into the wide world to start adventuring. His caste will suggest a lot about who he was, how he grew up and what he was taught about himself and the world. So going to the “mutant” column I click the D100 button and get…6! Gladiator Slave!!!!! Well now we know why he has a low intelligence and willpower…maybe he was enslaved at a young age.

Just for the record, TME offers up thirty possible castes/careers which include the mundane (fisher, miner and logger) and the exotic (pirate, draftee, watchman). Castes tell you what sort of skills you might start with, and fill in some background history. They might give you some other weird background details, as we shall see below…

Right off the bat Fermi gets some trait modifiers for being a gladiator slave. His attributes change accordingly:

Endurance 37 – all that fighting has hardened him into almost normal levels of health!

Strength 55 – he’s gotten his work out in the arena.

Agility 58 – a tiny improvement.

Accuracy 46 – likewise.

Intelligence 22 – brains…stagnating….killing….requires….less….book smarts….!

Perception 59 – Already decent vision has gotten better as he learns to watch out for danger!

Willpower 22 – time as a slave has made him even more submissive.

Appearance 89 – his natural beauty has been marred by a few scars, maybe a broken nose….I guess you could say Fermi is looking a bit “rugged” now. Even with all that he’s still a handsome fellow.

He has an outfitting code: ESC. This will be important later, it lets him look up his starting gear.

As a gladiator slave Fermi has automatically started with D3 levels in brawling; I rolled a 1…hmmm, guess I know why he took a few beatings to the face now. He also gets 4+1D4 rolls to the warriors skills table. I roll 8 total, this is good.

Starting skills come from a chart that you roll on based upon skill set (warrior, in this case). Each roll is equivalent to 1 skill point in the determined skill. Some skills stack, some don’t, some do other things.

Rolling percentiles I get the following:

Unarmed Combat 1 – essential basic skill. Unarmed combat is either brawling or martial arts. He’s already got a point in brawling, and you only start with one or the other at Rank 1 either by caste or roll, so brawling it is…now with 2 points instead.

Riding 1 – Maybe they made the gladiators ride beasts of war into skirmishes?

Weapons Expert 3 – Good skill to have for what he does. This can apply to an offensive mutation or to a rolled weapon group. I think a weapon group would be handy….I roll 98 on the chart and get pistols. Interesting! But Fermi is an escaped slave so he doesn’t start with a weapon in his possession (yet).

Grapple 2 – close combat grappling was a decent survival skill, apparently. Still, should he get his hands on one, 3 points in pistols gives him +8 strike value and +6 to damage bonus.

Stealth 1 – he’s learned to hide when necessary.

Okay, now he’s starting to look like he could live through a few fights!



Skills are defined in specific ways in TME. The rank of a skill reflects specific characteristics and should be looked up and noted for reference; it is not the same as, say, Traveller skills where the rank applies to rolls as a modifier.

TME uses a “Hazard Check” (i.e. saving throw) mechanic to resolve conflicts. You cross-reference the relevant skill with the hazard check code (from A to E or higher…higher letter codes are tougher) and make a percentile check to overcome the matter. As an example, Grappling 2 offers two codes: Hazard Code C to resist his attacks and Hazard Code B for holding on.

There are a few more things to determine. Gladiator slaves are rough, brutal and short-lived fellows who usually survive by escaping. There’s a 94% chance a “wanted-alive” bounty is on Fermi’s head, and after rolling 54 the answer is yes: his former owners want him back, and alive, for more fun in the arena. This is one of many bits of bait that I like to call “fodder for the GM” that caste backgrounds offer. He also has a 2% chance he can read and write, and an 11 rolled says nope, even if he was on track for literacy early in life, he didn’t retain it, and his owners did not see fit to educate their slave.

While we’re at it lets get his base physical stats down: he’s a hefty 94kg but is a stocky and short 1.69 meters tall. He’s left handed –just like his player, yay- and he can’t swim. Guess being a slave hasn’t afforded Fermi any opportunities to learn. Fermi is only 18 years old at the start of his career as a free man, too. This is good; he’s the minimum adult standard, so no modifiers by age apply for now. And yes, all of these are accounted and rolled for in the book.

So now we’re back to what it means to be a minor mutant. He’s got 2 prime mutations and 2 minor mutations, and is fortunate not to have any flaws. He also gets to figure out a few other fun traits as well, such as:

Skin Color: pitch black! This sounds like inky black, not African American black. At least I didn’t roll teal or carrot….

Hair Color: rusty

Eye Color: grape colored. Hmmm….except for the hair, he really does sound like Drizzt.

Timefor those mutations. This chart is an impressive D1000. I don’t think I’ve actually had to roll a D1000 chart since my Ysgarth days. Two rolls first on the prime mutations: 402 and 279! Then two on the secondary (on a D100): 65 and 42…let’s see what we have wrought:

The Prime Mutations:

Fanged – What it says; a quick roll and it is determined that Fermi’s got regular old fangs with a +4 strike value and a D10 damage roll. He loses a point of appearance, however (but see next…)

Deviant Skin Structure – this takes me to another chart with a D12 roll. He’s got Reflective Skin it turns out. Holy crap, he looks like the guys from Wetworks! Metallic reflective skin, can’t sunburn, lasers and other beam weapons have a 70% chance of being deflected (and do half damage if they get through)….and he gains an extra D8 Appearance for being so freakin’ cool (bumps his Appearance up to 94…Fermi can make everything look good, heh!)

The Minor Mutations:

Physical Alterations (twice) – The physical alteration chart calls for two percentile checks. I snag 21 and 19, leading to: Bulbous Eyes –eewww (drops Appearance to 92) and give him a better field of vision adding +1 to initiative checks; also, a Bulbous Head!!!! Fermi is starting to sound like a golden metallic alien grey. This is a good thing for the smarts department however. He loses 4 more Appearance (now 88) but gains 2D20 INT (bumping it 25 points to a decent 47, and an additional D20 to his WILL as well for a total of 38. Finally, he’s got a 77% chance of D2 ghost mutations, and rolling a 38 confirms it….he’s got 1, it turns out. Flipping back to the ghost and lambent mutations chart I roll percentiles and get 64…Mental Mine. What is Mental Mine? Why it’s an orb of glowing green energy he can generate once per day per rank (rank here being equivalent to “level” elsewhere). It deals D20+INT modifier damage; his INT modifier (+4) damage. He can leave it around like a mine, throw it, or time it for explosion. Cool.

Fermi is now one weird looking dude. He’s going to stand out in a crowd (well, maybe not so much in the Epoch of Mutants, but…well, you get the idea.) And remember: he’s a minor mutant!

Time for some gear. Fermi’s caste gear code was ESC, which means escaped slave or prisoner. As such, he starts with the following, much of which is rolled for on percentages (I’m only going to list what was rolled for):

Tattered slave garb (luckily NOT flea infested! Yes you do roll to check)

He’s not presently wounded, nor does he have a black eye (rolled 43, had a 42% chance of starting off play wounded from his escape; yes, you roll for both of these—how cool is that? It’s as if Classic Traveller let you make a survival roll, then when you failed you got to roll to see if you died in an airlock accident, or maybe accidental laser discharge, or alien herpes or who knows what. I love this stuff!)

He is the proud owner of numerous whip scars on his back. His only satisfaction is knowing that the laser whips were all but useless against him…

He has one regular round of pistol ammo he managed to hold onto.

Spiked leather armor, a spiked shield and an iron helmet! Guess he escaped in his fighting armor.

A hatchet. Well, beggars can’t be choosers…..but honestly he’s going to be better at hitting with his fists than this thing.

Finally, we establish that Fermi is Rank 1. He has no experience factors (alias experience points) yet, and his starting Strike Value is 01-50. All of his SV bonuses add to this….so if he is attacking with his fists (brawling) his 2 skill points give him a +5 SV bonus, and his accuracy bonus to attacks is +4, making his brawling SV total 01-59 at Rank 1. Naturally DV values reduce the SV making things harder to hit/penetrate.

So what do we know about Fermi now? He had a loving mother who named him after a person in a sacred ancient book, but at a young age he was sold or captured into slavery. He was impressively handsome despite his alien eyes, head and skin and was placed in the gladiatorial arenas, perhaps as a curiosity, but he struggled and survived until he was able to escape into the wide world with much of his fighting gear. Fermi now stands at the threshold of the wasteland a free mutant, but with the threat of bounty hunters seeking to drag him back to his former master.

Fermi's final character sheet:
Enrico Fermi

Type: Mutant (minor); Former Caste: gladiator slave

Appearance: pitch black reflective skin, purple-grape bulbous eyes, a bulbous head, with rusty colored hair (probably long and in a braid to keep it out of the way from his fights); he has whip scars on his back. Gender: male Age: 18 Weight: 94kg Height: 1.69 meters

Traits: Endurance 37; Strength 55; Agility 58; Accuracy 46; Intelligence 47; Perception 59; Willpower 38; Appearance 88

Secondary Stats: Move: 6.75 meters; Healing Rate 4; Melee Damage Bonus +6; +30% strength range; Agility DV -6; Acc SV +4; Initiative Modifier +2

Skills: Brawling 2, Grapple 2, Riding 1, Stealth 1, Weapon Expert (pistols) 3

Mutations: fangs (medium), deviant skin structure (reflective skin), bulbous eyes, bulbous head, mental mine (1D20+4 damage; ranges based on WILL)

Gear: hatchet, spiked leather armor, spiked shield, iron helmet, one regular round of pistol ammo, tattered slave garb.

Armor: Total DV -27 (-6 AGL, -16 armor, -5 shield);

Weapons: Hatchet (SV 01-54; 1D12+6 damage); Brawling (SV: 01-59; 1D6+8 damage); If he ever gets a pistol his SV is 01-62 with a +6 damage modifier for skill.

In the end, Fermi looks something like a cross between this:


And This:



Next: some Mutant Epoch Adventuring!

Friday, December 16, 2011

The Mutant Epoch


Source: the Mutant Epoch Blog

Okay, so I bit and recently ordered a physical copy of the Mutant Epoch at lulu, using a coupon and some paypal currency burning a hole in my pocket. I figure what the heck, add another probable OSR game to my collection, and a Gamma World-styled spin-off at that! Beyond that however, I figured it would be just another OSR-styled RPG I put on my shelf containing dozens of the things now.

Hooo boy was I wrong. This game is amazing, and it's time to start getting the word out. As I continue to absorb and mess with it I will post more about TME here, but a few highlights for those curious about why TME has dethroned (and squelched!) my interest in Gamma World 4E, Mutant Future and even Atomic Highway:

Traveller-esque Random Char Gen: Mutant Epoch uses a more or less completely random methodology for character design that can create a very diverse range of characters. It does so in a manner that, while not the same as the career-generation process of Traveller, nonetheless paints a picture through the rolls, from which you see your character come to life. I am very fond of character generation mechanics that start with "roll some dice and see what happens" over the more trendy, modern, "start with your concept and then fit into our pointspread" approach.



Also, I think Mutant Epoch is the most complete post-apocalypse system yet in terms of character options. Almost every other post-apoc RPG I own usually has a gap somewhere, some element that is missing or under-developed (GW 4E gets a pass here, its also very, very complete). Not TME. It has "pure stock humans," various clones (comfort, labor, military), bioreplicas of various shades, transhumans, cyborgs, bestial humans, ghost mutants (no one has ghost mutants, trust me!...Well, except maybe the X-Men), mutants of multiple flavors (from mild to three breasts to Kuato is hanging out of my chest and much, much worse!) and plenty of support for all. Actually, they might not be totally complete...I just realized I don't see plant mutants on the list, so maybe Gamma World still has one-up there, but I'll check later....

Anyway, the author and artists of this masterpiece is William McAusland, who is the guy responsible for 99% of all the art ever in Goodman Games (slight exaggeration, but when you see his stuff, you'll know it). Being able to illustrate what you write is a rare talent, and it means that this book has art for practically everything. Someone wants to know what a Toxin Missile looks like? No problem it's on page 197. Skulking Renders? Page 163. And so forth. Very complete, and his art style works well for the campy over-the-top post-apoc retro feel of TME. And hey, the writing is very clean and engaging, too! This book is a real pleasure to read.

I'm still plowing through the GM's material so this is hardly a proper review, but I really wanted to start talking about this. TME is quite possibly my Find of the Year, and it's stealing thunder away from the Legend launch, sucking precious game time away while I absorb the TME universe and its cool original-yet-kinda-retro (but still quite flexible and intuitive) mechanics. This, in short, is good stuff. Oh, and so far seems to have some quality editing. Which I wish more RPGs these days had at least a teensy smidgeon of.

Okay, enough for now. I plan to do a "walk through char gen" blog next on TME. Till then...I have bought all the Excavator Magazines both in print and PDF, as well as The Mall of Doom scenario (ostensibly Mom and Marcus's gifts to dad, yay for dad getting to pick his own gifts! Not just socks this year!)