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Modiphius > Mutant Chronicles RPG

Hacking the 2D20/MC3 System

posted Apr 26, 2015 16:55:21 by Nicholas Simpson
I'm probably not the only person to have done this, but a big reason for me investing in MC3 was with the hope that I could later convert it to running warhammer 40K adventures like I'm Dark Heresy. I wanted to know if it's kosher with the game designers to post those kinds of house rules on this forum or not. Given that the first core book is almost done, I'd really like to get started on a conversion.
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5 replies
AmazingOnionMan said Apr 29, 2015 13:23:03
Considering that numbers-guy Nathan asked for 2d20-hacks here, it seems very kosher.

Is it equally kosher the other way around - posting alternative non-2d20 MC?
I'm not always right!
Nathan.Dowdell said Apr 29, 2015 21:13:58
Personally speaking, I encourage hacking - half the fun of a game system, for me at least, is seeing what can be done with it (it's the main reason I got into the design and development side of things).
Game Development - 2D20 System
System Design - Star Trek Adventures

Rules questions and playtest feedback to
JakeBernstein said Apr 30, 2015 00:45:42
Sweet, so I can send you my ideas for modified autofire rules?? :-)
Nicholas Simpson said May 04, 2015 23:59:14
Basic Draft Stuff:

If someone knows more about 40K lore and can suggest additional things to add, please tell me.

First things first is converting the character creation. I think the following things could be translated. Right now, I'm doing 1:1 translations of things, but I think this may need to be revised to reflect how regimented and caste-like a lot of imperial society is.
Birth Faction: Change to Home world
Birth Environment: Change to Homeworld Subtype
Status: Keep the same, maybe rename to Caste
Education: Keep the same, rename to Trade
Basic Careers: Keep the same, with some different careers
Iconic Careers: Keep the same, with some different careers

Home worlds (subtypes in parentheses):
Death World (type of death world)
Forge World (manufactured item)
Fortress World (threat faced)
Frontier World (unique export)
Hive World (city culture)
Imperial World (technology level)
Penal World (type of prisoners)
Shrine World (reason for shrine)
Void Born (type of ship/fleet)

COLUMN B: 1),2) ADMINISTRATUM (bureaucrat training) 3),4) MINISTORUM (religious training) 5) SCHOLA PROGENIUM (academic schooling) 6) VOIDSHIP (training to work on spaceships)
COLUMN C: 1) ARBITES (judge dredd law enforcement) 2) MECHANICUS (secrets of technology) , 3) ASSASINORUM (assassin training), 4) GUARDSMAN OFFICER, 5) NOBILITY EDUCATION, or 6) TELEPATHICA (Psychics)

Column A: 1) Unemployed, 2) ADMINISTRATUM WORKER, 3) FACTORY WORKER, 4) Farmer/Frontiersman, 5) Pick result from Column A, 6) Roll on Column B
Column B: 1)-3) GUARDSMAN, 4)-5) CHIRURGEON (doctor), 6) SCUM (criminal)
Columb C: 1)-2) VOIDSMAN 3)-4) ADEPT (scholar) 5)-6) CLERIC (priest)
Column D: 1)-2) COURTIER (trained to govern and politic), 3)-4) ARBITRATOR (judge dredd type), 5)-6) ASSASSIN

Iconic Careers
Adepta Sororitas
Imperial Psyker
Tech Priest

The next basic task will be revising skills to fit 40K better. I want to have a Dark Heresy style of game, so I'll probably divide up investigative skills a bit more and get rid of some of the split in science skills due to how backwards most imperium folk are. I'll post what I've got when I get things sorted out a bit.
Nicholas Simpson said Jul 26, 2015 16:19:02
I figured I'd also post this here to see if there's any interest.

I've been brainstorming a bit for the Hack I'm working on for Dark Heresy. One of the things I've been working on is changing up the combat/injury system a bit. I've got 2 main goals: 1) Stress fatigue in combat and the idea of having an ebb and flow of personal energy that needs to be managed in combat; and 2) Model injury to where every time a person is actually "hit," they get an injury.

So here's what I'm thinking.

1) Every player has a sort of Fatigue Pool representing how much energy they have for combat.
2) Every action that requires significant physical exhertion has an energy cost. Energy cannot be spent below zero, and the regular limits to actions will be in place. Actions cannot be attempted if there isn't enough energy for them.
3) A set amount of energy will be regained at the start of each combat round, as well as by using certain actions or momentum spends.
4) Wearing heavy armor or carrying a bunch of gear can reduce how much energy is regained each round, possibly dropping it into negatives.
5) When someone is hit by an attack, damage first goes toward their energy pool. This hit represents a character expending the extra effort to either avoid the attack entirely, or to turn it into a glancing blow.
6) Energy is not tracked below zero. However, the amount of damage taken that would be in excess of reducing to zero is tracked. I need to run some numbers, but I'm roughly going with -1 through -5 as a light injury, -6 through -10 as a moderate injury, -11 through -15 as a severe injury, and -16 or more as death.
7) When an injury is received, a hit location is rolled, that will determine what part of the body will be affected. The hit locations will be the legs, right and left arms, torso, and head. If the head receives an injury, it will be taken to the eyes, ears, or brain.
8) Light injuries add 1 dread/critical failure range to actions using that body part and represent heavy bruises, cuts, sprains and the like. Moderate injuries add 1 difficulty to actions using the body part, and represent broken bones or deep gashes. Severe injuries add 1 difficulty and 1 dread (cumulative with light and moderate injuries) and represent that body part being maimed/removed from the body (in the case of the head hit location, this is closer to maiming than removal).
9) Energy will continuously regenerate even when injured, and cannot be reduced below zero. However, if an attack would reduce energy to less than zero, existing injuries will add to the amount that determines what kind of injury is suffered. A new hit location is rolled for each injury suffered. Each existing injury adds 2 to the amount of the injury, unless it is on the same location, in which case it adds 5.
10) Certain deadly weapons will automatically add extra points to injuries they inflict.

So for example:
A) Sigmar has 15 energy. He takes a restricted action to move, costing 2 energy, and follows up with an attack with his sword, costing 1 energy. He now has 12 energy. He would normally regain 3 energy at the start of the next round, but his heavy armor reduces this amount by 2, so he only regains one energy, bringing him up to 13.
B) Sigmar has 4 energy and gets shot with a las pistol. The pistol rolls and deals 4 damage, so sigmar loses 4 energy. This reduces him to 0 energy. Sigmar barely dodges out of the way of the pistol but is completely out of breath now and vulnerable.
C) Sigmar has 0 energy and is shot again with the las pistol for 3 damage. The hit location is the head, and then the eyes, so Sigmar takes a light injury to his eyes. Any actions which he needs to use his eyes for will suffer a critical failure on a result of 19-20 rather than just 20. The las blast explodes on Sigmar's helmet and the flash has caused his vision to swim and be filled with spots.
D) Sigmar has 1 energy but is shot with an autogun for 5 damage. The hit location is his right arm. The damage would reduce Sigmar to -4, plus another 2 for the existing light injury, for a total of -6. Sigmar takes a moderate injury to his right arm, adding 1 difficult to all actions using it. Sigmar can feel a spray of bullets hitting his armor, and screams in pain as several of them pierce through his arm, rendering it near-useless.
E)Sigmar has 3 energy, but a grenade goes off right beside him, causing 8 damage. The hit location is his head and the eyes. The damage would reduce energy to -5, plus 2 for the arm injury, plus 5 eye injury in the same hit location, for a total of -12. Sigmar is blown backward as shrapnel shoots into his eyes, destroying them. Sigmar now adds 1 difficulty and 1 critical threat to any rolls using his eyes (in addition to the 1 critical threat from his light injury), and had better hope he can find a good deal on cyber eyes.
F) During Sigmar's turn, he has just 1 energy. He makes an adjust stance action to jump into cover for 1 energy, then spends his standard action building up his resolve, an action costing 0 energy. He rolls very well, and is able to regenerate the 3 energy he normally would at the beginning of a new round, plus 1 more for each momentum spent. Sigmar could also spend a restricted action to just gain 2 energy.
G) Sigmar, ready with his new cyber eyes, rolls into battle with 5 energy. He is unfortunately hit with a heavy melta gun blast that does a massive 11 damage. The shot lands on his torso. The melta gun unfortunately has a special ability that adds 10 to any injuries it causes. This means that Sigmar takes -16 energy. The melta gun flashes in one second, and in the next there is nothing left of Sigmar but a pile of smoking bones and ash. A fellow acolyte may want to spend a fate point to declare that his cyber eyes are still salvageable to be resold/re-used for later adventures.

So that's my idea in a nutshell. A lot of the numbers are just serving as placeholders until I can get the math in place. I want to emphasize deadliness of combat, have lots of limbs being lost, and also have players strategize about using the limited energy resource. I'd love to know what people think of this basic idea, though. I recognize that it's a large amount of tracking, but I think it could be tracked fairly easily with a good character sheet. I'm thinking having a numbered tracker for energy that a token can be moved up and down on, boxes to check for each injury for each hit location, a box that shows the total number of injuries and how much they all add to additional injuries, and a box for each hit location that shows the additional amount added by existing injuries to that location.

Let me know what people think!
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