Showing posts with label Mr. Mutant's Neighborhood. Show all posts
Showing posts with label Mr. Mutant's Neighborhood. Show all posts

Friday, November 18, 2011

Notorius NPC: Joey Gills

Hello Mutant Neighbors. Welcome to the final day of our series highlighting some of the survivors living in my Mutant Future neighborhood. Today's neighbor thinks of himself as a powerful crime lord with designs of controlling the region's black market. Can you say "sadly incompetent?" Sure you can!

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Joey Gills
3rd Level Mutant Human

STR: 9 --- INT: 7
DEX: 6 --- WIL: 15
CON: 11 --- CHA: 9
HPs: 37 --- AC: 8
Mutations: water breathing, shriek, teleport

Joey Gills is a short, squat mutant human with a fish-like face and delusions of grandeur. Taking his inspiration from old holovids of "Goodfellas," "The Sopranos,"and "The Jersey Shore" (as well as a few Dick Tracy comic strips), Joey Gills has begun setting himself up as the leading crime lord for the city he resides in. However, Joey Gills is neither smart nor strong, is a coward when confronted, and can't formulate a plan to save his life. He runs a small black market operation, trading and dealing in weapons and contraband. However, most of the weapons he has are either junk or underpowered, and his "contraband" are whatever scraps and bits he salvages from ruins and steals from the unwary.

Joey Gills is weak in a fight, receiving a -1 to hit penalty when using a ranged weapon. Most of his wares are misidentified because of his -5% Technology Roll penalty when figuring out devices. However, he does have a fairly strong WIL, as his ego and self-delusion carries him through most social situations. Joey Gills may have two or three "henchmen" that follow him and do his bidding, but they will be even less intelligent and more cowardly than Joey Gills.

As a mutant fish-like being, Joey Gills is able to breath underwater through his water breathing mutation, staying underwater indefinitely. He uses this ability to escape when needed. Joey Gills can also release a piercing shriek if cornered, allowing him time to escape during the confusion. Joey Gills also has the ability to teleport, but because he is cowardly, he only uses it to escape to a well-hidden hideout rather than for any other kind of travel. In other words, Joey Gills uses all of his mutations only to runaway when the going gets tough.

Joey Gills is horrible with names, so he has the habit of giving nicknames to everyone he meets, calling everyone "Joey Something." A mutant plant may be "Joey Greenleaves" or a dual-headed mutant would be "Joey Two-face." Two other speech patterns Joey Gills has is that he talks about himself in the third-person all of the time. He also patterns his speech after Ancient mobsters and wiseguys, speaking with a cliched New Jersey accent. ("Yeah, Joey Gills ain't likin' dis at all. Youze guys better watch it, that's all Joey Gills gotta say 'bout dat.")

Joey Gills will work with the PCs if he feels there's a profit to be made or if it will bolster his reputation. He may have inside info on criminal dealings in the area as well as connections in the underworld (who view him as worthless and laughable). Joey Gills will not befriend the PCs as they aren't worthy to be members of his "crew," but he may be useful as an informant as well as a weapons supplier -- if the PCs aren't too choosy and if they can give him something he wants. Threats don't really work on Joey Gills, as he'll teleport out of the area the second he fells he's in danger. But buttering him up and stroking his ego will work wonders. "Youze guyz are all right. What can Joey Gills do fer youz?"

Hope you enjoyed this visit to...

Wednesday, November 16, 2011

Notorious NPC: Splinterthorn

Hello again Mutant Neighbors. Welcome to the third day of our series highlighting some of the survivors living in my Mutant Future neighborhood. Today's neighbor actually resides far from here in a briar-strewn valley where he plots to one day rule over a world without animal life of any kind. Can you say "extinction-level event?" Sure you can!

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Splinterthorn
9th Level Mutant Plant

STR: 18 --- INT: 10
DEX: 9 --- WIL: 20
CON: 16 --- CHA: 7
HPs: 85 --- AC: 6
Mutations: projectile thorns, abnormal size (12 feet tall), regenerative capability

Splinterthorn is a 12-foot tall tree-like mutant plant composed of hardened saplings and thorn-laden vines. When he's not moving, he appears to be a leafless dead tree. Some unobservant folks could walk right past Splinterthorn without knowing he was "alive" in the truest sense. This would be very dangerous though as Splinterthorn hates all animal and humanoid life and he would not hesitate to attack.

Due to Splinterthorn's abnormal size, he receives a +3 to hit bonus in combat as well as a +2d6 crushing damage bonus with hand-to-hand weapons. Splinterthorn can also fire out a salvo of fist-sized projectile thorns that do 1d8 hit points of damage to the victim. Splinterthorn's regenerative capability allows him to heal 10 extra points of day as well as grow back missing limbs and extremities over time. He is large, powerful, and difficult to harm.

If examined closely, observant PCs will see that Splinterthorn's outer bark is covered with charred and blackened areas. Decades ago, the mutant plant was caught in a sweeping wildfire carelessly started by a neglected campfire. His rage at having nearly died at the hands of humanoids fueled his hatred of all animal lifeforms. Splinterthorn now views all creatures as nothing more than the slaughterers and oppressors of plantdom. Humans and mutants cultivate, cut, burn, consume, and harvest plants. Animals feed on them. Even caretakers and farmers who tend to plants and gardens are viewed as nothing more than horticultural slavemasters. Splinterthorn would like nothing more than eliminate all forms of animal life from the planet -- which is his longterm goal.

Splinterthorn resides in a hard-to-reach valley known as The Devil's Greenhouse. This valley is overgrown with briars, thorns, poisonous plants, and dangerous flora. It is said no animal life can survive in this inhospitable jungle. It is here that Splinterthorn hides, gathering information and supplies needed to carry out his plan of world domination by plantlife via the extinction of humans, mutants, fauna, waterlife, and avians.

Fairly tales and bedtime stories of Splinterthorn's tragic past and his plans for revenge have been passed down amongst generations of mutant plants over the years. Most consider these stories as folklore and fairy tales. But these "fairy tales" are more real than anyone realizes, and Splinterthorn is mere months away from enacting his extinction-level event.

Stop by later and we'll visit another resident of...

Monday, November 14, 2011

Notorius NPC: Hazardous Matthew (HazMatt)

Good afternoon Mutant Neighbors. Welcome to the second day of our series highlighting some of the survivors living in my Mutant Future neighborhood. Today I'll introduce you to a man who is literally "untouchable." Can you say "environmental isolation?" I'll bet you can. Sure.

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Hazardous Matthew
("HazMatt")
4th Level Pure Human

STR: 10 --- INT: 12
DEX: 16 --- WIL: 18
CON: 11 --- CHA: 13
HPs: 76 --- AC: 2
Mutations: none

Hazardous Matthew ("HazMatt" to his friends) is a pure human who makes a living in the Mutant Future by exploring and scavenging in places others fear to tread. Although HazMatt is of average build and intelligence, he has one thing others in the wastelands do not have -- a very powerful experimental suit of Environmental Armor.

Matt discovered the flexible yellow suit during an expedition to an Ancient research facility. After donning the suit (so he could safely explore the facility's highly toxic radioactive areas), Matt discovered that the suit was actually a powerful set of experimental Environmental Armor. rather than the usual bulky plates and stiff plexisteel mesh, the armor was made of a highly resistant ballistic nylon treated with a special mixture long-forgotten to the ages. This armor effectively protects Matt against radiation through class 6, most known poisons and toxins, as well as other hazardous environments. He is impervious to heat and cold attacks. Additionally, the suit functions underwater, in a vacuum, and in most other deadly environs. The suit also has an air recirculator, waste disposal, and endless nutrient supply. The wearer can stay in the suit without adverse effect indefinitely. Which is good, because Matt hasn't been able to figure out how to remove the suit in more than 5 years.

The suit Matt wears was specifically designed for long-term deep space exploration. The wearer was to be sealed into the suit prior to departure and to keep the suit from being accidentally breached, a timing mechanism was installed which will open the suit in 10 years' time. (So Matt has another 5 years to go, unbeknownst to him.)

Matt (as "HazMatt") eventually figured out the strength of the suit's protection, and he now hires himself out as a soldier of fortune...the ultimate scavenger...the man who can go places others cannot. He can explore places too dangerous for even the hardiest of mutants. And the armor (along with his high DEX) makes him difficult to injure. His nickname is "The Untouchable One." Many have tried to remove the suit for their own usage, but all have failed. Those who tried to harm HazMatt have failed. Matt enjoys the reputation he has garnered, and he has come to accept and enjoy the all-encompassing protection the suit offers.

Stop by later and we'll visit another resident of...

Sunday, November 13, 2011

Notorius NPC: The Grim Ripper

Hello Mutant Neighbors. Welcome to another series of blog posts highlighting some of the survivors living in my Mutant Future neighborhood. Today, we meet a voiceless mountain of a man who likes nothing more than to terrorize weaker folks with a set of very special weapons. Can you say "chainsaw nunchucks?" Very good.
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The Grim Ripper
7th Level Pure Human

STR: 20 --- INT: 11
DEX: 18 --- WIL: 10
CON: 17 --- CHA: 9
HPs: 72 --- AC: 5
Mutations: none

The ultimate "muscle" in the Mutant Future, The Grim Ripper is usually found in the employee of a local warlord or baron. Used as an enforcer, The Grim Ripper is nearly 8 feet tall, stocky of build, and wearing a full-face hooded mask.

The Grim Ripper doesn't speak; even if severely injured, he will not make a sound. Some say he had his vocal chords removed, whereas others say his willpower is such that he doesn't feel pain. Either way, The Grim Ripper wordlessly goes about his business of enforcing the will of his employer, whether single-handedly destroying a village and its inhabitants, enforcing the will of his "boss," or competing (and winning) in gladiatorial games for others' amusement.

The Grim Ripper can rip a person from limb-to-limb with his bare hands, and he's pretty competent with an assortment of hand-to-hand weapons. But his preferred method of combat is with a pair of chainsaw nunchucks. Once he sets them whizzing and buzzing around his body, he becomes a frightening limb-severing behemoth. Chainsaw nunchucks do 7d6 hit points of damage if he successfully hits. The Grim Ripper gets a +4 to hit/damage bonus as well as a +2 initiative modifier, so entering into combat with him is a foolhardy and dangerous event.

The Grim Ripper will usually be found standing at the side of his employer, to whom he is mindlessly loyal. Other times, he is seen leading the henchmen forces as a type of general. (Would YOU defy his commands?) He cannot be reasoned or bargained with. It is unknown if The Grim Ripper works for financial gain, a display of power, or if he just enjoys spreading destruction and death for the sake of the chaos and fear he sows.

The Grim Ripper is inspired by similar characters such as The Humungus from "The Road Warrior" or Master Blaster from "Max Max: Beyond Thunderdome."

Stop by later and we'll visit another resident of...

Wednesday, November 9, 2011

Would You Be Mine, Could You Be Mine, Won't You Be My Neighbor?

Hello once again genetically altered neighbors. It's been a year since our last visit, and in that time, new citizens have moved into my bombed-out neighborhood. Can you say "toxic-dripping evolutionary freaks?" I knew you could. Sure.

Very soon, you'll meet some of my new neighbors here in the Mutant Future. Some of them are good. Some are bad. Some are just trying to scratch out a living here in the blasted wastelands. Can you say "wastelands?" Of course you can. So be sure to stop back, and we'll visit five of my most interesting neighbors as we return once again to...

Wednesday, July 7, 2010

[Thundayy] Notorius NPC: Tye, the Swamp Urchin

Greeting for the last time, Mutant Neighbors. Today is our last day together where we meet some of the survivors living in my Mutant Future neighborhood. Today we'll visit the world of Thundarr the Barbarian and meet one of his closest allies. She may not be strong and she may have a smart mouth, but she has something no other person has. Can you say "locomotive"? I'll bet you can. Good for you.
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Tye, the Swamp Urchin
3rd Level Pure Human

STR: 9 --- INT: 12
DEX: 8 --- WIL: 15
CON: 10 --- CHA: 14
HPs: 38 --- AC: 9
Mutations: none

Tye is a young human girl who is one of Thundarr's closest friends and allies - although he'd never admit it. She is bull-headed, stubborn, and sharp of tongue. She claims that she's seen "12 summers," making her 12 years old. She has long platinum hair and is usually seen wearing a tattered dress. Thundarr refers to Tye as "the swamp urchin," as that's where she and Thundarr first met - in the swampland that has overtaken the former Texas/Mexico border.

Although she is a child, Tye possesses two resources unique to the World of Thundarr that makes her a very valuable ally.

First of all, Tye owns and runs an ancient steam-driven locomotive throughout the lands. This train consists of a steam engine, two flat cars, and three boxcars. Tye ships goods and supplies for many merchants and dealers throughout the area (for a nominal fee). She also transports passengers and refugees. Since she is the only one who seems to know how to repair and run it, even the most ruthless of villains leave her alone lest those who depend on it rise up in revolt.

Tye's other resource is her long-standing friendship with the Marsh Hulks that roam throughout swamplands. Because Tye has lived in the swamps her entire life, she has developed a relationship with the Marsh Hulk species; she is able to communicate with them, and they view her as one of their own. If Tye is in danger, she can call upon 1d4 Marsh Hulks who will rise out of the watery depths and defend her to the death. Tye will not call upon the Marsh Hulks unless her life is in danger though, as she does not want to abuse this connection with them.

Tye should be portrayed as very worldly and wise beyond her years. But she is still a 12-year-old girl at heart with all of the interests and flightiness that entails. She will lose her temper at the drop of a hat, but she also realizes her importance in the world, giving her a bit of an ego. If Tye is befriended, she'll gladly transport the party anyplace the rail line travels - at a discounted price, of course.

Two bits of real-life trivia: Tye was voiced by Nancy McKeon who went on to play "Jo" on The Facts of Life. And Tye's second appearance in "Last Train to Doomsday" also marks the second appearance of another classic Thundarr character - Gemini the Wizard!

NOTE: This ally was inspired by the episodes "Harvest of Doom" and "Last Train to Doomsday" from the classic Ruby Spears post-apocalyptic cartoon "Thundarr the Barbarian."
Sniderman's note: Hope you found something useful in the visits to Mister Mutant's Neighborhood. Perhaps we'll visit again in the future. Also, due to irregular commitments, I have decided to change the nature of "Thundarr Thursday." I am no longer able to post a weekly Thundarr post, but there is still a lot of material to mine. So I have renamed this series as "Thundayy," as any day with a Thundarr post is now "Thundayy"!

Tuesday, July 6, 2010

Notorious NPC: Merry Eddie, Mutant Human

Hello again Mutant Neighbors. Welcome to the fourth day of our series highlighting some of the survivors living in my Mutant Future neighborhood. I'm sorry I haven't been around for a few weeks. The spidergoat invasion that swept through the area kept me preoccupied, and I missed our little visits. Today, we meet a walking, talking skeleton, only he's not dead. Can you say "transparent flesh?" Very good.
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Merry Eddie
5th Level Mutant Human

STR: 15 --- INT: 14
DEX: 18 --- WIL: 14
CON: 10 --- CHA: 10
HPs: 35 --- AC: 2 (0 if nude)
Mutations: chameleon epidermis (limited), reflective epidermis (radiation), intellectual affinity (martial), frailty

Merry Eddie is a rarity in the Mutant Future as he's the only one of his kind associating with society. Eddie is one of a race of mutant humans called "vitossein" which literally means "living bones." The vitossein have developed transparent skin, muscles, and organs, so only their skeletal systems are visible. Because of this (and due to Eddie's high DEX), he has an incredible AC of 2 (and an AC of 0 if he strips off all of his clothes).

Eddie's life in the Mutant Future has not been a happy one despite his jovial jester's costume. Vitossein are very private, withdrawn creatures, refusing to associate with society. However Eddie was captured away from his village by a gang of roving bandits who forced him into slavery. They placed the jester's outfit on him and forced him to be their entertainment - usually for target practice. However, over the years, Eddie learned how to juggle and perform basic feats of acrobatic skill, earning him a reputation as a first-class entertainer. When he later escaped his captors (by slaying them all in their sleep), Eddie realized he had had changed too much and cannot return home. So he now travels the wastelands, entertaining for coins and money, and looking for a place he can one day call home.

As a vitossein, Merry Eddie has their latent martial intellectual affinity. In combat, he receives a +5 bonus to hit as well as a 1d6 bonus to damage. That along with his +2 initiative bonus and his high AC makes Eddie a strong opponent in combat. Ironically, Eddie will avoid combat if possible due to his fraility mutation. Eddie is hypersusceptible to damage. If Eddie takes damage, he receives an extra 2 hit points of damage as well. (This is how his captors we able to keep him in check for so long.)

Eddie has a surprisingly bright and sunny manner in spite of everything he's been through. He doesn't blame society for what his captors did to him, but he is cautious of anyone who is overly friendly (as that's how they were able to capture him). But if Eddie's trust is gained, he will be a stanch ally and valuable travelling companion.

Stop by Thursday and we'll visit another resident of...

Wednesday, June 16, 2010

Notorius NPC: Xxyxxzxx, Wasp Insectaur

Hello once again Mutant Neighbors. Welcome to the third day of our 5-day series highlighting some of the survivors living in my Mutant Future neighborhood. Today we'll meet a very lonely lady who believes she's the last of her kind. All she really wants to do it meet the man of her dreams, settle down, and start a family. Then she'll eat his head. Can you say "Insect instinct?" I'll bet you can. Sure.
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Xxyxxzxx
5th Level Insectaur

STR: 18 --- INT: 10
DEX: 11 --- WIL: 5
CON: 16 --- CHA: 11
HPs: 61 --- AC: 5
Mutations: complete wing development, natural insect weapons (stingers), acidic saliva, increased physical attribute (DEX), precognition, weak will

Xxyxxzxx (pronounced ZIZZ-zicks) is a wasp insectaur who may be the last of her kind. Xxyxxzxx's colony was wiped out by a marauding band of cockroachoids (MF rulebook, pg. 67), and she was the only one who managed to escape the slaughter. You see, Xxyxxzxx was the colony's queen, and she seeks to re-establish her dominion over a new colony. But without a mate, she is unable to begin a new hive. So she wanders the wastelands, looking for another male wasp insectaur to start anew.

Xxyxxzxx has several insectaur mutations that enabled her to fight off the initial attack as well as helping her survive on her own. She has a full set of wings allowing her to fly at her normal movement rate. She also has a set of two large stingers on the ends of her manipulator limbs that she can use for attack/defense. They are not poisonous, but they will do 1d8 hit points of damage each. Xxyxxzxx is also able to secrete an acidic saliva that can melt through nearly any organic material such as plant or animal matter. (Plastic, rubber, and metals are unaffected.) this saliva will do 3d6 hit points of damage per round it's in contact.

Xxyxxzxx's STR is quite formidable, and she has a +3 to hit and damage bonus due to her power. She also has increased physical attribute (DEX) which - when added to her natural insect carapace - improves her armor class to 5.

Xxyxxzxx's insectaur mind has developed the mutation of precognition, giving her an almost supernatural ability to foresee danger. Although she cannot "see" the future, she can sense when she's in danger and take steps to counteract the threat before it occurs. However, she also reacts very instinctively to situations due to her weak will drawback, oftentimes reacting without thinking or acting on impulse.

Xxyxxzxx is actually fairly kind to others, although she is viewed warily by strangers. (Wouldn't YOU be wary of a 6-foot-tall wasp?) She is able to speak, although her voice has a raspy buzz to it when she talks. Xxyxxzxx can bit a bit overbearing, feeling she is due some degree of respect due to her royal heritage, but she is also a realist and she knows that only other wasp insectaurs will hold her in this regard. Xxyxxzxx could be a powerful NPC for the party to befriend, and helping her locate a mate or another wasp insectaur colony could be an interesting plot hook to toss at them.

Stop by tomorrow and we'll visit another resident of...

Tuesday, June 15, 2010

Notorius NPC: Mevix the Mastermind

Good morning Mutant Neighbors. Today's the second day of our 5-day series highlighting some of the survivors living in my Mutant Future neighborhood. Today, we meet a man who's physically weak, but whose mental abilities makes him one of the most powerful mutants you'll ever meet. Can you say "Plane Shift?" Of course you can.

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Mevix
7th Level Mastermind

STR: 11 --- INT: 18
DEX: 9 --- WIL: 21
CON: 11 --- CHA: 15
HPs: 29 --- AC: 7
Mutations: neural telepathy (innate as per Mastermind); ability boost-WIL; plane shift; mind reflection (superior)

Mevix is one of the race of Masterminds - powerful mental mutants who seek to return the Mutant Future to the glories of the Ancient Past. However, Mevix has decided that only he has the vision and knowledge to lead the world into a new Enlightened Age. When people speak of the most feared mutants of the Mutant Future, Mevix's name comes up nearly each time.

Mevix is physically weak, and therefore he will rarely - if ever - directly confront anyone who dares to oppose him. However, Mevix has formed a small army of fiercely loyal followers consisting of 60 Brigands lead by 7 Medusoids (MF rulebook, pg. 83). Mevix has a large stronghold where he plans his world conquest. This stronghold is a former public library, as Mevix has learned that all of the information he'll ever need is contained within. Due to his research, Mevix has a staggering 95% Technology Roll to ID and operate Ancient tech. He has also amassed an incredible arsenal of weapons and devices. Mevix is well-armed, well-protected, and nearly untouchable.

If anyone is unfortunate enough to confront Mevix directly, he will unleash his formidable mental abilities. If he is attacked with a mental ability, Mevix will use his superior mind reflection to send the attack right back to the attacker. Unlike the usual mind reflection mutation, Mevix will not suffer any damage from the attack. If Mevix is feeling particularly threatened, he'll use his plane shift to either send himself someplace safer, or he'll dump his attacker into some hellish alternate dimension, never to return. Many of Mevix's enemies have disappeared in this manner. Finally, Mevix has trained his mind to such a degree that he can use his ability boost mutation to effectively double his WIL to 42, making him unbeatable in a Mental Attack challenge.

Merix is haughty and egotistical, looking down upon everyone else as if they were insects. He sees the world the way someone else may view an ant farm. Mevix has reached an evolutionary point where he no longer can relate to "normal" creatures, as he sees everyone and everything as beneath him. Rumor has it that the only creatures he sees as his intellectual equals are the Brain Lashers (MF rulebook, pg. 63), but he has not been able to form any kind of relationship with the alien race. But Heaven help the Mutant Future if they were to join forces...

Stop by tomorrow and we'll visit another resident of...

Monday, June 14, 2010

Notorius NPC: Jedidiah Colter, 1820's Time-Displaced

Good morning Mutant Neighbors. Today we kick off a 5-day series highlighting some of the survivors living in my Mutant Future neighborhood. Today, we're heading up into the mountains to meet a throwback to the past. Don't make any sudden moves, or he may put a bullet into your head before you know what happened. Can you say, "Trigger finger?" Sure you can.
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Jedidiah Colter
4th Level Time-Displaced (1820s)

STR: 16 --- INT: 17
DEX: 11 --- WIL: 21
CON: 13 --- CHA: 12
HPs: 58 --- AC: 7
Mutations: none

Jedidiah Colter is a true "stranger to these h'yere parts" as he is an unwitting time traveller from the 19th century - 1820 to be exact. Colter was a fur trapper who was exploring, mapping, and hunting in the Rocky Mountains. A rugged frontiersman, Colter had been on his own in the wilderness for nearly three years, having very little contact with civilization, and coming down from the mountains only when he needed to sell his furs or secure some tools he couldn't make for himself.

Colter's adventure in the Mutant Future began when he chased a deer into a deep cavern. It's unclear if he passed through a wormhole in time in the depths of the earth or if the cave was a direct tunnel to the future. All he knows that, when he left the cave, he found himself in a strange new world. Knowing he'd never fit in (or survive) in what passed for the "new civilization," Colter decided to stay up in the mountains, making a life for himself in the same manner he did in the past.

"One mountain's as good as any other, I reckon," he'd say.

Colter is a formidable fighter and a crackshot with his antique muzzleloader rifle. In combat - whether hand-to-hand or ranged - he receives a +4 to hit bonus as well as a +4 damage bonus. His muzzleloader does 1d10 hit points when it connects, and it takes Colter two rounds to reload it. Colter can also hurl a hand axe he carries with astonishing accuracy (although he prefers to hang onto it for hand-to-hand combat). The hand axe does 1d8 when it hits. Since Colter comes from "Modern Age" and due to his INT score, Colter receives a +25% Technology Roll modifier. This modifier is only applicable to devices/objects in existence prior to 1820, however. (He would not receive the bonus to ID a Blu-Ray DVD player, for example, though he would be entitled to a normal roll without bonuses to "figgur it out.")

As a frontier explorer, Colter is quite accustomed (and quite comfortable) living off the land: trapping his own food, finding or building shelter, and using his outdoorsman skills to survive in the wilderness. In fact, except for "them lightning-headed deer," Colter claims he doesn't see much difference in where he came from versus where he is now.

Since he has kept himself hidden and distant from others, Colter's presence in the mountains is largely unknown. However, he has been spotted on rare occasion, but never caught or identified. Colter had to defend himself from marauders once, shooting a bandit between the eyes without being spotted. His exploits have crossed into the realm of rumor and legend, as they speak of a fur-covered "wild man" who lives in the mountains. The legends say he's 8 feet tall and can kill a man just by looking in his direction. Colter doesn't know of this - but if it keeps people away from his mountain, he's fine with it.

Colter is actually not a violent man, nor is he a villain. On some level, he's frightened as to his situation, but he knows fear won't fill his belly or put a roof over his head. So he'll stay hidden from the Mutant Future as long as he can. What becomes of him when he's discovered is left to the ML.

Stop by tomorrow and we'll visit another resident of...

Friday, June 11, 2010

It's A Beautiful Day In The Neighborhood

Hello genetically altered neighbors. It's nice to see you all here today. I'm afraid you've arrived a bit early though. I'm still pulling on my sneakers. It's a bit difficult, what with the 12 toes on each foot and all. Can you say "Mutation?" I knew you could. Starting Monday, you're going to meet some of my neighbors here in the Mutant Future. Some of them are good. Some are bad. Some are just trying to survive in the blasted hellscape that is the Wasteland. Can you say "Hellscape?" Of course you can. Sure. So be sure to stop back on Monday and we'll visit five of my most interesting neighbors here in...