Saturday, March 31, 2012

"Y" is for "Yiyi"

Yiyi  ("Treeseer")

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  30' (10')
Armor Class:  6
Hit Dice:  2
Attacks:  2 (2 claws)
Damage:  1d3 / 1d3
Save:  L5
Morale:  10
Hoard Class:  VI, VIII, XIX, XXII
XP:  101

Eerie and elusive, the nocturnal yiyi (pronounced yī-yī) lurks in the densest, darkest jungles, foraging for grubs, fruits, and nuts.  Its bulbous, milky eyes—and extra eyestalks—seemingly see nothing, yet everything, at the same time.  A yiyi is never Surprised.

By tapping on the trunks/stems with their elongated claws, yiyis "speak" the secret language of plants, and they can commune with all vegetation (mutated or otherwise) in this fashion.  Anyone seeking out a yiyi for its prophetic abilities requires a Mutant Plant companion to translate.

A yiyi's grove is littered with precious artifacts and offerings left by pilgrims and disciples. But legend has it that robbing from or, worse, slaying a yiyi will incur the wrath of the entire planet's plantlife....

Mutations:  Increased Sense (Vision), Extra Parts (Eyes), Killing Sphere, Optic Emissions (Bright Eyes, Gamma Eyes), Possession, Precognition

Friday, March 30, 2012

"F" is for "Falkaiser"


No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  18' (6')
         —Fly:  420' (140')
Armor Class:  2
Hit Dice:  4
Attacks:  3 (2 claws, 1 bite)
Damage:  1d4 / 1d4 / 1d6
Save:  L6
Morale:  9
Hoard Class:  XVI
XP:  300

The imperious, domineering falkaisers are raptors with egos inversely proportional to their 2' tall frames.  Their eyes pulse an unholy purple, and bony spurs ring their brows.

Falkaisers possess powerful hypnotic abilities [essentially, a tripling of the Fragrance Development Physical Mutation] that allow them to control up to 24 HD of creatures, or any single creature with less than 19 HD (or 19 CON), within 45' for 6d12 rounds upon a failed Saving Throw Versus Poison.  They lead their  armies in campaigns of conquest, targeting isolated settlements and townships.

Despising physical contact with their inferiors, falkaisers avoid combat, preferring to direct their thralls from the sidelines.  They will engage if forced, though, using Dive attacks almost exclusively.

All falkaisers vocalize in sneering, vaguely Ancient European accents.

Mutations:  Fragrance Development (x3)

Wednesday, March 28, 2012

Radioactive Review — 'Wisdom From The Wastelands' #4: New Races

Nasty, brutish, and short review:  Ugh.  New PC classes.  Power creep and utter needlessness abounds.

The five-page Wisdom From The Wastelands #4: New Races introduces 7 new PC races (synonymous with other games' character classes) for Mutant Future, along with some new Robot/A.I. interaction rules.

The additions include:

) Ancients:  Healthier, smarter, and prettier time-lost Pure Humans.  d8 HP.  Start with 1d3 non-defect Mutations justified as pre-Apocalypse cyberware.  Technologically savvy. Vulnerable to current diseases and poisons.

) Aquatics:  Pure Humans (not Mutant Humans, oddly) who've been all Patrick Duffy'd up, with various degrees of beneficial related mutations.  d8 HP.

) Body Masters:  Mutant muscleheads who've bred out the Mental Mutations and Physical Drawbacks from their line.  Can trade up physical stats while reducing mental.  d6 HP. Improved physical-ish Saves; diminished energy-ish ones.

) Exotics:  Body-modded, anime-styled Furries.  Still considered to be Pure Humans, but gain up to 4(!) at-will "cosmetic" Mutations.  d8 HP.

) Humans, "Regular":  Like Pure Humans, but weaker.  Mutation-prone.  Begin with d8 HP, but shift to d6 upon gaining Mutations in play.

) Insectoids:  Bug PCs.  Mutation-heavy.  Increased Strength and Willpower; reduced Intelligence and Charisma.  d6 HP.

) Mind Masters:  The inverse of Body Masters.  d4 HP.

After the new races come the optional A.I. Recognition rules.  They flesh out how Robots and/or A.I.s will interact with PCs, with a table listing modifications based on Mutationsthe more freakish the PC = the worse the interaction.  Innocuous.

I get why players love new options.  More options = theoretically more chances for Fun-with-a-capital-F.  Who doesn't love Fun?

But this crusty GM doesn't see the need for the kind of options presented by WftW #4, as almost everything  is already embodied in the Mutant Future Core Rules.  

Want to play an Ancient or Regular Human?  Fine.  Tweak your standard Pure Human.

Want to play an Aquatic, Exotic, or Body/Mind Master?  Just ensure you roll well (*snort*) on the Random Mutation charts.

Want to play an Insectoid?  You already can, if you pick a buggy Mutant Animal at character creation.

And not only do these classes overlap with what's already available, but they are inherently "better".  Better HD.  Better Mutations.  Better modifiers.  Better odds at not ending up like these iconic UHDs ("Utterly Hopeless Dudes"):

So, sure, I understand why Players might want this material.  The new classes come with plenty of perks not available by rolling up your random Mutant the ol' fashioned way.  You get to streamline your character into something predictable and, even better, playable.

But my gut reaction to this supplement was the same as when I first read Unearthed Arcana wayyyyy back in the day:  Why would a GM inflict this on himself?!

Mutants In The News — "Well, We Know What To Feed The Pythons" Edition

Florida is fast becoming the Australia of the U.S.  And by that, I mean every animal there wants to kill you.

Tuesday, March 27, 2012

"L" is for "Losk"


No. Enc.:  1d6 (2d6)
Alignment:  Any
Movement:  120' (40')
Armor Class:  4 (or less)
Hit Dice:  6
Attacks:  1 or 2 (1 or 2 weapons) (see below)
Damage:  by weapons(s) (see below)
Save:  L6
Morale:  8
Hoard Class:  XIV + see below
XP:  1,820

The Losk (both singular and plural) are a race of folksy, hermaphroditic gastropoids found in all but the driest climes.  Even the most sinister of their kind are affable and neighborly.  A Losk stands 4' tall, and possesses a coiled shell, bulbous eyestalks, and a glistening complexion.

Technologically savvy, many Losk bond Ancient artifacts onto—or into—their carapaces. Any given Losk has a 30% of having Advanced Armor, an Advanced Melee Weapon, a gun/rifle, or a grenade/missile launcher attached to its person.  Such armaments are usable simultaneously with handheld weapons.

Telling a Losk to "go salt itself" is one of the most egregious epithets in the Mutant Future.

Mutations:  Fragrance Development, Increased Willpower, Quick Mind, Reduced Oxygen Efficiency [D], Reflective Epidermis (Cold)

Sunday, March 25, 2012

"T" is for "Thunderbug"


No. Enc.:  0 (3d8)
Alignment:  Neutral
Movement:  180' (60')
Armor Class:  0
Hit Dice:  5
Attacks:  1 (gore or trample)
Damage:  3d6 or 2d12
Save:  L3
Morale:  9
Hoard Class:  See Below
XP:  800

After developing for 7 years as subterranean larvae, adult thunderbugs—ornery, armored, and bison-sized—claw their way to the surface in search of food.  They migrate in herds, stripping plains bare of plantlife and crops, and their distinctive chirping and bellowing strikes fear into farmers' collective hearts.  (If molebears and karkadillos didn't keep the thundergrub populations down, the Mutant Future would certainly be overrun.)

Thunderbugs do double damage after Charging.

Traders, armorers, weaponsmiths, and artisans pay hefty prices [as determined by the Mutant Lord] for thunderbug "hides" and "ivory".  And Yinsects have been rumored to utilize the creatures as mounts.

Mutations: Natural Armor (Extreme) (x3)

Thursday, March 22, 2012

"S" is for "Scorpodile"


No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  90' (30')
Armor Class:  1
Hit Dice:  4+1
Attacks:  3 or 2 (2 claws, 1 bite, or 2 stingers)
Damage:  1d6 / 1d6 / 1d4, or 1d8 + poison / 1d8 + poison
Save:  L3
Morale:  11
Hoard Class:  None
XP:  590

Scorpodiles are ferocious, chitinous, 10' long beasts that prowl swamps and sewers. Though they never stray far from damp environs, they lack the ability to swim, and will never be encountered in waters deeper than 3'.

Scorpodiles are faster than they appear, and gain a +1 with all To Hit rolls.  And their pincers are surprisingly dexterous, allowing the creatures to open doors, pull levers, and manipulate select (non-weapon) objects.  (Fortunately, they're seemingly not that intelligent...seemingly....)

Each of a scorpodile's tail-stingers injects a different type of venom (as determined randomly on the Poison Class Table).

Mutations:  Aberrant Form (Manipulating Pincers), Extra Parts (Limbs, Tails), Toxic Weapon (Venom) (x2)

Wednesday, March 21, 2012



Hit Dice:  8
Frame:  Biomorph
Locomotion:  Legs (120'/40')
Manipulators:  Advanced Hands
Armor:  Duraplastic (AC 5)
Sensors:  Class 1 (-2 To Hit)
Mental Programming:  Programming
Accessories:  Vocalizer
Weaponry:  Starmitar (1d8+8 damage)
XP:  1,560 (+ 500 per implant)

The elite shocktroopers of the Cosmic Caliphate, starraiders are man-sized constructs that resemble mechanical versions of the Cosmic Caliph himself.  They function as soldiers, enforcers, and peacekeepers, and attack with overwhelming numbers and efficient brutality.

Each starraider is equipped with a starmitar (clearly derived from warp-field technology) that runs for 45 minutes on a minifusion cell.

The standard, expendable starraiders are made from white duraplastic.  Specialized variants include the pink radraiders (designed for irradiated wasteland environs; equipped with Gamma Eyes implants), green leafraiders (jungle warriors with Increased Sight and Hearing implants; Surprise on a roll of 1-4 on 1d6 in verdant environs), and black noxraiders (assassin-bots equipped with Night Vision implants; Surprise on a roll of 1-5 in darkness).

Starraiders all speak in the same synthesized, computerized monotone.

Saturday, March 17, 2012

The Brutal Post-Apocalyptic Wasteland Is All About Scavenging...

...which is the polite way of saying "shameless theft."

Gavin at the snazzy O.M.E.G.A. Future World blog posted a link to a nifty animation called Ruin, by OddBall Animation studios.

I'm cross-posting it here, not only because it's a hoot, but to remind me to keep up with future updates.  (I tends ta get a mite distracteds, ya see.)

And you can check out test footage and other info at Oddball Animation's very own site.

Thanks, Gavin!

Thursday, March 15, 2012

"M" is for "Megrilla"


No. Enc.:  1 (1d3)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  4
Hit Dice:  10
Attacks:  2 or 1 (2 fists, or 1 bite)
Damage:  1d10 / 1d10, or 2d8
Save:  L5
Morale:  11
Hoard Class:  XII
XP:  3,800

The arboreal megrillas are massive, 10' tall beasts with black fur on their bodies and blue on their underbellies.  Their bullet-shaped snouts always point upwards, revealing expansive maws lined with rows of razored teeth

Megrillas never win Initiative in their first combat round, as they perform antagonistic threat displays to intimidate their foes (which causes all seeing them to suffer a -2 to Morale checks).  Anyone/anything that flees will be promptly chased down and devoured.

If a megrilla successfully strikes the same target with both fists in the same round, it immediately shoves the victim in its jaws, getting a free biting attack for 2d8 damage.  A megrilla cannot both move and attack in this fashion in the same round.

Mutations:  Increased Sense (Smell), Simian Deformity [D]

Saturday, March 10, 2012

"S" is for "Slammoth"


No. Enc.:  0 (1d4)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  4
Hit Dice:  12
Attacks:  1d4+1, or 2, or 1 (1d4+1 bludgeons, or 2 tusks, or trample)
Damage:  2d6 per bludgeon, or 2d4/2d4, or 4d8
Save:  L6
Morale:  9
Hoard Class:  None
XP:  6,800

Slammoths are massive, lumbering, 12' plants in pachyderm form, with barky bodies draped in moss and "tusks" comprised of gnarled woody growths. They dwell in dense forests and jungles, feeding off of overgrown lichens and fungi.

Each slammoth possesses 1d4+1 trunk-like tendrils that end in thorny bulbs.  15% of any given bulbs inject poison (Poison Class determined at random) with a successful strike.

Slammoths are sometimes (20%) infested with 1d6 leafbleeders.  These surly hangers-on use the slammoths for locomotion, and better access to prey.

Mutations:  Abnormal Size, Animal Limbs/Organs, Epidermal Photosynthesis, Free Movement, Full Senses, Natural Armor (Plant)

Thursday, March 8, 2012


Chiklak  ("Lobsturtle")

No. Enc.:  1d4 (2d8)
Alignment:  Any
Movement:  75' (25')
      —Swim:  120' (40')
Armor Class:  2
Hit Dice:  11
Attacks:  2 or 1 (2 claws, or 1 head-butt)
Damage:  2d6 / 2d6 or 1d8
Save:  L11
Morale:  10
Hoard Class: V, XIV
XP:  5,200

From the mucky swamp-seas of the bogworld Morassmus-Prime come the Chiklaks, a tribal race of 9' tall fluorescent reptoids.  Mighty warriors, they possess crushing pincers, armored carapaces, and beam-projecting antennae.  Their primitive villages are comprised of mud-domes connected by extensive tube networks running above and below the mire.

Chiklaks can telescope their necks up to 10' in length, providing a +1 bonus on Initiative rolls if surveying an area for foes.  They also use this maneuver in combat, doing 1d8 ramming damage and knocking targets prone with a successful strike.

The Chiklaks' claws prevent them from utilizing weapons and technology effectively; they suffer a -4 To Hit penalty when doing so.

Chiklak PCs have d10 HD per point of CON, gain +3 STR, lose -5 DEX and -3 INT, and possess the full suite of racial Mutations.  25% (determined at character creation) of all such PCs suffer from Albinism [D],  and are generally shunned by their fellows.

Mutations:  Energy Ray, Natural Armor (Extreme) (x2)

Wednesday, March 7, 2012

Radioactive Review — 'Wisdom From The Wastelands' #3: High-Tech Weapons

Issue #3 of Wisdom From The Wastelands focuses on every post-apocalyptic player's favorite toys:  the weapons!  Six brand-new categories of Ancient armaments are introduced to the Mutant Future arsenal:

) Flamers (flamethrowers, duh)
) Micro-Missile Guns (gyrojets)
) Nerve Rippers (super-tasers)
) Rail Guns (handheld bolt-throwers!)
) Sliver Casters (flechettes a'plenty)
) Scramblers (anti-robot guns)

Each type gets several paragraphs, with relevant descriptions and game effects.  While I've made no secret about my preference for the "less is more" approach, I can't find fault with all the info here, as the Core Rules detail the fancier tech-weapons at length.

These gizmos are welcome—and, even better, fun—additions to the Mutant Future-verse. I've always loved gyrojet launchers since I learned of them from my Star Frontiers boxed set, so I'm giddy to have them here.  And the other gadgets bring flash and pizzazz to the post-apocalyptic proceedings, what with all the fire and electricity and metal fragments and such. I'm usually a pretty low-tech GM when it comes to my Gamma World-ing screen-monkeying, and most games fall apart before getting to the really cool Artifact hoards.  But I'd love to deck out some antagonists with these gadgets, and let my PCs fend for their lives.

(Oh, has been par for the course for the WftW series, this 5-page, 99¢ supplement is neat and clean, with appropriate art to break up the text.)

In summary, this is an awesome addition to the Mutant Future-verse.  Buy it.  And given the quality of the first 3 WftW releases—and they're up to 6, as of today—and my glowing reviews, I'm afraid I'm going to sound like a Skirmisher Publishing shill.

"F" is for "Fogdog"

Fogdog  ("Miasmutt")

No. Enc.:  1d8 (2d6)
Alignment:  Neutral
Movement:  165' (55')
Armor Class:  5
Hit Dice:  3
Attacks:  1 (bite)
Damage:  1d6 + drain
Save:  L3
Morale:  9
Hoard Class:  None
XP:  155

The 5' long, 3' tall, hexapodic fogdogs are the companion beasts of the invading Uranians. They are used primarily to guard the gas giant methane generators, but also serve as scouts and hunting guides.

Upon a successful hit, a fogdog's siphoning snout continuously drains both 1d6 Hit Points and -1 CON per round, leaving its victim a withered husk.  Only the fogdog's death releases its hold.  (CON points recover at a rate of 1d4 per week, with proper hydration and rest.)

While deaf, their hypersensitive snouts and all-seeing eyes more than make up for any deficiencies.  Fogdogs are never Surprised, and can flawlessly track even the faintest trails.

Fogdogs share the same sensitivity to oxygen as their Uranian masters.

Mutations:  Extra Parts (Eyes, Legs), Frailty ("Oxygen Toxicity") [D], Increased Sense (Smell, Vision), Reflective Epidermis (Cold)

Tuesday, March 6, 2012

Mutants In The News — "I Know An Old Lady Who Swallowed A Robot..." Edition

The BBC reports that DARPA has created the fastest robot yet on four legs.

Appropriately enough, it's named Cheetah.

I guess they needed something to chase down and eliminate all those robotic ostriches.

Read the article for the video, and links about dogmechs and lizardroids.


Bokka  ("Space Yeti")

No. Enc.:  1d4 (2d4)
Alignment:  Any
Movement:  120' (40')
Armor Class:  5
Hit Dice:  9
Attacks:  2 or 1 (2 fists, or weapon)
Damage:  1d6 / 1d6, or by standard melee weapon +2, or by technological weapon +4
Save:  L9
Morale:  9
Hoard Class:  XV
XP:  4,500

Hailing from the glacial wastes of Koowie (fifth planet of the Gelid Rim), the Bokka (singular and plural) are 7' tall, shaggy humanoids known throughout the cosmos for their technological prowess and psionic abilities.  They make masterful pilots, engineers, and combat physicians.

A Bokka's highly sensitive antennae are the sources of its mental might.  When Bokka are captured by slavers or the Cosmic Caliphate's press-gangs, their antennae are surgically removed; any such mutilated lose all Mental Mutations, -5 WIL, and -3 CHA...but also gain a Morale of 12 when dealing with those responsible.

Out of sensitivity to the modesty—and pride—of other sentient races, the Bokka always wear pants.

Bokka PCs have 1d8 Hit Points per point of CON, gain +3 to WIL, and the full suite of racial Mutations.

Mutations:  Intellectual Affinity (Tinkerer), Metaconcert, Mind Thrust, Neural Telepathy, Reflective Epidermis (Cold)

Sunday, March 4, 2012

Mutants In The News — Hunkerin' For A Bunkerin' Edition

I know lists are easy and kinda hacky—and shamelessly reposting them is even worse—but just compiled the Top 10 Places To Ride Out The Apocalypse.

I think a site like the Svalbard Global Seed Vault—particularly an IRRADIATED Svalbard Global Seed Vault—would make a crazy-go-nuts-ly awesome megadungeon.

Saturday, March 3, 2012

"U" is for "Uranian"

Uranian  ("Gasgoon")

No. Enc.:  1d4 (2d10)
Alignment:  Chaotic
Movement:  60' (30')
Armor Class:  6
Hit Dice:  11
Attacks:  2 (2 claws-n-saws, or 2 ranged saws)
Damage:  1d6 + 1d12 / 1d6 + 1d12, or 1d12 / 1d12
Save:  L11
Morale:  9
Hoard Class:  XXI, XXII
XP:  6,000

Enjoy your last gasps of sweet oxygen, puny Earthlings...for you shall never breathe again!!! 

Hailing from the Seventh Planet, the cunning Uranians are grotesque, 7' tall beings with 3 eyes, 3 snouts, and floppy ears.  Their arms end in sharp pincers that open to reveal even sharper organic "buzzsaws" that can cut through foot-thick steel.  These saws also extend outwards to engage foes up to 15' away.

The Uranians seek to conquer and colonize Earth, but first they must terraform the planet so that its atmosphere mimics that of their homeworld.  To this end, the Uranians and their robo-drones construct enormous, 200' tall methane generators (dubbed gas giants) that pump out ammonia and methane.  These towers convert the surrounding landscape into inhospitable, gaseous wastelands at a rate of an ever-expanding 2 miles per day.

Oxygen is poisonous to Uranians—they die within 1d4+1 rounds of exposure—so they will only be encountered within the aforementioned vapor-zones, or within their own spacecraft or strongholds.  PCs wanting to engage the towers and/or the Uranians themselves must wear the appropriate environmental gear (advanced armors, environmental armors, etc).

The flowing, shimmering robes worn by Uranians not only harmlessly absorb laser blasts, but successfully re-direct such attacks at a target of choice on a roll of 1-3 on 1d6.  [Rolls of 4-6 mean the blasts reflect in a random direction, as determined by the Mutant Lord.]

Uranians keep fogdogs as companion beasts.

Mutations:  Extra Parts (Eyes, Snouts), Frailty ("Oxygen Toxicity") [D], Increased Sense (Smell, Taste), Reflective Epidermis (Cold), Unique Mutation ("Saw-Claws")