Tuesday, March 14, 2017

Redone Mutations For Mutant Future (Part 1)

So this is coming a bit later than I had originally planned but it was a long weekend so oh well.
As I believe I have stated before, Dungeon Crawl Classics has probably my favorite magic system of any rpg. Period. I just love it. Its unpredictable and can be quite awesome or quite terrible for the caster depending on how much effort they put into it.
It's just metal as shit.
After discovering Mutant Crawl Classics (sadly well after the kickstarter had concluded) I fell in love with the idea of using mutations in Mutant Future in a similar way. It just made sense.

So I am going to attempt to rewrite each of the mutations in the Mutant Future rulebook in the style of MCC mutations. It should be awesome.

First thing first...

Using Mutations
When a character is attempting to use a mutation they must make a Mutation Check.
Roll a d20 and add your level plus your Willpower modifier.
The result of the roll determines the results of the attempt with 12 normally being the lowest roll needed to avoid negative effects.

A natural roll of 1 means that instead of succesfully using the mutation, the character gains a new Drawback from the Mutant Future rulebook. I plan to rewrite those in the form of Defects from MCC but for now I use them as is.

A natural roll of 20 is a critical success and means you get to again add your level to the result.

Glowburn and burning luck points may be used just as in MCC.
Basically, burn physical ability points (strength, dexterity and constitution) or luck in order to add an equal amount to your mutation check.

Active mutations are rolled each time used, passive mutations are rolled when they are acquired and may be re-rolled each time a level is gained.

Now... for the actual mutations...

Aberant Form (passive mutation)
I was gonna rewrite this one but then I figured that the New Body Parts mutation from the MCC Preview was a perfect replacement for Aberant Form.
I'm not gonna recreate it here as it is already available for free via that link.


Chameleon Epidermis (active mutation)
1 Failure, mutation replaced with Drawback.
2-11 Failure, mutation may not be used again that day.
12-13 The mutants skin changes color and texture to match that of their surrounding environment. For 1 round they gain a 95%(rolled by referee) chance to remain completely hidden so long as they don't move. If attempting to hide in the open in direct sunlight the mutant must go prone and gains only a 50% chance to stay hidden.
14-17 As 12-13 but the mutation lasts for 3 rounds.
18-19 As 12-13 but the mutation lasts for 1d6 minutes, even while moving, and any attempt at a sneak attack gains an additional +2 to the attack roll.
20-23 As 18-19 but the mutation lasts for an hour.
24-27 As 20-23 but the 95% chance applies even when hiding in direct sunlight.
28-29 The mutants skin becomes entirely translucent to nearly the point of invisibility. They gain a 95% chance to remain unseen for the rest of the day or until the choose to stop the mutation.
30-31 The mutants skin becomes entirely translucent to nearly the point of invisibility. They gain a 95% chance to remain unseen for the rest of the day or until the choose to stop the mutation. Any attempt to sneak attack in this form gains an additional +4 to the attack roll.
32+ The mutants skin becomes entirely translucent to nearly the point of invisibility. They gain a 95% chance to remain unseen for the rest of the day or until the choose to stop the mutation. If moving, this 95% chance is used in place of their Move Silently skill. Due to their near invisibility, in combat, enemies targeting the mutant have 75% chance to miss outright on top of the penalty for attacking and invisible target. Any attempt to sneak attack in this form gains an additional +4 to the attack roll.

So... that took a little bit longer than I had thought it would but I think I'm happy with the way it turned out. I'm only posting this first one right now because I want to know if anyone thinks the power level is a bit low compared to the mutations available in the MCC preview. The next post I will do Complete Wing Development, Density Alteration and Dermal Poison Slime.

Later.

Friday, March 10, 2017

So tired. New Mutant Future project starting tomorrow.

So I want to post something every day. For as long as I can.

Well, I didn't account for days at work that would leave me feeling like I just got hit by...


...that.

With that being said, I am not long for this world but starting tomorrow I am going to be rewriting all of the mutations from Mutant Future to work like the mutations from the Mutant Crawl classics preview.

I'm super excited and a little terrified.

It will be a grand time.

Stay ugly, and watch out for spidergoats.

Thursday, March 9, 2017

Adding DCC magic to LotFP (classes in my campaign)

So the weekly campaign I'm running now has sort of become a frankenstein version of LotFP.
All the rules regarding adventuring, skills, combat and such are straight from the book.
But I fucking LOVE the magic from Dungeon Crawl Classics and from what I can tell the mutations from Mutant Crawl Classics are going to almost certainly need to replace the current system I use.

Adding the magic from DCC wholesale causes a multitude of problems since the power level for Magic-Users, Clerics and Elves goes through the roof as far as LotFP is concerned.

But I NEEDED that magic...

The decision was made to move it over entirely but I would attempt to increase the power level of each of the other classes in their respective niche as well, but without adding a bunch of modern fiddly "combat options".

Basically over the next few days I'm gonna post a right up of each of the seven classes in my campaign.

Also here's my character sheet.


Here's the fighter.

Hit die d8
Attack Bonus +2
Ctit die/table 1d12/III (straight from DCC)
Saves Ref +1 Fort +1 Will +0 (again, straight from DCC)
Improved parry, press and defensive combat options are still there too.

Now for the bit I really changed.

To bring the power level of the fighters closer to the magic classes who are now wielding DCC magic, at level 1 a fighter receives 2 "combat skill" points. These are skills separate from the "specialist skills" that fighters can put points into for a bonus to attack OR damage rolls with a specific class of weapons (axe, blade, blunt, firearm, missile and spear). The choice is made before each attack roll.

Each skill has six "dots" just as the specialist skills and each dot is a flat +1 bonus to attack or damage.
At level 1 a fighter may put one point into two different weapon skills. Every time they level up they get another point. Also add this bonus to critical hits and fumbles made with this weapon.

Giving the fighters from LotFP this extra boost along with the super awesome crits (and fumbles) that I plucked straight from DCC, I think they fit right in with the more powerful magic-users, clerics and elves.

Next I suppose I'll cover the specialist since they are more or less the same as straight LotFP.

Wednesday, March 8, 2017

Demon City by Zak Sabbath (dndwithpornstars)

Just wanted to put this out there in case anyone actually sees my blog.



Demon City by Zak S looks rad. Reminds me of all the dark gritty creepy shit I love from World of Darkness without having to play as some lame vampire/werewolf etc.

If you like the way it sounds and wanna play/run it sooner, go here and give a few bucks a month to his Patreon.

Tuesday, March 7, 2017

Yes. Another dnd blog. Yay. (...also, Insta-Mutant Die Drop Table)

Several days (okay, months... years)  have been spent trying to decide why the hell I need a DIY DND blog.
There are many.
Like, sooooo many.
Some are great, some not so much. Why do I need to spend time doing something that probably only I'm ever gonna read?

Well, that's exactly the answer.

I need a place to collect my thoughts, a place where I can't just change something a million times after it's published.

Oh, also probably gonna use this to post play reports of my current LotFP campaign so I can like, remember everything.

...and solo play reports, not that anyone really likes reading those. I like writing them.

Anyway, ima leave this first post just like this.

Well, actually I think I'm gonna have a rule where there has to be at least one gameable thing in each post...

In my current game the players are residents of a city built up in a mega-subway tunnel. Like 30th century, cross-country underground transportation done up like the metro tunnel shanty towns in Metro 2033. There are lots of mutants and often I don't have time to create enough different mutant baddies(or friendlies) to keep up with my players so I did a hack of +Zak Sabbaths die drop chart from his Vornheim book to help.

It will generate a more or less "standard" mutant as I like to tailor make the real fucked muties that make my players lives hell.
Mutations should be rolled from the chart in your favorite game. I tend to use Mutant Future.

This is how it works...

Using either the front cover from the previously mentioned Vornheim book or the handy little shit below, roll a d4 d6 and d8 onto the page.



The Mutation Ability Score bit is a specific ability score I use in my game to roll mutation attacks. It has an ability modifier just like any other ability score.

If you are using mutations from a different game, the Mutation die will replace all damage dice and the duration of any mutations that use one with whatever the result is. The duration is equal to the max die roll. Number of damage dice is equal to the mutants Hit Dice/Level.

Hopefully someone gets some use out of this. May be a bit messy but it works for me.