NOTE: I created the original Apocalyptic Stormfront Mega-table more than 3 years ago. Over that time, it has served me well. But I never knew something was missing...until last night. Last night's premiere of Sharknado revealed the missing piece of the puzzle. I HAD to update this classic table to include this ever-so-frightening weather phenomenon. (See Entry 99-00.)
During
the final days of the End of the World, the catastrophic explosions
that destroyed the lands ejected a host of materials into the
atmosphere. Over time, these orbiting materials have combined with each
other and with the clouds to create a number of unusual stormfronts that
may be encountered in the
Mutant Future. If the Mutant Lord wants to
give the players a bit of an environmental challenge, they should roll
1d100 and refer to the following chart:
1-2. Abrasion Storm
– Coarse sand and grit are carried on gale-force winds, acting as
airborne sandpaper. Clothing will be shredded, paint removed from
vehicles and buildings, and armor could be eroded down an armor class
level. Blindness could occur in unprotected eyes. Minor injuries (1d4
hit points) are possible.
3-4. Acid Storm –
Pollution and ash have mixed with the moisture in the clouds to create a
corrosive liquid that rains upon the lands. Roll 1d6 for acidity level
with 1 = slight irritant (lemon juice) to 6 = dangerously corrosive
(battery acid).
5-6. Amnesia Storm – Unexplained
shifts in the planet’s magnetic fields create a memory-wiping effect on
intelligent creatures. PCs and NPCs may not remember who they are, what
they are, or what they can do. This effect may or may not affect
artificial intelligence (i.e., robots, androids, and the like). The
amnesia wears off after the storm passes.
7-8. Antigrav Storm
– The gravitational field in the area drops to one-fourth of its normal
level. Everything weighs one-fourth of its current weight. PCs can leap
four times farther and higher than normal. Travel is faster since
everything is lighter. (But watch out when the gravity returns!)
9-10. Ash Storm
– Volcanic ash and cinders that have drifted in the atmosphere for
years finally begins to fall, covering the area with dirty soot to a
depth of 1d4 inches. It’s comparatively harmless, though it may play
havoc with fragile technology.
11-12. Blood Storm
– Microscopic rusting iron particles have combined with the moisture in
the air to create a thick red rain that smells of iron.
Exposed/untreated metal items exposed to a blood storm will rust at an
accelerated rate.
13-14. Bone Storm – During the
Ancient Wars, a major population center was bombed into oblivion. Those
victims who weren’t vaporized had their skeletal remains thrown into
the lower atmosphere. Eventually, those bits and pieces will come
falling down. More disturbing than dangerous.
15-16. Boulder Storm
– Large rocks ranging from 1 to 10 feet across start crashing down
throughout the area, dealing 1d6 to 10d6 hit points of damage depending
on size) if they strike. This may initially be mistaken for a series of
meteorites, but it’s actually the remnants of a long-ago-blasted
mountain chain.
17-18. Chill Storm – A driving
rainstorm where the water is just above the point of freezing is
encountered. Exposure to a chill storm will deal 1d4 hit points of
damage per round to plant-based characters and may give other mutants a
bad cold/flu.
19-20. Concrete Storm – The
miscellaneous gritty mineral flotsam in the atmosphere combines with
water to create actual concrete. This pasty material will begin
splattering down, covering everything. If allowed to harden, it will be
as hard as stone. Huts could collapse under the weight. Villagers could
find themselves sealed in and trapped within their shelters.
21-22. Critter Storm
– A small tornado or waterspout picks up creatures from one area and
drops them elsewhere when the funnel cloud dissipates. A large quantity
of frogs, locusts, fish, or other small animals will begin falling upon
the PCs. It could be interesting for the PCs if scorpions, poisonous
spiders, or rot grubs began to fall on them.
23-24. Dark Storm
– A massive cloud of ash and debris blocks out all natural light,
throwing the area into absolute darkness. No sunlight, moonlight, or
starlight will be visible. Nocturnal and light-sensitive creatures will
come out to hunt. Due to the size of the cloud (from horizon to
horizon), the darkness could last for weeks.
25-26. Dead Storm
– Bizarre radiation waves cause the dead to reanimate. After a strange
red glow of light blankets the area, the PCs will encounter 3d10 of the
Walking Dead clawing their way out of the ground. (See MF rulebook, page
101.) Treat as a one-time encounter rather than an on-going stormfront.
27-28. Deafness Storm
– Changes in air pressure cause sound waves to increase in frequency
and pitch, rendering them undetectable by those with “normal” hearing.
However, those with special hearing (i.e., many animals or mutants with
increased hearing) will be able to hear normally. All others will be
effectively deaf until the storm passes.
29-30. Deluge Storm
– Huge raindrops begin to fall, as if the area was being pelted with
water balloons. Because an incredible amount of water is falling in a
short period of time, dangerous flash flooding and river swells are
assured. PCs could be swept away by a sudden wave of water appearing out
of nowhere.
31-32. Disease Storm – Biological
warfare agents have mixed with the natural rainwater creating a
virus-laden “soup” that coats everything. Characters who exposed for a
lengthy period have a 65% chance of contracting the Superflu. (See MF
rulebook, page 48.)
33-34. Fire Storm – Bits of
phosphorus debris have somehow remained inactive and dormant until they
start falling onto the area, flaring up at more than 250 degrees and
burning through anything they land on. PCs will take 2d6 hit points of
damage per round of exposure.
35-36. Funnel Storm
– A series of tornadoes sweeps through the area, destroying buildings,
uprooting trees, and hurling massive items through the air. PCs caught
in the open may be crushed by debris or, worse, whisked a half-mile up
into the air, then dropped.
37-38. Fusion Storm –
Named for the effect it has on biological tissue, a fusion storm fuses
two creatures into one being. When this storm passes through, any
creatures in contact with each other will find themselves melded and
fused together. For example, a man on a horse warps into a centaur-like
creature, or two humans warp into a two-headed, four armed mutant. Allow
PCs to save versus energy attacks to avoid this fate.
39-40. Glue Storm
– Chemicals in the atmosphere have combined into a thick mucilage. When
it rains down, this sticky green goo will act as a powerful adhesive.
If allowed to dry, this glue will bond almost any two surfaces. (It does
not bond to glass, oddly enough.) Acid or fire will dissolve the glue’s
bond. When bottled, it may fetch a good price with a trader.
41-42. Hook Storm
– A violent windstorm with barbed bits of metal and wire whips through
the region, ripping and shredding through anything softer than AC7.
Exposed characters will suffer 1d4 per round of exposure, plus they may
need to see a medic to have any remaining barbed materials removed from
their skin and flesh.
43-44. Infrared Storm –
Sunlight refraction through airborne materials causes the infrared light
spectrum to become visible. Everything with any degree of warmth has a
reddish-orange glow to it. This effect is barely noticeable during the
day. But at night, treat everyone as having the mutation of thermal
vision.
45-46. Junk Storm – The remnants of a
research satellite or orbiting science platform begins crashing to the
surface. Once the hazard of falling refuse has ended, allow the PCs the
chance to scavenge the debris field. (45% chance of finding 1d4 working
gizmos, MF rulebook, page 109).
47-48. Light Storm
– A massive cloud of light-reflecting chaff unnaturally bends sunlight
so that it’s as bright as noon on a 24-hour cycle even when the sun’s on
the other side of the planet. Creatures with light sensitivity will be
in agony as the brightness runs around the clock. Due to the size of the
cloud (from horizon to horizon), the light could last for weeks.
49-50. Lightning Storm
– No precipitation, but bolts of lightning strike the area regularly
during the storm. The chance of a PC being struck is only 5% (10% if a
robotic character or in metallic armor). Being hit by lightning will do
4d10 hit points of damage (save versus energy attack for half damage).
51-52. Magnetic Storm
– Somehow, the clouds are emitting a low-level electromagnetic pulse.
During the storm, any Ancient electronic technology will malfunction
and/or be inactive. Robotic PCs will deactivate but will not suffer
damage. Once the storm passes, all tech works as normal.
53-54. Micro Storm
– Microwave radiation bathes the region. Roll 1d6 for danger level with
1 = no effect, slight warming sensation on the skin to 6 = dangerously
high, third-degree burns occur instantaneously.
55-56. Mind Storm
– A strange wave of mental energy descends on the area granting all
intelligent creatures within the storm the mental mutation of
metaconcert. All creatures are mentally linked, thoughts are shared, and
secrets are laid bare. Fortunately the storm only lasts for 1d4 hours
at most.
57-58. Mold Storm – Mold spores coat
everything in a blanket of grey dust. Within hours, this mold will have
rooted and grown to the point where everything appears covered in grey
fuzz. Foods will be spoiled, and plant-based creatures will suffer 1d4
per turn unless treated with a fungicide. There is a 10% chance that the
mold storm will drop yellow mold spores. (See MF rulebook, page 103.)
59-60. Mutie Storm
– A blast of energy explodes overhead, changing and warping the DNA
structure of all exposed mutants. Have PCs completely reroll their
mutations (See MF rulebook, page 21). A mutie storm has no effect on
Pure Humans or characters without mutations.
61-62. Nuke Storm
– Radioactive fallout from the Ancient Wars begins to drift down.
Mutant Lords should roll on the Radiation Class Table (see MF rulebook,
page 51) to determine the level of radiation exposure and its lethality.
63-64. Oil Storm
– A viscous, petroleum-based liquid covers everything in a thin,
slippery coating. This oil makes everything hard to hold onto, and
surfaces are treacherous to walk on. Land vehicles are impossible to
drive without careening into obstacles. Have PCs constantly roll DEX
checks to keep from slipping and falling.
65-66. Parasite Storm
– Although this appears to be a standard rainfall, the water contains
millions of deadly, dangerous living organisms. These parasites will
invade a host organism where they will begin to feed and grow. It is
left to the Mutant Lord as to the nature of the parasites, the effect
they have on PCs, and the way to deal with and/or cure them.
67-68. Pheromone Storm
– Naturally occurring pheromones are carried in on the winds, playing
havoc with the emotions and sex drives of those exposed. Depending on
sexual preferences, intelligent creatures will find each other
undeniably attractive. Long-time enemies may hook up and/or find one
another completely trustworthy. (Steer clear of the clichéd “Everybody
humps each other” scenario.) The effect wears off within 24-48 hours.
69-70. Poison Storm
– The toxins that fall are poisonous to all living creatures. Mutant
Lords should roll on the Poison Class Table (see MF rulebook, page 50)
to determine the kind and level of the poison and its lethality.
71-72. Razor Storm
– Metallic and glass shards in orbit from satellites and missiles
destroyed long ago starts to rain down. These razor-sharp pieces will
slice like a knife through anything exposed. Fortunately, they will not
penetrate anything over AC6, but anything less will be cut to ribbons
(1d6 hit points of damage per round of exposure).
73-74. Shatter Storm –
A wave of pure sonic force explodes overhead. This concussive blast
causes anything brittle to shatter into fragments. Fragile technology
could be rendered useless. Small animals could be injured, and plants
could be harmed. PCs should roll a save versus stun attacks or become
stunned for 2d10 turns due to the sudden blast of force.
75-76. Sleep Storm
– A cloud of anesthetic gas washes over everything. All air-breathing
creatures will be rendered unconscious. Any PC exposed to the gas should
save versus CON or drop into a deep sleep for 3d10 turns.
77-78. Slime Storm
– This thick gooey material splatters down, coating the area in a slimy
mess. This is actually a harmless slime mold – disgusting and
worrisome, but harmless. However, there is a 5% chance that the slime
storm is actually dropping small green slime creatures. (See MF
rulebook, page 74.)
79-80. Smoke Storm – A
suffocatingly dense cloud of black smoke moves through the area.
Breathing is difficult while in the acrid smoke, but it’s not dangerous
(unless the Mutant Lord wishes it to be). Eyes and lungs will burn.
Sight is cut to a distance of 3-5 feet at best and visual mutations like
thermal vision are rendered useless.
81-82. Smother Storm
– The barometric pressure wildly fluxuates, increasing to a crushing
level. Until the storm passes, breathing is labored as everyone feels
the weight of the air compressing upon them. Physical effort is
difficult at best. Characters may find themselves temporarily deaf.
Flight is impossible for airborne creatures.
83-84. Sonic Storm
– An ear-piercing shriek of sound splits the air. Those with uncovered
or unprotected ears will suffer 1d4 hit points of damage due to the
agonizing pain due to the noise. Any creatures who possess echolocation
or other sonic/hearing based mutations will suffer an additional 1d4
points of damage per round until they take cover.
85-86. Splinter Storm
– Similar to a hook storm, a violent windstorm with wooden splinters
and shards whips through the region. These toothpick-sized wooden barbs
will puncture exposed skin for 1d2 points of damage. Characters should
be able to remove any remaining splinters from their skin by themselves.
87-88. Spore/Germination Storm
– A super-fertilized rain sweeps down, watering all of the plantlife
with a strange quick-grow formula. All plants in the area will double
and triple in size within an hour. Vines entangle everything; trees grow
to monstrous heights; and grass and weeds grow to several feet.
Plant-based PCs be allowed to roll for one new plant-based mutation.
(See MF rulebook, page 22.)
89-90. Static Storm –
A low-level static electric charge fills the air. Hair stands on end
and teeth are set on edge. Contact with ungrounded objects will cause a
painful static discharge to occur. Items may cling to one another.
Computers and sensitive electronic equipment won’t work and may become
damaged.
91-92. Steam Storm – Similar to a chill
storm, this is a driving rainstorm where the water is just below the
point of boiling. A thick hot fog covers the area, making it almost
tropical in nature. Plant-based characters will actually thrive in this
weather (have them heal twice as fast) but other mutants will find the
moisture and heat unbearable.
93-94. Stench Storm
– A wave of the most foul, fetid, retched odor imaginable washed
through the region. One whiff of this disgusting aroma will cause
uncontrollable retching in anyone who smells it. PCs should have to save
versus death (yes, death) to keep their cookies down. Failure means
they throw up uncontrollably for 2d10 rounds.
95-96. Thunder Storm
– Huge crashes of thunder rumble through the area while threatening
black clouds gather overhead. No rain, wind, or lightning is encountered
– just ominous thunder echoing everywhere. And that’s it. Just a lot of
noise. Nothing to fear. Really.
97-98. Vertigo Storm
– A sudden shift in the planet’s magnetic field plays havoc with the
sense of balance of all intelligent creatures. Everyone should feel as
if they were drunk while wearing the wrong eyeglasses. A creature’s
innate sense of perspectives is thrown out of kilter, and the world
seems to spin. PCs should have to save versus DEX to do anything more
complex than standing up.
99-100. SHARKNADO
– An oceanic waterspout has scooped up dozens of man-eating sharks, which are now being hurled through the atmosphere. As the storm passes, these eating machines are dropped from the sky onto the area. They can be encountered in lakes, ponds, streams, flooded streets, anyplace where there's an abundance of water. Also, the sharks could pop out of Bygone sewer systems, swimming pools, or they could even just fall upon its prey from above. PCs will encounter 1d6 sharks during the storm before the threat passes.
Shark (AL N, MV 180' (60'), AC 4, HD 8, #AT 1 (bite), DM 1d6/2d6, SV L4, ML 7,
mutations: none)