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Mutant Future - Raiders of the Mind Lord's Tomb (Recruiting two more fine mutants)
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<blockquote data-quote="Electric Wizard" data-source="post: 6054101" data-attributes="member: 83982"><p>If there's interest, I'd like to run a short PbP Mutant Future adventure I've pieced together. It'll be a dungeon crawl in a setting similar to Jack Vance's Dying Earth. But instead of a pulpy wasteland ruled by shiftless, paranoid sorcerers with hordes of forgotten spells, it's a pulpy wasteland ruled by shiftless, paranoid super-mutants with hordes of salvaged technology. I expect your four-armed psychic pig mutants and sentient Venus fly traps to spout at least a few verbose quips.</p><p></p><p>I haven't seen a lot of Mutant Future discussion, so here's my intro: It's a retro RPG made by Goblinoid Games, the guys responsible for Labyrinth Lord. <a href="http://www.goblinoidgames.com/mutantfuture.html" target="_blank">The PDF is free</a>. It's easy to roll a gonzo post-apocalyptic character in a few minutes.</p><p></p><p>IMO, character generation is the funnest part of the game. Unless you're really boring and decide to play a pure human, you get to roll on a big random mutation table. Depending on your luck, you could get anything from eye lasers and teleportation to a simian deformity and dual brains that compete for dominance. Armed with your mutant powers and whatever weapons you can muster, you scour the ruins and wastelands of a blasted world, battling berserk robots, vomit flies and the dreadful spider goats.</p><p></p><p><strong>Rules</strong></p><p><em>Level 1</em></p><p><em>Ability score generation</em> - roll 3d6 and put the scores where you want them. If you have no remarkable stats, you can move around up to 5 points.</p><p><em>Races</em> - No limitations. If you're dying to play a pure human, you may start with either a loaded primitive firearm (p. 107) or a "gizmo" and a "foodstuff and junk" (p. 108) with necessary power sources, if needed.</p><p></p><p><strong>Setting</strong>[sblock]</p><p><em>Men and Mutants</em></p><p>Cityfolk in Lud and Colombo refer to this vast region between their two city-states as "the wasteland". They turn their noses up at us mutants and cling together behind walls and bunkers. They call themselves "pure humans", mistaking their lack of evolution as a mark of superiority. They fear mingling with us. They depend on half-understood technological relics to simply survive. Somehow, they believe the future is theirs.</p><p></p><p>But you know better. The future belongs to the mutants. Your mutations are gifts. Our wasteland is brutal, but the clever, luckiest and most evolved thrive here. Like all wasteland folk, you dream of reclaiming a great ruin, accumulating technology and becoming a super mutant - a ruler of mutantkind.</p><p></p><p><em>Land of the Vines</em></p><p>You start in a vine-choked region near the Sea of Hurricanes. The true ground lies deep beneath a tangle of live and dead vines. A hurricane has hit, and your characters find shelter together in a vine cave. Honoring the Storm Truce, an informal agreement among local mutants facing horrible weather, you decide to share the space peacefully.[/sblock]</p><p></p><p><a href="http://www.enworld.org/forum/showthread.php?333024-Mutant-Future-Raiders-of-the-Mind-Lord-s-Tomb-RG&p=6064002#post6064002" target="_blank">Rogues' Gallery</a></p><p></p><p><a href="http://www.enworld.org/forum/showthread.php?333029-Mutant-Future-Raiders-of-the-Mind-Lord-s-Tomb&p=6064031#post6064031" target="_blank">In Character Thread</a></p></blockquote><p></p>
[QUOTE="Electric Wizard, post: 6054101, member: 83982"] If there's interest, I'd like to run a short PbP Mutant Future adventure I've pieced together. It'll be a dungeon crawl in a setting similar to Jack Vance's Dying Earth. But instead of a pulpy wasteland ruled by shiftless, paranoid sorcerers with hordes of forgotten spells, it's a pulpy wasteland ruled by shiftless, paranoid super-mutants with hordes of salvaged technology. I expect your four-armed psychic pig mutants and sentient Venus fly traps to spout at least a few verbose quips. I haven't seen a lot of Mutant Future discussion, so here's my intro: It's a retro RPG made by Goblinoid Games, the guys responsible for Labyrinth Lord. [URL="http://www.goblinoidgames.com/mutantfuture.html"]The PDF is free[/URL]. It's easy to roll a gonzo post-apocalyptic character in a few minutes. IMO, character generation is the funnest part of the game. Unless you're really boring and decide to play a pure human, you get to roll on a big random mutation table. Depending on your luck, you could get anything from eye lasers and teleportation to a simian deformity and dual brains that compete for dominance. Armed with your mutant powers and whatever weapons you can muster, you scour the ruins and wastelands of a blasted world, battling berserk robots, vomit flies and the dreadful spider goats. [B]Rules[/B] [I]Level 1[/I] [I]Ability score generation[/I] - roll 3d6 and put the scores where you want them. If you have no remarkable stats, you can move around up to 5 points. [I]Races[/I] - No limitations. If you're dying to play a pure human, you may start with either a loaded primitive firearm (p. 107) or a "gizmo" and a "foodstuff and junk" (p. 108) with necessary power sources, if needed. [B]Setting[/B][sblock] [I]Men and Mutants[/I] Cityfolk in Lud and Colombo refer to this vast region between their two city-states as "the wasteland". They turn their noses up at us mutants and cling together behind walls and bunkers. They call themselves "pure humans", mistaking their lack of evolution as a mark of superiority. They fear mingling with us. They depend on half-understood technological relics to simply survive. Somehow, they believe the future is theirs. But you know better. The future belongs to the mutants. Your mutations are gifts. Our wasteland is brutal, but the clever, luckiest and most evolved thrive here. Like all wasteland folk, you dream of reclaiming a great ruin, accumulating technology and becoming a super mutant - a ruler of mutantkind. [I]Land of the Vines[/I] You start in a vine-choked region near the Sea of Hurricanes. The true ground lies deep beneath a tangle of live and dead vines. A hurricane has hit, and your characters find shelter together in a vine cave. Honoring the Storm Truce, an informal agreement among local mutants facing horrible weather, you decide to share the space peacefully.[/sblock] [URL="http://www.enworld.org/forum/showthread.php?333024-Mutant-Future-Raiders-of-the-Mind-Lord-s-Tomb-RG&p=6064002#post6064002"]Rogues' Gallery[/URL] [URL="http://www.enworld.org/forum/showthread.php?333029-Mutant-Future-Raiders-of-the-Mind-Lord-s-Tomb&p=6064031#post6064031"]In Character Thread[/URL] [/QUOTE]
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