Mutants & Magic

In a dark future wasteland, the great cities have risen and fallen. Civilization’s grip on mankind has grown weak and arthritic. Dark forces seek to renew forgotten covenants, and primordial beasts reclaim the wilderness.

One thousand years after the Fall, a strange new world rises from the old…

…a world of savagery, super science, and sorcery!

Mutants & Magic is an old-school rules-light fantasy / post-apocalyptic role-playing game. This gameblog is intended to capture character information, house rules, campaign background, session logs, and player communications.

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Simians & Sorcery!

(I’ve been on a Planet of the Apes kick recently and might run a one-shot of Dungeon of the Apes using my Mutants & Magic rules…)

Monkey Man

Far to the southwest – across the Barrier Peaks and on the shores of the Great Ocean – exists the Simian Sultanate. This realm is ruled by great apes (of various races) and the local humans are either feral and animalistic or mutated psionic savants.

The Simian Sultanate is anti-human and generally anti-tech. Their religion is similar to the Church of Law and centres around the Lawgiver. Arcane magic is outlawed, and Ancient lore is treated with suspicion.

The Sultanate is largely isolationist and self-sufficient. Their primary foes are psionic mutants inhabiting the ruins of the Forbidden Zone. The Sultanate must also contend with nests of feral near-humans throughout their territory.

Level Limits

Ftr M‑U Clr Thf Hun Psi     Sci    
Chimpanzee F F F F F F 7 F
Gorilla F 4 6 7 8 5 4
Orangutan 7 5 F 6 5 6 5
Gibbon 6 4 5 F 6 5 4

(Add the character’s Prime Requisite modifier to all level limits.)
F Favoured class; can freely multiclass.

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Barrowmaze Complete on Indiegogo

The Barrowmaze Complete project is live at Indiegogo:

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Exordium

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Kung Fury

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Wasteland Chillin’

Chillin' Wasteland Style

Big D’s chillin’ over here, wasteland style (via Adventure Time and lonely-rad-kid).

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Thoul Attack

I got to use thouls in the last game I ran…

Thoul

I made their regeneration look like “rapid rotting” (when they were actually regaining hit points), and the party encountered the same group again.

Nasty buggers…

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Hyperborean ACKS – Warlock Class

A spellsword class for human characters. Warlocks focus on melee combat and spellcasting, and have perfected a graceful unarmoured fighting style. The original warlocks learnt the art from Hyperborean masters, but this is now a human tradition.

HD 1 (d6), Fighting 1b (2 trade-offs), Arcane 2 (½ Mage).

Base XP: 500 + 500 + 1250 = 2250 for 2nd level.

2 Fighting Styles: Two-weapon style; two-handed weapons.
Broad Weapon Selection: All melee weapons (one-handed and two-handed).
Forbidden Armour Selection: No armour or shields allowed.
Custom Powers: Unarmoured Fighting Style (as Blade-Dancing); Arcane Striking @ 5th; Spell Storing @ 9th.

Maximum Level: 14th.
Prime Requisite: Strength and Intelligence.
Proficiencies: As Ruinguard; minus Kin-Slaying, Sensing Good, and Theology; plus Swashbuckling.
Saving Throws: As Mage.
Magic Items: As Mage.
Stronghold: As Mage.

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