Saturday, March 30, 2013

Review Of New Mutant Future Adventure "The Ruins of Woebrook"

Those who frequent my little slice of the Wastelands here are no doubt also fans and visitors to A Field Guide to Doomsday run by the ever-genial Justin Davis. Justin has populated the Mutant Future with dozens -- nay -- hundreds of creatures, and his blog has released two very well-done B-movie critter compendiums:  "Devastation Drive-In" and "Spawn of Devastation Drive-In."  This week, he compiled his notes and behind-the-scenes materials from his Don't Mess With Wrexus home campaign into a 16-page Mutant Future outing titled "The Ruins of Woebrook AKA Fane of the Frostgod." The adventure is free and available to download right darn now.

The exploratory adventure takes place in a nearly-buried ruin found deep in a fetid swamp near Hugeston. This monument to Ancient capitalism is isolated by distance and hard-to-traverse terrain...meaning it's a PERFECT lure for curious post-apocalyptic scavengers. There is no "plotline" to speak of in the adventure, but rather an opportunity to go exploring in one of the bastions of Ancient civilization: the mall. However, this is no mere abandoned hulk. The mall is inhabited by an odd assortment of crazed service bots, a sandlewood-scented arachnid, and (my favorite) a bigoted pile of algae. As the PCs move from store to store and encounter to encounter, they may discover the cult-like creatures lurking at the heart of the mall. But that's a secret I'll leave you to discover on your own. (You'll never look at breakfast pastry the same way again.)

"The Ruins of Woebrook" is a very tightly constructed piece of adventuring. I'm a huge fan of the standard fantasy RPG dungeon crawl, and Justin's taken this trope and transplanted it nicely into the Mutant Future. Some great encounters and fabulous Ancient treasures await those who can find Woebrook and escape with their lives. Sniderman says check it out!

Yo Dawg...

I made this purchase today at Hobby Lobby:

And I just had to trot out this overworked meme:

Friday, March 29, 2013

More Mutant NPCs Courtesy Of Webster's Dictionary

Back in November, I posted a method for generating NPCs using nothing more than Merriam-Webster's Collegiate Dictionary (11th edition). Had an opportunity to break out the dictionary this morning for an unrelated project, so I thought I'd take this word-based NPC creator out for another spin:

NPC 1
Page 513: "gall midge - game fish"
For "Who," my eyes immediately fall on one word that I find perfect: "galoot." Although defined as someone "strange or foolish," I instead have the mental image of someone hulking and ponderous with minimal intelligence. So our NPC is a huge mountain of a man lacking social skills. For "Drive," I'm torn between two words, so I decided to use them both: "gambler" and "gallows." Our hulking thug runs a gambling hall in one of the border towns. Mutants can play cards or throw dice at his casino (most of the games are rigged anyhow), however, the real "action" is in the basement where true gamblers (or the very desperate) can play a very special game of "Hangman." Six mutants who feel lucky are prepped in a makeshift gallows. Each has their head in a noose and they balance precariously on a stool. Bets are taken from the audience as to who the loser will be. Once the bets are collected, a simple 6-sided die is tossed. Each face corresponds to one of the "players." If their number comes up, they are freed and asked to step to the side. At the end, when only one remains, the stool is kicked out from under him. The winning bettors double their money, and each survivor is given a sizable payout for playing. (And the House rakes in a sizable cut.) It's said that, if there are not enough volunteer players, the casino owner will go "recruit" some new players off the street. And what's his "Mutation?" I found "galvanic skin response" interesting. So, SKIN + ELECTRIC suggests energy-retaining cell structure. Anyone he touches takes 3d6 points of electrical damage, so he uses this and his thugs to keep the order in his establishment. The PCs may be tasked with shutting down his immoral -- and deadly -- gambling den.

NPC 2 and 3
Page 1393: "vibrantly - vicious"
For "Who" and "Drive," I have two very interesting word combinations leaping off the page at me. The first is "vicious vicar," which brings to mind a tyrannical Priest of the Bygones. Those who do not follow the teachings of his church are branded as heretics. His faith is unwavering, and he expects all others to blindly obey church doctrine. His followers are unquestioningly loyal, as they feel he has a direct correction with the Will of the Bygones. He may even rule the area as the ultimate voice of a theocracy. Just entering his region places the PCs in great danger (unless they are willing to convert and "spread the Word of the Bygones!") The other combination is "vicarious viceroy." The leader of the region was unwillingly thrust into his role. Let's say the governor of the area died suddenly, so his young unprepared son has ascended to the position. But he doesn't WANT to rule, so he's making plans to run away, abandoning his responsibilities. Perhaps when he realizes his mistake a year later, he'll need to PC's assistance to help put him back in power. (Although the folks who filled the vacuum in his absence will not be happy to see him return!) Since I want this NPC to be a Pure Human, the "Mutation" word will now become an "Equipment" word: "vibration." So both our evil priest or prince on the run are equipped with either a vibro-dagger or vibro-sword, depending on the needs of the Mutant Lord. So there you go -- TWO NPCs on this page!

Thursday, March 28, 2013

[Ancient Armory] Cactus Armor AKA "The Porcu-suit"

When it comes to protecting themselves, the mutants who thrive in the wastelands can be a pretty ingenious bunch. One rather frail and puny denizen who lived in an arid desert area stumbled against one of the many cactus plants that thrive there. After spending the afternoon pulling thorns out of his skin, he got the idea of covering himself with these barbed spines. And thus, the first suit of Cactus Armor was born.

Cactus Armor is simply a full body covering that has been outfitted with thousands of sharp pointed barbs. Most folks use nails, spikes, and pointed bits of scavenged metal. Others use actual thorns and spines taken from cacti and other thorny plants. Whatever is used, the base armor class of this suit of cobbled-together protection is AC 7 -- the same as a suit of leather armor. However, the wearer should be treated as if they have the spiny growth mutation. Any who come into physical contact with the suit should take 1d6 hit points of damage from the dangerous barbed outer surface.

Another benefit the suit bestows is that the spines act as a "buffer" -- spreading blunt concussive force over a larger area. If struck by a blunt weapon -- a mace, cudgel, club, or other unedged bludgeoning device -- the damage should be reduced by 2 points as the blow is spread over a larger area, thus reducing the force of the blow. However, whereas the suit lessens the damage from blunt weapons, it actually increases damage taken from edged weapons as the spines act as a "guide" for the blade. The spines offer no stopping power over swords and knives, and actually allow such a weapon to easily slip between them, guiding the blade directly to the softer material underneath. The mutant will take an extra 2 points of damage from edged weapons due to this. The spines do nothing to stop or deflect firearms, lasers, arrows, or other ranged weapons, though there are no damage increases from such attacks either.

Although the combat potential for a suit of Cactus Armor is limited, the suit is very useful for mutants exposed to dangerous wildlife in their area or those who may encounter them when they travel. A Spidergoat or Charger will think twice before attacking someone outfitted like a human pincushion!