Showing posts with label Pocket Mutant. Show all posts
Showing posts with label Pocket Mutant. Show all posts

Wednesday, June 3, 2026

Pocket Dark Sun: Dune Reaper & Gaj



Dune Reaper: "The reaper prowls the sandy wastes in wild packs, leaping from dunes to ambush and impale its prey on its scythe like limbs."

Combat 1, Physical 2, Stealth 1, 2 Protection, 1 Wound. Heavy attack. No. Appearing 1d4+2.




Gaj: "This large reptile resembling a beetle is a psionic horror that is covered in a scaly, rust-orange shell with six legs that end in sharp claws."

Combat 2, Knowledge 1, Physical 2, 3 Protection, 2 Wounds. No. Appearing 1. 
If the Gaj succeeds with a Full Success in melee combat the target is held in its mandibles which grants the monster Advantage on further physical attacks against its prey. It may make telepathic attacks against living creatures using Knowledge.

Monday, May 25, 2026

Pocket Dark Sun: Defiling


In Pocket Barbarian all actions are resolved in the same way: Roll 2d6 add the relevant Skill and if the total is a 6 or less you Fail, on a 7 to 9 you gain a Partial Success, and on a 10 or higher you gain a Full Success

When casting spells you may choose to Defile by using the energy of all living beings within 10' of you, whether animals or plants, to ensure a successful casting. You choose to Defile before casting a spell and it is treated as a Full Success, however you gain a Wound and all living beings within 10' are Stunned.

Wednesday, May 20, 2026

Pocket Dark Sun using Pocket Barbarian & Pocket Mutant


A few years ago, I discovered Stellagama Publishing's Quantum Engine and I fell pretty hard for it. This eventually led me to the full Cepheus Engine/Traveller system and I've really been enjoying it at least as much. A few weeks ago, Stellagam released Pocket Barbarian, which is a further streamlining of the Quantum Engine for Sword and Sorcery. Last week, they released Pocket Mutant and I found out today the first Pocket game was Solar Winds. All three games remind me of a clever fusing of QE, Shadowdark, and Savage Worlds. They take the best parts of those games and make them sing.

On top of enjoying these Pocket games I've been contemplating Dark Sun and Pocket Barbarian and Pocket Mutant has given me some ideas for running it.

Pocket Barbarian's skills will be the baseline but instead of giving each PC psionic gifts I'm going to have them roll mutations as "Wild Talents".

The first character I rolled up is a Hunter named Gundar Spann

Archetype: Hunter

Combat 2; Knowledge 1; Physical 1; Social 0; Sorcery 0; Stealth 1; 

Wounds: 3

Wild Talent: You can take over a creature with your mind for 1d6 rounds.

Weapons: Long Bow; Axe; Dagger (attack roll has Disadvantage)

I might get a chance to run it Friday. We will see.

Rifts' SAMAS Pilot for Cypher 2E

SAMAS Pilot   5 (15) Health: 12 Damage Inflicted: Moderate wound Armor:  4 Movement: Long Modifications: Initiative and Speed defense at...