Monday, August 31, 2015

(Late) Return of Mutant Monday

Yes, it's the return of Mutant Monday, I've been kinda busy working on various other projects, which, this entry happens to significantly help. Maybe I should do a post on what I've got planned,but for now, hope you enjoy this. Sorry this one is late, it turned out to be a lot larger than I initially envisioned. The remaining treasure tables will be coming soon, but they're pretty big, so they'll get their own post. No images, because frankly, they would be pretty hard to find robotic versions of a bunch of wizards and mages that fit the descriptions.

M.A.G.E. Robots

Class I (Conjurer) Class II (Enchanter) Class III (Necromancer)
Hit Dice: 1 2 3
Frame: Biomorph Biomorph Biomorph
Locomotion: Inductor Inductor Inductor
Movement: 120 ' (40') 120 ' (40') 120 ' (40')
Manipulators: Basic Hand Basic Hand Basic Hand
Armor: Duraplastic Armor (AC 5) Duraplastic Armor (AC 5) Duraplastic Armor (AC 5)
Sensors: Class III Class III Class III
Mental Programming: Artificial Intelligence Artificial Intelligence Artificial Intelligence
Accessories: Vocalizer Vocalizer Vocalizer
Weaponry: See below See below See below
Attacks: 1 1 1
Damage: See below See below See below
Save: L1 L1 L2
Morale: 9 9 9
Hoard Class: Special, see below Special, see below Special, see below
XP: 16 38 80


Class IV (Incanter) Class V (Mage) Class VI (Warlock)
Hit Dice: 4 5 6
Frame: Biomorph Biomorph Biomorph
Locomotion: Inductor Inductor Inductor
Movement: 120 ' (40') 120 ' (40') 120 ' (40')
Manipulators: Basic Hand Basic Hand Basic Hand
Armor: Duraplastic Armor (AC 5) Duraplastic Armor (AC 5) Duraplastic Armor (AC 5)
Sensors: Class III Class III Class III
Mental Programming: Artificial Intelligence Artificial Intelligence Artificial Intelligence
Accessories: Vocalizer Vocalizer Vocalizer
Weaponry: See below See below See below
Attacks: 2 2 2
Damage: See below See below See below
Save: L2 L3 L3
Morale: 10 10 10
Hoard Class: Special, see below Special, see below Special, see below
XP: 190 500 820


Class VII (Magician) Class VIII (Sorcerer) Class IX (Wizard)
Hit Dice: 7 8 9
Frame: Biomorph Biomorph Biomorph
Locomotion: Inductor Inductor Inductor
Movement: 120 ' (40') 120 ' (40') 120 ' (40')
Manipulators: Basic Hand Basic Hand Basic Hand
Armor: Duraplastic Armor (AC 5) Duraplastic Armor (AC 5) Duraplastic Armor (AC 5)
Sensors: Class III Class III Class III
Mental Programming: Artificial Intelligence Artificial Intelligence Artificial Intelligence
Accessories: Vocalizer Vocalizer Vocalizer
Weaponry: See below See below See below
Attacks: 3 3 3
Damage: See below See below See below
Save: L4 L4 L5
Morale: 11 11 11
Hoard Class: Special, see below Special, see below Special, see below
XP: 1140 1560 2400


Class X (Archmage)
Hit Dice: 10
Frame: Biomorph
Locomotion: Inductor
          Movement: 120' (40')
Manipulators: Basic Hand
Armor: Duraplastic Armor (AC5)
Sensors: Class III
Mental Programming: Artificial Intelligence
Accessories: Vocalizer
Weaponry: See below
Attacks: 4
Damage: See below
Save: L5
Morale: 11
Hoard Class: Special, See below
XP: 3100

The M.A.G.E. (Modular Autonomous Gadget Emulator) line of robots are believed to have been developed prior to the apocalypse by a group of crackpot scientists whose true goal remains elusive. Their programming dictates that they travel the wastelands, searching for objects to "improve" their capabilities. Additionally, they are designed to challenge other creatures and robots to "duels" where they use their "gadgets" to overcome the challenged being. They are especially noted to challenge other M.A.G.E. robots, thus ensuring that they can increase the "gadget" collection, "leveling up" their abilities in order to become more powerful.

M.A.G.E. gadgets are essentially small, modular devices which perform a single function. Each M.A.G.E. robot comes equipped with a gadget-actuation device, either in the form of a “magic” wand or “magic” staff. Wands are capable of using one gadget at a time, though the gadgets can be swapped out as necessary, if the robot has access to more gadgets. Staves are capable of employing up to three (3) gadgets at one time, and like wands can have their gadget actuators swapped out as needed. Each gadget is indicated by a symbol which gives a clue as to what the gadget does. (GM's Note: Each gadget functions identically to the spell of the same name from Labyrinth Lord.)

Each class of M.A.G.E. robot has a unique appearance and gadgets as follows:
Class I – Looks like Orko from He-Man, equipped with a magic wand. Roll once on Gadget Table 1 to determine which gadget the robot is equipped with.
Class II – As above, but adds mystic symbology onto it's robes. Roll twice on Gadget Table 1 to determine which gadgets the robot is equipped with.
Class III – As Class I, but adds a skull theme (e.g. skull designs on front and back of robe, skull belt buckle, skull shoulder pads, and head enshrouding skull helmet instead of hood). Roll twice on Gadget Table 1 and once on Gadget Table 2 to determine which gadgets the robot is equipped with.
Class IV – Appears as a wand armed biped with basic hooded robes and a goatee. Roll twice on Gadget Tables 1 and 2 to determine which gadgets the robot is equipped with.
Class V – Appears as a wand armed biped with a hooded poncho over wizardly robes and a goatee. Roll twice on Gadget Tables 1 and 2 and once on Gadget Table 3 to determine which gadgets the robot is equipped with.
Class VI – Appears as a wand armed biped with a vest and hood over wizardly robes and a goatee. Roll twice on Gadget Tables 1, 2, and 3 to determine which gadgets the robot is equipped with.
Class VII – Appears as a bipedal wizard in high-collared robes, full beard, with a shiny metallic skullcap (like Merlin from the film Excalibur), carrying a staff. Roll three times on Gadget Table 1, twice on Gadget Tables 2 and 3, and once on Gadget Table 4 to determine which gadgets the robot is equipped with.
Class VIII – As per Class VII, but the head is adorned by a ram-horned skullcap (like Time from Monty Python's The Holy Grail). Roll three times on Gadget Tables 1 and 2, and twice on Gadget Tables 3 and 4 to determine which gadgets the robot is equipped with.
Class IX – As per Class VII, but the head is adorned by an Arabian-style turban. Roll three times on Gadget Tables 1, 2, and 3, roll twice on Gadget Table 4 and roll once on Gadget Table 5 to determine which gadgets the robot is equipped with.
Class X – Archmage class robots look like a standard depiction of a wise wizard, with robes, a pointy, brimmed hat, a long flowing beard, and a staff. Roll three times on Gadget Tables 1, 2, 3, and 4, and twice on Gadget Table 5 to determine which gadgets the robot is equipped with.

GADGET TABLE 1
1. Allure (playboy bunny head symbol)
2. Burning Hands (fire symbol)
3. Charm Person (heart symbol)
4. Comprehend Languages (book symbol)
5. Dancing Lights (five pointed star symbol)
6. Floating Disc (disc/coin symbol)
7. Hold Portal (lock symbol)
8. Light (lightbulb symbol)
9. Magic Missile (bottle rocket symbol)
10. Shield (shield symbol)
11. Shocking Grasp (omega symbol)
12. Sleep (z's symbol)


GADGET TABLE 2
1. Auditory Illusion (boombox symbol)
2. Continual Light (lighthouse symbol)
3. Darkness Globe (black sphere symbol)
4. Detect Invisible (eye symbol)
5. Invisibility (deathly hollows/eye of providence symbol)
6. Knock (closed fist symbol)
7. Phantasmal Force (wavy lines (from zener cards) symbol)
8. Pyrotechnics (fireworks starburst symbol)
9. Stinking Cloud (fart cloud symbol)
10. Web (spider web symbol)


GADGET TABLE 3
1. Fire Ball (flaming ball symbol)
2. Flame Arrow (arrow symbol)
3. Fly (airplane symbol)
4. Gust of Wind (aeolus blowing symbol)
5. Haste (fast forward symbol)
6. Hold Person (handcuffs symbol)
7. Infravision (optical radiation symbol)
8. Lightning Bolt (lightning bolt symbol)


GADGET TABLE 4
1. Confusion (question mark symbol)
2. Fear (pentacle symbol)
3. Fire Shield (shield symbol with fire icon)
4. Hallucinatory Terrain (three trees symbol)
5. Ice Storm (hail symbol)
6. Plant Growth (flower symbol)


GADGET TABLE 5
1. Animate Dead (skull symbol)
2. Cloudkill (cloud symbol)
3. Cone of Cold (cone symbol)
4. Feeblemind (dunce cap symbol)


Hoard Class for M.A.G.E. Robots
In addition the gadgets each robot collects, they also scour the wastes, and their defeated “duelling opponents,” for “fetishes” which help them “focus their abilities” and act as trophies of their journeys. Instead of a standard Mutant Future Hoard Class, each class of M.A.G.E. Robot rolls on the following treasure tables to determine what “fetishes” they might have. The amount carried is generally dependent on how many Hit Dice the robot currently has, for example, a Class V (Mage) robot, with five Hit Dice, would roll on the main table five times.

MAIN FETISH TABLE
Roll (d12) Subtable
1 -1 to total number of fetishes, if this is the only roll, no fetishes for that robot.
2 Accessories
3 Artifacts*
4 Baubles
5 Body Parts
6 Jewelry
7 Junk
8 Novelties
9 Swag
10 Toys
11 Trinkets
12 +1 additional roll, increases the total number of fetishes by one, which means roll again twice on this table.

Artifacts roll on the following table modified from Mutant Future:

Roll d00 Artifact Type
01-05 Advanced Rifles
06-10 Advanced Pistols
11-15 Advanced Melee Weapons
16-25 Primitive Firearms
26-45 Foodstuffs and Junk
56-65 Gizmos
66-85 Drugs and Chemicals
86-90 Grenades
91-95 Bombs and Missiles
96-00 Power Sources