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| Mutant: Heirs of Doom is an english version of Mutant: Undergångens Arvtagare with mostly recycled fluff. | | '''Mutant: Heirs of Doom''' is an English version of Mutant: Undergångens Arvtagare with mostly recycled fluff. |
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| Scotland is Albion, burrow/home of the Albionic Badgers and their Birdbeasts.
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| Ireland in it's entirety is a techno-religious state. It has got a working railway system.
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| Southern England is an alliance of states. It was founded by the royal family and military leaders who had reawakened from cryo-sleep.
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| Isle of Man is an independant state of peaceful traders and peasants.
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| Wales is unclaimed wilderness
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| A huge wall with sentries killing everything is in the south of Albion
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| A meteor has hit the North channel, linking the isles together.
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| | In 2014 a new game in the franchise was released by Fria Ligan under license from Paradox Entertainment. Dubbed "[[Mutant: Year Zero|Mutant - År Noll]]", or "Mutant: Year Zero" for all you non-Swedish-speaking plebs, the game uses the same setting as the original 1984 version of Mutant and "Undergångens Arvtagare" but set several hundred years earlier. So it's more of a prequel/Ultimate take on the setting. |
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| == Time == | | == Time == |
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| It is the year of 248 in the Soern States, 167 for the Irish and 18 for the Albions. The Albions calendar is going backwards. | | It is the year of 248 in the Soern States, 167 for the Irish and 18 for the Albions. Albions calendar is going backwards. |
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| == Character Creation == | | == Character Creation == |
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| Class | | The first step in the creation of a character is to decide what [[Class(Mutant: Heirs of Doom)|Class]] the character shall be. The Mutant world has four different classes that all have pros och cons. These are: non-mutated humans (nmh), mutants (mh and ma), psi-mutants (psi och mma) and robots (rbt). Class determines what kind of abilities you get. Humans get [[Talents(Mutant: Heirs of Doom)|Talents]], mutants get [[Mutations(Mutant: Heirs of Doom)|Mutations]], psi-mutants get psi-mutations and robots get options gadgets. |
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| The first step in the creation of a character is to decide what class the character shall be. The Mutant world has four different classes that all have pros och cons. These are: non-mutated human (nmh), mutants (mh and ma), psi-mutants (psi och mma) and robots (rbt).
| | [[Occupation(Mutant: Heirs of Doom)|Occupation]] is the second thing of importance you choose. Your occupation decides what kind of skills you get to use. |
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| Basic attributes
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| Your seven basic attributes are Strength, Constitution, Size, Agility, Intelligence, Will and Personality.
| | == Adventures == |
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| If you are a swede, however, you roll 1d6 to determine you class. Then you roll 3d6 seven times. These are your 7 basic attributes. No, you don't get to choose which is which. Rerolling 1:s are optional. Then you roll a die to see which previous job you get.
| | [[Mission in Mash Mashel]] |
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| = Zones =
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| Large parts of the Albionic Isles are wild and untamed nature. It shifts between colossal woods, lime deserts, volcaninc mountains and most things in between.
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| But there are some territories feared more than the forests and the deserts. The term "zone" or "forbidden zone" refers to these lands - places so dangerous and barren they can not be lived in without constant danger.
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| You can ususally hear people discuss the origins of these no-man's-land at zone dives. The two most common theories are that thay either came from the catastrophic wars or are a result of naturals disasters such as acid storms or stone rains
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| There are some souls who bid defiance to the zones risks. They have to live with terrorrobots, slaughtertrees and zonemares as their neighbours, but they avoid the diseased civilisation which plauge their existence.
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| Most of the Albionics are yet to be explored territories, which is why many daredevils risk their lives and limbs to discover amazing Hi-tekh to sell expensively. Or at least something to sell for food. Even the Knowledgists have a couple of zone-wanderers in their service, called Explorators, which always are on expeditions in the wilderness. You rarely get to live long in this business. But you will at least know you have lived. In the zones, noone can hear you scream. On the other hand: noone can hear your blunderbuss, either!
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| == Lone ==
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| The zone at the southeastern shore, known as The Screaming Loneliness or simply Lone, is the largest zone in the Albionc Isles. It is said to have been the first zone to come into existance. And knows-mosters say it is the one going to disappear last. The dangers of the zone can't be overemphasized. But neither can the treasures, if rumors are to be relied on.
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| The name comes from the soundless bubbles called sound spots. When you enter one the sound stops. There is no sound what so ever. And then there is nothing. And nothing. And suddenly, when you leave the bubble, all the sounds come at the same time in one horrible choir of noices. Sleeping in one is a horrible idea.
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| Partially a contrast to the sound spots are the scrambled sounds. Places where all sound is distorted in one way or another. The sounds can be greatly strengthened or weakened in any moment, so that a whisper ends up as a thunderous roar, or an explosion die away in the crisp sound of bells. Strange echoes occurs, frightening whistling and howling, pops in the air and muffled roars. At one time I got to experience the marvel of a conversation that ensued four days earlier, returned as an accelerated and repeating echo, which finally died away in an almost inaudible whistle.
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| == Northern fog ==
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| North of the Blastey is an eternal mist. Every sailor worth their salt knows that this fog is a sure death. The stories explaining the cause of the mist are almost as many as the stories about the people who died when they tried to explore it. And almost as false, too.
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| The first time sailors saw it, , they didn't know what waited on the other side. Just minutes after entering they heard a loud bang. Something had made a hole in the hull. There was only one emergency boat, barely big enough for four sailors. The captian and his three closest mates were the only one to leave the ship with their lives intact. And the lack of food forced the survivors to gamble for the others flesh.. The first matey's first words when she came to the Blastey Harbor were "Ah bi damm't!". The word spread among sailors and the fog is usually known as Mist o' Damt. There has been a lot of expeditions to see what the fog is doing thhere. But the first matey is the only survivor.
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| The mysterious fog comes from smoke machines at the island in the middle of the fog. The island is a base for terror robots. So far only a few are awake, but more are awakening. And they are preparing for the execution of The Last Order. "Destroy the enemy!"
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| The lands of Albion is famous, or at the very least infamous for a lot of things. Different sorts of violence is the what first come to mind. | | The lands of Albion is famous, or at the very least infamous for a lot of things. Different sorts of violence is the what first come to mind. |
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| | == [[Fields of Freedom (Mutant: Heirs of Doom)|Fields of Freedom]] == |
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| == Cyllmauntens == | | == [[Cyllmauntens]] == |
| The majority of the landscape is bare soil or rock, with occasional spots of highly fertile earth filled with plants adapted to the new environment. Animal life has generally shrunk in size, and most carnivores rely on poison to hunt. The swarms of tiny insects are far more threatening than growling beasts. | | The Cyllmauntens are unclaimed wilderness. There is a small resemblance to the zones. |
| The coastline was mostly spared from the wars, which makes it the most used land-based trade route. Berrystwist is a new power, being a meeting point in the middle and thus the central trading point in Wales. The further you go to the south, the more fertile the earth gets. It is here, in the southern valleys, the Cyllian Jumbucks can be found.
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| The "Dark Water" carries with the tides. Each 8 years, black swathes of paste covers the western seas. Nobody knows what it is, but all the sailors avoid it like the plague. Stories are common in taverns about "the Dark Water" swallowing people falling overboard, sometimes even parts of it reach up and grab seamen over the railings... Or even entire ships.
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| The people from here wear simple flowool clothes, often wide-brimmed hats and prefers to walk without shoes. They usually wear big, wide dresses in light colours and earrings made of plast during celebrations and holidays. There is a lot of stories among the Irish and Soerns about the "Cillies".
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| == [[Ireland (Mutant: Heirs of Doom)|Ireland ]] == | | == [[Ireland (Mutant: Heirs of Doom)|Ireland ]] == |
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| == [[Isle of Kharl]] == | | == [[Isle of Kharl]] == |
| The Isle of Kharl is a small trade nation in the middle of the Albionic sea. Both the Soern States and Ireland wants it. | | The Isle of Kharl is a small trade nation in the middle of the Albionic sea. Both the Soern States and Ireland wants it. |
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| == [[Soern States]] == | | == [[Soern States]] == |
| The Soern States are the oldest nation of the Albionic Isles. The five states have a certian connection after the uprising. Their common denominator is an aggresive attitude against people not living in the Soern States. | | The Soern States is the oldest nation of the Albionic Isles. The five states have a certian connection after the uprising. Their common denominator is an aggresive attitude against people not living in the Soern States. |
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| = Creatures = | | == [[Zones(Mutant: Heirs of Doom)|Zones]] == |
| | Large parts of the Albionic Isles are wild and untamed nature. It shifts between colossal woods, lime deserts, volcaninc mountains and most things in between. |
| | But there are some territories feared more than the forests and the deserts. The term "zone" or "forbidden zone" refers to these lands - places so dangerous and barren they can not be lived in without constant danger. |
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| == Bearmour ==
| | You can ususally hear people discuss the origins of these no-man's-land at zone dives. The two most common theories are that thay either came from the catastrophic wars or are a result of naturals disasters such as acid storms or stone rains |
| Ireland's National Animal. Known for it's plate hide and magnetism. They hibernate during the warmest of summer and coldest of winter. Do not awake it.
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| STR: 5t10+18/46
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| SIZE: 5t10+18/46
| | There are some souls who bid defiance to the zones risks. They have to live with terrorrobots, slaughtertrees and zonemares as their neighbours, but they avoid the diseased civilisation which plauge their existence. |
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| CON: 5t10+18/46
| | Most of the Albionics are yet to be explored territories, which is why many daredevils risk their lives and limbs to discover amazing Hi-tekh to sell expensively. Or at least something to sell for food. Even the Knowledgists have a couple of zone-wanderers in their service, called Explorators, which always are on expeditions in the wilderness. You rarely get to live long in this business. But you will at least know you have lived. In the zones, noone can hear you scream. On the other hand: noone can hear your blunderbuss, either! |
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| AGI: 2t6+3/10
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| INT: 2t6/7
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| WIL: 2t6/7
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| CHA: 2t6/7
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| Amount: 1
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| HP: 92
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| TT: 46
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| Armour: Plate hide 2t6 ABS
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| DmgBonus:5t6
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| Movement 16m/sr
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| Abilities Initiativ % Dmg/effect
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| Claws 10 STYx1,5/69 1t8
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| Magnetism 10 VILx7/49 Attracts/repels magnetic objects to itself
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| Hibernate 20 FYSx2/92 Hibernates
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| ==Lake Nikkel Monster==
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| There is no doubting that the lakes water is filled with ancient scraps and flavourful fishes of monstrous proportions. But best known of all is still the giant beast
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| known as the Lake Nikkel-Beast. Some argue of course that
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| the monster in question is a yarn and legend. But they rarely live in the vicinity of the lake. Stories are talking about huge arms clad in armor and curving seaweed which shot up from the waves, and easily torn down the whole ship into the deep, in just a few moments. Remaining on the site is nothing but the splinters and
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| bodies that float to the surface when the beast has eaten its fill.
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| The low number of onset suggests that there is a single
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| beast. While it is not uncommon to hear that it happened long ago, indicating that there is a whole family of ravenous Beasts.
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| Many a keen to hear knowledgists are eager to find out what is truth and trivia on the island's most famous monster. There are even those who have done studies of the monster to their life's work. For their expeditions requires knowledgists capable crew - people who are willing to put their lives on the line for knowledgisms sake. And a reasonable pay, of course.
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| The Lake Nikkel Monster is actually a fully automated logging machine from before the disaster, which strayed into the Lake. That it goes to attack against sailing ships is simply due to its bored automatic brain longing for wood to cut, split and splinter. Its four telescopic arms can be stretched to more than fifteen meters in length. And they are certainly strong enough to first punch a hole in the hull and then pull
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| down the boat to the bottom. Here there awaits a whole arsenal of saw blades laser cutters and hydraulic branch pliers - all impossible to escape with life intact for the poor sod stuck in one of the machines
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| ten shorter gripping arms. The beast's only weakness is that it needs all its four telescopic arms to sink a ship. Should one of these break, the big fellow will flee to repair the damage. But even if one falls into water the race is far from over. The shorter gripping arms are not particularly accurate in their maneuvers against moving targets and if you have gotten up to the surface, the Beast is going to ingore you.
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| STR: 150
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| CON: 150
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| SIZE: 150
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| AGI: 8
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| INT: 8
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| WIL: 8
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| SB: +15T6
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| KP: 300
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| TT: 150*
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| IB: 8
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| == Rubbit ==
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| The rubbits are by some viewed as one of the largest threats to the dawning societies. They can be found on, or more appropriately, under, all of the islands. And most of their kingdoms have started to become aggresively expanding.
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| There has not yet been any wars against them by the surface-dwelling civilisations. The Albions have, however, been in at least five against them and two with them. And it is probably just a matter of time before a new one starts.
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| Rules: Rubbits above the surface always have weapons. Normal soldiers usually wear rubbit-made blunderbusses, while officers and special units are equiped with Hi-tekh weapons.
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| Knowledge about rubbits: Education:
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| The PC knows about at least war against the rubbits. If it is pressent or past is up to the GM to decide.
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| For people not living in cities, the problem is usually more blatant.
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| Wilderness Experience/Zone Knowledge: Rubbits that aren't directly in war can traded with. They can even forget that the opposite part is a carnivore if the goods are good enough.
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| They like Hi-tekh and gladly trades with information
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| str: 1d6+1/5
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| con: 3d6/11
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| size: 1d6+1/5
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| int: 2d6+1/8
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| agi: 4d6+6/20
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| wil: 2d6+6/13
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| cha: 3d6
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| Hp: 16
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| tt: 8
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| dmgbonus: -1t6
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| [[Category: Mutant: Heirs of Doom]] | | [[Category: Mutant: Heirs of Doom]] |
Mutant: Heirs of Doom is an English version of Mutant: Undergångens Arvtagare with mostly recycled fluff.
In 2014 a new game in the franchise was released by Fria Ligan under license from Paradox Entertainment. Dubbed "Mutant - År Noll", or "Mutant: Year Zero" for all you non-Swedish-speaking plebs, the game uses the same setting as the original 1984 version of Mutant and "Undergångens Arvtagare" but set several hundred years earlier. So it's more of a prequel/Ultimate take on the setting.
It is the year of 248 in the Soern States, 167 for the Irish and 18 for the Albions. Albions calendar is going backwards.
The first step in the creation of a character is to decide what Class the character shall be. The Mutant world has four different classes that all have pros och cons. These are: non-mutated humans (nmh), mutants (mh and ma), psi-mutants (psi och mma) and robots (rbt). Class determines what kind of abilities you get. Humans get Talents, mutants get Mutations, psi-mutants get psi-mutations and robots get options gadgets.
Occupation is the second thing of importance you choose. Your occupation decides what kind of skills you get to use.
Mission in Mash Mashel
The lands of Albion is famous, or at the very least infamous for a lot of things. Different sorts of violence is the what first come to mind.
The Cyllmauntens are unclaimed wilderness. There is a small resemblance to the zones.
The Most Holiest of the Albionic Isles and the lands beyond the Sea the Theocracy of Ireland is the most technologically advanced country in the Albionic Icelands, famous for their scrap and metal export. Ireland is the largest of the Albionic states, led by an order of holy knowledgists and is notable for its railway and high standard for domestic technology and surgery. Its deeply religious, violent and proud population are kept under control by governmental robots armed with shock batons. The knowledgism teaches about an eternal soul and a replaceable body. Ireland's national animal is the Bearmour and its currency is the Iron.
The Isle of Kharl is a small trade nation in the middle of the Albionic sea. Both the Soern States and Ireland wants it.
The Soern States is the oldest nation of the Albionic Isles. The five states have a certian connection after the uprising. Their common denominator is an aggresive attitude against people not living in the Soern States.
Large parts of the Albionic Isles are wild and untamed nature. It shifts between colossal woods, lime deserts, volcaninc mountains and most things in between.
But there are some territories feared more than the forests and the deserts. The term "zone" or "forbidden zone" refers to these lands - places so dangerous and barren they can not be lived in without constant danger.
You can ususally hear people discuss the origins of these no-man's-land at zone dives. The two most common theories are that thay either came from the catastrophic wars or are a result of naturals disasters such as acid storms or stone rains
There are some souls who bid defiance to the zones risks. They have to live with terrorrobots, slaughtertrees and zonemares as their neighbours, but they avoid the diseased civilisation which plauge their existence.
Most of the Albionics are yet to be explored territories, which is why many daredevils risk their lives and limbs to discover amazing Hi-tekh to sell expensively. Or at least something to sell for food. Even the Knowledgists have a couple of zone-wanderers in their service, called Explorators, which always are on expeditions in the wilderness. You rarely get to live long in this business. But you will at least know you have lived. In the zones, noone can hear you scream. On the other hand: noone can hear your blunderbuss, either!