Mutants & Magic uses the Basic Fantasy Role Playing Game (BFRPG) as a basis – but with a lot of house rules, plus systems adapted from Mutant Future (MF). This page is intended as a summary of what’s the same and what’s different for players familiar with BFRPG and MF.
Before getting into the details of the game system, one concept must be made clear. The most important rule in Mutants & Magic is that all rules are servants of the game!
This is such an important idea that it is considered ‘Rule Zero’. The rules of the game are designed to allow for an even playing field. They are a set of guidelines from which everyone can begin playing with one another in a consistent and mutually digestible manner. Your referee may create house rules or alter campaign standards for the benefit of the game.
What’s The Same
The following sections from the BFRPG are used essentially ‘as-is’:
- Part 1: Introduction (Ignore any medieval-specific references.)
- Part 3: Spells (With revisions to arcane and divine spells, plus mutant powers and psionics.)
- Part 4: The Adventure (Though several post-apocalyptic hazards are added.)
- Part 5: The Encounter (Except for revisions to Turning Undead and Saving Throws.)
- Part 7: Treasure (Though technological relics will supplement magic items.)
- Part 8: Game Master Information (With some modifications.)
The following sections from the BFRPG are not used at all:
- Part 2: Player Character Information (This section is replaced with the rules on this gameblog.)
- Part 6: Monsters (I will actually make use of some monster stats, but change the name and descriptions.)
The following significant modifications to player characters are described in the Character Creation section:
- Character Race: Instead of the races from BFRPG, Mutants & Magic features a selection of post-apocalyptic races.
- Mutations: Mutants & Magic features extensive rules for mutations (both perks and flaws).
- Character Class: Mutants & Magic modifies some of the standard archetypes and adds a few new classes.
In addition, there are a number of new rule changes or new mechanics, or optional rules from BPFRG that will be used:
- Base Hit Points: PCs get a “hit point kicker” in addition to those gained from class levels. The number of starting hit points depends on class; see each class description for details.
- Saving Throws: Mutants & Magic uses the single Saving Throw concept from Swords & Wizardry instead of the standard BFRPG saves.
- The ‘Save vs. Death’ optional rule from BFRPG (p. 140) will be used.
- Minor Tweaks: Some other minor house rules include changes to first aid and healing, initiative, ranged attack penalties, fighting with two weapons, and monster attack progressions.
Several rules have also been adapted from Mutant Future:
- Rules from Mutant Future for Tech Condition, Technology Rolls, and Repairing Technology (p. 42-43) shall be used.
- Several Mutant Future rule systems for environmental hazards will be used instead of the BFRPG equivalents: Disease, Paralysis & Stun Effects, Poison, and Radiation (p. 47-50).
- The ‘Ability Checks’ optional rule from Mutant Future (p. 51) will be used extensively.
- Some rules will be adapted as required from the Monsters, Technological Artifacts, and Robots sections of the Mutant Future Rules.
Finally, given the ‘post-apocalyptic fantasy’ setting, there are some additions to equipment:
- New Equipment: New weapon types, armour, and other equipment will be made available as the characters advance.
- Technological relics supplement magic items, but rules for these are available only to the referee.