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Author Topic: Mutant RPG (A Time of Changes)  (Read 353 times)

Bloody Stupid Johnson

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Mutant RPG (A Time of Changes)
« on: May 10, 2015, 10:10:49 AM »
Hi everyone
I've been working on a post-apocalyptic mutant RPG (i.e. setting similar to games like Gamma World), on and off for a few weeks. At the moment its basically complete and should be playable - current draft is here and is about 30 pages
https://drive.google.com/file/d/0B5_trvUq5rSyV1Nzek5pRVVtQXM/view?usp=sharing

It has been playtested a couple of times (though in earlier versions) but I'd be interested in anyone's feedback things that look like they don't work or could be improved or expanded. Art is just placeholder stuff, though.
It is designed to be fairly simple to play or run while still giving a  wide variety of character options.

As a quick summary the system:
* belongs roughly to the Cortex / Savage Worlds family: stats and skills range between d4 and d12, as with Cortex roll both and add. The exception is combat which is single-roll - one die applies to attack and the other to defense, so characters can prioritize one or the other; unlike Savage Worlds it does use hit points.
*characters can be randomly rolled or built with point buy, and types include pure strain humans, mutated humans, mutant animals or plants. Mutant humans are divided into a number of sub-types (e.g. near-humans, half-men, ghost mutants, shifters, ghouls, hybrids, freakish horrors) allowing the GM to fairly easily create mutant adversaries without randomizing lots of mutations individually. There are of course rules for various mutations and defects.
*includes 10 factions with assorted special abilities and beliefs similar to those in Gamma World.
*it experiments loosely with the * World 'Move' structure, although this is still being worked through.
Thanks and of course for anyone who comments I'll read and critique your game as repayment (/revenge :) ) if desired.

Bloody Stupid Johnson

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Mutant RPG (A Time of Changes)
« Reply #1 on: May 11, 2015, 09:41:28 PM »
Anybody?

Some of the things I'm wondering, BTW, are:
*should I keep fiddling around with the * World 'Moves' thing, or is this just unnecessary complexity?
*any other races I really should've included? Skills ?

Also have been thinking about playing around with skill sets for classes. Currently a 'class' is basically just one skill (at a higher cap than you could normally buy), but potentially I could make each a package of several skills. That would give a bit more room to for instance give out more abilities to cyborgs, which are a bit flat at the moment - balanced but meh. Or I could rewrite cyborgs as a race package instead, I suppose.