As full of illogical holes as the 1995 movie "Waterworld" was, I couldn't help but see its potential as a role-playing game. Digging Star Frontiers as I do, I decided to work on a playable hybrid of the two concepts.<br /><br />There are no spaceships in the game, no advanced weaponry or any alien races. But it does have waterborne vessels, a whole slew of improvised weaponry, and humans with mutations (the player characters). The game mechanics use Star Frontiers Alpha Dawn Expanded rules, minus any referrence to advanced weaponry and alien races.<br /><br />No PSAs; skills on the skill list can be learned by any character, with the technically complex skills requiring more XP to advance in level than say mere fighting skills. Also, skills do not come in clumps (having the 'Projectile Weapons' skill does not mean the character is automatically skilled in every possible type of projectile weapon, etc). Each weapon skill is exclusive to that particular weapon type. <br /><br />As far as ship combat, Knight Hawks stats and maneuvering fits nicely, although 1 map hex = 1 nautical mile. The ADF, MR, DCR, and HP ship stats actually work better on the water. Ships are powered either by oar, wind or propeller (or sometimes in combination).<br /><br />The mutations are determined randomly (d100), and range from Costner's Ichthyo Sapien (extremely rare) to those that the mutant character may not recognize to be a mutation. Then there's the ever present threat that the "normals" (who do not have or otherwise hide their mutation) will find out that one or more of the PCs is a mutant (= death or imprisonment).<br /><br />The website for Waterworld-SF is still under construction. Could use this list's perspective on the game idea.
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