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Ruins and Radiation (tm) -- Sneak Peek: Mutations

Posted: Thu Dec 31, 2009 8:39 pm
by serleran
Here is a small sampler of some of the mutations to be found in the upcoming Ruins and Radiation (tm) game to be released by Atomic Clock Enterprises (tm) -----

Stalker: A mutant having this mutation is a skilled hunter and tracker, capable of following even the most minute of trace evidence with great accuracy, even after conditions may have changed, such as after a rainfall or river crossing. Additionally, the mutant is talented at the arts of core physical deception, such as remaining unseen or moving without sound, across a range of natural and manufactured terrain. When attempting any check that corresponds to such affinity, consider the mutant a trained individual for the action; if the mutation is determined by random result, each successive time bestows a +1 bonus to the same checks.

Blindsight: With this mutation, the affected individual retains full ocular ability in conditions of absolute darkness using a combination of echolocation or sonar to view a field equal to their normal visual range in spherical diameter (it does not penetrate solid objects so those with full cover are not revealed by Blindsight; if used while submerged, the distance is doubled.) This effectively treats all objects and beings as being fully visible, even if hidden by other means (except those which directly diffuse the mind) negating all penalties for attacks, armor class, checks and saves, including those which are normally applied against ranged attacks in this state the mutant can also determine size, general configuration (such as numbers of individuals in a pack,) and speed of anything that passes within this field of view. If the mutant becomes blind, such as losing eyes (or being hit by a flash-bang), there is no impact on the use of Blindsight; however, should complete silence exist, this ability cannot be used within its area of effect. A creature that possesses the Keen Hearing mutation is negatively affected by the use of Blindsight such unfortunate mutants receive a -2 penalty on all attack rolls, armor class, and initiative checks; these penalties do not apply to mutants of the same Order as that of the one with Blindsight. A mutation randomization resulting in this ability more than once increases field of effect by ten (10) feet.

Dreadgear: Unfortunately for the mutant with this ability, technological items (anything with at least one power source as defined in its gear details) have the tendency to stop working. When a character with this mutation attempts to use a Tech IV or greater item, roll 1d00 on a result of 30 or lower, the item malfunctions and is drained and rendered useless; items with insular shielding, such as soldier bots or force fields, reduce the percent chance to 10 (reduced by one-third), with a success not permanently affecting the item, shutting it off for 1d4 rounds instead. Gear with backup (or failover power supplies) are not immune, but find their secondary source is reduced to half capacity they still work, however, just for a shorter amount of time. Possessing this mutation more than once results in an increase of failure percentage by 5% for each additional time it is obtained.

Keen Hearing: This mutation bestows extraordinary auditory ability to the mutant having it, allowing sounds to be heard and understood that might otherwise be impossible to detect. It also leaves the mutant vulnerable to high frequency devices and effects, such as a soundburst grenade, resulting in a penalty of -4 on saves or checks to resist, in addition to providing a +6 bonus to all listen rolls. Each time this mutation is determined for the same individual, two automatic success levels are gained that is, if the mutation is gained three times, the mutant will automatically detect noises of difficulty four or less and have a +6 bonus against all others.

Ruins and Radiation and Atomic Clock Enterprises are trademarks of Robert Doyel. The SIEGE Engine and Castles and Crusades are trademarks of Troll Lord Games, used with permission.
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Posted: Thu Dec 31, 2009 9:18 pm
by Treebore
Sounding good, Robert! I can't wait for you to get this published so I can hold it in my hands.
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Posted: Fri Jan 01, 2010 12:47 am
by Lurker
Treebore wrote:
Sounding good, Robert! I can't wait for you to get this published so I can hold it in my hands.

Me too!

I like your "dreadgear". It reminds me of me and a certain piece of communication gear!
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Posted: Fri Jan 01, 2010 6:36 pm
by serleran
Thanks. If I had more than 2-3 hours a week to write, I could get this done and finished faster. Unfortunately, I must do what I can with what I have. At least everyone knows I have not given up on the project.
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Posted: Fri Jan 01, 2010 6:46 pm
by Omote
And that is a good thing! Thanks for sharing.

~O
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Posted: Sat Jan 09, 2010 7:46 am
by serleran
Here are a few more that I had thought would be needed...

Gills: A mutation of this sort allows the fortunate mutant to survive and act while submerged without need for air. Additionally, a swimming movement rate of 30 feet is gained preventing the need for most checks except for severe conditions (whirlpool, heavy rapids, strong undercurrent, and the like) that involve this mode of travel. Ordinarily, this mutation applies to water, but a mutant that is immune to another liquid form, such as acid or plasma may use this mutation in that environment when possible. Any subsequent result provides an increase of +5 to the swim speed and reduces the penalties for underwater combat by -1.

Overcharge: Constant licks of electrical current run through the body of the affected mutant, endowing them with a perpetual battery-like flesh, which is noticeable in dark conditions such as night or confined spaces this glow effectively prevents the mutant from remaining unseen unless it can somehow be negated (such as wearing a suit of insular shielding) and is uncontrollably constant. However, the mutant may also specifically power up, gaining one charge per 2 minutes of concentration, with a maximum of 15 charges possible. These charges may be used one of three ways by expending 5 charges, a Tech item of level IV or greater which requires a power source may function despite lacking a working means; a battery device may have 1 charge restored for each 3 the mutant sacrifices; the mutant may utilize 1 charge to inflict 2d8 damage to any opponent touched (those immune to electrical attacks are not susceptible nor are things protected by insular shielding such as force fields) damage delivered is not cumulative, so using more charges does not increase the amount dealt, though charges may be saved for later application. Use of this mutation on any Tech item, whether to power or restore, provokes a save for the item failure results in the item becoming inoperable. An additional gain of this ability by a mutant increases the maximum number of charges by 5.

Abundant Fur: Growths of tough, thick fur cover the mutant increasing natural resistance to cold and providing a defense against attack by increasing armor class. The amount of damage inflicted by frigid sources is reduced by 2, and the mutant is not subject to chills or affliction due to exposure unless the temperature is extreme even then, any needed save receives a +3 bonus to avoid negative consequence. Armor class is increased by 1 point. For these benefits, however, the mutant suffers a slight reduction in movement due to added weight movement speeds, except flight rates, is reduced by 5 feet (fly speeds are reduced by 10.) Gaining this ability any number of times beyond the first increases armor class by an additional point.
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Posted: Fri Jan 15, 2010 1:02 am
by serleran
So... a question: should I bother to continue? Does not seem there is much interest.
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Posted: Fri Jan 15, 2010 1:26 am
by dachda
serleran wrote:
So... a question: should I bother to continue? Does not seem there is much interest.

I'm interested in you completing and putting R&R up for sale!! These little tidbits are great but without knowing more about the game mechanics I don't really have any comments, except for this: based on your work for TLG and given a reasonable price, I'll be buying a copy when you get this out!
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Posted: Sat Jan 16, 2010 10:00 pm
by cinderblock
I'll second that. I've been waiting for more solid info on R&R since you started hinting at it. With the info that has been produced it looks pretty tight but without more of a context to put it into, they feel a bit disjointed. But I have liked what I've seen.
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Posted: Sun Feb 07, 2010 4:17 am
by Hrolfgar
I like the mutations you have posted here as well, and hope you able to publish Ruins & Radiation someday. I haven't been paying much attention to the TLG board lately.

Posted: Sun Feb 07, 2010 8:40 pm
by Lurker
serleran wrote:
So... a question: should I bother to continue? Does not seem there is much interest.

I just noticed this, though gama world kind of games aren't my normal cup of tea, I'll buy this because 1 it looks interesting thus far, 2 you've put a lot of work into it & 3 I like all the other works you've put out. Of course that is pending me having a job after I retire, can afford anything after building my house in Ok etc etc.
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Posted: Sun Feb 07, 2010 10:42 pm
by Hrolfgar
I even signed up to your Atomic Clock Enterprises Forum.

If you write it, I will buy it ... as long as the box is as durable as advertised.

Posted: Mon Feb 08, 2010 7:30 pm
by Zudrak
serleran wrote:
So... a question: should I bother to continue? Does not seem there is much interest.

Speaking for myself, there would be great interest in this, Serl. Having (at last) replaced my Mad Max trilogy VHS tapes with DVD's, I am in a post-apocalyptic mood. Not sure when I'll get to play, but it's been a long time since I played Gamma World 2e (I *hope* my stuff is still in my parents' attic!) and would love to have that niche filled again.

Were I not absent (due to many good things) of late, I would have chimed in on this sooner.

Zealous Zudrak (that doesn't sound as cool as "Mad Max" somehow)
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Posted: Mon Feb 08, 2010 8:51 pm
by Omote
Did anybody see the Mad Max-esque SuperBowl advertisment? Man, this post apocolyptic stuff is VERY hot right now.

Looking forward to Mad Max 4 and R&R. Best strike while the iron is hot.

~O
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Posted: Mon Feb 08, 2010 9:09 pm
by Zudrak
Omote wrote:
Did anybody see the Mad Max-esque SuperBowl advertisment? Man, this post apocolyptic stuff is VERY hot right now.

Looking forward to Mad Max 4 and R&R. Best strike while the iron is hot.


~O

Yes, this. Especially in light of that other company coming out with a P.A. game with a familiar name.
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"I shun him."

-----

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-- E. Gary Gygax

Posted: Tue Feb 09, 2010 1:51 am
by Frost
R&R should be great. The free-wheeling SIEGE mechanic is a natural fit. Keep working on this, Ser. I'll be buying it.

Oh, I did join your FAcebook page too.
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Posted: Fri Feb 12, 2010 11:04 pm
by Drew
If you finish this game, I'll purchase it.

Posted: Fri Feb 12, 2010 11:47 pm
by serleran
There has been much progress made, and some steps backward as I was working on way too much needless detail. I had forgotten this was a SIEGE Game for a moment...
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