To celebrate getting back my hard drive data, here's a new set of random tables.
Random Witch’s Hut
Location
1 Swamp
2 Fen
3 Bog
4 Marsh
5 Clearing in a Dark Forest
6 Dark, Depressing Alley in the Slums
7 Small Hill in Forest
8 Giant Briar Thicket
9 Beside a Spring or Waterfall (50% chance either)
10 Graveyard or Cemetery
11 Isolated Island
12 Dung Heap
Design
1 Organic (roll 1d8: 1) Giant Mushroom, 2) Giant Tree Stump, 3) Giant Pumpkin, 4) Treehouse in Giant Tree, 5) Trunk of Giant Tree, 6) Giant Red Apple, 7) Giant Beanstalk, 8) Giant Watermelon)
2 Wooden Hut on Stilts (roll 1d4 for type: 1) Octagonal, 2) Hexagonal, 3) Rectangular, 4) Pentagonal)
3 Wooden Hut (type as above) on Animal Legs (1d6: 1) Crab Legs, 2) Spider Legs, 3) Grasshopper Legs, 4) Chicken Legs (roll 1d4 to determine number of legs), 5) Draconic Legs 6) Tree Limb Legs)
4 Gingerbread (or Confection/Candy) House
5 Round Stone Hut
6 Gothic Mansion (50% chance ‘haunted house’)
7 https://en.wikipedia.org/wiki/Vardo_(Romani_wagon)
8 Sod House
9 Iron Orrery
10 Watermill or Windmill (1 in 6 chance of windmill)
11 Thatched Cottage
12 Humongous, multi-story Shoe or Boot
Features
1 Witch’s Hat-shaped Roof
2 Smoking Chimney
3 Bone Fence or Creepy Wrought-Iron Fence (50% chance either)
4 Bridge Access to Hut (roll 1d4: 1) Arched Stone Bridge (50% chance moss, ivy, or mold-covered), 2) Wooden Causeway, 3) Rope Bridge, 4) Fallen Log)
5 Creepy Windchimes
6 Giant Device in Yard (roll 1d6: 1) Loom, 2) Barbecue Spit, 3) Cauldron, 4) Spinning Wheel, 5) Still, 6) Mortar & Pestle)
7 Flaming Braziers in Yard (50% chance off-colored fire; purple, green, crimson, etc.)
8 Decorated with Skulls & Bones (Animal, Monster, or Human) or Tusks & Fangs (50% either)
9 Clothesline with Drying Witch Clothes
10 Freaky Lanterns light path to Hut (1d8: 1) Paper Lanterns, 2) Stone Lanterns, 3) Tiki Torches, 4) Jack-o’-Lanterns, 5) Skull Lanterns, 6) Mushroom Lanterns, 7) Hanging Lanterns, 8) Flying Lanterns)
11 Scarecrow in Yard
12 Many Stone Statues in Yard
13 Carnivorous Plant Garden
14 Large Cage in Yard (roll 1d4 to determine construction: 1) Wood, 2) Iron, 3) Bone, 4) Dule Tree with Hanging Cages)
15 Herb Garden or Pumpkin Patch (50% chance either)
16 Unusual Number of Animals in Yard (roll 1d8) 1) Toads, 2) Rats, 3) Ravens/Crows, 4) Black Cats, 5) Owls, 6) Bats, 7) Salamanders, 8) Black Goats)
17 Mushroom Circle in Yard
18 Livestock (roll 1d4: 1) Scrawny Cow, 2) Talking Pigs, 3) Headless Chickens, 4) Geese)
19 Covered Well
20 Sacrificial Stone Altar
Showing posts with label Oddities. Show all posts
Showing posts with label Oddities. Show all posts
Friday, April 5, 2019
Tuesday, September 19, 2017
Sunday, April 16, 2017
Tables and Random Generation Stuff
So I've been seeing quite a bit of posts on random tables lately and thought I'd share some miscellaneous notes and stuff.
Posts about Random Tables
https://plus.google.com/u/0/+CourtneyCampbell/posts/Lrj3v2uzwJ7
The temptation of random tables
Methods for writing d100 tables
and an older classic
How to write d100 tables
Random Table Goodness
Where possible I've posted links directly to the random table posts, however some sites aren't tagged or labeled (as far as I can tell), and some sites are just so chock full of awesome tables that you might as well just pick a blog post and go.
THE BIG THREE BLOGS
These are probably the biggest collections of random tables on the blogosphere:
The Dungeon Dozen
Elfmaids & Octopi
Save vs Dragon
GREATEST HITS
I consider these blogs as "go to" sources for random tables of inspiration. There are tons of other blogs out there with random tables, and I've no doubt forgotten a few that I hit up for material, but these are some of the ones that I think have really useful material. Not all of these blogs have a lot of random tables, but the ones that they do have are generally pretty awesome in one way or another. Also, some of these have more tables in their download sections.
Aeons & Augauries
Applied Phantasticality
Blessings of the Dice Gods
Dungeon of Signs
Dyson's Dodecahedron
Goblin Punch
Hack & Slash
Hereticwerks
I Don't Remember That Move
Jeff's Gameblog
Joeskythedungeonbrawler
Kellri's
Last Gasp Grimoire
Monsters and Manuals
Planet Algol
Playing D&D with Porn Stars
Roles, Rules, and Rolls
Tales of the Grotesque & Dungeonesque
Telecanter's Receding Rules
Ten Foot Polemic
tengoldpiecegems
Wampus Country
AUTOMATION SITES
There are a lot of automated random generator sites out there, some good, some bad. Here's three sites that I think are worth checking out for automating generators:
Abulafia Random Generators
Adventuresmith
Tablesmith
Posts about Random Tables
https://plus.google.com/u/0/+CourtneyCampbell/posts/Lrj3v2uzwJ7
The temptation of random tables
Methods for writing d100 tables
and an older classic
How to write d100 tables
Random Table Goodness
Where possible I've posted links directly to the random table posts, however some sites aren't tagged or labeled (as far as I can tell), and some sites are just so chock full of awesome tables that you might as well just pick a blog post and go.
THE BIG THREE BLOGS
These are probably the biggest collections of random tables on the blogosphere:
The Dungeon Dozen
Elfmaids & Octopi
Save vs Dragon
GREATEST HITS
I consider these blogs as "go to" sources for random tables of inspiration. There are tons of other blogs out there with random tables, and I've no doubt forgotten a few that I hit up for material, but these are some of the ones that I think have really useful material. Not all of these blogs have a lot of random tables, but the ones that they do have are generally pretty awesome in one way or another. Also, some of these have more tables in their download sections.
Aeons & Augauries
Applied Phantasticality
Blessings of the Dice Gods
Dungeon of Signs
Dyson's Dodecahedron
Goblin Punch
Hack & Slash
Hereticwerks
I Don't Remember That Move
Jeff's Gameblog
Joeskythedungeonbrawler
Kellri's
Last Gasp Grimoire
Monsters and Manuals
Planet Algol
Playing D&D with Porn Stars
Roles, Rules, and Rolls
Tales of the Grotesque & Dungeonesque
Telecanter's Receding Rules
Ten Foot Polemic
tengoldpiecegems
Wampus Country
AUTOMATION SITES
There are a lot of automated random generator sites out there, some good, some bad. Here's three sites that I think are worth checking out for automating generators:
Abulafia Random Generators
Adventuresmith
Tablesmith
Thursday, April 13, 2017
Something to think about
What if Dragon Magazine predicted the future?
Dragon Magazine #121 posted (1987):
Genndy Tartakovsky posted (2001):
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
Format
[Letters]{Dice~1d100}: [Name]
Letters
1. PA
2. MA
3. TME
4. MF
5. GW
6. DW
7. MCC
8. PP
9. AH
10. MYZ
Name
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
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
Format
[Letters]{Dice~1d100}: [Name]
Letters
1. PA
2. MA
3. TME
4. MF
5. GW
6. DW
7. MCC
8. PP
9. AH
10. MYZ
Name
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
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.
LARK
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.
*
Hit point modifiers from constitution are ignored
*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
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* |
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 |
** -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.
3. Alignment
Determine the alignment and blade color of the psychic sword (roll 1d20):
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.
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.
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.
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.
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 |
2-5 |
|
Green |
6-7 |
|
Blue |
8 |
|
Light Blue |
9-10 | Neutral | Yellow |
11 |
|
Gold |
12 |
|
Silver |
13 |
|
Bronze |
14 | Chaotic | Pink |
15-17 |
|
Red |
18-19 |
|
Purple |
20 |
|
Black |
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 |
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.
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.
AFTER THE BOMB (1E)
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.
ROAD HOGS
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.
ADVENTURES IN THE YUCATAN
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.
Aztec-Land
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.
MUTANTS IN AVALON
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.
MUTANTS DOWN UNDER
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.
MUTANTS IN ORBIT
While somewhat useful for post apocalyptic space, Luna, and Mars settings, there is only a little here of use for terrestrial Mutant Future games.
Snowjack
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.
TMNT LINE BOOKS
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.
TMNT
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.
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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.
ROAD HOGS
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.
ADVENTURES IN THE YUCATAN
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.
Aztec-Land
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.
MUTANTS IN AVALON
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.
MUTANTS DOWN UNDER
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.
MUTANTS IN ORBIT
While somewhat useful for post apocalyptic space, Luna, and Mars settings, there is only a little here of use for terrestrial Mutant Future games.
Snowjack
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.
TMNT LINE BOOKS
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.
TMNT
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.
Thursday, November 10, 2016
Adventure Thoughts II
Thoughts on Twilight 2000 adventures for use with Mutant Future.
I've been looking at different post apocalyptic game adventures for material I can use in Mutant Future games (hopefully without having to do a lot of rework to make an adventure playable). This time I thought I'd dig up some old Twilight 2000 adventures that I enjoyed back in the day and see what I could use from them.
First, some general caveats. Twilight 2000's setting has some basic assumptions that set the stage for their adventures. One of the biggest concerns is that most T2K adventures are geared toward overcoming the limitations of not having adequate supplies for the parties. This means that quite a bit of the material in these adventures is oriented toward how much and what type of equipment, especially the important aspects like water, food, ammunition, fuel, and medical supplies, can be acquired. Most of the time this methodology is tied into the game mechanics (which are fairly decent and workable) concerning scavenging, buying, and trading for supplies. The other basic assumptions of T2K tie more into the ideas that the PCs are either trying to survive or taking orders from some entity trying to rebuild (or conquer). This latter aspect can be kept or dumped as the GM desires when using these for Mutant Future or other post apocalyptic games.
Another general aspect of these modules is that they generally have some key features of utility that can be fairly easily transferred to other games without much work. First is that many of these have fairly good random encounter tables which can easily have substitutes of a more mutant nature plugged into them with very little work. On the downside, the same basic random encounter table is often replicated multiple times with minor variations of little note throughout each module, taking up often valuable space that could have been better used to flesh out the sandbox-like adventure settings. Second, the aforementioned scavenging/acquiring of parts and equipment sections, while quite workable, will probably need to be modified for the system of choice, especially if the GM isn't keen on keeping track of all the breakdowns and failures that the T2K system uses. The third item of note is the NPC motivation mechanics. T2K uses a motivation table based on the results of drawing two cards from a standard playing card deck, so GMs wishing to use this method will need to have the core rules in order to refer to the results. The last key feature is the extended use of rumor 'tables' (generally a list of regional rumors, with NPCs noting which rumors they produce and what methods work in getting those rumors. While the system is fairly usable for the adventures, there's often little outright false rumors, usually they're partially true or fully true, depending on the rumor. Some more 'red herring' or 'useless trivia' type rumors added to the list would further enhance their playability.
Airlords of the Ozarks
The basic premise of this adventure is that a quasi-religious group of militants, having acquired lighter-than-air and ultralight aircraft, have begun expanding their territory of control in the region of southern Missouri and northern Arkansas, have a macguffin with which to defeat their military (MilGov) enemies, and all the associated baggage with their plans and doctrines. The basic concept is easy to modify, simply by making the group either pure human supremacists or pro-mutant (of whatever type) fanatics. The basic framework of the adventure is also fairly easy to move to any mountainous type region one would want to use. I do have to admit, the 'aircraft' information did seem a little light, fully supporting the given plot, but not quite giving enough material for the GM to easily provide alternate aircraft ideas and concepts to modify the specifics of the adventure. I'd probably also recommend adding some other racial factions to the mix to help develop the plot better, by giving the main opponent tiered goals in which communities they want to dominate or destroy.
Allegheny Uprising
By dropping everything but the most basic premise of this adventure, a lost government cache that everyone who knows about it is out to get, you can make a quite usable hexcrawl with the premise of a treasure hunt as the goal. Other than that, this one would probably require quite a bit more work to do anything with.
Armies of the Night
This adventure actually has some good plot points that can be used or ignored as desired; take a census of NYC, establish a presence in NYC for the party's employer (or affiliated group), find out what happened to previous expeditions with the same basic orders, find out where a shipment of gold disappeared to, set up and/or license salvaging operations. That's a lot of stuff that probably won't all be accomplished, but provides tons of useful directions to take. While a lot of useful big city, equipment caches, subway/underground notes, and NPC information is included, the total coverage of the NYC area is kind of lacking. Especially frustrating is the constant reference to the "Armies of the Night" of the title, yet little real utility, as there are only about 17 gangs or so detailed (Mau Maus, Disciples, Simbas, Suicides, Los Reyes, Los Cuchillos, Los Diablos, Los Borinquehos, Los Discipulos del Muerto, Hizzoner the Mayor's forces, Cherokees, Black Hand, Dragon Lords, the Duke's Militia; Harbor Pirates, Ferrymen, Easters, and Hudson Vikings), with little to go on for generating or using more. The inclusion of "Dements" though was a nice touch. While this is fairly useful for generating post apocalyptic ruined city adventures, it really needs more fleshing out on gangs (some random tables would help here), and probably more random tables for the various caches discussed. More information on the greater NYC area would have been useful too (especially since some of the information is dated due to when it was published).
City of Angels
This is a bit more disappointing than Armies of the Night, as the adventure included is pretty lame (deliver a letter to some guy's family, then end up having to hunt down family members that have been taken). The support material is also only fair, with the same limitations in gang presence as Armies of Night (only moreso). However this is somewhat offset by having some other factions (communities and the Mexican invasion forces) present in the region. There is some useful stuff to mine here, but it really needs another source to get some playability. I recommend Road Hogs from the After the Bomb/TMNT line, doing some mix and match (and fixing the Mexican equipment to less "soviet era" junk and more in line with what they actually use), and going from there.
Pirates of the Vistula
This is probably my favorite adventure for T2K, I totally loved the idea of traveling a river and the types of things you encounter along the way, all Huck Finn n' stuff, but with guns and explosives. While overall, T2K's 'aquatic' adventures are pretty lacking (mostly from reusing the same material from this adventure), you could probably incorporate the few other ideas found is such adventures as Gateway to the Spanish Main, Boomer, Mediterranean Cruise, Red Star/Lone Star, and The Last Submarine. This adventure is also fairly easy to transpose to any other large river system of your choice.
The Free City of Krakow
Another classic favorite, mostly for the intrigue presented in the city. With some work and name changes, you could use this as the basis for city-based adventures, though I'd probably grab Armies of the Night for some additional city structure, information, and random table goodness.
The Ruins of Warsaw
The 'sequel' to Pirates of the Vistula (itself a sort of sequel to Free City of Krakow), this is really only usable in it's basic idea of banding survivor groups together in order to stop the conquest of a post apocalyptic warlord.
Urban Guerilla
While a weaker adventure setting than Airlords of the Ozarks, this entry in the "New America" line was still a bit better than any of the other entries for usability. Otherwise similar to Airlords or Ruins of Warsaw with it's 'stop the conquest' of a "bad guy" group theme.
I've been looking at different post apocalyptic game adventures for material I can use in Mutant Future games (hopefully without having to do a lot of rework to make an adventure playable). This time I thought I'd dig up some old Twilight 2000 adventures that I enjoyed back in the day and see what I could use from them.
First, some general caveats. Twilight 2000's setting has some basic assumptions that set the stage for their adventures. One of the biggest concerns is that most T2K adventures are geared toward overcoming the limitations of not having adequate supplies for the parties. This means that quite a bit of the material in these adventures is oriented toward how much and what type of equipment, especially the important aspects like water, food, ammunition, fuel, and medical supplies, can be acquired. Most of the time this methodology is tied into the game mechanics (which are fairly decent and workable) concerning scavenging, buying, and trading for supplies. The other basic assumptions of T2K tie more into the ideas that the PCs are either trying to survive or taking orders from some entity trying to rebuild (or conquer). This latter aspect can be kept or dumped as the GM desires when using these for Mutant Future or other post apocalyptic games.
Another general aspect of these modules is that they generally have some key features of utility that can be fairly easily transferred to other games without much work. First is that many of these have fairly good random encounter tables which can easily have substitutes of a more mutant nature plugged into them with very little work. On the downside, the same basic random encounter table is often replicated multiple times with minor variations of little note throughout each module, taking up often valuable space that could have been better used to flesh out the sandbox-like adventure settings. Second, the aforementioned scavenging/acquiring of parts and equipment sections, while quite workable, will probably need to be modified for the system of choice, especially if the GM isn't keen on keeping track of all the breakdowns and failures that the T2K system uses. The third item of note is the NPC motivation mechanics. T2K uses a motivation table based on the results of drawing two cards from a standard playing card deck, so GMs wishing to use this method will need to have the core rules in order to refer to the results. The last key feature is the extended use of rumor 'tables' (generally a list of regional rumors, with NPCs noting which rumors they produce and what methods work in getting those rumors. While the system is fairly usable for the adventures, there's often little outright false rumors, usually they're partially true or fully true, depending on the rumor. Some more 'red herring' or 'useless trivia' type rumors added to the list would further enhance their playability.
Airlords of the Ozarks
The basic premise of this adventure is that a quasi-religious group of militants, having acquired lighter-than-air and ultralight aircraft, have begun expanding their territory of control in the region of southern Missouri and northern Arkansas, have a macguffin with which to defeat their military (MilGov) enemies, and all the associated baggage with their plans and doctrines. The basic concept is easy to modify, simply by making the group either pure human supremacists or pro-mutant (of whatever type) fanatics. The basic framework of the adventure is also fairly easy to move to any mountainous type region one would want to use. I do have to admit, the 'aircraft' information did seem a little light, fully supporting the given plot, but not quite giving enough material for the GM to easily provide alternate aircraft ideas and concepts to modify the specifics of the adventure. I'd probably also recommend adding some other racial factions to the mix to help develop the plot better, by giving the main opponent tiered goals in which communities they want to dominate or destroy.
Allegheny Uprising
By dropping everything but the most basic premise of this adventure, a lost government cache that everyone who knows about it is out to get, you can make a quite usable hexcrawl with the premise of a treasure hunt as the goal. Other than that, this one would probably require quite a bit more work to do anything with.
Armies of the Night
This adventure actually has some good plot points that can be used or ignored as desired; take a census of NYC, establish a presence in NYC for the party's employer (or affiliated group), find out what happened to previous expeditions with the same basic orders, find out where a shipment of gold disappeared to, set up and/or license salvaging operations. That's a lot of stuff that probably won't all be accomplished, but provides tons of useful directions to take. While a lot of useful big city, equipment caches, subway/underground notes, and NPC information is included, the total coverage of the NYC area is kind of lacking. Especially frustrating is the constant reference to the "Armies of the Night" of the title, yet little real utility, as there are only about 17 gangs or so detailed (Mau Maus, Disciples, Simbas, Suicides, Los Reyes, Los Cuchillos, Los Diablos, Los Borinquehos, Los Discipulos del Muerto, Hizzoner the Mayor's forces, Cherokees, Black Hand, Dragon Lords, the Duke's Militia; Harbor Pirates, Ferrymen, Easters, and Hudson Vikings), with little to go on for generating or using more. The inclusion of "Dements" though was a nice touch. While this is fairly useful for generating post apocalyptic ruined city adventures, it really needs more fleshing out on gangs (some random tables would help here), and probably more random tables for the various caches discussed. More information on the greater NYC area would have been useful too (especially since some of the information is dated due to when it was published).
City of Angels
This is a bit more disappointing than Armies of the Night, as the adventure included is pretty lame (deliver a letter to some guy's family, then end up having to hunt down family members that have been taken). The support material is also only fair, with the same limitations in gang presence as Armies of Night (only moreso). However this is somewhat offset by having some other factions (communities and the Mexican invasion forces) present in the region. There is some useful stuff to mine here, but it really needs another source to get some playability. I recommend Road Hogs from the After the Bomb/TMNT line, doing some mix and match (and fixing the Mexican equipment to less "soviet era" junk and more in line with what they actually use), and going from there.
Pirates of the Vistula
This is probably my favorite adventure for T2K, I totally loved the idea of traveling a river and the types of things you encounter along the way, all Huck Finn n' stuff, but with guns and explosives. While overall, T2K's 'aquatic' adventures are pretty lacking (mostly from reusing the same material from this adventure), you could probably incorporate the few other ideas found is such adventures as Gateway to the Spanish Main, Boomer, Mediterranean Cruise, Red Star/Lone Star, and The Last Submarine. This adventure is also fairly easy to transpose to any other large river system of your choice.
The Free City of Krakow
Another classic favorite, mostly for the intrigue presented in the city. With some work and name changes, you could use this as the basis for city-based adventures, though I'd probably grab Armies of the Night for some additional city structure, information, and random table goodness.
The Ruins of Warsaw
The 'sequel' to Pirates of the Vistula (itself a sort of sequel to Free City of Krakow), this is really only usable in it's basic idea of banding survivor groups together in order to stop the conquest of a post apocalyptic warlord.
Urban Guerilla
While a weaker adventure setting than Airlords of the Ozarks, this entry in the "New America" line was still a bit better than any of the other entries for usability. Otherwise similar to Airlords or Ruins of Warsaw with it's 'stop the conquest' of a "bad guy" group theme.
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