Tuesday, March 11, 2014

"F" is for "Florapede"

Florapede

No. Enc.:  1 (1d3)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  6
Hit Dice:  13
Attacks:  1 (bite)
Damage:  3d6
Save:  L7
Morale:  11
Hoard Class:  XIV
XP:  7,800

The horrid florapedes are 25'+ ambulatory plants that actively hunt living prey.  They mimic the coloration of surrounding plantlife, Surprising on a 1-5 on 1d6.  Florapedes cling to vertical surfaces and ceilings with ease.

As if their energy beams and life-sapping abilities weren't terrible enough, florapede bites inject Type 11 paralytic toxin...so as to devour their victims alive.

Florapedes reproduce via man-sized seedpods that contain 1d6 "eggs".  These seeds are considered a delicacy, and grant those that ingest them immunity to all toxins, poisons, and chemicals for 1 full month.

Mutations:  Chameleon Epidermis (Modified), Free Movement, Full Senses, Thermal EmissionsToxic Weapon (Venom), Vampiric Field


Tuesday, March 4, 2014

Mutants In The News — "Pythocalypse 2014" Edition



We prayed that perhaps their warmongering schemes had gone as cold as the blood that pumps in their sinuous hearts.  Or maybe our allies-by-circumstance, The Ancient Noble Order Of Crocodilians, bravely routed their constricting forces with selfless suicide attacks.

But, friends...this newest dispatch fills us with primordial dread, for things are worse than we ever imagined...



...BECAUSE THE PYTHONS ARE WINNING!!!

Fearless photog Tiffany Corlis shared her top-secret pics with The Brisbane Times.  Click through for more flabbergasting images...IF YOU DARE.





Dismissing this encounter as run-of-the-mill, Australian-murder-beast antics is foolhardy.  We should probably just wall-off / incinerate / pave-over the python-infested Florida now.

Sunday, February 23, 2014

Studies In Finkology

Here's some additional images for the Finkdaddy critter, posted last September.

Courtesy of our (unruly and unseemly) sister blog, The Haunted Spookshow Of Channel X!!!





Friday, February 14, 2014

Mutants In The News — "Death From Above" Edition



As if tool-using crocodilians weren't terrifying enough...the journal Herpetology Notes reports that (at least) five species can climb trees.

The beasts not only shimmy up leaning trunks, but scale vertical ones, too, to heights of over 30 feet.   And they can even go up brick walls!!!

The only consolation is their climbing prowess decreases as they grow in size.


Wow.  Just wow.


I dunno if anyone remembers Gamma World's Mutant Manual II article from Dragon Magazine #108 (wayyyyyy back in 1986)...


...but it featured a race of 7-inch-tall arboreal alligators known as screps.  

Screps were highly intelligent and gregarious, and possessed manipulative feet plus, and I quote, "tails...almost as prehensile as those of spider monkeys."


DRAGON PREDICTED THE FUTURE, Y'ALL.

Tuesday, February 11, 2014

"T" is for "Tar Devil"

Tar Devil

No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  60' (20')
      —Swim:  30' (10')
Armor Class:  5
Hit Dice:  5
Attacks:  3 (2 claws, 1 bite)
Damage:  1d8 / 1d8 / 2d8
Save:  L3
Morale:  10
Hoard Class:  None
XP:  950

The amphibious, ill-tempered tar devils are massive, quarter-ton fish that dwell in polluted pools and muddy pits.  When their territories dry out or run low on prey, the creatures drag themselves across open land to find more suitable environs.

Tar devils belch black globs of viscous goo that envelop targets and gunk-up high-tech artifacts.  Anyone struck (as if from a Ranged Attack) must make a Saving Throw Vs Stun. Success means that only the victim's person is affected, suffering a +4 AC penalty for 1d6 turns; failure indicates that not only is the victim hobbled, but all hand-held gadgets are rendered useless for 2d6 hours (the time taken to thoroughly clean them).

Tar devils posses exceptionally large brains, giving them a WIL of 16 to resist Mental Attacks.  And they are immune to toxins, chemicals, and radiation.

Mutations:  Toxic Weapon ("Sludge-Spittle")


Friday, February 7, 2014

"O" is for "Octosaw"


Octosaw

Hit Dice:  4
Frame:  Armature
Locomotion:  Legs (Multiple)
Manipulators:  None
Armor:  Alumisteel (AC 4)
Sensors:  Class II
Mental Programming:  Programming
Accessories:  AV Transmitter, Magnetic Feet
Weaponry:  Rotating Blade (2d6+1)
XP:  300

Octosaws are 3' long, battery-powered robots with blocky bodies, 2' chain-blades, and spindly, springy legs.  They attack in swarms of 2d4 units, and doggedly skitter after foes at a rate of 90' (30'), even along walls and ceilings.

Octosaws inflict 2d6+1 damage with each strike.  Anyone slashed suffers an additional 1d4 damage per round for 3 rounds from blood loss.

Too fragile for battlefield use and too loud for assassinations, The Ancients utilized octosaws in sadistic gameshows and penal bloodsports, or combinations thereof (like ¡Viva Texecution!:  The Lone Star Justice Hour).

Tuesday, February 4, 2014

Radioactive Review — 'Wisdom From The Wastelands #22: Personal Shields'



Boy, howdy, are the Skirmisher Publishing guys thorough.

Take Wisdom From The Wastelands #22:  Personal Shields.  When I think of "post-apocalyptic gaming" and "personal shielding", only one armored artifact comes to mind:

How Did I Miss This Game As A Kid?!!!

And there's certainly authoritative precedent to my line of thought.


'NUFF.  SAID.

What more does an irradiated, seven-limbed mutant need?

But, nope, bullet-riddled, rusty streetsigns aren't what author Chris Van Deelen has in mind.  He presents mass-produced force-fields "for individuals from all walks of life", from granny-grade that keep Nana dry as she checks the mail, to full-spectrum, all-impervious shielding worthy of space's greatest superhero.


Man, I Need To Stat Up His Gear And Enemies....

Well, except for radiation.  WFTW #22's shields don't protect against that.  Weird.  (I'm guessing that vulnerability is to ensure your mutant can grow that eighth limb in a radiation accident.)

Anyhow, there's almost a full page of charts that break the wide array of force-fields into types (civilian, security, military), Hit-Points-worth of protection, damage-resistance classes, rates of regeneration, power sources, battery durations, and weight.  [Random Note:  I have never used Encumbrance as a DM / GM / Mutant Lord.  Because I am lazy.]

Then come the modifications, like Electrical (stuns those who whomp the wielder) and One- / Multi-Sided (the user trades increased exposure risk for increased shielding HP) and generic damage-inflictors.

Of course there's a page of anti-gadgets, which drain / cancel everything mentioned previously. And the text wraps with rayguns that, naturally, phase through the aforementioned shielding.


This is a hard one to review.  

One one hand, it's got Van Deelen's trademarks:  amazing attention to detail, and consideration of damn near every gaming scenario (choice quote:  "[they] are not powerful enough to protect a user while swimming, or dealing with...moving through lava").

You Fool!  Didn't You Read The Supplement?!!!

Mutant Lord needs a force-field, you get force-fields out the cyclopean-chicken cloaca.

On the other hand, it's full of fiddly bits (and, I daresay, kinda padded), and REALLY ups the rules crunch.  I've commented before about how I was convinced the Skirmisher Gang were lifelong HERO System gamers (which they jovially denied), but WFTW #22 just adds more to my evidence.  There's.  So.  Much.  Stuff!

And on the third hand—you know, that stumpy one that grows from your mutant's neck—I'm rather uncomfortable with the fundamental concepts as they apply to (gamma) world-building.   These all-purpose shields have a ubiquitousness about them, like smartphones:  in the world of The Ancients, everybody's got a force-field, I guess.  That really ups the "science fantasy" to degrees that kinda offend my sensibilities.

Utterly irrational, I know.  Curmudgeonly, too.  And even hypocritical when it comes to my love of the genre, as blasters, robots, and battle-armor are fine, but portable super-screens are a problem?!


Eh, I'm a fuddyduddy.  In my day, all we had was stop-signs...and we LIKED it.


I Wouldn't Argue With Her If I Were You

Friday, January 24, 2014

"C" is for "Caterman"


Caterman

No. Enc.:  1d4 (1d6)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  6
Hit Dice:  9
Attacks:  5 (4 punches, 1 bite), or 2 weapons
Damage:  1d4 / 1d4 / 1d4 / 1d4 / 1d8, or by weapons
Save:  L9
Morale:  9
Hoard Class:  XVIII
XP:  3,800

Catermen are fleshy, 12'-15' long insectoids that "stand" 6'-7' upright.  They can cling to all but the slickest surfaces. Gregarious and chatty, catermen collect stories and tall tales from travelers.  One can always determine a caterman's mood by the movements of its antennae and tail-whips.

Catermen spit strong, sticky strands of silk at distances up to 15'.  Creatures caught within become cocooned, and can't move or attack.  Anyone with a STR of 16 or less breaks free in 2d4 turns; those with higher scores do so in 1d4+2 rounds.

Upon encountering sentient mutant plants, catermen ask ever so politely if they can take a small nibble (which only inflicts 1d3 damage) of their personages.  They relish the flavors of exotic vegetation as a sommelier does wine, you see.

Mutations:  Aberrant Form (XenomorphismSpinnerets), Extra Parts (Limbs), Force Screen, Mind Reflection




Friday, January 17, 2014

TREMBLE BEFORE THE SUBTERRANEAN SAVAGERY OF... THE MIGHTY MOLEBEAR!!!


Almost a year ago, I posted a commissioned pic of one of my favorite mutants, the mighty molebear, by the amazing Ethan Nicolle of Bearmageddon and Axe Cop fame.

My versions from the dawn of this blog looked like this:

Original Flavor

Cool Winter Mint Flavor



Nicolle's infinitely better version looked like this:

Once The Greatest Thing I Have Ever Seen


AND THE VERSION THAT JUST DEBUTED IN THE WEBCOMIC LOOKS LIKE THIS:

NOW, TRULY, THE GREATEST THING I HAVE EVER SEEN!!!
(from Bearmageddon entry 01/15/14)



Boy, howdy, does that pic gives me the giddy gigglies.

I think A Field Guide To Doomsday has a new official mascot.  Sorry, li'l leafbleeder.

Friday, January 10, 2014

Mutants In The News — "Ocean? More Like GLOWcean, Amirite?!!!" Edition



CNN reports that researchers just published the first in-depth study of biofluorescent marine-life.

They discovered over 180 species of aquatic critters—eels, sharks, corals, rays, and more—exhibit luminosity and/or yellow eye-filters to detect said glow-liciousness.

The whys are the next step of the research.

If those pics don't conjure up all kinds of ideas for your Mutant Future / Gamma World games, I dunno what will!


Thursday, December 26, 2013

Mutants In The News — "Season's Eatings" Edition

The riverside beaches of Rosario, Argentina are currently closed due to a Christmas day attack on bathers by ravenous piranha.  

Over 60 people were "bitten on the arms, feet, and legs" by the "very aggressive" fish.


We've blogged about the dangers of piranha before, and the story above is about #4 on My List Of Personal Nightmares.



Tuesday, December 24, 2013

"P" is for "Pointsetya"

Pointsetya

No. Enc.:  1d6 (1d10)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  5
Hit Dice:  5
Attacks:  1d3+2 (barbed vines)
Damage:  1d6 per vine + drain
Save:  L3
Morale:  10
Hoard Class:  XV
XP:  1,500

Pointsetyas are 5' tall, ambulatory plants with bright red petals, 2d4+1 serpentine tendrils, pulsating "brain stems" that dangle from their flower-masses...and an unquenchable thirst for blood.  Fortunately for denizens of the Mutant Future, pointsetyas have a defective germination cycle, and are only encountered in the winter months.

Pointsetyas lash out with hollow, suctioning barbs, and if 3 or more hit in the same combat round, the victim is pierced and constricted, and suffers an automatic 1d10 blood drain damage per round afterwards.  The plant can then lash out with its remaining tendrils at another target, or attack the grabbed prey again at a +3 To Hit bonus.  Pointsetyas are expert scent-trackers, and any bloodied prey who escapes their clutches will be hunted down and attacked at first opportunity.

Attracted to the vibrational frequencies of metals and plastics, pointsetyas hoard trinkets and artifacts.  They stash their "treasure" in the boughs of larger (and perhaps mutated) trees.

Mutations:  Free Movement, Full Senses (Smell), Mind Reflection, Mind Thrust, Natural Vegetal Weapons, Reduced Fertility [D], Temperature Control (Cold)

Friday, December 20, 2013

"M" is for "Malacargon"

Malacargon  ("Slimeseer")

No. Enc.:  1d3 (2d4)
Alignment:  Any
Movement:  45' (15')
Armor Class:  6
Hit Dice:  10
Attacks:  3 (2 fists, 1 radula, or weapon)
Damage:  1d4 / 1d4 / 1d10, or by weapon
Save:  L10
Morale:  8
Hoard Class:  XVIII
XP:  5,900

Malacargons are 6' tall molluscoids with protruding eyestalks and sticky, spongy bodies that truncate in a single locomotory "foot". They possess conical head-shells that reach 1'-3' in length, and the longer the shell, the greater a malacargon's social status.

Malacargons inject a Class 11 paralytic compound with piercing radular tongues.  And lacking skeletal structures proper, they are immune to bashing / crushing weapons and damage.

Malacargons see up to 1d12 hours into the future, instead of the typical 3 minutes from standard Precognition.  Lawful malacargons use their abilities to improve the generally bleak lives of Mutant Future denizens, while Neutral sorts barter their knowledge.  Chaotic types (which typically have reddish coloration, for reasons unknown) found cults and establish themselves as living gods.

The beings wear mysterious robes that protect them from dehydration, and any PC that acquires such garb can survive without ingesting fluids for 1d6+2 days.  There is a 30% chance, however, that the robe will irrevocably alter the character's DNA, and imbue 1d2 random Physical Mutational Drawbacks.

Mutations:  Damage Turning, Increased Balance, Increased Sense (Smell), Precognition (Modified), Quick Mind, Toxic Weapon (Venom), Vision Impairment [D]





Thursday, December 19, 2013

"L" is for "Lilytiger"

Lilytiger

No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  5
Hit Dice:  6
Attacks:  4 (2 claws, 1 bite, 1 tail)
Damage:  1d4 / 1d4 / 2d8 / 2d6
Save:  L3
Morale:  11
Hoard Class:  VII
XP:  1,820

Lilytigers are stealthy, dual-limbed, carnivorous plants with inverted bodies that reach lengths of 10-12'.  They lurk in thick foliage, grassy veldts, and overgrown ruins, and Surprise on a 1-4 on 1d6.

Lilytigers ferociously attack with mandibles, toothy maws-within-maws-within-maws, and scissoring tails, and always pounce first on the PC with the lowest DEX score.

While immune to fire- and heat-based attacks, lilytigers are particularly vulnerable to herbicides and similar chemicals.

Mutations:  Free Movement, Full Senses, Increased Vision (Night), Poison Susceptibility [D], Reflective Cellular Structure (Fire/Heat)




Tuesday, December 17, 2013

"S" is for "Splicesaur — Serratops"

Splicesaur — Serratops

No. Enc.:  0  (2d4)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  3
Hit Dice:  12
Attacks:  3 (3 "blades")
Damage:  1d10 / 1d10 / 1d10
Save:  L6
Morale:  10
Hoard Class:  None
XP:  2,000

Serratopses are quadrupedal, herbivorous reptiles the size of Ancient rhinoceroses.  Bony spurs line their backs, and 3 ridged, blade-like growths adorn their snouts and neck-frills.

Those sliced by any 2 of a serratops' blades in a single combat round acquire the Hemophilia mutational drawback.  Serratopses themselves are immune to this effect (as their blood contains a hyper-coagulant), but their bodies are scarred from courtship rituals and simple accidents.

Only the boldest and/or stupidest predators target serratopses.

Mutations:  None


Wednesday, December 11, 2013

"M" is for "Mosca"

Mosca

No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  90' (30')
        —Fly:  180' (60')
Armor Class:  4
Hit Dice:  10
Attacks:  3 or 2 or 1 (2 claws, 1 bite, or 2 projectiles, or 1 weapon)
Damage:  1d4 / 1d4 / 1d8, or 1d6 / 1d6, or by weapon
Save:  L11
Morale:  9
Hoard Class:  XVI + 1d2 Random Artifacts
XP:  5,900

Moscas are hunched, bipedal insectoids with bulbous eyes and piercing, prehensile snouts.  They are quite adept with Ancient artifacts and machinery, and always stash functional gadgets for emergencies.

The moscas' silvery, irridescent chitin deflects laser blasts, and the beings launch needle-like hairs at a range of up to 30'.  Thanks to 360-degree vision, moscas are never Surprised.

A mosca always knows when someone is lying.

Mutations:  Fragrance Development, Intellectual Affinity (Tinkerer), Narcolepsy [D]Neural TelekinesisReflective Epidermis (Lasers / Light)Spiny Growth (Medium)


Thursday, December 5, 2013

Mutants In The News — "Well, They Already Knew How To Use Clocks" Edition

Dispelling the myth that reptiles are sluggish, lazy brutes with little going on behind their dead, soulless eyes, a new journal article discusses tool use in crocodilians.

Specifically, the critters cunningly balance sticks on their snouts...


...so as to lure nest-building birds to their dooms.



This behavior has been observed in both Indian crocodiles and American alligators.

Neat.

But, really, should we be all that surprised...?

Tuesday, November 26, 2013

"B" is for "Blastsquatch"


Blastsquatch

No. Enc.:  1d8
Alignment:  Chaotic
Movement:  150' (50')
Armor Class:  6
Hit Dice:  15
Attacks:  3 (2 claws, 1 bite)
Damage:  2d6 / 2d6 / 1d10
Save:  L8
Morale:  10
Hoard Class:  XX
XP:  6,000

Blastsquatches are horrible, hirsute hominids found in swamps and forests thick with vegetation warped by toxins and radiation.  Their 10' tall frames bulge with muscles, and their musky fur glows with a sickly incandescence.  Jagged teeth protrude from slavering lips.

Unable to feel pain, the creatures are exceptionally savage, and gain +2 To Hit with all attacks.  And if a blastsquatch successfully strikes the same target with both claws in the same round, it inflicts an additional 1d8 crushing damage.  This squeeze only works on 'squatch-sized targets, or smaller.

Blastsquatches have a particular...fondness...for Pure Humans (especially attractive members of the opposite sex), and those that aren't outright devoured are captured and "adopted" into the tribe....

Mutations:  Optic Emissions (Bright Eyes, Gamma Eyes), Pain Insensitivity [D], Reflective Epidermis (Radiation)


Holo-Vid Footage Of Blastsquatch In Fungal Environs


For the Savage Worlds version, visit our affiliate, The Haunted Spookshow Of Channel X!!!