I am a gamer. This blog is about games. 99% focus is on roleplaying games but sometimes I post thoughts near the gaming. Vampires, space pirates, lamenting princesses and mutants in the future all welcome!
Saturday, February 15, 2014
The cradle is no more - but the crypt is open!
Above link leads to my new blog. It is time to say farawell to the cradle. He has grown up to be a crypt!
Cradle of Rabies is after 428 posts too much of a kitchen sink so I felt there was a need (for me) for a new blog.
So the Crypt of Rabies is open!
I thank all the people who have read this blog, made comments and shared posts. And I welcome you and all the new readers to the Crypt.
See you there!
Thaumiel Nerub
Thursday, February 6, 2014
Overwhelmed by RPG products
Later when I was older and had a job and more money I could buy more. Even those what seemed interesting but I wouldn't necessarily actually use.
And when I discovered internet I didn't have to walk into a store to buy rpg books. I could just browse online stores and buying used RPG products was way much easier. That's when I started to buy more products I don't use if those were cheap enough.
Later I found how much there was free good RPG products to download and thanks to OSR the variety was huge! And indie publishers made commercial PDFs that was also cheap. This is when my RPG collection got a little out of hand thanks to digital products. I downloaded more stuff than I ever read. And my physical books buying went almost to zero.
Then LotFP happened. Well it happened earlier but when I found LotFP. After buying Grindhouse Edition boxed set I was hooked and started to buy LotFP products. LotFP was and is actually only physical book producer at the moment I spend money to. I could live and game forever with free stuff online, but LotFP is something I love to collect and support with my money.
At some point I started to test and read RPG products that weren't ready yet and as a thanks received those when those were ready. Started with some dead trees and expanded to PDFs also. And now from now on someone sends me his new RPG product (PDFs mostly) to review!
Now I am overwhelmed! I got those books I have bought but never read. Tons of free and bought PDFs waiting to read. And those people send me sometimes. And LotFP to collect.
I cannot say how much I appreciate that some of you guys (who read this blog or not) send me your products for me to review. But at the same time it makes me feel bad if I don't have time to do it! It should not be a big deal to read 10 to 200 pages to review (actually testing in play is a little harder to find time and convince my player to do it with me).
So you guys who have sent me stuffz to see and you realize nothing happens from my part (I don't publish my reviews and opinions or hype) don't hate me. I do my best. I know it might not be your intention that after your product's been out for months and the initiative hype is over then I step in. I am sorry.
But all you who make new stuff, commercial or free continue the good work. I think that thanks to internet, forums, blogs, G+ and other social forums the roleplaying games are not dying anytime soon. And the hobby is stronger than ever. Even if the big companies might have their problems with sales you (WE) little guys do the good job.
So good fellow gamers. Continue creating great stuff. Share it free or sell it. I keep my eyes at you.
Friday, January 24, 2014
Short Order Heroes, a product from Calico Games
I am a widget guy in roleplaying games. I like random tables and random rolls. I love inventing the things using my imagination but still I love some randomness every now and then. I've used methods like looking around describing a NPC and first thing I notice is scissors then obviously the NPC is a "sharp" guy. That short of things I love.
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| Image from Calico Games' website. |
I have tried to make different types of cards but I don't like the crafts part of it too much. I can write stuff up but assembling, cutting, printing is not my cup of tea.
You can already see where I am coming with this. Short Order Heroes seems like a perfect solution for me. There are random numbers to fiddle with (how bad is the bad guy... card's number is 9 so he is PRETTY damn BAD). Also descriptions to create not only NPCs but anything (the forest is unnerving and complicated are basics but wise, that's inspirational!). The pictures are nice too to help visualize the things.
I am not into yet another rules but I can see how to use these cards in my games with the rules I play.
Can't wait to read around web how creative people will use these cards! And me wants too!
Wednesday, January 8, 2014
LotFP store's Gardening Society memberships available again
-
Jamed Edward Raggi IV
That LotFP Guy
Sunday, December 8, 2013
Cradle of Rabies is alive
There are some reasons too boring to share in my blog.
When the time is right, I'll get more active again. I miss RPG related stuff. Reading news, cool ideas, other gamers' stories and find out new cool product. And naturally playing and creating myself too.
I don't know what's new and cool at the moment. But I'll find out soon thanks to active internet communities (big thanks for G+ in general).
I'll start getting back "to business" by reading Marcus Graham's Bleake Rebellion (more of this possibly sooner than later with review and stuff). The guy's blog is: http://thehouselesshills.blogspot.co.uk/
Even without anything important or interesting to write about, it feels really good to write here in my blog.
We'll see soon again!
Cheers!
Saturday, September 7, 2013
[MF] Home-made flamethrower
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| Picture shamelessly stolen from: http://www.snafu.org/michelle/ttcperpix.htm |
These home-made flamethrower rules are for Mutant Future (and other old-school systems of your choice).
Weapon----------Damage-------Trigger type--------Normal/Max Range------Weight-------Charges
Home made
Flamethrower 4d4* Burst** 10ft./30ft.*** 22 lbs. 4d6****
*Damage is special. The dice are "explosive". If the highest result is rolled (4) roll the die again and add the new result to previous. Also save versus Poison or Death or catch in fire! d4 damage every round as long as the fire is put out or a number 1 is rolled on damage die.
**If the first attack succesfully hits an opponent, next rounds are easier to hit. +1 to attack roll every continuous round up to +5 modifier.
***Everything between this range and the target aimed at should roll Save versus Poison or Death or suffer damage.
****Ten charges/rounds of fuel. But there's some risks to use. With natural 1 on attack roll the wielder of this weapon catches fire and suffers damage 4d4 multiplied by the remaining charges! With the roll of natural 20 the flamethrower malfunctions releasing all the remaining fuel at once. Damage multiplier = charges remaining.
Saturday, August 31, 2013
[MF] Mauriainen, the antmen
Mauriainen, the antmen
Before world went gonzo, apocalyptic and toxic mauriainen were ordinary, small black ants. Originally harmless but annoying and covetous for sweets they are now changed.
Half a size of a human torso on a big dog sized ant body they protect their nests and gather sweets. Not the most notorious warriors, but their force is many.
Mauriainen are great architects but their technology level is next to nothing. For weapons they use spear like pointy sticks or metal bars.
They have only one big weakness; they dread fire to a frenzy.
Mauriainen
No. Enc.: 3d6 (3d6x100)
Alignment: Neutral
Movement: 150' (50')
Armor Class: 7
Hit Dice: 2
Attacks: 1 (spear or bite)
Damage: 1d6 or 1d4
Save: L4
Morale: 10
Hoard Class: *Special 20% Foodstuff and Junk; 10% Drugs, Chemicals, and Medical Devices
Frenzy: When mauriainen encounters fire (at least a torch) roll 1d6:
1: Mauriainen frenzies and attacks nearest target friend or fo and then flees
2-4: Mauriainen flees
6: Mauriainen attacks itself biting 1d3 rounds, then flees
________________________________________
Notes: These critters were something my player encountered in my Mutant Future campaign. Player character needed sweets and junkfood and mauriainen nest is your best bet to find those. Only problem is, that it's a nest crawling with these defending critters. Luckily, the player character had a home-made flame thrower... But that's another topic!
Wednesday, August 7, 2013
An interesting view on Werewolf: the Apocalypse by Sami Koponen
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| Picture from nguma.com |
Sami Koponen has appeared (at least) twice in my blog. First time when I interviewed him and second time as a "quest" writer.
The small background is, that he helped me. A lot. And I wanted to give him my copy of Werewolf: the Apocalypse 2nd edition. Sami's a great rpg friend and a good writer.
But anyways, this is what he wrote about the game:
http://efemeros.wordpress.com/2013/07/19/werewolf-the-hukkapeli/
(The first link is in Finnish. But no worries, the following is Google Translated. Disclaimer: Google Translate and English to Finnish suck like Hydra's kiss. Bad.)
Link to Google translated Efemeros article HERE!
I enjoyed the text a lot.
Saturday, July 27, 2013
Blog update after summer break
Tuesday, May 28, 2013
Breaking shields [LotFP, LL, etc.]
Shields might be handy AC boosters. But as armors are almost unbreakable what about shields? They might break.
When character or a creature with a shield is hit with natural 20 result, there's a change that the shield breaks.
4 in 6 change for small shields and bucklers
3 in 6 change for medium and wooden shields
2 in 6 change for large and enforced shields
1 in 6 change for tower and metal shields
If there are no different types of shields in game use fifty-fifty (3-in-6) or what is most logical.
Also for flavor if an enemy attack is strong enough (lots of damage with a single blow or several attacks in a row for example) the shield might break. Use shield's change to break or x-in-6 change what suits best.
Sometimes natural 20 isn't necessarily needed at all. If a dragon stomps the character with a shield rolling well but not well enough to hit or rolls ridiculously bad damage, maybe it was the shield what saved character this time breaking into splinters in process!
In my opinion shields can be much more flavor and even character's trademark than just a static AC bonus.
Friday, May 10, 2013
[MF] So, my player wants to level up her character...
I've tried to fix this with free experience. So in addition to monster exp and treasure exp I give other experience points when I feel that character has learned something from her experiences in the game world. But that doesn't always work well and the character still stays forever a newb (unless I give tons of experience points).
So me and my player came up with a conclusion.
We run adventure modules with the same character sometimes. Basically when we aren't up to focusing the campaign her character is on but we still want to play something more lighthearted. That's when we take a campaign module and put the character there ignoring her current storyline. And when the adventure module is over we can either start new one or continue the campaign where ever it last time we played ended.
But I ruled, that the character cannot carry over the loot from these modules to the main game, only the experience points. We initially thought that those experience points replace all the experience points she is lacking from our game style.
Then I thought that she could have a separate inventory for these "alternative" games. So what she gains in those alternative games she can either cash in for experience points or keep to use in other modules for an advance.
Basically she has now 2-in-1 character. Same character sheet for both the campaign we play and for the adventure modules I run but separate inventories for both.
That didn't make sense campaign-wise at all, but hey, it was meant to be all for experience points for her character (in Mutant Future experience point requirements for next level are brutally high after few levels).
Then it hit me! One campaign session I suddenly decided to include the last module session as a flashback style dream. Her character is an android, so what adventure modules we play as separate games have possibly happened in her "previous life". She is re-programmed after all.
So now with this one character we play story oriented campaign and dungeon oriented separate modules from the campaign, but those both are related to same character's campaign. This has worked really well. Just have to make sure that all the equipment don't get mixed up and it goes super well.
I've thought maybe I include this style to other traditional styled games (exp is loot and kill). But what if character isn't a reprogrammed android? Maybe it's previous lives then?
Friday, April 19, 2013
Mutant Future adventure: Ware of the brain Lashers
https://docs.google.com/document/d/1OVA2zy4dkIzbKpNEoQUImokJ0-g204ckY393xK_gSFA/edit
My player went through the Brain lasher powered portal in Mine of the Brain Lashers. I had to make somethng beyond the portal in one day. This is what I did.
The adventure is compatible with Mutant Future, Gamma World and other similar science fantasy post-apocalyptic games. With minor tweaks you can naturally run it with any system or setting.
Basically this is one of the first adventures I've "published". And this I made 100% for myself and my player but thought that why not share it? Sharing is caring, right?
So enjoy!
And if you got time please share your comments.
[MF] Trog from Fallout 3
Trog is a common name for humans that have become infected with the Troglodyte Degeneration Contagion (or "TDC"), and slowly degenerated into scampering troglodytes who fear the light.
More information and source: http://fallout.wikia.com/wiki/Trog
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| Trogs! Picture from: http://fallout3.nexusmods.com |
TROG STATS FOR MUTANT FUTURE
Trog
Regular Trogs are the most common type of Trog. These are larger than Trog Fledlings, but are still vulnerable to damage.
No. Enc.: 2d6 (2d8)
Alignment: Chaotic
Movement: 120'/40'
Armor Class: 7
Hit Dice: 2
Attacks: 1 (claw)
Damage: 1d8
Save: LV 2
Morale: 8
Hoard Class: *
Trog Fledling
These Trogs are the smallest and weakest of the Trog family, however they are still quite fast and may overwhelm an unaware party (surprise 3 in 6).
No. Enc.: 3d6 (3d8)
Alignment: Neutral
Movement: 150'/50'
Armor Class: 9
Hit Dice: 1
Attacks: 1 (claw)
Damage: 1d6
Save: LV 1
Morale: 6
Hoard Class: *
Trog Brute
Trog Brutes are only slightly larger than regular Trogs, but have double the health. They have more powerful attack than their normal variants.
No. Enc.: 2d4 (3d4)
Alignment: Chaotic
Movement: 120'/40'
Armor Class: 7
Hit Dice: 4
Attacks: 1 (claw)
Damage: 2d6
Save: LV 4
Morale: 10
Hoard Class: *
Alignment: Chaotic
Movement: 120'/40'
Armor Class: 5
Hit Dice: 6
Attacks: 2 (claw, claw)
Damage: 2d8
Save: LV 6
Morale: 11
Hoard Class: *
HOARD CLASS
Trog have special hoard class. One possible item per Trog. Roll Artifact Table (page 107). Only results 69-00 count. If you roll 01-68 Trog has no loot.
Things happen when they sleep
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| http://www.myfreewallpapers.net/fantasy/wallpapers/camping.jpg |
1: One of the character feels stinging pain in his back. Closer inspection reveals a treasure map tattooed on his back.
2: Some fae are tricky pranksters. Characters overslept in the fae magic. They wake up 6d6 decades later.
3: When they wake up for an unknown reason they have swapped bodies. So now that perky little Elven archer lady has to live in his fellow barbarian's body until they find a way to get things back as they were.
4: An owl accompanies the party after the night. It doesn't seem to be bothered by daylight hours at all and will follow the party in distance. This owl is actually super intelligent. He might be their guardian, just making sure they don't mess up anything the owl is guarding or it might be a spy.
5: All the magic-users spells are switched in his spell book. Randomly determine the new spells he has now. If there is no magic-user in party, all items of a random character are switched to something else. Dagger to spoon, backpack to foundation cream, rope to warhammer...
6: All characters recall horrible nightmares. Their hair's turned white.
7: Little zombie baby has crawled to sleep with them. They woke up in its horrible demanding scream. Instead of BRAAAAIIINS the zombie baby yells MOOOMMMAAAAA.
8: The rainstorm is horrible and everything is flooding. Now they aren't resting on solid ground but in a fast-flowing and dangerous river. Loosing equipment and staying unharmed is hard.
9: Panty-bandits raid the party. Instead of being interested in valuables they are after the panties. They are extremely nifty in stealing panties without alerting the victim. But someone might wake up his pants down...
10: Earth trembles but it is not an earthquake. It's actually the pack of vegetarian dinosaurs running for their lives not to be eaten by [T-Rex, pack of velociraptors, or similar carnivorous predator]. And characters' camp is on their path. Grab what you can and take cover or be mushed.
11: Characters are dreaming of an unicorn. What a nice dream. Except it ends as goblins slaughter it and bathe in its blood, cook its meat and make a relic of its horn. When characters wake up they hear a magical horsey shreak in distance.
12: Horrible insects have laid their eggs on characters' skins. Itching, papules, rash, fever ensured. Most horrible thing is when the eggs hatch and under your skin hundreds of maggots crawl eating their way out.
13: A shooting star so bright that characters even if eyes closed are blinded. Those who sleep for 1d4 days. Those who are eyes open (guarding the camp for example) 3d6 days.
14: What ever was surrounding the characters (woods, rocks, barn) has moved 1000ft. away when they slept. It's actually intelligent lifeform(s) what didn't like characters in/near it.
15: Where they sleep it's an old cemetery buried in soil, moss, undergrowth, built over... Try to sleep in ghost activity!
16: When they wake up there's duplicates of the party. Same equipment, same face, same personality. Who's who when both know they are originals!
17: One of the party members has died in unknown reasons. Now he's a ghost following his living fellow members. Does he enjoy his new ghastly benefices or are they trying to find out a way to get him back into the books of the living?
18: Drank or not all feel hungover. 3 penalty for rolls for next 1d8 hours. The reason is unknown, maybe they just didn't sleep well.
19: The moss grows really fast. So fast it has covered the characters and their equipment. It is extremely painful to take the moss off by ripping it* so there has to be another solution. But it might get some reactions walking around as a mossy figure.
*As much moss must be ripped off as character has CON. 2d8 damage per equivalent of one CON point moss ripped away.
20: What a pleasant night. You had dreams of all the adventures in the past and adventures to become. Gain enough experience points for your next level!
__________________________________________
Original post by +Venger Satanis at http://vengersatanis.blogspot.fi/2013/04/things-happen-while-they-sleep.html
He wrote this in his blog so I contributed:
Tobie Abad was inspired to create his own "why they sleep" table. Check his out because he came up with some awesome stuff! If we had a couple more gamers in on this, we could forge a collaborative d100 "why they sleep" random table. Who's in?
Thursday, April 18, 2013
Falloutifying Mutant Future
Would I use Falloutified version of Mutant Future in my gaming table? I don't know. The reason is I love how simple Mutant Future is so why should I add things to make it more complicated? Just for fun? Maybe I would use Fallout styled system for Fallout styled setting (recreating Fallout game for tabletop) but otherwise I'd just stick with basic Mutant Future.
Still, here are some thoughts and changes.
ABILITIES
I think the core six abilities work well enough. You could replace those with Fallout abilities (get rid of the Luck). First is MF second is replacement from Fallout.
Strength - Strength
Dexterity - Agility
Constitution - Endurance
Intelligence - Intelligence
Willpower - Perception
Charisma - Charisma
See, no difference. Except with Willpower and Perception. Does Mutant Future need Perception? Not necessarily. Willpower is essential for mental attacks though. In Fallout 3 there are seven abilities so for Falloutified Mutant Future the abilities might be:
Strength (Mod. to damage)
Perception
Endurance (Poison save mod., Radiation save mod)
Charisma (Reaction adjustment)
Intelligence (Technology mod., Initiative)
Agility (AC mod.)
Luck/Willpower (Mental attacks and "wild roll" for luck etc.)
Roll 3d6 seven times in order.
SKILLS
In Fallout 3 there are skills what Mutant Future lacks (roll d20 under attribute to success). This needs no modification, only adding a feature. Only tricky thing is combat oriented skills. In Mutant Future your to-hit is determined by your level (+ modifier from STR or DEX to roll). So this needs some work. More about this in "Combat" section of this post.
So, the skills you got are (derived skill in brackets):
- Barter (CHA): Proficiency of trading and haggling.
- Big Guns (END): Proficiency at using "unortodox weaponry"
- Energy Weapons (PER): Proficiency at using energy-based weapons
- Explosives (PER): Proficiency at using explosive weaponry
- Lockpick (PER): Proficiency at picking locks
- Medicine (INT): Proficiency at using medical tools and drugs
- Melee Weapons (STR): Proficiency at using melee weapons
- Repair (INT): Proficiency at repairing items
- Science (INT): Proficiency at hacking terminals
- Small Guns (AGI): Proficiency at using conventional firearms
- Sneak (AGI): Proficiency at remaining undetected and stealing
- Speech (CHA): Proficiency at persuading others
- Unarmed (END): Proficiency at unarmed fighting
LEVEL ADVANCEMENT AND EXPERIENCE
In Mutant Future when you level up you roll dice to see in what you get better. Get rid of that. You now got some skill points to share and a perk. Here's a list of perks in Fallout 3:
http://fallout.wikia.com/wiki/Fallout_3_perks
Choose one perk per level. See the requirements. You need to modify those and some perks fit video game better than a tabletop game.
At a level up you also can distribute 10 (13 if well educated perk) + INT / 2 skill points.
You get XP and other character advancements from:
- Killing enemies. Check xp chart in Mutant Future
- Loot. Check MF for details
- Quests. This is new. Mutant Future gives you exp from killing and looting, now additional option is questing! Depending on the quest you'll get 10-150 exp. 150 should be earthmoving! Grande finale of big campaign. Quest experience points should be treat for players.
- Skill books! Yes. Amongst the loot there might be skill books what give +1 to a skill associated to that book. HERE's some inspiration for skill books found in Fallout 3.
- Quest awards. Some quests might award characters with special abilities or skill bonuses. You might consider some special quest related perks to be given. But don't give these too much. These should be extra special treats!
COMBAT
This needs thinking. In Fallout you combat with skills. In Mutant Future with character level. How to make this more Fallout? Or less.
I haven't thought this enough so here's just suggestions. Don't know how the game balance works compared to both originals. You could either:
a) Ditch the combat skills and keep non-combat skills. Character now gets INT / 2 skill points per level (+3 if well educated) as there are less skills involved.
b) All characters attack as 1st levels. Always. Add +1 to d20 roll for every full 10 of combat skill. So if you got Big Guns 27 you roll d20 + 2 when shooting.
AC will be the same. Armor + AC modifier.
If you go full skill based combat you need to work things out. To hit opponent is equal to your skill as %. So if your combat skill is 69 you roll d100 under 69 to hit. Armor is now DR (damage reduce). So if you hit, roll damage and reduce armor of it. Minimum damage is always 1.
The huge converting problem in this method is AC in Mutant Future. The smaller the number is the better the AC is! So you'd have to convert all armors and monster ACs... You could make a convertion list though. It might be:
AC 9 = DR 0
AC 8 = DR 2 OR 1 OR 1
AC 7 = DR 4 OR 2 OR 3
AC 6 = DR 6 OR 3 OR 4
AC 5 = DR 8 OR 4 OR 6
AC 4 = DR 10 OR 5 OR 7
AC 3 = DR 12 OR 6 OR 9
AC 2 = DR 14 OR 7 OR 10
AC 1 = DR 16 OR 8 OR 12
AC 0 = DR 18 OR 9 = OR 13
I'd also rule damage dice to be exploding. So you roll highest result you roll again and add.
I'd also rule that natural 20 (on d20) or 1-5 (on d100) are critical hits dealing double damage.
CRITICALS AND BOTCHES
Using d20 if you roll 1 it's a botch. Things don't just fail but go really wrong. Also if you are using an item it's condition grade is decreased by 1. Using d100 results 1-5 are a botch.
Using d20 if you roll 20 it's a critical success. Things go really well (see combat for combat rolls).
Saving throws are not affected by criticals and botches. Only skill uses are.
RADIATION
In Mutant Future radiation damages you. In Fallout 3 there's points for radiation and effects based on those points in a scale up to 1000 and beyond. Do you want to book keep it? Be my quest.
If you don't want to keep Mutant Future radiation rules replace it with this:
Characters have Radiation gauge of 100. They take radiation like in Mutant Future rules but instead of taking damage they add their radiation gauge. When they get enough radiation there's some effects:
- 0-19: No effect
- 20-39: Minor radiation poisoning (-2 (-10%) END)
- 40-59: Advanced radiation poisoning (-4 END (-20%), -2 (-10%) AGI)
- 60-79: Critical radiation poisoning (-6 END (-30%), -4 (20% AGI, -2 (-10%) STR)
- 80-99: Deadly radiation poisoning (-6 (-30%) END, -6 (-30%) AGI, -4 (-20%) STR)
- Complexity class 1: No mod.
- Complexity class 2: Repair skill / 2
- Complexity class 3: Repair skill / 3
- Condition Grade 1: Repair skill 1-20
- Condition Grade 2: Repair skill 21-40
- Condition Grade 3: Repair skill 41-60
- Condition Grade 4: 61-80
- Condition Grade 5: Repair skill 90-100
Friday, April 12, 2013
[Mutant Future] Cover!
In my opinion it is too much trouble to add or decrease numbers from D20 to-hit roll so it affects AC. It's easier that way.
- Partial Cover 25%: AC -2
- Half Cover 50%: AC -4
- Full Cover 75%+: AC -6
[Mutant Future] Critical combat hits!
http://cradleofrabies.blogspot.fi/2013/04/playing-mutant-future-pulling-rules-out.html
Now playing again, and wanted combat more lethal. In Mutant Future characters have more HP than in your average old-school game. Starting HP is HD x STA (roll HD equal your Stamina value). You don't get extra HP every level though, it's random what you get when you level up...
Anyways, this would work with any other game also using D20 (and why not any other game what works somehow similarly).
Critical Hits
- When you roll highest result on your damage die (for example 1d8 damage result 8) roll again and add together. Also known as "explosive die".
- If you roll same number you need to hit (Thac0 stuff), you get x2 damage. This is a critical hit. So if you need 13 to hit your opponent, you hit him good. Weapon damage 1d8+1 would be 2d8+2.
- Natural 20 always hits and in addition you get an extra attack to same opponent!
Sunday, April 7, 2013
Playing Mutant Future, pulling rules out of my hat
Roll to hit.
Roll damage.
Roll to save.
(Optional rule: Roll below ability if you try stuff).
And also technological rules.
But what if something happens not covered in rules? Generally that's where roll ability steps in. But here's some rules I used in this game session, I pulled out of my hat during the gameplay.
Sneaking And The Guard
Character tries to sneak and avoid guard's vision.
Player rolls 1D6 + Dexterity modifier
Referee rolls 1D6 + guard's Intelligence modifier
Higher roll wins (stay hidden versus spot). Draw? Didn't happen (character won so guard didn't spot him) but maybe roll again or something.
Sneak Attack From The Behind To Slice Throat
AC 9 (unarmored), roll to hit but D20 x2. If the result is high enough (double what needed) the opponent is dead. Bloody but silent. If hit 2x damage. If a miss 1x damage. If you roll natural 1 sucks! Guard notices you!
Great Quality Sniper Rifle
If you can aim and your target is not aware of you, you either:
Get +4 to d20 roll or x2 damage (sniper rifle damage is d12 so roll 2d12 if you choose damage bonus).
Friday, April 5, 2013
Save game in tabletop?
Or before epic battle you use save game. Just because if the dice screw the epic battle (TPK) you can re-try it.
Just an idea I have had sometimes when I play video games. But what do you think?
Friday, March 29, 2013
Bunker & Caves teaser cover (Mutant Future dungeon)
This is a teaser cover for Bunker & Caves!
And here's the map:
Stay tuned for the final product! It will be free!
In comments you could say what you would like to see here. If it fits my plans, I'll include it with your name in credits! YEY!


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