Wednesday, February 8, 2017

Post Apocalyptic Adventure Title Generator

There's quite a few fantasy adventure title generators out there. but nothing really for post apocalyptic adventures, so I thought I'd whip one up.

Here's some pre-generated titles:
MYZ1: In Search for the Metroplex of the Blast Lords
AH2: Journey to the Armory of the Half-Life Mutazoids
PP3: Against the Gamma Droids
MCC4: Dominion of the Mind Creepers
DW5: To Find the Control Cube
GW6: Thorium Station
MF7: Machine Men of the Walking City
TME8: Quest for the Universal Translator
MA9: Cataclysm in City-State of the Grim Battlebots
PA10: Escape from the Bottle City

[Letters]{Dice~1d100}: [Name]

1. PA
2. MA
3. TME
4. MF
5. GW
6. DW
7. MCC
8. PP
9. AH
10. MYZ

1. In Search for the [Place Chart] of the [Adjective Chart] [Being Chart]
2. Journey to the [Place Chart] of the [Adjective Chart] [Being Chart]
3. Against the [Adjective Chart] [Being Chart]
4. [Place Chart] of the [Adjective Chart] [Being Chart]
5. To Find the [Item Chart]
6. [Adjective Chart] [Place Chart]
7. [Being Chart] of the [Place Chart]
8. [Quest Chart] for the [Item Chart]
9. [Disaster Chart] (in or at) [Place Chart]
10. Escape from (the) [Place Chart]

Disaster Chart
1. Calamity
2. Carnage
3. Catastrophe
4. Cataclysm
5. Collapse
6. Contagion
7. Curse
8. Danger
9. Death
10. Destruction
11. Disaster
12. Drought
13. Epidemic
14. Extermination
15. Famine
16. Fiasco
17. Infection
18. Infestation
19. Invasion
20. Massacre
21. Pestilence
22. Plague
23. Scourge
24. Slaughter
25. Starvation
26. Strife
27. Struggle
28. Tragedy
29. Tribulation
30. Trouble

Quest Chart
1. Quest
2. Search
3. Hunt
4. Race
5. Chase
6. Pursuit

Place Chart
1. Archive
2. Arcology
3. Armory
4. Arsenal
5. Asylum
6. Atlantis
7. Babylon
8. Badlands
9. Barony
10. Barrens
11. Barter Town
12. Base
13. Bastion
14. Beantown
15. Big Apple
16. Big Raggedy
17. Bomb Shelter
18. Bottle City
19. Bunker
20. Chi-Town
21. Citadel
22. City-State
23. Command Center
24. Commonwealth
25. Confederation
26. Dee Cee
27. Depot
28. Desolation
29. Dog Town
30. Domain
31. Dome City
32. Dominion
33. Eden
34. Electric City
35. Elysium
36. Empire
37. Eternal City
38. Factory
39. Fallout Shelter
40. Federation
41. Floating City
42. Flying City
43. Fort
44. Fortress
45. Funky Town
46. Freehold
47. Frogtown
48. Gateway
49. Grass Sea
50. Harm City
51. Haven
52. Hollywood
53. Ice Wastes
54. Island
55. Junktown
56. Kingdom
57. La-La Land
58. Lost City
59. Lost Vegas
60. Metro
61. Metroplex
62. Metropolis
63. Mob Town
64. Monument
65. Motor City
66. Olympus
67. Paradise
68. Preserve
69. Prison
70. Redoubt
71. Refinery
72. Refuge
73. Regime
74. Republic
75. River City
76. Rocket City
77. Ruins
78. Safehold
79. Sanctuary
80. Scorched Earth
81. Scraptown
82. Scrapyard
83. Silicon Valley
84. Silo
85. Sin City
86. Springfield
87. Station
88. Steel City
89. Steelyard
90. Stronghold
91. Surf City
92. Tiretown
93. Underground
94. Union
95. Utopia
96. Vault
97. Walking City
98. Worm Town
99. Zalem
100. Ziggurat

Adjective Chart
1. Air
2. Ancient
3. Apocalypse
4. Armageddon
5. Atomic
6. Bestial
7. Black
8. Blast
9. Blood
10. Blue
11. Brain
12. Bone
13. Brutal
14. Chrome
15. Contaminated
16. Corpse
17. Corrupted
18. Crazed
19. Crimson
20. Damnation
21. Damned
22. Dark
23. Death
24. Deathlands
25. Decadent
26. Deep
27. Degenerate
28. Demented
29. Deranged
30. Depraved
31. Doom
32. Doomsday
33. Dying
34. Fallout
35. Feral
36. Fission
37. Fusion
38. Gamma
39. Gamma Ray
40. Gold
41. Green
42. Grey
43. Grim
44. Half-Life
45. Holocaust
46. Hungry
47. Infected
48. Insane
49. Iron
50. Irradiated
51. Kiloton
52. Last
53. Lunatic
54. Mad
55. Malevolent
56. Maniacal
57. Megaton
58. Mental
59. Metal
60. Mind
61. Nefarious
62. Neutron
63. Nuclear
64. Omega
65. Plutonium
66. Proton
67. Psychic
68. Psychotic
69. Purple
70. Radiation
71. Radioactive
72. Radium
73. Ragnarok
74. Red
75. Rust
76. Sanguine
77. Savage
78. Sea
79. Scarlet
80. Shadow
81. Shady
82. Silent
83. Silver
84. Skull
85. Sky
86. Steel
87. Strontium
88. Tainted
89. Titanium
90. Thought
91. Thorium
92. Toxic
93. Uranium
94. Vicious
95. Vile
96. Waste
97. Wasteland
98. Wild
99. X-Ray
100. Zealous

Being Chart
1. Abominations
2. Acolytes
3. Aliens
4. Alliance
5. Ancients
6. Androids
7. Apes
8. Apostles
9. Artificial Intelligence
10. Assassins
11. Battlebots
12. Beastmen
13. Bioborgs
14. Blood-Drinkers
15. Brood
16. Brotherhood
17. Cannibals
18. Children
19. Clones
20. Coalition
21. Corporation
22. Crawlers
23. Creepers
24. Crusaders
25. Cyborgs
26. Dead
27. Despot
28. Dictator
29. Disciples
30. Dominator
31. Droids
32. Dwellers
33. Elders
34. Eloi
35. Emperor
36. Faithful
37. Fiends
38. Flock
39. Flyers
40. Forebearers
41. Freaks
42. Fuel Baron
43. Gene Splicers
44. God's Army
45. Horde
46. King
47. Kingpin
48. Knights
49. Legion
50. Liege
51. Lizardmen
52. Lords
53. Lurkers
54. Machine Men
55. Masters
56. Mauraders
57. Mecha
58. Metal Men
59. Militia
60. Minutemen
61. Morlocks
62. Mutants
63. Mutazoids
64. Muties
65. Ones
66. Overlord
67. Patriots
68. Pigmen
69. Pirates
70. Plantmen
71. President
72. Protector
73. Psykers
74. Purists
75. Raiders
76. Ratmen
77. Ravagers
78. Riders
79. Ro-borgs
80. Robots
81. Screamers
82. Sentinels
83. Serpentmen
84. Sheriff
85. Skulkers
86. Slavers
87. Soldiers
88. Souls
89. Spawn
90. Stalkers
91. Terrors
92. Things
93. Tripods
94. Tyrant
95. Undying
96. War Mechs
97. Warlord
98. Warmachines
99. Zealots
100. Zombies

Item Chart
1. Airship
2. Antidote
3. Artifacts
4. Atomic Torch
5. Battlesuits
6. BFG
7. Blasters
8. Boom Sticks
9. Bubble Car
10. Cache
11. Chainsword
12. Chariot of the Gods
13. Circuit
14. Clean Air
15. Clean Water
16. Cloaking Device
17. Clone Banks
18. Communicator
19. Computer Chip
20. Control Cube
21. Control Key
22. Cryo Capsules
23. Death Rays
24. Dream Machine
25. Electro-Whips
26. Elixir
27. Energy Lances
28. Far-Caller
29. Far-Signaller
30. Fire Lances
31. Fire Starter
32. Floating Belts
33. Flux Capacitor
34. Flying Saucer
35. Foo Fighters
36. Food Analyzer
37. Food Pellets
38. Food Sanitizer
39. Fuel Cells
40. Gas Ejector
41. Gasoline
42. Genesis Device
43. Guzzoline
44. Healing Sarcophagus
45. Hoard
46. Hoverboard
47. Icy Beam
48. Iron Elephant
49. Land Battleship
50. Landship
51. Laser Sabers
52. Light Rods
53. Medicine
54. Medpak
55. Meal Replicator
56. Metal Steeds
57. Murv
58. Mutagen
59. Neuralyzer
60. Ornithopter
61. Paralysis Rods
62. Pla'aht Device
63. Power Armor
64. Power Bands
65. Power Cells
66. Power Glove
67. Project
68. Protein Packs
69. Proton Pack
70. Psychic Amplifier
71. Psychic Dominator
72. Psychic Nullifier
73. Pure Water
74. Radiation Drugs
75. Ray Guns
76. Reactor
77. Recharging Unit
78. Relics
79. Remedy
80. Rocket Ship
81. Solar Still
82. Sonic Screwdriver
83. Seeds/Seed Packet
84. Shining Armor
85. Silver Suits
86. Skyboat
87. Slugthrowers
88. Sonic Torch
89. Stealth Suits
90. Steel Dragon
91. Steel Pegasus
92. Stimshot
93. Submarine
94. Super Computer
95. Survivor's Cache
96. Treasures
97. Universal Translator
98. Vibroblades
99. Water Filter
100. Wonders

Tuesday, January 10, 2017

Sea Savages


No. Enc.: 1d6 (3d10)
Alignment: Neutral
Movement: 60' (20')
          Swim: 90’ (30’)
Armor Class: 5
Hit Dice: 2
Attacks: 1
Damage: 1d6 or weapon type
Save: L1
Morale: 9
Hoard Class: XXII
XP: 20+

These creatures are the often mutated descendants of the inhabitants of underwater dome cities, military bases, modular habitations, and research stations. They appear as metal-headed humanoids, with dark, rough looking skin, often covered in algae, kelp, barnacles, limpets, mussels, sea stars, seaweed, and sargassum. Deep Divers may be found in and around seas and oceans, rarely venturing too far inland. Fishmen, Giant Octopi, Giant Squid, and monstrous sharks are their natural enemies.

While generally not a threat to land dwelling creatures, they are occasionally found in small hunting or salvage parties which may attack other creatures for food or salvageable material. They are typically armed with a knife and one other weapon. Roll 1d12 to determine what other weapon they have: 1 - Underwater Pistol, 2 - Axe, 3 - Pry Bar, 4 - Grappling Hook, 5 - Harpoon, 6 - Speargun , 7 - Hawaiian Sling, 8 - Trident, 9 - Harpoon Gun, 10 - Polespear, 11 - Powerhead, 12 - Underwater Assault Rifle.

Mutations: 50% chance of mutations, roll 1d6 times on Mutation Table below.


No. Enc.: 1d6 (1d6x10)
Alignment: Varies, see below
Movement: 90' (30')
          Swim: 120' (40')
Armor Class: 8
Hit Dice: 1+2
Attacks: 1
Damage: 1d6 or weapon type
Save: L1
Morale: 8
Hoard Class: XXII
XP: 10+

Frogmen are mutant humanoids who primarily live in underwater communities. While generally similar in appearance, with long, flippered feet, large monocular eyes, and strange mouths connected by tube-like growths to large tanks or canisters on their backs or chests, there are many different tribes of Frogmen. Tribes of Frogmen can be identified by their coloration, known coloration includes (alignment in parantheses); black & grey (N), black & red (C), black & yellow (C), black (N), blue & yellow (L), blue (L), dark green (N), grey (C), light green (C), orange (L), pink (L), red & gray (C), red (C), silver (N), and yellow (N). Generally encountered in coastal areas, they can sometimes be found near lakes and large rivers. Pirates, Fishmen, Sharks, and Sea Snakes are their natural enemies.

Groups of Frogmen encountered will generally be of the same tribe. All will be armed with a knife and may have another weapon present (50% chance). Roll 1d12 to determine what other weapon they may have: 1 - Underwater Pistol, 2 - Boarding Axe, 3 - Cutlass, 4 - Grappling Hook, 5 - Harpoon, 6 -Speargun , 7 - Hawaiian Sling, 8 - Trident, 9 - Harpoon Gun, 10 - Polespear, 11 - Powerhead, 12 - Underwater Assault Rifle.

Mutations: 33% chance of mutations, roll 1d4 times on Mutation Table below.

Roll Mutation Roll Mutation
1 Amphibious (NEW) 7 Ink Spray (NEW)
2 Bioluminescence (NEW) 8 Nightvision
3 Body Dehydration (NEW) 9 Slow Mutant
4 Echolocation 10 Swimming Fins (NEW)
5 Gills (NEW) 11 Vision Impairment
6 Increased Caloric Needs 12 Webbed Hands & Feet (NEW)


Amphibious (New; Beneficial Physical Mutation)
A character with this mutation can breathe freely in air or water, but suffers from the need to drink twice as much liquid as normal or risk dehydration.

Bioluminescence (New; Beneficial Physical Mutation)
Creatures with this ability can cause their body, a special organ, or parts of their body to emit light. Roll 1d8 to determine color: 1 - Violet, 2 - Yellow, 3-4 - Green, 5-6 - Blue, 7 - Orange, 8 - Red. Roll 1d6 to determine specific ability:
1. Bioluminescent Cloud Spray. Similar to the ink spray mutation, except this ability sprays out a cloud of bioluminescent particles, which has a similar effect underwater. It reduces visibility and smell to zero for up to 10 minutes in a 20' radius. However, it can only be used once per day due to the high metabolic costs of producing the bioluminescent particles.
2. Bioluminescent Blinding Pattern. Another advanced form of the bioluminescence, which allows the creature to modulate and pulse the bioluminescent photophores in a pattern designed to blind the target creature. The effects and saving throw are the same as Nonlethal Photon Grenade. 3. Bioluminescent Lure. This mutation generates a dangling appendage which glows, making the mutant appear to be another, smaller, creature. Smaller creatures, upon which the mutant feeds, are attracted to the patch, mistaking it for food. Make a saving throw vs stun for creatures to determine if they make this mistake and move closer to the mutant.
4. Whole Body Bioluminescence. The entire body glows, illuminating a 30' radius area. This light will not emit heat, and does not interfere with infravision etc. If the mutant loses consciousness while using this ability, the glow will rapidly fail.
5. Bioluminescent Distraction Pattern. This advanced form of bioluminescence allows the creature to further distract the predator or prey by modulating or pulsing the bioluminescent producing organs in a distracting pattern. Make a saving throw vs stun, failure means a -2 to the victim's to hit rolls.
6. Bioluminescent Hypnosis. The most advanced form of bioluminescent defense, wherein the luminescent patches or photophores are pulsed in a hypnotic pattern. The effects and saving throw are identical to Fragrance Development.

Gills (New; Beneficial Physical Mutation)
Allows the character to breathe normally underwater. In air, they can hold their breath for CONx1 rounds or use a special liquid breathing apparatus. They receive a +2 to save vs the effects of gasses, but are -2 to save vs chemicals in liquid mediums (i.e. an underwater toxin).

Ink Spray (New; Beneficial Physical Mutation)
A character with this mutation can expel a large cloud of a dark ink-like substance that obscures all vision within a 40’ radius (20' underwater). This provides complete cover, but incurs a -4 penalty to attack when within the ink cloud. Above water, the cloud persists in still conditions for 1d3+6 turns and in windy conditions for 1d3+1 turns. Underwater the cloud persists for 1d4+2 turns.

Swimming Fins (New; Beneficial Physical Mutation)
The character has grown fins on the arms, back, and legs. This mutation gives the character an increase of 25% in swimming movement. Note: This mutation is not mermaid-like fins instead of legs

Webbed Hands & Feet (New; Beneficial Physical Mutation)
This mutation gives the character an increase of 25% in swimming movement. It also makes it difficult to use firearms.

Body Dehydration (New; Physical Drawback Mutation)
If a character with this mutation does not periodically immerse their body in water, their skin tends to dry out and desiccate, causing damage to their body until they die. Roll 1d4 to determine level of dehydration:
1. Simple. Can survive out of water for 3d6 hours, takes 1d4 damage per turn after that.
2. Mild. Can survive out of water for 2d4 hours, takes 1d6 damage per turn after that.
3. Severe. Can survive out of water for 1d4 hours, takes 1d8 damage per turn after that.
4. Extreme. Can survive out of water for 1d6 turns, takes 1d10 damage per turn after that.


Liquid Breathing Apparatus. This is either a variant of the Advanced Breathing Appartus which uses a liquid breathing medium, or a water filtration and water supply system for gilled mutants and creatures which allows them to function in air environments.


Wetsuit (AC8)
A garment of foam-like material which provides insulation against the cold of water as well as some minor abrasian resistance. 5 lbs weight.

Dry Suit (AC 7)
A suit designed to insulate the wearer against cold water conditions (usually even colder than conditions where a wetsuit would be worn). Also used as survival suits and hazmat barriers in toxic environments. These suits tend to be fire retardant but are very hot in non-aquatic/arctic environments. 7 lbs weight.

Standard Diving Dress (AC 5)
A specialized diving suit which is used for work on sea beds and ocean floors. It is designed to resist encounters with barnacles and sharp rocks, as well as maintain the diver's body heat. 12 lbs weight.

Shark Suit

Atmospheric Diving Suit

Weapon Damage Weight Cost
Belaying Pin 1d4 1/2 lbs 1 gp
Boarding Axe 1d8 3 lbs 6 gp
Boarding Pike 1d8 6 lbs 4 gp
Cutlass 1d6 2 lbs 7 gp
Grappling Hook 1d4 3 lbs 3 gp
Harpoon 1d4+1 6 lbs 3 gp
Hawaiian Sling 1d8 1 lb 5 gp
Marlinspike 1d4 1/2 lbs 3 gp
Polespear 1d6 3 lbs 2 gp
Powerhead 1d10 5 lbs 17 gp

Harpoon Gun, Net Gun, and Speargun

Belaying Pin. A metal or wooden device consisting of a cylindrical shaft and round handle, used primarily to secure lines on a sailing ship, but often improvised into a small club.

Boarding Axe. A type of axe commonly used for fire fighting, wood felling, and cutting ropes and lines. Similar in appearance to a tomahawk (and several tomahawks began as cut down versions of boarding axes), but with the features of a fire axe.

Boarding Pike. A thrusting spear designed for shipboard use to repel boarding parties. Generally shorter than a land-based pike, at 4-8 feet long.

Cutlass. A short, curved sword used for slashing

Grappling Hook. A device with multiple hooks, generally attached to a rope and used to catch and hold objects at a distance.

Harpoon. A specialized fishing spear with one or two barbs, flues, or toggling hooks designed to stick into fish, whales, and other creatures. Generally thrown while attached to a line.

Hawaiian Sling. An elastic loop of tubing used to project a fishing spear similar to how a bow and arrow operates.

Marlinspike. A metal spike generally used to aid in nautical ropework and line handling, but can be used as an improvised knife.

Polespear. An underwater spear generaly used for fishing and an elastic loop, where the elastic is used similar to a slingshot or atlatl to provide more motive force for the spear.

Powerhead. Also known as a bang stick, this pole weapon which uses a contact mechanism to activate a firearm round against a target. Basically a bullet on the end of a staff.

Weapon Damage Trigger Type Normal Range/Max Range Weight
Handheld Torpedo Launcher * Normal 200 ft/400 ft 80 lbs
Bomb Lance ** Normal 450 ft/900 ft 20 lbs
Harpoon Cannon 10d4 Normal 3000 ft/6000 ft 700 lbs
Underwater Pistol 1d10 Normal 50 ft./100 ft. 2 lbs
Underwater Assault Rifle 1d12 Automatic 150 ft./300 ft. 8.5 lbs
*As per Mini-Missile Launcher
**As per RPG

Bomblance. A specialized harpoon gun which uses explosive harpoons.

Handheld Torpedo Launcher. Underwater version of a mini-missile launcher.

Harpoon Cannon. Generally used on surface ships, this is a specialized cannon which fires a large harpoon and cable.

Ink Grenade. The underwater version of a smoke grenade, but functions as the Ink Spray mutation underwater.

Limpet Mine. A waterproof bomb designed to be screwed onto or magnetically attached to ship hulls. It generally functions as a Satchel Charge D, but does double damage if successfully attached to a ship's hull.

Underwater Pistol. A pistol designed to fire either specialized underwater flechettes or supercavitating bullets.

Underwater Assault Rifle. An assault rifle designed to fire either specialized underwater flechettes or supercavitating bullets.

Thursday, December 22, 2016

Out for a Lark

Here's a class idea I wanted to play around with ever since I read the description in Ultima III.

The predecessors of bards and jesters, larks studied Sorcery and were known to pick the odd pocket or loot an unguarded chest. They were trained in the use of all weapons, but only wore cloth armor.

Requirements: None
Prime Requisite: STR + INT
Hit Dice: 1d6
Maximum Level: None

Because of their need of free movement, larks cannot wear armor heavier than padded, and they cannot use shields. They have a need for using diverse weapons, and are able to use any kind.

Lark Level Progression
Experience Level Title Hit Dice (1d6)
0 1 Bumbler 1
2,501 2 Dawdler 2
5,001 3 Caperer 3
10,001 4 Tomfool 4
20,001 5 Fol 5
40,001 6 Disour 6
80,001 7 Bourder 7
160,001 8 Lark 8
310,001 9 Master Lark 9
460,001 10 Master Lark +1 hp only*
610,001 11 Master Lark +2 hp only*
760,001 12 Master Lark +3 hp only*
910,001 13 Master Lark +4 hp only*
1,060,001 14 Master Lark +5 hp only*
1,210,001 15 Master Lark +6 hp only*
1,360,001 16 Master Lark +7 hp only*
1,510,001 17 Master Lark +8 hp only*
1,660,001 18 Master Lark +9 hp only*
1,810,001 19 Master Lark +10 hp only*
1,960,001 20 Master Lark +11 hp only*
* Hit point modifiers from constitution are ignored

Spell Progression and Skills
Class Level Cantrip* 1 2 3 4 Pick Locks Find/Remove Traps Pick Pockets**
1 1 - - - - 17 14 23
2 1 1 - - - 20 17 26
3 2 1 - - - 23 20 29
4 2 2 1 - - 26 23 32
5 2 2 1 - - 29 26 35
6 3 2 1 1 - 32 29 38
7 3 2 2 1 - 35 32 41
8 3 3 2 1 1 38 35 44
9 4 3 2 1 1 41 38 47
10 4 3 2 2 1 44 41 50
11 4 3 3 2 1 47 44 53
12 5 4 3 2 2 50 47 56
13 5 4 3 2 2 53 50 59
14 5 4 3 3 2 56 53 62
15 6 4 4 3 2 59 56 65
16 6 5 4 3 3 62 59 68
17 6 5 4 3 3 65 62 71
18 7 5 4 4 3 68 65 74
19 7 5 5 4 3 71 68 77
20 7 6 5 4 4 74 71 80
*Cantrips are optional, see Unearthed Arcana.
** -5% per each 5 levels the lark is lower than the victim. There is always a 1% chance of failure despite a skill percent above 100%.

Lark Saving Throws
Level Breath Attacks Poison or Death Petrify or Paralyze Wands Spells or Spell-like Devices
1-4 16 14 13 13 14
5-8 14 12 11 11 12
9-12 12 10 9 9 8
13-16 10 8 7 5 6
17+ 8 6 5 4 4

Monday, December 12, 2016

Psychic Swords of the Savage Wastelands

What would a good science fiction game be without funky swords to mess with? I was looking up some thing or other a while back and flipping through pages got reminded about D&D's Intelligent Swords. Looking over the surprisingly mostly "psychic" abilities of these, I wondered why no one really did a version for Mutant Future. Just because I'm ornery, psychic swords are generally found as flashlight-looking or wand-shaped items which project a colored blade of psychic energy. So here we go.

Rolling Up a Psychic Sword
1. Find out if the sword has a special purpose (optional: 1d20).
2. Determine the sword's Intelligence score (1d20).
3. Determine the alignment of the sword (1d20).
4. Find the Primary powers of the sword (if any, d%).
5. Roll for Extraordinary powers (if any, d%).
6. Roll for the sword's Willpower Score (1d20)
7. Determine the Ego of the sword.

1. Special Purpose
A sword will have a special purpose if a roll of 20 on 1d20 is made (the ML may choose to omit this roll, carefully placing all psychic swords, as they are both very powerful and very rare). Any sword with a special purpose will have Intelligence and Willpower scores of 12+1d8, as well as one special purpose.
Special purpose is given to some rare swords by their creator. The following list gives some special purposes which may be used, or the ML may invent others. Only one special purpose may be given to any one psychic sword.
    1. Slay Mutant Humans
    2. Slay Pure Humans
   3. Slay Mutant Animals
    4. Slay Plants
    5. Slay Robots
   6. Defeat Law/Chaos (depends on sword's alignment)

When used for its special purpose, the sword will gain one added ability, according to its alignment.
    Lawful swords will stun a Chaotic opponent for 1d6 rounds upon a hit unless the victim saves vs Stun Attacks.
    Neutral swords will add + 1 to all the user's saving throws.
    Chaotic swords will irradiate a Lawful opponent with Class 1 Radiation upon a hit unless the victim saves vs Radiation.

EXAMPLE: A Lawful sword with a special purpose to slay mutant humans will stun only Chaotic mutant humans, and only if the saving throw is failed.

2. Intelligence
Each intelligent sword has an Intelligence score, one or more Primary powers, possibly Extraordinary powers, and a method of communication.
Trial & Error means that the user of the sword must figure out the powers as if dealing with a Complexity Class 1 technological artifact. Empathy means that the user of the sword will somehow know what the sword's powers are and how to use them.
Die Roll INT Powers Method of Communication
1 None None None
2 3 10% Chance of 1 Primary None
3 4 25% Chance of 1 Primary None
4 5 25% Chance of 1 Primary None
5 6 50% Chance of 1 Primary Trial & Error
6 7 1 Primary Trial & Error
7 8 2 Primary Trial & Error
8 9 3 Primary Trial & Error
9 10 3 Primary Empathy
10 11 3 Primary + 50% Chance of 1 Extraordinary Empathy
11 12 3 Primary + 1 Extraordinary Empathy
12 13 3 Primary + 2 Extraordinary Empathy
13 14 3 Primary + 3 Extraordinary Speech
14 15 4 Primary + 50% Chance of 1 Extraordinary Speech
15 16 4 Primary + 1 Extraordinary Speech
16 17 4 Primary + 50% Chance of 2 Extraordinary (roll % for each chance) Speech
17 18 4 Primary + 2 Extraordinary Telepathy
18 19 4 Primary + 50% Chance of 3 Extraordinary (roll % for each chance) Telepathy
19 20 4 Primary + 3 Extraordinary Telepathy
20 21 4 Primary + 50 Chance of 4 Extraordinary (roll % for each chance) Telepathy

3. Alignment
Determine the alignment and blade color of the psychic sword (roll 1d20):
Die Roll Alignment Blade Color
1 Lawful White
Light Blue
9-10 Neutral Yellow
14 Chaotic Pink

4. Primary Powers
Roll d% to find which Primary powers a sword might have. The number of the Primary powers generally depends on the sword's Intelligence score (see #2 above). Duplicate results should be rolled again.
Dice Roll Primary Power
01-10 Aura Reading
11-20 Dowsing
21-30 ESP
31-40 Levitation
41-50 Machine Channeling
51-59 Psychometry
60-68 Pyschoregeneration
69-77 Resist Fatigue
78-82 Resist Hunger
83-87 Resist Sleep
88-92 Resist Thirst
93-97 Sixth Sense
98-99 Roll twice more on this table
00 Roll three more times on this table

Unless otherwise noted, one Primary power may be used each round, once per round. The user must have the sword in hand and be concentrating on the power in order to use it. Duplicate results should be rolled again unless noted otherwise.

Aura Reading. The user of the sword can read the "auras" of creatures withing 20'. These auras will tell the user the alignment, race, and hit dice/level of the creature, as well as the presence of mental mutations or psionic manifestations.
Dowsing. The sword can detect water of any type up to a range of 60' (unless blocked by gold, lead, or a faraday cage). It will point in the direction of the water.
ESP. The user of the sword may listen to any one living creature's thoughts. The user must concentrate in one direction, and can only "hear" thoughts within 60' (unless blocked by gold, lead, or a faraday cage). The user will understand any thoughts "heard". This power is only usable three times per day.
Levitation. The user of the sword may move up or down in the air without any support. This power does not, however, allow the user to move from side to side. For example, the user could levitate to a ceiling, and then could move sideways by pushing and pulling. Motion up or down is at the rate of 20' per round. The user may carry a normal amount of weight while levitating, possibly another man-sized creature if not in heavy armor. Any creature smaller than man-size can be carried, unless similarly heavily laden. The duration of the levitation is 3 turns.
Machine Channeling. The user of the sword may listen to any one machine's thoughts. The user must concentrate in one direction, and can only "hear" thoughts within 60' (unless blocked by gold, lead, or a faraday cage). The user will understand any thoughts "heard". This power is only usable three times per day.
Psychometry. The user of the sword can, by touching the sword to an object, know the object's history (where it was created, how it has been used, who has owned it, etc.), functional condition of the object, and has double the chance of successfully figuring out how to operate technological artifacts (e.g., a Complexity Class 1 object would have a Base Roll of 50% instead of the normal 35%). The user must concentrate for one turn in order to learn the information on the object. This power may only be used three times per day.
Psychoregeneration. The sword will heal up to 6 points of damage at the rate of 1 hit point per round. This power may only be used three times per day. Duplicate ability rolls will increase the amount of healing and the time required by 6.
Resist Fatigue. Once per day, the user of the sword can ignore the effects of not resting for a number of turns equal to the sword's Willpower. After that period has elapsed, the user of the sword begins to fatigue at the normal rate.
Resist Hunger. Once per day, the user of the sword can ignore the effects of not eating for a number of hours equal to the sword's Willpower. After that period has elapsed, the user of the sword begins to suffer the penalties of not eating at the normal rate.
Resist Sleep. Once per day, the user of the sword can ignore the effects of not sleeping for a number of hours equal to the sword's Willpower. After that period has elapsed, the user of the sword begins to suffer the penalties of not sleeping at the normal rate.
Resist Thirst. Once per day, the user of the sword can ignore the effects of not consuming water for a number of hours equal to the sword's Willpower. After that period has elapsed, the user of the sword begins to suffer the penalties of not drinking at the normal rate.
Sixth Sense. The user of the sword has gained a precognitive ability to recognize danger before it occurs. In combat this gives the user of the sword a +1 to hit in combat, and +3 hp damage per damage die rolled in a successful attack. In addition, the user of the sword is less susceptible to surprise, reducing all surprise checks by 1 (e.g. a creature that normally surprises on a 1-4 rolled on a 1d6 would surprise the user of the sword on a 1-3 rolled on 1d6).

5. Extraordinary Powers
If the psychic sword has an extraordinary power, roll d% on the table below. Duplicate results should be rolled again unless noted otherwise.
As with Primary powers, the user must have the sword in hand be concentrating on the power. Any Extraordinary power is only usable three times per day unless specially noted otherwise.

Dice Roll Extraordinary Power
01-10 Bilocation
11-20 Clairaudience
21-30 Clairvoyance
31-40 Flying
41-50 Invisibility
51-59 Mind over Matter
60-68 Pyrokinesis
69-77 Remote Viewing
78-82 Technopathy
83-87 Telekinesis
88-92 Telepathy
93-97 Teleportation
98-99 Make two more rolls on this table.
00 Make three more rolls on this table.

Bilocation. Once per day, the user of the sword can be in two places at once, up to 20' apart, for a maximum of 3 turns. If one of the user's manifestations is killed, the remaining manifestation must make a saving throw vs Stun Attacks or be stunned for 1d6 rounds.
Clairaudience. This power will allow the user to hear noises (including speech) in an area up to a range of 60' through the ears of a creature in that area (unless blocked by gold, lead, or a faraday cage). The user must concentrate for one turn in order to hear what the creature hears. (Note: This does not grant the ability to understand speech in a language the user does not know.)
Clairvoyance. This power will allow the user to see an area up to 60' away through the eyes of a creature in that area (unless blocked by gold, lead, or a faraday cage). The user must concentrate for one turn in order to "see".
Flying. The user of the sword may fly as if using the Psionic Flight mutation, for a maximum of 3 turns.
Invisibility. The sword has the ability to cloud creature's minds, rending the user of the sword invisible to creatures who fail against a mental attack by the sword. All creatures in 30' must roll a mental test against the sword's Willpower. The effect is canceled against any creature attacked by the user of the sword.
Mind over Matter. Once per day, the user of the sword can ignore the effects of fatigue, hunger, thirst and sleep for a number of hours equal to the sword's Willpower. After that period has elapsed, the user of the sword begins to suffers from these effects at the normal rate.
Pyrokinesis. The user of the sword can project a ball of fire up to 50' away that does 4d6 heat damage to anything it strikes.
Remote Viewing. Similar to the power of Clairvoyance, however, does not supply vision through the eyes of a creature, but rather acts like a third person view of an area up to 60' away. The user must concentrate for one turn in order to "see".
Technopathy. This power will allow the user to perform the powers of the mental mutation Neural Telepathy, but with thinking machines, robots, artificial intelligences, and the like. The machine may refuse to answer.
Telekinesis. The user of the sword may move up to 2,000 pounds of weight by concentration alone. See the mutation Neural Telekinesis for more information.
Telepathy. This power will allow the user to perform the powers of the mental mutation Neural Telepathy. The creature may refuse to answer.
Teleportation. This power allows the user to teleport (as the mental mutation).

6. Willpower
(In a change from the original, "Will score" and Ego get swapped as terms, as Mutant Future uses the Willpower attribute vice Wisdom.) To determine the Willpower of a psychic (non-special purpose) sword, roll 1d20 and consult the following table.
Die Roll WIL
1 None
2 3
3 4
4 5
5 6
6 7
7 8
8 9
9 10
10 11
11 12
12 13
13 14
14 15
15 16
16 17
17 18
18 19
19 20
20 21
The Willpower of the sword is a measure of the force of its personality. A sword with high Intelligence and Willpower may try to control its user. The ML should make a control check at certain times.

Control checks. A psychic sword must be checked to see if it controls its user in five different situations:
    1. When the character first handles the sword.
    2. When the character is wounded to a point where half of her or his original hit points are gone.
    3. When a character acquires any other psychic weapon.
    4. When a character of a different alignment tries to use it.
    5. When a situation arises where the special purpose of the sword (if applicable) can be used.
To make the control check, the ML must find the Ego score of the user and of the sword. When the ego scores are found, the being with the higher total ego score, either the character or sword will control the actions of the character.

7. Ego
A psychic sword's ego score is found by adding the sword's Intelligence, Willpower, and bonuses. The sword gets a bonus of +1 to the ego score for each Extraordinary power it has, plus 1-10 (1d10) points if the sword is of a different alignment than the user.
A character's ego score is found by adding the character's Intelligence and Willpower scores and subtracting any adjustments due to wounds, as follows: if the character is damaged but no more than 1/2 the original hit points, 1-4 (1d4) points are subtracted. If the character has lost more than 1/2 the original hit points, 2-8 (2d4) points are subtracted from the ego score.
Swords in control. I f a sword controls the character, the ML must decide on the actions of the sword in certain situations. These may include:
    Leading the user past other psychic weapons found, or discard other weapons.
    Forcing the user to charge into combat to win glory for itself.
    Forcing the user to surrender to an opponent -- either one more worthy of the sword or one easier to control.
    Forcing the user to spend most of her or his currency on items for the sword (bling accessories, fancy scabbards, ornate storage containers, special protection, etc.)
The control will last until the sword is satisfied or until the situation which caused the control check has passed.

Tuesday, December 6, 2016

Useful Books in the Post Apocalypse

I put this list together a few years back, and finally found where I had it buried.

D100 Useful PA Books
1. A Field Guide to Venomous Animals and Poisonous Plants: North America North of Mexico (Peterson Field Guide)
2. Advanced Bowie Techniques: The Finer Points of Fighting with a Large Knife
3. Air Conditioning and Refrigeration Toolbox Manual: The Perfect On‑the‑Job Reference Manual for Journeymen and Apprentice Cooling Technicians
4. American Cooperage Machinery and Tools
5. An Introduction to Modern Police Firearms
6. Barnyard in Your Backyard: A Beginner's Guide to Raising Chickens, Ducks, Geese, Rabbits, Goats, Sheep, and Cattle
7. Basic Freshwater Fishing: Step‑By‑Step Guide to Tackle and Know‑How That Catch the Favorite Fish in Your Area
8. Basic Plumbing With Illustrations
9. Betty Crocker Cookbook: Everything You Need to Know to Cook Today, New Tenth Edition
10. Black & Decker The Complete Guide to Carpentry for Homeowners: Basic Carpentry Skills & Everyday Home Repairs (Black & Decker Complete Guide)
11. Boatowner's Mechanical and Electrical Manual: How to Maintain, Repair, and Improve Your Boat's Essential Systems
12. Breaking and Entering: Master Crooks Crime Academy
13. Broadsword And Singlestick: with Chapters on Quarter‑Staff, Bayonet, Cudgel, Shillalah, Walking‑Stick, Umbrella, and Other Weapons of Self‑Defense
14. Building Security: Handbook for Architectural Planning and Design
15. Building with Masonry: Brick, Block, and Concrete
16. CAMOUFLAGE: The History of Concealment and Deception in War
17. Caving: The Sierra Club Guide to Spelunking
18. Chemistry (Cliffs Quick Review)
19. Chilton's Guide to Small Appliance Repair and Maintenance
20. Clothing: Fashion, Fabrics and Construction
21. Complete Guide to Hunting: Basic Techniques for Gun & Bow Hunters (The Complete Hunter)
22. Computer Repair with Diagnostic Flowcharts: Troubleshooting PC Hardware Problems from Boot Failure to Poor Performance, Revised Edition
23. Desert Survival Handbook : How to Prevent and Handle Emergency Situations
24. Dogs: Everything About Purchase, Care, Nutrition, Breeding, Behavior, and Training (A Complete Pet Owner's Manual)
25. Dr. Beach's Survival Guide: What You Need to Know About Sharks, Rip Currents, and More Before Going in the Water
26. Farm Blacksmithing: Practical Hints for Handy‑Men
27. FM 21‑50 ARMY FIELD MANUAL : Ranger Training and Ranger Operations
28. Fundamentals of Physics by A. Einstein revised edition circa 1956
29. GIS Cartography: A Guide to Effective Map Design
30. Gold! Gold! How and Where to Prospect for Gold (Prospecting and Treasure Hunting)
31. Guide to Military Installations
32. Gun Trader's Guide: A Complete Fully‑Illustrated Guide to Modern Firearms with Current Market Values (Thirty‑Second Edition)
33. Home Workshop Explosives, Second Edition by Uncle Fester
34. Home Workshop Silencers I
35. How to Develop Self‑Confidence And Influence People By Public Speaking
36. How to Build Animal Housing: 60 Plans for Coops, Hutches, Barns, Sheds, Pens, Nestboxes, Feeders, Stanchions, and Much More
37. How to Make Your Own Alcohol Fuels
38. How to Pick Pockets for Fun and Profit: A Magicians Guide to Pickpocket Magic
39. How to Repair Your Car (Motorbooks Workshop)
40. How to Test Almost Everything Electronic
41. How Your Horse Wants You to Ride: Starting Out, Starting Over
42. Incendiary Weapons: Greek Fire, Molotov Cocktail, Napalm, Thermite, Fire Balloon, Firebombing, Early Thermal Weapons, White Phosphorus
43. Instant Boatbuilding with L.J. Gibbs: 15 Instant Boats for Power, Sail, Oar, and Paddle
44. JUMP! : Skydiving Made Fun & Easy
45. Kendo: Elements, Rules, and Philosophy
46. KGB Alpha Team Training Manual: How The Soviets Trained For Personal Combat, Assassination, And Subversion
47. Knife & Tomahawk Throwing: The Art of the Experts
48. Let's Trade: A Book About Bartering (Money Matters)
49. Life's Little Instruction Book: 511 Suggestions, Observations, and Reminders on How to Live a Happy and Rewarding Life
50. Locksmithing, Lock Picking & Lock Opening: Professional Training Manual
51. Making Native American Hunting, Fighting, and Survival Tools: The Complete Guide to Flintknapping
52. Manual on electrical wiring
53. Meditations on Violence: A Comparison of Martial Arts Training & Real World Violence
54. Metalworking Sink or Swim: Tips and Tricks for Machinists, Welders and Fabricators
55. Natural Baskets: Create over 20 Unique Baskets With Materials Gathered in Gardens, Fields, and Woods
56. Navigation Rules by U.S. Coast Guard
57. New Fix‑It‑Yourself Manual: How to Repair, Clean, and Maintain Anything and Everything In and Around Your Home by Reader's Digest
58. Nuclear War Survival Skills: Updated and Expanded 1987 Edition
59. One Hundred Unorthodox Strategies: Battle And Tactics Of Chinese Warfare
60. Poisonous Plants: A Handbook for Doctors, Pharmacists, Toxicologists, Biologists and Veterinarians
61. Pottery Basics: Everything You Need to Know to Start Making Beautiful Ceramics
62. Professional Driving Techniques: The Essential Guide to Operating a Motor Vehicle with Confidence and Skill
63. Professional Gunsmithing: A Textbook On The Repair And Alteration Of Firearms
64. Put 'Em Down, Take 'Em Out!: Knife Fighting Techniques From Folsom Prison
65. Pyrotechny;: A practical manual for manufacturers of Fireworks, Signaling Flares, Rain Rockets, Fog Signals and Other Pyrotechnics
66. Radio, Television, and Sound System Repair: An Introduction
67. Rock Climbing: Mastering Basic Skills (Mountaineers Outdoor Expert)
68. Sailing For Dummies
69. Scuba Diving & Snorkeling for Dummies
70. Serious Survival: How to Poo in the Arctic & Other Essential Tips
71. Tai Chi Chuan, Yoga, Qi Gong
72. Tesla : The Lost Inventions
73. The American Red Cross First Aid and Safety Handbook
74. The Art of Fencing ‑ The Use of the Small Sword
75. The Art and Science of Flying Helicopters
76. The Classical Pugilism & Bare‑knuckle Boxing Companion
77. The Complete Bladesmith: Forging Your Way To Perfection
78. The Complete Book of Woodcarving: Everything You Need to Know to Master the Craft
79. The Complete Idiot's Guide to Electrical Repair
80. The Complete Joy of Homebrewing Third Edition
81. The Complete Private Pilot (The Complete Pilot series)
82. The Forager's Harvest: A Guide to Identifying, Harvesting, and Preparing Edible Wild Plants
83. The King of Vegas' Guide to Gambling: How to Win Big at POKER, Casino Gambling & Life!The Zen of Gambling updated
84. The Landing‑Force and Small‑Arm Instructions United States Navy
85. The Loblolly Book II: Moonshining, Basket Making, Hog Killing, Catfishing, and Other Affairs of Plain Texas Living
86. The Mountaineering Handbook: Modern Tools and Techniques That Will Take You to the Top
87. The New Healing Herbs: The Essential Guide to More Than 125 of Nature's Most Potent Herbal Remedies
88. The Prop Builder's Molding & Casting Handbook
89. The Robotics Primer (Intelligent Robotics and Autonomous Agents)
91. The SAS Guide to Tracking, New and Revised
92. The Swimming Drill Book
93. Tintinalli's Emergency Medicine: A Comprehensive Study Guide, Seventh Edition
94. U.S. Army Map Reading and Land Navigation Handbook (U.S. Army)
95. U.S. Army Special Forces Medical Handbook
96. US Army Survival Manual: FM 21‑76
97. Viet Cong Boobytraps, Mines and Mine Warfare Techniques
98. Wilderness Medicine, Beyond First Aid, 5th Edition
99. Wilderness Cuisine: How to Prepare and Enjoy Find Food on the Trail and in Camp (Cookbooks and Restaurant Guides)
100. Woman's Circle, Woman's Household Jumbo Book of Patterns ‑ Book Number One ‑ *Sewing *Knitting *Embroidery *Crotcheting

Saturday, November 26, 2016

Adventure Thoughts III

This time I'll be going over various adventures from Palladium Books After the Bomb series. I played a lot of games in the setting, some good, some bad. I still maintain that this has some of the best rules for mutant animals of any RPG out there.

Many of the adventure scenarios in ATB only really require modification to game mechanics and personal GM setting to be used with Mutant Future.
A lot of the adventures in ATB are dictated by the overall setting of the book, the anti-muntant pure human "Empire of Humanity" (with it's high technology), their sorta allied mutant dogs "New Kennel," the "free mutant animal" nation of Cardania, rodent mobsters of Philly, nomadic anti-human tribes of "Free Cattle," bird kingdom of Bird Island, swamp region of "Gatorland", "Wolf Barbarians" (though I felt that "Boar's Town" and its Bear Cult was a wasted idea), even a brief nod toward New York gangs, etc. While I have no real problems with the setting, for ATB at least, in my preferred Post Apocalyptic setting, I prefer an earlier state of post apocalypse, where city-states and surviving communities haven't yet started the rise of kingdoms and empires, though wandering raiders, tribals, and marauders may have large tracts of territory. I feel that this setup allows the PCs a bit more freedom in the direction they go, rather than stumbling from petty kingdom to petty kingdom and dealing with each along the way. Really mostly personal preference.
Note: Though I specify the 1st edition of the book for the purpose of these adventures, they appeared, with some minor text formatting changes in ATB2E.

Gun Bunnies & Zombies
A somewhat usable adventure, with some notable locations and rumors included. Thought the lack of mentioned map makes it somewhat more difficult to use. The plot is basically searching for a "zombie"-making facility as well as possible weapons caches, with a survivalist/militant group of mutant rabbits added into the mix. Considering the forces arrayed against the PCs, I felt the payoff (some minor parts, equipment, and maybe fuel oil) was kind of weak.

A Journey to Boar's Town
I felt this adventure, billed as "introductory" was a somewhat useful idea, but had a weak execution, more like an idea for an adventure. Also another adventure that could have benefited from a map. Unlike the previous adventure, the payout is potentially quite big (access to a pre-apocalyptic library and possibly a way to de-mutate mutant animals). Really should have had a town layout for Boston with some additional encounters, possible caches, red herrings, other factions, as well as an order of battle for the final battle.

Clem's Big Adventure
One of the few adventures included that I never actually ran. The premise never really did much for me because it felt more like a pre-apocalyptic TMNT adventure than something post apocalyptic (ironic given how easily I buy into the ant-themed side quest "Those!" in Fallout 3). Maybe it's just that fire breathing ants are a more interesting foe than "warrior" ants.

Aerial Supremacy
This adventure I've run a time or two, mostly in my younger, more impressionable days. It almost plays out like a game version of the old movie Firefox (no doubt intentionally), though with the added complication of a loosely allied band of scavengers who all seem to be in it for themselves and will no doubt turn on each other given the right motivation.

The Power of Ali Komani
This is almost a James Bond-type adventure, where the PCs race to stop the evil mastermind from unleashing his scheme for world domination. Another adventure where I felt a map (with more details than the main ATB map provides) would have been an immense aid to play, also some quick settlement generation tables would have helped the GM tremendously. Not a bad adventure, especially if you tie it into some of the other space-tech themed adventures for ATB (see Mutants in Orbit).

The Rodent Plague
Another James Bond/Superspy type adventure, though the name makes no real sense, since the nominal "plague" affects all mutant animals. Could have used maps of course, possibly a rumor table, and really has the least post apocalyptic feel of any adventure in the book.

Possibly one of my most favorite entries in the ATB line for the TMNT RPG (Down Under comes in pretty high as well). I think the setting for this, while a bit sparser than that of ATB (1E), comes a lot closer to my preferred "just starting to build kingdoms & empires" post apocalyptic feel than ATB (1E). While the vehicle construction rules give a fairly decent toolkit for Road Warrior-style post apocalyptic action, I always felt that there were some features missing (more junk/scrap inventions, and (oddly enough) racing game features (nitrous and the like). I did feel that the Road Hogs themselves were a little off, with being led by a mutant feline, and I felt that this was a good chance to introduce other mutant swine, like warthogs, wild boars, and peccaries/javelinas. I also never really bought into the East Coast faction influence in the region. One also has to wonder how much of the Fallout series' New California Republic was influenced by the New Americorp faction of this book. (I think the idea of mixing the two settings, faction-wise would really help things a lot, more new gangs to deal with, and other groups that aren't humans or mutant animals.) On the downside, there are two communities mentioned on the map (the Seal Republic and Dolphin Free States) with no apparent real details or sufficient support to really do anything with. Aquatic type mutants are given as octopi, sea turtles, sea lions, true seals, whales, and walruses; leaving out awesome options like sharks, crabs, lobster, rays, eels, or other fish in general. In summary, this book has one of the best potentials of the ATB line, but is missing just enough information to be somewhat frustrating. Definitely could have used a sequal.

Mail Call!
This introductory adventure is generally designed to make the vehicle rules be used in play. The premise is simple and straight-forward, and the PCs get a vehicle (or vehicles) out of the deal. Not bad for what it does, but kind of exists in a vacuum for long term play, unless linked with other adventures (see below).

On the Road Again
I always felt that this was part two of the adventure Mail Call!, with the PCs basically celebrating their win or drowning their sorrows at their loss in that adventure, when, *BANG* it's time to introduce the vehicle combat system (and main villain faction of the setting). For starting a campaign in the setting you might as well just run these two adventures together, even if you're using your own or another system's vehicle rules.

South of the Border
This is a somewhat odd duck for the adventures in the book, taking place generally outside the given setting of the south west coastal area of the former US. While not given a map, the GM is instructed to check a road atlas of the areas involved, which is at least something. The biggest failure though, is that the GM is also instructed that, "The journey of almost 1,460 miles can easily provide for a long-term, Road Hog campaign all by itself. GMs should feel free to create whole new towns, countries, bandit territories or whatever they fancy." No **** there is a whole missing adventure right there, which makes no ******* sense to drop in the middle of another adventure, especially one that is essentially time-sensitive. The joke bit about "Bakersfield" being just down the road, with the hook dropping NPCs ending up in California (again how, since there's a whole campaign in that journey) because they're stupider than a bag of rocks just kills this whole adventure as something playable without a ton of work for the GM. I'll give some, minor, props in that gas and travel is discussed (though the lack of alternate routes means no PC planning, just follow the railroad tracks). After a long journey just to get there, with no way short of A-Team plot coupons to actually get there in time to do anything (seriously, it would take a long time for the dumbnamic duo to get to Cali, and then get a group to go back with them, rendering the whole scenario asinine), at least the payment (35,000 worth of gold coins) is somewhat decent.

Road Hogs: Gang War!
I like the concept of this adventure (though it falls more in the superspy genre than post apocalyptic), but it always comes across as more of a bare-bones adventure idea with some detailed notes than something usable by the GM without a lot of work.

I actually have to specify this, since this booklet was included in the ATB/TMNT Game Shield product release, and not included with Mutants of the Yucatan. It also replicates some material from that book. I haven't actually done a lot with the adventures in the Yucatan setting, with one exception, since the in-depth look at the setting factions and regions tends provided pretty good adventure material rather than most of the adventures themselves.

Run the PCs through a pre-apocalypse theme park? Where do I sign up? This is pretty much the only Yucatan adventure I run, and with some work one could easily use this as the basis for other theme parks, such as dinosaurs, 'cowboys and indians,' vikings, ninjas, pirates, samurai, romans, greeks, medieval knights, etc. I suppose this is one of the adventures where not including a map may actually be beneficial (just grab any amusement/theme park map, put in the features of your choice, and off you go).

Temple Crisis
This sorta-part-two (to Aztec-Land) 'adventure' is a pseudo-dungeon crawl, without a map of course, that basically boils down to a railroad of read alouds and reactions. Don't bother, there's nothing really of value in this one.

I've had some fun with this setting, not much, because I prefer the other world settings more, but it is still better than the Rifts coverage of England. Oddly, despite the inclusion of steam power, this setting doesn't really reflect the Victorian era steampunk feel. Instead you kind of get King Arthur and the Knights of the Round Table, with some sort of odd French pure human group with the unlikely name of "saxons" (yeah, different spelling, but supposed to the same thing....except the historical Saxons were Germanic, not French, for that you'd want the more appropriate Normans of Normandy (French-Viking descended group)), though I suppose the post-Roman Britain where the Anglo-Saxon kingdoms developed is the aim of the author. Speaking of which, while I thought the kingdoms of the setting were fairly workable, I think the Heptarchy of the pre-Norman Anglo-Saxon era would have been more appropriate (East Anglia, Essex, Kent, Mercia, Northumbria, Sussex and Wessex). Also, while playing the King Arthur thing is kinda fun, I would have preferred some Robin Hood & Ivanhoe type stuff as well.

Firepower and Ice
Basically a war between two kingdoms, that the PCs have to act as a recon unit for. I never really used this adventure, but I suppose it's playable.

The Crystal Cave
(Shouldn't this be "The Crystal Maze"?) More of an encounter plot coupon than a real adventure, as it is supposed to introduce the PCs to Merlin, and possibly act as a means of introducing non-local PCs to the setting.

The New King
Yup, find King Arthur and bring him back to be crowned. Runs fairly well with good advice on how to handle different things in the adventure.

Dungeons and Druids
A somewhat short adventure in the King Arthur line, basically a political mission that ends in a jailbreak. I would say that it is kind of railroady, but somewhat sensibly so, and does allow for things to go off the rails.

The Tournament
Next in the King Arthur adventure line is this knightly tournament (with some political machinations in the background). Considering that this adventure takes place in Nottingham, er Nottinam, this would have been the perfect way to include Robin Hood and Ivanhoe elements for further adventures. Of course, a GM would need a Prince John figure (not to mentions the Sheriff of Nottingham, Guy of Gisborne, Maid Marian, Merry Men, and maybe King Richard, etc.) to possibly contest for the throne (or be the incumbent, as a Prince John type (of the Robin Hood type, not historical) would be more likely to resist King Arthur's overtures than other available NPCs).

Other Stuff
While there are some other adventure ideas (aside from the upcoming war with the SAECSNs) listed (including a bit on Robin Hood), the King Arthur quest line takes up most of the adventure material, and kind of feels lacking in that there is no overall adventure for uniting the kingdoms into one over-kingdom.

Another of my top ATB series books, though the setting kind of feels like ATB (1E) down south, with a larger area. The big bad pure human empire this time is Jakarta (not included on the map) arrayed against a variety of mutant animal kingdoms. Mutant animal species included are the common fare one would expect from Australia of course, so that's a high point right there. With the exception of Tassieland (Tasmania), there is really very little setting detail, mostly a lot of cryptic hints. Despite the existence of airships, there isn't a whole lot that really connects the big bads to the good guys, as there's an entire continent and some seas in between them, which kind of makes conquest type stuff difficult and implausible.

Zepplins to the Rescue!
Airship stern chase to basically introduce airship rules and combat to the PCs. Not much here really.

Dreamtime Walkabout
Introduces a supernatural element to the setting. While I've run Zepplins to the Rescue!, I haven't seen any need for this skirmish to be run.

The Jakartan Bio-Weapons
Easily my most favorite adventure from MDU, since this one has plant monsters to deal with, and I love me some plant creatures. The hook and payoff of this adventure however, is pretty setting specific which means some changes there might be necessary.

While somewhat useful for post apocalyptic space, Luna, and Mars settings, there is only a little here of use for terrestrial Mutant Future games.

Basically space based, plays well, but not really post apocalyptic.

Cold War
Another space adventure, with a superspy feel (though not James Bond levels).

The Rescue of Chicken Little
While this is a spy type mission based on Earth, it is mostly a lead in (in James Bond fashion) to the next adventure. Again, like some of the ATB (1E) adventures, this is less post apocalyptic and while it could be reworked into a standard rescue mission or kidnap recovery adventure, the payoff would need to be reworked a bit.

Operation Shuttle
I always felt that this adventure, despite the way it's written, was more of an excuse to get the PCs into space so they could go on space adventures. With some work, one could use this adventure in Mutant Future, but the hook, goal, and possibly factions would likely change. Cargo cultist worshipers of the shuttle and/or rocket which they inadvertently end up activating, space crazy groups or extraterrestrial contact groups could also be involved. Really needs a good space complex map to help the GM though.

Adventure Ideas
Space stuff, might be somewhat usable, but these are basically just seeds of adventures.

While there are quite a few good adventures in the various TMNT line books, many of them don't really work for a post apocalyptic setting.

Some of the adventures included in TMNT&OS can be converted to a post apocalyptic setting with a little work. The first is Caesar's Weasels, obviously a band mutant raiders/thieves on a looting spree that must be stopped. The Terror Bears seemed to be popular enough to show up in more than one adventure (and they do look cool), but I've never really warmed to them as a villainous group; however they could be included as foes in a post apocalyptic setting easily enough. Lastly, Terror on Rural Route 5, which basically boils down to 'terrorists' holding a bunch of children from a rural school hostage, is easily adapted to having the raider group of your choice grab the kids and hole up in a ruined building and demand tribute from nearby settlements.