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.

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.

Saturday, November 5, 2016

A Plethora of Owlbears

I'll admit, I've never really been fond of owlbears, mostly it's the artistic depictions of owlbears that I've seen (I find many of them lame and uninspiring), despite the interesting chimeric mix of an owl and a bear (which has a certain 'cool' factor just from the idea). However, after reading Stranger Owlbears, I became intrigued with the idea of making different versions of owlbears based mostly on mixing and matching different types of owls and bears and seeing what bizarre variant owlbears I could come up with. For the basic owlbear, I'm going with the assumption that the species involved are the Common Brown Bear (Ursus arctos arctos) and Eurasian Eagle-Owl (Bubo bubo). I'm using Labyrinth Lords stats for ease of use.

Banshee Owlbear
With the head of a Fearful Owl and the body of an Asian Black Bear, the Banshee Owlbear is smaller than a Basic Owlbear. With a white facial disc of an owl, marked by black patches around the reddish-orange eyes, and the slender, lightly-built body of a black-furred bear, the Banshee Owlbear stand about 6 feet tall and weighs up to 450 pounds. These creatures can be found inhabiting forested hill regions. Banshee Owlbears are notable for their ability to emit a human-like scream which instills terror in all who hear it. Any being within 30' when the Banshee Owlbear screams must save versus petrification/paralyzation or be stricken with paralyzing fear for 1d4 rounds.
AL N, MV 120’, AC 5, HD 4, #AT 3 (2 claws, bite), DG 1d4+1/1d4+1/1d6, SV L2, ML 9, HC XXII, XP 135

Burrowing Owlbear
A magical hybrid crossing the head of a Burrowing Owl and the body of an American (Grizzly) Brown Bear, this Owlbear species can be found inhabiting caves and burrows in grassland regions. They have white eyebrows highlighting their yellow-colored eyes and brown fur tipped with grey as well as a notable hump on their shoulders. Burrowing Owlbears are slightly lighter and thinner than Basic Owlbears, still reaching up to 8 feet in height, but only weighing up to 1000 pounds. This lightness allows them to run faster than a Basic Owlbear. These Owlbears also have excellent nightvision and are rarely encountered during the day.
AL N, MV 150’, AC 5, HD 5, #AT 3 (2 claws, bite), DG 1d8/1d8/1d8, SV L3, ML 9, HC XIX, XP 350

Care Owlbear
Having the head of a Common Barn-Owl and the body of a Sun Bear, this owlbear species is imbued with magical powers. Their coats are generally black, though they can range to reddish or gray and are marked by a distinctly heart-shaped patch on their breast which is generally colored in a highly contrasting basic color, such as red, orange, yellow, green, blue, or purple; their heart-shaped facial disc is pure white in color and displays their pink-colored eyes. With a height of up to 5 feet and weight of up to 200 pounds, this is the smallest of the owlbear species. Care Owlbears are typically found in pastoral wooded hill regions where they feed on honeycomb and honey produced by giant bees. Their magical ability manifests as a glowing aura from their heart-shaped breast patch which all beings in a 30' radius must save vs spells or be calmed, automatically losing initiative, suffering a -2 to hit and damage, receiving no DEX bonus to AC.
AL L, MV 90’, AC 6, HD 3, #AT 3 (2 claws, bite), DG 1d4/1d4/1d6, SV L1, ML 7, HC XVI, XP 65

Elf Owlbear
Also known as the Desert Revenant, this owlbear species has the head of an Elf Owl and the body of an American Black Bear. They can be found in areas of desert with high concentrations of flora, such as near an oasis or underground aquifer. Their coats range in color from black to gray; their heads are dominated by their golden eyes. Despite their desert habitat, they have quite large builds, and can reach up to 7 feet in height and weights up to 900 pounds. While being smaller than a Basic Owlbear they have great strength and are one of the most intelligent of the owlbear species, able to use and manipulate simple tools and weapons. While they have strength and intelligence, they are one of the most cowardly of the owlbear species, rarely fighting determined or tough-looking opponents. If attacked, they have the ability to Feign Death as per the Magic-User Spell for 4d4 rounds.
AL N, MV 120’, AC 6, HD 4, #AT 3 (2 claws, bite, or weapon), DG 1d6/1d6/1d8 (or by weapon), SV L2, ML 6, HC XXI, XP 135

Fishing Owlbear
Unlike other species of owlbear, there are four subspecies of Fishing Owlbears; Swamp Fishers, Forest Fishers, Lake Fishers, and Polar Fishers. All the subspecies are of the same basic stock, fusing the head of a Fishing Owl with the body of a Himalayan Red Bear, notable for having heads with prominent, scraggly-looking ear tufts, golden-yellow eyes, and dark grey beaks. The primary difference in subspecies is their habitat and coat coloring. Swamp Fishers are found in marshy or swampy regions, with slow-moving, stagnant waters and have olive or greenish coats streaked with dull yellow. Forest Fishers can be found in forested river valleys along the banks of swift-moving streams and rivers and have brownish coats with rust colored streaks. Lake Fishers are primarily found in low-lying regions dominated by river deltas, riverine lakes, rice paddies, and canals and are distinguished by their black or dark brown coats streaked with yellow-brown, tawny, or buff colors. Polar Fishers inhabit glacial mountain areas and arctic regions and have white coats streaked with light grey or pale blue. A full-grown Fishing Owlbear is typically 7 feet tall and weighs up to 1,500 pounds with proportionally longer limbs and a more powerful build than basic owlbears. Fishing Owlbears generally prefer aquatic or amphibious prey, primarily dining on giant fish, giant crabs and lobsters, alligators and crocodiles, hippos, giant frogs, toads and turtles; if hungry enough however, they will scavenge carrion of any creature, and may attack land animals, birds, or other creatures for food.
AL N, MV 120’ (Swim 60'), AC 5, HD 5, #AT 3 (2 claws, bite), DG 1d8/1d8/1d8, SV L3, ML 9, HC XIV, XP 200

Ghost Owlbear
This species of owlbear has the head of a Snowy Owl and the body of a Polar Bear. Obviously in this case, their coats are snow white in color, however their eyes are also completely white, having no irises or other colors present. In addition, Ghost Owlbears have an extremely oversized, white colored beak. They are the largest species of owlbear, standing up to 12 feet tall and weighing up to 2500 pounds. Because of their coloration and special features in their fur and feet, they are completely camouflaged and silent in snowy environments, surprising on a roll of 1-5 on a d6. Additionally, magic has given them eyes capable of seeing thermal emanations up to 90 feet away, allowing them to hunt in the darkest of night or during otherwise blinding snowstorms. Because of their thick coats, they are immune to cold based attacks. Unlike basic owlbears, or even bears in general, they do not have a hug attack, instead, their oversized beaks allow them to swallow prey up to man-sized on an attack roll of 18+ (natural roll). Swallowed prey suffers 1d6+3 points of acid damage per round as the digestive juices start to work.
AL C, MV 120’, AC 3, HD 9, #AT 3 (2 claws, bite), DG 2d6/2d6/1d10, SV L5, ML 9, HC XV, XP 3100

Great Horned Owlbear
Having the head of a Great Horned Owl and the body of a Kodiak Bear, this species of owlbear is the second largest, generally meanest, and distinguished by having two large horns, reminiscent of a Texas Longhorn steer or giant minotaur, inspiring rumors that this species actually mixes three different creatures. Their coats range in color from dark brown to blond or orange; their beaks are a flat black color and their eyes are a deep gold that glow with a demonic light. The are up to 10 feet tall and weigh up to 2000 pounds. While they can gore with their horns, they prefer a charging attack that first spits the victim on the horns then tosses them high up into the air. If the Great Horned Owlbear rolls a natural 18 or better on a charge attack, they have successfully spitted the target and thrown them 1d4x10 feet into the air. The victim takes an additional 1d6 damage for each 10' they are thrown into the air from falling from that height.
AL C, MV 120’, AC 4, HD 7, #AT 3 (2 claws, bite or gore), DG 1d8/1d8/1d8 or 1d10, SV L4, ML 10, HC XX, XP 440

Laughing Owlbear
A variant species of owlbear with the head of a Laughing Owl and the body of an undetermined bear species. They have grey coats which feature either stripes or spots of red, brown, or black color; their facial discs feature a lighter shade of grey, dark orange eyes, and a grey beak. Like Basic Owlbears, they are up to 8 feet tall and 1500 pounds weight. Unlike Basic Owlbears however, they are primarily scavengers and prefer to attack by biting their prey. They are one of the most vocal of the owlbear species, emitting a variety of different chuckling, grunting, groaning, giggling, laughing, and howling sounds.
AL N, MV 120’, AC 5, HD 5, #AT 3 (2 claws, bite), DG 1d6/1d6/1d10, SV L3, ML 9, HC XX, XP 200

Naked Owlbear
While Naked Owlbears retain the same basic hybridization of Eurasian Eagle-Owl and Common Brown Bear as the Basic Owlbear, they have no fur or feathers covering their body, appearing as gaunt, horrifying versions of standard owlbears. The emaciated looking bodies combined with an alien-looking head dominated by large eyes and a large beak result in many observers mistaking this species as an undead monstrosity of some sort. While they stand as tall as Basic Owlbears, their lack of body covering means that they only weigh up to about 1300 pounds or so. They otherwise attack and act as Basic Owlbears.
This body... ...with this head
AL N, MV 120’, AC 7, HD 5, #AT 3 (2 claws, bite), DG 1d8/1d8/1d8, SV L3, ML 9, HC XX, XP 200

Panda Owlbear
Also known as the Ghost-Faced or Racoon Owlbear, this species of owlbear combines the head of a White-Faced Owl with the body of a Giant Panda. Their coats are white, with black patches on the legs, arms, shoulders, and tail; their facial discs are white, with a black border, black, tufted ears, and black spots or a black, racoon-like mask around the large orange-colored eyes. They stand as tall as 6 feet and weigh up to 450 pounds. Unlike most other species of owlbear, Panda Owlbears are primarily herbivorous, consuming wild fruits, vegetables and bamboo. They are aided in foraging by having opposable thumbs, unlike other owlbear species. Panda Owlbears are also one of the least aggressive species of owlbear, rarely attacking humanoids. They can be found in forested regions and often lair in hollow trees and rock crevices.
AL L, MV 120’, AC 5, HD 4, #AT 3 (2 claws, bite), DG 1d4+1/1d4+1/1d6, SV L2, ML 8, HC XXII, XP 80

Shambling Owlbear
This species of owlbear has the head of a Papuan hawk-owl and the body of a Sloth Bear. Shambling Owlbear shaggy and unkempt coats are completely black, with a rust-colored V- or Y-shaped mark on the chest, and are thicker on the shoulders and back, often forming a mane; their small facial discs are lighter colored, with white eyebrows and black streaks, lemon yellow eyes and a black or dark grey beak. They stand up to 6 feet tall and weigh up to 450 pounds. Typically found in lowland forests and savanna. Shambling Owlbears, despite the name, are quite capable of climbing and swimming. While they are primarily insectivorous, they do not get along with other creatures, especially predators, and will defend their territory aggressively against intruders they encounter. While they do not hug like Basic Owlbears, on an attack roll of 18 or more, they will have successfully locked their beak onto a victim and will maul the victim for an additional 2d4 points of damage.
AL N, MV 120’ (Swim 60'), AC 5, HD 4, #AT 3 (2 claws, bite), DG 1d4+1/1d4+1/1d6, SV L2, ML 9, HC VIII, IX, XIV, XP 80

Urstrix
The Urstrix is a magical hybrid that appears more like a true chimeric version of the creature known as "owl bear" than the Basic Owlbear. It has the body, tail, and back legs of a Common Brown Bear; the head and wings of an Eurasian Eagle-Owl; and an owl's talons as its front feet. Their coats range in color from brown-black to yellowish brown; their beaks are a dull ivory color. A full-grown male measures up to 8 feet in length and weigh up to 1,500 pounds. The broad, brownish-black wings emerge from the Urstrix's back and span 60' or more. Like most owls, Urstrix are completely silent while flying, surprising prey on a roll of 1-4 on a d6.
AL C, MV 120’ (Fly 360'), AC 5, HD 7, #AT 3 (2 claws, bite), DG 1d8/1d8/1d12, SV L4, ML 9, HC XVIII, XP 440

Sunday, October 30, 2016

Random Hallucinations

RANDOM HALLUCINATION TABLE
Roll Hallucination
01 A devil invisible to everyone but you tries to get you to fill out the names of your enemies in the Book of Death it carries.
02 A monkey has run off with your favorite treasured item. Get it back at all costs, but watch out for it's dung flinging bretheren.
03 A second mouth has grown in the back of your head, whispering evil as it tries to become your primary mouth.
04 A wailing banshee that constantly follows you makes it difficult to hear anything else. Death is coming, but for whom?
05 All the rope/string/twine/vines you see appear to be snakes or worms coming to life.
06 An unstoppable berserk rage fills you, your muscles expand and you rip out of your clothing/armor, and your skin turns green. Attack everything around you.
07 Animals will now talk to you, for a price.
08 Ants, all over your body, they keep biting and chewing, stop them somehow.
09 Cats are plotting against you, get them first.
10 Demonic chanting fills the air. You can't find where it's coming from or who is chantinging. Make it stop!
11 Demons are crawling out of the orifices of your companions. Who knows what evil they are committing.
12 Dogs have a secret cabal going, try to find out more by talking to them and convincing them you are on their side.
13 Everyone is staring at you, trying to learn your secrets, tell them nothing.
14 Everyone you see is secretly a demon/alien/monster, kill them!
15 Everyone you see looks just like you, unless you are John Malkovich.
16 Everything is better with roses. Every plant you see is a beautiful, tasty rose.
17 Everything is funny, laugh and giggle non-stop.
18 Everything is in black and white, you can't see colors at all.
19 Fae creatures dance and cavort in the corners of your eyes, trying to tempt you to join in their merry-making. Oddly, they all seem to wear boots.
20 Gremlins are sabotaging everything you do, trying to get you killed.
21 Horrors are crawling out of that pit.
22 Little green men are hiding just out of the corner of your eye. You don't know what they're up to, but you're going to find out.
23 Look at this treasure horde! You can swim through the piles of gold coins like a fish!
24 Members of the opposite sex are insanely attracted to you, fend them off or pick up the hot ones, your choice.
25 Monsters can be tamed by your training!
26 Mules are out to get you. They may have an alliance with the chickens, or maybe the ducks.
27 Pink elephants march across the sky on feathered wings. Join in the fun.
28 Purple locusts are invading, kill them all!
29 Scarabs have eaten their way into your skin and are working their way around your body, cut them out.
30 Short grey humanoids with large eyes want to probe you and learn your secrets.
31 SQWAWKK!!! You can call a pterodactyl to you by making just the right sound.
32 Suddenly, you are as big as a giant, everything else has become much smaller.
33 Suddenly, you are in a dark forest, even the trees are trying to eat you, try and get away.
34 Tentacled alien horrors are attempting to force their tentacles into your orifices.
35 That item smells delicious, you just have to taste it.
36 The earth has opened up and is trying to swallow you, get help fast.
37 The ghost of a pirate is willing to show you the way to his buried treasure!
38 The ghosts of those you have killed have come back to haunt you, seeking vengeance.
39 The next item you discover is suddenly the most powerful magical object you have ever seen.
40 The next spherical object you find becomes your pet beholder.
41 The sun and the moon have traded places. You can see everything at night as if it was day, and everything during the day is dark as night.
42 The voices are mocking you, laughing at your mistakes, and threatening to expose your secrets.
43 The whole world is frozen in time, things only move when you don't look at them.
44 There's an invisible bridge there, you just know it. Prove your faith by walking it.
45 They're out to get you, watch out!
46 War drums play in the distance.
47 What is that horrible smell, where is it coming from?
48 Why do you have a propeller for a tail, and funny tentacle whiskers on your face. Did that sword just turn into a yummy pile of rust?
49 Why does sunlight burn you? Why do you have an unquenchable thirst for human blood? What happened to your reflection? You can't cross that stream!
50 You are a princess waiting to be rescued from the terrible dragon by your prince charming. If pressed you can pee through seven mattresses.
51 You are a Tyrannosaurus Rex with an unending appetite, grab meat with your puny claws and then swallow it with your giant mouth.
52 You are climbing the stairway that never ends.
53 You are compelled to build a mountain temple out of mashed potatoes to your new god.
54 You are covered in blood that won't come off now matter how hard you scrub.
55 You are deaf as a post, nothing makes any sound for you anymore.
56 You are drowning, head for the highest point you can.
57 You are fire, burning and spreading with every combustible thing you touch.
58 You are in an inescapable labyrinth of stone, stalked by a hideous monster.
59 You are now a hermit crab, find a suitable new home to crawl into as your mobile shell.
60 You are now the opposite sex.
61 You are one with the frogs, ribbit!
62 You are the Camel Whisperer. You can tell secrets to camels and have them act as your allies and companions.
63 You are the chosen of the snake/spider god(dess), all of your powers are now based on snakes/spiders.
64 You are the fastest runner ever, nothing can slow you down.
65 You are the greatest spellcaster ever, your knowledge of magic knows no bounds.
66 You are the King. Hail to the King, Baby.
67 You are water, settling in the lowest point of the area you are in.
68 You can confuse robots with your new logic paradox.
69 You can no longer understand any of the languages spoken around you, and everything you say doesn't seem to be understood.
70 You can summon and communicate with sea creatures, but are compelled to wear an orange and green leotard.
71 You constantly hear the chirping of birds, but can't seem to find them.
72 You have a limited amount of blood left in your body, try to fill any wounds back up with the blood of your enemies.
73 You have become a tree, you crave sunlight and water, but if you can't get those, kill the nearest beast and drink it's blood.
74 You have become the wind, fwoosh!
75 You have become your own shadow, your body doesn't act like you at all, and you are left to cover surfaces based on where the source of light is located.
76 You have been turned to stone! You wish you could move from your location, but you can't.
77 You have developed the ability to teleport, but your skin has turned blue, you have lost a couple of fingers, and have grown a tail.
78 You have shrunk down to the size of a mouse.
79 You have spontaneously combusted, find the nearest body of water to put yourself out.
80 You have the amazing ability to steal a person's underwear right out of their clothing.
81 You have the Curse of King Midas. Everything you touch turns into gold.
82 You hear the sound of dripping water.
83 You love everyone, give lots of hugs.
84 You no longer feel heat or cold.
85 You now hear theme music for everything and everyone. You've even got your own kick ass theme song.
86 You only have one leg and can only move around by hopping.
87 You see a vision of a legendary battle from the past, learn a new combat technique.
88 You see a white rabbit heading into a hole, quick chase after it.
89 You seem to have grown an extra arm, cut, bite, or rip it off.
90 You think you can fly, run around flapping arms wildly.
91 Your ancestor's ghost now accompanies you, giving you wisdom from beyond the grave.
92 Your body demands you feed it a variety of mushrooms and fungi.
93 Your clothes/armor inhibit you, strip naked.
94 Your comrades are secretly cannibals who want to eat you, be careful.
95 Your dancing and chanting will bring the rain!
96 Your mother has become a terrible demon, and nothing you can do will please her. No mommy, I didn't use a wire coat hanger.
97 Your shadow has left you, get it back so you can sew it back to your body.
98 Your skin has turned blue and your clothes are now white. Everything is smurftastic.
99 Your skin is crawling with spiders, get them off! (Itching)
00 Your stomach has grown it's own mouth and desires fresh meat.

Thursday, October 27, 2016

Robot Scattering II

Part 2 Junk Robot Tables Weapons, Accessories, Power Tools, and Descriptions.

QUICK WEAPONS TABLE
Roll (D100) Weapon Roll (D100) Weapon
01-02 Airgun (pellet/BB)* 51-52 Light Anti-Tank Weapon
03-04 Automatic Pistol 53-54 Machine Gun
05-06 Automatic Rifle 55-56 Maser Pistol
07-08 Automatic Shotgun 57-58 Maser Rifle
09-10 Ball Pitching Machine* 59-60 Micro-Missile Launcher
11-12 Black Powder Pistol 61-62 Mini-Missile Launcher
13-14 Black Powder Rifle 63-64 Missile Launcher
15-16 Blaster Rifle 65-66 Mortar*
17-18 Cannon 67-68 Net Gun*
19-20 Carbine 69-70 Paintball Marker*
21-22 Chemical Sprayer* 71-72 Plasma Pistol
23-24 Clay Trap* 73-74 Plasma Rifle
25-26 Cryo Cannon* 75-76 Radiation Rifle
27-28 Dynamite Gun* 77-78 RPG Launcher
29-30 EMP Rifle 79-80 Shotgun
31-32 Fusion Rifle 81-82 Speargun*
33-34 Gas Projector* 83-84 Sport Rifle
35-36 Gauss Auto Rifle 85-86 Steam Cannon*
37-38 Gauss Machine Pistol 87-88 Stun Pistol
39-40 Gauss Pistol 89-90 Stun Rifle
41-42 Grenade Launcher 91-92 Sub-Machine Gun
43-44 Harpoon Gun* 93-94 Tranquilizer Gun*
45-46 Laser Pistol Mk 1 95-96 Water Cannon*
47-48 Laser Pistol Mk 2 97-98 Water Jet Cutter*
49-50 Laser Rifle 99-00 X-Laser Rifle
Notes:
This is a quick and dirty table meant as a place holder and for those who just have the Mutant Future rulebook. I recommend (and may create later) an expanded table including all the weapons from sources like Wisdom from the Wastelands. (See WftW #3, WftW #9, & WftW #26)
Weapons marked with an * are new and will be detailed below.
Other weapon damages can be found in the Mutant Future Rulebook.

POWER TOOLS TABLE
Roll Tool Description
01 Air Cannon T-Shirt Cannon. Can fire a 1 pound object 200 feet
02 Air Compressor A device which forces gasses (typically air) into a pressurized storage tank up to a certain pressure.
03 Airbrush Device which uses pressurized air to spray a chemical, typically paint, ink, or dye. Range 10 feet.
04 Alligator Shear A powered, metal-cutting hinged jaw. Damage 2d6
05 Angle Grinder Powered rotating device which can be mounted with cutting or grinding wheels. Damage 1d8
06 Arc Welder Welding device which uses an electric arc. Damage: 2d8 Range: 10 feet
07 Backhoe An excavating bucket on an articulated arm. Damage: 2d6 Range of Arm: 10-20 feet
08 Band Knife A powered looping blade designed to cut soft materials. Damage: 1d6
09 Bandsaw A powered rotating saw blade designed to cut wood and metal. Damage: 2d4
10 Belt Sander A powered abrasive tool used to smooth surfaces. Damage: 1d2
11 Biscuit Joiner Powered tool used to join two pieces of wood.
12 Boring Tool A large powered drill. Damage: 3d6+6
13 Brushcutter Powered spinning steel chipper designed to shred vegetation. Damage: 2d6+6
14 Bucket Scoop A simple type of powered shovel. Damage: 3d4
15 Bulldozer Blade A large metal plate used to push large amounts of dirt. Damage: 2d6
16 Ceramic Tile Cutter A powered tile saw with a water-cooled diamond blade. Damage: 3d4
17 Chain Trencher Powered rotary chain device used to cut into hard earth. Damage: 5d6
18 Chainsaw Rotary chain saw used to cut wood. Damage: 2d8
19 Cherry/Picker Boom Lift. Work platform at the end of a hydraulic boom. Damage: 1d10
20 Circular Saw A powered rotary saw. Damage: 2d4 Sawblades themselves do 1d4 if thrown.
21 Cold Saw Powered rotary saw designed to cut metal. Damage: 2d4+4
22 Concrete Mixing Drum A powered drum which mixes cement with gravel to make concrete.
23 Concrete Saw Powered saw designed to cut concrete, cement, masonry, brick, etc. Damage: 2d4+4 for small. 4d4+8 for large versions.
24 Crane A moveable boom connected to a chain or wire hoist to raise, lower, and move materials horizontally. Damage: 1d10 to 1d12
25 Crusher Powered device designed to turn big rocks into smaller rocks or gravel. Damage (if one falls in): 3d8+16
26 Die Grinder Small powered rotary tool used for grinding, polishing, or abrading materials. Damage: 1d2
27 Disc Cutter Powered rotary cutter for hard materials such as tile. Damage: 1d10
28 Disc Sander A powered rotary sander. Damage: 1d3
29 Drill (powered) Powered boring tool. Damage: 1d4 for small bits, 1d6 for medium bits, 2d6 for large bits
30 Earth Auger A large drill used to bore holes in earth. Damage: 2d6+6
31 Floor Buffer Powered rotary scrubber used to polish and was stone, tile, or linouleum floors. Damage: 1d8
32 Floor Sander Powered rotary sander used to smooth floor surfaces. Damage: 1d6
33 Fork Lift A pair of metal bars connected to a hydraulic lifting boom. Damage: 2d6 if rammed with forks
34 Free Floating Screed A large metal leveling blade used to smooth asphalt, concrete, or earth. Typically found on road graders. Damage: 2d4
35 Grader Blade Similar to the free floating screed above, but usually used for initial surface leveling. Damage: 1d6
36 Grappling Gun A pneumatic device used to propel a grapple and line. Range for a small gun is 100', range for a medium gun is 300 feet, and range for a large gun is 750 feet.
37 Grinding Machine Powered rotary grinding wheel. Damage: 1d4
38 Heat Gun Heated air device used to heat materials. Damage: 1d4 to 3d4, depending on heat
39 Hedgecutter Powered vegetation cutting device which uses flails. Damage: 2d4
40 Hydraulic Breaker Large, powered pneumatic hammer, typically mounted on an articulated boom. Damage: 4d10
41 Hydraulic Rescue Cutter-Spreader Jaws of Life. Hydraulic powered tool with shears that cut into and then spread metal. Damage: 4d6
42 Impact Driver Powered tool used to loosen nuts and bolts.
43 Impact Wrench Powered tool used to tighten nuts and bolts
44 Jackhammer Pneumatic powered hammer designed to break up rock and concrete. Damage: 2d10
45 Jigsaw A powered reciprocating saw blade. Damage: 2d4
46 Jointer Powered wood surface flattening tool. Damage: 1d3
47 Laser Welder Powerful laser designed to join two pieces of metal. Damage: 4d6 Range: 10 feet
48 Lathe Device designed to rotate and object so it can be molded, smoothed, cut, or faced.
49 Lawn Mower Device with sizable rotating blades used to cut vegetation. Damage: 3d4
50 Leafblower Forced air blowing device that can move objects up to 1/2 pounds in weight up to 10 feet.
51 Mechanical Broom Street Sweeper. Large rotating scrubbers used to clean roadways. Damage: 2d8
52 MIG Welder Gas induced welding device. Damage: 2d10 Range: 5 feet
53 Mining Drill Large Boring Tool. Damage: 6d6+12
54 Mining Laser Large laser used to cut rock. Damage: 6d6x10 Range: 50 feet
55 Miter Saw Powered rotary saw used to cut angles. Damage: 2d4
56 Nail Gun Powered device used to drive nails into a material. Most have an actuator that must physically contact the material, but some have either been modified to remove this feature or designed without one. Damage: 1d6 for most nails. Some larger versions do 1d8. Range: about 30 feet.
57 Needlegun Scaler A pneumatic device with small chisels "needles' used to remove rust, scale, and paint from metal surfaces. Damage: 2d4+2
58 Oxyacetylene Torch Uses oxyacetylene gas and oxygen to weld materials. Damage: 3d10 Range: 5 feet
59 Plasma Cutter Metal cutting plasma torch. Damage: 6d6 Range: 10n feet
60 Plow Blade Metal blade designed to turn and loosen dirt. Damage: 1d6
61 Pneumatic Torque Wrench See Impact Wrench
62 Power Shovel Powered digging bucket mounted on a boom. Damage: 3d6
63 Power Cultivator A powered rotary bar with teeth designed to churn up soil. Damage: 1d4
64 Power Wrench Powered socket wrench used to tighten or loosen nuts and bolts.
65 Pressure Washer High pressure liquid sprayer designed to clean surfaces. Can be pressurized enough to do 1d6 damage. Range 20 feet
66 Radial Arm Saw Powered Rotary saw mounted on a movable horizontal arm. Damage: 2d4
67 Random Orbital Sander Powered rotary sander. Damage: 1d2
68 Reciprocating Knife Cutter Bar Combine Harvester head. Large rotating cutting bar with teeth. Damage: 3d8+16
69 Reciprocating Saw Large blade powered saw. Damage: 2d4
70 Rivet Gun Pneumatic powered gun used to drive rivets into metal. Most are contact only, some have a limited range of 10 feet. Damage: 2d8
71 Road Roller A large cylinder used to flatten road surfaces. Damage: 4d8+20 if you get crushed by one. (You'd have to be paralyzed or otherwise immobilized to be unable to move out of the way of one.)
72 Roadheader Powered cutting device with a rotating head. Mounted either vertically or horizontally on a boom. Damage: 3d6+6
73 Rotary Arm Wrapper An articulated boom designed to rotate around and object in order to apply wrapping material to it. If a creature is "attacked" by one, save vs Stun Attacks or be asphyxiated in 2d4 rounds. Success means suffering the Paralysis penalties for 2d4 rounds.
74 Rotary Reciprocating Saw Powered saw that spins around a rotary axis. Damage: 2d6
75 Rotary Tool Similar to a die grinder, but has more types of tool heads which can be mounted. Damage: 1d4
76 Rotovator Heavy duty power cultivator. Damage: 1d6
77 Sabre Saw Powered reciprocating saw. Damage: 2d4
78 Sand Blaster High pressure projector which sprays abrasive material against an object. Damage: 3d4 Range: 20 feet
79 Sander Powered abrasive device used to smooth surfaces. Damage: 1d2
80 Scroll Saw Small powered saw for intricate cuts. Damage: 1d2
81 Snow Blower Small powered auger used to remove snow from surfaces. Damage: 2d8 if one encounters the auger. Larger versions which do 4d8 are often mounted on vehicles.
82 Snow Pusher Essentially a light bulldozer blade. Damage: 2d4
83 Soldering Iron A heated metal tool used to melt solder. Damage: 1d6
84 Spray Brush A larger version of the Air Brush which uses pressurized aerosol inks and paints to cover large surfaces. Range: 30 feet
85 Steam Mop Powered mop which uses steam to clean floors. Damage: 1d4 for direct contact with steam.
86 Steel Cut Off Saw Powered rotary saw used to cut metals. Damage: 2d4+4
87 String Trimmer Wheedwhacker. A powered tool using mono-filament line to cut grass. Damage: 1d2
88 Suction Hose A large vacuum generating hose. Can suck up small objects.
89 Table Saw Large, mounted circular saw. Damage: 2d4
90 Thickness Planer Powered device used to trim wooden boards to a consistant thickness. Damage: 2d4 for contact with blades
91 TIG Welder Inert gas welder. Damage: 2d10 Range: 5 feet
92 Tree Felling Head A large clam and chainsaw mounted on an articulated boom designed to cut down trees. Damage: 4d8
93 Trencher An earth-digging device which uses a wheel to dig. Damage: 3d6
94 Ultrasonic Welder A welder using ultrasonic frequencies to join plastics or dissimilar materials. Damage: 2d4
95 Vacuuming Unit A small suction hose system used to suck up very small materials.
96 Wall Chaser Powered tool used for cutting small grooves in walls. Damage: 1d3
97 Winch Device used to coil or wind out a length of rope or wire (usually attached to a hook). Usually equipped with about 100, 200, or 250 feet of line. There are three strength capacities: 8000 lbs, 12,000 lbs, and 16,000 lbs.
98 Wood Chipper A powered device used to break up tree limbs into wood chips. Damage: 2d6+6
99 Wood Router Powered tool used to hollow out the surface of a soft material.
00 Wrecking Ball A large demolition ball connected to a Crane. Damage: 5d10, -4 to hit targets though.


NEW ROBOT FEATURE DESCRIPTIONS

New Frame

Scrap Frame: A robot design made of cobbled together devices and materials and given programming. They can appear as just about anything.

New Power Sources

Biomass Converter: A power source where organic matter from plants and creatures is combusted to generate power. While the power generation is fairly low (on par with a steam engine), requiring fairly large amounts of biomass to generate energy, there does happen to be quite a bit of biomass available, usually from what ever creatures and plants a robot powered by this power source comes across. Of course, this makes robots with this type of power source feared by the inhabitants of the wasteland, as they might become fuel for the robot. A device with this power source can operate for 12 hours for every 150 lbs of organic matter consumed.

Broadcast Power: Wireless power transmitted from a power broadcast station or tower to the robot without a direct wire. Broadcast stations typically have a limited range of power transmission (typically 1d4x100 miles, depending on many, many factors), however, at the Mutant Lord's discretion, Broadcast Power may be transmitted from orbital satellite systems and effectively have no range limitations for robots on or near the surface of the planet. Treat as a Radioactive Battery for power source purposes.

Gaseous Fuel: The use of gas state chemicals which can be combusted to generate energy. The run times are per unit, basically I'm going with 1 gallon of gas. Obviously, a gallon of gas will weigh differently, depending on the gas, but that's beyond the scope of this quick and dirty usage. Useful Sites: http://www.propanetankstore.com/propane-tank-sizes-and-dimensions/ , http://missiongas.com/lpgascylinders.htm
Roll Gas Run Time
1 Acetylene 2 hours 42 minutes
2 Biogas 1 hour 30 minutes
3 Butane 2 hours 42 minutes
4 Hydrogen 45 minutes
5 Methane 1 hour 25 minutes
6 Propane 1 hour 24 minutes

Liquid Fuel: Liquid state chemicals combusted to generate energy. I'm using the standard of Gasoline = 3 hours/gallon operational time for fuel tank size determination. To make the robot powered equivalent to a rechargeable battery (24 or 48 hours of operational time), figure out 8 or 16 gallons of gasoline for the same amount of operation, then use the variable fuel values below to determine how big the equivalent tanks would be. Naturally, it is possible to have larger or smaller fuel tanks than these values. I might include values for 300 mile range gas tank and 600 mile range gas tank, since those are fairly standard for vehicle gas tank sizes (@ 30 mpg these would be 10 and 20 gallons respectively)
Roll (2d10) Fuel Run Time
2 Alcohol: Ethanol 2 hours
3 Alcohol: Methanol 1 hour 30 minutes
4 Alcohol: Butanol 3 hours
5 Avgas/Jet Fuel (Naptha) 3 hours
6 Benzene 2 hours 42 minutes
7 Biofuel: Biodiesel 3 hours
8 Biofuel: Biogasoline 3 hours
9 CNG (Compressed Natural Gas) 45 minutes
10 Diesel 3 hours 20 minutes
11 Flex Fuel (E85%) 2 hours 12 minutes
12 Fuel Oil 3 hours 36 minutes
13 Gasohol (E10%) 2 hours 50 minutes
14 Gasoline (Petrol) 3 hours
15 Kerosene 3 hours 18 minutes
16 Liquid Natural Gas 2 hours
17 Nitromethane 6 hours 54 minutes
18 Toluene 2 hours 15 minutes
19 Processed Vegetable Oil 3 hours

Steam Engine: Heating water into steam in order to generate energy. One of the easiest power generators to create, but suffers from low power to weight limitations and low efficiency. While these power sources can be fueled as per Gaseous Fuel or Liquid Fuel power sources above (though they are larger for the same level of efficiency as those internal combustion engines (about 1/3 as efficient for the same size), they can also burn solid fuels like wood, peat, charcoal, and coal (or, at the Mutant Lord's discretion, hexamine fuel, jellied alcohol (sterno), ammonium nitrate (a fertilizer), and some simple biofuels (usually animal dung/manure or treated sewage sludge). A unit of dry fuel will vary, typically 5 or 10 pounds of material (I'm going to go with 10 pounds for ease of reference).
Roll Fuel Run Time
1 Ammonium Nitrate 80 minutes
2 Charcoal 25 minutes
3 Coal 36 minutes
4 Dung/Manure 21 minutes
5 Hexamine 36 minutes
6 Peat 19 minutes
7 Sawdust 11 minutes
8 Sterno 29 minutes
9 Treated Sewage Sludge 17 minutes
10 Wood 20 minutes

New Manipulators

Articulated Boom: A moveable robotic limb with two to four bend or joint sections. Maximum length is Robot Size Class x # of feet. A variety of manipulator attachments can be applied.

Hook: A simple hook. Usually mounted on a boom.

Interface Plug: This manipulator consists of a simple machine interface plug. Cables are typically fairly short, no more than ten feet in length.

Tail: The robot is equipped with a tail appendage. This can be decorative, prehensile, or the tail can accept a weapon mount (typically spikes, stinger, axe, spear tip, or a projectile weapon). (See Natural Weapon Damage Tables for damages, spiked tails do damage as thagomizers, axe tails do damage as Tail Bash, stingers do damage as per stingers, spear tips as per stabbing tail, and for projectile weapons, consult the robot weapons tables.) Length can be up to 2x the Size Class of the Robot in feet.

Telescoping Boom: A simple moveable pole-like limb which can extend or retract. Maximum extended length is based on Robot Size Class, with the formula: Size Class x # of feet of maximum extension.

Tentacle: A tentacle manipulator. Otherwise identical to a Tail Manipulator.

New Armor

Cheap Plastic (AC 9): This includes PET, Polystyrene, ABS and other light plastics.

Glass (AC 9): Basic silicate glass, may include basic ceramics and porcelain at the Mutant Lord's option.

Good Plastic (AC 8): This includes PVC, Acrylic, and Plexiglass and other, sturdier plastics.

Wood (AC 8): May be purpose built planks or scraps of wood.

Bone (AC 7): Any creature with a vertebral skeleton can provide bone material. Does not include insect shells or arachnid carapaces.

Cast Iron (AC 7): An iron-carbon alloy with a two percent or higher carbon content.

Fiberglass (AC 7): Fiber reinforced glass.

Aluminum Oxynitride (AC 6): A transparent ceramic often used as "bullet proof glass." (Transparent aluminum, though they didn't use the name.)

Wrought Iron (AC 6): Iron-carbon alloy with low carbon content.

Stainless Steel (AC 5): Steel alloy with a certain amount of chromium content.

Spidersilk (AC 4): Typically either giant spider silk or spidergoat silk. This is a woven armor with somewhat better protective qualities than Ballistic Nylon.

Titanium Alloy (AC 4): Titanium alloyed with aluminum or vanadium, generally used in military or high performance applications due to its high cost.

Carbon Fiber (AC 3): Fiber reinforced plastic generally using carbon nanotube fibers.

Artificial Sapphire (AC 2): Synthetic sapphire crystal used as armor and sapphire glass.

New Accessories

Blow Dryer
A simple device designed to project heated air onto hair or hands (and sometimes other body parts, depending on how it is used) in order to dry the surface. May be a fixed unit or attached to a tool mount. Generally units intended to dry hair have no time limitations, while other units may be timed, or have a proximity sensor for operation. There is a 50% chance that the unit is connected to a Currency Detector and operates for a given time based on how much time is purchased.

Clothes Cleaning Unit
A combination of clothes washing unit and clothes drying unit. There is a 50% chance that the unit is connected to a Currency Detector and operates for a given time per use purchased.

Condiment/Spice Dispenser
A type of vending unit used to modify meals with condiments or spices. There are generally 1d4+2 individual dispensers for each unit. Roll on the following table for each type. There is 30% chance (or 33%) that the unit is connected to a Currency Detector and dispenses a specified amount based on how much is purchased.
Roll Condiment
1 Ketchup
2 Yellow Mustard
3 Pickle Relish
4 Mayonnaise
5 Salt & Pepper
6 Roll on the tables at http://mutationapocalypse.blogspot.com/2016/08/post-apocalyptic-rations-food-beverages.html

Currency Detector
A device designed to accept one or more forms of currency (see currency table below) in exchange for goods or services. Roll Currency Validated
1 Tokens (50% chance metal, 50% chance plastic)
2 Metal Coinage (25% chance of accepting given coinage)
3 Paper Money (40% chance of accepting given paper bill)
4 Electronic Currency (Credit (cards), Money Cards, ATM/Debit Cards, etc.) May operate on magnetic strips, bar code scans, RFID tags, or QR Codes.
5 Accepts two forms of currency, roll 1d4 twice to determine types.
6 Accepts all forms of currency

Device Charger
This unit is designed to work with one or more power plug ports designed to recharge electrical and electronic devices. There is a 50% chance of plug compatibility for any given unit and a 20% chance that the robot has a compatible adapter available if the plug is not compatible.

Dishwashing Unit
This device is designed to clean food handling materials can handle about 30 different cooking and eating utensils, dishes, and cookware. There is a 50% chance that the unit is connected to a Currency Detector and operates for a given time based on how much time is purchased.

Electronic Gambling Unit
Robot Roundup

External Storage Unit
This accessory covers a variety of cargo racks, open cargo beds (like those found on a pickup truck) and other cargo attachment devices. Consult the table below to determine maximum external storage capacity.
Robot Size Class Maximum External Storage Capacity
1 5 lbs
2 10 lbs
3 25 lbs
4 50 lbs
5 100 lbs
6 200 lbs
7 500 lbs
8 1000 lbs
9 2000 lbs
10 4000 lbs
Note:
Specially designed and constructed cargo robots can carry more cargo in external mounts. Robots of Size Class 1-4 can carry double the listed amount, Size Class 5-6 can carry triple the listed amount, Size Class 7-8 can carry quadruple the listed amount, and Size Class 9-10 can carry five times the listed amount.

Hardcopy Printer
A device which can generate hard copy (60% chance paper sheet, 40% chance plastic flimsy) documents, maps, images, etc. This is generally limited to what information the robot has stored, but there is a 20% chance that the robot has a data interface which can be used to transfer information which can then be printed. There is a 25% chance that the unit is connected to a Currency Detector and prints out hard copy priced per sheet.

Heating Unit
One of several different devices designed to heat objects. Consult the table below for type. There is a 40% chance that the unit is connected to a Currency Detector and charges per time of operation.
Roll Type
1 Stove
2 Oven
3 Furnace
4 Kiln
5 Toaster Oven
6 Microwave Oven

Karaoke Interface
This device usually consists of a display, a song collection and selection interface, and 1d4 microphones and allows users to sing along to accompanying music, with the lyrics being provided on the display. There is a 75% chance that the unit is connected to a Currency Detector and charges either per song, or for a set period of time.

Lighting Unit
Robot Roundup

Liquid Fuel Dispenser
This device is almost always connected to a liquid fuel tank and is used to dispense fuel of a given type (or, in about 50% of such units, to 1d4 types of fuel, with a separate tank for each). There is a 90% chance that the unit is connected to a Currency Detector, and charges are generally priced per gallon.

Liquid Tank
An internal or external tank which holds liquids. The amount of liquid which can be held depends on the size class of the robot, consult the table below. The maximum liquid storage can be broken down into smaller individual tanks for robts of Size Class 4 and higher.
Robot Size Class Maximum Liquid Storage Capacity
1 12 ounces
2 1 quart
3 1 gallon
4 2 gallons
5 5 gallons
6 20 gallons
7 50 gallons
8 100 gallons
9 200 gallons
10 500 gallons


Microbrewing Unit
This accessory contains the devices necessary to make and store beer (including ale, pilsner, stout, lager, bock, bitter, porter, etc.) given the proper ingredients. Most microbrewing units are designed to only produce one type and style of brew, but about 20% are programmable, with data ports designed to accept instruction data. A robot must be at least Size Class 6 to mount a microbrewing unit, consult the table below.
Robot Size Class Maximum Brewing Capacity
6 1 keg (15.5 gallons)
7 2 kegs
8 4 kegs
9 8 kegs
10 16 kegs

Refrigerated Storage Unit
This device is a storage unit designed to cool and maintain objects at a low temperature. The size of the unit varies by robot size class, but is generally about half the size of the External Storage Unit listed above.

Sexual Intercourse Modification
Fairly self explanatory, though there are often a variety of "special" features that may or may not be included.

Siren
See Robot Roundup

Smoke Screen
This device is a smoke generator that functions as per the Smoke Grenade (MF, page 119), but comes in a variety of sizes, see the table below. Each generator has 1d6 uses before it needs to be recharged/reloaded.
Generator Size Smoke Screen Size
1 30' radius
2 45' radius
3 60' radius
4 90' radius
5 120' radius
6 180' radius

Trash Compactor
A device used to compress objects in the hopper into a compact form. Not found or robots smaller than Size Class 4. The size of the hopper is determined by the robot's Size Class, and generally has a capacity half that of an External Storage Unit. The resulting compacted mass is generally about 1/4 the size of the original material.

Vending Unit
See Robot Roundup

New Weapons

Airgun
A pneumatic weapon which projects BBs or pellets (usually 0.177 in (4.5 mm) caliber) with compressed air.

Ball Pitching Machine
A projectile launcher which uses either a mechanical throwing arm or circular wheel to launch small sports balls, typically tennis balls, soft balls, baseballs and the like.

Chemical Sprayer
A simple pressurized air device which projects chemicals stored in its' reservoir.

Clay Trap
A mechanical device designed to project clay "pigeons" for sport shooting. They can hold up to 100 clay pigeons in an automated loading carousel. In the post apocalypse, many of these have been modified to launch other projectiles, such as plastic frisbees, chakrams, shuriken (throwing stars), ceramic plates, sharpened tin plates or pans, circular saw blades, etc.

Cryo Cannon
Projectile weapon designed to spray a freezing liquid at a target.

Dynamite Gun
Compressed air cannon designed to launch explosive projectiles.

Gas Projector
A simple device used to spray an area with a gas.

Harpoon Gun
Projectile weapon designed to launch a harpoon (usually attached to a cable or wire) into a target. Typically uses a black powder or gunpowder charge to launch the harpoon. This type can be used as a two handed projectile weapon.

Mortar
Artillery weapon which launches projectiles in a high-arc trajectory (indirect fire).

Net Gun
Non-lethal weapon designed to propel a net onto a target in order to capture the target. While there are a variety of sizes and types, I use a simplified system for small targets (light net gun), man-sized targets (medium net gun), and large targets (heavy net gun).

Paintball Marker
Compressed air device which launches paint filled capsules, typically .68 caliber (17.3 mm), designed to burst on impact, covering the target with paint, ink, or a dye.

Speargun
A projectile weapon which uses a rubber band or compressed air to project a small fishing spear or trident into fish while underwater.

Steam Cannon
Projectile weapon which uses high-pressure steam to launch projectiles.

Tranquilizer Gun
Pneumatic weapon designed to launch a chemical filled dart (usually a sedative, anaesthetic, or paralytic agent) into a target in order to capture the target. Obviously, other chemicals, such as poisons, can be used in the darts.

Water Cannon
A type of fire fighting water projector, which is typically used in riot control. Other liquids can be projected, and dyes can be added to the water in order to mark targets.

Water Jet Cutter
High Pressure water projector used to cut a variety of materials. Typically mixed with abrasive agents in order to cut hard materials like rock or metal.

NEW ROBOT WEAPONS TABLE
Weapon Trigger Damage Range Weight Shots
Airgun (pellet/BB) Normal 1 (BB) 1d2 (pellet) 250 ft./600 ft. 6 lbs 1 of 50
Ball Pitching Machine Automatic 1d2 tennis/racquet ball
1d4 softball
1d6 hardball
240 ft/300 ft 1d4+2x10 lbs (varies) 5d4
Chemical Sprayer Spray Varies with chemical 20 ft/40 ft 5 lbs 1
Clay Trap Normal* 1d2 for clay
1d2 for plastic frisbee
1d3 for ceramic plate
1d4 for shuriken
1d4 for sharpened metal pan
1d6 for chakram
2d4 for circular saw blade
100 ft/300 ft 2d4+2x10 lbs 1 to 100
Cryo Cannon Normal 5d8 cold 75 ft./150 ft. 15 lbs 1
Dynamite Gun Normal 15d6 1350 ft/2700 ft 1000 lbs 1
Gas Projector Spray Varies with gas 30 ft radius 1d3x10 lbs 1d6
Harpoon Gun Normal 4d4 80 ft/160 ft underwater
250 ft surface
12 lbs 1
Mortar, Heavy Normal 250 (plus warhead) 5 miles 350 lbs 1
Mortar, Lightx Normal 100 (plus warhead) 2.5 miles 45 lbs 1
Mortar, Medium Normal 175 (plus warhead) 3.5 miles 90 lbs 1
Net Gun, Light Normal Special; 4x4 ft net 150 ft/330 ft 4 lbs 1
Net Gun, Medium Normal Special; 8x8 ft net 150 ft/330 ft 10 lbs 1
Net Gun, Heavy Normal Special; 16x16 ft net 150 ft/330 ft 40 lbs 1
Paintball Marker Normal 1d2 (paintball) or chemical 100 ft/300 ft 5 lbs 1
Speargun Normal 2d4 16 ft/30 ft underwater
about 45 ft surface
5 lbs 1
Steam Cannon Normal 50 (plus warhead) 1000 ft/2500 ft 600 lbs 1
Tranquilizer Gun Normal 1 plus chemical 230 ft/500 ft 10 lbs 1
Water Cannon Spray 4d4, plus knockdown 100 ft/150 ft 1d4+2x10 lbs 1
Water Jet Cutter Stream 6d6 100 ft/150 ft 40 lbs 1

CHEMICAL EFFECTS
Roll Chemical Effects Duration
1 Acid/Corrosive See Acid Table. Acid has a 50% chance of being organic (does not affect metals, only organic material) or inorganic (affects metals). Note 5
2 Bio-Toxin Agent As per Bio-Toxin Bomb, MF Rulebook
3 Blister Agent Effects as per itching, plus take damage as 1d6 class acid per turn
4 Blood Agent As per Blood Agent Grenade, MF Rulebook
5 Choking Agent Save vs Poison or die, success means being unable to act 5d4
6 Diarrhea Agent 3 in 6 chance of a very noticeable scent (may attract creatures or repel) Save vs Stun or don't make it to toilet in time.
7 Euphoric Agent Automatically loses initiative, -2 to hit and damage, no DEX bonus to AC
8 Flammable Gas As per Inferno Grenade, MF Rulebook
9 Hallucinogenic Agent Roll on the Random Hallucination Table 1d4
10 Irritant Gas As per Irritant Gas Grenade, MF Rulebook
11 Laughing Agent STR -2, -2 to hit and damage
12 Mutagen Agent As per Mutation Grenade, MF Rulebook
13 Nerve Gas As per Nerve Gas Grenade, MF Rulebook
14 Paint, Ink, or Dye Generally marks the target in a color. May glow or be distinctive at ML's discretion.
15 Paralytic Agent As per Paralysis, MF Rulebook
16 Poison Roll on Poison Type Table, MF Rulebook
17 Puke/Vomit Agent 50% of normal strength 1d3+5
18 Radioactive Gas As per Radiation, MF Rulebook
19 Sedative/Tranquilizer Puts the target to sleep for the duration. Slapping or wounding awakens an affected creature, but normal noise does not.
20 Smoke Gas As per Smoke Grenade, MF Rulebook
Notes:
1. Agents can be injected, inhaled (gas), or absorbed through the skin (blister agent, blood agent, nerve agent, and mutagen agent).
2. Acids/Corrosives and Paint, Ink, or Dye are splash agents that generally affect the skin of the target, but have a 1 in 6 chance of blinding the target on a normal strike, or blind the target if specifically targeted at the eyes (requires a critical strike). Save vs Poison to avoid being blinded.
3. Gasses typically take one round to fill a 30 foot radius that persists in still conditions for 1d3+6 turns and in windy conditions for 1d3+1 turns. Persistent gasses change the duration from from turns to rounds (i.e. 1d3+6 rounds in still conditions, and 1d3+1 rounds in windy conditions).
4. Duration for injected chemicals is the listed duration in turns, gasses in rounds, absorbed through skin in twice as many turns.
5. Duration for acids is special. Unless the acid is neutralized or scrubbed off (requiring one round), acids will continue to do damage. Weak acids (Class 1-6) will do damage for 1d4 rounds. Mild Acids (Class 7-12) will do damage for 2d4 rounds. Strong Acids (Class 13-20) will progressively lose their strength, doing half damage each round until no dice of damage remain. (i.e. a Class 15 acid will do 4d10 damage on the first round, 2d10 damage on the second round, 1d10 damage on the third round, and no damage on the fourth round.)