Initiative will now be rolled on a d10, as opposed to d6.
That is all.
(These are the last two races to be converted from my own homebrew post-apocalyptic game system. I’m posting them in ‘draft’ form because otherwise I doubt I’d ever get them online. This time, I present eugenic humans and moreaus. Eugenics are genetically tailored beings, similar to tweaked humans but more extreme in that they possess actual mutations. Moreaus are anthropomorphic animal folk, genetic hybrids of humans and other species.)
Time for another variant rule. Here is a recasting of replicants from Mutant Future as a kind of clone. In this vision, ‘replicant’ is more like a template that can be applied to a character than an independent race. I’ve also put together some related rules for ‘brainscanning’ and ‘brainpeeling’.
The way I could see this used is to have a party find an operational replicant factory, complete with brainscanners/brainpeelers. Once clearing out whatever defenses exist, they can use such a facility to create ‘backup’ characters. Heck, maybe they could even find some ‘cranial cryo-cells’ (aka ‘head jars’) that could be carried around and used to preserve the brains of PCs after death for resurrection in a new replicant body…
Some more variant rules here. This time, it’s my thoughts on ability score generation methods. I propose a distinction between ‘old-school’ and ‘heroic’ methods, and recommend a different approach to Pure Humans in Mutant Future.
I’m on a roll with variant rules today; here are some thoughts that I had related to hit points. They’re not something that I wanted to include in the current Barrier Peaks adventure, but if I were to start a tabletop Mutant Future campaign, I would likely implement these rules.
Here is yet another optional race for Mutant Future developed from some of my previous game tinkering. Tweaked Humans are genetically-modified parahumans, specialized for a specific role or task. They were common before the Fall, and some strains have survived into the mutant future.