In yesterday's post, I outlined the setting and set-up for my Metamorphosis Alpha game using Mutant Future. So here are a few house rules I'm going to use. I want to use the rules as-is as much as possible, but I needed some tweaking to make it fit into how I like to GM things. I have a very difficult time refraining from modifying rules, and it's nice that this game's design makes it easy to add your own ingredients.
First off, I'm leaving out alignment. I just don't want to deal with it in this game, and I personally don't think it fits. I don't think the players will mind.
I want going up in level to mean a bit more. I noticed that some good mutations include drawbacks, so going up in level might alleviate some of that. For example, a mutant human character one of my players rolled up has disintegrate. When used, you get knocked out and go down to 1 hit point. Ouch. But there is hope. I may have the hit points he gets knocked down to be equal to his level, and maybe after 4th level I'll give him a saving throw to go down to only half his points and not get knocked out. A lot of mutations can be level-tweaked like this, and I'm going to wing it as best I can.
Also, I wanted to come up with my own level bonus chart. Here it is.
Experience Level Bonus
D6 Bonus
1-2 +1 hit and damage w/ attack of choice
3 +1 attack per round w/ attack of choice (not usable with powerful mutations)
4-5 +1 to random stat
6 +1 to stat of choice
Obviously, in my game you'll get much less chances to have extra attacks. I just think that getting extra attacks in everything every two or three levels is a bit much.
OK, now this hot potato. I'm including skills. I don't want them to be a big part of the game (just like in my D&D), but I'm just compelled to do so.
Character skills
Pure humans begin with half their intelligence (round up) in skill slots.
Mutant humans begin with half their intelligence (round down) in skill slots.
Mutant plants begin with one-third of their intelligence in slots (round down)
Acting /Performance: stage, musical instrument, puppetry, etc. (mutant must use two slots)
Animal handler: might include stable skills, cattle or sheep husbandry, etc.
Blacksmith: with proper facilities can work with metal, including weapons creation. Can work iron into steel (three slots and unavailable to mutants)
Boating: operate and repair small boating craft in Europa’s rivers and lakes
Farming skills: adept at growing food.
Fishing: +1 to fishing attempts, and ability to create fishing gear from simple materials
Gambling: get a small bonus in most gambling situations (mutants must use two skill slots)
Knowledge: general knowledge of an area/place the characters is not originally from
Riding: character is especially adept (+1) at riding horses or other animals
Simple weapon craft: can create weapons from wood, stone, and bone (no metal work)
Stealth: +1 when trying to move silent or hide
Survival: minor hunting skills and living off the land (usually not applicable to non-mammals)
Tactics: (not usually available to mutants) usable when dealing in combat with 10 or more allies present
Tracking: +1 when tracking things in the wild
Trade/Haggle: usable in trading situations (mutants use two slots)
Transport familiarity: can drive and repair carts and wagons of various sizes
Weapons skill: +1 hit and damage with weapon/attack of choice (all PC’s use two slots for this)
None of these skills are going to have a big affect on play. Even little weapons bonus' won't make that big of a difference. Now, when crew members or characters from other, higher tech society levels come into play, I'll need to rethink skills. But for now, these will do for people of a dark ages level.
That's about it. It looks like only three players are showing up for the game tomorrow, so I'm hoping to wow them with this excellent old school-style game. I hope it's good enough to make the other players wish they had been there!
Still Out There, a Short Update
8 years ago