An urban fantasy Mutant Future and LL/RC D&D mash up.
Posted: Mon Nov 26, 2012 4:01 am
So you've seen all of my "Mutant Future/LL hybrid" threads out there. So of course I'd like to homebrew a mash up of the two. Where Mutant Future and Gamma World focused on post-apocalyptic science fantasy and D&D/LL typically covers Iron Age to pseudo-medieval western fantasy this game favors a different type of fantasy setting. Urban fantasy along the lines of the Dresden Files mixed with Sin City, Pulp Fiction and Kill Bill. Take some cues from Final Fantasy and similar games/settings and throw in heavy doses of magitech. Add in the kind of jet-setting, world spanning adventure you get in The Venture Brothers or the boy adventure shows from the 60's it parodies.
I'll need some help organizing it into chapters. The main problem is figuring out the introduction and describing this game. After words it's on to character generation with ability scores, picking classes and the like. Then I'm going to handle levels, starting gold/other wealth, saving throws, hit points and other sundry topics, the basics really. When that that's done its time to deeper into how the system works including greater details on spells and other character abilities. Eventually it'll reach magitech, non-magical supertech, PC lairs and headquarters and of course monsters and running the game. I'll give you details, when I come up with them, and you can give input if you feel like it.
There likely won't be any of the standard fantasy race (elves, dwarves, halflings, gnomes, ect.) at first.
What I'd like to do with this project.
I'll need some help organizing it into chapters. The main problem is figuring out the introduction and describing this game. After words it's on to character generation with ability scores, picking classes and the like. Then I'm going to handle levels, starting gold/other wealth, saving throws, hit points and other sundry topics, the basics really. When that that's done its time to deeper into how the system works including greater details on spells and other character abilities. Eventually it'll reach magitech, non-magical supertech, PC lairs and headquarters and of course monsters and running the game. I'll give you details, when I come up with them, and you can give input if you feel like it.
There likely won't be any of the standard fantasy race (elves, dwarves, halflings, gnomes, ect.) at first.
What I'd like to do with this project.
- Re-jigger the cleric class if it's still used.
- Use thief skills, THAC0, saving throws and Action Resolution Tables for task resolution as appropriate.
- Use MF mutations for superpowers in general, including Ch Cullainn style geases.
- Use modified MF artifact rules for magic items as well as high tech.
- Try to convert hearthsone, manse and demense rules.
- Adapt 3.5 psionics as an alternate form of magic.
- Two experience progressions, one for your class and another for your total character level.