LARS wrote:Thank you for the welcome Malcadon. Also thank you for the ideas for the possible skill systems. I was looking for a general mechanic to build up my own post apocylpse sci fy world from when I stumbled upon MUTANT future. All I had to see was the part about stable mutants and remembered my younger days of basic D&D. Very easy to convert. Where can I get metamorphica or is it not available anymore? Not to drive you crazy I looked at 4ths encounter building mechanics and wondered with all the hit points characters start with. How would you build a encounter for players????
Thank you all for all the advice and everything you do
Check it out
here, or you can buy the hardcopy
here, and its cheap. As its rule-neutral, the Mutant Lord (game master) would have to rule on how the powers/mutations would effect the game mechanics. The main mutation table is large enough to require a d1000 (roll like normal d00%, but with an extra d10), but it can be tailored to roll in different categories (e.g. roll 1d400 for Physical Mutations, 1d100+600 for Psychic Powers, etc.). It also list a huge number of random tables and procedures for creating whole new creatures, including aliens, demons and superheroes. Basically, the book's usefulness goes beyond just Gamma World and Mutant Future.
Yes, MF characters start off with a lot of Hit Points (a carryover form the early Gamma World rules), but at the same time, they do not gain extra HP per level. That larger pool of HP may seem like that would make the characters stronger, but that is an illusion. The notion of "game-balance" was not even an afterthought in game design: The party can survive an encounter with smarts, attentiveness or superior mutations, technology or tactics... Or they can get overwhelmed and eaten raw. You can have 100+ hit points and still get taken out by a weaker person armed with a death-ray gun, or a mutant who can project a vampiric- or death-field, eating the meat of a radioactive creature, gone to the
Prometheus School of Running Away From Things with a falling 100-ton column, contracted mutant harpies form that three-titled stripper form Total Recall, etc.
When starting out with new players, it is best to choose from a pool of weak monsters; a mix of weak pack monsters and fairly strong single monsters, with no abilities that would overwhelm the party in short order or kill them outright. As the players get their feet wet, build-up the treat level. After the first game, don't be afraid to kill the characters over the player's own foolishness, as it would get them to play smarter — this goes for traps, as well as monsters. Also, the large number of non-mutant animals in the monster section is to allow Mutant Lords to create their own unique mutants: add mutations — form the mutation list or make unique ones — and adjust the stats as needed.
Also, I have a link in my signature to the Mutant Future Wiki. Its a dumping ground for house-rules and campaign ideas that is worth checking out.