Showing posts with label gamma world. Show all posts
Showing posts with label gamma world. Show all posts

Wednesday, February 3, 2021

Metamorphosis Alpha Vs. Gamma World - A Lesson in What Creator Ownership Can Do


As part of my recent 50th birthday (wooooo lucky me) I ordered all of the Metamorphosis Alpha stuff on Goodman Games' webstore. This includes a deluxe edition for the aging eyes of the special edition rulebook (still waiting for that to arrive) along with a glorious boxed set for Epsilon City and a medley of interesting mini modules and rules plug ins that were all part of the Kickstarter a few years back.

Unlike Gamma World, the ownership of Metamorphosis Alpha, the world's first SF RPG back in 1976, returned to or was retained by it's creator, James, M. Ward. Over the years Ward has attempted various reboots and reprints of the product line, with the last "official" product from TSR being the Amazing Engine powered Metamorphosis Alpha to Omega, which was also coincidentally the last version of the game I ran. 

Ward's savvy as a businessman to retain the rights to his creation (and TSR's enigmatic failure to go draconian....I guess it was early TSR, so they hadn't yet hit full draconian levels yet) worked out well, in the long run. Although the products of Metamorphosis Alpha have at times been either flawed, niche or hard to find, it's remained its own tiny cottage industry of the OSR before anyone had even coined the term, a game eagerly sought out by those in the know, even if we were few.

Gamma World, by contrast, remained TSR's and then WotC's red headed step child for most of its publishing existence, eventually being handed off under license to White Wolf in the early 00's after being ignominiously morphed into an Alternity product, a magazine back article, and eventually a 4th edition D&D-powered beer & pretzels game where the goal was to make the version of Gamma World that reflected the zeitgeist of design for the time. Unfortunately, even for the first four editions of Gamma World, it has more or less been "the other game system," generally written as closely as possible with D&D compatibility in mind.

Even more interesting is how with each revision Gamma World's underlying thematics changed, sometimes ever so slightly (3rd and 4th editions, laboring under the love of Mad Max tried to get a bit more serious), then more profoundly as we had a brief epoch in SF gaming in which the idea of irradiated mutants being fun was overcast by the need to make it Oh So Serious (White Wolf's D20 edition), and in turn seeing the clock not only reset but break completely with the 4E-powered Gamma World which somehow managed to bring back the zanniness while still refusing to directly acknowledge the bleak but gonzo future of the earlier editions, in favor of something more akin to a hyper-charged anime cartoon's logic as if that was somehow better. Maybe it was? 

The point though is that Gamma World, with each iteration, was forced to change to a combination of external pressures: what edition of D&D was floating around at the moment, what the feeling on gonzo post-apocalyptic science fantasy was at that moment, what the publisher thought they needed the product to do and what marketing thought would sell. Gamma World was tugged in a lot of directions.

Moreover, Gamma World now lingers as an unevolved license in WotC/Hasbro's repertoire, not quite famous enough to be considered for revival, and too different from other D&D properties to be revived in the narrow schedule and hyper-aware marketing driven focus of D&D 5th edition. Sure, it is possible Gamma World could be an amazing product with an 8th edition of the game based on D&D 5E, but to do that WotC would have to have confidence it would sell, and even more confidence it would not anger the fans (and the concerned press that aren't really fans but need outrage clicks).

Metamorphosis Alpha, on the other hand, has none of those worries and effectively managed to Kickstart its way to a reprint of the original in all its glory with a metric ton of welcome support. As recently as this last month it's even released a new module, Doom on the Warden, which acts as a grand "Part II" to the Warden's long journey through space. As a setting and product it manages to retain its own identity and its own consistency, and even the unusual deviations (such as the Amazing Engine edition or Signal Fire Studios' odd duck) are remarkably faithful in intent and design. 

Not only is Metamorphosis Alpha still available and in print to play in its original form from 1976, but its later iterations remain closely faithful to the rules and vision of the original, and this consistency means that while someone who played Gamma World over the years might experiences some version of the game, it may not be terribly close to the experience someone else had with a different edition in a different era. But for MA gamers? Very like the differences in their gaming experiences are due to the quirks of the madman--er, GM behind the screen.

Sometimes a creator doesn't know where to go or what to do with the thing which he or she created, but as often as not, they do. James Ward's achievement with Metamorphosis Alpha is 45 years old this year, and I think his dedication to his creation is both admirable and fruitful. There are even a series of fiction anthologies dedicated to the travails of the denizens on Starship Warden (search Amazon!) and all of it retains a core vision that has stood the test of time. So yeah....here we have an example of a franchise done right by its creator, and in sharp contrast to the one that was left behind. 

With any luck, maybe in some smoke-filled back room somewhere Goodman Games is hammering out a deal with WotC to do a "Reincarnated" edition of classic Gamma World, and maybe James Ward will get a chance to step in on it. One can only imagine how great a return to the clarity of the original vision would be with Gamma World. Fingers crossed....I wish I had insider info on this, but alas I only have a firm suggestion to those who are keeping the golden age of RPGs alive: the original Gamma World would be a great game to get the licensing for, to bring it back the way the Metamorphosis Alpha and the D&D Reincarnated modules have done. 

Sunday, May 24, 2020

Gamma World: Anomalies (also Cypher System)

I've been prepping a lot of Gamma World, and in the process have found plenty of new ideas in art and other sources for new Gamma Worlds beasts. Here then is the first of them, for GW 1E:

Anomaly
AC 4
Move 12
Hit Dice 15 (75 hit points)
Power Source: broadcast; solar powered; internal fusion core (112 year life) (pick any two)
Sensors: standard, infrared, ultraviolet, radio, maser
Control: cracked (removed controls); still responds to voice commands from PSH (35% chance)
Construction: the first sighted Anomalies were distinguished as "raw" android forms, missing humanoid imitative flesh and reflecting only the raw chassis. Later models show a great deal of modification due likely to necessary repairs with junk on hand.
   Anomalies are rogue artificial intelligences using robot or modified android bodies. They are inimical to humanoid life though they may irrationally protect pure strain humans. The stories speak of the earliest anomalies appearing near installations of the ancients known for lethal zones and other violent robot forms. Scholars of the ancients think these may be "drones" with the intelligence of the AI hive mind, sent out to serve as scouts and scavengers, but over time they became increasingly dangerous, attacking mutants on sight.

   Anomalies do not seem to be built with weapons and instead rely on scavenged goods. As such, they typically have access to what is available, though that is often (initially) a battle axe (1D8, +2 due to strength) and a laser pistol (5D6). After a while, the anomaly often loses or recycles these weapons and ends up relying on cruder weaponry it salvages. 


Cypher System:

Anomalies are Level 4 (Health 16; Armor 3), armed usually with laser pistols (4 points) or crude melee weaponry forged from scrap (6 points). Anomalies are highly resistant to intellect-based attacks (level 6 intellect defense) and immune to effects such as poison and gas unless it would directly affect the metallic body.

Tuesday, May 12, 2020

Gamma World in Roll20


While poking around Roll20 to see what it can do, I noticed that among the many games with some form of character sheet support that there was one in particular of note: classic 1st edition Gamma World has a Roll20 character sheet someone devised. Even better, it's a nice character sheet, with hot buttons for figuring out artifacts, rolling for mutations, fun stuff like that. I think it could use some hot buttons for die rolls, but all told....it got me thinking.

Over the last two months, one of the first things I did with Roll20 was create a test environment "home game" to experiment with features. Early on I had my wife and son log on to help me figure out audio, character sheets, stuff like that. I used D&D 5E for this and was fairly impressed with the charactermancer (Roll20's official name for the D&D PC sheet) and the free OGL-tied content on offer. Although we have not as yet advanced with that for a real game, it laid the groundwork for the ongoing weekly Pathfinder and Cypher System games I am running.

Lately my son has expressed an interest in playing so I decided to revisit the idea. Here's how the train of thought on my end went:

1. I can run D&D 5E. But, I don't have the D&D books unlocked and they are kind of expensive purchases for what could be a one-off or possibly very short run on Roll20 if we can all game in person. Also, why doesn't Roll20 have the Dungeon Master's Guide as a compendium option? What madness is that???

2. Also....I am really enmeshed in Pathfinder 2nd edition, maybe I could try that? Even better, I could try running Pathfinder 2E with the Gamemastery Guide's optional Proficiencies without Levels rules, which would dramatically flatten the math for my son on most rolls.

3. Okay, so Pathfinder 2E character sheets are INSANE and I am impressed my players have figured them out. I get it....it's very thorough and works well....but it takes a lot of effort for the initial setup and I don't have that kind of time. If I don't have that kind of time then my son will not benefit from this at all. Plus, it looks like the proficiency+level is baked in to the sheet in such a manner I'd have to edit the code to remove it and I haven't got time to figure out how to do that.

4. So if D&D 5E will work but maybe not optimally, and Pathfinder 2E is too painful to set up for a young new gamer (note: doing this in paper and person would be much easier as I see it, but my son is enamored with the "video game" element of Roll20 so I'm leaning in to that) then what other options are there? Cypher System is an obvious choice, but I feel like exploring other options.

....and that's how I discovered that Gamma World and many other OSR titles have various levels of representation on the Roll20 Charactermancer. Gamma World in particular stuck out because it's the game that got me into RPGs in the first place. Although my father purchased the D&D Basic set for me a few weeks prior, I picked up Gamma World myself at around age 10 and proceeded to run it for my sister and some friends (we were all kids traveling around with our artist parents). For various reasons it resonated well; I think it helped a lot that I had just finished reading Starship and Hothouse by Brian Aldiss, as well as Piers Anthony's Battle Circle series, so I had a firm literary foundation for what Gamma World was about. Within hours of getting the boxed set I had found a map of the Hilton Hotel we were staying at on one of my parents' many art show events in Albuquerque and I was running a post-apocalyptic exploration of the region. That first group ended in a TPK when they wandered afar and found a nuclear missile silo which they promptly detonated. It was the time of the Cold War and I was regularly obsessed with the persistent risk of the end of the world; Gamma World fit well with these worries I had as a kid.

So here I am now, with Gamma World's reprint in my hands from Drivethrurpg, contemplating a game for the family. My son is the same age my sister was back then, and his interest in the thematics seems to be obsessively strong; he's not nearly as interested in fantasy as a genre so much as post-apocalyptic sci-fi and superheroes (not just any superheroes, either; he's primarily about the Flash, Venom and Spider-Man). So a game set in the apocalyptic wasteland featuring mutants might be right up his alley. Bonus since we're in the thick of an ongoing pandemic that is just deadly enough to disrupt the planet while not being deadly enough for us to feel like it's a genuine existential threat (yet; TBD).

Anyway....another perk is that there are a fair number of map packs out there for modern and apocalyptic settings, and scouring the internet brought be a veritable trove of wasteland and Gamma World specific images to be used as props in a Roll20 game. This aspect of Roll20 is great, really....when I do go back to tabletop gaming, I will miss the ability to quickly share images and maps with the players; I may be temped to continue using it even if we are all in person just for that purpose, to be honest. Heck, if the pandemic continues long enough I could, gee, maybe even get used to Roll20 as the norm or something. Maybe. But....man, I miss sitting at a table with live humans and rolling dice!

Anyway....the environment for the first game is fully prepped and ready. I'm setting it in New Mexico (easy fit, and a tradition) and will integrate the Albuquerque Starport module from the GM Screen. I may approach my regulars and see if any want to play, too. At least one of my friends may have to be reassured that I will houserule some less onerous poison damage tables into play....he was famous back in the day for immediately dying due to intense lethal poison/toxin exposure....!

Tuesday, December 11, 2018

Gamma World: Legions of Gold and Famine in Fargo

Gamma World 1st Edition is now nearly complete in Print On Demand:

Legions of Gold is up:



And Famine in Fargo too:



At this point, if they can get the GM Screen and Albuquerque Starport scanned up or even set for print, then pretty much anyone can have a modern, complete edition of classic 1st edition Gamma World in their library. This is cool for me, as Gamma World 1E was actually my first RPG, and the first game I both played and ran as a GM.

Friday, July 27, 2018

Gamma World 4th Edition Print Quality Review


I'm back! After a prolonged absence I (and the family) have returned from a combination vacation and work event, in which we took off to Portland and then Long Beach, Washington for a few days, and then returned to Portland where my wife and son enjoyed the Zoo and other attractions while I attended a conference. Anyway.....

On returning from our trip I found lots of goodies waiting, including the print edition of Gamma World 4th edition, the version of Gamma World which was released in conjunction with AD&D 2nd Edition. This edition eschewed the mechanical changes of prior editions, which in 3rd edition aimed for percentile stats and colorful charts to resolve actions, and in 1st and 2nd edition was a bit more like a strange spin off of D&D in terms of mechanics. 4th Edition got back to this idea, aiming for something that definitely felt inspired by the design direction of AD&D 2nd edition.

Anyway, the good news is that this POD edition is quite readable, and the copy from scan is very clean and easy to read. I've had some bad luck lately with old scans, most notably with the blurry and unpleasant to look at D&D Rules Encyclopedia, but Gamma World 4th is far superior in appearance and shows no bleed through, as well as good, crisp print.

Anyway, if you're on the fence about a copy, I think this one's a safe bet!


Tuesday, July 17, 2018

Gamma World 4th Edition Back in Print

WotC just released a reprint edition of Gamma World 4th Edition, the 1990's edition of the game that came out roughly around the time AD&D 2nd Edition was in full swing. This is the one edition I never really got in to (for inexplicable reasons but a lot had to do with me loving GW 3rd edition much more and not wanting to move over) so it's really cool to get a chance to see a copy without paying an arm and a leg on Ebay....anyway, check it out!




Monday, August 21, 2017

Biomutant - the Gamma World CRPG you didn't know you wanted (until now)

Check this out:



Polygon has the story here and the official website is here. It's a THQ/Nordic RPG coming out next week, a "mutant kung-fu fable" that looks to me like it's 100% DNA derived from classic Gamma World. Needless to say this is one of the few new games announced this year to have me genuinely interested....!

Wednesday, August 15, 2012

Quest for Power: A Post-Apocalyptic Scenario

Back when the new Gamma World came out I worked up a scenario that I was going to use....but as is common, the chance to play never came to pass. I present now the scenario/location for use in Gamma World or pretty much any other suitable post-apocalyptic campaign...w




Quest for Power

A Tale in the Ruins of Old Sanaf and Kirkie
Introduction: Emergency in the Village of Bern

   The villagers of Bern have come to inhabit the ruins of a large, seemingly resplendent ancient building. The building in question included an amazing store of food, kept in a unique “freezer” powered by an unknown source. Until recently, this reserve was in no way threatened, but unexpectedly the enigmatic power source has gone out.

   The village elders (named Moxo, Paz, and Erna) have gathered and asked the PCs to seek out a means of fixing or replacing the power source for the “freezer.” They know of two likely sources: Kirkie is a vast metropolitan ruin and there may be lost tech that can replace the power source; in Old Sanaf there is a known tinkerer called Electro Bill, who is reputed to be extremely savvy with lost tech and might be able to repair or bring the power back on line.

   Bern is only ten miles north of Kirkie. The ruins of Kirkie suffer from two primary threats: first, the Great Crater with the ruins of what some call a “Martian” Sky Platform in its center, and second: the legions of the Super Mutant called Noximus ( a serf). Noximus is said to have found a vast cache of lost weapon tech, and he has used this to make his raider gang the most powerful in the region. Kirkie City is his domain, and he lords over what used to be a fairly friendly community to the south.

   Old Sanaf suffered less during the Cataclysm, but still has problems. The ruins are thick with overgrowth and rumors of strange plant mutants abound. The technologist named Electro Bill is supposedly now working for the enigmatic order of the Restorationists, and it is believed that he is dwelling in an ancient Vault in the mountains just north of the ruins. Problem is, raiders from Noximus’s army have also been searching for the technologist and his allies for some time now; there is also the problem of the indigenous plant-based mutants, which are notoriously hostile to all beings.

   The elders have decided to task the new young heroes with this job. They have opened up the village’s cache and will let the heroes each pick one piece of omegatech from the resources at hand to help them on their journey to save the village’s previously unending food supply.

About Bern

   Bern is described as:

“A fabulous village built inside an ancient structure. It is filled with brightly colored boxes from which the coins of the ancient spill in endless quantitity; these can be smelted and turned in to useful tools. The long cooridors and open spaces of this structure have been turned in to indoor protection for dozens of huts and families, constructed from the many strange boxes and other materials left intact after the Collapse. It is most famous for the so-called “restaurant” in the back which is still in working order and run by a mutant called Cook. The restaurant is connected to a storage unit called the pantry, which in turn provides a unique sort of freezer called a “Stasis Freezer,” in which vast quantities of food can be found. The machine that operates this device has been repeating verbally to Cook that it detects that the “fusion cell” is powering down and either needs to be repaired or replaced.”

GM ONLY: Bern was built inside the ruins of the Star Casino, and the machines within disassembled or smelted down to make construction materials or tools. The actual furnace and smithy is located outside, but the surprisingly intact main structure now provides shelter for an entire town. About nine years ago the open-air section of town inside the old multi-story car garage was lost when the garage collapse. Since then, the villagers (about 200 of them) have lived off of the vast amount of food inside a very long-lived Stasis Freezer, which keeps its contents perfectly preserved (and might even do so to living beings trapped within). The freezer is powered by a cold fusion cell manufactured from the alternate timeline that the casino comes from, and had a 200 year lifespan which is now winding down. A new power source as well as a technologist or mechanic of decent skill (DC 28) can fix it and get the device working again, before it shuts down completely and the food is spoiled.

Locations in Bern:

The Smithy: Run by Chos, a big burly fellow, this is where materials are smelted and cast in to new molds. Chos comes from Phenx and is famous for his learned talent as a smith. He can make real weapons for the PCs if they ask, though he likes trade for services rendered.

Chos: Giant yeti (level 3)
The Cache: Once a bank vault in the casino, this is now where the village omegatech cache is kept. Many items acquired through salvage found inside the building and abroad can be found here, and many of them aren’t even very well understood. It is guarded by an android named Mike.
Mike: android pyrokinetic (level 4)
The Smokes and More: this was once the gift shop, now converted in to a store front for the village and run by the woman Yasna. She’s always looking for new items for trade. She is known for being able to stalk fresh tobacco smokes, made and traded to her by the Westos Trading Guild. Her main contact with the Westos Traders is Tom Orlan, a Badder from somewhere out west.

Yasna: radioactive cockroach (giant spider level 2)
The Glitterhall: this is the largest central area of the casino, where more than three dozen “huts” made from reworked slot machines and tables have been turned in to housing.
The Restaurant: Here is where Cook serves the food he “prepares” from the Stasis Freezer. Villagers eat free, but guests must pay; Cook likes ammo in trade for food best; he has quite a collection of arms in his private room.

Cook: seismic elektrokinetic mutant (Level 3)
Hall Watch: the old security room has been turned in to a makeshift office and is used by the android cockroach swarm named Moxo as the constabulary headquarters. The security cams still work, and he uses them to monitor the village, though he suspects they too will go off, once the “fusion core” expires.

Moxo: android sentient cockroach swarm (level 4)
The Wastelands outside of Bern:

   Traveling outside of Bern is always risky. The following represents a sampling of the threats that might be encountered (typically encounters happen on a 5 or less on a D20 once per hours of travel in the region 10 miles around Bern):

 



D20                        Encounter
1                              An undiscovered cache of omega tech (1D4 omega draws)
2-4                          Raider patrol for Noximus (800 XP):
                                1 dabber sharpshooter (scout), 2 hoop warriors,  2 porker marauders, 1 porker       warhog
5-8                          independent raiders (600-1000 XP):
                                Pick 2D4 from Random mutant list
9-10                       Pack of Green Folk Gren (850 XP)
                                3 gren headhunters, 2 gren archers
11-12                     Blight flight (850 XP)
                                2 blight hunters, 2 blight venomwings
13-14                     A lone android named Praetorius willing to trade (has 1D6 omega tech)(650 XP)
                                1 android, 4 badder steading guards, 8 mutant cattle pack animals
15-16                     A lone Orlen named Chud arguing with himself (350 XP)
                                1 Orlen
17-18                     Pack of wild mutated dogs (600 XP)
                                6 wild mutant dogs

19-20                     A predatory sep land shark attack (600 XP)

                                3 sep land sharks




Wednesday, August 1, 2012

T&T Deluxe, Paizo Anniversary Sale, Camazotz' Mud-Colored Nostalgia Glasses and More



So first, for Tunnels & Trolls fans it looks like Ken St. Andre and crew are going to collaborate on a Deluxe Edition of Tunnels & Trolls. There's more about it here on Trollhalla's Outer Sanctum and the Lone Delver also speaks on the matter in detail.

I'd like to see a Deluxe super edition of T&T and the fact that it's going to include collaborative work from Rick Loomis, Steve Crompton, Bear Peters and Liz Danforth along with Ken himself, of course, can only be a good thing. T&T 5th edition has long been regarded as the best (or most organized/well presented) edition of T&T thanks to Liz's work, and I am sure that we'll see the game shape up in the same fashion.

Next! Paizo is having a tenth anniversary sale right here.

I didn't find out about this until after visiting Barnes & Noble, where I purchased the latest Brian Fagan book Elixir, along with Dean King's Skeletons on the Zahara, Paula Guran's Extreme Zombies, Into Africa by Martin Dugard, and Immortality by Stephen Cave. All interesting books which I plan to blast through in the next month, and all helping me to alleviate my conscience from the engorgement on Steam games I engaged in just a couple weeks ago....but luckily this also served as a money sponge to avoid my succumbing to the ridiculous 75% off deals on print products over at Paizo. All of their older pre-PFRPG release OGL modules are up for sale, most at $2-3 apiece and all the adventure paths in stock at $5 each. PDF versions are also marked down across the board. It's madness, I tell you!

Luckily, a dearth of remaining discretionary income and a hearty mental kick to the noggin reminding myself that I never, ever run published modules (except on occasion for C&C) served to quell my insatiable consumerism. If you, however, wouldn't mind getting something around 37 adventure paths and single modules in print for 75% off, head on over. The PDFs of the core book are all $7.49 apiece right now. Kind of a steal, ya know?



On an unrelated note, I may have given up my chance to own the AD&D Premium edition rulebooks. My FLGS owner called up and inquired as to whether I really wanted them or not, to which I explained as I always do with books they've been holding for a week or more that yes, I do want them, but the problem is I absolutely don't need them so I've been having a hard time finding the discretionary income to throw at vanity ownership. So if she had someone else keen to buy them (she did) then she was welcome to sell them and I'll just take my chances on finding copies in the distant future. Such is life as a father and husband and sole breadwinner in the family right now.

And yeah, I could have saved up the moolah I spent at Barnes & Noble, but those books are something I'm actually going to read and enjoy, maybe learn something from. Buying pristine editions of AD&D 1st edition, simultaneously marvelling at the game I played as a kid and also mildly loathing it for the memories of my youth it brings up....just not quite the same bang for my buck.

I wonder if one's OSR-ness and love for all things 1980 and earlier is inversely proportionate to one's level of fondness for the memories from that period? I'm not saying I don't have fond childhood memories....but I definitely wouldn't repeat my childhood as it unfolded. On the other hand, I continue to hold a pristine boxed set of Runequest 2nd edition, which I do indeed enjoy perusing on occasion for the fond memories, and ironically I also still have my original 1st edition Gamma World books in startlingly good condition, still filled with my writing from age 9-12 when I played Gamma World to death. That there is one of the reasons I don't even feel mildly compelled to try Gamma World 1st edition again; every time I open the pages I see a snapshot of myself in my youth, and it reminds me that those days are unique and are nonrepeatable, at least in their original forms. That's what Mutant Epoch is for, anyway...!

Bah, enough introspection! Go check out Paizo and read what Ken has to say about T&T Deluxe.




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!)