Friday, September 28, 2012

Savage Menagerie: Withermoss

No. Enc.: 1
Alignment: None
Movement: 0
Armor Class: 9
Hit Dice: 1 for every 10 square feet (EX: 30 square feet = 3HD)
Attacks: Special
Damage: Special
Save: F1
Morale: None
Hoard Class: None


Withermoss is a sickly yellow and/or orange patchy plant usually found growing on open, flat areas like forest floors or prairie expanses. Withermoss has also been spied growing on rooftops, over rocky outcroppings, in Ancient ruins, and any place flat and preferably shaded. Withermoss is fairly benign and not harmful at all if given a wide berth. However, the plant has a poisonous, oily coating that is dangerous if physical contact is made.

If someone comes into contact with Withermoss, he should make a save versus poison. If the save is successful, he will take 2d4 hit points of damage from the waves of nausea that overtakes him as the poison courses through his system. He will feel weakened for another 8 hours, but no further ill effects will occur. However, if the save is unsuccessful, the Mutant Lord should roll 1d4 to see how the victim is affected:


  1. Physical Vitality: The vicitm's body mass begins to atrophy as the poison affects the major muscle groupings. The victim's STR and CON scores are temporarily halved for 24 hours. This affects any "to hit/damage" bonuses due to STR, CON saving throw adjustments, and carrying capacity. (The vicitm's hit point total will be unaffected though.)
  2. Mental Acuity: A mind-crushing headache will descend upon the victim as his brain is affected by the poison. The victim's INT and WIL scores are temporarily halved for 24 hours. This will affect the victim's ability to reason and problem solve, technology roll modifiers, and strength in mental combat situations.
  3. Physical Mutations: The DNA that represents the victim's physical mutations will be twisted and warped. All of the victim's physical mutations will be at half-strength for 24 hours. This could mean a smaller area of affect; half-damage from offensive abilities; usable half as often; or any penalty the ML believes is appropriate.
  4. Mental Mutations: The DNA that represents the victim's mental mutations will be twisted and warped. All of the victim's mental mutations will be at half-strength for 24 hours. This could mean a smaller area of affect; half-damage from offensive abilities; usable half as often; or any penalty the ML believes is appropriate.

Fortunately, the adverse effects of  Withermoss are usually temporary with no long-term damage. However, if contact is made again while still under the affect of the Withermoss' poison, the victim will need to save again. If the save is failed and if the same "target area" is affected for a second time, the resulting loss will be permanent at this point. For example, if the Withermoss affects the mutant's physical mutations a second time within a 24-hour period, those physical mutations will be at half-strength forever. Avoiding Withermoss altogether is usually the best course of action once it has been identified.

Mutations: dermal poison sap

3 comments:

  1. Would there be a specific treatment for the malady that could speed up recovery time more than just a healing roll? Or maybe give the roll a bonus modifier?

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  2. Well, I'm a true "old school" GM, and if you fail a saving throw, "Them's the breaks." No treatment that I had conceived, but this is Mutant Future, so there may be some red-and-white berried plant that, if ground up into a paste and consumed, might reduce the effects. (In other words, make up your own remedy! Or maybe a quest for that plant is an adventure in itself!)

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  3. That's how GMs did it in my day...and we LIKED IT.

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