Thursday, July 26, 2018

"E" is for "Eelwolf"


No. Enc.:  2d6 (3d6)
Alignment:  Neutral
Movement:  180' (60')
      —Swim:  120' (40')
Armor Class:  7 (See Below)
Hit Dice:  4
Attacks:  1
Damage:  1d10
Save:  L4
Morale:  9
Hoard Class:  None
XP:  355

Equally at home on land or in water, the predatory eelwolves are encountered in forests, jungles, and swamps.  Their gurgling, rasping howls echo across the wasteland nightscape.

Eelwolves' agile canine builds, combined with sinuous musculature and sleek, slimy skin, grant the creatures an AC of 4 in melee (while being AC 7 at range).  Their diverse coloration also tends to match their environs, granting them Surprise on 1-4 on 1d6 and +1 to Initiative.  When pursuing prey, and eelwolf can compress and wriggle through an opening one-fourth its size.

Eelwolf hides can be made into leather armor (AC 7) that grants a +1 to DEX and an immunity to electrical-based attacks.

Mutations:  Energy Ray (Electricity), Enhanced Vision (Night), Reflective Epidermis (Electricity)

Thursday, April 26, 2018

Mutant Crawl Classics: More Manimal Mayhem!

My Kickstarter'd heap of Mutant Crawl Classics goodies arrived this week, and I'm digging it like crazy.

I'm also starting the homebrew hacking process!

Take the official chart for starting Manimal PCs:

There's key omissions, with no chance for, say, gatoroids or hippoids or kangaroids, and that just won't do!

So here's my tweaked version:

Also downloadable in PDF form right here!

Saturday, March 24, 2018

"P" is for "Prongalope"


No. Enc.:  1d6+2 (2d10)
Alignment:  Neutral
Movement:  210' (70')
Armor Class:  5
Hit Dice:  5
Attacks:  2 or 1 (x2 weapon, or 1 gore)
Damage:  by weapon x2, or 1d6
Save:  L5
Morale:  9
Hoard Class:  VII
XP:  1,100

Prongalopes are man-sized, nomadic giraffoids with horns that coruscate with green electricity.  They travel the wastelands in tigh-knit clans, living off the lands and bartering for what they can't scavenge...and if negotiations fail, prongalopes are not above taking what they need..

Fast and frenetic, prongalopes strike twice per round with the same weapon, melee and ranged alike.  Their natural agility gives them a base AC 5, which can be improved by shields and tech.

Prongalopes settle tribal rivalries with elaborate dance contests, and their mutations are ideally suited to this purpose..  Once a year, the beings gather by the thousands to resolve debts, disputes, divorces, and all manners of conflicts via the art of "serving".  Prongalopes will gladly "step to" PCs and "take them to the prairies" in place of combat.

Mutations:  Combat Empathy, Energy Ray (Electricity), Fragrance Development, Increased Balance, Precognition 

Friday, February 23, 2018

"Gonzo Crawl Classics"... Meh, That Needs Work

Here's another from the deep cesspit of derelict projects, a Dungeon Crawl Classics-esque background list for 0-level morts.

I have some scribblings for a goofy corresponding adventure.  Maybe make it a zine?  You kids today are into zines, right?

Sample Preview!

Friday, February 16, 2018

And Now To Find Out What This Project REALLY Is!


The Mutant Future Version!


Going forward, I'll post whatever gaming stuff strikes my fancy, meaning I may ease up on the "almost entirely post-apoc" theme.  As I said, I have plenty of half-baked scrawlings, including stuff for Dungeon Crawl Classics, "PCs That Never Were", and further Savage Worlds nonsense over at my other neglected blog.

Sorry it's been so long, and I hope you'll come back around.

Monday, August 29, 2016

Apeocalypse, Wow!

The esteemed Trey Causey, Official Friend Of The Field Guide, is running a nifty 1970s ape-thang.

Here is my character, created as a Pure Human with the Mutant Future rules (with added skills via Stars Without Number; I think we're also maybe using the default D&D ability mods?). Stats were generated via "4d6, drop the lowest, place, and ignore the +3 Pure Human attribute bonuses", so don't begrudge me his rockin' scores.

Dr. Conrad "Rip" Ripper
Two-Fisted Space-Psychiatrist

Character Type:  Mission Specialist
Alignment:  Heroic Impulsive

Level:  1
Hit Points:  78
Armor Class:  Whatever A Spacesuit Is (7?)
Movement:  Towards The Action

STR:  14 (+1)
DEX:  11  (-)
CON:  15  (+1)
INT:  17  (+2)
WIL:  15  (+1)
CHA:  15  (+1)


)  Perception
)  Profession (Psychiatry)
)  Science!
)  Tech (Medic)

To Hit / Damage (Melee) / Forcing Doors:  +1
To Hit (Missile):  -
AC:  -
Technology Rolls:  +10%
Reaction Adjustment:  -1

Saving Throws
Energy Attacks:  15
Poison / Death:  12
Stun Attacks:  14
Radiation:  13

Mutations:  None

)  Fists (1d3+1)

)  All-Purpose "Space Gear" (looted from our stasis-satellite)

)  Pipe and Tobacco

XP:  None Yet (but plenty earned at The Med School Of Hard Knocks)

Dr. Conrad "Rip" Ripper believes in handling problems head-on, whether they're deeply-rooted neuroses, mouthy drunks, or jaguars / robots / Commies / aliens / ape-men that need barrels thrown at their heads.

And while he may first lay you flat, Rip will gladly discuss your feelings, life choices, and maternal figures that led you to such an unfortunately necessary comeuppance.  See, he truly wants to help you, even if it requires a prescription-strength sock to the jaw.  This sometimes gets him into trouble when patients don't want his vigorous brand of therapy.

Rip is never without his trusty pipe [he unofficially has skill levels in "Smoking"], DSM-II (7th printing, 1974 edition), and journal in which to inscribe his insightful musings.

Monday, June 27, 2016

Mutants In The News — "Doc-In-A-(Big)-Box" Edition

NPR has a great article / podcast about the Strategic National Stockpile, those super-secret storehouses chock full o' medical machines, vaccines, and everything in between!

Each overstuffed site is apparently bigger than two Super Walmarts smashed together, with jumbo flags hanging from the ceilings.  You don't get much more American than that.

Just add renegade robots, killer fungi, and sentient cockroaches, and you have yourself a megadungeon just begging for a looting!