Saturday, August 4, 2012

Radioactive Review — 'Wisdom From The Wastelands #10: Monsters That Improve With Age #2'



Expanding on the material featured in Wisdom From The Wastelands #2:  Monsters That Improve With Age, issue #10 of WFTW brings even more monsters (and the lifespan charts that love them!) to the Mutant Future universe.  And these include geriatric beasties, kaiju-class critters, time-lapsed plants, and metamorphic monstrosities.  All in all, there's 7 new monsters, and 2.5 new mutations [see below].


First up under the "Elder Age" banner come the gagelings.  They're techno-savvy rattlesnake-beings with elaborate crests ridged with organic "telepathic wiring".  These guys lose armor and damage output as they age, but make up for it with psionic mojo.  I'd use these freaks in a heartbeat.

Uplift hunters are up next, and they're, um, hunting animals who, er, hunt uplifted animals (from WFTW #6).  They also have the power to strip away mutations at the end of their lifespan.

Dogs that hunt mutants.  Hmmmm...

"If Marvel Superheroes Were Cats" ( http://walyou.com/marvel-superhero-cats/)





The "Kaiju Age" section begins with a bang, because it stats out the colossal sun eater, which happens to be a solar-powered Gamera.  (Not THE Gamera, but A Gamera.  And I'm not even going to include a hyperlink, because if you don't who Gamera is, then we can never be friends.)

A Gamera that grows from 25 to 50 to 100 to 200 to 500 Hit Dice.

A Gamera that can be hand-reared from as a hatchling, which means...

Your Mutant Future PC can become Kenny The Monster Boy.

Ridiculous.
Yet awesome.
Ridiculawesome, if you will.

I actually like the next monster, the smoking ruin, much better.  They're giant, parthenogenic, smoldering snakes that live in the craters of burnt-out cityscapes.

They top out at only 100 HD.  Whew!  Much more my speed.


The "Plant Age" brings the slick vine and the tap root.  The former is a seaweed that turns its victims into petroleum byproducts (useful!), and the latter is essentially a killer forest.  Obviously, they both get bigger and tougher and nastier as they age.

I'm always on the lookout for more mutant plants, and these show some clever expansions of the rules (almost too clever).  And they're more plot devices than combat encounters proper.

But I likes 'em.


The final creature (under the "Other Age" heading) is the bad juju cow, which is another ridiculawesome beast that finally answers one question that has haunted me for all my days:

What would you get if the Scarlet Witch was born as a calf and blossomed into a full-fledged specimen of cattlehood?

And now I know!

These critters don't really feel all that "Mutant Future-y" to me, but they do crack me up.


Approved!


At last come the new mutations.

We've seen the Chemical Gland before (in WFTW #7).

Loss Of Trait is a weird little Defect that reads, and I quote, "the mutant has lost a mutation or species trait that is not vital to survival."

I'm clearly missing something here, because I fail to see how, say, being born without wisdom teeth or an appendix counts as a legitimate liability.

That .5 of a mutation I mentioned at the onset?  It's a collection of variants for the core Energy Ray that read like Power Advantages right out of the HERO System's various Big Blue Books.  The Coherence Beam is laser blast that blinds; the Energy Helix corkscrews around barriers; the Oscillating Ray "goes up and down the electromagnetic spectrum" and deals out hefty damage when locking-on its target; the X-Ray Beam bypasses defenses.

Those really don't do anything for me (they lack the elegant simplicity of "Cold Ray" and "Electricity Ray" and whatnot), but I can the allure of using them against the PCs.


As usual, this supplement is a jam-packed 5 pages for only 99¢.  I'm not really sold on the need for age-expanding monsters, because you could do just take any ol' random creature out of the Mutant Future Core Rules and trick it out.  But this issue is worth every penny for the mojo-bovines alone.


(And I'm convinced author Derek Holland must've been seriously hitting the ol' funnybooks before writing it.)

Buy Wisdom From The Wastelands #10 here.

"S" is for "Sandseal"


Sandseal

No. Enc.:  0 (1d8)
Alignment:  Neutral
Movement:  150' (50')
Armor Class:  3
Hit Dice:  5
Attacks:  2 claws, 1 (bite)
Damage:  1d4 / 1d4 / 1d6
Save:  L3
Morale:  9
Hoard Class:  None
XP:  650

Top predators of the desert wastes, the powerful, 10'-12' sandseals glide effortlessly beneath the barren landscape.  

Sandseals hunt in packs, and burst forth from the ground (Surprising on a 1-4 on 1d6) to grab unsuspecting prey, and then drag it beneath the shifting grit.  In addition to taking automatic biting damage each round, anyone pulled under for more than 3 rounds must make a Saving Throw Versus Death, or suffocate.  (Those with proper environmental gear get a +3 bonus to the roll, but must still Save due to clogging and contamination.)  The suffocation Save must be made each round until free of the beast's jaws.

At night, the forlorn barks of the sandseals echo across the badlands.

Mutations:  Echolocation


Thursday, August 2, 2012

"S" is for "Spiderhead"


Shamlessly horked from M.P. at Barbaric Frontier!!!

I can't claim any credit whatsoever (aside from just a teensy bit o' Mutant Future-ing 'em up.)



Spiderhead

No. Enc.:  1d6 (2d6)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  5
Hit Dice:  10
Attacks:  1 (bite, or bludgeon)
Damage:  2d4 + poison, or 1d10
Save:  5
Morale:  11
Hoard Class:  VI
XP:  2,400

Spiderheads are 8' tall, furry barbarians that make their lairs in subterranean environs (caverns, abandoned sewers, etc).  Their loosely-knit bands often venture far and wide across the surface world to plunder and murder with rapacious ferocity.  Spiderheads are excellent climbers, often dropping from above on their victims (and Surprising on a 1-3 on 1d6).

Spiderheads inject venom with their bites, with the intensity determined at random on the Poison Class Table [p. 50 of the Mutant Future Core Rules]

Mutations:  Enhanced Vision (Night Vision), Toxic Weapon (Venom)


The Inspiration! (by M.P.)


Mutants In The News — "The Best Part Of Wakin' Up...." Edition



According to CNN, researchers have discovered elevated levels of caffeine contamination in Oregon coastal waters.  It's thought that untreated water from sewer overflow and septic tanks is to blame.

While "the amount of caffeine is well below a lethal dose for marine life..., [it] can cause some 'cellular stress' to organisms."


...


"Cellular stress," indeed.  You've been warned, humanity...for the rise of the fizzfiends is at hand!!!



Wednesday, August 1, 2012

"W" is for "Waasp"


Waasp

No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  150' (50')
Armor Class:  5
Hit Dice:  12
Attacks:  2 (1 bite, 1 sting)
Damage:  1d8 + poison / 1d12 + poison
Save:  L6
Morale:  11
Hoard Class:  XV
XP:  4,400

The territorial and aggressive waasps nest in overgrown, pitted ruins.  They reach lengths of 25'-35' long, and unfurl their broad, chitinous hoods when threatened.

Waasps inject two different types of venom via their bites and their tails, as determined randomly on the Poison Class Table [p. 50 of the Mutant Future Core Rules].  Separate Saving Throws must be made for each attack.

Although telepathic, waasps are rather dim and single-minded, and tend to communicate only in succinct demands and threats.  Their thoughts "sound" sibilant to the recipient.

Mutations:  Neural Telepathy, Reflective Epidermis (Lasers/Light), Toxic Weapon (x2)


Monday, July 30, 2012

"D" is for "Drednek"

Drednek

No. Enc.:  0 (1d3)
Alignment:  Chaotic
Movement:  240' (80')
Armor Class:  5
Hit Dice:  11
Attacks:  2 (2 bites)
Damage:  1d10 / 1d10
Save:  L6
Morale:  10
Hoard Class:  VII
XP:  8,400

Ferocious, cunning, and sadistic predators, the 20' tall, muscular dredneks stalk herd animals and nomadic peoples alike on the plains of the Mutant Future.  They are intelligent enough to set ambushes and makeshift traps (which usually amount to log obstacles, or precariously-piled wreckage).

If a drednek successfully bites the same target with both heads in the same round, the victim takes an additional +2d6 tearing and twisting damage.

Lacking eyes, ears, and nostrils, dredneks compensate with the bulbous sensory nodules on their heads.  Through these organs, the creatures gain access to the equivalent abilities derived from Echolocation, Increased HearingIncreased Smell, and Increased Vision.  [XP adjusted accordingly.]  They are also immune to attacks that disorient, blind, and/or disrupt the conventional senses (tear gas, sonic screeches, illusions/holograms, etc.).  A drednek gains no extra mutations from its Dual Cerebella, and its collective WIL score is determined randomly on 3d6.

Dredneks always birth twins...but the mother starves the newborns until they turn on each in a ravenous frenzy, leaving only the strongest, most vicious offspring.

Mutations:  Dual Cerebellum (Modified), Echolocation, Extra Parts (Heads), Unique Sense ("Hyper-Sensing")



Saturday, July 28, 2012

Mutants In The News — "Beyond Thunderblock" Edition

It's pretty clear that I'm fond of micro-monsters and minuscule mutants, so it should come as no surprise that Legos are on my list of favorite playthings, too.  Particularly the minifigs, as those tiny guys just crack me up.

And the word "post-apocalyptic" is just about the last thing you'd use to describe, well, anything involving those adorable teeny people as they go about their adorable teeny lives in their adorable teeny towns and playsets.

UNTIL NOW.

Courtesy of those customizing artisans known as the BrickWarriors come...

LEGOS OF THE WASTELANDS!!!




I ordered several kits just today, and you can, too!!!

Friday, July 27, 2012

"F" is for "Fenk"


Fenk  ("Dunedog")

No. Enc.:  1d10 (6d10)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  4
Hit Dice:  4
Attacks:  1 (bite, or weapon)
Damage:  1d4, or by weapon
Save:  L4
Morale:  9 (or 12)
Hoard Class:  VII, VIII
XP:  190

The diminutive, 2' tall Fenks are a race of militant, desert-dwelling canoids that travel in close-knit family bands.  Even their smallest kits carry weapons.  Fenks mate for life, and fight to the death (Morale 12) when their spouses are threatened.

Fenk families truly work as a unit, and are able to manipulate Ancient artifacts many times their size.  They can even pilot Ancient vehicles, with each member working a particular aspect of control.

Sharing the same habitats, the Fenk come into constant conflict with the Var-King.  The two races often invade and conquer each other's subterranean compounds in a never-ending turf war.

Mutations:  Enhanced Vision (Night Vision), Increased Sense (Hearing)





Thursday, July 19, 2012

"Y" is for "Yux"


Yux

No. Enc.:  0 (4d6)
Alignment:  Neutral
Movement:  180' (60')
Armor Class:  7
Hit Dice:  4
Attacks:  1 (butt)
Damage:  3d4
Save:  L3
Morale:  7
Hoard Class:  None
XP:  300

The triple-horned yuxen are shaggy, fetid, half-ton ovines found in frigid climes devastated by Ancient drilling and mining practices.  They are ornery and stubborn, and quite protective of their young.

Their filthy fur drips with cancerous petrochemicals that inflict both Class 6 poison damage and Class 3 radiation damage, requiring dual Saving Throws upon exposure.  (Accordingly, yuxen are immune to all known toxins, diseases, and radioactive contaminants.)  A single yux produces upwards of 5 gallons of "oil" a day. Cunning warlords have been known to set yuxen alight, and then send them stampeding into enemy villages....

Domesticated yuxen provide valuable meat, milk, hides, and fuel...but only to the hardiest of mutant tribes.

Mutations:  Dermal Poison Slime, Reflective Epidermis (Heat, Cold)




Saturday, July 14, 2012

Mutants In The News — "Lions, Tigers, Bears, Sharks, Bats, Turtles, Swordfish, and Giraffes, Oh My!!!" Edition



I've mentioned my great affection for the old Hasbro Battle Beasts toy line before, but better bloggers than me keep track of all the hot toy gossip that's fit to print.

And pictures are flooding in about not just one, but TWO, revival lines.

Finally revealed at this year's San Diego Comic Con, the first is Diamond Select's long-teased version, which uses the name and (kinda-sorta) trade dress of the original Hasbro toys.



As much as I love me some mutants, I'm disappointed in these, as they're just Minimates with animalistic exoskeletons.  Yes, really.  They're just not "cute enough" for me.

But just try telling me that's not a picture-perfect Gamma Worldian Hisser.

(Photo from 16bit.com)

(Gamma World 2e Art)


The second—called Beast Saga—comes from Takara-slash-Tomy, makers of the original toys...and these are PERFECT.

Even more interesting, they're keeping the gaming element intact.  Granted, they've eschewed the rock-paper-scissors aspect to go with something involving dice that fit in the figs' chests (which is REALLY HONKING GOOFY)...but, boy howdy.  Just LOOK at those beauties.











Check out more here.  

I say with some embarrassment that I just dropped a king's ransom on pre-ordering these adorable li'l mutants.  Yeesh.

Friday, July 13, 2012

"M" is for "M'moth"


M'moth

No. Enc.:  0 (2d10)
Alignment:  Neutral
Movement:  150' (50')
Armor Class:  5
Hit Dice:  11
Attacks:  2 or 1 (2 tusks, or trample)
Damage:  2d4 / 2d4, or 4d8
Save:  L5
Morale:  8
Hoard Class:  None
XP:  6,800

Herds of lumbering m'moths travel through overgrown, verdant regions, both feeding off of, and pollinating, the twisted vegetation.  The creatures are massive enough so as to be generally immune to the more dangerous plant mutations.

M'moths gain +4 when Trampling, and their hides are coated with a Class 3 hyper-allergenic powder.

M'moths evince a culinary fondness for fabrics both natural and synthetic, and being semi-intelligent, have been known to barter for them (which usually amounts to, "Please take these goods in return for not  razing our village.").  And they are attracted to bright lights, so rural communities know to keep their nighttime fires and light sources dim.

Mutations:  Chameleon Epidermis, Dermal Poison Slime, Force Screen, Increased Sense (Hearing), Shriek




Sunday, July 8, 2012

"Z" is for "Zapwidow"

Zapwidow

No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  150' (50')
Armor Class:  3
Hit Dice:  5
Attacks:  1 (bite)
Damage:  1d4
Save:  L3
Morale:  9
Hoard Class:  VI
XP:  800

Zapwidows are spiky, 5'-tall-at-the-shoulder arachnids that lurk in overgrown forests and areas rife with mutant vegetation.  They spin enormous webs (often exceeding 180' in diameter) to trap prey...but also truss up victims stunned by their electricity-generating abilities.  Escaping zapwidow webbing requires an Ability Check Versus Strength at a +2 penalty.

Excepting illusion-based attacks, zapwidows are immune to all other forms of mental combat.


Mutations:  Energy Ray (Electricity), Energy-Retaining Cell Structure




Designer's Notes (or Not-The-Designer's Notes, as the case may be):  This is my tribute to the Blackun ("Attercop"), which first appeared in the 1983 2nd edition of Gamma World by James Ward, Gary Jaquet, and David James Ritchie.  

But I changed the name (simply never liked the original), so I don't feel right calling it a straight-up Gamma World conversion...though it will read so in the tags.

And here's the original graphic...



...by Jeff Easley or Keith Parkinson (specific credit unknown).

Friday, July 6, 2012

Welcome To The Jungle. Meet... The Horned Hippo.

Fire In The Jungle, that is!




Horned Hippo

No. Enc.:  0 (1d2)
Alignment:  Neutral
Movement:  120' (40')
     —Swim:  45' (15')
Armor Class:  3
Hit Dice:  4
Attacks:  1 (bite or gore)
Damage:  1d8 or 2d6
Save:  L2
Morale:  8
Hoard Class:  None
XP:  80

The diminutive (reaching just 4' long and 150 lbs) horned hippo dwells in the most isolated lagoons and tropical waterways.  Despite its intimidating assortment of tusks, spurs, antlers, and horns, the shy beast usually flees from conflict.

It is claimed that a horned hippo's ivory can purify the most radioactive and contaminated of waters, meaning the creatures have been hunted to extinction in many parts of the Mutant Future.

Mutations:  None



Not-The-Designer's Notes:  Name and base stats by Dustin Brandt, as seen in his Fire In The Jungle supplement.  Download it today...or, even better, buy a print copy!

Wednesday, July 4, 2012

Let's Go To Gamma World. Meet... The Cal-Then.


Cal-Then  ("Flying Ripper")

No. Enc.:  1d2 (1d4)
Alignment:  Chaotic
Movement:  60' (20')
        —Fly:  120' (40')
Armor Class:  7
Hit Dice:  6
Attacks:  1 (bite)
Damage:  10d6
Save:  L3
Morale:  10
Hoard Class:  None
XP:

The dreaded cal-thens are 8' long insects with enormous dual mandibles capable of rending even the hardest substances, up to and including duralloy (AC 3) armors.  (They may even be able to gnaw through crystal carbon and neovulcanium armors, given time [see p. 128 of the Mutant Future Core Rules]).  They crave the bone marrow of living prey, and relentlessly tear through anything to satisfy their hungers.

Even more horrifying than their insatiable appetites is their intelligence.  Cal-thens are considered to have WIL scores of 18, making them extraordinarily resistant to Mental Attacks.

Mutations:  Reflective Epidermis (Heat, Cold)



Not-The-Designer's Notes:  The Cal-Then first appeared in 1978 in the 1st edition of Gamma World, by James M. Ward and Gary Jaquet, and again in the 2nd edition of Gamma World from 1983, by Ward, Jaquet, and David James Ritchie.  Illustration by Jeff Easley or Keith Parkinson (specific credit unknown) from the 2e set.

Not-The-Designer's Notes Addendum:  I left these straightforward murder-machines pretty much unchanged, but lowered their AC from 9 to 7 because almost all old school Gamma World bugs have awful defenses.

Tuesday, July 3, 2012

"C" is for "Corruptus"

Corruptus  ("Filthfiend")

No. Enc.:  1d3 (1d6)
Alignment:  Chaotic
Movement:  30' (10')
Armor Class:  5
Hit Dice:  13
Attacks:  1d4 (tendrils)
Damage:  1d8, + Special
Save:  L13
Morale:  9
Hoard Class:  XV, XXII
XP:  10,500

The race of amorphous grimenoids known as the Corruptus (both singular and plural) dwell in the vast, polluted under-ruins of obliterated cities, factories, reactors, and installations.  Their tyrannical "Councils Of Sewage" enslave subterranean races and beasts alike, and use them as footsoldiers to wage war on the surface world.

A corruptus can generate 1d4 tendrils (of up to 15' in length) per round, each inflicting 1d8 damage plus an additional 1d6 acidic damage that lasts for 1d4 rounds.  And anyone lacking the appropriate environmental gear while engaged in melee combat with a corruptus for more than 3 successive rounds must make a Saving Throw Versus Poison or come down with a debilitating disease [as determined at random on p. 48-49 of the Mutant Future Core Rules].

The corruptus can ooze through even the smallest openings, and are utterly immune to conventional melee weapons and firearms, and all known toxins and diseases.  Fire-based attacks inflict only half-damage.

Mutations:  Aberrant Form (Amorphousness), Empathy, Optic Emissions (Gamma Eyes), Precognition, Toxic Weapon ("Plague Transmission") (Modified)