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Author Topic: The Mutant Epoch  (Read 4401 times)

crkrueger

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The Mutant Epoch
« Reply #30 on: February 03, 2017, 12:49:50 PM »
I wondered why there was so much stuff out for a new game, then remembered the Coloring Books.
Interested in seeing the review, this was something that stuck in my mind, but dropped off the radar.

BTW. The new avatar was great for this, the frog looks like he's casting the Thread Necromancy spell. :D
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery's thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

One Horse Town

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The Mutant Epoch
« Reply #31 on: February 03, 2017, 01:39:52 PM »
Quote from: CRKrueger;943899


BTW. The new avatar was great for this, the frog looks like he's casting the Thread Necromancy spell. :D


It's inspired by the Heqetians, a race of Greco-Roman frog-like humanoids i'm currently writing up. In turn, they were inspired by Heqet, the ancient Egyptian God of fertiliy, sometimes depicted as frog-headed.

Also, i have Caesar Slaad's avatar in my head, which is awesome.

One Horse Town

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The Mutant Epoch
« Reply #32 on: February 05, 2017, 08:48:31 AM »
Even with just the quick-start rules and bits gleaned from the 'look inside' function of the amazon entry for the book, i've managed to create a perfectly fit character - totally randomly, and they're awesome!

He's a cyborg mercenary. His stats are pretty poor with his only bonus, a small one to strength, and his endurance is pretty low at 27 (that stat is basically your hit points). But many random rolls later, he suddenly became awesome. His stats weren't really improved, but he ended up with Brawling 5 skill which grants him 2d6+6 damage and although he only rolled 2 implants, they complimented his abilities perfectly. First, he got a Force Field Generator, which is basically damage reduction of 10 per round - there is a 1 in 6 chance that the damage reduction is 10 per attack and i got it! His second implant is a Retractable Laser Pistol in his wrist which deals 1d20+10 damage per hit (shows how awesome the brawling damage is) and also allows him to fry opponents in punching range if his fists let him down.

Together with his Junk Armour and Dodge skill of 2, he has a Defence Value of 12 (20 with a Dodge-able attack) (this is subtracted from opponents chances to hit you) and Damage Reduction of 10 when he activates his forcefield (200 rounds worth before needing to recharge).

Brawling 61% 2d6+6 damage - can be used for stun damage or normal damage
Laser Pistol 60% 1d20+10 damage

Once i get the proper rulebook, i'll be able to finish him off properly because i actually rolled a Brawling of 2 and Unarmed Combat of 3 and apparently you can only have one of those, so i'll have to look to see what the difference is and maybe swap to UC 5 instead. Need to complete his equipment too.

languagegeek

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The Mutant Epoch
« Reply #33 on: February 05, 2017, 11:38:14 AM »
One thing I've done in my Mutant Epoch games is give each player a laminated card of the Hazard table, as more often than not they will be rolling on this table. If you are GMing, make sure you familiarize yourself with the stats on the Hazard table as there are no explicit rules on how to assign hazard ratings, but you'll be doing so all the time. I also printed out the skills chapter thinking I'd need to reference it constantly during the game as each skill is a little sub-mechanic, however most of the skill info ends up on the character sheet so it was less necessary to reference skill rules than I thought. Each time I've run Mutant Epoch it's been quick and smooth and fun. A couple of players balked at the unbalanced power levels in the game, but they're Hero-system players and perhaps such a swingy and random system just isn't for them.

One Horse Town

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The Mutant Epoch
« Reply #34 on: February 05, 2017, 01:10:07 PM »
Quote from: languagegeek;944182
One thing I've done in my Mutant Epoch games is give each player a laminated card of the Hazard table, as more often than not they will be rolling on this table. If you are GMing, make sure you familiarize yourself with the stats on the Hazard table as there are no explicit rules on how to assign hazard ratings, but you'll be doing so all the time. I also printed out the skills chapter thinking I'd need to reference it constantly during the game as each skill is a little sub-mechanic, however most of the skill info ends up on the character sheet so it was less necessary to reference skill rules than I thought. Each time I've run Mutant Epoch it's been quick and smooth and fun. A couple of players balked at the unbalanced power levels in the game, but they're Hero-system players and perhaps such a swingy and random system just isn't for them.

Yeah, it's definitely old school to its boots. Reminds me of DCC actually, where pretty much every adventure is the funnel! It even tells you in the adventure blurbs to create at least 2 characters each as casualties will probably be high!

The whole line looks amazing. Can't believe i've missed this for so long. I've been on the look out for something new for about a year - even something a bit superhero-ish. At a push, i can see this being used as a brutal supers smack down.

One Horse Town

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The Mutant Epoch
« Reply #35 on: February 08, 2017, 06:20:10 AM »
Being delivered today apparently. Looking forward to cracking it open tonight! Haven't looked forward to getting a new game like this since 2e WFRP (maybe DCC too, but i was late adopting that too, and strangely enough, i've just discovered that the guy behind Mutant Epoch illustrated parts of the DCC line. Hopefully, that means this is right up my ally).