Tuesday, January 29, 2013

Weirdhammer Science Fantasy Roleplay

Mutant Future
Warhammer Fantasy 1st edition

Realms of Chaos
WH 40K: Rogue Trader


~ The Mutant Future stuff ~
1. Roll 3d6 for each ability, in order. ( MF page 10 )

2. Choose race. ( MF page 11 )
--> Human (+3 to CHA, INT and CON)
--> Mutant / Psyker
--> Beastigor ( Mutant Animal )

3. Roll 2d4 for number of mutations. ( MF page 21 )
--> Psyker Mutants may choose two mental mutations to represent the focus of their wyrd powers.
--> Bestigors may choose two physical mutations to represent what kind of animal breed they are.
--> Roll remaining mutations randomly. Choose to roll each on either physical or mental mutation tables.

~ The Warhammer stuff ~
Each of the Mutant Future races will count as specific Warhammer races for rolling on the skill and career tables, thusly:

--> Humans always count as humans.

--> Mutants may count as humans, elves, dwarves or halflings.

--> Beastigors will be described as predator, herbivore or scavenger.
----> Predators count as elves.
----> Herbivores count as halflings.
----> Scavengers count as dwarves.

1. Choose a career class. Ignore ability restrictions. ( WH page 16 )
--> Warrior
--> Ranger
--> Rogue
--> Academic

2. Roll 1d4 starting skills. Ignore age modifier and mandatory skills.
 ( WH page 17 )

3. Roll or pick basic career. ( WH page 18 )

4. Determine hit points as per Mutant Future.

5. Record trappings and roll 3d8x10 for gold. ( WH page 18 )

A Note on Magic
Magic is weird.

Option A: Use the Warhammer magic rules with saving throws or ability rolls from Mutant Future.

Option B: Do not use magic. Instead, give the magic user types some bonuses to use weird technology.

Option C: Treat magic similar to spells in Call of Cthulhu. The characters may know the theories behind magic, but it is dangerous and unpredictable. You could even say it's chaotic.

So what do skills do, then?
When a character tries to do something involving a skill or special talent they have, they won't completely suck at it.

Character Advancement

Use the career advancement system from Warhammer.
--> Each attribute bonus from Warhammer converts into a +1 attribute bonus to the Mutant Future attribute listed below.
--> New skills, talents and new careers are handled in Warhammer.
---> Optional: Find a way to use special talents from Necromunda.

Warhammer Ability  =  Mutant Future Ability
Move = Speed
Weapon Skill = Melee Bonus
Ballistic Skill = Ranged Bonus
Strength = STR
Toughness = CON
Wounds = Hit Dice
Initiative = Initiative
Attacks = Attacks
Dexterity = DEX
Leadership = CHA
Intelligence = INT
Cool = WIL
Willpower = WIL
Fellowship = CHA

Weapons. Combat. Critical Hits.
Use rules from Mutant Future for weapons, equipment, combat.
When a character reaches zero hit points,  make sure you use the Warhammer critical hit charts so things get all grim and gory.
There shall be mud and blood and skulls shall be shattered.

Thank you.

Saturday, January 5, 2013

Calling All Road Warriors, Wastelanders and Mutant Dregs

Do you have a Gamma World, Mutant Future or other post apoc RPG blog or website? Old school or new and shiny.
Or maybe you have favorite websites with art, fiction or science news that might serve as inspiration for these games.
Please tell me about them and provide some links.
I'm going to create an index on my blog and on G+.

Friday, January 4, 2013

2012 Was Expensive...

Because I bought so many damn games!

I took a whole bunch of pictures of the stuff I bought last year and this post was going to look SO PRETTY!
But somehow I deleted them all and that dream died on the rocks.

So here is a list of some games I bought, or the ones I can remember right now, in no particular order.
Some of them look to be useful for the campaign I'm currently working on, others for the RPG I'm writing.

I may review some of them at some point this year. If anyone has any questions or any requests for more detailed information, please let me know what interests you and I'll create a crazy conglomeration of crap that will KNOCK YOUR SOCKS OFF, BABY!! YEAH!!!

Too much coffee.

Basic and Expert D&D boxed sets, Erol Otus art
Marvel Superheroes 1st edition, TSR
Gamma World 1st edition boxed set
Compleat Alchemist and Adventurer
Arcanum and Bestiary
Warhammer 1st edition hardback
Warhammer City
Stormbringer GW hardback
Judge Dredd GW hardback
Starblazer Adventures
Legends of Anglerre
Kerebos Club
Fantasy Gamer's Compendium
Gamma World D&D 4th edition (Which is actually Gamma World 7th edition, if you know what I mean.)
Chill 2nd edition
Dungeon Crawl Classics
Warmachine/ Hordes
Iron Kingdoms
MYSTERY MEN! (Hi +John Stater)

Weird West (Hi +Stuart Robertson)

That's about all I can recall right now.
Who wants to play what?