Tuesday, March 12, 2013

Wisdom From The Wastelands 26 Now Out!


A new issue of Skirmisher Publishing's Wisdom From the Wastelands is now out for your Mutant Future campaigns! Here's what's available:

Issue 26 is “Energy Weapons” and is described as follows: "The latest installment in our popular series on leading edge military technology and combat rules, this issue brings five deadly weapon systems and several new combat “conditions” to your gaming table. As a warning, Mutant Lords should use this equipment with care — some of these systems are extremely powerful. Even those weapons that do not appear lethal can devastate specific target types (like robotic units); other items have debilitating temporary effects."

This new issue is  99 cents and is available at Drive Through RPG.

Thursday, March 7, 2013

Dangerous Encounter: The Valley That Time Forgot

The PCs are tasked by a warlord to find and bring back a mutant who took something of value from him. This item can be anything the Mutant Lord wishes or something that is important to an ongoing Mutant Future campaign: a rare Bygone artifact; a valuable bauble or some kind; etc. The PCs are told that the mutant fled into a forbidden valley where "primitive men live and monstrous lizards feed on intruders." The valley is easily located as most Mutant Future survivors have heard the legends. But the valley is avoided as the creatures within are feared by those who have seen them.

When the PCs arrive at the valley, it should be presented as a true "lost world," where dinosaurs roam the lands unfettered. While the PCs follow the trail of their quarry, the Mutant Lord could have them encounter a hungry dinosaur or two. (See the notes at the end of this entry for suggestions and stats for some of the dinosaurs they could meet.) The trail should eventually lead to a small tribe of prehistoric Homo Erectus (MF rulebook, page 76) living peacefully in a cave network set into the steep granite walls of the valley floor. There are 14 of these "cavemen" in the tribe. They regard the visitors warily and curiously, but will make no aggressive moves toward the party. They cannot speak, so communicating with the tribesmen could be problematic.

Homo Erectus (14) (AL N, MV 120' (40'), AC 8, HD 6, #AT 1 (weapon), DM 2d4 or weapon, SV L2, ML 7, mutations: ancestral form (latent))

The PCs should feel free to explore the area looking for the mutant they were sent to find. They'll never find him though, as he's now one of them. For you see, the tribesmen are indirectly responsible for the prehistoric creatures that reside in the valley.

Each member of the tribe has the mutation ancestral form, which is triggered when one of the Homo Erectus people feels threatened, frightened, or angry. (They are too primitive to use their abilities deliberately.) When agitated, the tribesmate lashes out mentally toward its attacker. On a successful mental attack, the ancestral form mutation will "devolve" the target, permanently removing one of the target's mutations. Also, the mutation has a 20% chance of devolving the target to a previous evolutionary stage of its existence, so men would become Homo Erectus or Neanderthals, and so on. Every dinosaur that now roams the valley was originally a Mutant Future creature that a tribesman inadvertently devolved to its present state.

The mutant the PCs are now looking for originally found the tribe, threatened the village chieftain  and found himself turned into a mindless caveman. He now works and toils wordlessly and mindlessly. The PCs may be able to piece together what happened when they find the device/bauble they were sent to retrieve in one of the caves guarded by a caveman dressed in the clothes of their quarry. They may see some resemblance in the face of the devolved primitive. (Or they may think the caveman in question killed the mutant and took his clothes.) Regardless, if the PCs begin to threaten the tribe, they could find themselves drained of their mutational abilities, or worse, devolved into the newest residents of the valley.

NOTE FOR THE MUTANT LORD: The Labyrinth Lord rulebook (which is fully compatible with Mutant Future) has many prehistoric creatures in Section 6: Monsters. For your convenience, the stats for some of the more "classic" dinosaurs is presented here, followed by the Labyrinth Lord page number where the entry can be found:

  • Sabre-Toothed Tiger (1d4 (1d4), AL N, MV 150' (50'), AC 6, HD 8, #AT 3 (2 claws, bite), DM 1d8/1d8/2d8, SV L4, ML 10, LL rulebook pg. 67)
  • Mastodon (0 (2d8), AL N, MV 120' (40'), AC 3, HD 15, #AT 2 tusks or trample, DM 2d6/2d6 or 4d8, SV L8, ML 8, LL rulebook pg. 86)
  • Pterodactyl (0 (2d4), AL N, MV Fly: 180' (60'), AC 7, HD 1, #AT 1 (bite), DM 1d3, SV L1, ML 7, LL rulebook pg. 92)
  • Tricerotops (0 (1d4), AL N, MV 90' (30'), AC 2, HD 11, #AT 1 (gore or trample), DM 3d6 or 4d8, SV L6, ML 8, LL rulebook pg. 99)
  • Tyrannosaurus Rex (0 (1), AL N, MV 120' (40'), AC 3, HD 20, #AT 1 (bite), DM 6d6, SV L10, ML 11, LL rulebook pg. 100)

Wednesday, March 6, 2013

Gary Con Starts In One Week (For Me, Anyway)

A week from today, I'll be on the road to Gary Con V. Although the con starts on Thursday, March 14, I always like to arrive a day ahead of schedule -- just to make sure that I have time to unpack, prep my games, get a layout of where I'll be. Also, I'm driving from Ohio to Wisconsin, so the weather could very well be a factor. Last year, it was 60s and clear. This year, there could be 8 inches of snow on the ground for the entire 7 hour drive. Gotta get an early start just in case.

  • This year, I'm suffering from a bad case of "Oh, that would be so much COOLER!" with regards to my already-written-and-packed-away games. Both my Chill and Timemaster games are undergoing last-minutes rewrites to encompass new plot twists and challenges for the players. Hope the effort pans out and they get a kick out of what's in store.
  • Looking forward to my Mutant Future game "Dead in the Water." I ran an abridged version at Gen Con 2011 and it went very well. This year's runthrough will be the last playtest before I prep it for release as a new Savage AfterWorld Mutant Future supplement this summer.
  • I'm really looking for ward to my Thundarr the Barbarian "Warlord of the Sacred Library"game. The storyline is right out of an 80's Saturday morning action cartoon. With the right group of players, these Thundarr games are unbridled fun. (And I have a very, VERY special piece of swag for each player.) If I'm still energized, I may run my other Thundarr game on Sunday -- "Across the Dimensional Divide" that I ran with much fanfare at Gen Con last year. "Demon dogs!"
  • This year, I'm acting as a bit of a packmule for Goblinoid Games to get Dan's stuff to the vendor halls where his table will be manned by the folks from Faster Monkey Games, who will also have a table in the hall. Gonna be packed with every Goblinoid and Pacesetter Game available, plus you will also be able to grab copies of Barrowmaze, Barrowmaze II, and my own Deviant Database at the table!
  • As you can see from my earlier-posted Gary Con Pictorial Schedule, I'll be playing quite a bit of Dungeon Crawl Classics. It's become my newest "gonzo Appendix N fantasy" obsession. Looking forward to spending each evening deep in the underdark.
  • And, as before, I plan to post a daily live-from-Gary Con report each day I'm there. So be sure to stay tuned next week for news, updates, photos, coverage, and tales of adventure!

Sunday, March 3, 2013

Fishwife Games Has Your Apocalyptic RPG Needs Covered


Thanks to a post by Needles over at Swords & Stitchery, I'm now aware of Fishwife Games and the multitude of system-general RPG supplements they've cranked out. Most of their offerings are just a page or two for a buck or two, so they're certainly affordable. But the sheer number of supplements is staggering. (I stopped counting at 100+ different items.) Fantasy, sci fi, modern, horror, and -- of course -- post-apocalyptic are all covered amongst their stuff. (Including several ambient music soundtracks they've apparently produced.)

I'm not going to try to summarize each post-apocalyptic RPG item they have, but here is a list of titles I saw that peaked my interest:
  • 100 Vehicles to recover in the Savage Wastes, Set 1
  • 100 Individuals to Run into in the Post-Apocalypse, Sets 1 and 2
  • Post-Apocalyptic Town: Blessing
  • Post-Apocalyptic Town: Scrapper's Bridge
  • 100 Places to Stumble Upon in the Post-Apocalypse Age
  • 100 Things to Discover and Take in a Near Future Wasteland
  • 100 More Things to Discover and Take in a Near Future Wasteland
  • 100 Odd Items to Loot Off of Bodies in a Post-Apocalyptic Setting
Rather than offering a link and a price for each item, I'll just let you know that you can find their stuff on RPG Now and Drive Through RPG. Fishwife Games also has a Facebook page you can visit for announcements of upcoming new releases.