Showing posts with label Armory. Show all posts
Showing posts with label Armory. Show all posts

Sunday, July 31, 2022

[Samson Sunday] Ancient Armory: Terra's Electroprod

 (Seriously, there is a LOT of good MCC stuff in Issue #6!)

Weapon: Electroprod
Tech Level: 3
Complexity Modifier: 3

Range: Melee
Damage: 2d8 plus stun (DC 18 Fort save or stunned for 1d8 rounds)
Power: C-Cell (20), F-Cell (40), Q-Cell (U) 

The electroprod used by Terra of Jerz is a device of her own creation. As a master technician with an abundance of Ancient tech at her disposal, Terra created her electroprod as a way to keep her minions under control without doing any serious harm to them.

The electroprod has the same effect as a force baton, in that it has an end result of stunning the target. However, the electroprod does this by first delivering a wicked electrical shock that does 2d8 hit point of damage, which also overloads the target's neural system. The target must then make a DC 18 Fort save or they will be stunned for 1d8 rounds.

Terra was unable to miniaturize the power source enough to fit into the electroprod itself, so she wears a power pack on her belt with wires leading to the electroprod. If these wires are ever broken or severed, the electroprod will be powerless until she has time to repair the device.

NOTE: This weapon was inspired by the tale from Issue 6 of "Mighty Samson." Stay tuned each week for Samson Sunday!



Wednesday, November 13, 2019

[MCC RPG] Ancient Armory: Chainsaw Nunchucks

Weapon: Chainsaw Nunchucks
Tech Level: 2
Complexity Modifier: 4

Range: 10-foot radius
Damage: 7d6
Power: Uses gasoline fuel; tanks depleted after 10 minutes of use

Chainsaw nunchucks is a weapon that combines the nimbleness and grace of a martial-arts-trained ninja with the savage brutality of a crazed lumberjack. It may not have the terror-inducing "WTF?!" effect of, say, the Rocket-Propelled Chainsaw, but if you encounter an NPC swinging a pair of these around, someone is guaranteed to lose a limb.

The design of a pair of chainsaw nunchucks is fairly simple -- a pair of standard lumber-cutting chainsaws joined together in the rear by a short length of chain. In the hands of a skilled user, the running chainsaws swirl and twist around the body of the attacker, creating a spinning vortex of limb-severing damage to all within 10 feet of the user. Contact with one of the saws will do 7d6 hit points of damage to the unlucky individual.

Using a pair of chainsaw nunchucks should only be attempted by the strongest and most dexterous of individuals. Due to the weight of the weapon (20 lbs.) and the fortitude required to keep it moving, only characters with STR and STA scores over 17 can attempt to wield it. Also, a character must have a minimum AGL score of 18 to even try to learn to use the device. Only the most nimble -- and foolhardy -- of PCs should attempt to teach themselves the art of "chainsaw nunchuckery." If they are driven to learn, the judge is encouraged to roll for full damage with each failed AGL save (DC 20). If the PC is able to train long enough -- and if they haven't lost an arm in the process -- the judge should go ahead and reward them with mastery of the weapon, making for some very interesting future combat encounters.

(This weapon was originally designed for Mutant Future)

Wednesday, March 25, 2015

[Korgothursday] Ancient Armory: Boom-Drupe

 Boom-Drupe

A Boom-Drupe is a fruit-bearing tree that grows wild all across the lands. The fruit that grows abundantly looks like an apple -- red in color and about the size of a man's fist. The Boom-Drupe has a sweet, delightful aroma and smells and looks delicious. And it *is* delicious...for the 5 seconds you enjoy it. For you see, the Boom-Drupe's fruity flesh is actually dangerously explosive. Upon consumption, the fruit will violently explode 5 seconds later. The explosion will deal 8d6 hit points of damage to the consumer (usually killing them instantly) and 4d6 hit points of damage to any within 10 feet.

Interestingly, the Boom-Drupe is only explosive when consumed, as saliva apparently triggers the explosive effect. Cutting it, crushing it, slicing it, throwing it, etc. will not trigger the fruit's explosive effects. Only by taking it into the mouth will the fruit's nature be revealed...violently. Assassins and killers have been known to crush the fruit's flesh and let it dry into a flaky dust that can be sprinkled into food and beverage. This dust will remain inert until consumed at which point it will explode with lethal force.

NOTE: This deadly fruit was inspired by the post-apocalyptic, sword-and-sorcery cartoon "Korgoth of Barbaria." Let's see how much material a 22-minute pilot can provide us! Stay tuned for future installments of Korgothursday!

Wednesday, March 11, 2015

[Korgothursday] Ancient Armory: The Golden Goblin


The Golden Goblin

Coveted by the evil, wicked, and powerful, the Golden Goblin is a Bygone artifact from "The Fourth Age of Man." Gog-Magog described the statuette as a "rare and curious trinket" possessed by the powerful wizard Specules. Its exact abilities were left undescribed by the Baron of Thieves though he wished to possess its power. When taken from the wizard, Korgoth was informed by Specules that "It has powers beyond your reckoning." With a bored look, Korgoth pressed the Goblin's belly button, activating it. The Golden Goblin began playing a tinny music box tune as the figure danced a little jig. It appears to be a cheap novelty item from the Ancient Days that has no true magical or intrinsic value.

Or does it?

When activated, Specules was shown trying to dance along with the Golden Goblin, revealing that the item has the power to hypnotize all who see and hear it, compelling them to dance along with the Goblin. When the button is pressed and the Goblin begins its dance, all within earshot must make a save versus Willpower. Those who fail will be entranced by the Golden Goblin's gyrations. They will be unable to do anything other than dance along with the grotesque icon for 30 seconds while the device plays its tune. Those who make the save will not be entranced and can act normally. The Golden Goblin can play once before needing to be rewound, a process that takes another 30 seconds of time. Also, those who have fallen victim to the Golden Goblin's entrancement are immune to further trances for 24 hours, as they have apparently become quickly bored by the tiresome music.

NOTE: This "magical" device was inspired by the post-apocalyptic, sword-and-sorcery cartoon "Korgoth of Barbaria." Let's see how much material a 22-minute pilot can provide us! Stay tuned for future installments of Korgothursday!

Tuesday, November 19, 2013

[Mutant Future] Rapid Fire Nail Gun

Bygone Artifact for Mutant Future


Weapon: Rapid Fire Nail Gun
Damage: 1d8
Trigger Type: Rapid fire
Range: 500 ft./1,000 ft.
Weight: 15 lbs.

During the days leading up to the Final Wars, many countries passed laws regulating and banning its citizenry from possessing certain kinds of weaponry. Most guns, pistols, and rifles were outlawed for private use during this time. However, the world governments were unable to legislate the ownership of tools needed for carpentry and construction. With some modification to a common nail gun, the Rapid Fire Nail Gun was created.

The Rapid Fire Nail Gun uses common construction nails as ammo, propelled by a compressed air cartridge. It can fire 30 times before reloading, and reloading takes one round. Not only can the Rapid Fire Nail Gun be used as a weapon, it can also be used for its original intended purpose to nail things together. Many a wasteland warrior has used his Rapid Fire Nail Gun to instantly seal a portal during a hasty escape.

NOTE: This weapon is based on an urban legend that crossed my desk the other day. 

Thursday, October 24, 2013

Ancient Armory: Scorpion's Sting

Weapon: Scorpion's Sting
Variable Damage: 1d4
Special: +1 AC; poison
Weight: 3 lbs.
Cost: 150 gp

Scorpion's Sting is a forearm-mounted weapon/shield used as a thrusting/slicing weapon. The weapon wraps around the arm while the hand grips a handle underneath. The "claws" and "legs" of the scorpion-shaped device are sharp blades, which can slice for 1d4 hp of damage. The upturned "tail" is sharped into a lethal point which can also do 1d4 hp of damage if thrust forward like a dagger.

Scorpion's Sting has two other useful properties. The device can be used as a small shield, offering a +1 AC bonus when used in this manner. The user must determine when entering combat if Scorpion's Sting will be used as a weapon or defensively. If used as a weapon, the device does NOT give its user the +1 AC bonus. If used as a shield, it may not be used as a weapon. Also, the "tail" of Scorpion's Sting is traditionally coated with the venom from a Giant Scorpion (MF rules, page 93). If someone is successfully hit during a "thrust" attack, they must save versus poison of die. Success means they take 1d6 hit points of damage. The tail can only hold enough poison for one such attack.

Tuesday, October 15, 2013

Ancient Armory: Taser X-12 Shotgun

Weapon: Taser X-12 Shotgun
Damage: 3d8
Trigger Type: Normal
Range: 50 ft./100 ft.
Weight: 10 lbs.

The Taser X-12 Shotgun was originally developed as a non-lethal weapon for Bygone law enforcers. The Shotgun itself was a 12-gauge firearm specifically designed to fire a special Taser-based projectile. (It is incapable of firing any other 12-gauge ammunition without modification.) When fired, the self-contained projectile sprouts three stabilizer fins, keeping it straight in flight. When the four pointed electrode barbs on the end of the projectile piece the skin of the target, it discharges a powerful electrical shock that does 3d8 hit points of damage. Unless the target then makes a save versus stun attacks, the victim will be stunned for 1d6 rounds. The X-12 can only fire one Taser shell at a time and must be reloaded after each shot. The Taser shells are usually found 4 in a box along with the rifle itself.

Wednesday, October 9, 2013

Ancient Armory: Ringshot

Weapon: Ringshot
Damage: 1d6
Range: S-40'; M-80'; L-120'
Weight: 1 lb.
Cost: 10 gp

The Ringshot is a finger-mounted slingshot-like weapon. A metallic L-shaped frame fits snugly in the crook of the forefinger and thumb. Two strong elastic bands are attached to the ends, and a small leather pouch is seated between them. A small projectile is placed in the pouch, the bands are stretched back, the shooter aims at his target, then releases the projectile. Although this seems to be a simple short-range device, the form-fitting frame offers extra stability and accuracy. When shooting at targets up to 40 feet away, the shooter gets a +1 to hit his target. There are no bonuses to hit targets between 41 and 80 feet away. The shooter has a -1 to hit targets 81 to 120 feet away - the maximum range of the weapon. The Ringshot does 1d6 hit points of damage. The Ringshot is also incredible portable for a ranged weapon, fitting neatly in a belt pouch or pocket along with ammo.

Sunday, August 18, 2013

Ancient Armory: Flybot

Flybot 

Flybots are miniature surveillance drones used by Bygone armies to spy on their enemies. A Flybot weighs no more than a few grams and can fit easily on the tip of a finger as illustrated here. A Flybot is very simply constructed, consisting of not much more than a simple body holding a micro-Power Clip (15 minutes of power per charge) and a set of insect-like wings. Unless the one being spied upon is actively watching for a micro-drone, the Flybot will be discovered only on a 1 in 6 chance (1d6 roll). Although the Flybot has rudimentary programming, it comes with a Remote Control Unit allowing its controller to "steer" it toward a preferred target. A Flybot has Nerve Web programming, allowing it to sense everything it's exposed to as if it were an organic creature (it sees, hears, smells as if it were "alive," sending its data back to its controller who can both watch/hear it live as well as record the input for future review).  The Flybot's magnetic feet allow it to land on any metallic surface where it can observe undetected. And, if discovered, its Self-destruct System can be triggered, which will "pop" the bot, destroying it and doing 1d6 hit points to anything touching it at the time of the micro-explosion.

Hit Dice: 1 hit point
Frame: Mini-armature
Locomotion: Wings
Manipulators: None
Armor: None (AC 9)
Sensors: Nerve Web
Mental Programming: Programming
Accessories: Remote Control Unit, Magnetic Feet, Self-destruct System
Weaponry: None

Wednesday, July 31, 2013

Ancient Armory: Gravity Thread Rifle (Black Laser)

Weapon: Gravity Thread Rifle (Black Laser)
Damage: 7d6
Trigger Type: Normal
Normal/Max. Range: 100 ft./200 ft.
Weight: 15 lbs.
Battery: Plutonium clip
Shots per Battery: 10

The Gravity Thread Rifle fires a beam of concentrated gravity at its target. The gravitational field is so strong, light cannot escape it, much like a black hole (albeit on a weaker scale). Because of the beam's dark appearance, the rifle is also called a "Black Laser." Anything struck by the gravity thread will fold in upon itself as it's crushed under the unimaginable gravitational forces at work. This crushing force will do 7d6 hit points of damage to anything compressed in this manner. If something is taken to 0 hit points with a Black Laser, the object (or person) will be compressed to such a minuscule state, all traces of their physical form will be "crushed" out of existence.

Thursday, July 25, 2013

Ancient Armory: Vespartillery

An ill-advised combination of light-weight scooter and heavy artillery, the Vespartillery is the ideal vehicle for the mutant on the go who also likes to pack a punch. The scooter can only carry two passengers at a time, and its maximum speed is 80 MPH. It is not a hardy machine, as it can only take 15 hit points of damage before it's utterly destroyed.

The Vespartillery is equipped with 6 side-mounted micro-missile launchers (3 on each side). Weapons can be fired from triggering assembly built into the handlebars. Each micro-missile has a range of 1,500 feet and will do 7d6 hit points of damage to anything in a 30-foot radius of impact. However, the vehicle is so light that firing a micro-missile will decrease the vehicle's speed by 20 MPH if it's in motion. And firing the missiles if the vehicle is at a standstill has a 15% chance of causing it to dump over onto its side -- unable to fire again until it's brought upright.

The truly fearsome weaponry on the Vespartillery is the front-mounted cannon barrel that juts out three feet from the front of the scooter. The cannon can only fire one shot with a 3,000-foot range. The shell will do a staggering 10d10 hit points of damage. However, firing the cannon while the vehicle is in motion will cause the handlebars to wrench out of the driver's hands, causing it to then spin wildly out of control and crashing horribly. The only safe way to fire the cannon is if the vehicle is stopped and held securely, and even then it has a 30% chance of falling over due to the concussive force of firing the massive gun.

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!

Monday, February 25, 2013

Ancient Armory: Uncle Melvin's Home Atomic Energy Set

HEY KIDS!
  • Want to learn more about harnessing the destructive power of the atom?
  • Want to prospect for radioactive isotopes in your own backyard?
  • Want to split the atom or create fissionable material?
NOW YOU CAN!

One of the more ill-advised toys of the Bygone Days, “Uncle Melvin's Home Atomic Energy Set” was a science experiment kit marketed toward children. With the goal of teaching kids about nuclear energy through hands-on experimentation, the Atomic Energy Set came with the following materials and tools:
  • Small samples (5-10 grams) of very low grade uranium, plutonium, and radium ore
  • A spinthariscope (allows the viewing of nuclear material decay)
  • A cloud chamber (detects ionizing radiation)
  • An electroscope (detects the presence and magnitude of an electrical charge)
  • A Geiger counter (detects radioactive material)
  • And a thick volume of experiments a child can perform
The devices within the kit are flimsy children's toys at best, never designed for serious experimentation or longevity over the years. However, clever mutants may be able to salvage something from the devices. For example, the Geiger counter works well enough, though it only has a range of 25 feet at most. The spinthariscope runs on one Power Cell that could be salvaged. The electroscope's polarity could be reversed, converting it into a Shock Grenade or Stun Pistol. The ML is encouraged to reward the creativity of the players if they decide to start fiddling around with the contents of the box.

Also, at the time of release, the radioactive materials in the Atomic Energy Set were fairly benign, producing very little radioactivity -- just enough to be barely detectable. However, over the centuries and through constant exposure to the Mutant Future's constant low-level background radiation, these samples may have become "hot," producing a dangerous amount of energy. There is a 30% chance that one of the samples has become unstable, producing radioactivity of Class 1d6 (roll randomly and refer to the Radiation Class Table in the MF rulebook, page 51).

NOTE: Today's post is loosely based on the "Gilbert U-238 Atomic Energy Laboratory," a real toy available in the '50s!

Sunday, November 25, 2012

Ancient Armory: Hornet Mini-UAV (AKA "Pocket Rocket")

Weapon: Hornet Mini-UAV
Damage: 5d6
Normal Range: 1,500 ft.
Max. Range: 3,000 ft.
Blast Radius: 20 ft.
Weight: 9 lbs.

The Hornet Mini-UAV (Unmanned Aerial Vehicle) is an experimental handheld and hand-launched missile system. They are similar in design to the micro-missile launcher (MF rulebook, pg. 121), except that they are a self-contained weapons system and not part of a set of powered armor or other military application. Each mini-rocket is approximately a foot-and-a-half in length, and the missile and launcher weighs 9 pounds. Once loaded, the missile can be fired with one hand much like any pistol. A Hornet Mini-UAV case contains a launcher and 4 missiles.

Thursday, November 8, 2012

Ancient Armory: Homemade Pocket Survival Kit


I recently stumbled across an interesting article on Field and Stream.com showing you how to create a pocket survival kit that will fit in an Altoids tin. This handy little kit fascinates me as I’m not only a camper and outdoorsy-type fella, I’m also a self-described expert in all things relating to “How much useful stuff can I cram into this small space?” (You should see me pack for vacation.) I’m planning on whipping one of these up for my personal outdoors gear, and I realized this would make for a useful item for your Mutant Future PCs.

The Pocket Survival Kit is a small collection of useful survival gear and items carried by many denizens of the Mutant Future. Most kits have been cobbled together by wasteland wanderers from tools and trinkets found over the years, although some have discovered “official” survival kits created by Ancient armies for their soldiers.

Most kits are very light – just a few ounces – and are small enough to be tucked into a pocket or hidden in a book or jacket sleeve. The contents of these survival kits vary, but are similar in scope. Here are items a fully-equipped survival kit could contain:
  • FIRE and LIGHT: flint and steel, waterproof matches, a lighter, easily lit waterproof tinder, candle, small LED flashlight
  • WATER and FOOD: water bag or plastic water collector, water purification tablets, fishing line, hooks and tackle, 10 feet of thin wire (for snares)
  • SIGNALING and NAVIGATION: signal mirror, compass
  • TOOLS and MEDICAL SUPPLIES: wire saw, small razor blades, antibiotic ointment, bandages
  • SHELTER and PROTECTION: reflective-surface survival blanket
  • MISCELLANEOUS: nylon string, sewing needles, glue, magnifying glass, safety pins, aluminum foil, waterproof paper, pencil
Generous Mutant Lords could allow their PCs to have a Pocket Survival Kit as part of their starting equipment. If not, perhaps the players could discover one or two in the pockets of a defeated marauder or in the cache of a defeated foe. A devious ML could strip a player of all of his weapons and belongings, then drop him into a savage environment with nothing but his hidden survival kit to see how well he improvises an escape plan with the contents (ala A4: In the Dungeons of the Slave Lords).

Monday, October 22, 2012

Ancient Armory: Colt Defender


Weapon: Colt Defender
Damage: 3d8/1d8
Trigger Type: Normal
Range: 50 ft./100 ft.
Weight: 15 lbs.
Special: Single-use tear gas canister - Treat as irritant gas with 30 ft. range

The Colt Defender was a visually impressive multi-barreled shotgun originally designed in 1967 for law enforcement agencies. Eight 12-inch barrels -- all 20 gauge -- were joined around a central axis. A barrel selector on the striker hammer allowed the firer to choose which of the eight barrels would fire. In this way, a variety of ammunition could be available to the shooter: standard shotgun shells, bird shot, beanbags, rock salt, etc. The damage listed above takes into an account a standard 20-gauge shell. An addition to the Defender was a tear gas canister tucked into the center of the weapon's barrels. This canister can be activated with the forward trigger, ejecting a cloud of gas in a 30 foot cone. This gas should be treated as an irritant gas (MF rulebook, pg. 119).


Monday, May 14, 2012

Ancient Armory: Brain Wrap

Brain Wrap is a thin -- but dense -- heavy metallic foil. When this material is wrapped around the cranium, it has a profound dampening effect on mental mutations.

"Brain Wrap" is actually a lead-osmium alloy, pressed into thin sheets and stored as rolls of a foil-like substance. Made out of two of the densest materials on Earth, this alloy foil was used in Ancient Days as a spacecraft insulator for its ability to stop most forms of radiation and cosmic rays, as well as microscopic particles. It was also used to line reactor chambers, hazmat suits, and other places where hazardous energies were present. It wasn't until the days after the Apocalygeddon that some clever mutant discovered it could also protect against mental energies as well.

If Brain Wrap is wrapped around the cranium of a mutant, it effectively protects the mutant from all mental attacks. Their minds cannot be read. They cannot be possessed or manipulated. They cannot be controlled and they will not be fooled by mental illusions. They are, in effect, immune to any direct mind attacks from another mutant. However, the same is true for the Wrap-wearing mutant. They will be unable to use any of their own mental mutations while wearing Brain Wrap.

Some mutants may get the bright idea to wear Brain Wrap all of the time as a form of mental combat protection. This plan is doomed to fail for the following reasons:

  1. Although dense, Brain Wrap is very thin and easily torn. The slightest tear will render the Brain Wrap ineffective. (The ML should roll a save every time the mutant does anything to potentially tear the fragile material.)
  2. Wearing Brain Wrap is like having a wet towel wrapped around your head. It's heavy, awkward, and uncomfortable. It also is hard to keep in place if the wearer is actively moving around a lot.
  3. Brain Wrap is ineffective unless it is making physical contact with the cranium of the user. Also, it loses its effectiveness if it is covered in some manner. In other words, lining a helmet with it will not work.
  4. Because Brain Wrap absorbs energies rather than deflecting them, that roll of Ancient lead-osmium foil could have been used in a leaking reactor and thus be contaminated by lethal amounts of radiation. Wrapping your head with radiation-emitting foil is a "bad thing."


Thursday, April 19, 2012

Ancient Armory: Subterranean Toxin Delivery Module

Weapon: Subterranean Toxin Delivery Module
(AKA "Gopherchoke")
Damage: As grenade type
Normal Range: 300 ft.
Maximum Range: 600 ft.
Speed: 100 ft./round
Blast Radius: As grenade type
Weight: 1 lb.
Battery: Power cell

The Subterranean Toxin Delivery Module (STDM) is a small, burrowing, underground, gas-delivery system used for surprise underground attacks on an unsuspecting foe. The Module is about the size of a cola can, topped with a large rotating screwhead. Ringing the outside of the Module is a series of small tank-like treads which pushes it forward as it drills underground. The STDM can burrow through most soils and surfaces, although it cannot penetrate stone, concrete or most metals.

The STDM has a large chamber that is filled with the gas of the attacker's choice (i.e., Blood agent, Irritant gas, Nerve gas, Poison gas, Smoke). The amount of gas the STDM holds is the same amount found in a standard grenade. Under a panel on the side of the Module is a keypad which allows the user to program the direction and distance to the target. Once programmed and placed on the ground, the STDM will start burrowing in a straight line to its target. The STDM moves at a depth of 5 feet and at a rate of 100 feet per round.  As it reaches its destination, it will start to resurface, coming to a depth of 1 foot to 6 inches. (A wary target may see an approaching "tunnel ridge" on a roll of 1 in 6.) When the STDM arrives, it will release its gas cargo directly under the target. Although the STDM can be retrieved and reused, the Module's power cell will be depleted after the attack and must be replaced. The gas chamber must also be refilled as well.

The STDM is sometimes referred to as a "Gopherchoke" for its underground system of travel combined with the toxin it delivers.

Tuesday, November 22, 2011

Ancient Armory: Crosscut Gauntlet

Weapon: Crosscut Gauntlet
Damage: 2d6
Attacks: 1
Range: --
Weight: 3 lbs.
Battery: Minifusion cell
Charges: Can run for 10 minutes before depleting cell

Crosscut gauntlets were used as both a cutting tool and in close quarters combat. It appears as a wristbrace with a large sharpened rotary saw mechanism attached to the back of the hand. When activated, the blade spins when the fist is clenched. The spinning blades do 2d6 hit points of damage when striking, plus any STR bonuses the user may have. The Crosscut (also called a "Reaver") is particularly useful as a normal saw and can be used to cut through obstacles and debris in the user's way. The saw will run for 10 minutes before depleting its minifusion cell.

Wednesday, October 26, 2011

[Festival of Fright] Ancient Armory: Silver Shamrock Masks

Silver Shamrock masks are simple rubber face-coverings that come in three styles: a pumpkin head, a skull, and a green-faced witch. These disguises were used by The Ancients during the Festival of Fright to frighten others and hide their identities while they extorted "treats" from the community. But these masks are even more sinister than originally realized, as the creator of the masks had a much more nefarious purpose for them. The masks -- created by Conal Cochran, president of Silver Shamrock Novelties -- were designed to bring about the End of the World.

Each Silver Shamrock mask has a small label located on the back of the head. Underneath this label is a small microchip with a small sliver of Stonehenge embedded in the circuitry. This combination of high science and occult witchcraft will cause the wearer of the mask to suffer ahorrid fate when a specific signal is sent to the chip. When this signal is sent via radio waves or broadcast signal, the chip sends out a transformative ray directly into the wearer's skull. The brain dissolves into a festering pile of goo, pus, and ichor. Within this fetid mass will hatch a swarm of deadly insects and vermin which will pour out of the mask, attacking all within range. Cochran wished to bring about the End of the World via the masks, but was stopped before he could put his plan into effect.

In the Mutant Future, the true nature of these masks is still unrealized. Some of the pumpkin masks may be kept by and worshiped by Pumpkin Men (MF rules, pg. 90). The party may encounter Tricker Treaters wearing them on their nefarious rounds. Regardless, the true nature may indeed be known by these villains. Picture a Pumpkin Man ritual where they sacrifice a victim to their Pumpkin God using one of these masks and a tape recorder with an Ancient recording of the signal...

Five more days 'til Halloween... Halloween... Halloween... Five more days 'til Halloween... Silver Shamrock!