Sunday, January 31, 2010

WOTC Gamma World 4e?!?

Well THIS came outta nowhere. It seems that Wizards is gonna release a boxed Gamma World set built upon the 4th edition D&D ruleset in October 2010. They will also be releasing updated adventures based on Legion of Gold and Famine in Far-go (or as they call them, "Expansion Kits").

There's a lot of angst in the blogosphere about the collectible-card-mechanic of the mutations/character generation, so I won't go into it here. (Search Google for discussions elsewhere.) To summarize, there are 40 cards available in the boxed set and more mutations can be purchased in booster packs of cards. Yup, just like any other collectible card game. So
instead of getting to choose your mutations or rolling on a table, you must apparently own a certain card to have that ability.

As I read elsewhere:

Player: “OK, so here’s my Gamma World character. His mutations are Kinetic Bolt, Precognition, and Anti-Necrobiosis.”

DM: “Anti-Necrobiosis? Cool! So you are collecting the boosters now?”

Player: “Uh, actually my buddy just told me about the mutation and I wrote down the details. But you can check it with your DDI subscription.”

DM: “Sorry, go out and buy a few boosters if you really want that mutation.”

Player: (mumbles and starts thinking about Mutant Future.)

And, with that, we return you to your Mutant Future news and info already in progress...

Friday, January 29, 2010

Want To Be Inducted Into The Order Of The D30?

Hey gang,

Thought I'd throw out a fun little random drawing for the readers of The Savage AfterWorld. I'm looking to induct one new member into the esoteric Order of the D30. Therefore, I shall be giving away one black D30 die to one lucky reader. Also, because it needs to be somehow "post-apocalyptic" to be a proper post on this blog, I shall also make up a Radioactive Dice Cup (like the one I made for myself) for the lucky winner to keep his or her new D30 in! So how can you win? Well, I originally thought about having folks create a new 30-item table for use with Mutant Future, but that seems like a lot of work just to win a die (no matter how cool that die is). So I'll make it simple: To enter, just reply in the Comments to this post. Next Friday, February 5, I'll randomly draw from those who commented and that person gets the cup and die. This contest is open to everyone on the planet, as I don't mind footing the shipping for an overseas winner. That's it. Good luck to everyone!

Here's what's up for grabs! Keen!

Thursday, January 28, 2010

[Thundarr Thursday] Notorious NPCs: Queen Stryia

Stryia - Wizardess Queen of the Amazons
8th Level Sorcerer

STR: 13 --- INT: 15
DEX: 16 --- WIL: 18
CON: 11 --- CHA: 9
HPs: 49 --- AC: 6
Mutations: water breathing

Queen Stryia is a very powerful denizen of the deep. She is the current leader of the Amazons - an aquatic race of women warriors - as well as a powerful wizard. Her plans are to raise an army of Amazons and then strike and conquer the land as she has the sea. Queen Stryia usurped the throne from Queen Deona - the rightful Amazon ruler. As Amazon leader, she has an underwater palace that she rules from as well as a large number of Amazon warriors who will follow her orders unquestioningly. However, Queen Deona and a small rebel band hope to one day wrest the throne away from this powerful foe (which could be the plot hook that leads the PCs to their first encounter with her).

Queen Stryia has many of the features of a shark including a mouth lined with razor-sharp teeth. To enhance her shark-like appearance, she wears a wetsuit that has dorsal fins on the head and back. Her hands are both clawed and webbed. Since she is an Amazon, she has the mutation of water breathing, which allows her to breathe both underwater as well as on dry land. She can also swim very quickly, doubling her normal movement rate when underwater. When in the water, she and her warriors ride bull sharks (MF rulebook, page 94) as mounts. These sharks are well-trained and will join in underwater combat if commanded to do so.

As an 8th level wizard, Queen Stryia has the following number of spells and levels memorized: three 1st level spells; three 2nd level spells; two 3rd level spells; and two 4th level spells. The Mutant Lord should use the magic-user/elf spells list from the Labyrinth Lord rulebook. When fighting hand-to-hand, Queen Stryia receives a +1 to hit and +2 to damage when using a handheld weapon.

Although she is a skilled warrior and has powerful magic at her command, Queen Stryia prefers to let her Amazon army do her fighting instead. She may confront another sorcerer though, just to test her own power against another spell-slinger. But if the tide begins to turn against her, she'll retreat to her underwater lair where she shall regroup and plot her revenge...

NOTE: This villain was inspired by the episode "Attack of the Amazon Women" from the classic Ruby Spears post-apocalyptic cartoon "Thundarr the Barbarian." Stay tuned each week for "Thundarr Thursday"!

Thursday, January 21, 2010

A Week's Worth Of Mutant Future!

Like sands in the hour glass, so are the weekly series dedicated to Mutant Future. Be sure to tune in each week for the following regular ongoing series:

* 2e Tuesday at Warning-Mutagenic Substance: Each Tuesday, blogmeister Carl Nash converts a classic second edition Gamma World critter for use with Mutant Future. This week, Carl presents both the Sleeths and Fleshins. If you have a warm radioactive soft spot in your heart for Obbs, Fens, and Hoops, you'll want to make a stop over at his blog each Tuesday.

* Word Verification Wednesday at both I SEE LEAD PEOPLE and Green Skeleton Gaming Guild: A friendly contest between blogmeisters Eli Arndt and Brutorz Bill has turned into a very interesting menagerie of Mutant Future critters. Each week, both Eli and Bill design creatures for the words they encounter on various word verification requests around the Internet. Since December, they've posted the likes of the Volog, Obkil, Parahowl, and Dizatere. A keen idea that has birthed some keen (and disturbing) mutants!

* Thundarr Thursday at The Savage AfterWorld: Sure, it's a little self-serving, but Thundarr Thursday has been running since June 2009 and has even spawned a Thundarr-specific Mutant Future supplement.

Who knows what else we may see soon? Might I suggest someone pick up the ball and run with "Mutation Mondays"?

[Thundarr Thursday] Ancient Armory: The Guardian

One of the most powerful artifacts in the Thundarr universe is The Guardian. This mechanical marvel looks like a large computerized sphere on a mechanized base with two satellite dishes attached to the top of it. Seated at the foot of The Guardian are three large spheres riddled with antennae, each with a single laser barrel sticking out of the center. When a predetermined perimeter is breached or threatened, The Guardian's three orbs will activate, taking flight in tandem to neutralize the threat.

In actuality, The Guardian is an Ancient supercomputer designed to disarm and immobilize an armed foe. According to information revealed in the episode "Portal Into Time," The Guardian was developed by Guardian Computer LTD in the late 1980s for the U.S. Defense Department. When The Guardian is programmed and activated, its sensors constantly sweep the area, searching for any threats within range. If any threat is detected (weapons, large armored vehicles, or other devices of a combat-offensive nature), The Guardian's three orbs will launch, flying off to investigate. If they encounter any hostile action or if a potential threat is determined to exist, the orbs will each fire a very destructive disintegration beam. This beam will instantly de-atomize any non-living item. (The device was designed to disarm, not to kill.) The orbs will first target any large mechanized devices (tanks, trucks, etc.). If the threat still exists, they will then target any energy-based weapons as well as explosives. They will then move onto projectile-firing guns and rifles. If the enemy still advances, the orbs will begin removing everything else of a non-organic, non-living nature (leaving the enemy disarmed and demoralized). Usually a disarmed foe will either retreat or will be easier for the defenders to subdue. The orbs themselves are highly armored (treat as AC 1) as well as being protected by a forcefield.

Because of its highly destructive ability (and potential for abuse by power-hungry PCs!), The Guardian should be used as a plot device for the Mutant Lord rather than a potential weapon. In the episode "Portal Into Time," The Guardian blew a circuit while defending a village (housed in the remnants of The Alamo) from the wizard Krom. Thundarr, Ookla, and Ariel had to travel back to the 1980s and retrieve a new circuit to repair The Guardian of the future before Krom and his minions could overtake the Alamo villagers. A similar quest would make for an exciting adventure in the World of Thundarr!

NOTE: This device was inspired by the episode "Portal Into Time" from the classic post-apocalyptic cartoon "Thundarr the Barbarian." Stay tuned each week for Thundarr Thursday!

Wednesday, January 20, 2010

Radiation Exposure At Aeons & Augauries

There appears to be a soft, warm glow emanating from a recent post at the blog Aeons & Augauries. Blogmeister JDJarvis offers up five different kinds of dangerous radiation your Future Mutants may encounter. Far from the typical mutation-triggering/cellular-ripping fields we're used to, these new forms of radiation could turn your flesh brittle or transmute the metal coins you have into something useless. Check them out at Strange Radiations.

Tuesday, January 19, 2010

Savage Menagerie: Gluvblume (AKA "Graspahr")

No. Enc.: 0 (1d8)
Alignment: Neutral
Movement: None
Armor Class: 5
Hit Dice: 5
Attacks: 1d4 (bite)
Damage: 1d6 per mouth
Save: L4
Morale: 12
Horde Class: None

The Gluvblume is a human-looking multi-fingered hand and arm covered with human sensory organs (eyes, ears, mouths). Although it is a mutant animal, a Gluvblume acts more like a mutant plant - immobile, rooted in place, and lying in wait for a victim. They stay buried just below the surface, waiting for a victim.

When a PC walks over a Gluvblume "garden," 1d8 Gluvblumes will explode out of the ground around them, grasping and grabbing at their legs, pulling them down to the ground. A PC should roll a save vs. DEX for each attacking Gluvblume to keep from tripping and falling into their reach. Once a victim is immobilized and/or at ground level, a Gluvblume will begin to feed using one of its mouths. Each Gluvblume has 1d4 mouths, each of which will bite for 1d6 hit points of damage.

Because of the Gluvblume's immobility, they have developed the mutation of possession to help them draw prey into their grasp. A Gluvblume garden will draw their mental force together to wrest away mental control of a victim once they approach within 40 feet of a Gluvblume garden. Once under their control, they will use the victim as "bait" to lure others of the party to where the Gluvblumes lurk. ("I think I see something over there. Let's go investigate.") Once the victim and any members of the party are in range, they will drop the possession and spring forth to attack.

Mutations: possession

Friday, January 15, 2010

Updates To The World of Thundarr Sourcebook

Made a few new updates to The World of Thundarr The Barbarian Sourcebook available for download over there in the right-hand column:
  • Added all of the new Thundarr Thursday material that has been posted since Dec. 24, 2009 (The Black Pearl, Fraeken, Lava Worm, and Gamma Hare).
  • Removed all page numbers so you can just print out future new entries and insert them into your sourcebook without having the page numbers thrown off.
My plans are to update the sourcebook once a month with any new material so this will always be up-to-date. Announcements will be made whenever an new update is posted.

Thursday, January 14, 2010

[Thundarr Thursday] Savage Menagerie: Gamma Hare

No. Enc.: 1d6 (1d8)
Alignment: Neutral
Movement: 90' (30')
Armor Class: 4
Hit Dice: 9
Attacks: 2 or 1 (claws or gamma eyes)
Damage: 2d8/2d8 or 6d6
Save: L5
Morale: 7
Horde Class: None

Gamma Hares are large mutated rabbits about the size of a fully grown adult bear. They are covered in a thick green fur with a long lizard-like tail. Gamma Hares have thick bony plates running down their spines which gives them extra armor protection from attacks.

Gamma Hares attack with their sharp claws for 2d8 hit points for each claw that lands. However, instead of a claw attack, a Gamma Hare can opt to use its gamma eyes mutation, firing out a scorching ray of radiation for 6d6 hit points of damage. Gamma Hares usually walk upright, but they have developed incredibly strong haunches, giving them the ability to leap away from trouble. With this ability, a Gamma Hare can launch itself 100 feet straight up or 200 feet in any direction. If combat starts to turn against a Gamma Hare, it will suddenly shoot into the air and out of range of its attacker.

Mutations: gamma eyes, leaping

NOTE: This creature was inspired by the episode "Master of the Stolen Sunsword" from the classic Ruby Spears post-apocalyptic cartoon "Thundarr the Barbarian." Stay tuned each week for Thundarr Thursday!

[Thundarr Thursday] Savage Menagerie: Lava Worm

No. Enc.: 1d2 (1d4)
Alignment: Neutral
Movement: 60' (20'), Hyperburrowing: 180' (60')
Armor Class: 4
Hit Dice: 12
Attacks: 1 (trample or lava stream)
Damage: 2d6/8d6
Save: L6
Morale: 10
Horde Class: None

A Lava Worm is a monstrously large orange- and red-skinned worm that appears to be completely ablaze. A Lava Worm's AC is fairly high due to its incredibly hot surface temperature. More common weapons will either bounce off of its hide or will melt upon contact. Because of this, Lava Worms are very susceptible to cold attacks (taking double damage). They can also be injured with large amounts of water.

A Lava Worm is slightly smaller than a purple worm (MF rulebook, page 90), about 8 feet in diameter and 80 feet long. Due to its monstrous size, a Lava Worm can literally "fall" onto its victim, crushing them from 2d6 hit points of damage. A Lava Worm can also spew a thick lava stream from its mouth, burning the unlucky PC for 8d6 hit points. This lava is also fairly corrosive due to the heat and will melt through surfaces of AC 6 or less. A Lava Worm can move underground at an accelerated rate using its hyperburrowing mutation. It prefers to tunnel underneath a victim, then explode out from the ground in front of them, gaining surprise if undetected.

Lava Worms are usually found in extremely hot and arid areas (i.e. deserts, active volcanoes). Due to their aggressive nature and dangerous surface temperature, a Lava Worm is best avoided. However, Wizards have been known to get a Lava Worm under control, sending them out to destroy a village or other Wizard. If that happens, it's best to stay out of the way.

Mutations: lava stream, hyperburrowing

NOTE: This creature was inspired by the episode "The Brotherhood of Night" from the classic Ruby Spears post-apocalyptic cartoon "Thundarr the Barbarian." Stay tuned each week for Thundarr Thursday!

Wednesday, January 13, 2010

New Character Race: Insectaur

Hit Dice: 1d6 per point of CON

Mutations: 2 insectaur, 1d6 human/animal

Insectaurs are a mutant hybrid of man and insect. Most Insectaurs have the size and general build of a basic humanoid (5-6 feet in height, two arms/legs, stands upright, etc.) with the general features of an insect (multifaceted eyes, hard exoskeleton shell, antennae, etc.). It is assumed that the Insectaur has a rudimentary human-like intelligence enabling it to function in Mutant Future society.

Insectaurs gather in small clusters known as “hives” or “colonies.” Within these colonies, Insectaurs are usually assigned a role such as worker, drone, soldier, etc. answering to a Queen who acts as ruler of the colony. The PC should initially roll on the Insectaur Species Table (see below) to determine what insect the PC resembles. This may also help in determining appropriate mutations.

All Insectaurs should initially roll for 2 mutations on the Insectaur Mutations Table (see below) and an additional 1d6 human/animal to be divided between Physical and Mental Mutations. Insectaurs have the ability to communicate with other insect/humanoid hybrids such as mants, cockroachoids, and mansquitoes (See appropriate entries for each in the MF rulebook), receiving a -3 CHA Reaction Adjustment bonus when dealing with these creatures.

Insectaur Species Table

01-04 Ant

05-08 Bee

09-12 Beetle

13-16 Butterfly

17-20 Centipede

21-24 Cockroach

25-28 Cricket

29-32 Dragonfly

33-36 Dung beetle

37-40 Firefly

41-44 Flea

45-48 Fly

49-52 Grasshopper

53-56 Hornet

57-60 Ladybug

61-64 Locust

65-68 Mosquito

69-72 Moth

73-76 Preying mantis

77-80 Scorpion

81-84 Spider

85-88 Stinkbug

89-92 Termite

93-96 Tick

97-00 Wasp

Insectaur Mutations Table

Beneficial :

1-4. 360-Degree Field of Vision – Through the Insectaur’s multifaceted eyes, antennae, or other sensory organ, the character can “see” in a 360-degree arc around him/herself. The Insectaur can only be surprised on a roll of 1 on 1d6.

5-8. Acidic Saliva – The PC’s saliva is a caustic goo that can eat through most materials. It does 3d6 damage every round to creatures who come into contact with it.

9-12. Camouflage – The PC’s skin can change colors, blending in with the surrounding like a chameleon. The change is instantaneous. The ML should assign a chance the PC will not be noticed when camouflaged this way: 95% hidden in a darken forest vs. 50% in a brightly lit empty room.

13-16. Complete Wing Development – Treat as per the Complete Wing Development mutation on page 23 of the MF rulebook.

17-20. Flatten Body – The PC can literally squeeze his/her body to fit through a crack no more than 1 inch in height. This mutation is useful for slipping under doors, behind cabinets, or through other tight openings. The character’s mass remains the same, so squeezing through a pipe or small opening is not possible.

21-24. Hard Outer Shell/Carapace - Treat as per the Natural Armor mutation on page 25 of the MF rulebook.

25-28. Insect Communication – The PC can communicate freely with any and all forms of insect life – mutant or otherwise. It is left to the ML to determine intelligence levels of these creatures. Insects may be coerced into following simple commands as well.

29-32. Leaping – The Insectaur’s legs enable it to leap to great heights and distances. A PC can leap up to a height of 100 feet and they can leap a distance of 200 feet.

33-36. Multifaceted Eyes – The Insectaur can see all known light spectrum ranges including infrared and ultraviolet. Treat as having both Thermal Vision and Ultraviolet Vision mutations on page 26 of the MF rulebook.

37-40. Multiple Limbs - The PC has 1d4 extra arms on his torso. Each extra arm gives the PC an extra attack per round.

Natural Insect Weapons – The PC has an insect-like natural weapon it has developed. It is left to the PC and ML to determine the nature of the weapon (ie, grasping pincers, mandibles, horns) as well as the potential damage this weapon does. It is suggested that poisonous weapon not be allowed.

45-48. Pheromone Trail - The PC can leave a scent trail that he can follow without question. The trail will be detectable for 4 months before fading. This ability is useful when it's important for the PC to be able to find his way back while exploring.

49-52. Quill Throwing - The PC has a set of spiny quills that it can fire off as deadly projectiles. The distance is that of a dagger and each quill does 1d4 hit points of damage. A PC can throw 6 quills a day and must "regrow" spent quills during a night's rest.

53-56. Sonic Song - The Insectaur can sound off with a high-pitched buzzing or "trilling" that causes hypnosis in creatures who hear it. Once a day, the PC can "sing", forcing up to 6 HD of creatures (or any one creature with less than 10 HD or 10 CON) to save versus poison. If the save fails, the creature(s) will fall into a trance for 2d4 rounds. Victims can be commanded to perform any non-suicidal act, including attacking their own allies.

57-60. Stench Gland - Twice a day, the Insectaur can release a pungent odor from a gland that causes all creatures within 15 feet to save versus poison or be rendered incapacitated with nausea for 1d6 rounds.

61-64. Tar Saliva - The PC can "spit" a gluey wad of goo that acts as a powerful adhesive. This glue-like substance can immobilize any creature of human-size or smaller. The glue will eventually dry out in 10 minutes, crumbling into dust and releasing its bond.

65-68. Vampiric Proboscis - The PC has a long tube-like appendage that it can use to feed from victims. If a successful hit is made, the PC drains 1d4 hp per round from the victim. The PC will gain these hit points up to (but not over) his original starting hit point total.

69-72. Venomous Stinger - The PC has a toxic poison that it can inject through a hidden stinger. A PC can use this as an attack each round. The class of poison should be determined randomly.

73-76. Wall Crawling - The Insectaur can cling to any surface, scuttling over walls and ceilings as if they were no different from the floor. They can support they own weight and carry up to their CON X 10 pounds. More weight that this and they shall be unable to cling to any surfaces.

77-80. Webbing - The PC is able to spin webs like a spider, though they cannot "throw" them like a zip line. The webbing can adhere to any surface and each single line can support 500 pounds before snapping. The webbing can be used to secure or tie up items as well as cocoon those items the PC wishes to keep safe.


81-84. Diminutive/Actual size - The PC is the actual size of the insect species he rolled up. They still have the same stats and hit point totals, however they are no bigger than a common insect of their species.

85-88. Instinctual Overload - The Insectaur is barely able to hang onto what human-like intelligence it has. It has a 10% cumulative chance of reverting back to a primal insect-like instinct whenever the PC is successfully hit in combat. (Upon a successful hit, there is a 10% chance. Upon the second hit, 20%, and so on.) If this save is failed, the PC will fly into a berserk rage, attacking the nearest creature (either friend or foe). The PC will be unable (or unwilling) to communicate. This overload lasts until combat has ended, as which time the PC's personality will reassert itself.

89-92. Phobia - The PC has a paralyzing fear. Whenever they come face-to-face with the object of their fear, they will flee in the opposite direction for 1d4 rounds. Roll 1d6 to determine phobia: 1-2. Fire 3-4. Water 5-6. Smoke.

93-96. Sensitivity - The Insectaur is extremely susceptible to damage from a specific source. Attacks with this source will deal double damage to the PC. Roll 1d4 to determine sensitivity: 1. Sonics/Sound-based 2. Light/Laser-based 3. Fire/Flame-based. 4. Cold/Freeze-based.

97-00. Small-Brained – The PC is sub-evolved and remains at a lower level of human intelligence. Divide the PC's INT score in half, rounding up.

Friday, January 8, 2010

Saddle Up!

JDJarvis over at the blog Aeons & Augauries has posted 10 bizarre mounts for your Mutant Future players to ride into action. Jackalopes, mutated dogs and insects, as well as spider-limbed humanoids are saddled up and waiting in the stables. Check out his Mutant Future Steeds for more information!

Thursday, January 7, 2010

[Thundarr Thursday] Savage Menagerie: Fraeken

No. Enc.: 0 (1d3)
Alignment: Neutral
Movement: Swim, 90' (30')
Armor Class: 7
Hit Dice: 9
Attacks: 8 (tentacles) or 1 (energy ray)
Damage: 1d4 per tentacle/4d6 per energy ray
Save: L4
Morale: 7
Horde Class: None

A Fraeken (fray-ken) is an eight-armed, squid-like, underwater creature that may be mistaken for a Giant Octopus (MF rulebook, pg. 87) when first encountered. It is usually colored a sickly reddish-purple, and a thin webbed skin runs between each of its tentacles, giving it a saucer shape. Its most disturbing feature is its eerie human-like face that takes up most of its central body mass.

A Fraeken can grab and crush a foe with any one of its eight tentacles for 1d4 hit points of damage. These tentacles will also wrap around a victim upon a successful hit, crushing them for 1d3 additional points of damage per round. However, the Fraeken prefers to attack with its energy ray mutation. A Fraeken can fire a blue laser beam from the tips of two of its tentacles for 4d6 hit points of damage.

If a fight is going against a Fraeken, it will spray a 40' cloud of black ink, obscuring the vision for all in the area. It will then try to make its escape while its combatant is blinded.

Mutations: energy ray

NOTE: This creature was inspired by the episode "Attack of the Amazon Women" from the classic Ruby-Spears post-apocalyptic cartoon "Thundarr the Barbarian." Stay tuned each week for "Thundarr Thursday!"

Wednesday, January 6, 2010

Aenshint Naemz And Werdz In Thu Myuetint Fyuecher

One of the more interesting facets of post-apocalyptic RPGs is seeing how the Ancient world (i.e., ours or our near future) is viewed (and "misviewed") by the denizens of the Mutant Future. I always had a soft spot for the mistranslated and phonetically-spelled names of Ancient cities and states found in Gamma World materials. The players often got a thrill when they realized that the Ancient city of "Kullumbis" they've been investigating was actually the ruins of "Columbus."

In keeping with that thought, I discovered a site that takes any English text and translates it into a simple phonetic notation. So the Ancient metropolises of "Chicago" and "New York City" become the Mutant Future villages of "
Shikkaagoe" and "Nue York Sitee." When crossing the plains, beware of the herds of mutant "bufuloe" and "biesin." Perhaps your party will discover that Ancient mode of transport known as a "VW Beetool." A clever Mutant Lord will find a ton of uses for this handy tool. Have fun: Truespel Converter

Sunday, January 3, 2010

"Apocalypse Man" Airs This Week On The History Channel

This week is Armageddon Week on The History Channel, so there will be lots of Mutant Future food-for thought for viewers. Other than the Nostradamus and Year 2012 "the-end-of-the-world-is-nigh" specials, there will be some interesting post-apocalyptic shows as well, such as the always-interesting Life After People. (The scenes of the crumbling cities and infrastructures always give me ideas for settings.)

The one show that has my interest peaked, however, is Apocalypse Man. The show's host, Rudy Reyes, journeys through a post-apocalyptic world and shows the audience survival techniques in an urban environment. Could be interesting fodder for future games. Airs Wednesday at 9 p.m. with repeats throughout the week.