Thursday, February 9, 2012

"T" is for "Time Viper"

Time Viper

No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  60' (20')
Armor Class:  4
Hit Dice:  4+1
Attacks:  1 (bite)
Damage:  1d6 + Poison
Save:  L3
Morale:  8
Hoard Class:  VI
XP:  365

Time vipers are sluggish, stocky, 12'-15' long serpents with thick, lumpy scales and three lifeless eyes.  They inhabit warm and wet environs, and often lurk in underbrush or dense foliage to surprise rodents and small game.

The bite of a time viper is feared throughout the Mutant Future, as their venom acts as the Ancestral Form Mental Mutation [p. 28 of the Mutant Future Core Rules].  Upon exposure, a victim must make a Saving Throw Versus Poison, or start losing mutations each round as written.  Furthermore, the subject regresses to a more "youthful" state, losing muscle mass (-1d6 STR), libido (-1d6 WIL), and secondary sexual characteristics (-1d6 CHA).  Lost points recover at a rate of 1 point per Ability per calendar year.

A time viper's "pubescent poison" loses its toxicity 1d4 turns after being removed from the living serpent, so malefactors wishing to use it offensively breed the snakes in captivity.  In most communities, anyone caught with a time viper in their possession is put to death without trial.

Mutations:  Enhanced Vision (Night Vision), Extra Parts (Eyes), Toxic Weapon ("Pubescent Poison")



Designer's Notes:  Inspiration for this beastie came from an article on Russell's pit vipers and their nasty pituitary-disrupting venom.

Tuesday, February 7, 2012

Radioactive Review — 'Wisdom From The Wastelands' #1: Artifacts, Manuals, and Toolkits



Although I bought Wisdom From The Wastelands #1 from RPGNow the second it went live, my fellow apoca-bloggers beat me to mentioning it...so I wasn't gonna bother, given that I'm already worried enough about biting peoples' styles.

But I don't think anyone's actually reviewed it yet, so I thought I'd step up.

Short review:  It's a slick little publication, and I anxiously await the next volumes.

Read on for the longer version.


Wisdom From The Wastelands #1:  Artifacts, Manuals, & Toolkits is a five page PDF (six, with OGL).  They layout is clean, the art is evocative, and the formatting makes it fit right in with the Mutant Future Core Rules.  It has the look and feel of a "proper supplement", if that makes any sense.

The introduction provides a nice overview of the intentions and methods behind the madness. (Nitpick:  the word rules got way too much play for my tastes, appearing 5 times in 3 back-to-back sentences.  Thesaurus, people!)

Then comes the crunch, with Rules Option: Bonuses To Figuring Out Artifacts.  The Technology Rolls section in the main rulebook only gets 3 small paragraphs, so these expanded modifiers for success—and penalties for mishaps and maiming—are welcome additions.  

(Brief digression.  In my Gamma World games of yore, I dreaded the whole process of figgerin' out artifacts, because it invariably went like this:

GM Me:  "You find a small, cracked rectangle with some faded writing reading "EWINO" or maybe "EWIND", and attached is a thin, knotted-up cord—"

Player:  "It's a Walkman.  NEXT."

GM Me:  "Damn it."

I like to think I've gotten better, but I welcome any mechanics that make my efforts less prone to lameness.)

The next sections involve the care and feeding of your techno-treasures, with Rules Option: Manuals and Rules Option:  Toolkits.  These sections not only expand the types of goodies available in the Mutant Future, but capture the "rediscovering, rebuilding, and maintaining The Past" aspects that I like in my post-apocalyptic gaming.  And the fact that manuals are essentially spellbooks is pretty clever.

So what do you do after you've lovingly figured out and repaired your new toys?  Why, you break them, of course...and the last pages offer all manner of charts (Item Strength, Item Saving Throws, and Damage Modifiers Based On Damage Type) to facilitate the destruction.  I'm no rulesmonger, but I have enough HERO System GM in me that I like knowing the degrees of oomph required to blow up wood versus ice versus plastic versus rock versus metal.  This section is gold for a Mutant Lord with carnage-minded PCs.


When all is said and done, this is just about the best 99¢ I've ever spent on a gaming product.  It's not necessary by any means, but it really fleshes out the mechanical, um, mechanics.

I can't wait to see what else they do.  I'd love to see an issue on vehicles, as I feel that they really get short shrift (particularly pertaining to combat) in the Core Rules.

A worthy purchase, so give 'em your lucre.

Monday, February 6, 2012

"H" is for "Hanivore"

Hanivore

No. Enc.:  1d6 (2d6)
Alignment:  Chaotic
Movement:  75' (25')
     —Swim:  150' (50')
Armor Class:  6
Hit Dice:  7+1
Attacks:  3 or 1 (2 tentacles, 1 bite, or by weapon)
Damage:  1d6 / 1d6 / 1d4, or by weapon
Save:  S7
Morale:  9
Hoard Class:  XVI
XP:  1,700

Hanivores are freakish, rubbery creatures that stand 8'-9' tall on their multiple spindly, tentacular legs.  Every aspect of their appearance exudes disquiet and menace, from their wheezing gills to their grinding teeth to their black, soulless eyes.

Hanivores dwell deep within toxic seas, but launch surprise raids—often while wielding Ancient weaponry—on beachside communities.  They make the diabolical most of their ability to survive an hour out of water.  And given the flexibility of their hides, hanivores only suffer half damage from conventional weapons and firearms.

Their use of technology indicates intelligence, but all attempts at communication (including Neural Telepathy, to which they are immune) with the hanivores has failed, and no evidence of their culture has been observed by surface dwellers.

Mutations:  Aberrant Form (Lungs and Gills), Mental Barrier



Friday, February 3, 2012

I Love You, Space Yeti. And Your Lobsturtle Sidekick.

I owe Arcadian at the No Signal! Encounter Critical blog a debt of eternal gratitude (or at least a sixer of his favorite libation), because he put to rest something that's haunted me for over 30 years. 

I'm talking about the names of these guys:


My beloved Great-Aunt Meoma bought me a bag of these figs at a local TG&Y (a long-gone Southern five & dime chain) when I was but a wee one, but they went the way of the garbage during my teenage years.  I tried looking them up at the dawn of The Internet, but eventually gave up because my searches for "day-glo turtle-crab Star Wars knockoffs" got me nowhere.

But just two days ago, Arcadian changed the header pic on his blog, and...THERE THEY WERE.  He told me to Google the GALAXY LASER TEAM by Tim-Mee Processed Plastics. So down I went down the rabbit hole of nostalgia, and discovered more info about the little guys at the Secret Fun Blog, and found a great photo-history of the cheap plastic crap that filled my childhood.




Many, many thanks, Arcadian.  You've made my week.



I was CRUSHED AS ONLY A KINDERGARTNER CAN BE CRUSHED when the stickers wore off.


I am soooooooooooooooooo statting-up these guys.

Wednesday, February 1, 2012

"U" is for "Uligin"


Uligin  ("Murkbird")

No. Enc.:  1d4 (1d4)
Alignment:  Chaotic
Movement:  30' (10')
         —Fly:  90' (30')
Armor Class:  5
Hit Dice:  12
Attacks:  3 (2 claws, 1 bite)
Damage:  1d4 / 1d4 / 1d8 + poison
Save:  L12
Morale:  8
Hoard Class:  XV
XP:  4,400

The Uligin (both singular and plural), also called "murkbirds" or "blackheart birds", are hefty, 10' tall feathered fiends of demented intelligence and cruelty. Their nausea-inducing reddish / greenish / blackish coloration reflects the foulness of their twisted souls.

A uligin can generate a roiling cloud of oily darkness up to 60' in diameter around itself. Those caught inside suffer three effects:  they are Blinded [see p. 36 of the Mutant Future Core Rules], take damage as if within a Vampiric Field [p. 31, with the damage going into a reserve pool, as well], and lose -2 to Morale.  The Uligin are completely immune to any and all effects of these clouds.  Their saliva also teems with germs, and acts as an effective Class 3 poison.

While most uligin are content to bully and terrorize rural communities, exceptionally ambitious specimens become bandit kings and crime lords.  These nasty individuals lead gangs of 3d6 mutant hooligans of all stripes.

Mutations:  Enhanced Vision (Night Vision), Mind Reflection, Toxic Weapon (Venom), Unique Mutation ("Miasma Generation")





Tuesday, January 31, 2012

Mutants In The News — We Need Casper Van Dien Now More Than Ever Edition

I've blogged about invasive predatory constrictors before, and here's the newest terrifying findings:  the serpents are devouring all the mammals in The Everglades.

(The article went with that ubiquitous snake-eating-a-gator pic.  This is better.)

Burmese pythons, originally kept as pets, are the likely cause of a severe mammal decline in Florida's Everglades.

Researchers found a strong link between the spread of pythons and drops in recorded sightings of raccoons, rabbits, bobcats, and other species...they report that observations of several mammal species have declined by 90% or more.


And when the snakes run out of furry, four-legged food, there's only one "other species" that will satiate them.  I think we all know what to expect....

Wednesday, January 25, 2012

"L" is for "Lysid"

Lysid  ("Pillbud")

No. Enc.:  1d6 (2d8)
Alignment:  Lawful
Movement:  75' (25') 
Armor Class:  4
Hit Dice:  8+2
Attacks:  5 or 2 (4 claws, 1 bite, or 2 weapons)
Damage:  1d6 / 1d6 / 1d6 / 1d6 / 1d4, or by 2 weapons + 3d6
Save:  L8
Morale:  10
Hoard Class:  VII, XIV
XP:  4,220

The Lysids are a race of 6' tall, be-carapaced isopoids that favor dark, damp environs, like lush forests, dank caves, and Ancient ruins. 

Despite their prefered habitats, Lysids are a gregarious and outgoing people, and relish contact with other sentients.  They can be menaces to themselves and others, though, as their general dimwittedness and clumsiness are amplified by their rowdiness and love of bingeing.  Luckily for the Lysids, their thick exoskeletons provide a 75% reduction against damage from conventional melee weapons, firearms, and explosives.

Lysids make excellent bodyguards and laborers, and can often be persuaded to take compensation in the forms of homemade liquors and/or Ancient erotica.

Mutations:  Atrophied Cerebellum [D], Enhanced Vision (Night Vision), Increased Physical Attribute (Strength), Natural Armor (Extreme), Temperature Control (Cold)



Monday, January 23, 2012

"V" is for "Vibreetle"

Vibreetle

No. Enc.:  1d4 (1d6)
Alignment:  Neutral
Movement:  90' (30')
Armor Class:  3
Hit Dice:  7
Attacks:  1 (bite)
Damage:  1d10
Save:  L4
Morale:  10
Hoard Class:  VI
XP:  1,490

Vibreetles are flightless insects the size of Ancient sport utility vehicles.  Ravenous carnivores, they relentlessly hunt prey through olfactory glands in their feet.

Vibreetles rub their wings together to generate destructive sonic waves that inflict 4d6 damage to every target within a 50' radius.  These attacks are usable every other round, and shatter glass and ice, and liquefy flesh and bone.  Vibreetles also use their abilities to disorient and stun targets.

While unconfirmed, rumors persist that vibreetles can mimic human speech.

Mutations:  Energy Ray (Sonic) (Modified), Increased Sense (Smell), Shriek (Greater)





Sunday, January 22, 2012

"M" is for "Monkit"

Monkit

No. Enc.:  1d6 (3d6)
Alignment:  Neutral
Movement:  150' (50') 
Armor Class:  4
Hit Dice:  1+1
Attacks:  3 (2 claws, 1 bite)
Damage:  1d2 / 1d2 / 1d4
Save:  L1
Morale:  7
Hoard Class:  III
XP:  27

Monkits are 2' tall felines with primate-like builds and the corresponding agility.  They dwell in forests, jungles, and ruined cities; essentially, anywhere they can easily brachiate to avoid the ground entirely.

Arboreal monkits often live in symbiotically mutualistic relationships with otherwise deadly mutant plants (such as flame plants [see p. 72 of the Mutant Future Core Rules], morningstar plants [p. 85], skinner trees [p. 95], kablooms, and assorted carnivorous growths).  The monkits keep the plants free of parasites and distribute seeds through their droppings, and in turn gain shelter and protection.  Some monkits will even feign injury to better lure predators to their "host abodes".

There is a thriving trade for monkits as pets, but they don't domesticate easily.

Mutations:  Enhanced Vision (Night Vision), Simian Deformity [D]


 

Saturday, January 21, 2012

"S" is for "Skoral"

Skoral

No. Enc.:  0 (1d10)
Alignment:  Neutral
Movement:  0' (0')
         —Fly:  30' (10')
Armor Class:  9
Hit Dice:  Varies
Attacks:  See Below
Damage:  See Below
Save:  Varies
Morale:  12
Hoard Class:  None
XP:  Varies

Skorals are levitating colonies of bioluminescent, hard-shelled microorganisms that float languidly across the skies of the Mutant Future.  They vary in size range in size from 20' long (13 HD) to over 50' long (20 HD) to several miles long (35+ HD).

Skorals are rarely a danger to ground-based targets, as they soar at high altitudes to feed on insects, birds, and assorted flying mutants.  Any animal that bumps into a "sky reef" is either electrocuted or pierced with poisonous barbed tentacles (1d6 damage, Class 15 poison).  Skorals can also discharge clouds of pheromones to mesmerize prey that would otherwise avoid them.

Attacking skorals from the ground is foolhardy, as it will  cause the colonies to float down and attack, lashing out with hundreds of whip-like tentacles.  And killing a skoral reef is even worse, as a dead mass of large enough size can crush an entire city.

Skoral clusters are completely immune to all Mental Attacks.  Smaller specimens are favored prey item of quakewhales (who build up a resistance to skoral toxin as they age).

Mutations:  Electric Charge Generation, Flight, Fragrance Development, Injected Poison Sap, Natural Vegetal Weapons, Prehensile Tendrils (Constrictive)


Thursday, January 19, 2012

"K" is for "Kweird"

Kweird

No. Enc.:  0 (1d6)
Alignment:  Neutral
Movement:    240' (80')
Armor Class:  6
Hit Dice:  5
Attacks:  1 (peck or kick)
Damage:  1d10 or 1d6
Save:  L3
Morale:  7
Hoard Class:  None
XP:  500

Kweirds are 6' tall, flightless avians with stocky bodies atop powerful legs.  Strong and hearty, they can carry up to 450 lbs while moving at full speed, and up to 900 lbs at half movement.

Kweirds usually flee from fights, but they Charge with their pointed beaks for double damage when cornered, or commanded by a rider.  And anyone successfully struck by a kick attack must make an Ability Check Versus DEX or take an additional 1d6 damage from being sent flying 15' away and rendered prone for 1d2 rounds.

Ranchers often employ kweird-proficient "birdboys" to wrangle their livestock.  Kweirds also figure heavily into Mutant Future rodeos and "Wild West"-themed celebrations.

Mutations:  Gigantism, Mind Reflection



Wednesday, January 18, 2012

"C" is for "Chlorokill"

Chlorokill

No. Enc.:  0 (2d6)
Alignment:  Neutral
Movement:  90' (30') 
Armor Class:  7
Hit Dice:  4+1
Attacks:  1 (bite)
Damage:  1d8+4
Save:  L4
Morale:  11
Hoard Class:  VI
XP:  440

Chlorokills, man-sized plants with broad blooms and eye-covered stems, cluster in open prairies, thick jungles, and fetid swamps.  Like most flora in the Mutant Future, they come in all manner of garish colors.

Chlorokills are both ambush predators (Surprising on a roll of 1-4 on 1d6) and active pack hunters.  Their blossoms conceal gaping maws filled with razored fangs, and they doggedly pursue prey via keen visual and olfactory senses.  They look quite comical scuttling after food on their dainty root-claws, but any amusement is short-lived once they tear into their victims.

Rumors persist that certain green-thumbed slavers and raiders train chlorokills as guards and hunting companions.

Mutations:  Carnivore, Free Movement, Full Senses







Tuesday, January 17, 2012

Mutants In The News — Contagion Edition

Wired reported this last week, but I wanted further confirmation before posting...


...and now the BBC has chimed in.

For the first time, docs in India are reporting a strain of tuberculosis completely resistant to antibiotics.

Not "partially resistant", not "multi-drug resistant"...but "totally drug resistant" and "incurable".



AIEEEEEEEEEEE.

"C" is for "Cloneworm"

Cloneworm

No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  30' (10') 
Armor Class:  8
Hit Dice:  8
Attacks:  1 (bite)
Damage:  2d6 + poison
Save:  L6
Morale:  10
Hoard Class:  VII, VIII
XP:  2,560

Amongst the most dreaded beasts in the Mutant Future, cloneworms are repugnant, 10' long nematodes with slimy, semi-transparent bodies as thick as tree trunks.  They lurk on the fringes of civilization, and congregate in sewers, watering holes, grave sites, and Ancient caches.

A cloneworm's prefered prey is a sleeping Pure Human or Mutant Human, and their ferocious bite injects a narcotic Class 11 neurotoxin.  The cloneworm then distends its dripping jaws and swallows the paralyzed victim whole, slowly ingesting 1' of body length per round; when fully consumed, the swallowed victim suffers an automatic 2d8 damage per round until death.  The satiated, bloated cloneworm then lies lethargically for 1d6 Turns...

...until it excretes a nude, fully formed and functional duplicate of the original victim that is alike in every way...

...except for a personality shift to Chaotic Alignment.  (And previously-Chaotic individuals thusly replicated become even more evil in temperament.)  This doppleganger awakens scheming with ill intent, and acts with particular malevolence towards former friends and loved ones.

Cloneworms can't copy Mutant Animals, Mutant Plants, or Androids; they simply digest those prey items at the same damage rate above.  And any carrion they devour is instantly absorbed.

Just a few cloneworms can ultimately be responsible for the total destruction of entire communities, as their demented "byproducts" run amok.

Mutations:  Reflective Epidermis (Heat, Lasers/Light), Toxic Weapon (Venom)


Monday, January 16, 2012

"H" is for "Hermite"

Hermite

No. Enc.:  1d6 (3d6)
Alignment:  Neutral
Movement:  60' (20') 
Armor Class:  2
Hit Dice:  7
Attacks:  2 or 1 (2 claws, or 1 weapon)
Damage:  1d6 / 1d6, or by weapon
Save:  L7
Morale:  8
Hoard Class:  XX
XP:  1,840

Hermites are a race of 4' tall, terrestrial crustaceoids with conical shells that make their total heights between 6'-9'.  A shy, reserved, and deeply spiritual people, they avoid strangers, and do most of their trading via proxies.

Hermites are far more agile than they appear, and gain +2 to all martial Attack Rolls.

They also possess the bizarre ability to transform solid metal into an aqueous state with a touch.  This works against metallic weapons, armor/shielding, and objects of 50 lbs or less.  (Interestingly, copper is unaffected.)  Hermites utilize the resulting liquids in highly alcoholic ales renowned—and coveted—throughout the Mutant Future.

Mutations:  Natural Armor (Extreme) (x2), Unique Mutation ("Aqua-Touch")



Sunday, January 15, 2012

Mutants In The News — Spider-Goat Edition

I think the world of the Mutant Future becomes EVEN MORE TERRIFYING if all the spider-goats that infest it have names like Freckles, Pudding, and Sweetie.




"The trouble is, you can't farm spiders...They're very cannibalistic."

Don't I know it, brother.

(The article also references computer-made lifeforms and cancer-assassin cells.)