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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Astonishing ACKS – Dual Casting

One last fiddly post… Here’s my version of the “Half-Value Spellcasting” house rule from Crowbar and Brick. I use this for the Hyperborean Bard and Ranger variant classes.

Dual Caster 2 costs 900 XP, while Dual Caster 1 costs 450 XP. Note that Dual Casters have one “caster level” for both types of spells – they do not track arcane and divine caster levels separately.

Divine Spells: Dual Caster 2 grants a divine repertoire of five spells per level, while Dual Caster 1 has three spells per level. Spell lists are described for each custom class.

Arcane Spells: A Dual Caster’s arcane repertoire is equal to the number of spells per level. Dual Casters do not maintain spellbooks – each arcane spell choice is irrevocably permanent. (Note that classes with Dual Caster 1 do not possess any arcane knowledge until 7th level.)

By default, Dual Casters may turn or command undead as a cleric of the same caster level. A class with Dual Caster 2 can exchange Turn Undead for a 1 custom power. Dual Caster 1 can exchange Turn Undead for ½ custom power.

Hyperborea HR

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Astonishing ACKS – Bard Class

Hyperborean BardHyperborean Bards are weird, but in a good way. I want a spellcasting bard, and Crowbar & Brick had a version that I used as a starting point. This custom class uses the Dual Casting and Fellowship house rules.

HD 1 (d6), Fighting 1a (3 trade-offs), Dual Caster 2 (1 trade-off).

Base XP: 500 + 500 + 900 = 1900 XP for 2nd level.

1 Fighting Style: Two-weapon style.
Narrow Weapon Selection: Swords/daggers, club, short bow, staff.
Narrow Armour Selection: Leather armour or lighter (no shields).
Custom Powers: Arcane Dabbling, Inspire Courage, Loremastery, Perform (select one type).

Maximum Level: 14th.
Prime Requisite: Charisma.
Requirements: INT & WIS 9 or more, CHA 12 or more.
Proficiencies: As Bard.
Attacks Throws: As Thief.
Saving Throws: As Mage.
Magic Items: As Mage.
Stronghold: Fellowship.

Divine Spells: Bards are adepts of the druidic tradition. The Bard’s divine repertoire is five spells per level, selected (by the player) from the Shaman spell list.

Arcane Spells: A Bard’s arcane repertoire is equal to the number of spells per level. Each arcane spell choice is irrevocably permanent. Like all humans, a bard is unable to cast arcane spells while wearing armour.

Hyperborea HR

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Astonishing ACKS – Divine Spell Progressions

Another fiddly post – here are custom spell progressions for divine casters. I was generally okay with the wonky old-school advancement but couldn’t stand the two spell levels granted at 6th level; I’ve smoothed this out a bit. I’ve also tweaked the Divine 1 options for balance at high levels.

Divine 2 is the “default” Cleric progression, which is also used for Bladedancers, Shamans, Sorcerer-Priests, and Purloiners. Witches and Priestesses have a Divine value of 4, which grants them even more spells per day than mages.

By default, divine casters may turn or command undead as a cleric of the same caster level. (Custom classes can exchange this ability for 1 custom power for every point allocated to Divine.)

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Astonishing ACKS – Arcane Spell Progressions

This is where I start to get really fiddly with house rules – here are my custom spell progressions for arcane casters. I’m posting these mostly to cut-and-paste into future class descriptions (if I ever get to run an Astonishing ACKS campaign).

I’ve granted low-level spells earlier than canon. (For example, a 6th level Astonishing ACKS mage can cast 4 1st-lvl spells.) I think this helps the partial-progression classes more than the stock mage. I’ve also given some extra spells in the “off-levels”. Not a big boost, but it helps a bit at higher levels.

(After some reflection, I’ve boosted the “1/3 Progression” Arcane 1 casters a little bit.)

Hyperborea HR

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Astonishing ACKS – Ranger Class

Hyperborean RangerA Hyperborean Ranger, based on the Crowbar & Brick version but with the AS&SH otherworldly twist. This custom class uses the Dual Casting, Toughness, and Fellowship house rules.

HD 1 (d6), Fighting 2 (3 trade-offs), Dual Caster 1 (½ trade-offs).

Base XP: 500 + 1000 (+ 450) + 450 = 2400 XP for 2nd level.

2 Fighting Styles: Two-weapon style, two-handed weapons.
Unrestricted Weapon Selection: All weapons.
Broad Armour Selection: Chain armour or lighter (no shields).
Custom Powers: Toughness; Otherworldly Enemies; Tracking; Attunement to Nature; Experience & Hardiness (@ 5th). Damage bonus to ranged only.

Maximum Level: 14th.
Prime Requisite: Strength and Wisdom.
Requirements: STR, DEX, INT, & WIS 9 or more.
Proficiencies: Alertness, Ambushing, Arcane Dabbling, Blind Fighting, Climbing, Combat Trickery (disarm, incapacitate, knockdown), Eavesdropping, Endurance, Fighting Style, Healing, Land Surveying, Mapping, Mountaineering, Naturalism, Navigation, Passing Without Trace, Precise Shooting, Riding, Running, Skirmishing, Sniping, Survival, Swashbuckling, Trapping, Wakefulness, Weapon Finesse, Weapon Focus.
Attack Throws: As Fighter.
Saving Throws: As Fighter.
Magic Items: As Fighter.
Stronghold: Fellowship.

Divine Spells: At higher levels, a ranger learns druidic magic. The ranger’s divine repertoire is three spells per level, selected (by the player) from the shaman spell list.

Arcane Spells: A ranger’s arcane repertoire is equal to the number of spells per level. Each arcane spell choice is irrevocably permanent. Like all humans, a ranger is unable to cast arcane spells while wearing armour.

Hyperborea HR

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Astonishing ACKS – Purloiner & Legerdmainist Classes

PurloinerACKS version of the Purloiner class from AFS #4. “Oft dedicated to a deity of larceny, the purloiner is a thief who practices the divine [magic] of a cleric … In Hyperborea, such divine thieves [usually] pay homage to Rel, though it is not unusual for purloiners to [also] worship Xathoqqua.” (Yig would also work.)

HD 0 (d4), Fighting 1b, Thievery 1, Divine 2 (Cleric, 2 trade-offs).

Base XP: 0 + 500 + 200 + 500 = 1200 XP for 2nd level.

2 Fighting Styles: Two-weapon style; two-handed weapons.
Broad Weapon Selection: One-handed weapons, missile weapons.
Narrow Armour Selection: Leather armour or lighter (no shields).
Thievery Skills: Pick Pockets; Move Silently; Hide in Shadows.
Custom Powers: Trap Finding @ 3rd; Backstab @ 5th; Prestidigitation @ 7th.

Maximum Level: 14th.
Prime Requisite: Dexterity and Wisdom.
Requirements: DEX & WIS 12 or more.
Proficiencies: Alertness, Ambush, Apostasy, Battle Magic, Blind Fighting, Climbing, Combat Reflexes, Contemplation, Disguise, Divine Blessing, Divine Health, Fighting Style, Loremastery, Magical Engineering, Martial Training, Prestidigitation, Quiet Magic, Running, Seduction, Skirmishing, Skulking, Sniping, Swashbuckling, Theology, Tracking, Trapfinding, Unflappable Casting, Weapon Finesse.
Attack Throws: As Thief.
Saving Throws: As Cleric.
Magic Items: As Thief and Cleric.
Stronghold: Hideout (as Thief).

Divine Spells: As per Nightmasks by M. Blackburn. (I might update this later.)

Hyperborea HR

Legerdmainist

Here’s the arcane version – the ACKS equivalent to AS&SH’s Legerdmainist. Sometimes referred to as “Spellfilches” or “Spellthiefs”.

HD 0 (d4), Fighting 1b (2 trade-offs), Thievery 1, Arcane 2 (½ Mage).

Base XP: 0 + 500 + 200 + 625 = 1325 XP for 2nd level.

2 Fighting Styles: Two-weapon style; two-handed weapons.
Broad Weapon Selection: One-handed weapons, missile weapons.
Forbidden Armour Selection: No armour or shields allowed.
Thievery Skills: Pick Pockets; Move Silently; Hide in Shadows.
Custom Powers: Trap Finding @ 3rd; Backstab @ 5th; Prestidigitation @ 7th.

Maximum Level: 14th.
Prime Requisite: Dexterity and Intelligence.
Requirements: DEX & INT 12 or more.
Proficiencies: As Elven Nightblade; minus Beast Friendship, Leadership, and Naturalism.
Attack Throws: As Thief.
Saving Throws: As Mage.
Magic Items: As Thief and Mage.
Stronghold: Hideout (as Thief).

Character Class Templates: As Elven Nightblade.

Hyperborea HR

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Astonishing ACKS – Sea Blood Custom Classes

(After a long hiatus, another Hyperborean ACKS post – this one based on the Space Cockroach’s custom class and LL Realms of Crawling Chaos.)

Sea BloodThere are communities near the sea that speak in hushed whispers of what lies in the depths just off the shore.

Sometimes, struggling fishing towns have little recourse but to seek these dangers, to increase their fishing catch. Other times greedy sailors make bargains with sea demons for the gold they mine in unfathomable depths. In either case, the necessary pacts always involve the union of humans and Deep Ones, from which the Sea Bloods originate.

Player characters may come from one of these communities, fully aware of the chilled fish-frog blood that slithers through their veins. Other characters may be oblivious to it, having a Deep One ancestor somewhere in their distant heritage… until they get older and the deep one “look” begins to manifest.

Hyperborea HR

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