Saturday, November 29, 2014

MF Search Engine

Monday, November 24, 2014

Mutant Monday

Here's a trio of ruin dwelling fun-guys to mess with your mutants.

Black Mold

No. Enc.: 1 (0)
Alignment: Neutral
Movement: None
Armor Class: 6
Hit Dice: 10
Attacks: 1
Damage: by mutation
Save: L5
Morale: None
Hoard Class: None
XP: 1700

Mutating from common Stachybotrys chartarum, this black gooey mass can be found in ruin corridors and rooms. It is typically 10’ to 30’ in diameter.

Coming into contact with a Black Mold releases an addictive substance. Anyone who releases this substance must make a save vs poison or become addicted to the toxin. Failure to make contact with a Black Mold once per day results in withdrawal symptoms that act as a Class 6 Poison that acts for each day without contact.

Black Mold is only damaged by fire and other energy attacks. If a black mold is attacked with other weapons, it splits into more individuals of reduced mass. Every successful attack creates a smaller mold that has 2 HD.

Mutations: Toxic Weapon, Narcotic

Fission Yeast

No. Enc.: 1 (0)
Alignment: Neutral
Movement: None
Armor Class: 8
Hit Dice: 5
Attacks: 1
Damage: see below
Save: L3
Morale: None
Hoard Class: None
XP: 350

Fission Yeast is a mutated strain of Schizosaccharomyces pombe that produces radiation. A fully grown fission yeast generates a Class 5 Radiation field for 50' around it. Immune to all attacks except electrical-based ones, Fission Yeast are known to split into smaller yeasts when attacked with weapons. Each of these smaller yeasts generate a Class 2 Radiation field for 25' around them.

Mutations: Toxic Weapon

Gold Fungus

No. Enc.: 1 (1)
Alignment: Neutral
Movement: 10' (3')
Armor Class: 8
Hit Dice: 3
Attacks: 1
Damage: 2d6
Save: L2
Morale: 12
Hoard Class: None
XP: 65

Gold Fungus is a mutant fungus that can grow to a diameter of up to 10 feet, and a thickness of about 6 inches. It resembles gold sheeting. A gold fungus strikes like a snake, slamming opponents with its body. A successful strike allows the gold fungus to cling to an opponent. When clinging to an opponent, the gold fungus will use its Possession power to try and take over the victim. Gold Fungus is immune to the effects of fire-based and cold-based attacks. They take normal damage from electrical-based attacks and weapons.

Mutations: Possession

Friday, November 21, 2014

Another 20 Questions: 20 Quick Questions on Rules

Brendan over at Necropraxis came up with this list of 20 house rules/game mechanics questions that I thought it might be useful to have.

1. Ability scores generation method?
2. How are death and dying handled?
3. What about raising the dead?
4. How are replacement PCs handled?
5. Initiative: individual, group, or something else?
6. Are there critical hits and fumbles? How do they work?
7. Do I get any benefits for wearing a helmet?
8. Can I hurt my friends if I fire into melee or do something similarly silly?
9. Will we need to run from some encounters, or will we be able to kill everything?
10. Level-draining monsters: yes or no?
11. Are there going to be cases where a failed save results in PC death?
12. How strictly are encumbrance & resources tracked?
13. What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
14. What do I get experience for?
15. How are traps located? Description, dice rolling, or some combination?
16. Are retainers encouraged and how does morale work?
17. How do I identify magic items?
18. Can I buy magic items? Oh, come on: how about just potions?
19. Can I create magic items? When and how?
20. What about splitting the party?

Just some quick thoughts for post apocalyptic settings.
Question #3 is iffy, depending on the pre-apocalypse tech you want to use, or whether or not you're including magic in the setting.
Question #10 should probably switched to something about gaining/losing mutations.
Question #17 should be replaced with a question about figuring out pre-apocalypse tech.
Question #18 should replace magic items with artifacts/pre-apocalypse tech/energy weapons. Potions should probably be replaced with either vehicle fuel or some other energy resource (i.e. charging power sources or buying power sources).
Question #19 really depends on the pre-apocalypse tech of the campaign.

Thursday, November 20, 2014

This is not that list of questions for your campaign, Post Apocalyptic Edition!!!

So, yet another variant on Twenty Quick Questions for your Campaign Setting), this time from scrap princess over at Monster Manual Sewn From Pants. I love this one, it basically lets you set the gonzo level of your campaign. However, there are a few entries that are either already answered, or don't quite work for the post apocalypse. So, I'm going to redo some of them, just for fun.

1. Is there weaponized Squid?
(follow up questions are below) Can I start with one? How much are they? Can I have one as a pet/horse/best friend? Can I play one? Can I dual wield them?
About the only possible change I can see here would be to note whether or not that is weaponized LANDsquid.

2. Is there undead robots?
follow up questions involve the nature of consciousness and the existence of the soul in your campaign and can I play one? or have one as a pet or a gun that shoots them?
I might change this to spirit robots, but that's about it.

3. Do Icebergs walk across the land ?
can I be from one? Is godzilla frozen in one? Can I play a godzilla?
It's the post apocalypse, of course there is godzilla, except he's called "gojira" ;)

4. What do birds know?
(no further questions)
This would change only slightly to, "Do birds tell the truth?"

5. Does medicine work like it does here but no-one knows CPR or does it work like a cartoon so I cure amnesia with more head injurys or does it work like medieval euro people though it did with demons in your teeth?
Do I start with demons in my teeth? Do I know CPR? Can I invent CPR? Can I give myself powers with additionally organs? What planet is in ascension in my spleen midmorning? These are all good questions.

6. I want to play a hobbit but really I'm the fleas controlling the hobbit. Where is that in the book?
Could I take over a new guy with my fleas? Or another players guy?
This should probably already be answered, (with the exception of the bits about hobbits). For gonzo post apocalyptic, I would reverse the questions. I want to play fleas, but really I'm a hobbit controlling my fleas.

7. How much could I rent my body out to spirits before I lost control of my character?
What are the names of the spirits? Are they cool?
I'd definitely have to add to this; How about AIs? People from before the apocalypse stuck in some sort of virtual reality? Aliens? How much do those aliens pay to probe? Can I play an alien probe? Are there rednecks to abduct and probe?

8.What level do I have to get my character to before I am the g.m?
Can I half be the g.m at an early level? What about when you leave the room?
Can I eat those doritos if you aren't going to?

9. What is the dumbest thing I can spend my money on?
no dumber than that but cool. Like a pet with a pet with a weapon? Can pets dual wield?
What about a mutant symbiote or parasite? Can I dual wield parasistes?

10. How ugly can my guy be? Like Can I basically be a walking fish?
No wait I wanna be a walking fish. What is the reverse scuba technology like in this world?
Now see this question, pretty much answered already. So we gotta go for something more classic. Can I be an Elf? Dwarf? Minotaur? French Maid Cross-dressing Ninja Robot Monkey Space Pirate?

11.The lamp oil? Is that like cooking oil, kerosene, white spirits or napalm?
How much can I buy of it?
Good questions, but not as important in post apocalyptia as are those energy weapons the standard laser/ion/plasma/particle beam stuff, or do I get freeze/heat/death/paralysis rays instead?

12. How does physics work in this world?
What makes the planets stay up? Are there planets? Is it elves? Can I play an elf from another planet? Does everything work like how we though it did in the past? Can I discover stuff and pass it off as a magic? Is possible to use the scientific process to organise the concepts of magic?
Actually, for a gonzo post apocalyptic setting, it wouldn't be physics (at least I don't think it would), it would be magic.

13. Can I start with weapon hands?
What about crab claws? Can I play a crab with human hands? Can I have one as a pet? Do they live on a different planet? Can we go there?
Weapon Hands is almost a given for mutants, as are crabs with human hands. What we need is weapon faces, weapon backs, weapon ears, and weapon butts.

14. What cultures approve of cannibalism?
What about if we are super rich? Aren't rich cannibals be default , I mean if you think about it? How is the class struggle here anyway? Is there a Karl Marx? How receptive are people to the ideas of anarcho-syndicalism here?
Well cannibalism and anarcho-syndicalism are pretty much a given after the apocalypse. How about knights in shining armor, devil-slaying (and hopefully, non-racist) paladins, plucky halfling sidekicks, and of course, bards.

15. Can my character not be real , but a hallucination of another character?
But I still wanna be able to do stuff. What are the stats for that?
Sure, see magic above.

16. Which is the rome but with lava fire country in this world?
What about the ice circus country? Can I have a pet from there?
I'd be more interested in the pastoral righteous kingdom with a benevolent king in the post apocalypse.

17. Can I invent an insect?
as a player like right now I tell you an insect and you put it in the game? Or as a character? Can my spells be insects that then exist in this world after I cast them? Can I play an insect who is actually a spell cast in this world? What about as a pet?
I'll give you spell casting, but insects already abound, usually as horrific mutated beasts. Try asking to invent magic items instead.

18. Is there reverse fire?
What about reverse water or earth? What do they wear there?
What about reverse air?

19. How much money can I make inventing siege engines?
Can I play a siege engine? In what ways are animals used in siege engines?
War, War never changes. Invent some medicine or better methods of farming, or waste reclamation technologies.

20.What is the most significant tree to the economy of the starting place?
Is it really a tree or maidens stitched together? If I play a maiden do I get spells or do people that worship me get spells but only if I'm mad at them?
Another good set of questions.

Monday, November 17, 2014

Mutant Monday

Ninja Robot

The product of a mysterious nation across the western ocean, these six foot tall humanoid robotic assassins travel the wastes on their mysterious missions. They are typically coated in non-reflective black paint and are armed with a variety of melee weapons.

Hit Dice: 16
Frame: Armature
Locomotion: Legs (pair)
          Movement: 120' (40')
Manipulators: Basic Hands (2)
Armor: Duralloy (AC 3)
Sensors: Class IV
Mental Programming: Programming
Accessories: Magnetic Feet, Self-Destruct System, Photon Screen
Weaponry: Katana, Throwing Stars (2d6)

Monday, November 10, 2014

Mutant Monday

Dark Bramble

No. Enc.: 2d4
Alignment: Neutral
Movement: None
Armor Class: 9
Hit Dice: 2
Attacks: 1
Damage: by mutation, or see below
Save: L1
Morale: None
Hoard Class: None
XP: 56

A species of unintelligent, mutated Rubus flagellaris (Common Dewberry) that range from 8 to 15 feet long, up to four feet high. The main body consists of a woody taproot with 4d4 low growing stems which have hard prickles that can cut unprotected flesh, doing 1d4 damage to those who come into physical contact with the plant. The stems are covered in green leaves that are pale on the underside and form an alternate compound arrangement of three to five leaflets. Also present are white, five-petaled flowers which open during the day and close at night. Lastly, the aggregate fruit of this plant consists of 3d6 dark purple berries per stem which resemble blackberries.

To someone unfamiliar with the Dark Bramble, the plant looks much like any other bramble. This makes them surprisingly difficult to distinguish from normal brambles, at a distance of more than 10 yards, surprising beings on a surprise check roll of 1-3 on 1d6. Because of their body form, blunt or piercing weapons (including projectiles) cause but a single point of damage on a successful attack. Whereas slashing weapons, fire, or other attack forms generally have their normal effect. Dark Bramble attack with their Disintegration mental mutation when humanoids approach within 50 feet.

These plants grow in a variety of soils and are found in bogs, savannahs, sandy regions, abandoned files, meadows, and woodland borders. They survive and repopulate by attracting animals such as chipmunks, mice, racoons, squirrels to eat their berries as well as a large variety of aphids, bees, and butterflies. While a nuisance plant, their leaves, unlike their inedible berries, can be used to make delicious teas or eaten raw.

Mutations: Disintegration, Full Senses, Edible Leaves (NEW), Inedible Berries (Inedible Fruit from Creatures of the Wastes)

New Mutation (Beneficial Plant Mutation)
Edible Leaves
This power functions similar to the Edible Seeds mutation from Creatures of the Tropical Wastes, and should probably include Edible Bark as well. There are also some new additions to the list of effects:
Roll Effect
9 (replaces old 9-10 option) Tasty, acts as one ration of food.
10 (replaces old 9-10 option) Nutritious, acts as full day's worth of food.
11 Sugary Energy, restores CON to normal for 1d4 hours, or reduces Fatigue by one step (if used).
12 Disease Vaccine, randomly roll type of Disease cured.
13 Narcotic (depending on what rules for drugs are used).
14 Booze (depending on what rules for drugs are used).
15 Meat Substitute, acts as a normal ration of food for carnivores.
16 Poison Antidote, randomly roll type of poison cured.
17 Radiation Antidote, 1/2 damage from any radiation during that day.
18 Energy Absorption, (randomly rolled) for 1d4 hours.
19 Epidermal Photosynthesis for 1d6 hours.
20 GM's Choice

Monday, November 3, 2014

Mutant Monday

More Fearsome Critter and Cryptid goodness (or is that badness?).


No. Enc.: 1 (1)
Alignment: Chaotic
Movement (Flying): 360' (120')
Armor Class: 5
Hit Dice: 7
Attacks: 3+ (2 claws, 1 bite, 1d8 tentacles (roll for how many tentacles used))
Damage: 1d8/1d8/2d10/1d3 per tentacle
Save: L3
Morale: 8
Hoard Class: XIV
XP: 1490

The Snallygaster is a half-reptilian, half-avian, dragon-like aerial predator. Their bodies consist of a long, pointed metallic beak lined with razor-sharp teeth, aa single blazing eye in the middle of their horned head, sharp taloned claws of hot glowing metal, two huge wings with a 25-foot wingspan, octopus-like tentacles, and a 20-foot long, reptilian tail.

These blood-drinking creatures will typically attack large animals, up to the size of human. They attack, initially, with a swoop that inflicts double damage if the opponent is surprised. They may pick up smaller than man-sized creatures and carry them off, piercing the victim's body with their beaks in order to drain them of blood. They also constantly exude a noxious, sulfuric-smelling poison gas over a 30' radius that is a Class 11 Poison. They may also attack with their Shriek attack, which listeners describe as "loud as a locomotive whistle."

Snallygasters are very territorial, holding large regions of forested mountains as their domains. They are also fairly intelligent, though they can be tricked or bribed (especially if presented with large quantities of strong alcohol). Surprisingly, they also have natural enemies, the Dwayyo (q.v.) who seek out their aeries among low-lying mountain peaks.

Mutations: Gigantism, Toxic Weapon, Shriek


No. Enc.: 1 (1)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 5
Hit Dice: 5
Attacks: 3 (2 claws, 1 bite)
Damage: 1d8/1d8/2d4
Save: L3
Morale: 9
Hoard Class: XX
XP: 200

Dwayyo or Dewayo are bipedal, canid-like creatures often misidentified as werewolves or sasquatches. They appear as hairy bipeds with tails, wolf-like heads whose eyes are entirely black, with slim humanoid arms and powerful digitigrade legs. Their coats consist of a brown and black striped pattern which allows them to blend into the woods. They typically stand six to nine feet tall.

They typically attack with claws or a powerful, fanged bite. Generally they prey on small and large animals, but have been known to attack humanoids. In addition, they are deadly rivals to the dreaded Snallygaster.

Dwayyo are known to live in wooded areas, and are equally likely to make their dens in caves or ruins.

Mutations: None


No. Enc.: 0 (1)
Alignment: Chaotic
Movement (Swim only): 90' (30')
Armor Class: 3
Hit Dice: 6
Attacks: 2 (tail, impaling spike)
Damage: 1d8/3d6
Save: L3
Morale: 7
Hoard Class: VII
XP: 320

An 18' long, reptilian creature resembling a crocodile without legs or fins, but possessing long, glossy fur. The only appendages that Snoligosters posses are a large, impaling spike in place of a dorsal fin, and a long tail ending in three bony plates resembling a propeller. By wiggling its tail to and fro, it causes the plates to spin like a propeller, which generates its movement through mud or water. While waiting for prey it is often mistaken for a fallen tree stump, encrusted with vines or ivy, making it difficult to spot. For this reason, at a distance of more than 30 yards, a motionless Snoligoster is difficult to distinguish from a normal fallen tree, surprising beings on a surprise check roll of 1-3 on 1d6.

These vicious carnivores will hunt any mammal, but have a preference for humanoids to sate their voracious appetite. A Snoligoster attacks by swimming up to unwary victims and using their propeller tail to toss the unfortunate victim on the impaling spike on their back. If their attack roll is equal to or greater than 18, the victim must make a save vs stun attacks or be impaled on the spike. A victim so impaled will take an additional 1d6 damage per round and will require 2D4 rounds to free themselves from the spike, unless another victim is impaled on top of them, which prevents them from being able to free themselves.

Found in swamps and marshes, particularly cypress and mangrove swamps, Snoligosters typically lair in muddy riverbanks, using their propeller tails to scoop out holes. It is in these lairs that Snoligosters bring their unfortunate victims, scraping them from their impaling spikes and using their propeller tails to beat their prey into a pulp before ingesting them.

Mutations: None