Monday, August 31, 2009

Roll Those Dice In Post-Apocalyptic Style

After seeing some customized dice for other role-playing genres, I began a search for dice that looked “post-apocalyptic.” My search took me to Q-Workshop out of Poland which specializes in custom-designed dice for most of the classic RPG genres. Whether you want dice decorated with elvish runes, Elder Signs, WWII stenciling, or steampunk script, they have you covered. But what caught my attention are the Nuke Dice – dice that look as if they've been dug out of some nuke-blasted ruins. The radiation symbol replaces the 1, adding another nice touch. (They come in a variety of colors and even have some dice that glow in the dark with a nice unhealthy radioactive shine.) Price: 14.9 Euro (about $21 for a set). You can also order these dice from various other online entities.

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

Weapon: 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

No. Enc.: 1d6 (1d12)
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

Maximum Weight: 400 lbs.
Movement: 100 ft/turn; 60 miles/day
Armor Class: 7
Structural HP: 75

The helipack was a personal transportation device created by the Ancients that was used for quick travel over very short distances. Unlike a jetpack that can cover large distances very quickly, the helipack was used for local within a limited distance. (Think of it as an aerial motorized scooter.)

The helipack is fairly simple in design: an back-mounted encased motor is strapped on via shoulder straps and a belt strap. A set of twin 9' rotors are attached to a spindle that is approximately 3' over the pilot's head. A simple tail fin sticks out of the rear for stability's sake. (there is also an internal gyroscope that assists with this as well.) The helipack is powered by a Power Beltpack attached to the belt strap. A single handle grip with a trigger mechanism is attached to the pack via a thick cable. There are no other handlebars or controllers attached.

The helipack is simple to operate. The handle grip's trigger is the on/off switch as well as the throttle. When initially squeezed, the rotors will begin turning. The tighter the grip on the trigger, the faster the rotors will turn, creating an upward lift. The lighter the passenger and cargo, the quicker the rotors will be able to become airborne. By slowly releasing the trigger, the rotors will slow and the assembly and passenger will descend. (Letting go of the trigger completely will shut the engine off, which is not advisable once airborne.) Steering the helipack is similar to a accomplished by simply shifting your center of gravity and leaning in the direction you wish to go, much like a Segway PT.

The helipack was never designed for anything other than recreational flying and quick trips to the store and such. It has a maximum weight capacity of 400 pounds. More than that and the helipack cannot get airborne. It is also extremely fragile and will take only 75 hp of damage before it is rendered unusable.

It is expected that the PC party that finds this device will be enthralled with the ability to fly. But remind them that they do not know how to properly control it; the item may or may not be flightworthy; and someone will eventually have to test it out. Entire adventures can be based around trying to get their new-found treasure in the air - as well as determining who gets the "honor" of taking it up first. (I'm not suggesting you let them get to 3,000 feet then cut the power, but getting an Ancient flying device working properly is dicey at best. There may be armed mutants on the ground who wish to take a shot at this "weird bird." There may be other airborne creatures who view this new flying being as a threat to its territory. And there are no Helipack Driving Instructors in the Mutant Future!)

Friday, August 21, 2009

Dangerous Encounter: War Never Ends…

For this encounter, the party should be in a small village, i.e., their home village or one they’re passing through, perhaps doing some trading or resting between treks, etc. The set-up doesn't really matter. What does matter is the badly injured person who staggers into the center of the village amongst screams and shouts from the townsfolk.

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

Dan Proctor, co-author of Mutant Future and blogmeister of Uhluht'c Awakens, has announced that Mutant Future was named first runner up for Best Free RPG in the Indie RPG Awards! I'd like to congratulate Dan and co-author Ryan Denison for the great showing. Says the judges:
"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

Hit Dice: 1d8 per point of CON
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

No. Enc.: 1 swarm
Alignment: Neutral
Movement: Fly: 75’ (25')
Armor Class: 7
Hit Dice: 6
Attacks: 1
Damage: Special (depends on type; see description)
Save: L0
Morale: 11
Hoard Class: None

During the final wars of the Ancients, military scientists were experimenting with nanomites - microscopic robots with limited artificial intelligence. The plan was to program these microscopic automatons to attack the enemy and heal the wounded during a combat situation. The nanomites worked as planned. However, in The Savage AfterWorld, these still-activated rogue machines pose a substantial threat.

A nanomite swarm contains literally millions of cellular-sized bots. Individually too small to be seen, a nanomite swarm appears like a fine black mist or a swirling vortex of smoke. Once engaged, this "mist" will sweep in and engulf the party. (See the Insect Swarm entry in the MF rulebook, pg. 77, for more information on how a swarm may react to the PCs.)

There are two classes of nanomite swarm that may be encountered in the Mutant Future:

Combat nanomite swarm: Combat nanomites were designed to attack an enemy from the inside out. Upon a successful hit, have the PC save vs. poison. If the roll fails, some of the nanomites have burrowed into the PC's flesh. They will attack the character on a cellular level, flaring up and burning out, delivering 3d6 hit points of damage as they destroy themselves to damage the victim. The only way to stop the attack is to escape or destroy the swarm.

Medical nanomite swarm: Medical nanomites were designed for quick healing and repair on the combat front. Now that the wars have ended, they still seek out the injured to assist. But DNA has changed a LOT over the years. Any pure human successfully "attacked" by medical nanomites will instead find that they have been healed for 3d6 hp. However, since the nanomites were not designed for mutant DNA, any mutant PCs successfully attacked should roll 1d4. On 1-2, the nanomites are able to puzzle out enough of the DNA's quirks to heal the mutant PC for 2d6 hp. On a roll of 3, the nanomites instead alter the DNA in some way, bestowing 1 random mutation to the PC. However, on a roll of 4, the medical nanomite does more harm than good. The PC will need to save vs. poison or take 3d6 damage. Since the nanomites were never programmed for artificial life, all androids and robotic PCs are unaffected by medical nanomites.

Just like an insect swarm, a nanomite swarm sustains no damage from weapons. (It'd be like trying to stab, club, or shoot a fog bank.) Attacks from fire, cold, or other energy-based attacks will deliver full damage to the nanomite swarm. Any electrical-based attacks such as from an energy baton, shock gloves, EMP rifle, etc., will deliver double damage upon a successful hit.

Nanomite swarms are typically encountered on Ancient battlegrounds, though a swarm may have "drifted" over the years to nearby areas as well.

Mutations: none

Sunday, August 16, 2009

MF Mutations ala Freak Legion

Dyson Logos is at it again over at the blog A Character For Every Game. This time, Dyson took the Werewolf: The Apocalypse RPG sourcebook "Freak Legion: A Players Guide to Fomori" and adapted a handful of the dark influences of the wyrm as Mutant Future mutations. And oh what mutations these are. Pray you never come down with The Crusties and fear the possessor of Poison Tumors. And they get even more disturbing. You gotta check these out: Top 5 Mutant Future Mutations – Freak Legion Style!

Sorry for The Savage AfterWorld / Savage Worlds Confusion!

Hey gang,

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!"

Seems that the blogosphere is really beginning to take notice of Mutant Future! Here's yet another blog that's taken an interesting turn at our favorite "radioactive retrogame!"

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!"

Over at the blog Mediocre Tales of the Fair to Middling Game Master, blogmeister DeadGod (!) posits "What would you get if you added Mutant Future's mutations to a typical game of Hackmaster?" My answer? A whole lotta dead gazebos, that's what. (Sorry for all of the Knights of the Dinner Table in-jokes.)

Anyway, check out this bizarre hybrid over at The Mutant Future of Hackmaster Basic.

Wednesday, August 12, 2009

One Possible Path To The Apocalypse

Blogmeister Aaron over at the blog allgeektout shared his thoughts on the ancestral form mutation in the Mutant Future rulebook. A very interesting thought on the "purgers" who were initially consigned by The Ancients to remove the mutant "taint." Go check out his post: Okay, So Here's What Happened.

Tuesday, August 11, 2009

Enthusiastic Endorsement for Mutant Future!

While the Chatty GM attends Gen Con, guest bloggers are filling in for him over at his blog, Musings of the Chatty GM. WalkerP, co-host and producer of The RPG Haven Podcast, took his turn as guest blogger to encourage readers to pick up and play Mutant Future! His rave review is fairly comprehensive, giving readers a solid overview of the system, the genre, and the gameplay. Plus, he included spidergoats! If you're reading The Savage AfterWorld, I'd assume you're already actively playing and enjoying Mutant Future. But if you'd like to see the game getting a bit of props elsewhere, go check out "Dude, You Gotta Try Mutant Future!"

Monday, August 10, 2009

Savage Menagerie: Tick, Giant

No. Enc.: 1d3 (1d3)
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

The giant tick belongs in the same class as giant spiders (MF rulebook, pg. 97). Giant ticks are nearly 10' long, appearing to be a bloated green body set upon eight spindly legs. The giant tick also has two incredibly large fangs that it uses to latch onto prey and drink the victim's blood.

Any opponent bitten by a giant tick should roll a saving throw vs. poison. Failure means that the tick has sunk its fangs into the victim where it will remain firmly attached. Once attached, the giant tick will stop attacking all others and will focus on feeding on its victim. The giant tick will automatically drain an additional 1d6 hit points per round until killed or removed. A giant tick will let go of a victim only if it is stunned by taking more than 15 hit points of damage in any one attack. Once it is dislodged, it will begin attacking again.

Through years of mutation, the giant tick has developed an accumulated resistance to fire and flame-based attacks. Any fire damage taken will be subtracted from a separate equal hit point pool rather than the creatures "main" hit point total. Only when the additional hit points are depleted due to fire will any flame damage affect the giant tick's primary hit point pool.

Giant ticks are normally found in heavily wooded areas, although reports of them found in overgrown fields or wild brambles is not uncommon. It is rumored that some giant ticks still carry a disease left over from Ancient Days, but this rumor is yet unconfirmed.

Mutations: gigantism, accumulated resistance (fire)

NOTE: I have severe arachnophobia, so putting together this creature gave me the willies. Hope it does the same for your Mutant Future players.

Tuesday, August 4, 2009

Dangerous Encounter: Green Thumb

About a week ago, a local villager returned after a fruitful day of scavenging the nearby wastelands. Unbeknownst to all, one of the items she brought back was highly radioactive, and in the time since she returned, all in the village have come down with acute radiation poisoning. The village healer has asked the party (who have yet to show any signs of sickness) to venture to an Ancient “indoor garden” where rumors circulate of a plant that abundantly grows there. This plant’s red and white berries, when properly prepared, have radiation-purging properties. The party is assigned to bring back as many of the red and white berries as possible.

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.

Monday, August 3, 2009

Mutant Future Up For An Indie RPG Award

Dan Proctor, co-author of Mutant Future and blogmeister of Uhluht'c Awakens, has announced that he has submitted our favorite spidergoat-encrusted RPG for consideration for an Indie RPG Award. Since Labyrinth Lord - MF's RPG cousin - placed as a runner-up in 2007's Best Free Game of the Year, here's hoping Mutant Future places just a good if not better! Read more at Dan's blog here.

Saturday, August 1, 2009

Ancient Armory: DNACX

Here's an item that could either have wondrous benefits or dangerous consequences for our Mutant Future explorers. They happen upon a small wooden box with a simple latch. Upon opening it, they will find a simple glass hypodermic syringe filled with a clear fluid. The box is lined with a blue material and - on the inside lid - the letters DNACX are embroidered.

No amount of research or testing will reveal the nature of the syringe's contents, and the Ancient word DNACX is unknown even to the oldest of elders. If the PCs have access to an Ancient database, DNACX still will not register. However, if they research DNA CX, the database will reveal that "CX" is an abbreviation for the word "correction."

DNACX is an experimental substance that was under development shortly after The Fall of the Ancients. When mutations began to globally surface, Ancient scientists began to experiment with ways to cleanse the DNA of those affected. DNACX was the result.

If a syringe of DNACX is injected into any living creature, the solution will begin correcting the subject's DNA. The end result will be that one of the subject's mutations (selected at random) will be "corrected" - in other words, completely removed. There is no way to determine which mutation will be corrected, nor is there any way to "force" the removal of a specific mutation. The end result could remove either a beneficial or harmful mutation.

If a subject has no mutations, they will have an adverse reaction to the drug, losing 1d4 CON permanently and becoming violently ill for 24 hours. DNACX will remove mutations from replicants and mutant humans/animals/plants, but it has no effect on basic or synthetic androids.

Because of its "corrective" ability, DNACX would be treasured by villages and towns attempting to purge its residents of mutation. It may also be valued by a mutant who suffers from nothing but drawback mutations.