Tempora Mutantur monsters, and may interpret other outcomes from the results, such as falling
back or surrender. Combatants get a free attack against a fleeing opponent.
Recovery: PCs who remain above 0 hp recover 1 hp per full turn spent These are mutant times! (Core Rules) resting (when exploring a ruin), or all lost hp by resting for a full wilderness The Fall has long since wiped out civilization, leaving the planet’s surface a movement phase (on the surface). PCs who have been incapacitated recover savage land of radioactive waste crawling with mutant creatures. Your at the much slower rate of 1 hp per day until fully healed, unless medical community has endured through the long years since the Fall, its inhabitants treatment (from an Ancient relic or special mutant power) is applied. sheltered safely beneath the earth. Until now… Adventuring Feats Genotype All feat checks are attempted by rolling 1d20 + AC. Player Characters (and Characters start out as Humans, but upon exposure to radiation and other classed NPCs) add ½ their rank (rounded down); similarly, most monsters mutagenic hazards may transform into Near-Humans or even Mutants. add ½ their HD. A result of 20+ indicates success. Class Might: Swimming, climbing, running, jumping, forcing doors, lifting Each PC must select a class. Enforcers are athletic and strong at combat. rubble, holding your breath, taming a mutant beast, and so on are all feats of Scouts are skilled and swift. Thinkers are smart and have a knack with Might. Enforcers gain a +4 bonus. Ancient relics. (Monsters and most NPCs do not have a class.) Skill: Hiding, sneaking, disabling locks or traps, sleight of hand, bushcraft, driving a vehicle, detecting hazards in ruins, and finding relics while Hit Points scavenging are all feats of Skill. Scouts gain a +4 bonus. Hit points are a combination of toughness, expertise, luck, and other factors. Lore: Deciphering and repairing relics, communicating with mutant tribals, Enforcers start with 10 hit points and gain +5 hp for each additional rank sensing rad storms and Creep zones, using psionic powers, and the like are above 1st. Scouts start with 8 hp and gain +4 per rank. Thinkers have 6 hp, all feats of Lore. Thinkers gain a +4 bonus. +3 per rank. Humans gain +2 bonus hit points, Near-Humans get +1. (Monsters have Hit Dice and usually, but not always, have 1d8 hp per HD.) Saving Throws A saving throw allows a character to avoid a threat or lessen its effect. Saves Equipment are usually divided into fortitude, reflex, or willpower categories. Roll 1d20 PCs will be provided with standard adventuring supplies (food, water, etc.). + rank (or HD); a result of 20+ indicates a save. Enforcers add +4 to this In addition, each character may select 4 pieces of equipment. Medium roll, Scouts add +5, and Thinkers add +3. armour counts as 2 selections. Heavy armour counts as 3 selections. 2 light Humans and Near-Humans gain an additional +1 bonus to saving throws. weapons may be taken as 1 selection. You may also spend 1 selection for a Tech Levels minor relic, which will be randomly determined by the referee. In the post-Fall world, technology levels vary greatly. Primitive characters Armour AC Movement Examples / Notes can only comprehend medieval pre-industrial technology. Most PCs are None 9 12″ – Retro-Tech and understand many mechanical devices, such as motor Light Armour 7 12″ Cloth, Hide, or Leather. vehicles and firearms. Electronic devices and computers are considered Medium Armour 5 9″ Chitin, Tire Tread, or Chain. Advanced-Tech, equivalent to the early 21st-century. Understanding the Heavy Armour 3 6″ Carapace or Plate Metal. secrets of Ancient-Tech is beyond the capability of most survivors. Shield –1 – Cannot use 2-handed weapon. Unlike other characters, Thinkers are considered Advanced-Tech. They are A lower AC makes you harder to hit, but is detrimental in other ways. By also the only class who can attempt to fix damaged or broken relics. Spare convention, 1″ equals 10 ft at the ruin scale, and is typically 3 miles at the parts and a successful Lore check are required. wilderness scale. Scouts add +3″ MV if wearing light or no armour. The referee will have more info on tech levels and Ancient relics. Weapon Damage Note The Creep Light Melee 1d6 Fast, concealable, can be thrown for 1d4. In Tempora Mutantur, the myriad of radionucleotides, toxic chemicals, and Medium Melee 1d8 ‘Standard’ 1-handed weapon. nanotech plagues have mingled to the point where – in regard to their impact Heavy Melee 1d10 Requires 2 hands, slow. on living beings – they are all thought of as a single threat: the Creep. Light Ranged 1d4 Fast, concealable, out of ammo on a 1. Medium Ranged 1d6 Requires 2 hands, out of ammo on a 1 or 2. In addition to suffering damage from the Creep, characters who are exposed Heavy Ranged 1d8 2-handed, slow, out of ammo on a 1, 2, or 3. will develop mutations with increasing contamination. These mutations are determined randomly – some are beneficial, but most are detrimental. Combat A PC who gains one or more mutations but remains (more-or-less) normal is Surprise: In cases where a group may be caught by surprise at the start of considered a Near-Human. A character who becomes visibly disfigured or combat, a Skill check must be made (see Adventuring Feats, below). Roll develops more than one major mutation becomes a Mutant and will likely only once, using the worst value for each side. Success indicates that the be treated as an outcast by his community. other group is surprised, and loses one combat round. Rules for mutations and their effects are the purview of the referee. Initiative: Each combatant rolls 1d6 to determine initiative. Fast weapons Experience are +1 to initiative, slow weapons are –1. The combatant with the highest initiative acts first, with others following in descending order. The referee will assign XP for relics recovered, monsters defeated, and quests completed. All experience earned is divided evenly among surviving Attack: Roll 1d20 + target’s AC. Enforcers add their rank with heavy or party members. (NPC henchmen typically receive a ½ share.) melee weapons, otherwise they add ½ their rank. Scouts add their rank with light or ranged weapons, otherwise they add ½ their rank. Thinkers add ⅓ Humans (of the normal, un-mutated type) gain a +10% bonus to XP earned. their rank with light weapons, and also add ½ their rank with Advanced or Starting PCs begin at 1st rank with 0 XP. A PC then requires an additional Ancient relics (these bonuses can stack). Monsters add their HD. 1,000 XP multiplied by his current rank to advance to each new rank; i.e., a Damage: On a hit, roll damage dice and subtract the result from hit points. total of 1,000 XP to reach 2nd rank, 3,000 XP to reach 3rd rank, 6,000 XP to At 0 hp monsters are slain. A PC or important NPC is incapacitated at 0 hp, reach 4th rank, 10,000 XP to reach 5th rank, and so on. but will survive until he reaches a negative hit point total greater than his A character must return to his home base for training, or be trained by a rank. Incapacitated PCs are either left for dead or captured. higher-rank PC of the same class, before gaining the benefits of a new rank. Death’s Door: A fortitude save vs. death (see Saving Throws, below) is The Character Sheet permitted to survive an effect that would otherwise cause a PC’s demise. If Invent a name, an appellation, a one-line description, and your character is successful, the character is reduced to minimum hit points and incapacitated. ready to explore the wastes! For example: Morale: In battle, NPCs and monsters are subject to morale. Both sides roll Stassen the Blunt. Human Enforcer 1, 12 hp, AC 3 (scrap metal plate), 1d20 and add the rank (or HD) of their greatest combatant. If either side is MV 6″, SV +6, metal I-beam (hvy melee Atk +1, 1d10). (XP 0, +10%.) doubled they will flee. The referee may roll separately for distinct groups of Stassen is simple, both in thought and action. Tempora Mutantur written by K-Slacker, inspired by Searchers of the Unknown by Nicolas Dessaux and SotU Refired by Simon J. Bull. Visit http://mutantur.wordpress.com/. No challenge or claim to the ownership of any trademarks is intended or implied. This is a not-for-profit fan work, believed to reside within Fair Use. Tempora Mutantur When you return from a foray on the surface, you will be encouraged to deliver any unwanted articles in the storeroom, for which you will be duly compensated in the form of Trade Units (or ‘TU’). You may, of course, Welcome to the Future! (Mission Overview) draw on the supplies in the storeroom (at a cost) whenever you like. The Fall has long since wiped out civilization, leaving the planet’s surface Biological Survey a savage land of radioactive waste crawling with mutant creatures, and forcing the few survivors underground to live as best they could. Your It is known that one result of the Fall is the appearance of several strange community – called Tau – has endured through the long years since the breeds – mutants distantly related to the species that inhabited the world in Fall, its inhabitants sheltered safely beneath the earth. Until now... the time of the Ancients. We collect every scrap of information that we can, but so few Scavengers return to Tau, and their reports are so contradictory, ‘Scavengers’ they call you. You and the other ‘volunteers’ of the Surface Expedition Team are being sent above ground to salvage whatever you that our suggestions to you are sketchy at best. can from the ashes – and, perhaps, to find a future for your people. A warning – there still remain some self-aware machines and Ancient robots from the Final War in active service. These will almost certainly be the most Armed only with your wits and the weapons you find, you must travel dangerous foes that you will face on the surface. through this less-than-inviting real estate to explore the surface world – and maybe even save your people. Surface Inhabitants Briefing and Orders Though not naturally equipped to survive disaster, the cunning of the human race ensured its survival. Be assured that we are not the only remnants of Congratulations, fellow citizen. You, and other volunteers like you, have mankind remaining, although we may be the last ‘pure-strain’ specimens. been selected for the next Surface Expedition Team. You will shortly leave Tau’s protected underground environment to explore the scarred surface of We believe that, like us, some humans may have escaped the Fall in our planet to scavenge for materials that will ensure our survival. underground shelters or were protected in domed cities. Although not as badly-mutated as the surface-dwellers and still possessing some Ancient I cannot understate the importance of this mission. Without spare parts from knowledge, these enclaves are notoriously xenophobic. the surface, our vault systems may fail and thus doom the community to extinction. However, I also cannot understate the dangers involved. Under no circumstances will any Surface Expedition Team reveal the location of Tau without prior permission from the Tau council. The safety of You will encounter many areas of contamination, termed ‘Creep’. Steer your community is paramount! clear of places with dead vegetation and animal life, unnatural sheens and glows, or teeth-shaking electrical hums. In addition, the surface of our planet The Creep is wracked by frequent and often violent radiation storms. Scavengers who The Creep can stem from nearly any source of radiation, man-made are caught outside of the protective shell of an underground ruin without a biological agents, rogue nanotech, or toxic substance. Although the genetic radiation suit are likely to suffer sickness, mutations, or death. mechanisms are not well understood, exposure to the Creep will eventually Even if you avoid Creep contamination and rad storms, you must still learn lead to mutations in almost all subjects. to deal with the hostile creatures that have evolved since the Fall. Most of Creep accumulates in Scavengers following periods of exposure. Although the plants and animals that our ancestors knew as peaceful and docile have you may recover from the immediate effects of these agents, the Creep will mutated into savage, murderous beasts that will attack without provocation. almost certainly be with you until you die. As the Creep accumulates in your Team Composition system, more radical effects emerge. In the short-term, some effects might seem beneficial, but everyone with the Creep is ultimately heading to the Before embarking on your journey, you will have to select the members of same place... your Expedition Team. A typical team consists of between four and eight members. Although there is safety (and strength) in numbers, we simply do Mutations not have sufficient personnel for larger parties. A common result of Creep exposure is the development of mutations – some You will want to choose a team with a mix of skills and training. It is are beneficial, but most are detrimental. Our scientists have been left baffled important that some party members possess exceptional combat ability, so as to how mutagenic agents can lead to such immediate and drastic effects. that you may defeat marauding monsters. It is also a good idea to have at There are many different forms that a mutation may take, and not all least one skilled and highly mobile team member, for stealth is often key. mutations are equal; some are more powerful (or adverse) than others. Finally, do not underestimate the importance of scientific knowledge, Although our scientists have not yet found a cure for the development of technical ability, and Ancient lore for your success. mutation, some Scavengers have reported that re-exposure to Creep can, on We insist that, for protection, you stick together while travelling on the rare occasions, reverse the effect of the initial exposure. We do not planet’s surface. However, party members may be left in safely-secured recommend this method of treatment, as it generally causes additional ruins while the remaining individuals go on. In fact, it may even be to your mutations to occur. advantage to escort other Scavengers to outposts that are more strategically Confidential Note located, so that they may join a team whose ranks have been decimated. Fellow Scavengers, Map Reconnaissance I have a secret to reveal: Tau is dying. Since the Fall, the surface of our planet has changed so drastically that no For many years, I have watched the decline of our community. In fact, for one has yet produced an accurate map. You will be expected to explore the the past generation it is only the valiant efforts of our Surface Expedition surface as well as any and all ruined cities you encounter, making maps so Teams that have allowed us to maintain our life underground. However, that future expeditions may navigate more freely. soon we will be forced to abandon Tau to survive on the surface... or As mentioned earlier, our scouts have encountered areas of severe Creep perish. contamination. You may be brave enough to enter these areas, but I caution This year the community of Tau has chosen you, our bravest souls, to you that the effects of Creep are cumulative! leave the safety of the subterranean vault and explore the ruins of the once You will find that you can get just about anywhere on foot except across great civilization that existed prior to the Fall. Although it is an honour to water or mountains. Previous expeditions have attempted to repair Ancient be selected as a Scavenger, it requires great courage, as you must travel vehicles to use to cross long distances quickly, but did not meet with much over unknown terrain, battle mutant creatures, and experience fierce rad success. If you are lucky, you might even be able to tame some of the storms in search of any useful materials that will allow all of us to escape creatures you encounter and use them as pack mounts from our precarious existence. Tau Storeroom As you must know, many of the Scavengers sent out do not return, and Although your primary mission is to ensure the survival of Tau, your some of those that do have suffered mutations and sickness. This is the risk secondary goal is to bring back any other items you find which may be of you take, the sacrifice you are all willing to make for your people. value to the vault. Previous Scavengers have returned with Ancient gizmos, Knowing the odds, you will bid your family and friends good-bye and armour, weapons, medicine, and even the damaged remains of robots. These venture into the land of your forefathers. Good luck to you all. The people are kept in the storerooms of Tau. of Tau will await your safe return. Tempora Mutantur written by K-Slacker, campaign background swiped from Scavengers of the Mutant World by Interstel. Visit http://mutantur.wordpress.com/. No challenge or claim to the ownership of any trademarks is intended or implied. This is a not-for-profit fan work, believed to reside within Fair Use.