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.
