Wednesday, December 29, 2010
I Got Mine. You Got Yours?
Saturday, December 25, 2010
[Notorius NPC] Satan Nick
4th Level Mutant Human
STR: 17 --- INT: 17
DEX: 18 --- WIL: 17
CON: 21 --- CHA: 7
HPs: 119 --- AC: 2
Mutations: aberrant form (thick reptilian hide); ability boost-CON; know direction; echolocation; negative empathy; vision impairment
He knows when you're awake.
He knows if you've been bad or good,
So go hide for goodness sake!"
Satan Nick (a perversion of the name "Saint Nick") has become the thing of legends and nightmares. No one knows where he lives; no one has ever spoken to him (and lived); and no one knows why he shows up at the same time every year at some random community for the sole purpose of terrorizing the inhabitants. Nick spreads his own twisted form of "Xmas cheer" by dropping down chimneys and slaying the residents; leaving booby-trapped candy and gifts scattered around the village; and other deadly pranks and activities. It's said that when Nick arrives, "the Yuletide will run red."
Satan Nick is a very powerful, diabolically intelligent opponent with numerous mutations that help him on his spree of horror. His echolocation and know direction mutations ensure that no one can hide or escape from his wrath. His increased constitution, high dexterity, and reptilian hide makes him very difficult to hit and to injure. He has a +2 bonus to hit and to his handheld damage. He receives a +3 to any saves vs. poison and +2 to saves vs. radiation. In essence, he is very nearly the perfect survivor in the Mutant Future wastes. However, his negative empathy mutation gives others a hint of his presence as a general feeling of unease and dread will settle over the town prior to his arrival. Also, Satan Nick cannot see at all in daylight and is effectively blinded by it, explaining why he only shows up at night and during the long evenings of the solstice. (Due to his green skin, red/white fur uniform, and anti-solstice activities, some survivors refer to him as "The Grinch" in honor of a similar creature from before the Final Wars.)
Satan Nick is said to travel on the back of a large savage Braindeer that attacks upon command, but this rumor has not been confirmed. When first spied, he may also be confused with a member of San Tass Helpers. People do not make that mistake twice. The PCs may be enlisted by a targeted village to deal with this menace once and for all. (A rather sizable bounty has been on Nick's head for years.) However, all who have tried have failed, as Nick only appears on one night each year in a random location. And even if they can predict where he will strike, there's no guarantee they will be able to defeat him. The Mutant Lord should play up the "unstoppable force of evil" that is Satan Nick. Children cry at the mention of his name. Adults fear him. Even wasteland survivors shudder at memories what they've seen him leave behind upon one of his midnight visits.
NOTE: I realize this is REALLY dark for a holiday post, but I've been planning on unveiling this twisted Father Christmas for a while. Merry Christmas to All and to All, "Good Luck!"
Friday, December 24, 2010
[Savage Menagerie] Psyeti
Alignment: Neutral
Movement: 120' (40')
Hit Dice: 5
Attacks: 3 (2 claws, bite)
Damage: 1d6/1d6/1d8
Save: L2
Morale: 7
Hoard Class: None
The Psyeti (pronounced SI-yet-tee) is a 12-foot-tall, fur-covered biped found in arctic or snow-covered wastelands. They are snow-white with beady pink eyes caused by their albinism mutation. They are often found in underground caves and caverns as they are blinded by bright sunlight (-2 combat penalty when outdoors).
Psyetis are not prone to attacking strangers in their domain, although they will defend their lairs to the death if invaded. It is often difficult to know if a region has a Psyeti lair, however, due to the private nature of these beasts. But if a PC spies a shadowy figure on a mountainous hillside from a distance, odds are good that a Psyeti lair is near.
Mutations: albinism, mental barrier, control weather
Thursday, December 23, 2010
[Thundarr Thursday] World of Thundarr Sourcebook Updated
- Werewolf
- Yondo's Nega-Sword
- Lava Troll
That brings the contents of the supplement up to:
- 63 pages of Thundarr/Mutant Future goodness
- 3 Character Races
- 7 NPCs
- 10 Dangerous Devices
- 28 Creatures
- And 4 full adventures in the Thundarr world!
As always, my plans are to update the sourcebook with any new material added, so this will always be up-to-date. Announcements (like this one) will be made whenever an updated file is posted. The full sourcebook will always remain free and available for download over there in the right-hand column. Thanks again, and Happy Holidays!
Wednesday, December 8, 2010
NaGa DeMon Status Update
- "A Year In The Savage AfterWorld" -- A compendium of Mutant Future micro-adventures and creatures. Fifty-two Dangerous Encounters; enough for a full year's worth of weekend role-playing. (STATUS: 50% written; well over 30 one-page encounters with full-page stats for a dozen new creatures.)
- "Antique Americana" -- A mini-setting for Mini Six as the PCs become retrievers of historical artifacts. (STATUS: 50% written; setting fleshed out and written; artifacts and enemies now being constructed.)
- "Dead In The Water" -- A full-length Mutant Future adventure taking place on a fiery manmade island overrun by mindless mutants...or are they? (STATUS: 30% written; decided to redesign the format of the adventure so I need to remap some major encounters.)
- "The Wackyworld War" -- A full-length Mutant Future adventure as the PCs find themselves between warring factions. (STATUS: 10% written; in the conceptual stage only; will be the first to go if time runs short.)
- And, of course, there will be another update to "The World of Thundarr the Barbarian Sourcebook." (STATUS: Will be an easy release for December as the material is compiled from Thundarr posts on this website.)
Saturday, December 4, 2010
Mutant Future Revised Edition Coming In Late December
Start saving up your plasteel coins!
Wednesday, December 1, 2010
My Project(s) For December's NaGa DeMon
- "A Year In The Savage AfterWorld" -- A compendium of Mutant Future micro-adventures and creatures. Fifty-two Dangerous Encounters; enough for a full year's worth of weekend role-playing.
- "Dead In The Water" -- A full-length Mutant Future adventure taking place on a fiery manmade island overrun by mindless mutants...or are they?
- "The Wackyworld War" -- A full-length Mutant Future adventure as the PCs find themselves between warring factions.
- "Antique Americana" -- A mini-setting for Mini Six as the PCs become retrievers of historical artifacts.
- And, of course, there will be another update to "The World of Thundarr the Barbarian Sourcebook."
Thursday, November 25, 2010
Savage Menagerie: Ursine Gobbler
Alignment: Neutral
Movement: 120' (40')
Hit Dice: 7
Attacks: 3 (2 claws, bite)
Damage: 2d6/2d6/3d6
Save: L4
Morale: 8
Hoard Class: VI
An Ursine Gobbler (nicknamed "Turkeybear") is a 10-foot-tall, 500-pound crossbreed of a large land mammal and a large land bird. An Ursine Gobbler has the body, claws, and head of a bear, and the beak and tail of a turkey. Some adventurers have mistakenly referred to it as an "owlbear," having read about these creatures in an Ancient tome titled "Add Monster Manual."
Ursine Gobblers have developed a mental barrier against mental attacks, giving attackers a -4 penalty when attacking mentally. They can also sense others with a mental mutation and will try to avoid them in combat. Ursine Gobblers can also cause the air around a target to gradually increase to unbearable limits with their temperature control mutation. When triggered, the air will shimmer around a target as the air becomes super-heated. The target will suffer 1d6 points of damage per round until the Ursine Gobbler's concentration is broken or once the target has taken 10d6 points of damage -- whichever comes first.
Ursine Gobbler pelts are highly valued by traders as they are very soft and warm, as well as being nearly impossible to secure due to the dangerous nature of the creature. The meat of an Ursine Gobbler is also quite tasty, and a trader will pay a premium for a good supply of it. (Although eating the flesh of an Ursine Gobbler tends to make the eater a bit sleepy.)
Mutations: gigantism, mental barrier, temperature control (heat)
NOTE: This creature is in honor of the Thanksgiving holiday in the U.S.
Tuesday, November 16, 2010
In December, Will You "NaBlo" or "NaGa"?
There are two NaNo-similar events that we as RPG enthusiasts can participate in--either one of which will increase our creativity and productivity, ending with something substantial of use to the RPG-playing community.
National Blog Posting Month, AKA "NaBloPoMo," is not held on a regular schedule like other "National Blah-blah Month." Rather, bloggers are encouraged to pick one month of the year and, during that time, post something each and every day. Bloggers from throughout the blogosphere with a wide variety of interests commit to posting something substantial on a daily basis for 30-31 days (or 28 days if you're a February slacker). In December, I challenge all RPG bloggers to commit to a daily post throughout the month. To make this useful for your readers though, I suggest that all entries have some kind of use to the RPG community, ie, new monsters, characters, rules, etc. Or if you'd rather create something more substantial...
Tuesday, November 9, 2010
NaNo Destroys The Savage AfterWorld
As in years part, I'm spending the month of November churning out yet another Great American Novel as part of the yearly National Novel Writing Month. I was trying to get back to somewhat regular blog posting, but I'm afraid it's tough to manage three or four money-paying writing assignments and NaNo as well, while still finding time to post the occasional mutant or post-apocalyptic situation with which to vex your Future Mutants. So November's posts will be lean. I'll try to make a effort to give you a few things this month to tide you over until December.
But in December, I may tackle one or two other NaNoWriMo-like events, both of which tie in directly with the RPG community. And I'll be looking for other RPG blog-meisters to join in the fun. Details to come...
Sunday, October 31, 2010
[Festival of Fright] Savage Menegerie: The Great Pumpking
Hit Dice: 13
Attacks: 3 (2 claws,bite)
Damage: 2d6/2d6/2d8
Morale: 10
Hoard Class: XXII
The Great Pumpking is a giant plant mutant worshiped by Pumpkin Men (MF rulebook, pg. 90). It is unknown if The Great Pumpking is a godlike deity, a supernatural entity, or just a unique gargantuan creature. Regardless of its background, The Great Pumpking is a monstrous entity that is as evil as it is large. Only one has ever been encountered in the Mutant Future.
Saturday, October 30, 2010
[Festival of Fright] Notorius NPC: "Sam"
STR: 17 --- INT: 14
DEX: 16 --- WIL: 15
CON: 16 --- CHA: 10
HPs: 58 --- AC: 1
Not much is known about "Sam," who is the recognized leader of the Tricker Treaters. What is known is that he is a coldblooded killer in the body of a child.
Thursday, October 28, 2010
[Festival of Fright/Thundarr Thursday] Savage Menagerie: Werewolves
Alignment: Chaotic
Attacks: 2 (bite/claw)
Damage: 2d4/1d6
Hoard Class: XX
Just as they "exist" in most fantasy tropes, Werewolves also exist in the World of Thundarr the Barbarian. However, unlike the "classic" idea of a Werewolf, the man-beasts from The Brotherhood of the Night differ greatly.
Werewolves appear to be a humanoid creature with the characteristics of a large wolf. They are covered in brown or grey fur, have pointed ears and claws, and fangs. Unlike a wolf, Werewolves have yellow slitted eyes and a thick mane of hair around their head, giving them an almost-feline-like look. They are rarely found in small groups, preferring to hunt and travel in larger packs. A Werewolf attacks by biting and clawing, dealing 2d4 and 1d6 hit points respectively. They have enhanced sight and enhanced hearing, giving them an almost supernatural ability to track their prey.
However, the bite of a Werewolf does not pass along the lycanthropy curse. All Werewolves are created by their "pack leader," a powerful Werewolf who can create new Werewolves just by touching a victim. (If a Werewolf pack is randomly encountered, there is a 20% chance that the pack leader will be accompanying them, though there is a 60% chance he will be found in their lair.) This pack leader should be 2HD larger with a +2 bonus to hit. If he is able to grab and hold a victim, the victim should save versus stun attacks or be transformed into a Werewolf under the control of the pack leader. However, this condition can be broken and reversed upon exposure to a naturally occurring substance such as wolfsbane or the waters of an enchanted spring. It is left to the Mutant Lord to determine the antidote to the lycanthropy.
In the episode "The Brotherhood of the Night," the pack leader Zebon was trying to grow his pack large enough to capture and convert the wizard Infernus. Once the wizard was under his thrall, he planned to use his massive army (along with the wizard's power) to rule the world. Once Thundarr tossed him into a healing spring, he reverted to a wolf form rather than a human form, which could mean that he was a mutant wolf all along.
NOTE: This creature was inspired by the episode "The Brotherhood of the Night" from the Ruby Spears post-apocalyptic cartoon series "Thundarr the Barbarian." Stay tuned for more of Thundarr Thursday!
Wednesday, October 27, 2010
[Festival of Fright] Dangerous Encounter: Living Nightmare
When this encounter begins, the PCs should find themselves in some central public location such as a town square, tavern, or marketplace. There should be some concerned excitement bubbling up nearby as the townsfolk in the crowd begin to talk excitably. The PC should catch snippets of conversation: "She just wandered in...thought she was dead...her poor parents must be relieved...!" If the PCs ask around or investigate, they'll get the following information:
"About three weeks ago, a small girl disappeared from the village. No one knew if she was taken or if she just wandered off into the woods. It was assumed she had been dragged off and eaten by one of the creatures lurking in the ruins nearby. Her parents were inconsolable. However, about an hour ago, she wandered into the village! She seems to be healthy and unharmed, but there's something...wrong about her. She just stares off into the distance--never blinking, never speaking..."The parents are happy to talk with the PCs (they're just delighted their child is back) and will let them meet with the girl if desired. The child, named Haester, sits silently in a chair, staring wide-eyed off into space. She seems almost robotic or hypnotized, devoid of emotion. If the PCs talk to her gently and ask what happened to her, she'll slowly turn her head to them and blandly remark, "The Grizzold took me to his house." The parents will act surprised, explaining that "the Grizzold" is a made-up monster from a fairy-tale her parents used to tell her. (If asked for a description of the Grizzold, the Mutant Lord is encouraged to describe the most horrific creature he can imagine. The PCs may later encounter "the Grizzold" if they're freaked out enough at the description!) Upon further conversation, Haester will describe the old ruined house about 5 miles away where "the Grizzold" kept her. She will also warn about his "mean dogs" before she shuts down completely. If the PCs aren't curious enough to investigate on their own, the village's town council will offer them a handsome reward to deal with this monster before another child is taken.
When the PCs arrive in the area, they should see an old dilapidated mansion on a hill. (The Mutant Lord is encouraged to play this up as the classic "haunted house" scenario, with the wind whipping up, night falling, and a blood-red full moon in the sky.) As they approach the house, a pair of Kamatas (MF rulebook, pg. 78) will charge from the underbrush and attack.
Kamata (2) (AL C, MV 180’ (60’), AC 5, HD 5, #AT 3 (2 claws, bite), DG 1d8/1d8/1d6, SV L3, ML 9, mutations: energy retaining cell structure, increased sense (smell))
Once the creature's "pets" are dealt with, the PCs can enter the house. Unbeknownst to the party, a Fear Feeder has taken up residence in an old dilapidated mansion. The extra-planar creature feeds on fear, terror, and horror, and it takes the shape of whatever terrorizes its victim the most. As the victim cringes in horror, the Fear Feeder consumes the negative energy until it has drained a victim of all its Willpower. Once drained and emotionally broken, it releases its prey and goes to find a fresh source of fear. (Fear Feeders are particularly fond of childhood traumas.)
Fear Feeder (1) (AL C, MV 120’ (40’), AC 3, HD 6, #AT 2 (claws plus special), DG 1d8/1d8/WIL drain, SV L6, ML 10, mutations: mental phantasm (unique), emotional vampirsm (fear))
The Mutant Lord should have the PCs slowly investigate the house, looking for "the Grizzold." Since the Fear Feeder is a shadowy creature, it will hide in the corners and the darkness, looking for an opportunity to take the shape of a new horrific being to terrorize its new "playthings." The Fear Feeder will try to attack the party individually rather than as a group, so it will wait until they separate before striking first. Once the nature of the Fear Feeder is discovered or once it looks like the fight is going against it, it will attempt to flee the area, hoping to find another location near another village with children.
Tuesday, October 26, 2010
[Festival of Fright] Savage Menagerie: Prometheoid
Movement: 90' (30')
Hit Dice: 9
Attacks: 1 (hand or weapon)
Damage: 3d6 or as weapon
Morale: 10
Hoard Class: VII
Prometheoids are the end results of twisted medical experiments trying to learn the secrets of immortality and cheating death. A Prometheoid is a stitched-together collection of human (and mutant) body parts which is then somehow brought back to life through science or mutation (or magic if your campaign has it). Prometheoids are also known as "Conglomerate Men," "Reanimated Dead," or the more colloquial nickname "Frankenstein."
Monday, October 25, 2010
[Festival of Fright] Furtive Faction: Tricker Treaters
Identifiers: Tricker Treaters are children (or possibly small adults) wearing tattered, shabby clothing and a single, simple mask. They may be carrying a bag or sack with them. They never speak, except for the phrase "Tricker Treat," which are the only words you will hear them utter.
Group History: According to legend, during the days of the Festival of Fear, small children would be sent into the world at night, begging for tribute. The children, wearing masks to hide their identities, would approach a stranger and utter the chant "Tricker Treat" while thrusting an open bag or sack at the stranger. The stories say that those who gave worthy gifts to these children would be blessed with good fortune throughout the year. Those who refused or offered small rewards would be punished -- or "tricked" -- for their miserly ways. If a Tricker Treater approaches you, you'd better have something of value to give to them. If you refuse or shortchange them, they'll wander off silently to plot their "trick."
Game Information: Since the days of the Final Wars, the original intent of the Halloween Trick-or-Treat tradition has been warped into a pseudo-religion. It is now viewed as a test of integrity and generosity. Those who pass are left unmolested. Those who fail are deemed unworthy of existence and will "tricked" i.e. killed. These "tricks" usually come in a form similar to the harmless pranks of yesteryear. However, instead of having eggs thrown at their house, the "tricked" may wake to hear live grenades crashing through a window. Instead of releasing a pig in the "tricked" house, they may find a hungry, angry hideous boar. Tricker Treaters see themselves as the final judge of mankind's true character, and they take that responsibility seriously and with bloody intent. It is rumored that their leader, known only as "Sam," is a very powerful mutant who violently enforces his interpretation of the Laws of the Festival of Fright.
Sunday, October 24, 2010
Seven Days Celebrating The Festival Of Fright
Friday, October 22, 2010
Savage Menagerie: Zebrant
Alignment: Neutral
Movement: 210' (70')
Hit Dice: 5
Attacks: 1 (bite or trample)
Damage: 1d6 or 1d20
Save: L3
Morale: 6
Hoard Class: None
Contrary to appearances, the Zebrant is not a mutated insect. It is actually a mammalian horse that has mutated extra legs and a multisegmented torso. This large beast (7-foot-tall at the shoulder) is prized as a swift mount capable of fast speeds. It can also comfortably carry two riders. However, Zebrants are very rare to find in the wild, and -- until caught and tamed -- they will bolt from any perceived threat. Although they shy from combat, a Zebrant will bite if given the chance for 1d6 hit points of damage. A Zebrant may also try to trample an opponent, doing 1d20 hit points if it manages to bowl over an attacker.
Mutations: gigantism, force screen (greater)
Thursday, October 21, 2010
[Thundarr Thursday] Review Of The Official Thundarr DVD Release
One slight disappointment: There are no extras in this set. It would have been nice to have added some concept art or seen some interviews with the creators, artists, animators, and actors of the show. A disappointing oversight considering the recent "Saturday Morning Cartoons: 1980s Volume 1" only had one Thundarr episode, but managed to also squeeze in an 18-minute Thundarr retrospective, including interviews with creators Joe Ruby and Ken Spears. (And that DVD was also a Warner Bros. release, so I assume there wouldn't have been any rights issue to have the WBShop place it on this DVD set as well.)
Wednesday, October 20, 2010
My 15 Games In 15 Minutes
- Mutant Future - The Blasted Earth Retroclone that brought me back into the gaming fold. Seriously, is anyone surprised that this is number one on this blog?
- Gamma World - The first gonzo post-apocalyptic RPG I played and one that showed me there was more than just Dungeons & Dragons out there.
- Dungeons & Dragons - Of course I cut my teeth on the granddaddy of all RPGs in a long-running campaign that, I know, is still running 20 years later.
- Ghostbusters RPG - My first exposure to the D6 system and the game that showed me that RPGs could also be incredibly funny.
- Toon - A maniacal RPG that encourages action over planning. Great fun to run at conventions - especially with a sound system blasting Warner Bros. cartoon theme music.
- Call of Cthulhu - Unlike the lighter comedy RPGs I enjoy, this showed me that, sometimes, there are no winners. Eventually you will either die, go insane, or be eaten. Horror done right.
- Villains and Vigilantes - Played and enjoyed this supers game long before exposure to Champions. Still have all of my original books from the FGU days and am glad to see it back!
- Dark Cults card game - Not exactly an RPG, but I grabbed this eerie little storytelling card game years ago, and it was a regularly played diversion for years. Still have it on-hand too.
- Timemaster - Loved Pacesetter's stuff back in the '80s, and a time travel RPG was just icing on the cake. Really well-thought-out time travel mechanics with interesting adventures in the past and future.
- Chill - My other favorite Pacesetter game. Less dire than Cthulhu, but no less deadly. If CoC was the "Hammer Horror" of RPGs, Chill was "Universal Monsters."
- Stuperpowers - Long before I found out about Mystery Men and Flaming Carrot, I had stumbled across this spoof of heroes with useless powers. Hysterical in small doses. "Prehensile nipples," anyone?
- Stalking The Night Fantastic/Bureau 13 - Discovered the original spiral-bound photocopied STNF at a local convention years ago. Thought the idea of a government branch fighting the forces of the supernatural was very cool.
- Space 1889 - Didn't play it much, but loved the concept. My first exposure to the steampunk genre.
- Tunnels and Trolls - Played a few games and loved the simple mechanics of the system. Plus it was a bit more lighthearted than other fantasy games which was nice.
- International Fantasy Gaming Society - Yup, I was a LARPer for many years. Role-playing on a tabletop is one thing. But get back to me when you've actually explored a dungeon, turned a wave of undead, or slain a troll lord in real life. I have. ;)
Monday, October 18, 2010
A Stack O' Mutational Links
Sunday, October 17, 2010
Fight On! Issue 10 Is Out! (With A Savage AfterWorld Submission)
Fight On! returns to unscroll the Runes of Chaos and conjure the mighty titans of yesteryear! Dedicated to Tom Moldvay, this BIG issue contains three BIG undercities and lost worlds by Gabor Lux, James Mishler, and Chris Robert alongside the rules supplements, mini-adventures and modules, villages, one-page dungeons, spells, monsters, NPCs, tricks, traps, geomorphs, reviews, and tables you've come to know, love, and expect from our fantastic fanzine. Illustriously illustrated by Patrick Farley, Jennifer Weigel, Lester, Kelvin Green, Jason Sholtis, Peter Mullen, Mark Allen, Anthony Stiller, Steve Robertson, and more; puissantly penned by Jeff Rients, Calithena, Jerry Stratton, Tim Snider, Geoff McKinney, Patrice Crespy, Peter Schmidt Jensen, Paul Stormberg, Geoffrey O. Dale, Tim Kask, and a whole gang of garrulous grognards trying to take it (their PC, that is) to the next level. We hope you'll roll the bones on this issue and check it out - but either way, keep Fighting On!
Regular readers will remember the Time-Displaced race for Mutant Future that appeared here at The Savage AfterWorld. Well, after a bit of tweaking and updating, those same time-flung travellers now grace the pages of Fight On! And artist-extrordinaire Lester Smolenski who illustrated the piece was kind enough to send me this teaser. Click it and order the issue today!
Thursday, October 14, 2010
[Thundarr Thursday] Ancient Armory: Yondo's Nega-Sword
Range: Blast-120'
Battery: Special (see description)
If the Nega-Sword has a weakness, it is the power cell it uses. The cell is the size and weight of an automotive battery, making the sword very difficult to transport and use. Also, if the cables are severed, the Nega-Sword will power down. Since the cables are only 15' long, Yondo must have the power cell either with him or near him at all times. If attacked with the Nega-Sword, it is best to target the power cell or hope that the power cell is quickly drained.
Thursday, October 7, 2010
[Thundarr Thursday] Savage Menagerie: Lava Troll
Alignment: Neutral
Movement: 60' (20')
Armor Class: 4
Attacks: 2 (claw/claw)
Damage: 3d4/3d4
Morale: 9
Hoard Class: none
A Lava Troll is a monstrously huge (18+ feet tall) humanoid mutant that lives in actively volcanic environments. They have eerie white eyes, pointed ears, a pug nose, and are covered in a sickly, rubbery, ashen-grey skin. Because of their preferred habitat, it will be rare to encounter a Lava Troll as no one is foolish enough to approach an active lava field or volcanic crater where they reside. If, however, someone does get close enough, they will attempt to grab the victim and drag them into the lava where they will then feed on what's left of the charred remains.
NOTE: This creature was inspired by the episode "City of Evil" from the Ruby Spears post-apocalyptic cartoon series "Thundarr the Barbarian." Stay tuned for more of Thundarr Thursday!
Tuesday, September 21, 2010
Thundarr the Barbarian OFFICIAL DVD release on Sept. 28!
And here's the post from TVShowsOnDVD with all the info:
Overnight a Twitter post from the Warner Archive team has confirmed that the title is indeed coming from the WBshop's Manufacture-on-Demand program, and provided a ship date that is just one week away from today: September 28th! They also showed off the box art for this 4-DVD set. The title is not up for pre-order yet, so pricing hasn't been revealed.
So in less than a week, you'll be able to finally get your hands on an official Warner Brothers/Hanna Barbara release of this classic cartoon! Stay tuned and I'll post ordering info and prices as soon as the page goes live.
EDIT: And the ordering page went live. Price is $29.95. Here you go:
WBShop.com: Thundarr the Barbarian ordering page
Wednesday, September 8, 2010
I Told You To Keep Your @*#! Hands Off My Mug!
As you can see from the photos, the image is delightfully apocalyptic with a wild-haired, wild-eyed survivalist dressed in a tattered denim vest with a ammo bandolier crossing his chest. In one hand, he clutches a Bowie knife; in the other, he fires off some kind of automatic weapon. And during all of the chaos, he screams "I Told You To Keep Your @*#! Hands Off My Mug!"
Anyway, I grabbed the only two he had. And I'm givin' them away. Want one? Here's how to enter the giveaway: Just post in a Comment to this post with what you think this guy's name is. (I've been calling him "Cawdor" -- some of you may get the reference...) I'll draw two random winners sometime next week. Please post only once in the thread. Multiple entries are not allowed. Make sure I can somehow reach you via email if you win! I'll ship internationally, so everyone feel free to enter. Good luck. And remember:
Soundtrack For "The Colony" Available At Amazon
One problem I've always run into though: the post-apocalyptic genre is the hardest to musically set up. There are a buhmillion, kajillion "high fantasy" soundtracks out there. Sci-fi and space opera games have a ton of musical resources. Even the superhero milieu is fairly simple to score. But try to find any "post-apocalyptic" music, and you're limited to either thrash metal groups, 1950s jazz pieces, or odd discordant electronica.
It's no secret I'm a fan of "The Colony" - Discovery Channel's post-apocalyptic reality "experiment" now in its second season. What I didn't know was that the original score music to Season One was released as a set of MP3s, downloadable at Amazon. There are 30 pieces of set music, each running about 2 minutes, giving you about a hour's worth of music.
The music is nicely evocative of the show and its environment. And because the music was scored to accompany certain scenes and events, there are a host of different "stings" you can use depending on situations such as combat, exploration, construction, etc. The song titles give you an indication of the scenarios they represent: Market Raid, Marauders, Junk and Scraps, Someone is Watching, Unwelcome. At only $8.99 for all 30, it's a good deal for the perfect soundtrack for your Mutant Future campaigns. Listen to the samples at Amazon and let me know what you think.
Saturday, August 14, 2010
[Thundarr Thursday] World of Thundarr Sourcebook Updated
- Skullus the Wizard
- Marsh Hulk
- Tye, the Swamp Urchin
- 60 pages of Thundarr/Mutant Future goodness
- 3 Character Races
- 7 NPCs
- 9 Dangerous Devices
- 26 Creatures
- And 4 full adventures in the Thundarr world!
As always, my plans are to update the sourcebook with any new material added, so this will always be up-to-date. Announcements (like this one) will be made whenever an updated file is posted. The full sourcebook will always remain free and available for download over there in the right-hand column.
Tuesday, August 10, 2010
Savage Menagerie: Skunkape
Alignment: Neutral
Movement: 120' (40')
Armor Class: 6
Hit Dice: 7
Attacks: 3 (claw/claw/bite)
Damage: 1d6/1d6/1d8
Save: L4
Morale: 9
Hoard Class: XX
The Skunkape is a huge (8' tall) ape-like, forest-dwelling humanoid. The Skunkape is thought to be an offshoot of the Apeman (MF rulebook, pg. 60), however they have little in common other than appearance.
Skunkapes are nocturnal creatures, preferring to do their hunting and foraging at night. To better facilitate this, Skunkapes have developed keen night vision, allowing them to see up to 60 feet away in total darkness as if it were daylight. because Skunkapes are not overly aggressive, they have also developed a formidable defense mechanism. The Skunkape's skin constantly secretes a foul-smelling musk that clinks to its hair. Any who come within 20 feet of a Skunkape must save versus poison or spend 1d4 rounds retching, vomiting, and trying to get away from the stench. It is fairly obvious when you get near a Skunkape lair as the smell will be nearly unbearable. Those without olfactory senses will be unaffected.
Mutations: toxic weapon (stench), night vision
Monday, August 9, 2010
Micro-Mutations (or "Cantrips For Mutants")
It's an easy matter to bring this same concept to Mutant Future. If a player wishes, allow him to roll for one or two "micro-mutations." Take whatever mutation he rolls and "dilute" the effect to the point of near-uselessness.
- Gigantism - Adds an extra 2 feet to the player's height.
- Optical Emissions - The player's eyes always glow with a bright red light.
- Prey Scent - Every dog in the area will follow the player around.
- Control Weather - The player can increase or decrease the temperature in the area by 10 degrees.
- Mind Thrust - The player can induce a mild headache in a victim.
- Teleport - The player can teleport 1d4 yards in any direction once a day.
"And now before we liquefy you and your friends, I want you to know that...that...ugh, I have got the WORST headache all of a sudden."
Sunday, August 8, 2010
Post-apocalyptic Pathfinder Coming In December
Civilization is cast in ruin, yet the Earth is reborn!
Wander the Wastelands and the Cities of the Ancients… Plunder technological treasures from long-hidden vaults… Fight to survive in a savage world of mutants, marauders and mental powers!
Warlords of the Apocalypse brings the gonzo, over-the-top world of classic post-apocalypse science-fantasy to the Pathfinder rules system! In this 256-page hardcover you will find:
• A complete post-apocalypse setting
• Rules for mutations
• Rules for Psionic Powers
• Weapons, gear and treasure spanning technology levels from the New Dark Age to the advanced tech of the Ancients
• New monsters, and rules for mutating any compatible monster into entirely new threats
• A Random Adventure Generator and dozens of Adventure hooks
• Guidelines for bringing your existing Pathfinder characters into this setting, or creating native characters
•…and much more!