Showing posts with label ML Tips. Show all posts
Showing posts with label ML Tips. Show all posts

Sunday, November 30, 2014

Paranormal Investigations, Underwater Explorations, And Lost Colony Ship Adventures Await!

As we end November and enter the Christmas holiday season, I thought I'd take a moment and point out two nifty Mutant Future supplements that have been brought to my attention as well as an incredible Open D6 game that lets you play paranormal investigators and eliminators like you might find in a previous "frightfully cheerful roleplaying game".

Paranormal Investigators & Exterminators (PIE) -- Ghosts, demons, old gods, and other paranormal entities have been appearing across the world for nearly 30 years. One group staved of the tide for a long time, but as the threat of ghosts and goblins, spectres and spooks overwhelm the planet, they needed help...they needed to franchise! You and your crew are new franchisees of the Paranormal Investigators & Exterminators (PIE), and your job is to capture Paranormal Entities (PE) and make a tidy profit in doing so. A homage to a frighteningly scary roleplaying game, Paranormal Investigators & Exterminators was developed for the Mini-Six roleplaying game system and features new and alternate rules in its lean 12 pages. Also included: Alternate and New Rules and Equipment! Two mini-adventures set in the PIE universe! Three pre-generated Characters so you can jump right in! Five blank character cards if you want to make your own characters! And three paper-minis created and designed by Frank Turfler!

Wisdom From the Wastelands Issue 47: Underwater Rules -- Water covers over 70 percent of Earth’s surface, so it is likely that many adventures will take the occasional aquatic turn. This could happen in the wilds, on the open ocean, or down in inky subterranean depths. Mid-exploration, an evil game master might even open the water valves in an underground tunnel or inundate some ruins below a destroyed dam. A naive player could believe the worst thing about a water encounter is getting wet, or maybe that something large, toothy, and cold-blooded might try to take a friendly little nibble. But any watery environment is an extremely hostile place: the hazards are many and varied, and death can lurk within the most placid of pools. To enhance adventures on the water or below the surface, this issue introduces a plethora of new Mutant Future rules, ranging from water-damaged equipment, to deep-diving pressure, to the ever-present danger of drowning. Just be warned, your players may never go swimming again!

Cave of the Cybersteed -- In the quiet and unsuspecting village of Ek-Wyne, the residents go about their daily and mundane tasks, not realizing that a terror from above has come to call. One by one, the frightened mutant inhabitants disappear in a flash of light. Will those who remain pick up the pieces and carry on, or will they seek out and discover who or what is behind this sinister act? Enter the Cave of the Cybersteed! This is a Mutant Future "Lost Colony Ship" adventure for 4 to 6 players.

PIE and Wisdom are both around $1.00. Cybersteed will run you $6.00 as of this posting.

Tuesday, July 8, 2014

Another Page Flutters By...


Final Layout Complete. Release Imminent...

Monday, June 23, 2014

Seen Floating On The Radioactive Winds...

More teasers to come soon...

Saturday, January 25, 2014

[Mutant Future] Going Postal 6 & Wisdom From The Wastelands 34 & 35 Now Out!

Playing catch-up today as I announce THREE new supplements for Mutant Future now on sale!

Darwin's Children: The Gallusians -- The Gallusians are bipedal humanoid descendants of a genetically altered strain of poultry created prior to the Apocalypse.  The original stock had been altered to increase the size and mass of the poultry for greater food generation.  The labs and farms where the stock was maintained were located in more rural areas, and several flocks survived and quickly evolved into their current form. The genetic manipulation was amplified the low doses of radiation causing the Gallusians to become more intelligent and nearly human level sentience. This supplement includes both the monster stat block as well as the player character description.  New weapons used solely by the Gallusians including the Blunderbuss and black powder bombs are listed and three new monsters.

http://rpg.drivethrustuff.com/product/123323?affiliate_id=79547
Wisdom From the Wastelands Issue 34 is “Plant Mutants I" and described as follows: "No matter what your choice of post-apocalyptic game, plants usually get the hind bud. And, unfortunately, Mutant Future is no exception. Although the core rulebook has example mutant plants and many plant mutations, there just are not enough of either. This is especially true considering that our world has many more plants than animals."

Wisdom From the Wastelands Issue 35 is “Terror Weapons" and described as follows: "During the final wars, various factions came to rely on psychological tactics like terror, rather than conventional bombs, bullets, and energy beams, as their weaponry of choice. Many believed a terrified populace was an unproductive populace, demoralized and ripe for civil unrest, all useful conditions for the terror-users. Sometimes this strategy worked, but other times it backfired so badly the terror groups were hunted down and destroyed with prejudice."

All three Mutant Future supplements are only 99 cents and are available at Drive Through RPG.

Thursday, December 5, 2013

[Mutant Future] Going Postal: The Ravinoti & Wisdom From The Wastelands: Drugs Now Out

The newest Going Postal and Wisdom From the Wastelands supplements for Mutant Future are now on sale!


http://rpg.drivethrustuff.com/product/123216/Going-Postal---Darwins-Children-%28The-Ravinoti%29
Darwin's Children: The Ravinoti -- This new issue of John Buckley's "Going Postal" series introduces a new race called the Ravinoti.  These bipedal man-sized ravens are the ninjas of the post-apocalyptic world.  Living in small family enclaves ruled by an elder, these creatures hire themselves out as spies, assassins, and couriers to anyone who can afford their fees. This supplement includes both the monster stat block as well as the player character description including new mutations and an example Ravinoti lair.


http://rpg.drivethrustuff.com/product/123323?affiliate_id=79547
Wisdom From the Wastelands Issue 33 is “Drugs” and described as follows: "The science fiction equivalent of magical potions and elixirs, drugs and medications are similarly treasured. Because of widespread use by the Ancients, chemical compounds of all sorts can be found almost anywhere: in ruined bases, villains' caches, or within the junk hoarded by mutant monsters. These potent pharmaceuticals can bring a character back from the brink of death, or provide enough of an edge to keep him from getting there. This issue describes different (and yet familiar) types of drugs commonly found in the post-apocalyptic environment, includes a few optional rules, and has a handy chart for the game master who would like to randomly determine a drug's form."

Both Mutant Future supplements are only 99 cents and are available at Drive Through RPG.

Friday, November 1, 2013

Some Pages Floating On The Radioactive Winds...


Expect an announcement this weekend...

Friday, September 27, 2013

Going Postal -- Teflon Coating:Shield Options And Man In The Machine: Basic Androids

John Buckley over at The Knotty-Works has released two new supplements for the Mutant Future RPG! Both supplements are for his growing "Going Postal" series, which will present new supplemental rules and expansion to the core rules.

Teflon Coating: Shield Options -- This issue covers shield options including typical post-apocalyptic gear that most fledgling wasteland adventurers would use; an optional combat mechanic; and some pre-apocalyptic powered shields that may be found in the crumbling ruins and deserted installations of those who lived before the world ended.

Man in the Machine: Basic Androids --  This issue covers android archetypes and options for the Basic Android. Three new archetypes are introduced, including a law enforcement model, a military model with specializations, and a medic response android. Four example androids are also introduced that may be used by the Mutant Lord to easily populate a crumbling mall, desolated sports arena, or the vestages of a massive battlefield.

Both PDFs are 99 cents at Drive Through RPG!

Saturday, September 7, 2013

Watch Out, I'm Going Postal


John Buckley over at The Knotty-Works has announced new support for the Mutant Future RPG! His newest offering is the first in a series titled "Going Postal," which will present new supplemental rules and expansion to the core rules.

The inaugural issue is called Teflon Coating: Armor Options, offering new types and forms of armor that may be found in the future wastelands. There are also rules, tables, and stats for suits of piecemeal armor (adding better pieces to your existing armor for better protection), salvaged armor (making a suit out of whatever rubbish you can scavenge), and pre-apocalyptic non-military suits and armor accessories. I've found that many supplements like to focus on the gee-whiz-flash-bang weaponry of the future, but John offers 8 pages of new protection from those weapons that any Mutant Lord and mutant survivor will find useful. Nice work! I'm looking forward to (mutant) future issues of the series.

The PDF is 99 cents at DriveThrough RPG. (He also has a nice Mutant Future character sheet available as a free download!)

Saturday, July 27, 2013

Two New Supplements Released: Jungle Castle Rock Apocalypse & Wisdom From The Wastelands 30

It seems like every time I turn around, something new is being released for our favorite post-apocalyptic RPGs. The newest Wisdom From the Wastelands from Skirmisher Publishing is now out, and a new armageddon sandbox by Dustin Brandt of Fire in the Jungle is now on sale.

Jungle Castle Rock Apocalypse is a system-generic post-apocalypse RPG setting (although stats are geared for OD&D-based games -cough-Mutant Future-cough). This 16-page booklet is described by the author as "more like Ralph Bakshi’s Wizards than Mad Max." The content is a eclectic with tables, charts, maps, creatures, NPCs, locations, and a scenario or two. When the one-page dungeon adventure in the back is titled “Clown Robot Doctor Apocalypse," you KNOW you're in for a treat! The PDF is $2.50 and the print/PDF bundle is only $5.00 at MagCloud.

Wisdom From the Wastelands Issue 30 is “Nanotechnology II” and described as follows: "Nanotechnology has existed since the late 20th century. At first, the tiny machines were used mostly in medicine and genetic manipulation, but technological advances brought wider application. Many of these breakthroughs helped make the Ancients’ lives easier, but others became microscopic dogs of war, let slip to wreak havoc and destruction. This issue features a host of tiny tools and toys you can use to spice your Mutant Future games." This newest issue of the long-running Mutant Future supplement is 99 cents and is available at Drive Through RPG.

Friday, July 26, 2013

Sign, Sign, Everywhere A Sign

Here's a puzzle for you. Your band of merry mutants have been scavenging the ruins of a Bygone laboratory complex. You're collected quite a few technological artifacts and can't wait to see what they fetch at Barter John's. You turn a corner and see a single door at the end of the hallway. Stenciled on the door is this emblem:

What do you do? Open the door and investigate? Walk away and hope your caution is merited? Does the sign warn of danger? Of more tech miracles waiting to be discovered?

Nik May shared a set of Warning Signs from the Future in a Google Plus entry earlier this week, and the images have really set my imagination running. The typical warning signs -- radiation hazard, lazers in use, biohazard, flammable, etc. -- are fairly well known and won't give your players a moment of pause if they encounter them in a dangerous situation. But will they recognize the warning sign for "Cold Fusion"? "Memory Hazard"? "Reality Manipulation Device"? "Unstable Wormhole"? Rather than just explaining the hazards within that unexplored room or that mysterious box, slap a few placards on it and let them decide if the risk is worth it. Here's a preview (but you should click the link above for a bigger, better version):


Oh and if you opened the door marked with the earlier placard? You and your party were just sucked into the "Contained Black Hole."

Thursday, March 8, 2012

Best Advice Ever On How To Design And Write Con Scenarios

Ever since I got involved in role-playing way back in Ye Olden Tymes, I've enjoyed running games more than playing. At the neighborhood FLGS, I was the guy running demos, and at the local cons, I was the one who inevitably GMed most of the events. But running a one-shot game at a con is a much different animal than an on-going campaign for your pals. You have a limited amount of time to introduce, set up, and run the game; you want to make sure everyone gets his (or her) chance to shine during the event; and you want to ensure you're able to reach The Big Finish before time is up.

Con games are all about timing and planning, while still making sure everyone has fun.

About two years ago, I was looking for some advice on how best to pace a con one-shot. In four hours, how much combat should you plan for? What kind of scenario works best and how involved should the plot be? While looking for some answers, I stumbled across the best advice on writing and running con games I've ever read. Gar Hanrahan of Figures of Text (a sub-blog of That's Not My Squid) had a five-part series in 2009 on How To Run Con Scenarios The Gar Hanrahan Way. Each of these posts addresses and explains the best approach when designing and running con one-shots:

1. Getting Started: Establishing the task for the players, forming a game outline, and writing your program/flyer "blurb."
2. Characters: Designing the pre-gens, establishing the group dynamic, and giving everyone a hook.
3. The Opening Scene: Engaging the players from the beginning, setting the tone of the game, and getting them pointed in the right direction.
4. Core Scenes: Timing the encounters, transitioning from scene to scene, and planning for your timed/triggered events.
5. The Finale: Drawing the players to the finish, providing an appropriate end challenge, and wrapping up with a dramatic conclusion.

The information and tips provided by Gar in these posts has been invaluable to me over the years. I suggest that anyone who plans to write and/or run a convention scenario read through these posts as the advice within is spot-on and crazy-useful. (It's also good advice for anyone wanting to run an evening one-shot game for their own players!) For my own use, I grabbed all of Gar's posts, formatted them into a PDF, printed them out, and put them in a binder for future reference. I've placed the PDF for download at Google Docs. Grab it here.

Not sure if you'll ever see this, Gar, but many thanks for your good advice. My con games have improved because of your help.

Wednesday, January 25, 2012

Goblinoid Games Apparel Now Available

Goblinoid Games, home of Mutant Future (and that one game involving "lords and labyrinths," or something...) has opened a new Zazzle store with shirts, hoodies, and other apparel featuring the company's logo. Future plans include other items emblazoned with logos from the company's other products and games, so stay tuned for further announcements about potential Mutant Future products!

For more information or to order, click here to visit the Goblinoid Games Zazzle Store.

Tuesday, October 25, 2011

19th Century Post-Apocalyptic American Fiction

Blog-meister JDJarvis over at Aeons & Augaries has discovered something far too cool not to mention. He discovered a book titled The Last American, which is a post-apocalyptic view of the United States written in 1889 -- more than a century ago!

Written by John Ames Mitchell (co-founder of LIFE Magazine), the short book offers a twisted view of what life in the long-ago-fallen U.S. as seen through the eyes of Persian archaeologists visiting the ruins of the crumbling continent. I'll hush up now about the book (I don't want to steal his thunder) and will point you to JDJarvis's entry over at his blog for more info on this fascinating piece of fiction. But I will post a couple of eerie pictures from the book which set the mood:"The Great Temple" in Washington, indeed...

Friday, October 21, 2011

Roll Versus Perception - Thoughts On A New Ability Score

"Release me! I've told you everything I know!" the captive pigman spat. Goldar considered the bound creature's words before leaning forward with a sneer. "You're lying," he said matter-of-factly. "You stink of deception."

-=-=-=-=-=-==-=-

As they entered the warehouse, Snaxix held his hand up, motioning for the group behind him to stop. As they stood in silence, he swept his eyes across the open area. "We're being watched," Snaxix said. "I think we're walking right into an ambush."

-=-=-=-=-=-=-=-=-

"Where'd he go?" Dr. Faustion asked as he glanced around the library. "I though we saw him dart into here!" Cygus-14 clanked over to a rug on the wooden floor. Reaching down, she pulled it away, revealing a hidden trapdoor. "Open sesame," the cyborg stated with just a touch of humor.

-=-=-=-=-=-=-=-=-

It's a situation that often surfaces in your games -- An NPC is telling a bold-face lie. An enemy lies in wait for the PCs. An important MacGuffin is hidden from the party. In each case, it is important for the party to deduce the nature of the deception, but how do you role-play these events? Well, I've seen this handled in a few ways:

AD&D - My DM had two methods: If it was a "find the hidden thing" roll, he'd have us roll the standard "Detect Secret Doors" check (1 out of 6). If it was a "detect the lie/make a leap of deductive logic," it'd be a check versus Wisdom (d20 versus your ability score). So either you had a straight 16% chance of finding a hidden thing (crazy low chance) or, with an 18 WIS, you had a 90% chance of catching someone in a lie/detecting an ambush (crazy high chance). Both of these seemed wildly out of balance.

Villains and Vigilantes - This superhero RPG was unusual in that it had a specific check specifically for these events. There is both a "Detect Hidden" and "Detect Danger" score given to each PC based upon his INT score. Higher the ability score, the higher the percent chance for your "Spidey Sense" to kick in. It was elegant, although it seemed like it skewed low. With an 18 INT, a PC had a 14% chance to Detect Hidden and an 18% chance to Detect Danger. A hero had to have some kind of super-mega-ultra senses to keep from stumbling around oblivious to dangerous situations or to find anything that's been concealed.

Mutant Future - Many Mutant Lords I've encountered use a roll versus a PC's Intelligence score to notice something amiss or to discover something hidden. But I always thought of INT as a measure of how smart the character is, not how observant the character is. Smart people aren't necessarily the most observant. There is no "Wisdom" equivalent to work with in Mutant Future, as Willpower is in play now. And that is a measure of a PC's internal fortitude and mental strength. So we're a bit stuck...

As you can see, I've given this a LOT of thought.

Mutant Future really doesn't have a system in place to role-play these "flashes of intuition." So I've endeavored to try to work out something to simulate those sudden moments of intellectual clarity. As I see it, everyone's ability to notice minutiae is different. Some are more observant than others. Also, some folks have a more intuned "sixth sense" when it comes to intuition. They pay attention to that prickly feeling on the back of their necks when something is wrong. To reflect this, I offer a new PC ability score -- the attribute we'll call "Perception." This score -- unique to each PC -- comes into play when the PC has a chance to intuitively notice when something is amiss, or when he and the party are in great danger.

*** Perception As An Ability ***
Just as a character's physical and mental prowess are given ability scores (STR, DEX, INT, CON, WIL, CHA), a PC's Perception (PER) should also be graded. When a PC is first generated, he should also roll for his PER using the same 3d6 method as his other scores. Once generated, refer to the Perception Ability Table to determine the PC's Insight % score and To Hit/Damage modifier:

PER --- Insight % --- To hit/damage modifier
3 --- 5% --- 0
4-5 --- 9% --- 0
6-8 --- 12% --- 0
9-12 --- 15% --- 0
13-15 --- 18% --- +1
16-17 --- 21% --- +1
18 --- 25% --- +2
19 --- 28% --- +2
20 --- 30% --- +2
21 --- 33% --- +3

Any time a PC is trying to locate a concealed item or enemy, or if immediate danger is in the area, the ML should call for a roll versus his Insight % score. Average scores (9-12) reflect percentage chance that's close to the 1 in 6 Secret Doors detection chance. Using that as a base, those PCs higher than average are more observant, and thus have a higher Insight %. And, conversely, lower PER scores equal a lower Insight %.

Standard Perception checks on a d20 can be made for fairly obvious observations. ("Which of these mutants is the tribal leader?" (PER roll) You're fairly sure it's the guy with the top hat everyone is gathered around.") I would also use a standard PER check if the PC is trying to recall a bit of information. ("Which direction did the trader say to go? (PER roll) "You remember that he said to go west, staying on the trails.")

In my opinion, a character with a high PER is probably very observant during combat. He intuitively knows a foe's weaknesses, giving him a slight advantage during combat. This is reflected in the To Hit/Damage bonus for high PER scores. However, there is no combat penalty for lower PER scores, as the PC just doesn't pick up on those subtle "tells" in a fight.

To wrap up my thoughts on this, the ML is encouraged to adjust the PER score of any PC who has a mutation giving them enhanced senses. To keep things simple, any mutation that enhances any of a PC's physical senses should be reflected in a +1 to his PER score. Certain mental mutations could also increase this score as well at the ML's discretion. (This is why the table goes up to 21, although I suggest that this score is the uppermost limits of perceptive ability.)

-=-=-=-=-=-=-=-=-

NEW MATERIAL BEGINS HERE: I had it pointed out to me that an article appearing in Dragon Magazine Issue 133 discussed a similar concept. I found the article mentioned and -- I'll be damned -- "Notice Anything Different? The Perception Score: A New Way of Looking at Things." Nearly identical to my post too. So, here's another idea:

*** Perception As An All-Encompassing Average ***
A character's ability to "sense" the unseen could be said to encompass all of his senses. What he sees, hears, smells, and feels all contribute to his perception of the world around him. Therefore, a person's Perception as an all-encompassing heightened ability could be said to derive from all of his other abilities, ie, his Strength, Dexterity, Constitution, Willpower, Intelligence, and Charisma.

To reflect this, the PC should calculate an average of all of his scores (rounded up), then multiply it by 1.5 for his final Insight % score. So:
STR -14
DEX -12
WIL -12
DEX -9
CON -17
+ CHA -16
------------
TOTAL = 80
80/6 = 13.333 = 14
14 x 1.5 = 21% Insight score

Rather than a new ability score, this quick calculation will give each PC his individual Insight percentage chance. Not as cumbersome as a new ability score, and the better a PC is at everything else, the better his chances of being in touch with the world around him.

-=-=-=-=-=-=-=-=-

The band of nomads walked nervously along the bottom of the canyon. Suddenly, the scout riding at the front of the caravan sat up in his mount's saddle. He brought his blaster pistol up and, without a word, fired a shot into a nearby tree. A hidden sniper tumbled from the upper branches and hit the ground with a thud. Still silent, the scout re-holstered his gun and motioned for the caravan to keep up with him.

Sunday, September 11, 2011

More Apocalyptic Comics From the Digital Comic Museum

(A continuation of today's earlier post...)

And while I was reading issues of Whiz Comics (Captain Marvel FTW!) and Plastic Man, I also found these gems in the Digital Comic Museum archives:

Here are the links to get you started:
Atomic War:
Atomic War 001 -fixed
Atomic War 002 -fixed
Atomic War 003 -fixed
Atomic War 004 (missing cf)-32pgs -fixed

World War III:
World War III #01
World War III #02

Prepare For Armageddon With Free Civil Defense Pamphlets

I stumbled across the Digital Comic Museum archive over the weekend, and I'm really enjoying what they have there. Scans of hundreds upon hundreds of classic public domain Golden Age comics from the 40s and 50s, up to around 1959. Superheroes, horror, romance, westerns, combat, etc. Check this time sink out when you have a sec, and you'll never leave.

One section that caught my eye was the Government Pamphlets section. I poked around for some Civil Defense materials from the 1950, during the height of the Red Scare, and found three pieces that could be used as fodder for your End of Times game sessions. Don't forget to Duck and Cover, kids!

Saturday, September 10, 2011

!3781637 ?335

Nope, we're not discussing leet speak today, but you could consider it a grandfather of sorts. Type in today's title into any handy LED/LCD calculator (ignore the punctuation):





Turn it over, insert the punctuation in its new position, and you'll get:





Ever since I got my first LED Texas Instruments calculator back in the '70s, I've loved "calculator spelling" (apparently called "beghilos"). I'd hammer out various number sequences, turn the screen over and see if I spelled a word on the screen. C'mon, how many times have you spelled out "HELLO" or "BOOBIES"? Thousands of times, I'll bet. Well, a simple calculator screen can spell more than those two words. In fact, when the numbers 0 through 9 are viewed on the upside-down calculator screen, you have access to a 9-letter alphabet:

1 = I
2 = Z
3 = E
4 = h (lower-case)
5 = S
6 = g (lower-case)
7 = L
8 = B
9 = G again (though I prefer the lower-case g)
0 = O

So what can you do with this trick in your Mutant Future games? Well...

1. Your robot/android/cyborg NPCs can have both serial numbers and formal names. I had a bodyguard android with the designation "Model #317537." "But you may call me 'Leslie'," he said. Other good model number/names can include 7718 (Bill), 808 (Bob), 37738 (Belle), 317718 (Billie), 173 (Eli), and 35173 (Elise). Other good ones are Ellis, Eloise, Elsie, Gibbs, Giselle, Hobbes, Isis, and Lee. (I'll leave it up to you to figure out the model numbers on those last ones.)

2. An Ancient password could actually point toward a numeric code instead. Let's assume the PCs are trying to access a blast door sealed with a numeric codepad. They've found a scrap of paper hinting that the code means "honey makers". With a little creativity (and some INT rolls), they may come upon the solution of "BEES" or a numeric code of "5338".

3. Clever characters and NPCs may use the system as a code of sorts. A message that reads "0715 @ 1600" could be a message to meet at the nearby abandoned missile SILO at 1600 hours (or 4 p.m.).

Monday, September 5, 2011

"I Think It Says, 'You Should Enter.' C'mon!" ZAP ZAP ZAP ARGH

One issue that pops up in games of Mutant Future or other post-apocalyptic RPGs is the reading of Ancient signs, manuscripts, books, computer monitors, and texts. It seems like everything is marked and labeled, and whether the adventurers survive an encounter will occasionally hinge on whether they can properly translate an Ancient bit of signage or a long-forgotten map or tome. In the Mutant Future, reading is not only fundamental, it can be life-saving. But the game system for translating and understanding these Ancient bits of text is lacking. So here are some ideas on how I play those "So what's it say?" events.

A character can be proficient in the languages of other races and creatures per the MF rules, pg. 15, but I'd like to think that the Language of the Ancients is a bit more complicated and esoteric. Without going into overly complicated explanations and detail, I imagine that the "common tongue" of the Mutant Future is descended from the Ancient language of the region your games take place in. For instance, my Ancient language is English; yours may vary. Ergo, for roleplaying purposes, Mutant Future survivors have a basic chance of understanding any Ancient texts as their own base language is derived from it. This way, it's not required that someone choose "Ancient" as a language as everyone has the ability to fumble through a translation.

My base chance for a character to attempt an Ancient translation is a d% roll versus triple their INT. Someone with an INT of 10 has a 30% chance of correctly translating a bit of Ancient text. Someone with an INT of 15 has a 45% chance. And so on. A generous ML could also add the character's Tech Roll Modifier, to increase their likelihood of a correct reading. If a roll succeeds, the character should be able to get the general "gist" of the text as well as the major words on the sign/page. (This should only be for a sentence or two. A successful roll doesn't mean the character can suddenly read their way through The Great Gatsby.)

However, what if a character fails? Ah, this is where it gets interesting, and where I take a cue from one of my other favorite RPGs: Toon. Yes, the cartoon game. You see, in Toon, if a character fails a Read roll, they aren't told "You can't make it out." Instead, the character is given a mistranslated bit of text to deal with. "Caution: Danger Ahead!" becomes "Crazy Dances Ahead!" Whenever a PC tries to Read something, I make a secret roll instead of one out in the open. The PC doesn't know if he succeeded, nor does he know if the text I provided is correct or not. The same technique can provide a bit of tense mystery to your Mutant Future games as well.

PC1: "So what's the sign on the steel door say?"
ML: (rolls behind screen) "It says, 'You should enter.'"
PC1: (to the party) "I think it says 'You should enter.' C'mon!"
The characters swing open the door with the "Do Not Enter" sign and are promptly fired upon by laser turrets in the ceiling.
And since everyone has a chance at reading Ancient texts, it's a simple matter to have someone else double-check.
PC1: "So what's the sign on the steel door say?"
ML: (rolls behind screen) "It says, 'You should enter.'"
PC2: "I look at the door's sign too."
ML: (rolls) "You're pretty sure it's a warning to stay out."
I've used this system for years in post-apocalyptic games where the translation of Ancient texts plays a vital role. If you have a similar system in place, I'd love to hear about it.

Thursday, July 28, 2011

Reading Through The Books Of The Wastes

I was just informed by Chuck Rice of Vigilance Press that a new Mutant Future sourcebook will be released any day now. The sourcebook, titled Books of the Wastes, allows PCs to acquire new abilities from reading and researching pre-war books and tomes scattered throughout the blasted lands. Imagine the knowledge contained within such arcane volumes such as Alice's Gun Almanac, U.S. Army Robot Combat Manual, and Little Pathfinder's Wilderness Survival Guide. Books of the Wastes is expected to have a 99-cent cover price. We'll have an announcement and review upon its release.

Monday, June 6, 2011

Prepare For The Nuclear Sunset

The folks at Vigilance Press are putting the finishing touches on the first campaign setting for Mutant Future. Nuclear Sunset takes place in a post-apocalyptic U.S., and the first regional sourcebook -- The Southwest -- is close to completion. The book will contain location descriptions, ruin descriptions, and numerous organizations detailing the post-apocalyptic Southwest, along with many adventure hooks.

According to owner Chuck Rice, Vigilance Press has been around since 2001 and has released products for d20, 4C, True20, OSRIC, and ICONS. Chuck explains each region of Nuclear Sunset will have a very different feel from the other regions, and as the cover implies (to the right), the Southwest has a neo-western vibe, with some alien conflicts mixed in, and a dash of terminator for taste.

An interesting bit of design is that the cover is primarily the regional map, and everything on the map is described in the book, along with several factions that dominate the region politically. Nuclear Sunset: The Southwest is planned to be between 15-20 pages and will most likely be priced at $1.99 at outlets like RPGNow. More regions are to follow, with the Northeast planned as the next area. I'll post an announcement upon availability with a review to follow.