Monday, July 28, 2014

Mutant Monday


Quercentaur


No. Enc.: 0 (1d8)
Alignment: Neutral
Movement: 180' (60')
Armor Class: 2
Hit Dice: 6
Attacks: 3 (2 root "hooves", limb bash)
Damage: 1d8/1d8/2d6
Save: L6
Morale: 7
Hoard Class: XX
XP: 1570

A Quercentaur is a mobile, intelligent, mutated oak tree that appears to have a four-legged, tree-trunk lower body with a leafy, humanoid upper body with two arm-like branches, and with small leafed branches for "hair" (often in fantastical designs like "mohawks" or "afros"). About 18' tall, quercentaurs have ash-grey bark skin and green leaf skin, which turns red or brown in autumn and winter. When not moving, their legs resemble multiple trunks growing into one tree, making them nearly indistinguishable from other trees. For this reason, at a distance of more than 30 yards, a motionless quercentaur is difficult to distinguish from a normal tree, surprising beings on a surprise check roll of 1-3 on 1d6.

Quercentaurs are relatively reclusive, living far from humanoids in densely wooded areas. They are able to attack by kicking with two "legs" at one time, as well as bashing with their arm-like limbs. Usually they avoid conflict, but are not adverse to attacking those who threaten their homes and fellow plants. While they do not fear fire, they are cautious near fires.

Mutations: Abnormal Size, Free Movement, Full Senses, Natural Armor (Plant), Dormancy [D]

Thursday, July 24, 2014

Alternate Mutation Table for Mutant Future

I just wanted to see if this idea might be useful:

Base Mutation Table
Roll Result
01-20 Physical/Plant Drawback
21-60 Physical/Plant Beneficial Mutation
61-73 Mental Drawback
74-00 Beneficial Mental Mutation

Monday, July 21, 2014

Mutant Future Review

Having picked up quite a few post apocalyptic RPGs over the last few years (Mutant Future, Mutant Epoch, Darwin's World, Aftermath, Atomic Highway, Barbarians of the Aftermath, Metamorphosis Alpha, OctaNe, Other Dust, Post Apocalyptic Hero, Retrocalypse, Exodus, Broken Earth, and probably a few I'm missing...from the recent acquisition list, I'm not counting classics like After the Bomb or Gamma World), I thought I should start reviewing what I like and dislike about each. So first up, is Goblinoid Games' Mutant Future.

I won't be discussing game mechanics so much in these reviews, since everyone has different preferences for game mechanics, and those aren't my main interest in each game. Instead I'll be discussing the options and choices of each, how they relate to the setting, and what points I like and dislike. Admittedly, some game mechanics aspects may come up, depending on how they affect the choices of play in the game.



Likes:
  • Revised edition cover.
  • Some of the mutant monsters are really good inclusions to a post apocalyptic mutant setting, especially the Accipitoid, Ant Horror, Hideous Boar, Brain Lasher, Brain Plants, Burn Leech, Canisoid, Castoroid, Cockroachoid, Encephalized Coyote, Death Bird, Domer, Electrophant, Eloi, Eye Dog, Fishmen, Flame Plant, Fungal grove, Gamma Sloth, Gamma Wyrm, Glue Flower, Goliath, Hemofowl, Homo Erectus, The Irradiated, Jellyfish Plants, Kanga, Kelper, Leech Rabbit, Lobstrosity, Mansquito, Mant, Mummy Vines, Narcolp, Night Glove, Night Goat, Pantheroid, Pigmen, Piranha Butterfly, Porcine Devourer, Pufferoid, Pumpkin Man, Quicken, Rabboxen, Radiation Whales, Rock Shell, Screech Bush, Scuirinoid, Serpentoid, Carnivorous Sheep, Skin Steel, Skinner Tree, SPIDERGOATS!, Sporer, Suidoid, Tripod, Vampire Star, Ventrilovine, Vomit Fly, Wailer, Xeno Cattle, Zap Vines, and Zunicorn.
  • The Aftifacts have a nice basic selection and work well as treasures.
  • The basic "racial" options well represent a good PA mutant setting.
  • The mutations have drawbacks as well as advantages and are broken down well into physical, mental, and plant categories.
  • Generally good adventuring and basic setting support.

Dislikes:
  • Original edition cover.
  • Not enough "racial" options to play, sure this is kind of a basic RPG game, but I want more options available.
  • There's only a limited number of mutations (IMO) which require one to go elsewhere (such as Metamorphica or the various Skirmisher Publishing offerings) for more mutation options. Especially since drawbacks seem to be so prevalent in the random rolls. The basic setup is more D&D retro-clone than Gamma World retro-clone, making the setting of Mutant Future more like D&D and less like a post apocalyptic setting.
  • Some of the monster offered are too much in the D&D fantasy vein, especially monsters like the Black Pudding, Carcass Scavenger, Gray Ooze, Green Slime, Kamata, Men (all), Ochre Jelly, Purple Worm, Rot Grub, Flame & Frost Salamanders, and Yellow Mold. The Medusoid gets a pass as it has a post apocalyptic feeling makeover. There's too many basic animals, I can give passes to giant, dire, and cave variants. Insect Swarm is a fairly useful entry. The various mutant animals types are well included (even if I don't particularly care for them). But most of them aren't really useful, even as base stock for mutant animals.
  • The gold piece standard for currency. I realize why they did it, but it still feels to fantasy setting, not enough post apocalyptic setting.
  • A very limited "junk" table to scavenge from, though this is possibly one of the most minor details, as there are dozens of easily available scavenging lists and tables out there to choose from.
  • Lack of improvised, "junk" weapons and armor.
  • Limited setting information and options, like "Cryptic Alliances" or cults, or raider gangs, or restorationist groups, etc.
  • Limited selection of non-android robots. In the mutant future there are always robots, lots and lots of robots.

Luckily, Skirmisher Publishing's Wisdom from the Wastelands series (as well as their other offerings) help to flesh out a lot of the missing ingredients that really make Mutant Future great. AND, you can pick and choose which options you wish to include.

Mutant Monday


Deathdelion

No. Enc.: 1d4 (1d8)
Alignment: Neutral
Movement: 150' (50')
Armor Class: 6
Hit Dice: 4
Attacks: 3 (2 claws, 1 bite)
Damage: 1d3/1d3/1d8
Save: L2
Morale: 8
Hoard Class: VI
XP: 465

These mutant specimens of Taraxacum officinale are thought to be deliberate plant-animal hybrids that resemble African Lions in general appearance (though they are more mountain lion sized) consisting of four legs and a head, with a greenish, leafy skin and a yellow flower mane for males and both sexes spotting a tail ending in a dandelion seed tuft. Like Lions they live in prides with three or four females, one or two males, and any associated "cubs." As with the felines they resemble, they are carnivorous.

Commonly found in savannah and grasslands, they are also encountered in semi-arid wastelands as hunting groups. Female Deathdelions tend to act together when hunting, encircling prey. Deathdelion males tend to act as scouts and protect the pride from outsiders. They attack with their carnivorous bite or by thorn-like "claws" on the ends of their limbs.

They typically lair in small caves and rock overhangs. Treasure is typically found in their dens and consists of goods left behind be humanoid victims, scattered among the bones and carcasses.

Mutations: Abnormal Size, Carnivore, Free Movement, Full Senses, Natural Vegetal Weapons, Nocturnal, Reduced Fertility

Monday, July 14, 2014

Mutant Monday

Switching things up a little, I decided to post my basic take on mutant humans (at least the most common breeds thereof). Since I use -men for the various beastmen types (i.e. mutant animals), I decided that mutant humans are collectively known as -folk. (Now I just need to figure out which appellation I want to use for plant humanoids.)

FOLK

Hillfolk
No. Enc.: 2d4 (1D4x10)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 6
Hit Dice: as CON
Attacks: 1
Damage: 1d6 or weapon type
Save: L1
Morale: 8
Hoard Class: XV
XP: Varies

Mutated descendents of rural humans living off hunting and the proceeds from the ancestral moonshine still. While they are generally wary of outsiders and liable to attack first and ask questions later, they are also known to trade foodstuffs (primarily meat and vegetables), moonshine, and tobacco for things they cannot make themselves. They will typically be found with 3d4 coondogs (stats as per Ordinary Wolves), huntin' dogs (stats as per Dire Wolves), eyedogs, or chickenwolves.
While most (80%) will be found armed with daggers or axes, some will have a polearm (shovel, hoe, rake, or other tool) or machete (treat as short sword). Hunting parties will also typically have either short bows or crossbows. Hunting parties will also have one 2nd level leader for every five hillfolk who will be armed with a firearm (roll 1D4: 1- boomstick (black powder rifle), 2 - scattergun (shotgun), 3 - varmint rifle (sport rifle), 4 - huntin' rifle (automatic rifle)).
Hillfolk villages (called homesteads) will often have a 7th level 'patriarch' or 'grandpa' for every 20 hillfolk. A 5th level preacher may be present in a homestead (1-5 on 1d10). There is also a probability that a powerful "hoodoo man" or "witchie woman" of 4+1d2 levels will be present (roll 1-3 on 1d10) with 1D4 mental mutations.
Mutations: Obesity (50% chance), Moderate Natural Armor, Bizarre Appearance.


Swampfolk
No. Enc.: 2d4 (2d6)
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 4
Hit Dice: as CON
Attacks: 1
Damage: 1D6+2, or weapon type+2
Save: L2
Morale: 9
Hoard Class: XV
XP:

These degenerate descendents of humans are encountered in swamps, bogs, marshes, and bayous. Unlike their friendlier hillfolk relatives, they are cannabilistic predators who hunt other intelligent humanoids for food. Since they also tend to be chronically short on fertile females, they will raid other humanoids to acquire new breeding stock.
Hunting parties will be armed with a mix of crossbows (roll of 1-4 on 1d6) or firearms (type as per hillfolk leaders; roll of 5-6 on 1d6) in addition to a backup melee weapon (roll 1d6: 1 - polearm, 2 - machete, 3 - axe, 4 - dagger, 5 - hammer or pick, 6 - chainsaw). There will be one 3rd level leader for every four Swampfolk.
Swampfolk lairs may have a 4th level "granny" (roll 1-3 on 1d10). There is also a probability of a powerful 5th level 'cousin' (roll 1-5 on 1d10).
Mutations: Gigantsim (75% chance), Obesity (50% chance), Extreme Natural Armor, Bizarre Appearance, Increased Strength, Pain Insensitivity, Atrophied Cerebellum

Saturday, July 12, 2014

Fallout Funniness

It never ceases to amaze me that no one believes me when I tell them I avoid bananas because they're radioactive. Well, this fun little tidbit should make them happy.

From Nuclear Radiation and Health Effects comes this lovely line: "Since there is radioactivity in many foodstuffs, there has been a whimsical suggestion that the Banana Equivalent Dose from eating one banana be adopted for popular reference. This is about 0.0001 mSv."

So Mutants, go out and get your daily BED of radiation.

Monday, July 7, 2014

Mutant Monday

Well, I think I've finally found a day of the week to start working on some post-apocalyptic creatures (using Mutant Future for now). Here's the first of (hopefully) many, many more to come. Mostly I'll be doing plants, aquatics, insects, robots, undead, space aliens, and weird critters, a few inspired by other sources, and whatever else happens to catch my fancy.

Rambling Weed


No. Enc.: 2D12
Alignment: Neutral
Movement: 225' (75')
Armor Class: 8
Hit Dice: 4
Attacks: 1 (charge)
Damage: 1D6, paralysis
Save: L2
Morale: 12, 3 vs fire
Hoard Class: None
XP: 245

Also known as Killer Tumbleweeds and Kuseru's Bane, this is a large, man-eating plant, though Rambling weeds feed on any mammal. They are highly branched and rounded in form, 3 to 6 feet (1-2 m) in height and from 2 to 10 feet (06.-3m) in diameter, with awl-shaped, spine-tipped leaves that bear small, inconspicuous poison sacs. They are found in arid and semi-arid regions, particularly the wasteland.

The Rambling Weed attacks by rolling into it's prey, injecting it with a quick-acting paralytic poison, so it can digest the prey at it's leisure, using powerful digestive enzymes. It takes approximately 1D4 days to completely devour a small mammal, 1D6 days to devour a human-sized creature, and 2D4 days to devour a large animal. During that time the plant is docile and does not attack again until its previous prey is digested completely. Reproduction of these terrible plants is accomplished by a process similar to mitosis, with a well-fed Rambling Weed (one which has digested over 2000 lbs within 10 days) splitting into two separate Rambling Weeds.

Rambling Weeds may not seem all that dangerous, but they’re known for their cunning attacks, utilizing terrain obstacles to trap an opponent, attacking from ambush, and making sneak attacks from behind the target.

Mutations: Free Movement, Injected Poisonous Sap, Thermal Sensitivity (fire)

Thursday, June 26, 2014

100 Wizard Towers

So there I was just thinking random thoughts, this was the result.

1 A "space needle" observation tower
2 A beacon tower
3 A bell tower
4 A Bergfried
5 A brobdingnagian metal golem
6 A cenotaph
7 A Chinese wengcheng (archery tower)
8 A circular lighthouse
9 A circular tower with conical roof
10 A circular tower with observatory dome
11 A clockwork elephant
12 A clockwork orrery
13 A colossal armillary sphere
14 A colossal obelisk
15 A conical tower
16 A cooling tower
17 A crooked spire
18 A crystal prism
19 A cyclopean Christmas tree
20 A cyclopean never-melting ice tower
21 A ferris wheel
22 A flying citadel
23 A fortified tower house
24 A gargantuan toadstool
25 A giant (stone/metal/adobe) beehive
26 A giant mushroom
27 A giant shoe
28 A giant stone head (roll 1D8 for type: 1 - bearded man, 2 - extraordinary beauty, 3 = smiley face, 4 - ancient crone, 5 - Olmec colossal head, 6 - Moai, 7 - animal head, 8 - monster head)
29 A giant stone rostral column
30 A giant, 30' diameter totem pole (roll 2D4 to determine number of totems)
31 A gigantic cuckoo clock
32 A gigantic sundial
33 A grand stupa
34 A grandiose stone arch
35 A herculean stone hand (roll 1D4 for type: 1 - open hand, 2 - closed fist, 3 - clawed hand, 4 - taloned hand)
36 A Himalayan Tower
37 A humongous pinecone
38 A Jacob's Ladder
39 A Japanese tenshukaku
40 A jumbo-sized stone idol
41 A lava lamp-shaped edifice
42 A leaning tower
43 A lofty dovecote
44 A mammoth coke bottle (may have a ship inside)
45 A mammoth saguaro cactus
46 A massive conch shell
47 A massive semaphore tower
48 A metal (roll 1D8 for type: 1 - brass, 2 - bronze, 3 - silver, 4 - gold, 5 - rusted iron, 6 - steel, 7 - admantine, 8 - copper) tower
49 A metal (type as above) siege tower
50 A minaret
51 A monolithic evergreen tree
52 A monolithic stone dolmen
53 A monstrous corncob
54 A monstrous ship's mast
55 A monumental hourglass
56 A monumental skull (roll 1D4 for type: 1 - human, 2 - dragon, 3 - steer, 4 - demonic)
57 A monumental stone pineapple
58 A mountainous stone dragon
59 A multi-level treehouse
60 A pagoda
61 A Palas
62 A peel tower
63 A phallus-shaped stone tower
64 A qasaba
65 A ramshackle twisted tower of stone
66 A Rocket Ship
67 A spire
68 A square crenellated tower
69 A square tower with hoardings
70 A stone broch
71 A stone circle
72 A stone double helix
73 A stone siege tower
74 A stupendous plasma globe
75 A stupendous spiraling spire
76 A stupendous Van de Graaf Generator
77 A Tesla Coil
78 A titanic stone whale (roll 1D6 for type: 1 - humpback, 2 - orca, 3 - narhwal, 4 - sperm, 5 - blue, 6 - dolphin)
79 A towering grandfather clock
80 A towering snake-shaped stone tower
81 A tremendous deciduous tree
82 A triple stone tower
83 A turreted (roll 1D8 for number of turrets on the tower) round stone tower
84 A twin tower
85 A watchtower
86 A windmill
87 A wooden house on long stilts
88 A wooden siege tower/belfry
89 A yagura
90 An aircraft control tower
91 An enormous clocktower
92 An enormous pendulum
93 An Escher tower
94 An humongous clockwork spider
95 An immense torquetum
96 An imposing jack-o'lantern
97 An imposing steampunk chicken
98 An imposing stone Jupiter Column
99 An octagonal crenellated tower
100 An onion-domed tower

Tuesday, April 15, 2014

Basic Building Blocks for a Post Apocalyptic Setting

I know that it has been a while since I updated this blog, but real life intrudes at the most inopportune times.

On with the show.

Since we've take a look at the big picture for what we want to do with our post apocalyptic geography (though without deciding on any changes), let's move on to building the initial setting base. Unlike fantasy genres where one can choose a top-down or bottom-up approach based on one's needs, some thoughts about the overall setting you want to go with means a more top-down approach has to be used when creating a post-apocalyptic setting. This doesn't mean you have to plan out your whole world or even a large area for a campaign. Rather, you need to consider three basic factors overall when designing your PA setting.
1) What was the place like before the apocalypse.
2) What type of apocalypse occurred.
3) When does your campaign take place in relation to the apocalypse.

When deciding what your setting was like prior to the apocalypse*, you need to consider essentially what the "tech levels" were. Early PA fiction didn't have many of the technological advances or research results that have been currently achieved, so they were both limited and less restriced in what they could do. Certainly that's a contradiction, however, both are true and stem from the same point; that is they were limited in knowing what kind of technology would be available, and unrestricted in what technologies they could imagine for use in their setting. This makes for some interesting thought with regards to retro-futuristic settings, such as the Fallout series, but also throws some limits in design based on how technology has progressed. For instance, a Fallout-like setting would see different technologies still possible, such as "ray guns" and "rocket ships", but would also suffer from the lack of new concepts that can be imagined from today's technology, such as "spider goats" or "carbon nanotubes". On the other hand, going with today's technological level means a loss of certain discredited ideas, such as "jet packs" or "mutants created by radiation." Of course, much of this depends on whether or not you go with the Low PA or High PA approach. What you really need to know about the pre-apocalypse boils down to have available in your current setting; weapons, armor, medicine, food, water, fuel, and what is in ruins because of the apocalypse.

*Note: I use the term apocalypse because this is primarily considered a post-apocalyptic genre, the actual term used in a personal campaign or setting can vary widely, from apocalypse, End, Big Death, Crash, Armageddon, Ragnarok, the Fall, the Collapse, cataclysm, devastation, Great Destruction, holocaust, End of the Age, End of the Era, Fall of the Ancients, Judgement Day, Day of Reckoning, the Revelation, the Final Battle, The Big One, The Day the Music Died, the Great Bang, the Big Crunch, the Last Whimper, the Final Shriek, the Final Chapter, the Day of Judgement, the Tribulation, the Invasion, the Great Extinction, the Day After, the Pandemic, the Plague, the Disease, the Pestilence, the Epidemic, the Sickness, the Contagion, the Malady, the Curse, the Scourge, the Earth-Shattering Kaboom, etc.

The type of apocalypse that occurred, I've covered in my previous post. What this lets you cover is more on what happened after (or during) the apocalypse that made things the way they are now.

Determining when after the apocalypse your campaign/setting takes place, is the last macro topic you need to think about. I've seen a definition of 'post apocalyptic genre' somewhere that can be summarized into breaking the term down into two basic parts. One the current period is immediately after the apocalypse, that is, the apocalypse has occurred in living memory (even if it's only a few old farts clinging to life). The other period is where the apocalypse happened so far back that it, and the time before it are shrouded in myths and legends. In the former situation, survival and rebuilding civilization tend to take precedence in the setting. In the latter, exploration and discovery take on a stronger role.