Saturday, September 29, 2012
Skirmisher Publishing's Issue 16 of Wisdom From the Wastelands is now out. This issue is "Robots Part 2," and is described as follows: "Robots are just as omportant to Mutant Future as biologicval creatures. They can be antagonists, sources of information, or even slave labor. In this second installment of four robot-themed issues, there are eight new robots, as well as several new accessories, a new weapon, and a new form of locomotion." This new issue is only 99 cents and is available at Drive Through RPG.
Occult Moon's Post-Apocalyptic Toys Issue 4 has also been released. This new sandbox setting is "The Poison Jungle." It is described as: "The poison jungles along the shore of the Glass Sea are home to secrets and peaceful tribe men. Some of those secrets may be coming to the surface soon and the cannibal cults of the Shimer Drift are starting to see the tribes of the poison jungle as a delicacy, or maybe even an addiction. Can your team of wasters keep the secrets or uncover them?" this new sandbox setting is $1.99 and is also available at Drive Through RPG.
Friday, September 28, 2012
Armor Class: 9
Hit Dice: 1 for every 10 square feet (EX: 30 square feet = 3HD)
Hoard Class: None
- 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.)
- 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.
- 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.
- 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.
Wednesday, September 26, 2012
The first one in the series is The Last Refuge. This supplement details a small compound run by Gramp Fellows where wasteland wanderers can rest, recoup, and find refuge. The farm, trading post, bar, and hotel offer a much-needed oasis in the blasted lands, but not all is as peaceful as it seems. Six adventure hooks, six NPCs, and two tables of random rumors and encounters round out the package. I found this setting to be a bit "toothless" for the post-apocalyptic genre, but that's its purpose in the grand scheme of things. It could make for a good "homebase" for your PCs or as a respite between adventures.
The next in the series takes a darker turn with The Slave Wagon. The Black Sparrow plies her trade in the wastes, which is cheap human labor. She's not picky who she captures for her cargo, nor is she particular whom she sells to (the cannibal cults pay well for her "products"). There are also six adventure hooks, four NPCs, and tables for encounters, rumors, and salvage. This setting is very interesting, albeit disturbing. The Black Sparrow is a cruel, evil woman who could turn out to be a very vicious enemy if the PCs cross her. Lots of potential with this sandbox -- if the PCs can handle some of the more darker elements found within.
The final apocalyptic sandbox is The Junkyard, and I found the setting the most creative and interesting of the three thus far released. In a place called "The Graveyard of the Machine Gods," the remnants of mankind began to collect and covet the Ancient Holy Tech Relics left behind. The first of the "Machine Tribes" developed, and the Junkyard became a cathedral for the Tech-Priests and their machine-worshiping ways. Wastelanders covet the technological treasures rumored to be in their grasp, but raiding The Junkyard is incredibly dangerous as the zealots who reside there guard their secrets with religious fervor. Six adventure hooks, four NPCs, and tables for salvage, encounters, and rumors complete the package. It's like a high-tech Vatican City. (And wait until you meet the Carjax and the Moto-motos!)
Each Post-Apocalyptic Toy sandbox runs between 9 and 11 pages. I really like the "found notebook" design of the series, although the handwriting font used within -- although appropriate for the "feel" of the book -- is very hard to causally read through. The Junkyard is particularly hard to read due to this font choice, and I hope it's rethought for future releases. But the concept of a series of pre-populated apocalyptic settings is very appealing, and any of these could be the launchpad for a new campaign, of a quick stop between adventures.
Tuesday, September 25, 2012
But I really like the Halloween season, and I want to do more than just one day's worth of monsters! Normally I spend the week of Halloween on my personal "Festival of Fright" series of blog posts. This year, taking my cue from Tim, I plan on treating every OTHER Monday in October as Mutated Monday!
So stay tuned as, every Monday in October, The Savage AfterWorld brings you a new Mutant Future denizen!
Monday, September 24, 2012
Each of the one-page adventures follows a simple "Get Ready! Get Set! Go!" format which provides a minimal set-up, background, and hook for the micro-module. The 10 Mutant Future adventures gathered here can each be played in a single afternoon/evening and could very well be the springboard for a larger campaign. (I'm dying to spring the "Run, You Fools!" event during my next game.) Some very creative uses for some of the lesser-known Mutant Future creatures is found within as well.
The PDF is available in a Box posted over at the Hereticwerks blog.
Sunday, September 23, 2012
Friday, September 21, 2012
Identifiers: The Robomish (pronounced (row-BAH-mish) are made up of androids, robots, and other synthetic lifeforms of all different shapes and sizes. (Although many of them are “personal assistant” models originally designed to serve mankind.) As a sign of penance and subservience, many of them can be found wearing a wide-brimmed hat on their head like their Ancient Amish counterparts. Some also sport beards as well (either painted on or spidergoat fur pasted onto their faceplates).
Group History: As believed by the Robomish, the Apocalygeddon was the direct result of unchecked technology running amok. Man’s hubris combined with out-of-control high-tech advancements ended the planet. As servile automatons, the original Robomish felt indirectly responsible for the cataclysm. As thinking and reasoning beings, they drew parallels between the advancements that both gave them “life” and the advancements that gave others “death.” The guilt and remorse was overwhelming, and – withdrawing from society and casting off all technological trappings – the first Robomish enclave was founded.
The Robomish have embraced a primitive existence, free from any and all machines, tools, and energy-driven devices. Even wind and steam-driven devices are shunned. With the exception of the Robomish themselves, there is nothing more advanced than simple farming tools and kerosine lanterns. They now spend their days building homes, tending crops, harvesting and preserving food, and establishing small villages. It is hoped that, one day, “The Creators” will return. And when they do, the Robomish will turn these villages over to them, hoping to show their worthiness and that they will be pleased, and the Robomish will in turn return to their subservient robotic existence.
Game Information: Robomish communities are located far away from major population areas and ruined Ancient cities. PCs may be stunned to wander into an overgrown and long-forgotten valley only to find a thriving community populated by robots. This community will be run by a village elder, although all Robomish have an equal say in day-to-day affairs and decisions affecting the entire community.
The Robomish are pretty distrustful of outsiders, but they will welcome any Pure Strain Humans with open arms, believing them to be one of The Creators. Technology is strictly forbidden in a Robomish village, and visitors will be asked to leave anything more technologically advanced than a crossbow at the village gates. Even though the Robomish are fairly peaceful, several war machines and killbots have “converted” to the Robomish faith, and they will defend their village with deadly force. The Robomish are happy to barter and trade for food, shelter, and mounts (which they have in abundance), usually asking for the completion of some task or errand in exchange for the items.
Because technology is forbidden, the Robomish have no way of repairing themselves if damaged. If they finally fall into disrepair or malfunction, the Robomish will permanently deactivate the faulty ‘bot. (“It is the will of The Creators that we eventually age and die.”) The “corpse” will then be taken to an area outside of the village where it will be set ablaze, so mechanical parts cannot be salvaged. (“We’re ending our own technological pollution of the world,” they’ll explain.)
Wednesday, September 19, 2012
Monday, September 17, 2012
By the way, numbers 1 through 15 are actual “BLANK of BLANK” Thundarr titles, and numbers 16 through 20 are adaptations of other Thundarr titles. (“BLANK from BLANK” or “BLANK into BLANK”, for example.)
Saturday, September 15, 2012
Whether you're running a "top secret government experiment has run amok" campaign; a "superheroes with mutant abilities ala X-Men" campaign; or -- yes -- a "post-apocalyptic freaks of the wastelands" campaign, this book has a subtable for use with your specific RPG genre. All of the mutations within are sub-indexed in a wide variety of tables in the back of the book. If you just want to roll randomly for one or two defects on the "Detrimental Mutations" table, you can do that. Want to roll up a Mutant Plant with psychic powers? That table's in here. A Superhero with animalistic features? A Wasteland Warrior with crippling psychoses? Yup, they're all there. Or you can just pick and choose through the extensive mutations list, adding them to your own homebrewed tables.
Besides being an incredibly thorough resource, Metzger has released this 160-page book for FREE in PDF form. And if you must have a printed perfect-bound book, it'll run you less than $5.00, making this an incredible bargain. Although, if you wish to make a donation to Metzger or if you'd like to read more about the creation of The Metamophica, you can do so by clicking this link.
The Metamorphica is available for FREE in PDF format at Lulu, and it's only $4.90 in digest-sized, perfect-bound hardcopy at Lulu as well. Sniderman encourages you to grab this book, and he really encourages you to toss some coins at Metzger when you do.
Wednesday, September 12, 2012
Already have my room booked, will be registering this weekend, and I'm putting my games together now so I'm prepared when event registration goes live. Why, yes, I *will* be running Mutant Future Thundarr the Barbarian again! (Although it will be a completely new "episode"!)
Monday, September 10, 2012
The Deviant Database is available as a downloadable PDF for $5.95 at Drive Through RPG and in perfect-bound hardcopy book for $12.56 until September 12 at Lulu.
EDITED TO ADD: There's a Lulu coupon out there for another 20% off too! So use SEPBOOKS12 and it should put them in the $10 range!
Friday, September 7, 2012
From the harmless to the harmful, from the weak to the wicked, the Deviant Database collects over 90 monstrous mutants that have inhabited The Savage AfterWorld!
- Challenge your players with flying fiends like the flaming Dragonfire or the rampaging Flynocerous!
- Oceanic adventures await with aquatic adversaries such as the Flamewhale, Oceanbrood, and Crabhemoth!
- Mutant menaces like the Pumpking and Brain Lord lurk in the hidden shadows and manipulate their eager minions!
Totaling 80 pages, the Deviant Database is fully compatible with Goblinoid Games' Mutant Future and Labyrinth Lord RPGs as well as other Original Edition Fantasy RPGs.
The Deviant Database is available as a downloadable PDF for $5.95 at Drive Through RPG and in perfect-bound hardcopy book for $11.95 at Lulu.
And here are some reviews!
Adventures and Shopping
Green Skeleton Gaming Guild
Swords & Stitchery
Halls of the Nephilim
Wednesday, September 5, 2012
Saturday, September 1, 2012
As the PCs investigate the tunnels under the cemetery, they should encounter a solitary, silent, robed figure standing in the darkness. When it turns to look at them, they see that its face is a mass of wriggling, writhing earthworms. What the PCs have yet to discover is that a small group of Skwirm have set up an advance colony under the graveyard. They have been feeding on the corpses buried there while they establish a beachhead for a future invasion of the area.
Skwirm (3) (AL C, MV 120' (40'), (Dig 90', (30')), AC 6, HD 8, #AT 1 (weapon or constriction), per weapon or 1d6, SV L4, ML 9, mutations: metaconcert, hyperburroring, dermal poison slime, dual cerebellum)
The Skwirm will lash out with one of its worm tendrils at the intruders, hoping to ensnare and subdue the strongest-looking of the group while also doing 1d6 hit points of damage from constriction and 2d6 points of damage from its dermal contact poison. If combat starts to turn against it, it will silently "call" its two other Skwirm-brothers using its metaconcert ability. The other two Skwirm will come to its rescue, bursting out from opposite walls of the tunnel with their hyperburrowing mutation. One of them will be riding a Small Purple Worm (half the size of an adult Purple Worm) (MF rulebook, pg. 90).
Small Purple Worm (1) (AL N, MV 60' (20'), AC 6, HD 10, #AT 2 (bite/sting), 2d8/2d8/poison, SV L5, ML 10, mutations: gigantism, toxic weapon)
The Skwirm managed to get their "hands" on a newly hatched Purple Worm, raising it as their own. It will defend its "parents" to the death. Once the Skwirm and the Purple Worm are defeated, the tunnel complex can be searched. It's quite extensive, spreading throughout the area (and possibly leading to other subterranean adventures!). The PCs may also locate the Skwirm's hoard consisting of 835 gold pieces, two Satchel Charge As (4d6 points of damage, 10' radius), and a fully stocked survival kit.
Defeating the Skwirm's advance colony will set back their planned incursion of the area by several months. However, the Skrirm will then send a scouting party to the area to find out what happened to the original colony, starting the whole thing over again, as the Skwirm are tenacious and single-minded of purpose. The party may be called upon to find a more permanent solution.