Thursday, February 14, 2013

"D" is for "Desolation Whale"

Desolation Whale

No. Enc.:  0 (1d3)
Alignment:  Chaotic
Movement:  0' (0')
  —Swim:  150' (50')
Armor Class:  5
Hit Dice:  25
Attacks:  1 (ram)
Damage:  8d6
Save:  L9
Morale:  10
Hoard Class:  None
XP:  16,000

Covered in lesions, tumors, and fungal growths, the incandescent desolation whales plow through the toxic seas in near-constant agony.  They often attack ships and waterborne structures (underwater bases, oil platforms, abandoned oceanliners, etc.) in blind rage.

Brainwhales have tried time and again to tame and/or enslave desolation whales, but to little success.  The beasts are just too savage to control.

Mutations:  Dermal Poison Slime, Echolocation, Energy Ray x2 (Any)


Wednesday, February 13, 2013

Radioactive Review — 'Wisdom From The Wastelands #16: Robots, Part 2'




Like Part 1, Wisdom From The Wastelands:  Robots, Part 2 is chock full o' goodness.

Levitating cinemas.  Gravitic generators.  Portable suns.  Mechanical menaces a'plenty, like Tree Eaters and Mad Laboratories and Marine Hunters and Nightmarebots.

I think my favorite bits pertain to behavior:  the robots act in X fashion if they're non-aware lunkheads just doing their tasks, but do Y (where "Y" usually equals "goes bugnuts, with ensuing hijinks") if awakened and sentient.  I don't think I've ever seen prior post-apocalyptic robot guides make such distinctions, and I love the flavorful details.

Rounding out the issue are 8 new accessories, including a new locomotion class and weapon.

The core Mutant Future rulebook has 7 pages on robots.  With these two 5-page WFTW issues (and a third already out...review pending!), Derek Holland and his Skirmisher posse have single-handedly tripled the game's robotic content.  And it's all gold.

Great, fun stuff.  Buy it here.

Tuesday, February 12, 2013

"M" is for "Molewrath"


Molewrath

No. Enc.:  1d4 (4d10)
Alignment:  Neutral
Movement:  105' (35')
  —Burrow:  45' (15')
Armor Class:  7
Hit Dice:  15
Attacks:  3 (2 claws, 1 bite)
Damage:  1d12 / 1d12 / 4d6
Save:  L8
Morale:  10
Hoard Class: 
XP:  6,900

The surly, desert-dwelling, 20' long molewraths spend their days excavating massive den complexes centered around clusters of nutrient- and moisture-rich mutant tubers.  They sometimes burrow up into outposts, dragging sentient plants to their dooms.

Being immune to temperature extremes, toxins, diseases, and radiation, molewraths make hardy steeds.  Many humanoid races (Crules, Waste Witches, Gheelids) ride them imperiously into battle.

Rumors persist about sentient "molewrath queens" that direct their nests telepathically.

Mutations:  Gigantism, Reflective Epidermis (Cold, Fire/Heat, Radiation)




Friday, February 8, 2013

Radioactive Review — 'Wisdom From The Wastelands #15: Robots, Part 1'



Mini-Review:




Longer Review:

Wisdom From The Wastelands #15:  Robots, Part 1 features 8 all-new robots and 11 all-different gadgets with which to outfit them.

I figgered I'd read it all as far as post-apocalyptic 'bots go (I mean, how many permutations on the word "deathbot" are out there, anyway...?), but the descriptions are so evocative—and effortlessly, casually so—that I was struck with at least a dozen campaign ideas.  And they just kept on flowing afterwards.

Man, I was EXCITED after finishing WFTF #15.  Just totally got the itch to start up my game again.  It's that good.

Because I want you to give The Esteemed Derek Holland and The Skirmisher Publishing Crew your money, I'm going to be vague about the specific contents.  But here's some random quotes that really got me jazzed:

"Hunters do not know if they have food for the table or spare parts for their artifacts until they butcher their game."

"Now they wander the wastes, collecting and protecting everything that relates to their exhibits."

"Some nations became so desperate they created [them] for government and military officials, and designed deathbots for everyone else."

"Most...have become dictators of flesh and metal communities...."

"Some rule, some serve, and some serve ungrateful or poor customers to their next customers."

"The rest have gone insane...and cause their students to also go insane."

And here's two words from the weaponry section that should make any Mutant Lord giddy: Phase.  Rocket.



Hands down, WFTW #15 is my favorite issue of the series so far.  It eschews the usual dry crunch of the line and heaps on the flavor.

Why haven't you bought it already?

"T" is for "Taktoc"


Taktoc

No. Enc.:  1d4 (1d6)
Alignment:  Neutral or Chaotic
Movement:  150' (50')
Armor Class:  4
Hit Dice:  4+2
Attacks:  4 (4 tentacles) or 1 (weapon)
Damage:  1d4 / 1d4 / 1d4 / 1d4, or by weapon
Save:  L4
Morale:  8
Hoard Class:  XIV
XP:  515

Taktocs are 8' tall, terrestrial cephalopoids that favor humid, verdant environs.  Ornery (WIL 13+1d8) creatures, they wage war with their own kind as often as they do Pure and Mutated Human settlements.

Each taktoc possesses 7 facial tentacles.  The 4 shortest shred food with razored nodules, while the 3 longer, trunk-like appendages manipulate Ancient weapons and artifacts with ease.

Taktocs communicate through a complex series of whistles, tentacular gestures, and shifts in body coloration.  It's should come as no surprise that most encounters with them go horribly, horribly awry.

Mutations:  Body Adjustment, Disintegration, Increased Balance, Increased Willpower, Optic Emissions (Gamma Eyes)


Thursday, January 31, 2013

"C" is for "Crocworm"

Crocworm

No. Enc.:  1d4 (2d6)
Alignment:  Neutral
Movement:  30' (10')
  —Burrow:  30' (10')
Armor Class:  7
Hit Dice:  3
Attacks:  1 (bite)
Damage:  1d10
Save:  L2
Morale:  10
Hoard Class:  None
XP:  110

Crocworms are pale, 15' long abominations with scaly heads that fade into translucent, corpulent, slimy bodies.  They dwell in ruined sewers, deep swamps, and deeper caves, and often congregate near sites contaminated by toxins and/or necrotic energies. Crocworms reek of corruption and decay, and their phlegmy bellows (particularly when rutting) induce nausea in even the most stalwart of souls.

Crocworms track prey via scent, sound, and vibration, and though bloated and sluggish, gain a +3 Initiative bonus thanks to lightning-fast lunges.  Old wives' tales warn of using bladed weapons against crocworms, as chopping them in half allegedly results in two ravenous beasts....

Swamp hags treasure them as beloved pets.

Mutations:  Increased Sense (Hearing, Smell), Sensory Deficiency (Blind) [D]




Designer's Notes:  I got shanghaied into DMing Dungeon Crawl Classics, and I'm naturally going with "post-apocalyptic sword & sorcery" (Gods died; moon exploded; blood rained; world flooded; beasties turned beastlier)...so any monsters I use there are totally simpatico with my usual blog nonsense here.  I'll just dual-stat them—and cross-post here—with the DCC block at the bottom.  Like so!

Crocworm:  Init +3; Atk bite +1 melee (1d10); AC 12; HD 3d6; MV 15'; Act 1d20; SP Fort +3, Ref -4, Will -3; AL N.

Tuesday, January 29, 2013

"S" is for "Slugbear"


Slugbear

No. Enc.:  1 (1d3)
Alignment:  Neutral
Movement:  60' (20')
Armor Class:  4
Hit Dice:  6
Attacks:  3 or 1 (2 claws, 1 bite, or 1 radula)
Damage:  1d6 / 1d6 / 1d10, or 2d4 + poison
Save:  L3
Morale:  10
Hoard Class:  VII
XP:  1,570

Slugbears are plodding, 11' tall bipeds with shaggy, slime-drenched fur.  They can slowly (over 3 rounds) elongate their torsos and limbs so as to reach heights over 20', and contort through openings seemingly too small for their bulk.

A slugbear harpoons targets up to 15' away with its barbed, radular tongue, injecting a Class 11 paralytic neurotoxin in the process.

Given their malleability and perpetual sogginess, slugbears are immune to blunt / bashing weapons and crushing, and suffer halved damage from fire-based attacks.  Desiccating agents (salts, silica gels, etc.), though, inflict 2d6 damage per round of exposure.

Mutations:  Frailty ("Dehydration Sensitivity") [D], Toxic Weapon (Venom)




Designer's Notes:  The Slugbear began as but a sketch, sprung from the fertile, fevered mind of Jason Sholtis (he of the awesome The Dungeon Dozen blog, which every self-respecting DM / GM / Judge / Screenmonkey should have bookmarked) over on G+.  He kindly gave me permission to run with the concept, so I statted it up.  Here's the original art!


Monday, January 28, 2013

Mutants In The News — "Mutant Masterpiece" Edition

As mentioned previously, we here at A Field Guide To Doomsday go giddy for Ethan Nicolle's Bearmageddon strip.  It's chock full of murderous monsters and mayhem, and everything I want from a comic about mutant bears taking over the world in the most straightforward way possible:

Eating every human they encounter.  Elegant, no?

And back when I was just a rookie blogger, one of the very first beasties of my own making was the mighty molebear.  That subterranean sucker is very near and dear to my heart.

So when Mr. Nicole offered up custom commissions, I had to send him some megabucks.

AND BEHOLD WHAT MAJESTIES THEY HATH WROUGHT!!!

The Greatest Thing I Have Ever Seen

Lovely.  Absolutely lovely.

To quote a certain Dr. Henry Walton Jones, Jr.:  "IT BELONGS IN A MUSEUM!!!"

Disclaimer:  Mr. Nicolle still retains the rights, y'all, so give 'im credit if re-posting it or whatever.

Saturday, January 26, 2013

"B" is for "Bergbeak"


Bergbeak

No. Enc.:  0 (1d4)
Alignment:  Neutral
Movement:  180' (60')
Armor Class:  5
Hit Dice:  5
Attacks:  1 (bite)
Damage:  1d10
Save:  L3
Morale:  9
Hoard Class:  None
XP:  650

The blubbery, 9' tall bergbeaks race across the tundras on broad feet perfectly adapted to the terrain. Their keening squawks carry with the winds.

Bergbeaks hunt by homing in on their prey's neurological signatures.  They sense any and all "cranial impulses" within a 1 mile radius, including those of Androids (but not standard robots).  In fact, Androids drive bergbeaks into a confused rage, granting the birds +3 To Hit against them.

Clothing and sleeping gear stuffed with bergbeak feathers provide an extra +2 bonus to any and all cold-related Saving Throws.

Mutations:  Reflective Epidermis (Cold), Unique Sense ("Brainwave Detection")


Friday, January 25, 2013

Mutants In The News — "The Coming Of...THE SINISTER STAR-SCARABS!!!" Edition

Ok, this is cool as hell.

The BBC reports that dung beetles use astronomy—specifically, the positions and light and reflections thereof from the Sun, Moon, and Milky Way—to navigate their little balls o' filth around the desert.


Choice quote:  "Humans, birds, and seals are all known to navigate by the stars.  But this could be the first example of an insect doing so."

Fortunately, some of us have spent a lifetime (and a fortune in quarters) preparing for this eventuality....



Radioactive Review — 'Wisdom From The Wastelands #14: Aggregates'




Boy, howdy, is this one hard to review.

The meat of Wisdom From The Wastelands #14: Aggregates provides thoughtful, scientifically-sound, well-reasoned rationale and methodology for Mutant Lords to create, and I quote, "composite creatures that result from endosymbiosis, the changes that develop from a host and a symbiont living as one."  Some infecting and some bonding and some mutating merges two separate species into one new super-beastie, with lots of stops along the way to manifest new traits.

Provided are a half-dozen combos—Brain Worms / Brain Lashers, Green Hide algae and Chicken Wolves, Shrimp / Giant Catfish, Water Mold / Glue Flowers, Water Mold / Kelpers, and Water Mold / Null Plants—and their evolutionary life cycles, all described in exquisite detail.  Each gets about a half-page of explanatory text, and a unique, elaborate timechart listing the abilities gained and lost over the generations.

It's thorough.  It's reasonable.  It's sensible.  But it does absolutely, positively nothing for me. I'm just not the audience for the material.

Why, you ask?

Because this is a chicken wolf, one of the critters from the core Mutant Future rulebook.



Just look at that thing of beauty.

Now, if I wanted to give it plant powers, I'd just roll up some additional random mutations and that'd be that.  I straight up don't need a chart—or, worse, a sound, methodical rationale—to make that ridiculously awesome mutant go all plant-y over the course of decades.  As a life-long Gamma World fan, I take alligators with taser-tentacles on their heads and buffalo that morph into big ol' bugs for granted.  I don't need to know how or why they do what they do.

Any of you remember those Dragon magazine "Ecology Of The..." articles, or the 1980s era Official Handbooks Of The Marvel Universe?  They turned over-explaining into an artform...and sucked the joy out of the wondrous, magical, and/or plum goofy in the process. But thousands of fans viewed those over-explanations as features, not flaws.

Don't get me wrong.  Some of the hybrids are awesome, like the catfish that's a living submarine housing a rampaging crustacean army (as you all know, I'm a sucker for hybridized catfish!!!).  And each and every entry inspires creative new monstrosities to bedevil your players.  I just find the chart system cumbersome and clunky and no-funs-at-all, well done as it may be.

The rest of the issue focuses on a full page of 16 all-new mutations and disabilities, and there are some snazzy ones.  Particular faves include Crawling Claws (detachable limbs rule!), Dragonfly Wings, Hidden Egg, and Strangle Twigs.

Then again, those are doable under the core mutations already listed in the main rulebook....

Sigh.

So...what's my final verdict?

I guess I gotta go with the old standby:  "It's the kind of thing you'll like if you like that kind of thing."

Buy it here.

Tuesday, January 15, 2013

Mutants In The News — "Fish N' (Mortar) Chips" Edition

Catching up on lots of post-holiday mutie news.  Reviews, new monsters, and campaign materials coming pronto!

)  As they've been the stars of some of our very favorite flicks, piranhas are near and dear to us at A Field Guide To Doomsday.  So we gleefully report that scientists have determined piranhas (both prehistoric and  modern) have the strongest bites relative to their sizes, biting "with a force more than 30 times [their] weight, a remarkable feat yet unmatched among vertebrates."  They even beat out the jaw-some megalodon in chomptastic prowess!!!



) There's clearly something in the water (*snort*) when it comes to mini-mutant toys, what with the new LEGO "Legends Of Chima" sets and the revived Battle Beasts "Beast Saga" line (which we've mentioned before).  It's an embarrassment of radioactive riches!!!

But artist Hauke Scheer has given us just about the most mutastic beasties of all in the form of his psionic, armored Mechawhales!!!


  (All art and designs are his...just posting them for promotional purposes!)





These are some superb surly cybernetic cetaceans, and they go perfectly with plenty of our previously posted aquatic enemies.

Be sure to check out the Mechawhales link for bios, more art, and videos!!!  And you can buy the figure here!!!

)  The BBC has a snazzy article about self-cleaning, energy-generating, food-producing *cue Futurama cryo-technician voice* BUILDINGS OF THE FUTURE!!!


"Edible edifices," they say...



Thursday, December 27, 2012

Universal Studios Mutants

Enough time has passed since Airing Of The Grievances Day, so it guess it's okay to gloat about our presents.

We gamers know a thing about treasure hoards and mountains of loot, and my absolutely favorite haul came in the Christmas of 1981.  That was the year the glorious Sears Wish Book catalog and my ornery ol' Nana (who found all my childhood interests distasteful and disturbing, if not outright Satanic-with-a-capital-S) joined forces to bring me The Greatest Toys Of All Time:

The Remco Universal Mini-Monsters...and Their Dream House!

To this day, I'm still unsure how she rationalized buying those for me (aside from me being a generally awesome grandson, I mean.)

1982's Xmas score was pretty snazzy, too, because that was the year Remco released glow-in-the-dark versions of the very same 1981 figures.  I only received 3 of the 6 (The Creature, The Mummy, and Frankenstein's Monster) in my stocking, but that was okay, because I pretended they were the Evil Duplicate versions of the Real Deals.

1982 Wish Book "Glow Versions" Advert

Those glow-clones (glones?) caused all kinds of trouble in my action figure wonderland. Perhaps their most dastardly crime was unleashing RODAN HIMSELF against the Death Star, requiring the "good" monsters to team up with a random Cylon and Ovion to stop the rampage.  (I think a carjacked Landspeeder may have been involved, too.)


Send In The Glones


The point of all the above was to indicate that the Universal Monsters Pantheon and Christmas go together for me like eggnog and cinnamon...like Santa and chimneys...like mummies and tana leaves.

So I'm overjoyed to share my Secret Santicore 2012 present by the awesome Hudson Bell. He doesn't know me from Adam (neither Baron Frankenstein's version, nor Yahweh's), but he definitely made my Christmas very, very awesome.


Thanks, Mr. Bell!

Wednesday, December 26, 2012

"V" is for "Voxclaw"


Voxclaw  ("Chattercrab")

No. Enc.:  1d6 (2d10)
Alignment:  Any
Movement:  60' (20')
Armor Class:  2
Hit Dice:  2+2
Attacks:  2 (2 claws)
Damage:  1d2 / 1d4
Save:  L3
Morale:  7
Hoard Class:  VII
XP:  59

The 3-eyed, 1' diameter voxclaws are terrestrial crustaceans found in all but the coldest climes.  They build elaborate communities out of mud and debris, complete with underground tunnels and spires as tall as treetops.

Voxclaws instinctively comprehend and articulate all spoken dialects (including animal cries), and grasp written languages with ease.  Accordingly, they are masterful orators, diplomats, translators, and guides...and the more unsavory members of their species become spies, snake-oil peddlers, revival preachers, grifters, and politicians.

Being considered "as charming as a voxclaw" is one of the greatest compliments one can receive in the Mutant Future.

Mutations:  Mental Telepathy, Parasitic Control


Monday, December 24, 2012

The Gift That Keeps On Giving!!! The Thing That Just Won't Die!!!

If late-night creature-features have taught me anything, you can't keep a good abomination down...and you never know when it's going to strike again.

Which means that Christmas Eve is the perfect time for a rebroadcast of October's Spawn Of Devastation Drive-In event...




...now in convenient PDF form!!!  Download it from the handy-dandy widget, right over there!!!


(Yeah, yeah...it took me long enough.  It's just that after a full month of greasy corn dogs, fruit sours by the pallet-ful, and flat, sticky soda (well, I sure HOPE it was soda), I could barely look at the material without getting the dry-heaves.  Then came those danged space-apes.

And I apologize in advance for any egregious typos and/or grammar issues.  My eyes have plum glazed over, y'all.)

Happy Halloween all over again.  And have a very merry and super-safe ChristmaSolstice.

Friday, December 21, 2012

Radioactive Review — 'Wisdom From The Wastelands #13: Medical Devices'



Healin' ain't easy in the Mutant Future.

Sure, when compared to other Ol' Skool games, Level 1 characters start out with a hefty chunk of sweet, succulent Hit Points.  But unless you're lucky enough to have rejuvenating mutations or a stash of Ancient medical supplies, you're at the mercy of all manner of apocalyptic hazards and laser-toting animal-men.  And the Mutant Future Core Rulebook's stark random Treasure Hoard Tables don't do you any kindnesses.

So thank Wisdom From The Wastelands #13: Medical Devices for saving your irradiated bacon!

This issue showcases 5 dense pages of all-new, life-sustaining Artifacts, including these dandy devices

) Auto-Medic:  Essentially a souped-up tricorder that diagnoses and treats what ails ya.  It's the gadget 4 out of 5 surly, cornfed space-doctors recommend most!

) Auto-Injector:  Something went seriously awry at Waynetech if they started mass-producing a certain someone's trademark gadget....



) Black Ray:  Any Gamma World player worth his salt knows that the Black Ray Pistol is "the ultimate hand-held weapon...[that] causes instant death to living targets not protected by a force field"¹.  But the Mutant Future versions have been repurposed to just rid a target of invasive organisms.  INSTANT DEATH TO ACCURSED PARASITES...WHOO-HOO!!!

) RadBeGone:  Nuclear-negating nanites.  It's nice to know that Ron Popeil's legacy lives on, thousands of years after the apocalypse.

) The Resurrector:  I'll just say this:  any artifact whose Negative Effect Table lists Death as the least terrible option is AWESOME.

And there are plenty of more invaluable tools to keep your PCs alive another day.


Rounding out the supplement is a new mutation, Genetic Replication, which translates to "viral duplication".  PCs with this one could run amok, for good or ill.


So much cool loot make this edition of WFTW is one of my favorites of the entire series. Yeah, it reads a little dry (like most WFTW supplements), but author Chris "Outlander" Van Deelen did a dandy job, and really expanded the game's medical options.  Order today!!!


1:  Gamma World 1e Core Book, p. 32

Thursday, December 20, 2012

Naughty, Nice...It's All Relative. Now Where's The Damned Presents?




I've had a hoot AND a holler participating in my fellow blog-nards assorted shindigs, soirees, and shenanigans this holiday season.  The raw creativity on display has been humbling, exciting, and downright rejuvenating.

And while the Secret Santicore 2012 event hit some (totally justifiable and lamentable) snags, I'd like to put my gift out there, in hopes that someone gets some use out of it.  It's not much...but, well, it was made with love.  And isn't that what the season is all about?  *snort, cough, guffaw*

Here was my assignment, verbatim:

[Create] Either an encounter (monster or group of monsters) or a random encounter table for bronze-age astronauts travelling through space in some kind of primitive vessel.

Being a big-honking comic book guy of retro-stylings and sensibilities, the words "bronze age" instinctively conjured twisted visions of Jack Kirby and Marvel Horror and Gold Key Insanity...but then I realized it meant something else entirely.  Less spandex, more loincloths.

And so I present my, um, present in a format shamelessly ripped off from one of my absolutely favorite blogs.  I hope someone can get some Carcosan or Encounter Critical-ish or Mutant Future-y or Flailsnails-ian use from it.


Bronze-Age Astronauts...In Space!!! Encounter Table
d12  Encounter
1
Rocky maze-steroid infested with mutated mechano-minotaurs
2
Funerary rocket-barge carrying souls of wrongly-demolished droids to The Land Of The Deactive     
3
Star-sphinx sentry singing "Riddles Of The Spheres"
4
Despondent constellation-golem seeking companionship...but preferably a mate
5
Convoy of automated mining-chariots shuttling moon-copper into black hole
6
Drifting laser-ziggurat of the conquering gas giant, Vituprex The Vaporous
7
Debauched robo-revel of the quasar-druids at Space-Henge
8
Be-feathered jag-warbots pillaging in the name of Mecha-Zuma, Emperor Of The Azmeks
9
Jeweled comets pushed by sky-scarabs
10 Beguiling pulsar-sirens and nebula-nymphs offering hospitality and delights at Saturn-ringed oasis
11 Muntinous quarantine-ship overrun by anguished prisoners afflicted with infectious sunspots
12 Freshly-hatched larval planets seeking blood-sustenance

Tuesday, December 18, 2012

Mutants In The News — "Hear Ye, Hear Ye!!!" Edition


I gotta give credit to Mr. Stephens...he's given us more info about Warlords Of The Apocalypse in 24 hours than the prior caretakers did in the last calendar year.

Here's the official press release, hot off the, um, presses:

--


SUPER GENIUS GAMES ACQUIRES 'WARLORDS OF THE APOCALYPSE' FROM ADAMANT ENTERTAINMENT

December 18, 2012


Super Genius Games, critically-acclaimed publisher of supplemental material for the Pathfinder, Savage Worlds and Call of Cthulhu role-playing game systems, has acquired the rights to the Pathfinder-compatible WARLORDS OF THE APOCALYPSE game setting from original developer Adamant Entertainment.


WARLORDS OF THE APOCALYPSE, first announced in 2010,  brings the gonzo, over-the-top world of classic post-apocalypse science-fantasy to the Pathfinder rules system, featuring mutants, psychic powers, radioactive beasts and warriors of the wasteland.


"The game ran into some major snags during development," says Gareth-Michael Skarka, director of Adamant Entertainment.  "We soldiered on, trying to pull it together, but it became apparent that the property would be far better in the hands of Pathfinder experts like the crew at Super Genius.   We're very glad they expressed an interest and that we were able to come to an agreement that honors not only WOTA, but the existing pre-order customers, who were our primary concern."


Customers who had pre-ordered WARLORDS OF THE APOCALYPSE will see those orders fulfilled by Super Genius Games. "We are well aware folks have already been waiting a very long time, and shown amazing patience," says Owen K.C. Stephens, the Line Developer for WOTA at Super Genius.  "We'll be outlining our full plans soon, and setting up a forum for open discussions. We know we'll eventually put the book in the hands of the pre--order customers, and we're working out how the general public can get involved. Since we want the biggest, best release possible for Warlords of the Apocalypse, we're even considering a Kickstarter campaign."


Stephens and Skarka both expressed enthusiasm for the project and it's future in the hands of Super Genius Games.   "It's such a fun genre, and Super Genius has strongly established themselves as seriously excellent developers," said Skarka.  "I look forward to seeing WARLORDS OF THE APOCALYPSE in its final form.   I'm sure it will be brilliant!"


Super Genius Games was founded in fall 2007 by game industry veterans Hyrum Savage and Stan!, SGG is dedicated to publishing quality PDF and print products for a wide range of games and game systems.  For more information contact owen@supergeniusgames.com.


Adamant Entertainment is a digital media company founded in 2003 by Gareth-Michael Skarka.  For more information, visit http://www.adamantentertainment.com.

Mutants In The News — "Super Genius Games Makes Me Glad-A-Mant, After GMS Made Me Sad-A-Mant" Edition

This Original Cover Is Problematic...

So...according to assorted emails I received yesterday, Pathfinder's Warlords Of The Apocalypse will (sooner than later) arise from the atomic ashes, courtesy of the fine folks at Super Genius Games.

I had a sassy-n-surly post all ready to go about Adamant Entertainment's 2+ years of broken assurances and deadlines, but it's the holiday season, and I'm just thankful the project has been passed on to capable hands.

And not only thankful, but excited, based on correspondence with new project lead Owen K.C. Stephens.  He said the right things to melt this frosty, be-nuclear-winter'd heart.

There will be a press release this week, and the word "Kickstarter" will be involved.  But don't let that give you the jibblies, as S.G.G. swears those that originally pre-ordered WOTA will get the book, come hell or high water.

It's a Christmas miracle!!!


...And This Second Take Is Gods-Awful.  Third Time's The Charm...?

Saturday, December 15, 2012

Radioactive Review — 'Wisdom From The Wastelands #12: Parasite Mutations / Transformations'



In the months I spent prepping for October's mega-movie event, the gang at Skirmisher Publishing released a plethora of products that I let slip through the cracks.  Then there was that whole kidnapping-by-alien-primates-from-space thing, which delayed my reviews even further.  (And there may or may not have been a whole lot of Other Stuff in between, which was draining and distracting and just not too pleasant.)

So lemme apologize to the dandy chaps at Skirmisher:  Sorry, guys.  I've been lax.

This is me getting back on track, and making things right.  You all have every reason to be surly, and I grovel profusely.

But enough of that sheepishness.  There's reviewin' needin' doin'!


Succinct Review:  Wisdom From The Wastelands #12 : Parasite Mutations / Transformations freaks me the hell out.

There.  Done.

Siiiiiiiiiiiiigh.

You really expect me to talk about this, don't you?

Fine.  Be that way.

Why does it give me the jibblies, you ask?

Because when I was a wee one, a relative—yes, really, a relative...NOT ME—had a horrifyingly disgusting infestation of real-life creepy-crawlies, and it was a two-week blur of bleach and plush animals stuffed in trashbags and a haggard mother and me stealthily blocking up the gap under my door at night and rampant paranoia that every little itch meant I WAS INFECTED, TOO.

If only these had been around in kiddie sizes in the '70s.
And had dinosaurs printed on them.


In fact, to this very day, my honest-to-gods very first thought each and every time my skin tickles is:  I've got parasites.  I wish I was joking.  My subconscious is a sadist.

So, here's a supplement about MUTANT parasites, and the gross creativity and squirmy graphics and sheer Cronenberg-ness of it all make me break out in the fidgets even as I'm typing this.  Seriously, I've been scratching the whole time.

Which I reckon means that author Derek Holland did his job just way, way too well.


WFTW #12 starts off with a general one-page overview of parasitism in general, and how it works in the Mutant Future framework.  It's standard GM rulebook stuff.  But then come the mutations themselves, and, wow, are there some doozies.

Here's the ones I particularly like (and by that, I mean "find absolutely nauseating, but in a good way"):

) Crimson Leaf:  Burrowing insects that turn your Mutant Plant PC into a fire-flinging force of ferocity.  Sure, it SOUNDS cool, but it's just wrong.

) Red Tusk:  "A centipede that lives in the host's neck...." kinda says it all, doesn't it?  *SHUDDER*

) Skull Slug:  You like more Mental Mutations, right?  And you really don't need all that spinal fluid, do you...?

) Snothorn:  Nasal fungus that spreads across the face and turns you into a size-shifting Rudolph The Reindeer.  AWFUL.


Then there's the Transformation section, where conditions with names like Ant Colonization (it's as grody as you think) and Ghost Form (I can now add "space-spiders" to my list of irritation-related nightmares) and Roachling Curse (it's EXACTLY what it sounds like) turn your PCs into a walking, talking critter-condos.

Each gets a detailed, half-page description of benefits and drawbacks, so you can really come to terms with the hideous freak you've become.


I may or may not have mentioned fantastic parasites on this very blog before as a form of self-therapy, but those came from The Silver Screen.  These, however, come exclusively from the minds over at Skirmisher, and it's clear that they're not only well-versed in biology and SCIENCE! (which means the material reads  a tad dry, despite its ickiness), but they're also sick, demented freaks in need professional help.