Monday, August 31, 2009
Roll Those Dice In Post-Apocalyptic Style
So you have your dice, now you need someplace to keep 'em. Well, Paizo carries two keen radiation symbol dice bags – one in color and one in black and white. Both bags are manufactured by Q-Workshop, but they don't seem to be available from their Web site. Price: $8.05 for the black and white version; $9.20 for the color version.
When it's time to roll the dice, you can do it Ye Olde Fashioned Waye by tossing them across the table (yawn) or you can drop them into a post-apocalyptic dice tower manufactured by VixenTor Games. Referred to as the “Rusty Tower,” this dice tower is designed to look like a post-apocalyptic portable computer that has suffered a great deal, with broken glass and extensive rust damage. VixenTor's dice towers are hand-assembled from 1/4” birch plywood, so they're built to last, if just a bit pricey. Cost: $50.
Thursday, August 27, 2009
[Thundarr Thursday] Ancient Armory: The Sun Sword
Damage: Toon version – Special, see description; Mutant Future version – 1d10+16
Attacks: 1
Range: N/A
Weight: 5 lbs.
Battery: Toon version – N/A; Mutant Future version – Minifusion cell
Charges: Toon version – N/A; Mutant Future version – Cell depleted after 30 minutes of use
The Sun Sword is the iconic flaming sword wielded by Thundarr the Barbarian and has been referred in the show as "the most powerful weapon on the planet." When inactive, the Sun Sword appears to be a simple bladeless sword hilt that magnetically attaches to Thundarr’s wrist gauntlet. When grasped by Thundarr, a blazing flame-like beam of energy springs to life.
On the show, the Sun Sword’s blade can effortlessly cut through nearly anything without problems. It can also deflect energy bolts, standard projectiles, and magical spells (which exist in the Thundarr future). The Sun Sword has been used to cut a passage through concrete walls; melt open a steel doorway; and actually cut through bedrock to allow escape from a cave. There seems to be very little that the Sun Sword cannot cut through. However, even though the Sun Sword could apparently cut through flesh as if it were butter, the cartoon never showed Thundarr cleaving an opponent in two. Instead he’d trap them or block their passage by using the Sun Sword to bring down their surroundings (cutting down a tree so it would fall on a villain, for example).
In the Thundarr universe, magic co-exists with future technology. The Sun Sword is a magical weapon rather than a technological one. Although the Sun Sword has nearly limitless energy, it needs to be recharged in a magical Pool of Power only when it is seriously damaged or drained (such as when it is struck by scarlet lightning in “Master of the Stolen Sun Sword”). Only the person who recharges it can activate the blade, as the Sun Sword will “imprint” upon the wielder during the recharge.
OK, that’s enough background about the original version as presented in the show. As you can surmise, a flaming sword with limitless energy that can cut through anything is just too powerful an artifact to be introduced into a Mutant Future game. (Also, the Sun Sword is a wholly unique device usable only by Thundarr, so the original wouldn’t be of any use even if it WERE available.) So try this version:
A Sun Sword is a technological weapon similar in design and construction as a warp-field sword (MF rulebook, pg. 112). The activated blade, however, is a thin column of blazing plasma that does 1d10+16 hit points of damage. It also attacks as if the target has an AC 1 level worse due to the searing heat produced by the blade. The Sun Sword runs on a minifusion cell that will be depleted after 30 minutes of use.
NOTE: This weapon is inspired by the classic Ruby Spears post-apocalyptic cartoon “Thundarr the Barbarian,” primarily the episode “Master of the Stolen Sun Sword.” Stay tuned each week for “Thundarr Thursday”!
Tuesday, August 25, 2009
Savage Menagerie: Lectric Bug
Alignment: Neutral
Movement: Fly: 120' (40')
Armor Class: 5
Hit Dice: 1
Attacks: 1
Damage: 4d6
Save: L1
Morale: 10
Hoard Class: None
The lectric bug is a mutated form of the common lightning bug/firefly. It is about 2 inches in length and, other than the increase in size, the beetle looks pretty much the same as it did in the distant past with one exception; the softly glowing lower abdomen found in today's lightning bug has been mutated into an electricity-generating organ. The glass-clear abdomen flickers and arcs with stored power, plainly visible in the darkness.
Lectric bugs are peaceful herbivores and are not normally aggressive. They will not normally seek out and attack a victim. Where the bug is dangerous, however, is that they emit a shattering Tesla-coil-like arc of power once every 30 seconds or so. This pulse of electrical energy - used to signal a mate - will inflict 4d6 damage to anyone within 50 feet of the lectric bug. Contact with a lectric bug will also cause an electrical pulse. Metal weapons, armor, and the like will conduct this spark of energy, so swatting one with a metallic object is a poor idea. In fact, if a party sees a swarm of lectric bugs in the distance, it's best to just steer clear of them.
Lectric bugs can be caught and stored in an insulated container (glass works well). Some experts can safely harness the energy emitted by a lectric bug to run various devices and machines. However, more than one "expert" has been electrocuted in the attempt.
Mutations: energy ray (electricity)
Monday, August 24, 2009
Ancient Armory: Helipack
Friday, August 21, 2009
Dangerous Encounter: War Never Ends…
When the party reaches the victim, they can see that he's covered with blisters and burns. He gasps that he and two others were tilling some nearby fields when a Commando Cyborg (MF rulebook, pg. 68) appeared from nowhere, screaming “Comites! Comites!” in a raspy metallic voice. The Cyborg then opened fire on the farmers with a flamethrower. The villager coughs, rasps “And he’s heading this way!”, then falls unconscious.
If any PC examines the injuries of the victim, they’ll notice that the burns and blisters seem to be very localized and rounded on the edges - hardly the sweeping grotesque damage caused by a flamethrower. However, a rogue Commando Cyborg in the area is dangerous indeed, and the party should be assigned the task of stopping this mechanical killing machine before it arrives.
The fields are about a mile away down a long-forgotten stretch of road. As the party nears the location, they can hear the roar of the ‘thrower being fired. Smoke rises from the burning fields. When they arrive, they'll see the Commando Cyborg standing in the center of the burning fields, firing his flamethrower seemingly at random. He's still shouting out “Comites! Comites!” just as the farmer described. Two bodies - presumably the other farmers - lay nearby.
Commando Cyborg (1) (AL N, MV 120’ (40’), AC 4, HD 23 hp remaining, #AT 1, DG 5d6 (flamethrower), SV L5, ML 10, Mutations: thermal vision, increased physical attribute (STR))
The Commando Cyborg is actually battling a Combat Nanomite Swarm (New creature, click here for a link to a description) that has entered the area. With all of the smoke and flames, the party may have trouble seeing the Swarm, though the Cyborg's thermal vision allows it to see the microscopic 'bots just fine. The Nanomite Swarm is what caused the farmer’s injuries as well as the deaths of the other two villagers. The party may assume that the Cyborg has gone “Frankenstein” and is shooting at the "ghosts of the past," but the Cyborg is actually trying to destroy the Swarm before it drifts into the nearby village.
Combat Nanomite Swarm (1) (AL N, MV 75’ (25’), AC 7, HD 6, #AT 1, DG Special (see description), SV L0, ML 11, Mutations: none)
The Cyborg has been badly damaged in the running battle with the Nanomites. He’s down to his last 23 hp, and his optic emissions (gamma eyes) and energy ray (electricity) abilities are offline. His vocalizer has also shorted out. (His shouts of “Comites!” is a actually a warning about the “Combat Nanomites.”)
PCs need to destroy the Nanomite Swarm before it eventually discovers the nearby village and begins the systematic destruction of all townsfolk. If the PCs attack the Cyborg, it will attempt to defend itself, but it will not attack the party. It is focused on trying to destroy the Swarm - a still-active remnant of a battle long-forgotten. If the Swarm is defeated and the Cyborg is repaired, it will become a loyal ally of the PCs and defender of the village. This new relationship could be a hook for future adventures.
Thursday, August 20, 2009
Mutant Future Is 1st Runner Up For Indie RPG Award
"The old school revival picks up the pace with this sequel to Labyrinth Lord. While gonzo old school isn't for everyone, this is a game that does it best."Congrats Dan and Ryan!
[Thundarr Thursday] New Character Race: Mok
Mutations: None
The Mok is a fierce-looking humanoid race known for its superhuman strength and ferocious appearance. It is undetermined if Moks are an evolved form of animal, a mutated form of human, an alien race, or a completely new species. A Mok is a large humanoid, usually between 7-9 feet tall. The face appears feline-like with a hardened, fang-lined, flattened beak for a mouth. A thick mane of hair encompasses the head of a Mok and their bodies are covered with fur – usually tan, blond, or very dark brown in color. The Moks’ hands are clawed, and their feet are nearly cloven hooves. Because of their fur, Moks do not need to wear clothing (and prefer not to), though they will wear a loincloth, briefs, or other “modesty” coverings.
Moks are supremely strong and hardy. A Mok gains a +3 when rolling for Strength and Constitution. Both scores can increase beyond 21 during level progression, making an older experienced Mok capable of incredible feats of strength and endurance. Moks also roll 1d8 per point of CON for their hp total instead of the usual 1d6. However, Moks receive a –2 when rolling for Charisma due to its frightening countenance. People who have never before encountered a Mok may run away, cower in fear, or attack the “monster.” No Moks have ever been encountered with mutant abilities.
Moks have their own language that sounds like random growls, snarls, and grunts to most intelligent species. Even though a Mok can learn and understand most common languages, they are unable to speak in any language other than the Mok tongue, making communication difficult. And the Mok language can be learned and understood by other non-Moks, but it is impossible for any other than a Mok to speak it. It is assumed that if a Mok is within an adventuring party, the Mok can understand the other PCs and the PCs can understand the Mok. However, the Mok will oftentimes find that they cannot communicate with NPCs, leading to needed translation from the other party members.
Despite their frightening appearance and quick tempers, Moks are actually very friendly and social creatures. Moks believe in the values of justice and community, and thus will never be of a chaotic alignment. Moks are blindly loyal to their friends. Moks sometimes are unaware of their own strength and will accidentally tear doors from hinges, crush fragile items in their oversized hands, or other damaging mishaps. Moks are incredibly afraid of water and will not willingly allow themselves to get wet.
NOTE: This race is inspired by Ookla the Mok and the episode “The Treasure of the Moks” from the classic Ruby Spears post-apocalyptic cartoon “Thundarr the Barbarian.” Stay tuned each week for “Thundarr Thursday”!
Tuesday, August 18, 2009
Savage Menagerie: Nanomite Swarm
Sunday, August 16, 2009
MF Mutations ala Freak Legion
Sorry for The Savage AfterWorld / Savage Worlds Confusion!
Needed to quickly address something. When I decided to create this blog dedicated to supporting Goblinoid Games' Mutant Future system, I mulled over an appropriate name for a long time. The original title of this blog was simply "The AfterWorld." I figured it was simple, short, and succinctly summarized the genre of "What happens after the world ends?" However, when I went to register the name at Blogger, imagine my surprise to find the name was already taken. So, I grabbed a thesaurus and tacked on the first appropriate-sounding adjective I found - "savage." Finding it available, I registered the name, created the banner, and began posting.
What I didn't realize until recently is just how similar in name this blog is to the Savage Worlds RPG by Pinnacle Entertainment Group. Had I chosen a different adjective at random such as "violent," "mutated," or "harsh," we wouldn't even be having this conversation. To any who have stumbled across this blog thinking it supports the Savage Worlds system, I apologize for the confusion. Now, on with the Mutant Future support...
Thursday, August 13, 2009
"Hanging's too good for him! Burning's too good for him!"
Over at the blog A Character For Every Game, Ye Olde Blogger Dyson Logos is adapting the scenarios that appear in that classic animated movie "Heavy Metal" for use in Mutant Future! When you examine the film, most of the segments take place in a dystopian world of the future, the destroyed ruins of a fantasy civilization, or even the far-flung reaches of the universe. Den, Taarna, Harry Canyon, and Capt. Stern (sterrrrrrrrn!) will be discussed in the ongoing weekly series.
Check out Week 2's offering of the World of Den at Heavy Metal Mutant Future - 2 - Den.
"I Waste Him With My Killing Sphere!"
Anyway, check out this bizarre hybrid over at The Mutant Future of Hackmaster Basic.
Wednesday, August 12, 2009
One Possible Path To The Apocalypse
Tuesday, August 11, 2009
Enthusiastic Endorsement for Mutant Future!
Monday, August 10, 2009
Savage Menagerie: Tick, Giant
Alignment: Neutral
Movement: 90’ (30')
Armor Class: 6
Hit Dice: 4
Attacks: 1 (bite)
Damage: 1d8, 1d6 (drain)
Save: L2
Morale: 7
Hoard Class: VI
Tuesday, August 4, 2009
Dangerous Encounter: Green Thumb
It takes nearly a day’s walk to reach the indoor garden (in actuality, a dilapidated greenhouse). Very little remains of the actual structure, appearing more like a rotting wooden framework with occasional panes of glass still in place. Large trees jut through the roof of the building.
Unless the party is actively searching the area as they approach, they will miss seeing the Screech Bush (MF rulebook, pg. 93) that has taken root near the greenhouse entrance. The Screech Bush will immediately shriek the moment any PC gets within 5 feet of the greenhouse’s main entrance.
Screech Bush (1) (AL N, MV None, AC 9, HD 2, #AT 1, DG 2d6, SV L2, ML None, Mutations: shriek)
If the Screech Bush sounds off, it will signal a small pack of Rot Dogs (MF rulebook, pg. 92) that lurk nearby. The Rot Dogs have found that the Screech Bush is a good signaler of fresh prey in the area. Being rather ravenous, they will attack anything they see, staying far enough away from the Screech Bush so they are not affected by the plant’s shrieking.
Rot Dogs (3) (AL N, MV 120' (40'), AC 7, HD 4, #AT 1 (bite, rot), DG 2d6, 1d10 per week, SV L3, ML 12, Mutations: toxic weapon)
Once the Bush and Dogs have been dealt with (or if the party finds a stealthier way in), they are free to investigate the greenhouse’s contents. Wild plants and vines have run amok throughout the building. Although there are many unusual varieties of plants, all of them are harmless and are not worthy of note except for two:
- The red and white berried plants grow wildly throughout the greenhouse just as the healer described. However, the plants are fairly sparse, yielding only a handful of berries - not nearly enough for the entire village.
- There is, however, one large bush filled with the red and white berries - more than enough for the village. As would be expected though, two Morningstar Plants (MF rulebook, pg. 85) have taken root on either side of the bush, swinging their club-like vines menacingly toward any party member who approaches.
Morningstar Plants (2) (AL N, MV None, AC 8, HD 3, #AT 3, DG 1d6 (1d4), SV L1, ML 12, Mutations: natural vegetal weapons)
The party should be warned that using fire or poisons against the Morningstar Plants is ill-advised since they could easily hit the valuable berried bush in the middle. Once the Morningstar Plants are dealt with, the party may collect the berries from the bush and return to the village.
If the party decides to poke around the greenhouse, they will find three small cans labeled “FUNGICIDE” which will instantly kill any normal fungus or mold, and will deliver 1d6 damage to any mold/fungus-based creature. Also, within the drawer of a crushed rotted desk, the party members will also find 14 silver and 5 copper pieces (spare change from before The Fall), a handful of ballpoint pens (none of which work), and a looped chain with a yellow plastic card threaded on it. The words “Project Revivification - Access” are stenciled on the card. There is nothing in the area that appears to use this access card. The Mutant Lord may use this as a future adventure hook.