Showing posts with label Mutant Future. Show all posts
Showing posts with label Mutant Future. Show all posts

Saturday, September 10, 2022

[Review] Twisted Genomes: Wasteland Mutations - 400+ New Mutations!

Many of the post-apocalyptic RPGs we love have it right there in the title: Mutant Crawl Classics, Mutant Future, Mutant: Year Zero, Mutant Chronicles, etc. We love our mutants and their mutations, but the scant tables and listings in these RPGs often don't allow for much variety (MCC has a little over 100 mutations in the core book - and a quarter of them are defects!) If you want to truly warp, twist, and mutate your games with a wide variety of new mutations, I suggest you check out Twisted Genomes: Wasteland Mutations by Dungeon Remixer.

Written by Derek Holland, who has produced a ton of content for post-apocalyptic games over the years, Twisted Genomes offers more than 400 new radioactivity-triggered, genome-twisting powers to bless (or curse) your Blasted Earth denizens with. The front of the book initially covers three different categories: physical, mental, and plant-based mutations. At the start of each chapter is a table that lists the mutations within and to allow the judge/player to randomly roll their mutations. And these are not your standard Mind Blast or Telekinesis abilities. For example, Fleshreader lets you read the thoughts of a being just by coming into contact with a piece of that being. Spider Palm lets you detach your hand and control it like a familiar. Body-warping abilities like Facial Shift and Flexible Skeleton are here, as well as truly bizarre powers like Barf Guts and Bubble Blower. Several of the mutations also have their own sub-tables allowing for even more variation.

Each mutation throughout the hefty tome (150+ pages) is nicely described with at least a full paragraph explaining how it is triggered and what its effect would be. A good amount of spot art throughout helps to illustrate several of the abilities. Rounding out the book are two appendixes. The first appendix contains alternate and expanded rules for several of the mutations, as well as advice on creating your own. And although Twisted Genomes was written for Gobinoid Games' Mutant Future, the second appendix contains conversion guidelines and notes on how to implement these new mutations in other RPGs, including -- yes -- Mutant Crawl Classics. 

I will likely get a lot of use out of Twisted Genomes, both as a resource for new PC/NPC mutations as well as for inspiration for some truly horrific mutant beasties in the future. ("The creature's spilled blood coagulates into small biting flies which begin to attack as well. Roll for new initiative.") This mutation resource book now has a place of honor next to my well-worn copy of The Metamorphica. Judge Sniderman says, "Check it out."

Saturday, July 23, 2022

RPG Overview Reviews My Deviant Database and DD 2.0 For Mutant Future

Long before Mutant Crawl Classics came around, I was playing Goblinoid Game's Mutant Future. This post-apocalyptic RPG is based on the Labyrinth Lord system, which is itself based on B/X OSR-type gaming. (You know, "The Original Fantasy Game".) Mutant Future is a great game and was the original inspiration for this blog, in fact.

I created several supplements for it back in the day, and Brandon Goeringer of RPG Overviews was kind enough to recently review my Deviant Databases. The two books in the series are collections of monsters, mutants, creatures, and NPCs that appeared on this blog over the years with artwork contributed by many artists in the OSR RPG community. I appreciated that Brandon liked these supplements enough to review them, and I have linked to his review below.

(Oh, and they can be easily converted to MCC RPG if you wish to use them in your own home games.)

Sunday, January 15, 2017

A Sneak Peak Into My "Gaming Projects" Notebook


Many of you who know me or have hung out with me have no doubt seen me toting around my little black notebook (pictured here). I have carried this notebook -- or one like it -- for years. I have it with me at work, at events, in my car, and resting on the table next to me as I hammer out this post. Inside my "Gaming Projects" notebook is a collection of notes, scripts, ideas, and works-in-progress for a variety of games and systems.

Today, I went through my notebook and did a bit of organizing. I thought it'd be a fun "glimpse" for you if I were to make a quick listing of things and projects currently in the works.

(Don't ask me to expound on anything here, nor ask me what my timeline is for any of these. I work on them as the mood hits, and release them when they're done. But here's some stuff you can look forward to one day in the future.)

(CW = Cryptworld; TM = Timemaster; MF = Mutant Future; DCC = Dungeon Crawl Classics; HOPE = Our Last Best Hope; Fiasco = Fiasco; Anything is "quotes" is the working title of a scenario/adventure in the works)

CW - "Speed Demon" - Driverless vehicle terrorizes small town
CW - "Final Voyage of the Golden Dawn" - Abandoned ship found floating off shore.
CW - "Last Call/Wasted" - Zombies attack a remote tavern. Players are barflies.
CW - "The CW Atlas" - Worldwide locations of supernatural interest.
CW - "Expiration Date" - PCs cheat Death. He's not happy about it.
CW - "The Coldcreek Conspiracy" - Based on a Cryptworld adventure-writing exercise.
CW - "Kid Stuff" - Adults in a neighborhood disappear. Creepy kids terrorize the area.
CW - "Maul Be Home for Christmas" - A department store Santa is found murdered after hours in a locked-down mall.
CW - "Lost Vegas" - Unexplained murders in a Vegas casino.
CW - "Untitled Solo CW Adventure" - A one-person solo adventure to learn the system.
CW - "The Century of the Dead" - A village of the undead reappears for 24 hours every 100 years (Brigadoon-inspired).
CW - "Deadfall" - Collyer Brothers-inspired trap-laden house -- and something lurks within.
CW - Helltown, Ohio
CW/ROT - "Knights of the Living Dead"
CW - THINGS to stat uup: Drauger; Computer Virus; Worm That Walks; Succubus/Incubus; Tsukumogami; Bog Mummy/Salt Mummy/Ice Mummy; Pollo Maligro; Zombeak
TM - Jenny Everywhere
TM - "An Apple A Day" -- Millions of deaths due to the lack of a single piece of fruit.
TM - "Postage Due/The Day The Sky Fell" - Compilation of TM adventures I've written.
MF - "Dead In The Water" - Written; just needs to be assembled and distributed.
MF - "World of Korgoth of Barbaria supplement"
CAH - "Transylmania"
CAH - "SPY U"
DCC - "The Scourge From Beyond Infinity"
DCC - "Escape From Vulture Gully"
HOPE - "Virus"
FIASCO - "Small Town Ink"

Monday, October 17, 2016

[Review] "Advanced Mutant Companion" Supplement For Mutant Future

Those who frequent my blog know that it started as a Mutant Future resource. (The supplements I've released for it are testament to that!) Although my focus and tastes have changed over the years, I will ALWAYS support and trumpet any product that builds upon the gonzo post-apocalyptic goodness of Mutant Future. Today, I'm examining the Advanced Mutant Companion -- a Mutant Future supplement by A. Hagen that offers new rules and additions to the armageddon anarchy of a mutant gone wild!

Unlike other Mutant Future supplements I've seen (and personally written), the Advanced Mutant Companion doesn't give you new creatures and encounters for your game's world. Instead, the Companion presents new ways to build up your initial player characters. Within the 39 pages of the supplement, you'll encounter:

  • Five new character races, including cyborgs, aliens, and wasteland wanderers who are MUCH more twisted than normal. The Companion also offers some new twists for your starting mutants and pure humans.
  • All PCs had to have started somewhere, so an interesting Backgrounds system is introduced. What your character did before The End will benefit him with new skills and abilities that may come in handy in the Badlands.
  • Speaking of skills, a Feats system is also presented that offers more benefits and role-playing chances. There are several subcategories of Feats, including Combat, Survival, Prestige, Resource, Dramatic, and Mutation. A handy Advancement Chart takes the Backgrounds and Feats into consideration, for the ML who implements these into their own games.
  • Speaking of mutations, there are 74 new mutations to warp and twist your PCs! And rather than having these as separate abilities, the new mutations have been placed in the original Mutant Future mutation tables, so you can roll on one all-encompassing mutation chart for even more degeneration!

I'm pretty pleased with what's here, as I've often thought a rules supplement to Mutant Future was a product long missing from the product line. There is enough here to inspire Mutant Lords who are looking to add some new twists to their home games. And the product is only $2! Sniderman says check it out!

Thursday, October 13, 2016

[Review] "The Fungus Forest" Adventure For OSR-Compatable RPGs

I'm always on the lookout for a good adventure -- one that encompasses an unusual setting and give me as a GM plenty of options to vex and befuddle my players. One such megasetting is The Fungus Forest, a PWYW OSR-compatible adventure setting by Lee Reynoldson and Carl Nash. One note: Carl was kind enough to send me a review copy of the adventure to peruse and review.

This sizable adventure is 71 pages long and is compatible with Original, Basic, and Advanced versions of "the world's most popular fantasy RPG," so you can pretty much run it with any classic RPG or the myriad of clones and remakes we now have available. (Heck, this could be used for an awesome Mutant Future adventure as well.) The Fungus Forest takes place in a sprawling underground complex of caves, caverns, and crevasses created by a rushing underground river that has shaped the tunnels and rooms over thousands of years. Inside this complex, mold, mildew, and fungi of every size and shape have take root, bestowing the nickname found on the cover of the adventure. This place is HUGE. It encompasses more than 100 areas to explore covering well over 1 million square feet. (I did the math, and it checks out.) Just take a look at the map...

(The image here is deliberately small and out of focus to keep spoilers minimal.) 

The reasons the players might stumble across The Fungus Forest are left to the referee. In fact, a handy Rumor Chart might give them the impetus they need to seek it out. (But do the players ever really need a reason to go delving?) Once in the depths, there are plenty for them to investigate:

  • There are seven different factions warring for control over the underworld kingdom: the fey, the goblins, the shroom-folk, and more...
  • There are unusual and unique creatures to thwart or befriend (mostly thwart)...
  • Fabulous riches await the brave and foolhardy, including the key to immortality!

My favorite adventures have always been the underground cave ones, but I've often found them to be somewhat lacking in "stuff to do." That isn't a problem with The Fungus Forest, as there are plenty of opportunities and encounters to last your players quite a while. (I'm deliberately avoid spoilers in this review, so excuse the vagueness.) And, in keeping with the fungus theme, there is also a Random Fungus Generator for a GM to create a new interesting 'shrooms on the fly (as well as the magical properties they may possess). Eight pages of unique creatures fill the back pages of the book, and a sizable fold-out map of the complex is also included.

Oh, and did I mention that this sprawling complex is pay what you want? So just a few dollars in donation will net you a 70+ page megadungeon. (Or download for free and pay later once you've had a chance to see for yourself!) Sniderman says, go check it out by clicking the link here or clicking the cover above!

Monday, February 1, 2016

Please Help Support Ryan Denison, Mutant Future Coauthor

https://www.gofundme.com/4bhvakx8

In November, Ryan Denison -- coauthor of Mutant Future -- lost his wife very suddenly to a tragic unexpected medical condition. Her passing left Ryan and their two-year-old son reeling from the loss.

To help support Ryan and his family, Dan Proctor of Goblinoid Games has assembled a "donation bundle" available through GoFundMe. With a donation of $30, you will receive links for the following Goblinoid Games products through RPG Now/Drive Through RPG:

Goblinoid Games
Labyrinth Lord
Advanced Edition Companion
Original Edition Characters
Realms of Crawling Chaos
Idol of the Orcs
Mutant Future
Starships & Spacemen, Second Edition
Wizards’ World

Dan has also lined up several other publishers -- myself included -- who have donated their products for this effort. A $60 donation will net you the products listed above as well as:

Barrel Rider Games
Class Compendium

Faster Monkey Games
The Gyre
Re-Energizers
Realm of the Technomancer

James Mishler Games
JMG First Three Years Bundle (all of their products)

Lesser Gnome
Whisper & Venom

The Savage AfterWorld
Deviant Database
Deviant Database 2.0
One Year In The Savage AfterWorld

The Knotty-Works
Going Postal - Tech Bites (Microbots)
Going Postal - Tech Bites (Vehicles)
Table Scraps Issue 1
Table Scraps Issue 2
Table Scraps Issue 3
Table Scraps Issue 4

Mithgarthr Entertainment
The Mines of Valdhum (for Labyrinth Lord)
The Mines of Valdhum (for Fifth Edition)
 Campaigns in Cairnvarthi (campaign setting is system neutral, included adventure is for Fifth Edition)

Taskboy Games
Manse on Murder Hill
Tranzar's Redoubt

The Savage AfterWorld  was originally founded as Mutant Future resource and, in fact, that game what was got me back into role-playing after a lengthy absence. So, in a way, I owe Ryan a bit of a debt for refueling my interest in this hobby of ours as well as this blog's existence. So please take a moment and support one of the guys who gave us a great "science-fantasy role-playing game of mutants, ruins, and radiation."

Thursday, November 12, 2015

Michigan's U-Con Starts One Week From Today!

https://www.ucon-gaming.org/

We're now one week away from U-Con Gaming Convention to be held November 20 - 22 in frosty Ypsilanti, Michigan. I enjoyed myself so much last year, that I decided to return to run (and play) in several games. Although I won't be manning a Goblinoid Games / Pacesetter LTD booth in the dealer's hall, Roy Snyder has graciously offered to carry the entire game line in his booth at the convention! So be sure to stop by the Goodman Games/Troll Lord Games/Out Of Print Games and Books booth and toss some gold pieces in Roy's direction!

This year, I'm planning on running several games, as well as participating in the OSR Track as a special guest. I'm all about the "old-school" gaming this year, so be sure to sign up for any one of these amazing events referred by (or attended by) yours truly!

Friday, 9 a.m.
Stuper Powers!: “Apocalypse...NOW?!”
Doctor Dredd and his evil team of villains have taken over Washington DC! They plan to start World War III unless your team of "D-list" heroes are able to stop them. Will your ability to "Induce Slight Headaches" and "Turn Things Plaid" be enough to thwart Armageddon? (Nah...probably not...)
Friday, 1 p.m.
Ghostbusters: “Ragnarok-A-Bye Baby”
Judgment Day may be at hand!  In the center of all the chaos and destruction, one place seems untouched – The Wee Tots Nursery School. Could this be the Antichrist’s day care center? The Ghostbusters are mobilized to save the world (and perhaps change a diaper or two)!

Friday, 6 p.m.
OSR Discussion Panel: Old School City Scapes Roundtable Panel
Come gather round and take part in a round table style panel with the OSR Track's Guest of Honor Bill Webb (Frog God Games), Industry Insider Jim Wampler (Goodman Games), our track's sponsor John Reyst (PFSRD.com), along with Tim Snider (Goblinoid Games) and Michigan's own Bill Barsh (Pacesetter Games). We will discuss cities and their importance in old school gaming from the earliest days to the OSR as it is today. Time permitting, discussion and Q&A will be allowed with the audience. Hosted by Gamers & Grognards' Ryan Thompson and RPG Podcaster Adam Muszkiewicz (Drink Spin Run). Free! 

Saturday, 9 a.m.
Mutant Future: “Thundarr the Barbarian: Warlord of the Sacred Library”
Lords of Light! Drakexx the Unstoppable has established a stronghold in the forbidden Congers Library where thousands of Ancient texts are stored. What use does a warlord have with these tomes, and what secrets does he hope to unlock? The tribal shaman of the village of Linkon has tasked Thundarr, Ookla, and Princess Ariel with stopping and driving out the mindless brute!

Saturday, 2 p.m.
Cryptworld: “Wasted”
It's a raucous Saturday night at "Sweet Oblivion," the roadhouse on the outskirts of town. But this night of revelry will turn to horror when Death stops in for a nightcap. Can you survive The Night of The Living Dead (Drunk)?

And, as always, I'll be live-blogging from the convention, so stay tuned next week for observations, news, and you-are-there coverage from Michigan's U-Con!

Saturday, March 28, 2015

[Mutant Future] The Danforth Heli-Sub-Tank From "The Three Stooges In Orbit"

Required crew: Cabin holds three, though one can drive solo
Top Speed: Ground 40 MPH; Sea 60 MPH; Air 100 MPH
Cargo: 1,000 lbs.
Structural HP: 50 HP
Armor: AC 4
Weaponry: Plasma Cannon - 10d6 hp damage

Designed by Professor Danford as an experimental military vehicle, the Heli-Sub-Tank is an all-terrain motorized conveyance that can travel via air, sea, and land. It can also achieve escape velocity to go into orbit as well. The Heli-Sub-Tank is a smaller vehicle, with a cabin that can hold three passengers comfortably. The hold can hold up to 1,000 pounds of cargo (as well as more passengers, though it will be an uncomfortable fit). A rear-mounted plasma cannon is the only weapon on the vehicle, which does 10d6 hp damage to any targets.

Background: As seen in archival footage from the Bygone Year of 1962, the Heli-Sub-Tank was taken on an initial successful test-run by Prof. Danforth's three assistants when they managed to drive it across the Mojave Desert, fly it over California, and take it into low orbit for several spins around the earth before returning it to the Professor's workshop. The vehicle was commandeered by Martians who planned to have the vehicle mass-produced for a future invasion of Earth. They installed a plasma cannon to the rear of the vehicle to use as an offensive weapon during their conquest. It was only through the interference of Prof. Danforth's assistants that the vehicle was recovered and the invasion thwarted. However, due to the vehicle's bizarre design and limited applications, the prototype was shelved by the military and never put into production. It was thought lost to the ages until it resurfaced in the 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!

Thursday, March 19, 2015

[Korgothursday] Notorious NPC: Hargon, The Brigand Leader


Hargon
5th Level Pure Human
STR: 11 --- INT: 8
DEX: 10 --- WIL: 12
CON: 14 --- CHA: 12
HPs: 88 --- AC: 6
Mutations: none

Hargon is a mercenary-for-hire, currently in the employ of Gog-Magog. He is a tall, thin, wiry man, with a snaggletooth that juts from his bottom jaw. He often wears a toilet plunger cup as a helm, and his right hand has been replaced with a rusty hook. Hargon usually has 1d6+6 2nd-level Pure Human underling followers under his command.

Hargon is a bombastic, volatile bully who uses threats and intimidation in place of leadership skills. Oddly, his minions fear him (although they are usually larger and stronger than Hargon), and they follow his orders to the letter. However, Hargon himself is a coward, often sending his men into dangerous situations while he watches from afar. Only when he feels his bravery is in question, or if he thinks he has his target wildly outmatched, will Hargon engage an opponent.

Hargon’s weapon of choice is his rusty hand-hook, which does 1d8 hit points in combat. Hargon is a dirty fighter, using the hook to gouge out an opponent’s eyes or slash at their throat. On a natural 20 during combat, Hargon has managed to deal a deadly blow to his opponent that will kill them outright. (If a save versus death is made, the vicitim is instead horribly mangled and they will permanently lose 1d6 points off a random attribute.)

Hargon and his men accompanied Korgoth to the floating fortress of Specules, where they proceeded to ransack and loot the wizard’s home. When Specules returned, his used his mind control powers to cause many of the men to kill themselves, although he forced Hargon and one of his minions to make out with each other. When Specules left to confront Korgoth, it can be assumed the spell wore off and Hargon managed to escape the fortress and Specules’ further wrath.

NOTE: This ruffian NPC 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!

Wednesday, March 4, 2015

[Korgothursday] Savage Menagerie: Arborghast

NOTE: Two years ago, I posted a few creatures and NPCs for Mutant Future based on that most-metal of cartoon barbarians: Korgoth of Barbaria! But unlike that one-off cartoon pilot, we're not through yet! Let's get "Korgothursday" rolling again with today's new entry...

No. Enc.: 0 (1d4)
Alignment: Chaotic
Movement: 60' (20')
Armor Class: 5
Hit Dice: 10
Attacks: 3 (claw/claw/bite)
Damage: 2d6/2d6/2d8
Save: L5
Morale: 9
Hoard Class: X

One of the most vicious forms of plantlife in the world of Korgoth the Barbarian is the deadly Arborghast. When first encountered in a swampy or marshy area, the creature appears to be a typical leafless tree standing within the shallow brackish water; its root system appears exposed due to erosion. When approached, numerous leering yellow eyes suddenly open on its branches while a large gaping mouth opens vertically upon its trunk. The Arborghast then uses its clawed hand-like limbs to grab a victim to draw him toward its mouth in order to feed.

The Arborghast's claws can rake at its prey for 2d6 hit points of damage. If it manages to bite a victim, its crushing jaws will do 2d8 hit points of damage. If a natural 20 is rolled on a bite attack, the victim is swallowed whole by the creature. The Arborghast can rise up on its roots and scamper after its prey, using the roots as a form of tendril-movement. Scattered around in the water around the creature will be bits of treasure and valuables dropped by its former victims.

After feeding, the Arborghast drops into a 72-hour trance-like stupor while it digests its prey. The creature will be inactive and immobile during this time. Nefarious bandits and brigands will sometimes use the Arborghast as a trap, "baiting" the monster by hanging a valuable item from its branches or tying a "helpless victim" to its trunk (away from the hidden mouth). When the unwary approach the tree to investigate, the Arborghast will lash out and attack.

Mutations: free movement, full senses, prehensile tendrils, carnivore

NOTE: This creature 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, March 3, 2015

Happy GM's Day! Take 40% Off All Savage AfterWorld Products!

Happy International GM's Day, everyone! Every March Fourth ("March forth!" Get it?), the gaming community takes a moment to thank the tireless referees, GMs, DMs, and shield jockeys who run the games we love to play. Drive Through RPG has its annual GM Day Sale in progress, so zip over there and grab some items for yourself, or gift your favorite GM with some new swag.

And I'll join the festivities by offering a blanket 40% off on all Savage AfterWorld supplements for Mutant Future -- print or PDF!



Friday, February 13, 2015

The World Of Thundarr The Barbarian Sourcebook "Master Edition" Released!

In March 2012, I released what I referred to as the "final" version of The World of Thundarr the Barbarian Sourcebook for Mutant Future. I promised no more updates or entries to my RPG guidebook to The Best Gonzo Post-Apocalyptic Cartoon Ever Made.

However, since releasing the final version of the sourcebook, I've run several Thundarr adventures at conventions throughout the U.S.  None of these games were based on any of the classic episodes and are new adventures written specifically for the events. In fact, some players have called these "missing episodes" of the shows (which is a nice tribute). Whenever I've run one of these new Thundarr adventures, I've posted them here at The Savage AfterWorld for download. There have been three released: Across the Dimensional Divide; Warlord of the Sacred Library; and The Wizard's Graveyard.

To make it easier on folks who want The Whole Thundarr Enchilada, I have taken these three adventure scripts and tucked them into the sourcebook, creating a "Master Edition". There are even pre-gens of Thundarr, Ookla, Princess Ariel, and three other PCs in the back of the book that you can print out for use at your own table! Everything I've ever created for running Mutant Future-based Thundarr games is now in one big master volume.


So, without further ado, I present you with The World of Thundarr The Barbarian Sourcebook - Master Edition! Click here (or click the cover below or the link in the right-hand column) to download!

http://tinyurl.com/lnp53fq

Thursday, February 12, 2015

[Mutant Future] Savage Menagerie: Great White Stallion

No. Enc.: 0 (2d4)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 5
Hit Dice: 4
Attacks: 3 (2 hooves, bite)
Damage: 1d6/1d6/2d6
Save: L2
Morale: 10
Hoard Class: None

Although it appears to be a horse with a shark's head, the Great White Stallion is actually a form of shark that has grown legs and lungs, enabling it to live and move on land. The Great White Stallion stands about 6 feet high and weighs about 900 pounds. It is covered with a slick skin-like membrane rather than hair, though its tail fin has mutated into a hairy tail-like appendage.

The Great White Stallion attacks by rearing up on its rear legs to kick out with its front hooves for 1d6 hit points of damage. It then drops down, its mouth open in order to bite its opponent for 2d6 hit points of damage. The Great White Stallion is a vicious fighter and will often fight to the death rather than running if the combat turns against it. The Great White Stallion has developed an amazing sense of increased balance, which makes it impossible to trip or stumble. The creature cannot be knocked down or knocked off balance, and it is immune to any mental attacks that cause vertigo or dizziness.

Many mutants have tried to catch and "break" a Great White Stallion for use as a mount. This is ill-advised as the creature will attack and consume those it views as a threat...or food. In fact, due to the Great White Stallion's increased caloric needs, it needs to eat at least 6 full meals a day. Even if you can tame one, you would need to insure the food keeps coming. If your new "horse" gets hungry, you WILL become its next meal...

Mutations: increased balance, increased caloric needs

Tuesday, January 20, 2015

Mutants, Monsters, Time Travellers, And Ghosts Coming To Iowa's Gamicon Omega Next Month

In 30 days, the 2015 convention season officially starts for Your Friendly Neighborhood Sniderman! First stop of the year -- Gamicon Omega in Iowa!

Gamicon Omega will be held February 20-22 in Iowa City, IA, at the Downtown Sheraton Hotel. This year's event is the 24th for the longest-running Iowa gaming convention, featuring RPGs, card games, board games,an auction, cosplay, dealer's hall, game library, and more! Dan Proctor of Goblinoid Games / Pacesetter and fantasy artist Tyler Walpole are this year's guests of honor at the event.

Yours Truly will be co-manning the GG booth as well as running numerous games at the convention, so be sure to stop by and sign up! Here's what I have planned:

Postage Due: Timemaster
An undelivered letter in mid-1800 America has thrown the timeline into chaos. What does this single piece of correspondence contain that makes it so critical to future events? Time Corps agents will be dispatched to the point of incursion to ensure the mail goes through!

Condition Critical: Cryptworld
Dr. Howard Eastman has called a press conference at his remote research facility to announce a medical breakthrough that will “eradicate human illness and suffering forever.” But what if the cure proves to be worse than the disease? 

Weed World: Mutant Future
Within the last month, the growth of all forms of vegetation has visibly accelerated, threatening to overrun and choke off your tiny post-apocalyptic village. Does an Ancient children’s bedtime story of “The Devil’s Greenhouse” and the mutated plantlife lurking within hold the key to surviving this floral horror?

Ragnarok-A-Bye Baby: Ghostbusters
Judgment Day may be at hand!  In the center of all the chaos and destruction, one place seems untouched – The Wee Tots Nursery School. Could this be the Antichrist’s day care center? The Ghostbusters are mobilized to save the world (and perhaps change a diaper or two)!

And Dan will be running Mind Masters of Zeta Herculis for Starships and Spacemen 2E as well!

As always, I'll be live-blogging from the event so be sure to stay tuned to The Savage AfterWorld next month for daily "you are there" missives from Gamicon Omega! (And if you're nearby, stop by and toss some dice with us!)

Monday, January 12, 2015

[Mutant Future] Savage Menagerie: Arachnobull

No. Enc.: 1d4 (1d4)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 7
Hit Dice: 3
Attacks: 1 (bite, gore, or trample)
Damage: 1d6, 2d6, 2d8
Save: L2
Morale: 7
Hoard Class: None

Although they physically resemble spiders, Arachnobulls are actually mutated multilegged bovines. They are the size and shape of a large bull (6 to 7 feet tall at the shoulder weighing well over 1,000 pounds). However, Arachnobulls stand on six legs, each ending with a hardened "claw" (actually, they are horns, much like the ones found on their head). Archanobulls have no other mutations except for their multiple limbs, which may startle and frighten other mutants, as they may think the creature has spider-like abilities it doesn't possess.

An Arachnobull attacks in one of three ways: It can bite for 1d6 hit points of damage; gore with either the horns on its head or ones on its legs for 2d6; or trample a victim for 2d8 points of damage. The creature's true power comes from its size, weight, and unnatural speed due to it's many legs. However, Arachnobulls have the same temperament and morale as any other bovine. Herds of Arachnobulls can also be raised for food purposes, although an Archnnobull stampede is one of the most dangerous hazards to face.

Mutations: none

Sunday, November 30, 2014

Paranormal Investigations, Underwater Explorations, And Lost Colony Ship Adventures Await!

As we end November and enter the Christmas holiday season, I thought I'd take a moment and point out two nifty Mutant Future supplements that have been brought to my attention as well as an incredible Open D6 game that lets you play paranormal investigators and eliminators like you might find in a previous "frightfully cheerful roleplaying game".

Paranormal Investigators & Exterminators (PIE) -- Ghosts, demons, old gods, and other paranormal entities have been appearing across the world for nearly 30 years. One group staved of the tide for a long time, but as the threat of ghosts and goblins, spectres and spooks overwhelm the planet, they needed help...they needed to franchise! You and your crew are new franchisees of the Paranormal Investigators & Exterminators (PIE), and your job is to capture Paranormal Entities (PE) and make a tidy profit in doing so. A homage to a frighteningly scary roleplaying game, Paranormal Investigators & Exterminators was developed for the Mini-Six roleplaying game system and features new and alternate rules in its lean 12 pages. Also included: Alternate and New Rules and Equipment! Two mini-adventures set in the PIE universe! Three pre-generated Characters so you can jump right in! Five blank character cards if you want to make your own characters! And three paper-minis created and designed by Frank Turfler!

Wisdom From the Wastelands Issue 47: Underwater Rules -- Water covers over 70 percent of Earth’s surface, so it is likely that many adventures will take the occasional aquatic turn. This could happen in the wilds, on the open ocean, or down in inky subterranean depths. Mid-exploration, an evil game master might even open the water valves in an underground tunnel or inundate some ruins below a destroyed dam. A naive player could believe the worst thing about a water encounter is getting wet, or maybe that something large, toothy, and cold-blooded might try to take a friendly little nibble. But any watery environment is an extremely hostile place: the hazards are many and varied, and death can lurk within the most placid of pools. To enhance adventures on the water or below the surface, this issue introduces a plethora of new Mutant Future rules, ranging from water-damaged equipment, to deep-diving pressure, to the ever-present danger of drowning. Just be warned, your players may never go swimming again!

Cave of the Cybersteed -- In the quiet and unsuspecting village of Ek-Wyne, the residents go about their daily and mundane tasks, not realizing that a terror from above has come to call. One by one, the frightened mutant inhabitants disappear in a flash of light. Will those who remain pick up the pieces and carry on, or will they seek out and discover who or what is behind this sinister act? Enter the Cave of the Cybersteed! This is a Mutant Future "Lost Colony Ship" adventure for 4 to 6 players.

PIE and Wisdom are both around $1.00. Cybersteed will run you $6.00 as of this posting.

Saturday, November 15, 2014

U-Con's "Gimme Shelter III: Down To Earth" For Mutant Future Available For Download

Last night I ran the newest chapter in the "Barter John" series of Mutant Future adventures at U-Con - "Gimme Shelter III: Down to Earth". And I'm making it available to you for download by clicking this link. Feel free to download it and run your PCs through it. (You might want to grab Gimme Shelter I and Gimme Shelter II first if you want them to experience the full "saga.")

Some notes: The adventure is very short as there was only 3.5-4 hours to run it. Wanted to make sure there was a beginning, middle, and end, so I kept the encounters minimal. Also, it's my personal hammered-out roughs -- warts and all -- just enough to guide the game. Don't expect a polished product, as that was never the intent. Finally, some of you may notice some similarities between the mutants infesting the downed station and some other space-faring zombies found in another classic post-apocalyptic RPG. This is a coincidence -- I swear. :)

Enjoy!

Tuesday, November 4, 2014

Michigan's U-Con Starts Next Week! Are You Game?

 

Hey gang,

Just a reminder that Michigan's U-Con Gaming Convention starts next week and runs November 14-16! I'm really looking forward to my first time at this just-across-the-Ohio-border convention and am looking forward to a rollickin' good time. Got lots on my plate for the convention, including:
  • I'll be manning the Goblinoid Games / Pacesetter LTD booth in the Vendor's Hall, so stop by and see what we have for sale! Labyrinth Lord, Mutant Future, Cryptworld, Rotworld, and a dozen other titles and supplements will be available for purchase. (Ask nicely and I'll run you through a quick Pacesetter adventure of your choice!)
  • Enjoy old-school games? This year's U-Con hosts an OSR track filled with classic games (and games that embrace such gameplay), such as Swords & Wizardry, Dungeon Crawl Classics, Labyrinth Lord, Mutant Future, AD&D 1e, Tekumel, OSRIC, Cryptworld, Stars Without Number, and Mutant Crawl Classics! Come getcher old school on!
  • I'll be running two games during the event: Friday at 8 p.m., it'll be Mutant Future, "Gimme Shelter III: Down to Earth" -- NOW HIRING: Barter John needs six scavengers to investigate last month's meteorite impact crater. Rumors of extraterrestrial infestation are to be ignored. Any retrieved artifacts will be split 60-40. And Saturday at 8 p.m., it'll be Cryptworld, "Forget-Me-Not" -- Recent murders are identical to those committed by the "Paul Bunyon Butcher" 40 years ago. However, the original killer remains behind bars. Has a copycat surfaced, or is it something more sinister?
  • Kinda unclear on what the OSR is, exactly? Stop by Friday at 6 p.m. for a roundtable discussion titled "What Is This OSR Thing Anyway?" as Doug Kovac, Jim Wampler, Bill Barsh, and I discuss what the OSR means to each of us.

The U-Con Program Guide is now available for download if you'd like to see what's going on...or what you're going to miss! And if you can't make it, stay tuned here at The Savage AfterWorld as I'll be live-blogging from the event each day with news, reviews, tales, and photos!