Sunday, May 30, 2010
RIP "The Deacon"
Farewell to one of my favorite over-the-top villains from one of my favorite over-the-top post-apocalyptic films.
Monday, May 24, 2010
Full-length Mutant Future Adventure Module Released: Re-Energizers!
In the mutated post-apocalypse, a man with a laser gun can win an argument. A man with two killer attack robots, though, can rule a whole town–and that’s just what Boss Jarvis does, dominating the little fortified settlement called Xitnine. When Jarvis needs someone to fetch new batteries for his mechanical henchmen, his jaded eye falls on the strangers in town… and that’s you. It sounds like a decent job, so long as you ignore the rumors of swarming mutant beasts, robots gone berserk, and deadly fields of radiation.
Sunday, May 23, 2010
"The Great Cities Have Risen And Fallen..."
Thursday, May 20, 2010
[Thundarr Thursday] World of Thundarr Sourcebook Updated
No new entries today, but I did have time to update The World of Thundarr the Barbarian Sourcebook with a ton of recent new material. This month's updates include:
- Aquagill
- Attack of the Amazon Women adventure
- Sky Dragon
- Chatterer
- Grizzly Snake
- Yondo the Wizard
- Oceanbrood
- Spellrender
- 57 pages of Thundarr/Mutant Future goodness
- 3 Character Races
- 5 NPCs
- 9 Dangerous Devices
- 25 Creatures
- And 4 full adventures in the Thundarr world!
As always, my plans are to update the sourcebook once a month 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.
One note: I may switch gears off of Thundarr for a bit as I have something else in mind for Thursday for a few weeks. Another barbarian in a post-apocalyptic world is hammering at the door and demanding equal time.
In a dark, future wasteland, the Great Cities have risen and fallen. Civilization's grip on mankind has grown weak and arthritic. Dark forces seek to renew forgotten covenants, and primordial beasts reclaim the wilderness. Out of the frozen north, a man emerges - a man of a barbaric age, whose merciless savagery may be the only key to his survival.
Tuesday, May 18, 2010
Ancient Armory: Intellipen
If a clever mutant examines this "pen," he may notice the device is slightly more bulky than a usual pen, and it seems to have a small microphone and pinhole camera built into it. If the Intellipen is activated (by "clicking" the top like a regular ball-point pen), the device's AI will activate. The Intellipen has a built in gyroscope allowing it to remain balanced on its point. By shifting its balance, the Intellipen can actually write, draw, sketch, and otherwise move across a sheet of paper (or any appropriate writing surface).
The uses of an intelligent self-writing device are endless:
- The Intellipen can be left active, monitoring a certain location. When its owner returns, he can ask the pen to sketch the faces of any who entered the area in his absence.
- The Intellipen can record a conversation and write out the dialogue later upon request.
- Any maps, pictures, or drawings recorded by the Intellipen can be accurately re-sketched later.
The Intellipen has no voice function however, so it must communicate only through the written word. The Intellipen can only write upon surfaces an ordinary pen can write on. If no surface exists, the pen will not work properly. Also, the Intellipen can only draw/write as fast as any human hand would be capable of doing, so speed is not an issue. Due to its size, an Intellipen is fairly fragile - it will be permanently damaged if it takes more than 15 hit points of damage.
If the Mutant Lord wishes, the Intellipen could be preloaded with software by the previous owner. Some examples would be:
- Cartography - The pen can accurately sketch out thousands of maps and charts of the countryside and surrounding terrain (pre-apocalyptic).
- Medical - The pen has hundreds of medical books and tomes within allowing it to "guide" the owner through complex diagnoses and/or surgical procedures.
- Statistical - The pen can accurately determine a "best course of action" after a host of appropriate data is input.
- Forgery (criminal) - The pen can accurately create a forged document from the Ancient days and may even be able to forge realistic-looking money as well.
Thursday, May 13, 2010
[Thundarr Thursday] Thundarr the Barbarian Opening Credits
Hey gang,
It dawned on me that there may be one or two of you out there who have never seen the opening credits to Thundarr the Barbarian. So, here you go. One note: Watch for the fleeting appearance of the Spellrender - the only time this very cool creature ever appeared in the show. (It shows up between 34 and 37 seconds - yup, only 3-4 seconds was this critter ever on the show.)
[Thundarr Thursday] Savage Menagerie: Spellrender
Alignment: Chaotic
Movement: 90' (30'); Flying: 120' (40')
Armor Class: 3
Attacks: 3 (claw/claw/bite)
Damage: 2d8/2d8/4d8
Save: L6
Morale: 10
Hoard Class: None
A Spellrender is not a naturally occurring creature; it is a magical being brought into existence only through very powerful Wizard magics. Because of this, only 1 will ever be encountered at a time and there is no chance of meeting one in its "lair."
NOTE: This creature was inspired by the opening credits from the Ruby Spears post-apocalyptic cartoon series "Thundarr the Barbarian." This incredibly cool-looking creature NEVER appeared in any episode, so I statted it out based on what it looks like and what I thought would be cool. Stay tuned each week for Thundarr Thursday!
Monday, May 10, 2010
Frank Frazetta: 1928 - 2010
Thursday, May 6, 2010
[Thundarr Thursday] Savage Menagerie: Oceanbrood
Movement: 120' (40'); Swimming: 120' (40')
Armor Class: 5
Attacks: 3 (claw/claw/bite)
Damage: 3d10/3d10/3d6
Save: L5
Morale: 12
Hoard Class: None
The Oceanbrood are an offshoot of the Lobstrosity species (MF rulebook, pg. 81), although they are ten-times larger, more aggressive, and infinitely more dangerous. An Oceanbrood is 20' to 40' long and protected by a flexible outer shell. They are often found in or near large bodies of water. They are as quick in the water as they are on the ground, able to swim at its normal land movement rate.
Although it has very limited intelligence, an Oceanbrood can be trained to obey very simple commands if it is caught when young and trained as it grows. The river pirate Capt. Kordon was able to train an Oceanbrood to come when she blew a high-pitched whistle and to attack when she pointed to a victim. They cannot be trained to do anything more substantial.
NOTE: This creature was inspired by the episode "Treasure of the Moks" from the Ruby Spears post-apocalyptic cartoon series "Thundarr the Barbarian." Stay tuned each week for Thundarr Thursday!
Sunday, May 2, 2010
The Post-Apocalyptic Forums Now Open For Discussion
Return To The Colony August 2010
For those who missed Season 1 last year, The Colony is a controlled experiment to see if 10 volunteers can survive inside a simulated post-apocalyptic environment for two months. A gritty, urban warehouse in downtown Los Angeles served as the setting for Season 1. In Season 2, we've been told that the series goes to the next level of disaster reality, on location in the South. (Rumor has it that Season 2 is being filmed in a devastated post-Katrina area of Louisiana.)
Here's a link to The Colony's Discovery Channel page. No info on Season 2 has been posted yet, but here's a link to the press release closing out the casting call for Season 2 as well as some basic info on the new season.
Saturday, May 1, 2010
Savage Menagerie: Armored Dillo
Alignment: Neutral
Movement: 120' (40') Rolling: 240' (80')
Armor Class: 2
Hit Dice: 9
Attacks: 2/1 (claw/claw or crushing roll)
Damage: 1d12/1d12 or 2d12
Save: L5
Morale: 11
Hoard Class: VII
The Armored Dillo is a large (7' tall) bipedal mutant with a thick natural armor plating and long iron-like claws. Because of its size, strength, and armor, it's sometimes referred to as a "rolling tank."
The Dillo's natural armor mutation bestows upon it a fairly high armor class rating, making it very difficult to injure. Its claws (natural weapons) are mostly used for digging the burrows in which it lives, as well as digging up the grubs and roots it eats as its main source of food. However, these claws can be used by the Dillo in combat, doing 1d12 damage for each that hits.
The Dillo moves as fast as any other biped, but it has another mode of travel. The Dillo can tuck itself into ball and roll along the ground at twice its normal rate of speed - as if it had the quickness mutation. While in this form, the Dillo can travel uphill at its increased rate of speed without slowing down. It can also determine the best path to take, as it is not "blinded" when travelling in this manner. (It's as if it has some kind of "radar sense" when in ball form which allows it to effectively "see" the terrain and obstacles.) When in its ball form, the Dillo can also use this as a form of attack. It can ram into a PC with a crushing roll attack, doing 2d12 points of damage with the collision.
Dillos are found in desert and arid terrain. They are slightly above most other animals in intelligence, able to problem-solve and use tools (along the same levels as chimps and dolphins). Dillos will normally avoid any kind of confrontation, but will wade into combat without hesitation if threatened of angered.
Mutations: natural armor, natural weaponry, quickness (special form)