Showing posts with label Class/Race. Show all posts
Showing posts with label Class/Race. Show all posts

Monday, May 2, 2011

New Character Race: Geologian

Hit Dice: 1d8 per point of CON
Mutations: 1d3 Geologian, 1d2 mental

Geologians are a mysterious and seldom-encountered race of mineral-based creatures who seem to be constructed of living rock. Geologians are usually found in a roughly humanoid shape (two arms/legs, stands upright, etc.) although they are a bit taller, averaging 6-7 feet in height, as well as being much heavier than normal humanoids, nearing a half-ton for some specimens. Geologians may have some metallic isotopes and minerals within their structure, but not enough to be considered made of metal. Geologians gain +2 when rolling for both Strength and Constitution. Because of their rocky structure, Geologians roll 1d8 per point of Constitution for their hit point totals.

It is unknown how (or if) Geologians are actually "alive," as organic materials are not found in their chemical makeup. Some theorize that Geologians are comprised of some sort of silicon-based DNA, rather than the carbon-based life usually found in the Mutant Future. Others assume that Geologians are actually made up of billions of microscopic robotic nanites who have bound themselves to sand and stone and then to each other to form a colony-like sentient being. And others just shrug and don't bother asking such questions in a world of bizarre things such as spidergoats. Regardless, Geologians require air, food, and water just like any other living creature.

Geologians are usually encountered in large barren rock-strewn locations -- large blast craters, Ancient abandoned quarries, deep underground caverns, anyplace with massive amounts of exposed stone and little animal/plant life. Geologians do not seem to have a social structure or settlements, as each one encountered is alone and on its own. Geologians do not have parents and, if asked, will simply say that it has always been the way it is now for as long as it can recall. Many Geologians have no formal name, as they have no need for self-monikers due to their solitude. They will, however, give themselves a name for others to call them, usually using whatever stone makes up a majority of their composition. Names such as "Flint," "Granite," and Gypsum" have been encountered.

Geologians are never found wearing clothes (nothing to hide, really) and rarely wear armor, feeling that their own body structure is armor enough. However one drawback to its physical structure is that a Geologian cannot be healed through artificial means, as most normal healing supplies are for carbon-based creatures. (It is left to the Mutant Lord's discretion if he wishes to allow concrete or other stone-based compounds as a Geologian healing agent.)

A player bases his Geologian's physical make-up and structure based on Mohs Scale of Mineral Hardness. The scale runs from 1 to 10, with 1 being the softest naturally-found minerals such as talc and graphite, and 10 being boron and diamond. If desired, have the player roll 1d10. The result is his "hardness" as found on the scale. He can then determine a matching stone to describe his Geologian's primary mineral makeup. His starting AC will be found on a reverse sliding scale of Mohs 1 = AC 10; Mohs 2 = AC 9; through Mohs 10 = AC 1.

Geologian Mutations Table

Beneficial :

1-5. Geothermal Emissions - The PC's "blood" is actually molten magma. Due to this increased internal core temperature, the PC can generate a ray of heat every three rounds that does 4d6 hit points of damage to those within 50 feet.

6-9. Gigantism - Treat as per the Gigantism mutation on page 24 of the MF rulebook.

10-15. Diamond Hardness - The PC's rock-like outer surface is denser than typical stone giving the PC an additional -3 AC modifier.

16-19. Hyperburrowing - The PC can move through dirt and earth as easily as others swim through water. When hyperburrowing, the PC can move through the ground at one-third his above-ground movement rate. The mutation cannot be used for excavation purposes, as the ground closes up behind the hyperburrowing PC.

20-25. Fossilizing Touch - The PC can mineralize flesh and plant material with his touch. Unless the target makes a save versus death, his cellular structure will crystallize into stone, killing the target instantly. A successful save means the target takes 1d8 hit points of damage from the cellular disruption. Regardless of outcome, this attack drains the PC's fortitude, and he will be unable to attack again for 2d10 rounds.

26-29. Spiked Projectiles - The PC can fire off sharp, stony bits of himself as deadly projectiles. The distance is that of a dagger and each skike does 1d4 hit points of damage. A PC can throw 6 spikes a day and must "regenerate" fired spikes during a night's rest.

30-34. Environmental Immunity - The PC's metabolism does not require air to function. He can stay underground, underwater, or in an airless vacuum forever without harmful effects. The PC is also immune to airborne hazards such as poisons, parasites, and disease.

35-38. Seismic Tremor - A powerful localized earthquake occurs in a 50-foot radius from the PC's location. All standing within the area of effect must make a DEX check or topple to the ground, taking 1d4 hit points of damage. Fragile or unsafe structures could collapse in the area. If in a cave or cavern, a cave-in could occur. It is left to the Mutant Lord to determine the effect to surrounding structures and landmarks.

39-43. Lodestone - The PC's structure contains a strong magnetic field under his control. Using this field, he can attract and repel metallic objects with a maximum weight manipulated up to his normal carrying capacity. This ability has a range of 50 feet.

44-47. Increased Physical Attribute - One of the PC's physical attributes is increased. Roll 1d4 to
determine the specific effects: 1-3 = Increased Strength: The character receives an additional 1d10 points added to his STR score. 3-6 = Increased Constitution: The character receives an additional 1d10 points added to his CON score.

48-52. Light Refraction - Small flecks of crystallized materials coat the PC's outer surface, making him immune to all light- and laser-based attacks. If attacked, the Mutant Lord should roll to see if the reflected beam strikes another target or the attacker himself.

53-56. Ice/Fire Immunity - The PC is immune to all heat- and cold-based attacks. He is also able to withstand near absolute zero temperatures as well as heat up to 2,000 degrees Fahrenheit (just below the melting point of rock).

57-61. Fissure Sense - The PC is able to "sense" the naturally occurring stress points and weaknesses in any object. This gives the PC an additional 1d6 hit point damage bonus in combat. This ability extends to being able to detect and identify any mutational drawbacks an NPC has.

62-65. Radioactive Emissions - Radioactive isotopes make up part of the PC's internal structure. The PC can generate a ray of radiation every three rounds that does 4d6 hit points of damage to those within 50 feet.

66-70. Earth Mover - Up to 60 cubic feet of loose earth can be moved per turn a the will of the PC. Neither solid stone nor large boulders can be moved in this way, however.

71-74. Stone Wall - The PC can cause loose stones and gravel to rise from the earth, creating a wall in any form the PC desires, up to 1,000 cubic feet. The wall can only be called up from bare earth and not indoors. The wall cannot appear directly where another object orn character stands, and it must rest on a solid surface.

75-79. Mineral Dissolve - The PC can cause the molecular cohesion of rock and stone to dissolve with a touch. When it dissolves, it forms a grainy, gritty mud-like substance. Up to 1,000 square feet of rock can be destroyed in this manner.

80-83. Vibrational Sense - The PC can feel vibrations in the earth from up to 200 yards away. The PC can use this sense like a radar, "feeling" the approximate position of nearby characters and objects. This sense only works when the target is moving along the ground. Still objects cannot be "felt."

Drawbacks:

84-88. Mute - The PC is completely incapable of speech and can only communicate through panomine or writing (if the PC has learned how to write).

89-92. Slow Mutant - Treat as per the Slow Mutant drawback on page 28 of the MF rulebook.

93-96. Reduced Mental Attribute - One of the PC's mental attributes is decreased. Roll 1d4 to determine the specific effects: 1-3 = Decreased Intelligence: The character loses 1d6 points from his INT score. 3-6 = Decreased Willpower: The character loses 1d6 points from his WIL score.

97-00. Pain Insensitivity - Treat as per the Pain Insensitivity drawback on page 27 of the MF rulebook.

NOTE: I'd like to thank Justin S. Davis for his help in naming this new race!

Monday, April 19, 2010

New Character Race: The Time-Displaced

Hit Dice: 1d6 per point of CON
Mutations: none

The denizens of the Mutant Future live amongst the ruined flotsam of Those Who Came Before. Occasionally, one of these historical outcasts will somehow surface, finding him or herself in the post-apocalyptic hellscape.

The term "Time-Displaced" refers to any character or NPC who is ripped from the period prior to Final Wars that lead to the destruction of society. This does not mean, however, that the character comes from a time just prior to the apocalypse. A Roman Centurion, a 1950s suburban housewife, and a soldier plucked from the frontlines of the Final Wars would all fall into the category of "Time-Displaced." Obviously the skill sets and technical knowledge each possesses will be vastly different, so it will be up to the Mutant Lord to help guide the player in the development of the character's background and abilities. More on that later.

Rather than rolling up a character’s ability scores at the outset, it is more important to initially determine the time period the Time-Displaced arrived from. (It is more common to encounter a Time-Displaced character who hails from the recent past rather than from prehistory. However, the occasional "defrosted Viking" has been encountered in the wastelands.) To determine what time period the character hails from, roll 1d20 and refer to the table below:

1. Stone Age (pre-3500 BC)
2. Metal Ages (Copper, Bronze, Iron - 3500 BC to 1000 AD)
3. Middle Ages (1000 to 1500 AD)
4-6. Age of Discovery (1500 to 1800 AD)
7-13. Modern Age (1800 to 2000 AD)
14-20. Pre-Apocalyptic Age (2000 AD to The Final Wars)

If desired, now would be a good time to flesh out HOW the character ended up in the Mutant Future. Some of the more common ways include:
    * Deliberate (or accidental) freezing via cryogenics or suspended animation device. This character would be automatically released due to a preset timelock or perhaps discovered by an adventuring party.
    * A time-traveling experiment in the past went awry, hurling the hapless character forward in time. Or a still-running time-traveling device in the Mutant Future reaches back through time and pulls the character to the "present."
    * The character drops into a state of hibernation when they are overcome by a harsh frozen environment, ie, “frozen caveman in a block of ice”. They revive once they thaw.
    * The PC steps through a naturally occurring rift in the space-time continuum that promptly seals behind them after they are dropped into the Mutant Future.
    * The character could have found a way to slow or stop the aging process, and they are actually thousands of years old.
Once the background is fleshed out, the character’s abilities can be rolled. Over the centuries, the abilities of the average human has changed as well. To reflect this, the player should roll their abilities as normal, with the following exceptions:

*** Stone Age characters were strong and hearty, necessary to carry them through the daily task of just trying to survive in the harsh environment of the prehistoric world. Stone Age characters receive a +3 bonus to their STR and CON rolls. They also receive a +4 damage bonus when they hit with any handheld weapon due to their brutishness in combat. However, they have a –15% to their Technology Roll Modifier having never before encountered anything more complex than a rabbit snare. They may even be frightened or overwhelmed by high-tech equipment, equating it with “magic.”

*** Metal Age characters were there for the invention and refining of metal weapons and have refined their abilities and fighting skills to reflect this. They receive a +3 bonus to their STR and DEX rolls. They also receive a +4 to hit bonus with any handheld weapon to reflect their fighting skills. They have a –5% to their Technology Roll Modifier, but they will not fear high-tech, knowing it to be simply machinery they do not understand.

*** Middle Age characters hail from the “Age of Enlightment,” when mankind was beginning to unravel the mysteries of the world around him using the scientific method. Art, civility, and exploring the human condition were most important. To reflect this, characters from the Middle Ages receive a +4 bonus to their CHA and WIL rolls. Middle Age characters were experimenting with ranged weapons like bows, crossbows, and some primitive firearms, so they receive a +2 to hit with ranged weapons. They also receive a +5% to their Technology Roll Modifier, as they have a basic understanding of some of the mechanical principles at work.

*** Age of Discovery characters have begin to spread out and explore their world. They are known for being nomads and travelers as they traversed the world, discovering new lands and new cultures. They have built up their endurance and dexterity to make these voyages, so they receive a +4 bonus to their CON and DEX rolls. Characters from this era have practiced extensively with ranged weapons in order to protect and feed themselves while in the wild. They receive a +2 damage bonus when using a ranged weapon. They also receive a +10% to their Technology Roll Modifier, as they are on the cusp of the modern age of invention.

*** Modern Age characters come from what would be the player’s actual time period – the real world “present.” Modern Age characters are headstrong in more ways than one, giving them a +4 bonus to their INT and WIL rolls. Modern Age characters have evolved with a knowledge of most forms of weaponry and thus receive a +1 bonus to hit and +1 to damage with all weapons, both handheld and ranged. They also receive a +15% to their Technology Roll Modifier, as they are very tech-savvy.

*** Pre-Apocalyptic Age characters come from our “future” - the period just before the bombs fell. They are responsible (or at least experienced with) the advanced tech of that period, inventing most of the high-tech devices, vehicles, and weaponry so coveted by the mutants of the Mutant Future. Because of their advanced knowledge and their personal savoir faire, Post-Modern Age characters receive a +4 to their INT and CHA rolls. They receive no bonuses on their combat/to hit rolls (they let their androids do their fighting, or they just dropped bombs from a distance). However, they receive a +25% to their Technology Roll Modifier, as they were responsible for the creation of many of those devices and would have first-hand experience or knowledge of them.

All Time-Displaced characters calculate their hit points by rolling 1d6 per point of CON. Since they were not raised in the harsh, bizarre environment of the Mutant Future, they receive a –2 saving throw adjustment when saving versus the effects of poisons or radiation. Also, no Time-Displaced PCs will be found with mutations of any kind and will not mutate if exposed to radiation (although they will take damage from the exposure).

Wednesday, January 13, 2010

New Character Race: Insectaur

Hit Dice: 1d6 per point of CON

Mutations: 2 insectaur, 1d6 human/animal


Insectaurs are a mutant hybrid of man and insect. Most Insectaurs have the size and general build of a basic humanoid (5-6 feet in height, two arms/legs, stands upright, etc.) with the general features of an insect (multifaceted eyes, hard exoskeleton shell, antennae, etc.). It is assumed that the Insectaur has a rudimentary human-like intelligence enabling it to function in Mutant Future society.


Insectaurs gather in small clusters known as “hives” or “colonies.” Within these colonies, Insectaurs are usually assigned a role such as worker, drone, soldier, etc. answering to a Queen who acts as ruler of the colony. The PC should initially roll on the Insectaur Species Table (see below) to determine what insect the PC resembles. This may also help in determining appropriate mutations.

All Insectaurs should initially roll for 2 mutations on the Insectaur Mutations Table (see below) and an additional 1d6 human/animal to be divided between Physical and Mental Mutations. Insectaurs have the ability to communicate with other insect/humanoid hybrids such as mants, cockroachoids, and mansquitoes (See appropriate entries for each in the MF rulebook), receiving a -3 CHA Reaction Adjustment bonus when dealing with these creatures.

Insectaur Species Table

01-04 Ant

05-08 Bee

09-12 Beetle

13-16 Butterfly

17-20 Centipede

21-24 Cockroach

25-28 Cricket

29-32 Dragonfly

33-36 Dung beetle

37-40 Firefly

41-44 Flea

45-48 Fly

49-52 Grasshopper

53-56 Hornet

57-60 Ladybug

61-64 Locust

65-68 Mosquito

69-72 Moth

73-76 Preying mantis

77-80 Scorpion

81-84 Spider

85-88 Stinkbug

89-92 Termite

93-96 Tick

97-00 Wasp


Insectaur Mutations Table

Beneficial :

1-4. 360-Degree Field of Vision – Through the Insectaur’s multifaceted eyes, antennae, or other sensory organ, the character can “see” in a 360-degree arc around him/herself. The Insectaur can only be surprised on a roll of 1 on 1d6.


5-8. Acidic Saliva – The PC’s saliva is a caustic goo that can eat through most materials. It does 3d6 damage every round to creatures who come into contact with it.


9-12. Camouflage – The PC’s skin can change colors, blending in with the surrounding like a chameleon. The change is instantaneous. The ML should assign a chance the PC will not be noticed when camouflaged this way: 95% hidden in a darken forest vs. 50% in a brightly lit empty room.


13-16. Complete Wing Development – Treat as per the Complete Wing Development mutation on page 23 of the MF rulebook.


17-20. Flatten Body – The PC can literally squeeze his/her body to fit through a crack no more than 1 inch in height. This mutation is useful for slipping under doors, behind cabinets, or through other tight openings. The character’s mass remains the same, so squeezing through a pipe or small opening is not possible.


21-24. Hard Outer Shell/Carapace - Treat as per the Natural Armor mutation on page 25 of the MF rulebook.


25-28. Insect Communication – The PC can communicate freely with any and all forms of insect life – mutant or otherwise. It is left to the ML to determine intelligence levels of these creatures. Insects may be coerced into following simple commands as well.


29-32. Leaping – The Insectaur’s legs enable it to leap to great heights and distances. A PC can leap up to a height of 100 feet and they can leap a distance of 200 feet.


33-36. Multifaceted Eyes – The Insectaur can see all known light spectrum ranges including infrared and ultraviolet. Treat as having both Thermal Vision and Ultraviolet Vision mutations on page 26 of the MF rulebook.


37-40. Multiple Limbs - The PC has 1d4 extra arms on his torso. Each extra arm gives the PC an extra attack per round.


41-44.
Natural Insect Weapons – The PC has an insect-like natural weapon it has developed. It is left to the PC and ML to determine the nature of the weapon (ie, grasping pincers, mandibles, horns) as well as the potential damage this weapon does. It is suggested that poisonous weapon not be allowed.


45-48. Pheromone Trail - The PC can leave a scent trail that he can follow without question. The trail will be detectable for 4 months before fading. This ability is useful when it's important for the PC to be able to find his way back while exploring.


49-52. Quill Throwing - The PC has a set of spiny quills that it can fire off as deadly projectiles. The distance is that of a dagger and each quill does 1d4 hit points of damage. A PC can throw 6 quills a day and must "regrow" spent quills during a night's rest.


53-56. Sonic Song - The Insectaur can sound off with a high-pitched buzzing or "trilling" that causes hypnosis in creatures who hear it. Once a day, the PC can "sing", forcing up to 6 HD of creatures (or any one creature with less than 10 HD or 10 CON) to save versus poison. If the save fails, the creature(s) will fall into a trance for 2d4 rounds. Victims can be commanded to perform any non-suicidal act, including attacking their own allies.


57-60. Stench Gland - Twice a day, the Insectaur can release a pungent odor from a gland that causes all creatures within 15 feet to save versus poison or be rendered incapacitated with nausea for 1d6 rounds.


61-64. Tar Saliva - The PC can "spit" a gluey wad of goo that acts as a powerful adhesive. This glue-like substance can immobilize any creature of human-size or smaller. The glue will eventually dry out in 10 minutes, crumbling into dust and releasing its bond.


65-68. Vampiric Proboscis - The PC has a long tube-like appendage that it can use to feed from victims. If a successful hit is made, the PC drains 1d4 hp per round from the victim. The PC will gain these hit points up to (but not over) his original starting hit point total.


69-72. Venomous Stinger - The PC has a toxic poison that it can inject through a hidden stinger. A PC can use this as an attack each round. The class of poison should be determined randomly.


73-76. Wall Crawling - The Insectaur can cling to any surface, scuttling over walls and ceilings as if they were no different from the floor. They can support they own weight and carry up to their CON X 10 pounds. More weight that this and they shall be unable to cling to any surfaces.


77-80. Webbing - The PC is able to spin webs like a spider, though they cannot "throw" them like a zip line. The webbing can adhere to any surface and each single line can support 500 pounds before snapping. The webbing can be used to secure or tie up items as well as cocoon those items the PC wishes to keep safe.


Drawbacks:


81-84. Diminutive/Actual size - The PC is the actual size of the insect species he rolled up. They still have the same stats and hit point totals, however they are no bigger than a common insect of their species.


85-88. Instinctual Overload - The Insectaur is barely able to hang onto what human-like intelligence it has. It has a 10% cumulative chance of reverting back to a primal insect-like instinct whenever the PC is successfully hit in combat. (Upon a successful hit, there is a 10% chance. Upon the second hit, 20%, and so on.) If this save is failed, the PC will fly into a berserk rage, attacking the nearest creature (either friend or foe). The PC will be unable (or unwilling) to communicate. This overload lasts until combat has ended, as which time the PC's personality will reassert itself.


89-92. Phobia - The PC has a paralyzing fear. Whenever they come face-to-face with the object of their fear, they will flee in the opposite direction for 1d4 rounds. Roll 1d6 to determine phobia: 1-2. Fire 3-4. Water 5-6. Smoke.


93-96. Sensitivity - The Insectaur is extremely susceptible to damage from a specific source. Attacks with this source will deal double damage to the PC. Roll 1d4 to determine sensitivity: 1. Sonics/Sound-based 2. Light/Laser-based 3. Fire/Flame-based. 4. Cold/Freeze-based.


97-00. Small-Brained – The PC is sub-evolved and remains at a lower level of human intelligence. Divide the PC's INT score in half, rounding up.


Wednesday, November 25, 2009

[Thundarr Thursday] New Character Race: Sorcerer

Hit Dice: 1d6 per point of CON
Mutations: none (or energy manipulation; see below)

Sorcerers are the magic-wielders of the Thundarr universe. They are able to draw upon mystical forces, bending, shaping, and warping them to their will. They are able to cast spells of an offensive, defensive, healing, and/or destructive nature. Sorcerers are powerful, yet sometimes feared by humans as they can easily be mistaken for an evil Wizard.

Sorcerers appear to be Pure Strain Humans, although they are usually dressed in better finery than the human survivor rabble encountered in the wastelands. Due to their training and study of the magical arts, Sorcerers gain a +2 when rolling for Intelligence and Willpower. Sorcerers do not have any mutations (unless the ML determines that the ability to cast magic itself is a mutation; see below). Sorcerers are always Lawful or Neutral in nature. Chaotic Sorcerers are better knows as the evil Wizards in the Thundarr world.

Sorcerers seem to have a fascination with Ancient culture. Princess Ariel had extensive knowledge of Ancient history and geography, whereas Merlik the Sorcerer reveled in Old Earth youth slang (though he was bad at it). It is assumed that Sorcerers studied the Ancients during their training in the mystical arts. The ML is encouraged to allow a Sorcerer PC to choose one facet of the Ancients that he has studied (technology, history, language, etc.).

Before we can discuss the abilities of Sorcerers, we need to discuss the nature of magic in the world of Thundarr. Magic is common in this shattered world under the broken moon, but how to explain it? I offer two explanations for the consideration of the Mutant Lord:
  • When the runaway planet hurtled between the Earth and the Moon, it unleashed more than cosmic destruction. It also tore open the magical energy stored within the ley lines that crisscross the planet. Magic energies spilled forth throughout the world and those persons attuned to it can harness and channel it. These people eventually became the original Wizards and Sorcerers of the future.
  • Magic isn't "real." Rather, Sorcerers and Wizards are actually mutants with the ability to manipulate energy. This energy could be defined as the lifeforce in all things, residual energy in the atmosphere, etc. Regardless, energy manipulation could be considered a mutation and therefore susceptible to anything that would remove or hamper mutations.
Regardless, a magic system that is compatible with Mutant Future already exists and is available in Labyrinth Lord. It is suggested that Section 3: Spells from the Labyrinth Lord rules be implemented and used. Sorcerers (and by extension, Wizards) are able to cast spells just as if they were of the same level of a Magic-User or Elf in Labyrinth Lord. Cleric spells are unavailable to Sorcerers. When a Sorcerer casts a spell, there are two facets to remember:
  • All Sorcerer spells manifest themselves with colorful beams of energy. For example, if the spell is Hold Person, the energy snakes out from the caster's hands and wraps around the target. Charm Person may manifest as a flashing hypnotic pattern. It is left to the PC or ML as to how the spell appears when cast.
  • One limitation is that a Sorcerer MUST have at least one free hand to cast spells. If a Sorcerer's hands and arms are bound or otherwise immobile, a spell cannot be cast. Wizards are not, however, bound by this limitation.
Sorcerers are level-headed and will not willingly rush into a dangerous situation, preferring to weigh a course of action. They are better educated than most, but they are rarely egotistical. They use their magical abilities sparingly as too much magic use can lead to corruption and eventual downfall into the ways of a Wizard. (See my earlier Wizard-related blog post for information on Wizards.) For each time a PC uses his/her magic in a harmful, destructive, or evil manner, the ML should secretly roll a 5% check versus corruption. This corruption check is cumulative, so future checks are 10%, 15%, 20%, etc. Failure means that the PC has succumbed to the power and has become a Wizard. This new Wizard can become a new NPC villain for the PCs to contend with!

NOTE: This character race is inspired by the classic Ruby Spears post-apocalyptic cartoon “Thundarr the Barbarian.” Stay tuned each week for “Thundarr Thursday”! (Posted early this week due to the U.S. Thanksgiving holiday....)

Thursday, October 22, 2009

[Thundarr Thursday] New Character Race: Barbarian

Hit Dice: 1d8 per point of CON
Mutations: none

Barbarians are the uncivilized nomads of the Thundarr universe. Trained since birth in the ways of combat and self-sufficiency, Barbarians are the natural survivors of the future Earth. It is assumed that Barbarians are part of a larger tribal race, but it is very rare to encounter more than one or two Barbarians at a time. They are usually dressed in animal hides and furs, which are decorated with bones and teeth of past hunting victories.

Barbarians appear to be an offshoot of Pure Strain Humans although, unlike the typical humans encountered, they are muscular and in good physical condition. Due to a lifetime of physical training, Barbarians gain +2 when rolling for both Strength and Constitution. Because of their "hardiness," Barbarians roll 1d8 per point of Constitution for their hit point totals. A Barbarian's true abilities lie within his acrobatic skills and heightened agility, enabling him to commit almost superhuman feats. This is due to the +3 Dexterity bonus gained when rolling up a Barbarian. Barbarians will never be encountered with any mutations. (In the Thundarr universe, mutations are usually limited to wizard deformities or the dangerous monsters that roam the wastelands.)

Because of their savage outward appearance and primitive way of speaking, a Barbarian may be viewed as not very intelligent. In fact, the opposite is true: A Barbarian is incredibly clever and quick-witted. They do not receive a a bonus or penalty when rolling for Intelligence. However, since Barbarians have not had much exposure to Ancient history, artifacts, and technology, they have a permanent -10% Technology Roll Modifier.

But even though they may be ignorant of Ancient history and devices, a Barbarian is not distrustful of technology and may even be found using an Ancient device comfortably. (For example, Zogar's cyborg arm.) Barbarians are usually armed with a special weapon that they prefer in combat. The Mutant Lord may wish to present the PC with a unique weapon to wield, i.e., Thundarr's Sun Sword, Zogar's Flaming Trident, or Shara's Skull Mace.

Barbarians can be of either lawful or chaotic alignment, but because of their driving passions and goals, Barbarians will never be of Neutral alignment. Barbarians are usually arrogant and stubborn, refusing to listen to reason until the situation requires it. Barbarians are quick to action as well, almost reckless in nature, as they quickly grow impatient. They will be the first to enter combat, which - to them - is usually the most direct course of action for any situation.

In spite of their hot-headed shortcomings, Barbarians can be fairly friendly and helpful once you get to know them and once they have given you their trust. Barbarians are fiercely loyal to their friends, seeing the value of traveling in numbers with a like-minded group. Any Barbarians encountered who are traveling alone are usually of a self-serving chaotic nature and should be viewed with caution.

Barbarians are very vocal, preferring to let loose with a war-cry when entering battle. ("Ahhhhhhhh-hee!") They may also have a few catchphrases they will utter when surprised or angered. ("Lords of Light! Demon Dogs!") The player should be encouraged to come up with one of two "catchphrases" to endlessly shout out while playing. ("By the Ancients!")

NOTE: This character race is inspired by the classic Ruby Spears post-apocalyptic cartoon “Thundarr the Barbarian.” Stay tuned each week for “Thundarr Thursday”!

Wednesday, October 21, 2009

The Mutak - New Character Race at Aeons & Augauries

At the site Aeons & Augauries, blogmeister JDJarvis has posted a new character race for Mutant Future. Unlike other mutants who patrol the blasted wastelands, the "Mutak" is a wholly unstable being whose DNA continues to mutate, warp, and bend in unpredictable ways. A Mutak's mutations are never stabilized. They can change, increase, or even disappear as the years wane on. In fact, even minor exposure to radiation can trigger yet another mutational outburst! Check out this new twisted denizen of the Mutant Future here: New Character Race: Mutak. (This is also a first draft, so please share your thoughts and input!)

Tuesday, October 13, 2009

New Character Race: Mastermind

Hit Dice: 1d4 per point of CON
Mutations: 1d4 + 2 mental, no physical

Masterminds are the mysterious - though civilized - intellectuals of the Mutant Future. They feel that only through education and knowledge can the civilizations of The Ancients be reachieved. It’s fairly easy to identify a Mastermind. They appear to be as Pure Strain Humans, except for a enlarged, bald cranium which houses his or her overdeveloped brain. They can be aloof, egotistical, and haughty, though they are not malicious. They often feel they know the correct thing to do in any situation, though they may overanalyze things to the point of near inaction.

Masterminds are physically weak and frail. They have a penalty of -2 when rolling for Strength. They also roll 1d4 per point of CON for their hit point total instead of the usual 1d6. However, due to their advanced mental capacities, Masterminds receive a +2 bonus when rolling for their Intelligence and Willpower scores.

Though weak, Masterminds can thrive in the Mutant Future due to their highly developed brains which have unlocked powerful psychic abilities. Masterminds receive 1d4 + 2 mental mutations. If any mental mutation is rolled twice, the Mutant Lord is encouraged to “supercharge” the ability by doubling its range, increasing its damage potential, or otherwise improving on the mutation in some way. Masterminds will never possess any physical mutations (except for, you know, the big head). One interesting characteristic: Masterminds do not speak. Rather they communicate through an innate Neural Telepathy ability. (This ability is not to be counted as one of the Mastermind’s mental mutations.)

Masterminds are usually a fairly isolated race, preferring to form small communities called “Think Tanks” where they silently commune with each other and try to formulate a plan for reviving the civilizations of Old Earth. However, a Mastermind may be sent out into the world to gather data, do research, and interact with the denizens of the world.

NOTE: I'd like to thank Malcadon for his help in naming this new race!


Thursday, August 20, 2009

[Thundarr Thursday] New Character Race: Mok

Hit Dice: 1d8 per point of CON
Mutations: None

The Mok is a fierce-looking humanoid race known for its superhuman strength and ferocious appearance. It is undetermined if Moks are an evolved form of animal, a mutated form of human, an alien race, or a completely new species. A Mok is a large humanoid, usually between 7-9 feet tall. The face appears feline-like with a hardened, fang-lined, flattened beak for a mouth. A thick mane of hair encompasses the head of a Mok and their bodies are covered with fur – usually tan, blond, or very dark brown in color. The Moks’ hands are clawed, and their feet are nearly cloven hooves. Because of their fur, Moks do not need to wear clothing (and prefer not to), though they will wear a loincloth, briefs, or other “modesty” coverings.

Moks are supremely strong and hardy. A Mok gains a +3 when rolling for Strength and Constitution. Both scores can increase beyond 21 during level progression, making an older experienced Mok capable of incredible feats of strength and endurance. Moks also roll 1d8 per point of CON for their hp total instead of the usual 1d6. However, Moks receive a –2 when rolling for Charisma due to its frightening countenance. People who have never before encountered a Mok may run away, cower in fear, or attack the “monster.” No Moks have ever been encountered with mutant abilities.

Moks have their own language that sounds like random growls, snarls, and grunts to most intelligent species. Even though a Mok can learn and understand most common languages, they are unable to speak in any language other than the Mok tongue, making communication difficult. And the Mok language can be learned and understood by other non-Moks, but it is impossible for any other than a Mok to speak it. It is assumed that if a Mok is within an adventuring party, the Mok can understand the other PCs and the PCs can understand the Mok. However, the Mok will oftentimes find that they cannot communicate with NPCs, leading to needed translation from the other party members.

Despite their frightening appearance and quick tempers, Moks are actually very friendly and social creatures. Moks believe in the values of justice and community, and thus will never be of a chaotic alignment. Moks are blindly loyal to their friends. Moks sometimes are unaware of their own strength and will accidentally tear doors from hinges, crush fragile items in their oversized hands, or other damaging mishaps. Moks are incredibly afraid of water and will not willingly allow themselves to get wet.

NOTE: This race is inspired by Ookla the Mok and the episode “The Treasure of the Moks” from the classic Ruby Spears post-apocalyptic cartoon “Thundarr the Barbarian.” Stay tuned each week for “Thundarr Thursday”!