Tuesday, May 30, 2023

Hit Points and Archaic Weapon Damage for Gamma World and Mutant Future

Surely, you've noticed PCS and NPCs in Gamma World, and Mutant Future have a lot of Hit Points? You must have also noticed high tech weapons and some mutant attacks do a ton of damage but old-fashioned archaic weapons do pathetically low amounts of damage?  Here's how I deal with it.

Leave the HP as is in the rules. They are fine the mutations, radiation, and mutant power rules need PCs with that HP range.

I like a campaign where atomic gladiators, wasteland scavengers and teenage mutant cavemen deal with archaic and makeshift weapons throughout the life of the campaign. So here's how I make that work with the high HP nature of the game: rate weapons by overall quality and key damage to that. I do that by having archaic weapons grouped into Junk, Primitive, Advanced, and Powered categories.

Junk Weapons are cobbled together by relatively unskilled crafters from inappropriate materials, old gift-shop weapons and mistreated salvaged relics. You have a table knife strapped onto a shabby old broomstick well that a Junk Spear. Junk weapons will do the same damage as listed in the rulebook. Any character can make a junk weapon with relative ease.

Primitive Weapons are fashioned with skill from ancient materials, this can be stone or bone if the crafter is skilled in using those materials, or from simple alloys and salvaged metals if a crafter has access to the right type of workshop, tools, and appropriate skillset.  A Steel spearhead mounted on a reinforced aged wooden shaft would be a Primitive weapon. Primitive weapons do twice the damage listed in the rules, if listed as 1d6 in the rules it will deal 2d6 damage as a primitive weapon. Trained characters from the appropriate tech level with access to tools and materials can make primitive weapons. 

Advanced Weapons are fashioned with skill incorporating advanced materials beyond the capabilities of unorganized societies low-tech societies. Specialists with the right facilities, materials, and tools can manufacture Advanced Weapons. Advanced weapons deal three times the damage listed for archaic weapons in the rule book, if listed as 1d6 it will deal 3d6 damage as an advanced weapon.

Powered Weapons are fashioned incorporating mostly advanced materials with energized or mechanical systems requiring high tech capabilities and supplies. A Plastisteel Blade with a phase inducer and charged power cell would be a Powered Weapon. Powered weapons deal 4 times the damage archaic weapons do in the rulebook, if it is listed as 1d6 it will deal 4d6 damage as a Powered Weapon.

Notes: "but my rule book has separate damages for small-medium/Large creatures"  Either do the change for each size class or just use the small-medium damage range and multiply that.

Weapon Category

Junk Base Damage Dice     x1 value        

Primitive         x2 Damage Dice         x3 value

Advanced x3 Damage Dice         x10 value

Powered         x4 Damage Dice         x50 value

Use the guidelines above and your scavengers and survivors will be getting more use out of archaic weapons in your campaign and there will be a wider range of loot available with only a little extra paperwork.

Monday, May 29, 2023

Post Apocalyptic Ruin Maps

 Fiddling about last night with programming a retro-stlye RPG map generator to spit out "city-size" ruin maps for games like Mutant Future and Gamma World. It's got a lot of work if I really want to do more with it, likely going to tack on an encounter generator to stock the ruins. Here's what it does so far:







Friday, May 12, 2023

Starting Equipment

Basic equipment list The Outlaws of The DragonWrack campaign.

General Equipment

Item

Cost

Item

Cost

Cooking & Food

Traveling & Exploration

Ale (1 quart)

4 cp

Backpack

12 sp

Brandy (1 noggin)

5 sp

Bedroll

7 sp

Cooking Oil (1 quart)

5 cp

Bladder, Air

15 sp

Fire Grate

9 sp

Blanket

4 sp

Pan

24 sp

 Cordage, 10 yards

2 cp

Pot

15 sp

Crampons

3 cp

Dry Rations (1week)

5 sp

Grappling Hook

12 sp

Iron Rations(1 week)

12 sp

Hammock

5 sp

Waybread (1 week)

35 sp

Horn, signal

15 sp

Fresh Rations(1day)

4 cp

Spikes,12

3 sp

Smallbeer (1quart)

3 cp

Magnet

2 sp

Salt

5 cp oz

Mirror, small

7 sp

Mint (common spice)

2 cp oz

Piton, climbing

2 sp

Pepper(uncommon)

3 sp oz

Rope, hemp

2sp/50 ft

Saffron(exotic)

10 gp oz

Rope, silk

30 sp/50 ft

Teapot

12 sp

Signal Whistle

3 sp

Tripod

6 sp

String. 100 ft

2 sp

Vinegar (1 guart)

7 cp

Skates

30 sp

Whiskey (1 noggin)

3 sp

Skis

20 sp

Wine (1 quart)

5 cp

Sledge

25 sp

Health and Comfort

Sled

50 sp

Bandages (12)

5 sp

Tent, small

9 sp

Brush or Comb

2 sp

Tent, large

50  sp

Crutches

3 sp

Tent, pavilion

250 sp

Rubbing Balm

5 sp

Trap, small animal

12 sp

Razor

3 sp

Trap, animal

20 sp

Soap

5cp/lb

Trap large animal

40 sp

Soap, Perfumed

5sp/lb

Travois

12 sp

Least Healing Tonic

20 sp/dose

Waterskin, 2 quarts

1 sp

Least Healing Plaster

30 sp

Waterbag, 2 gallons

3 sp

Least Healing Clyster

25 sp

Writing

Least Healing Poultice

25 sp/dose

Blotter

10 sp

Snuff

5 cp/oz

Ink

5 sp

Perfume (Noggin)

15sp

Pen

12 sp

Pipeweed

3 cp/oz

Quill, uncut

10sp/6

Pipe, simple

2 sp

Reed, cut

8cp/6

Illumination

Stylus

2,sp

Candles

10 sp/dozen

Chalk Stick, dozen

3 sp

Candle holder

2 sp

Charcoal Stick, dozen

1 sp

Candlestick

5 sp

Paper, sheet

4 cp

Coal Keeper

6 sp

Parchment, sheet

2 sp

Fire Kit

9 sp

Vellum, sheet

5 sp

Lamp, Clay

3 sp

Folio

12 sp

Lamp, Metal

10 sp

Journal, 50 sheets

60 sp

Lantern, Bullseye

40 sp

Book, 200 sheets

200 sp

Lantern, Hooded

15 sp

Wax, sealing.

5 sp

Oil, Lamp

3 sp

Wax, tablet

6 cp

Torches

5 sp/6

Chalkboard, small

2 sp

Containers

Tools

Flask (1 noggin)

1 sp

Bellows

25 sp

Bottle (1 quart)

2 sp

Block & Tackle

15 sp

Jar (2 quarts)

3 sp

Chisel

6 sp

Scrollcase

10 sp

Crowbar

6 sp

Barrel (40 gal.)

12 sp

Hammer

5 sp

Bucket ( 5 gal)

5 sp

Hand Drill

12 sp

Kask (10 gal.)

8 sp

Ladder, 10 ft

3 sp

Chest

50 sp

Needle, sewing

5 sp

Pouch

3 cp

Pick Axe

10 sp

Sack

2 cp

Pliers

5 sp

Satchel

2 sp

Pole, 10’

2 sp

Trunk

12 sp

Shears

15 sp

Clothing

Belt

6 sp

Kilt or Skirt

4 sp

Girdle

9 sp

Breeks

6 sp

Sash

8 sp

Leggings

12 sp

Cap

3 sp

Hose

6 sp

Hat

12 sp

Trews

10 sp

Hood or Cowl

6 sp

Dress

8 sp

Cape

5 sp

Gown

20 sp

Cloak

8 sp

Robes

10 sp

Jacket

12 sp

Sandals

5 cp

Apron

5 sp

Slippers

15 sp

Blouse

3 sp

Shoes

6 sp

Tunic

5 sp

Boots

12 sp

Miscellaneous

Holy Symbol

5 sp

Whetstone

2 sp

Holy Water

2 sp

Bag of Marbles

2 sp

Holy Oil

3 sp

Bag of Caltrops

10 sp

Bell

2 sp

Chain, 10 feet

2 sp

Incense, 6 sticks

5 sp

Garlic

2 cp/bulb

Censor

12 sp

Wolvesbane

8 cp/sprig

Boline or Athame

15 sp

Thevish weed

1 sp/lb

Portable Altar

50 sp

Quiver

5 sp

Musical Instrument

15 sp

Oil, Lubricating (pint)

8 sp

Thieves Tools

Smudge Lamp

20 sp

Glasscutter

20 sp

Catch Hook

5 sp

Goatsfoot

10 sp

Probe

3 sp

Pincers

12 sp

Prod

2 sp

Snips

15 sp

Punch

4 sp

Quicksoap

10 sp/pint

Pinsaw

24 sp

¼

Acid

25 sp


Weapons

Weapon

Damage

WSF

Size

Notes

Cost

Knife

1d3

3

S

Range:-/10/20

2 sp

Dagger

1d4

3

S

Range:10/20/30

5 sp

Baselard

1d5

4

S

Range:-/10/20

10 sp

Shortsword

1d6

5

S

 

15 sp

Sword

1d8

6

M

 

30 sp

TwoHanded Sword

1d10

7

L

 

75 sp

Hand Axe

1d6

5

S

Range: 10/20/30

10 sp

Battle Axe

1d8

7

M

Range: -/-/20

20 sp

Great Axe

1d10

8

L

 

45 sp

Baton

1d3

3

S

 

2 sp

Cudgel

1d4

5

M

 

3 sp

Quarter Staff

1d6

5

M

 

5 sp

War Hammer

1d6

5

S

Range: -/20/30

12 sp

Mace

1d8

7

M

 

15 sp

Maul

1d10

9

L

 

20 sp

Dart

1d3

3

S

Range: 20/40/60

2 sp

Javelin

1d4

4

M

Range: 10/30/50

4 sp

Spear

1d6/1d8

5

M

Range: 10/20/30

10 sp

Polearm

1d10

8

L

 

25 sp

Sling

1d4

9

 

Range: 30/60/90

2 sp

Short Bow

1d6

5

 

Range: 50/100/150

25 sp

Long Bow

1d8

7

 

Range: 70/140/210

60 sp

Lt Crossbow

1d6

4 (1)

 

Range: 60/120/180

30 sp

Hvy Crossbow

1d10

5 (3)

 

Range: 80/160/240

150 sp

Arrow or Quarrel

--

--

--

--

5 sp /dozen

Handgonne

1d10

9(2)

 

Range: 40/80/160

200 sp

Arquebus

1d12

8(2)

 

Range: 50/100/200

300 sp

 Shot and powder

-

-

-

-

20sp/dozen

(1),(2,(3))- how many whole rounds it takes to load this weapon

Armor 

 

AC

Cost

Note

Quilted

12

10 sp

If metal is accounted for the armor is “Ringed”.

Leather

13

20 sp

If metal is accounted for the armor is “Studded”.

Scale

14

40 sp

 

Mail

15

60 sp

 

Lamellar

16

100 sp

 

PlateMail

17

400 sp

 

Field Plate

18

1,500 sp

 

Full Plate

19

4,000 sp

 

Buckler

+1*

10 sp

 

Shield

+2**

25 sp

 

Tower Shield

+3**

50 sp

 

Skull Cap

-

5 sp

+2 save vs stunning blow

Bear Hat

-

10 sp

+3 save vs stunning blow

Great Helm

+1

25 sp

+3 save vs stunning blow

*To the front , ** to front or shielded side

All values above are for normal quality equipment with metal items fashion from Verdin.

Normal unarmored AC is 11.    A suit of Good Silver Mail would cost 487.5 sp(60x5x1.5) provide AC 15 to it’s wearer, be -1 to repair and save vs damage at +1.


Equipment can all be modified by Quality and Material

Quality of Equipment

Quality

QC

Item Save

Hit Or Use

Impact

Repair

Craft

Cost*

Ultimate

U

+3

+3

+3

-5

-11

x 100

Legendary

L

+2

+2

+2

-4

-9

x 50

Splendid

S

+2

+2

+1

-3

-7

x 25

Very Fine

VF

+2

+1

+1

-2

-5

x 10

Fine

F

+1

+1

+1

-1

-3

x 5

Very Good

VG

+1

+1

0

0

-2

x 3

Good

G

+1

0

0

0

-1

x 1.5

Regular

R

0

0

0

0

0

x 1

Bodge

B

-1

0

0

-1

+2

x ¾

Shoddy

sh

-2

-1

0

-3

+4

x 2/3

Duff

Df

-3

- 2

-1

-5

+6

x 1/2

·       Cost is a multiplier for quick purchasing of standard gear , unique items may vary.

Metals

 

AC adj

Save Adj

Repair/Craft

Cost

Aethril

+5

+3

-5

x 100

Galverin

+4

+2

-4

x 50

Crimsteel

+3

+1

-3

x 30

Orachalcum

+2

+1

-2

x 20

Hepatizon

+1

+1

-2

x 10

Silver

0

0

-1

x 5

Ferric

0

0

0

x 2

Verdin

-1

0

+1

x 1

Ludden

-2

-1

+2

X ½

AC ADJ is listed for whole suit of armor, ½ this with no fractions for shields.


(Players please note the tables above are all included in the primer.)

Player Characters start play with 3d6x10 sp

Coin Exchange rates/values:

100 Copper Pieces = 10 Silver Pieces = 2 Electrum Pieces = 1 Gold Piece 

10 Electrum Pieces=5 Gold Pieces= 1 Platinum Piece

(Players please note the primer has a typo for conversion rates, the rates here are correct).