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.

Follow these links to jump to some key pages:

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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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Hyperborean ACKS – Mages & Specialists

SorcererHere are some modifications to adapt the Hyperborean specialist types to ACKS. The specialists sacrifice some of their spellcasting ability in return for quicker advancement and a selection of special powers.

Mage: (also known as Sorcerers)

There is one minor change to the base Mage class:

Fighting Styles: Remove two-handed weapon style. (Mages can only inflict 1d4 damage with a staff.)
Cantrips: Mages can create minor magical effects known as cantrips. In game terms, this is identical to the Prestidigitation proficiency. (With the referee’s consent, the mage may swap out this ability for a similar appropriately-themed proficiency – such as Collegiate Wizardry, Familiar, Magical Engineering, etc.)

Illusionist:

The Illusionist class uses the ACKS Warlock rules as a base, replacing all of that class’s granted powers with the following:

Weapons Permitted: Dagger, dart, sling, staff.
Proficiencies: As elven enchanter, minus Healing and Running.
Mastery of Charms & Illusions: As elven enchanter. Granted at 1st level.
Ventriloquism: Usable 1/turn, granted at 2nd level. Each use takes 1 round.
Phantasmal Force: Usable 1/8 hours, granted at 4th level. Each use takes 1 round.
Chimerical Force: Usable 1/day, granted at 6th level. Each use takes 1 round.
Spectral Force: Usable 1/week, granted at 8th level. Each use takes 1 round.
True Seeing: Usable 1/week, granted at 10th level. Each use takes 1 turn.
Permanent Illusion: Usable 1/month, granted at 12th level. Each use takes 1 turn.

At 8th level, an illusionist may begin to scribe scrolls and brew potions. At 11th level, they may begin to make other types of magic items. Illusionists who reach 14th level may cast ritual spells.

Necromancer:

The Necromancer class uses the ACKS Warlock rules as a base, replacing all of that class’s granted powers with the following:

Weapons Permitted: Dagger, dart, staff, whip.
Proficiencies: As Warlock, minus Contemplation; plus Familiar.
Black Lore of Ix: As ACKS Black Lore of Zahar. Granted at 1st level.
Detect Undead: Usable 1/turn, granted at 2nd level. Each use takes 1 round.
Necromantic Potence: Usable 1/8 hours, granted at 4th level. Each use takes 1 round.
Enervate: Usable 1/day, granted at 6th level. Each use takes 1 round.
Speak With Dead: Usable 1/8 hours, granted at 8th level. Each use takes 1 turn.
Animate Dead: Usable 1/week, granted at 10th level. Each use takes 1 turn.
Finger of Death: Usable 1/month, granted at 12th level. Each use takes 1 round.

At 8th level, a necromancer may begin to scribe scrolls and brew potions. At 11th level, they may begin to make other types of magic items. Necromancers who reach 14th level may transform creatures into intelligent undead.

Pyromancer:

The Pyromancer class uses the ACKS Warlock rules as a base, replacing all of that class’s granted powers with the following:

Weapons Permitted: Club, dagger, short sword (scimitar), staff.
Proficiencies: As Warlock, minus Elementalism; plus Familiar.
Elemental Mastery (Fire): Granted at 1st level.
Magic Missile (Fire): Usable 1/turn, granted at 2nd level. Each use takes 1 round.
Resist Fire: Usable 1/8 hours, granted at 4th level. Each use takes 1 round.
Fireball: Usable 1/day, granted at 6th level. Each use takes 1 round.
Wall of Fire: Usable 1/week, granted at 8th level. Each use takes 1 round.
Conjure Fire Elemental: Usable 1/week, granted at 10th level. Each use takes 1 turn.
Flame Strike: Usable 1/month, granted at 12th level. Each use takes 1 round.

At 8th level, a pyromancer may begin to scribe scrolls and brew potions. At 11th level, they may begin to make other types of magic items. Pyromancers who reach 14th level may cast ritual spells.

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