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Old 03-03-2016, 02:54 PM   #10
TorgSmith
 
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Join Date: Mar 2008
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Default Re: GURPS After the End 1: Wastelanders

Quote:
Originally Posted by lvalero View Post
I have looked through the index and it seems promising. I wonder if there are some rules / advantages / disadvantages / powers I could cannibalize for my Dungeon Fantasy game.

Maybe "Radiation" could be considered a form of "Chaos magic" and Mutations as "Chaotic blessings"?

After all, a wastelander survivor needs to use existing tools in original ways!
The Mutations and Freakishness could work in a DF. There are three mutations for dealing with radiation you might not want. You could create more specific to your campaign as well.
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