Yeah, the Post Apocalyptic theme is continuing. Next on the
list is Mutant Future, which isn't a retro-clone per se, but is built to be
compatible with retro-clone Labyrinth Lord.
WHAT YOU SHOULD KNOW: Mutant Future, by Goblinoid Games, is
available in a free, no-art version as well as a "regular" version,
available in PDF for under $7 or a softcover POD version for about $24. As
retroclones tend to do, the aesthetic is very old school, with a spartan layout
and old school style black and white line art.
It's a post-apocalyptic game based on a D&D retro-clone,
so if you know D&D, you should be able to settle in pretty quickly. The
game uses levels but not classes, with the 3d6 or 4d6-drop-the-lowest method
and uses the six standard Ability Scores, with Willpower subbing for Wisdom.
The selectable races are Basic Android, Synthetic, Replicant, Mutant Animal,
Mutant Human, Mutant Plant and Pure Human. Everyone except Pure Humans get
Mutations, and Pure Humans get a whopping +3 each to INT, CHA and CON.
Alignment is used in the game, on the Law, Neutral, Chaos spectrum.
As most PostApoc games do, Mutant Future has an extensive
mutations list, divided up into Physical, Mental and Plant, then further
divided into Beneficial and Drawback, on d100 charts. Physical Beneficial
Mutations can include simple things like Increased Attribute or Echolocation,
as well as flashier abilities like Optic Emission and Spiny Growth. Physical
Drawbacks include Albinism, Hemophilia and Pain Sensitivity. Mental Beneficial
Mutations hit standards like Neural Telepathy, Neural Telekinesis and
Possession, as well as things like Weather Control and Killing Sphere, which is
DANGEROUS but draining. Mental Drawbacks are things like Weak Will and Phobias.
Plants can get beneficial mutations like Carnivore, Grenade-like Fruit and even
Flight, while risking drawbacks like Reduced Fertility and Thermal Sensitivity.
Each Mutation gets at least a paragraph in explanation.
The rules section proves to be concise, covering adventuring
in ruins and wilderness, taking a very “dungeon crawl”-like approach to the
ruins section. In fact, probably the biggest departure from early-D&D rules
speak is the Technology rules, which covers the condition technological
artifacts are in when you find them, as well as your chance of figuring out how
to use them.
The Combat section addresses the rule that I hear tended to get
overlooked the most in most D&D-style games: Morale rules. These can make
all the difference in the world with many encounters. Given that it’s a
PostApoc game, rules like firearm rates are included, and charts are provided
for Armor Class and To-Hit rolls (remember: Armor deflects attacks in this
game, rather than absorb damage).
The Monster section takes up the bulk of the book and is
alphabetized. Some of the selection includes Clone Neutralizer Androids
(designed to kill excess clones), Ant Horrors (ants with two heads and a
tail!), giant bats, Brain Lashers (who look a loooooot like Mind Flayers), Cephalopoids
(human squids), Cockroachoids (humanoid cockroaches), Electrophants (elephants
who fire arcs of electricity), Eye Dogs (dogs covered in eyes), Gamma Wyrms
(wingless dragons who fly via psionic flight), cave men, Giant Land Squids, Medusoids,
Eloi and Morlocks, Pumpkin Men, Quill Cats, Skinner Trees, Vomit Flies and
Walking Dead. 14 encounter charts are provided, divided by environment. The
stat blocks are all provided in a format that allows for easy swapping in and
out with Labyrinth Lord.
The Artifacts section is the “treasure” section, complete
with random roll tables broken down by various types of weapons, armor, power
sources, bombs, foodstuffs and drugs. Warp Field Daggers that pass through armor,
EMP Rifles, Blood Agent Grenades (which jellifies the lungs of those that breath
in the chemicals left in the aftermath of the explosion), cloning tubes,
hologram projectors, and a generalized selection of vehicles.
The setting chapter paints the setting in very broad
strokes, focusing very little on how the world got to the way it is, or how it
will wind up. It includes a sample scenario (Mine of the Brain Lashers) as well
an overland hex map to play around with.
The book includes a short appendix on combining the options
fully with Labyrinth Lord, including turning the races into classes. A
character sheet and the OGL notice rounds out the book.
WHAT WORKS: Well, there’s a no-art free version. That’s kind
of a big deal, and it has bit of support, due in part to the OGL. The monster
section has some really cool and unique options, and its compatibility with
Labyrinth Lord can allow for some interesting scenarios if you and your players
aren’t fantasy (or PostApoc) purists.
WHAT DOESN’T WORK: If you don’t like D&D as a base, this
probably isn’t going to be your thing. If you want a developed setting, rather
than an excuse for hex crawls or dungeon crawls with ray guns and mutant
powers, this probably isn’t your thing.
CONCLUSION: If you’re into PostApoc games, you should at
least download the free, no-art version. No reason not to. It’s worth it for
swiping from the bestiary, in my opinion. Similarly, if you’re into old school
D&D, there’s probably at least an odd monster or two that’s worth messing
with. For my part, I had a blast with modifying one of my AD&D 2e
characters (a bastard sword swinging elven fighter) into a Gamma World
character once, transplanting him (complete with bastard sword) onto a PostApoc
Earth where he traded horses for motorcycles and chain mail for trench coats.
Mutant Future isn’t likely to ever make the rotation at my table, because I don’t
really do the D&D base system thing anymore, and there’s other PostApoc
games I’m dying to run, but it’s still a very good product that should scratch
the PostApoc itch for older school gamers.
I loved Gamma World in the olden days so I've been meaning to give this a read but haven't had the time.
ReplyDeleteI hear ya. Time can be a killer...=/
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