Saturday, September 29, 2012

Wisdom From The Wastelands 16 And Post-Apocalyptic Toys 4 Both Now Out

A quick announcement for two new releases for Mutant Future and other post-apocalyptic RPG mayhem!

Skirmisher Publishing's Issue 16 of Wisdom From the Wastelands is now out. This issue is "Robots Part 2," and is described as follows: "Robots are just as omportant to Mutant Future as biologicval creatures. They can be antagonists, sources of information, or even slave labor. In this second installment of four robot-themed issues, there are eight new robots, as well as several new accessories, a new weapon, and a new form of locomotion." This new issue is only 99 cents and is available at Drive Through RPG.

Occult Moon's Post-Apocalyptic Toys Issue 4 has also been released. This new sandbox setting is "The Poison Jungle." It is described as: "The poison jungles along the shore of the Glass Sea are home to secrets and peaceful tribe men. Some of those secrets may be coming to the surface soon and the cannibal cults of the Shimer Drift are starting to see the tribes of the poison jungle as a delicacy, or maybe even an addiction. Can your team of wasters keep the secrets or uncover them?" this new sandbox setting is $1.99 and is also available at Drive Through RPG.

Friday, September 28, 2012

Savage Menagerie: Withermoss

No. Enc.: 1
Alignment: None
Movement: 0
Armor Class: 9
Hit Dice: 1 for every 10 square feet (EX: 30 square feet = 3HD)
Attacks: Special
Damage: Special
Save: F1
Morale: None
Hoard Class: None


Withermoss is a sickly yellow and/or orange patchy plant usually found growing on open, flat areas like forest floors or prairie expanses. Withermoss has also been spied growing on rooftops, over rocky outcroppings, in Ancient ruins, and any place flat and preferably shaded. Withermoss is fairly benign and not harmful at all if given a wide berth. However, the plant has a poisonous, oily coating that is dangerous if physical contact is made.

If someone comes into contact with Withermoss, he should make a save versus poison. If the save is successful, he will take 2d4 hit points of damage from the waves of nausea that overtakes him as the poison courses through his system. He will feel weakened for another 8 hours, but no further ill effects will occur. However, if the save is unsuccessful, the Mutant Lord should roll 1d4 to see how the victim is affected:


  1. Physical Vitality: The vicitm's body mass begins to atrophy as the poison affects the major muscle groupings. The victim's STR and CON scores are temporarily halved for 24 hours. This affects any "to hit/damage" bonuses due to STR, CON saving throw adjustments, and carrying capacity. (The vicitm's hit point total will be unaffected though.)
  2. Mental Acuity: A mind-crushing headache will descend upon the victim as his brain is affected by the poison. The victim's INT and WIL scores are temporarily halved for 24 hours. This will affect the victim's ability to reason and problem solve, technology roll modifiers, and strength in mental combat situations.
  3. Physical Mutations: The DNA that represents the victim's physical mutations will be twisted and warped. All of the victim's physical mutations will be at half-strength for 24 hours. This could mean a smaller area of affect; half-damage from offensive abilities; usable half as often; or any penalty the ML believes is appropriate.
  4. Mental Mutations: The DNA that represents the victim's mental mutations will be twisted and warped. All of the victim's mental mutations will be at half-strength for 24 hours. This could mean a smaller area of affect; half-damage from offensive abilities; usable half as often; or any penalty the ML believes is appropriate.

Fortunately, the adverse effects of  Withermoss are usually temporary with no long-term damage. However, if contact is made again while still under the affect of the Withermoss' poison, the victim will need to save again. If the save is failed and if the same "target area" is affected for a second time, the resulting loss will be permanent at this point. For example, if the Withermoss affects the mutant's physical mutations a second time within a 24-hour period, those physical mutations will be at half-strength forever. Avoiding Withermoss altogether is usually the best course of action once it has been identified.

Mutations: dermal poison sap

Wednesday, September 26, 2012

Occult Moon's Post-Apocalyptic Toys 1, 2, 3 Review

Occult Moon is becoming notable for its "Toys For the Sandbox" series of system-neutral RPG settings. They've produced a lot of sandboxes for the fantasy and sci fi genres, and now they've turned an Armageddon Eye toward the end of the world with their "Post-Apocalyptic Toys" series. By way of full disclosure, I received a comp copy of Post-Apocalypse Toys 2, but I purchased 1 and 3 on my own.

The first one in the series is The Last Refuge. This supplement details a small compound run by Gramp Fellows where wasteland wanderers can rest, recoup, and find refuge. The farm, trading post, bar, and hotel offer a much-needed oasis in the blasted lands, but not all is as peaceful as it seems. Six adventure hooks, six NPCs, and two tables of random rumors and encounters round out the package. I found this setting to be a bit "toothless" for the post-apocalyptic genre, but that's its purpose in the grand scheme of things. It could make for a good "homebase" for your PCs or as a respite between adventures.

The next in the series takes a darker turn with The Slave Wagon. The Black Sparrow plies her trade in the wastes, which is cheap human labor. She's not picky who she captures for her cargo, nor is she particular whom she sells to (the cannibal cults pay well for her "products").  There are also six adventure hooks,  four NPCs, and tables for encounters, rumors, and salvage. This setting is very interesting, albeit disturbing. The Black Sparrow is a cruel, evil woman who could turn out to be a very vicious enemy if the PCs cross her. Lots of potential with this sandbox -- if the PCs can handle some of the more darker elements found within.

The final apocalyptic sandbox is The Junkyard, and I found the setting the most creative and interesting of the three thus far released. In a place called "The Graveyard of the Machine Gods," the remnants of mankind began to collect and covet the Ancient Holy Tech Relics left behind. The first of the "Machine Tribes" developed, and the Junkyard became a cathedral for the Tech-Priests and their machine-worshiping ways. Wastelanders covet the technological treasures rumored to be in their grasp, but raiding The Junkyard is incredibly dangerous as the zealots who reside there guard their secrets with religious fervor. Six adventure hooks, four NPCs, and tables for salvage, encounters, and rumors complete the package. It's like a high-tech Vatican City. (And wait until you meet the Carjax and the Moto-motos!)

 Each Post-Apocalyptic Toy sandbox runs between 9 and 11 pages. I really like the "found notebook" design of the series, although the handwriting font used within -- although appropriate for the "feel" of the book -- is very hard to causally read through. The Junkyard is particularly hard to read due to this font choice, and I hope it's rethought for future releases. But the concept of a series of pre-populated apocalyptic settings is very appealing, and any of these could be the launchpad for a new campaign, of a quick stop between adventures.

Tuesday, September 25, 2012

Monstrous and/or Mutated Mondays Throughout October!

To celebrate the Halloween season, Tim Brannan over at The Other Side Blog is gathering all RPG bloggers together to participate in the Monstrous Monday blogfest on October 29. When that day rolls around, expect the blogosphere to explode with creeping, crawling, cretinous creatures!


But I really like the Halloween season, and I want to do more than just one day's worth of monsters! Normally I spend the week of Halloween on my personal "Festival of Fright" series of blog posts. This year, taking my cue from Tim, I plan on treating every OTHER Monday in October as Mutated Monday!


So stay tuned as, every Monday in October, The Savage AfterWorld brings you a new Mutant Future denizen!