Author Topic: Mutant Future  (Read 3611 times)

0 Members and 1 Guest are viewing this topic.

Offline lowlevelowl

  • Phoenix Fighter
  • **
  • Posts: 172
    • View Profile
Mutant Future
« on: March 14, 2011, 06:40:09 am »

Mutant Future is a old-school science-fantasy gonzo-apocalyptic RPG, and I want to play it. The rules are available for free from the link above. They are descended from classic D&D rulesets and try to go for the same feel and style of play.

I want to run a random encounter/dungeon crawl scenario using this awesome dungeon generator, swapping in monsters, treasure, and other randomly generated elements as needed.

If you're interested, roll up a party of three adventurers, including gear, and we'll run them through, gaining XP and treasure and leveling up, until they are dead or worse. When they're dead you can roll up another team, or we'll run through with another player if there happens to be one waiting.

As for character creation, try to be as classic as possible. That means rolling 3d6 for stats and assigning them in order, and rolling for all mutations. Androids and mutant plants are fair game for player races. Any questions, let me know.


This whole thing was hastily re-typed after I accidentally erased the whole thing, so if it doesn't make sense that's because the zopiclone is kicking in.



Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24483
  • Stern dissaproval
    • View Profile
Re: Mutant Future
« Reply #1 on: March 14, 2011, 06:44:52 am »
Yay! Quest thread.

Character Name: Deacon
Character Type: Synthetic
Alignment:
Level:
Experience:

Hit Points: 50
AC: 5

Abilities
Strength: 11
Dexterity: 13
Constitution: 7
Intelligence: 11
Willpower: 11
Charisma: 11

Saves
Energy: 17
Poison/death: 14
Stun: 16
Radiation: 16

Mutations:

Abberant Form (Xenomorphism)
Ability Boost
Increased Balance

GP: 2 (rolled 70 to start)
Equipment:

Dagger - 3gp
Heavy Crossbow - 25gp
10 bolts + case - 2gp
10 darts - 5gp
Studded Leather Armor - 30gp
Grappling Hook - 1gp
Flint and Steel - 2gp


« Last Edit: March 14, 2011, 07:55:30 am by Krakow Sam »
Sam is basically right, he's just cranky.

Offline lowlevelowl

  • Phoenix Fighter
  • **
  • Posts: 172
    • View Profile
Re: Mutant Future
« Reply #2 on: March 14, 2011, 07:26:45 am »
Yay! Quest thread.

Character Name: Deacon
Character Type: Synthetic
Alignment:
Level:
Experience:

Hit Points: 50?
AC:

Abilities
Strength: 11
Dexterity: 13
Constitution: 7
Intelligence: 11
Willpower: 11
Charisma: 11

Mutations:

Abberant Form (Xenomorphism)
Ability Boost
Increased Balance

And now I am stuck... how do I determine the derived attributes like saves?


Yeah, didn't figure that out too until I browsed around a bit. Saving throws are on a charge on page 50 while your AC is determined by your armour, with a starting point (no armour) of 9. That is on page 16.

By the way, what's your new organ/limb from xenomorphism? And yeah, looks like Synthetics get a base hp of 50. They get to pick 3 beneficial mutations too? That's awesome.

You have two more characters to go after Deacon the synthetic.
« Last Edit: March 14, 2011, 07:28:21 am by lowlevelowl »

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24483
  • Stern dissaproval
    • View Profile
Re: Mutant Future
« Reply #3 on: March 14, 2011, 07:30:30 am »
I think something subtle for the xenommorphism organ/limb. Maybe some sort of internal gland or organ which can filter substances or maybe create poison or something.

Edit: There, I think thats complete. Except for the specifics of the xenomorphism but I think I'll leave that up to the GM >_>
« Last Edit: March 14, 2011, 08:04:20 am by Krakow Sam »
Sam is basically right, he's just cranky.

Offline munchkin5

  • Punch-Out Champ
  • *****
  • Posts: 3130
  • Gentlemen.
    • View Profile
Re: Mutant Future
« Reply #4 on: March 14, 2011, 04:28:09 pm »
I love free rpgs, i rolled up a pretty interesting character too, he gives whole new meaning to the phrase 'buffalo wings'.

Character Name: Lincoln
Character Type: Mutated Animal (Bison Bull)
Alignment:    Neutral
Level:      1
Experience:   

Hit Points: 62
AC:   6

Attributes:

Strength:    17
Dexterity:    13
Constitution:    17
Intelligence:    10
Willpower:    10
Charisma:    10

Saves:

Energy: 15
Poison/Death: 12
Stun: 14
Radiation: 13

Mutations:

Dual Headed
Dual Cerebellum
Increased Sense       (Increased Vision)
Intellectual Affinity       (Martial Affinity)
Complete Wing Development
Ability Boost

Equipment:

GP: 25 (rolled 80)

Backpack       2lb.
Bedroll       5lb.
Winter Blanket       3lb.
Flint and Steel    -
4 Pints of Oil       4lb.
Lantern       3lb.
Waterskin       4lb
6 Trail Rations    6lb

Studded Leather Armour    20lb.
War Hammer       5lb.



Offline lowlevelowl

  • Phoenix Fighter
  • **
  • Posts: 172
    • View Profile
Re: Mutant Future
« Reply #5 on: March 14, 2011, 09:58:23 pm »
Okay, so I checked through your characters and teleported them into a formatted character sheet of sorts. They both look good.

Remember, this is will be a one-player dungeon crawl with one player controlling a party of three characters, so you both have two more characters to roll up before you're good to go.

Krakow, for your Xenomorphism I'm giving you darkvision. It's a touch on the underpowered side but it's better than nightvision, since it lets you see in complete darkness.

Munchkin, I'm ruling that Lincoln is over 150 pounds and thus is unsupported by his wings - he is a bison, with two-heads, carrying a war hammer, after all. He can still do a big 'ol leap, however. What kind of wings are you thinking here, the classic feathered angel type of wings?

Krakow Sam's Delving Party (1/3)
..............Deacon the Synthetic Crossbowman (100% HP)

Name: Deacon
Race: Synthetic
Alignment:
Level: 1
XP: 0

HP: 50/50
AC: 5

ATTRIBUTES
STR: 11
DEX: 13 (AC -1, Missile Attack +1)
CON: 7 (Radiation Saving Throw -1)
INT: 11
WILL: 11
CHA: 11

SAVING THROWS
Energy Attacks: 15
Poison or Death: 12
Stun: 14
Radiation: 13

MUTATIONS & SPECIAL ABILITIES
Aberrant Form (Xenomorphism) - darkvision, can see in complete darkness with a range of 60 ft.
Ability Boost - once per day can double attribute for 1d10 consecutive rounds, or gain +1 to attack rolls for 1d10 rounds
Increased Balance - will never fall or stumble, can climb almost any surface without danger of losing balance
Synthetic - affected by radiation as if it is 1 class level lower than its rating, immune to mutations by exposure to radiation, +3 to all saving throws for heat or cold based attacks, immune to all poisons, can't heal, can repair 1d3 hp per day if dedicated to the task

EQUIPMENT
2 gp, heavy crossbow, dagger, 10 bolts & carrying case, 10 darts, studded leather armour, grappling hook, flint & steel


munchkin5's Delving Party (1/3)
..............Lincoln the Two-Headed Winged Bison Bruiser (100% HP)

Name: Lincoln
Race: Mutant Bison
Alignment: True Neutral
Level: 1
XP: 0

HP: 62/62
AC: 5

ATTRIBUTES
STR: 17 (+2 to hit, damage, forcing doors)
DEX: 13 (AC -1, Missile Attack +1)
CON: 17
INT: 10
WILL: 10
CHA: 10

SAVING THROWS
Energy Attacks: 15
Poison or Death: 12
Stun: 14
Radiation: 13

MUTATIONS & SPECIAL ABILITIES
Ability Boost - once per day can double attribute for 1d10 consecutive rounds, or gain +1 to attack rolls for 1d10 rounds
Complete Wing Development - complete set of wings, but unable to support body-weight other than a leap with a distance of 120' and a height of 80'
Dual Headed - can only be surprised on a roll of 1 on a d6, roll one die for each head whenever using senses
Dual Cerebellum - 10% bonus to tech rolls, extra mental mutation, attacker must successfully attack both brains on a mental attack
Increased Vision - with a clear line of sight can see up to 3 miles away, can see 60 ft. in minimal light, can switch sight to see UV spectrum with range of 300 ft.
Martial Affinity - +4 to hit in combat, +1d6 damage

EQUIPMENT
25 gp, war hammer, studded leather armour, backpack, bedroll, winter blanket, flint & steel, 4 pints of oil, lantern, waterskin, 6 trail rations


Offline Cyst

  • Space Harrier
  • *****
  • Posts: 4092
  • V 3 $ T H 3 T I C /// 新鮮な盗まれたアート
    • View Profile
Re: Mutant Future
« Reply #6 on: March 15, 2011, 12:15:29 am »
I'd participate in this if it is still available during spring break. Been busy lately so that's when I'm open.
DEATH TO DAESH! In solidarity with Rojava!
-----------
Oh come now, Lurk.

The internet is a magical place, where linguistic and dialectic possibilities are endless. Why not embrace those variations and see where they lead you.

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24483
  • Stern dissaproval
    • View Profile
Re: Mutant Future
« Reply #7 on: March 15, 2011, 06:35:55 am »
Name: Coniac the Brain-barian
Race: Mutated Human
Alignment:
Level: 1
XP: 0

HP: 45
AC: 5

ATTRIBUTES
STR: 13 (+1 to hit, damage, forcing doors)
DEX: 11 
CON: 11
INT: 17 (+10% tech roll modifier)
WILL: 8
CHA: 11

SAVING THROWS
Energy Attacks: 17
Poison or Death: 14
Stun: 15
Radiation: 16

MUTATIONS & SPECIAL ABILITIES 1 phys, 4 mental
Reduced Immune System - Extra 10hp/day damage from disease
Flight, Psionic - Flight with a speed of Willx10
Ability Boost - once per day can double attribute for 1d10 consecutive rounds, or gain +1 to attack rolls for 1d10 rounds
Intellectual Affinity: Tinkerer - +20% to technology rolls, can also make weapons which do extra damage up to +4
Mental Barrier - Mental attacks take -4 to hit, can sense characters with mental mutations at 90ft

EQUIPMENT
2gp, Two-Handed Sword, Chain Mail, Wine (2 pints), Trail Rations (10 days), 1 pound salt, Flint and Steel, Torches (8 ), Large Sack, Backpack, Bedroll, Cooking pot
Sam is basically right, he's just cranky.

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24483
  • Stern dissaproval
    • View Profile
Re: Mutant Future
« Reply #8 on: March 15, 2011, 07:27:57 am »
Name: "Audrey" Tatou
Race: Mutated Plant
Alignment:
Level: 1
XP: 0

HP: 38
AC: 6

ATTRIBUTES
STR: 12
DEX: 12  
CON: 13
INT: 11
WILL: 8
CHA: 11

SAVING THROWS
Energy Attacks: 17
Poison or Death: (18) 14
Stun: 15
Radiation: 16

MUTATIONS & SPECIAL ABILITIES 2 plant, 5 physical, 1 mental
Chameleon Metamorph - Can change colour and shape to look like any other plant, plus other effects.
Poison Spores - Class 11 spores: Paralysis for 2d6 rounds, Movement half on successful save
Dermal Poison Slime - Class 3 poison slime: 3d6 damage, half on successful save
Pituitary Deformation - Appears older and natural lifespan of 40-50 years
Poison Susceptibility - -4 to rolls to resist poison (besides own)
Gigantism - 19 feet tall, +3 to damage
Know Direction - Can never get lost
Increased Physical Attribute: Dexterity - -2 AC


EQUIPMENT
27gp, Big manhole cover (Shield), Road Sign (Polearm), Cart, 10gp worth barrels of clean water, 10 jars xeno liquor
« Last Edit: March 15, 2011, 11:30:41 am by Krakow Sam »
Sam is basically right, he's just cranky.

Offline munchkin5

  • Punch-Out Champ
  • *****
  • Posts: 3130
  • Gentlemen.
    • View Profile
Re: Mutant Future
« Reply #9 on: March 15, 2011, 12:09:36 pm »
Noticed i missed off Licolns natural weapons, his hooves, they do 1d4 damage. And you can stick this - (A.K.A Colt and Winchester) - after his name, each head is a diferent personality.

Also next character; S.D.A-27E the Electrically Charged Military Android

Name: S.D.A-27E (Special Defence Automaton Dash Twenty Seven Experimental).
Race: Synthetic
Alignment: Lawful Neutral
Level: 1
XP: 0

HP: 50/50
AC: 6

ATTRIBUTES
STR: 11
DEX:  9
CON: 11
INT: 15 (+5% Tech Roll Modifier)
WILL: 16  
CHA: 8 (+1 Reaction Adjustment)

SAVING THROWS
Energy Attacks: 15
Poison or Death: 12
Stun: 14
Radiation: 13

MUTATIONS & SPECIAL ABILITIES
Energy-Retaining Cell Structure - 3d6 hp damage on touch
Greater Force Screen - Can be used at a range of 4’, is capable of enclosing other creatures, or as a close force field, can take 5d6 hp worth of damage before it collapses, can be used once per day.
Energy Ray - Electricity Can be used every 3 rounds, inflicts 4d6 hit points of damage, range 50 feet.
Synthetic - affected by radiation as if it is 1 class level lower than its rating, immune to mutations by exposure to radiation, +3 to all saving throws for heat or cold based attacks, immune to all poisons, can't heal, can repair 1d3 hp per day if dedicated to the task

EQUIPMENT
70 gp, axe, studded leather armour, backpack, 10 ft. chain, crowbar, grappling hook, lantern, small steel mirror, ink vial quill pen, 5 pints of oil, 6 paper sheets, 6 trail rations, 3 iron spikes, wineskin,  4 pints of wine
« Last Edit: March 15, 2011, 12:11:59 pm by munchkin5 »

Offline munchkin5

  • Punch-Out Champ
  • *****
  • Posts: 3130
  • Gentlemen.
    • View Profile
Re: Mutant Future
« Reply #10 on: March 15, 2011, 01:21:39 pm »
Orson Coburn the Charismatic Leader of Men and Other Beasts

Name: Orson Coburn
Race: Pure Human
Alignment: Lawful Neutral
Level: 1
XP: 0

HP: 66/66
AC: 4

ATTRIBUTES
STR: 10
DEX: 12
CON: 14
INT: 13 (+5% Tech Roll Modifier)
WILL: 11
CHA: 21 (-3 Reaction Adjustment)

SAVING THROWS
Energy Attacks: 15
Poison or Death: 12
Stun: 14
Radiation: 13

MUTATIONS & SPECIAL ABILITIES
Pure Human - +3 CON, INT, CHA, roll 1d8 *CON for HP, can’t mutate from radiation

EQUIPMENT
10gp 8sp long sword, chainmail, shield, backpack, bedroll, 10 candles, flint and steel, 12 trail rations

Offline lowlevelowl

  • Phoenix Fighter
  • **
  • Posts: 172
    • View Profile
Re: Mutant Future
« Reply #11 on: March 15, 2011, 11:24:23 pm »
Alright, everything looks good for Krakow's delving team. I cleaned up the character sheets and fixed some things - Krakow, you kept listing the saving throw values for a level 0 character, but the PCs start at level one. For saving throws, the higher the number, the better, thought for AC the opposite is the case. Oh old-school systems and their confusing mechanics. Looks like we have a synthetic crossbowman, a psionic-type mutant, and a 19 foot tall(!) plant covered in poison, who can exhale poisonous spores, and can change his appearance at will (as long as it's to another plant). Love this system.

I'm splitting up yours and munckin's party into separate posts, just to clarify things, and we'll begin with Krakow, just because he posted first. I'll most likely start another thread to play in just to keep things clean.

Krakow Sam's Delving Party (3/3)
..............Deacon the Synthetic Crossbowman (100% HP)
..............Coniac the Brain-barian (100% HP)
.............."Audrey" Tatou (100% HP)

Quote
Name: Deacon
Race: Synthetic
Alignment: True Neutral
Level: 1
XP: 0

HP: 50/50
AC: 5

ATTRIBUTES
STR: 11
DEX: 13 (AC -1, Missile Attack +1)
CON: 7 (Radiation Saving Throw -1)
INT: 11
WILL: 11
CHA: 11

SAVING THROWS
Energy Attacks: 15
Poison or Death: 12
Stun: 14
Radiation: 13

MUTATIONS & SPECIAL ABILITIES
Aberrant Form (Xenomorphism) - darkvision, can see in complete darkness with a range of 60 ft.
Ability Boost - once per day can double attribute for 1d10 consecutive rounds, or gain +1 to attack rolls for 1d10 rounds
Increased Balance - will never fall or stumble, can climb almost any surface without danger of losing balance
Synthetic - affected by radiation as if it is 1 class level lower than its rating, immune to mutations by exposure to radiation, +3 to all saving throws for heat or cold based attacks, immune to all poisons, can't heal, can repair 1d3 hp per day if dedicated to the task, +3 reaction adjustment

EQUIPMENT
2 gp, heavy crossbow, dagger, 10 bolts & carrying case, 10 darts, studded leather armour, grappling hook, flint & steel
Quote
Name: Coniac
Race: Mutant Human
Alignment: True Neutral
Level: 1
XP: 0

HP: 45/45
AC: 5

ATTRIBUTES
STR: 13 (+1 to hit, damage, forcing doors)
DEX: 11  
CON: 11
INT: 17 (+10% tech roll modifier)
WILL: 8
CHA: 11

SAVING THROWS
Energy Attacks: 15
Poison or Death: 12
Stun: 14
Radiation: 13

MUTATIONS & SPECIAL ABILITIES
Ability Boost - once per day can double attribute for 1d10 consecutive rounds, or gain +1 to attack rolls for 1d10 rounds
Mental Barrier - mental attacks against character have -4 to attack, can sense mental mutations within 90 ft.
Psionic Flight - may fly through the air with a movement of WILx10
Reduced Immune System - extra 10 hp/day damage from falling ill, -4 to saving throws against diseases, duration doubled
Tinkerer Affinity - +20% to technology rolls, can make weapons which do extra damage up to +4

EQUIPMENT
2 gp, two-handed sword, chainmail armor, 2 pints of wine, 10 days of trail rations, 1 lb. of salt, flint & steel, 8 torches, large sack, backpack, bedroll, cooking pot
Quote
Name: "Audrey" Tatou
Race: Mutant Plant
Alignment: True Neutral
Level: 1
XP: 0

HP: 38/38
AC: 6 (7 without shield)

ATTRIBUTES
STR: 12
DEX: 12  
CON: 13
INT: 11
WILL: 8
CHA: 11

SAVING THROWS
Energy Attacks: 15
Poison or Death: 12
Stun: 14
Radiation: 13

MUTATIONS & SPECIAL ABILITIES
Chameleon Metamorph - can change colour and shape to resemble another plant, plus camouflage abilities
Dermal Poison Slime - contact with body slime causes 3d6 damage, halved on a successful save
Gigantism - 19 ft. tall, +3 to damage, -1 penalty to hit creatures under 3 ft.
Know Direction - incapable of being lost, can always find way back to previous location
Increased Dexterity - -2 bonus to AC
Pituitary Deformation - appears 2-3 times actual age, has natural lifespan of 40-50 years
Poison Susceptibility - all saving throws to resist poison are at -4
Poisonous Spores - can emit a cloud of spores causing paralysis for 2d6 rounds, or halving movement on successful save


EQUIPMENT
27 gp, big manhole cover (shield), road sign (polearm), cart, 10 gp in barrels of clean water, 10 jars of xeno liquor

« Last Edit: March 16, 2011, 12:37:43 am by lowlevelowl »

Offline lowlevelowl

  • Phoenix Fighter
  • **
  • Posts: 172
    • View Profile
Re: Mutant Future
« Reply #12 on: March 16, 2011, 12:46:17 am »
munchkin5's Delving Party (1/3)
..............Lincoln the Two-Headed Winged Bison Bruiser (100% HP)
..............S.D.A-27E the Electrically Charged Military Android (100% HP)
..............Orson Coburn, the Charismatic Leader of Men and Other Beasts (100% HP)

Quote
Name: Lincoln (Colt & Winchester)
Race: Mutant Bison
Alignment: True Neutral
Level: 1
XP: 0

HP: 62/62
AC: 5

ATTRIBUTES
STR: 17 (+2 to hit, damage, forcing doors)
DEX: 13 (AC -1, Missile Attack +1)
CON: 17
INT: 10
WILL: 10
CHA: 10

SAVING THROWS
Energy Attacks: 15
Poison or Death: 12
Stun: 14
Radiation: 13

MUTATIONS & SPECIAL ABILITIES
Ability Boost - once per day can double attribute for 1d10 consecutive rounds, or gain +1 to attack rolls for 1d10 rounds
Complete Wing Development - complete set of wings, but unable to support body-weight other than a leap with a distance of 120' and a height of 80'
Dual Headed - can only be surprised on a roll of 1 on a d6, roll one die for each head whenever using senses
Dual Cerebellum - 10% bonus to tech rolls, extra mental mutation, attacker must successfully attack both brains on a mental attack
Increased Vision - with a clear line of sight can see up to 3 miles away, can see 60 ft. in minimal light, can switch sight to see UV spectrum with range of 300 ft.
Martial Affinity - +4 to hit in combat, +1d6 damage

EQUIPMENT
25 gp, war hammer, hooves, studded leather armour, backpack, bedroll, winter blanket, flint & steel, 4 pints of oil, lantern, waterskin, 6 trail rations
Quote
Name: S.D.A-27E (Special Defence Automaton Dash Twenty Seven Experimental)
Race: Synthetic
Alignment: Lawful Neutral
Level: 1
XP: 0

HP: 50/50
AC: 6

ATTRIBUTES
STR: 11
DEX:  9
CON: 11
INT: 15 (+5% Tech Roll Modifier)
WILL: 16  
CHA: 8 (+1 Reaction Adjustment)

SAVING THROWS
Energy Attacks: 15
Poison or Death: 12
Stun: 14
Radiation: 13

MUTATIONS & SPECIAL ABILITIES
Energy Ray - every 3 rounds can emit a blast of electricity doing 4d6 damage with a range of 50 ft.
Energy-Retaining Cell Structure - can focus body's electrical energy into a 3d6 damage touch attack
Greater Force Screen - can create a force screen taking 5d6 damage up to 4 ft. away, can be used once a day
Synthetic - affected by radiation as if it is 1 class level lower than its rating, immune to mutations by exposure to radiation, +3 to all saving throws for heat or cold based attacks, immune to all poisons, can't heal, can repair 1d3 hp per day if dedicated to the task, +3 reaction adjustment

EQUIPMENT
70 gp, axe, studded leather armour, backpack, 10 ft. of chain, crowbar, grappling hook, lantern, small steel mirror, ink vial & quill pen, 5 pints of oil, 6 paper sheets, 6 trail rations, 3 iron spikes, wineskin, 4 pints of wine
Quote
Name: Orson Coburn
Race: Pure Human
Alignment: Lawful Neutral
Level: 1
XP: 0

HP: 66/66
AC: 5

ATTRIBUTES
STR: 10
DEX: 12
CON: 14
INT: 13 (+5% Tech Roll Modifier)
WILL: 11
CHA: 21 (-3 Reaction Adjustment)

SAVING THROWS
Energy Attacks: 15
Poison or Death: 12
Stun: 14
Radiation: 13

MUTATIONS & SPECIAL ABILITIES
Pure Human - +3 to CON, INT, CHA, increased HP, immune to mutation from radiation

EQUIPMENT
10 gp, 8 sp, long sword, chainmail armour, shield, backpack, bedroll, 10 candles, flint and steel, 12 trail rations


Offline lowlevelowl

  • Phoenix Fighter
  • **
  • Posts: 172
    • View Profile
Re: Mutant Future
« Reply #13 on: March 16, 2011, 03:43:37 am »
So the gaming thread is up, starting with Krakow's party. I'm learning the system as I go and having to adjust things - the random dungeon creator doesn't quite fit the rules right, and other assorted problems, so bare with me for the first bit. Any questions, just ask. And as for rolls, if you know what to roll feel free to do it yourself - I advise using Invisible Castle and linking the results. To save time, if you roll the wrong die or if I ever need another roll, I will just do it myself to save from having to wait for you to post a single roll and waiting again for me to repost.

Offline munchkin5

  • Punch-Out Champ
  • *****
  • Posts: 3130
  • Gentlemen.
    • View Profile
Re: Mutant Future
« Reply #14 on: March 16, 2011, 03:07:23 pm »
So when can i expect to play?

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24483
  • Stern dissaproval
    • View Profile
Re: Mutant Future
« Reply #15 on: March 16, 2011, 03:08:50 pm »
When my party dies >_>
Sam is basically right, he's just cranky.

Offline lowlevelowl

  • Phoenix Fighter
  • **
  • Posts: 172
    • View Profile
Re: Mutant Future
« Reply #16 on: March 16, 2011, 09:14:18 pm »
Perhaps sooner, we'll see how it goes. I just want a chance to actually test the mechanics first.

Offline munchkin5

  • Punch-Out Champ
  • *****
  • Posts: 3130
  • Gentlemen.
    • View Profile
Re: Mutant Future
« Reply #17 on: March 26, 2011, 07:35:26 am »
You'll never finish a PBP RPG combat if your turn around time is 5 days, it'll be this time next year before anyone takes a hit.

Offline lowlevelowl

  • Phoenix Fighter
  • **
  • Posts: 172
    • View Profile
Re: Mutant Future
« Reply #18 on: March 27, 2011, 07:15:36 pm »
That's true. Generally I'm quicker but I've had an unexpected month and damn, I understand old-school playstyle but these mechanics are archaic.