Posts Tagged ‘ Mutant Future ’

Terrors, Truth, and Justice

Terrors of the Toxic Waste is now live for purchase at this link. If you want Terrors at a discount price of $1, click here instead. Either way, 21 new mutants stand ready for inclusion in your Mutant Future game.

Have you ever played Atomic Sock Monkey‘s Trust & Justice? If you enjoy superhero games, T&J probably has just about everything you’re looking for. It goes out of its way to stay faithful to the genre. Character creation is flexible and flows from the background made by the player. Game play is quick and has a hefty narrative focus. Before you plunk down money for the PDF, check out these freebies. Also, download the free PDQ Sharp!. The PDQ Core Rules form the basis of T&J. Indeed, the first time I played superheroes via an Atomic Sock Monkey product, it was based on the PDQ Core Rules, and a good time was had by all.

Here’s Benjamina Stern, a hero made using T&J:

Background & Origin: Before her transformation into the Strongest Woman in the World, Benjamina Stern was one of fourteen children born to circus performers Philippe and Johanna Stern. In her early years, Benjamina performed with her family. Benjamina’s father would offer one hundred dollars to any man in the audience who could defeat her in wrestling; no one ever succeeded in winning the prize. Benjamina once defeated the famous strongman Eugene Sandow in a weightlifting contest in New York City. Benjamina lifted a weight of 300 pounds over her head, which Sandow only managed to lift to his chest. Other feats of strength for which Benjamina was famous included lifting her husband (who weighed 165 pounds) overhead with one hand, bending steel bars, and resisting the pull of four horses. Now that she can lift more than a score tons, Benjamina serves as the Freakshow Four’s muscle and voice of reason. Like the other FF members, Benjamina gained her remarkable powers after being bombarded by cosmic radiation from the Aurora Borealis while camped just outside Anchorage, Alaska.

Motivation: Protect the weak from those who abuse their strength.

Qualities: Expert [+4] Bold and Brassy, Expert [+4] Professional Strong Woman, Good [+2] Voice of Reason, Poor [-2] Book Learning

Powers: Expert [+4] Super-Strength, Good [+2] Invulnerability

Stunts: Master [+6] “Time for a Whuppin’!” (Super-Strength Spin-Off, 4 Hero Points); Good [+2] Prodigious Leap (Super-Strength Spin-Off, 1 Hero Point)

Hero Point Pool: 5/10

November 22nd, 2016  in Spes Magna News No Comments »

Agnesa and Gleda

Terrors of the Toxic Waste is ready for its final edit. In next day or two, 21 new mutants hit the virtual streets, ready for inclusion in your Mutant Future game. Huzzah.

Speaking of Mutant Future, permit me to introduce Agnesa and Gleda, sisters and mercenaries. Born in Perisnak, a village set in a rugged hill country and populated largely by Pure Humans, the sisters had what passes for a normal childhood, tending the rabboxen herds and, when old enough, taking their turns with the town guard, watching the passes for bandits and spidergoats. An army of pigmen brought death and ruin to Perisnak shortly after Gleda’s fifteenth birthday. The few survivors fled into the hills, becoming refugees in world that tends to equate stranger with enemy. The destruction of Perisnak and the cruel deaths of most of their friends and family taught Agnesa and Gleda hard lessons. The two vowed to never depend on anyone other than each other, and during the passing years the sisters have forged themselves into tough guerilla fighters.

Agnesa, the elder, is a Pure Human. She is clever and slow to anger. Due to her intelligence, she enjoys a +5% technology roll modifier. Agnesa has the equivalent of a 17 Charisma and a 15 Willpower. Among her possessions are a carbine (1d10 damage), a revolver (1d10 damage), and a sturdy dagger (1d4 damage). Agnesa wears ballistic nylon armor (AC 5).

Agnesa
Alignment: Neutral
Movement: 120′ (30′)
Armor Class: 5
Hit Dice: 14 (77 hit points)
Attacks: 2 (weapon)
Damage: By weapon (+1 damage)
Save: L14
Morale: 8
Hoard Class: XV
XP: 2,400

Gleda is a Mutant Human. She is quick and strong, having the equivalent of scores of 16 in Strength and Dexterity. She is equipped much like Agnesa with a carbine (1d10 damage), a revolver (1d10 damage), and a sturdy dagger (1d4 damage). She also wears ballistic nylon armor (AC 5).

Gleda
Alignment: Neutral
Movement: 120′ (30′)
Armor Class: 3
Hit Dice: 12 (54 hit points)
Attacks: 2 (weapon) (+2 to-hit with missile weapons)
Damage: By weapon (+1 damage)
Save: L12
Morale: 8
Hoard Class: XV
XP: 3,600

Mutations: Echolocation, Increased Balance, Know Direction

November 22nd, 2016  in Spes Magna News No Comments »

Even More Monsters

Today offers three more monsters, one each for Advanced Dungeons & Dragons, Mutant Future, and Swords & Wizardry, respectively. Enjoy!

Dringwr

Not all halflings are “hard-working, orderly, and peaceful citizens”. A few embrace lives of sloth, disorder, and violence. These aberrations seldom last long in the typically lawful and good villages of their fellow halflings. Exile or even execution for their crimes are the most common consequences. Very rarely, such a wicked halfling returns from the grave as a dringwr, a terrible undead monster that loves nothing except for inflicting pain and causing sorrow. Of course, a dringwr prefers to prey on halflings, but its spiteful nature delights in harming any living creature that it can. A dringwr can summon and control dogs, calling 3-18 such animals to arrive in 2-12 melee rounds. It also moves with great stealth, surprising other creatures 4 times in 6. A dringwr cannot be harmed by normal weapons, and it makes all saving throws as if it had 6 Hit Dice. In combat, it attacks with its talons and fangs.

Of grayish-green complexion, a dringwr tends toward rust-red or black hair coloration. Its eyes are solid white. It dresses in drab trousers and coat, and often uses a hooded cloak to hide its obvious undead appearance. Short, ragged fangs line its gums, and its fingernails and toenails hook like talons. A dringwr speaks whatever languages it knew in life.

Dringwr: Freq very rare; # App. 1-6; AC 5; Move 9″; HD 2; % in Lair 35%; Treasure B; # Atk 3; Dmg/Atk 1-3/1-3/1-4; SA summon/control dogs, surprise others 4 in 6; SD +1 or better weapon to hit, save as 6-HD monster; MR standard; Int Very; AL CE; Size S; Psi nil; Lvl/XP III/52 +2/hp.

Demodex

Eight-legged with a flat tail, growing to the length of a man’s arm, fleshy with a rippled and leathery back, its blunt head featuring antennae and multiple small black eyes, the horrid demodex attacks with its spiked, oval mandibles. This mutant monster feeds on skin and sebum, the oily or waxy matter secreted to lubricate and waterproof the skin and hair of mammals.

Demodexes are aggressive and voracious. They use their remarkable olfactory abilities to detect and track mammals, which are their preferred prey given the demodex’s unusual diet. A demodex’s attacks can cause an allergic infection in mammals. Such a victim has a 2% cumulative chance per point of damage suffered from a demodex to develop such an infection. Treat allergic infection as a disease with the following statistics: save modifier -1; infection duration 1d12 days; affected stats DEX -2, CHA -1 (if visible); damage/day 1d4.

Demodex: # Enc. 2d4; AL N; MV 120′ (40′); AC 6; HD 2; Atks 5 (4 claws, bite); Dmg 1d4/1d4/1d4/1d4/1d6; SV L1; Morale 7; Hoard None; XP 38; Mutations Allergic Infection, Increased Smell.

Skacina

Skacinas are brutish humanoids with a thick, wrinkled hide. A peaked, heavy plate of bone tops a skacina’s heavy skull, which is supported by powerful neck and shoulder muscles. These creatures live in rugged hills and mountains, and make their lairs in natural caves or abandoned structures built by others. Skacinas practice only the crudest of crafts, making simple tools from hide, bone, wood, and stone. While they are not particularly intelligent, skacinas are territorial and prone to violence.

For some reason, skacinas are immune to petrification. Some sages conclude that these monsters have a distant origin on the Elemental Plane of Earth. This theory seems to gain support due to the fact that skacinas often kill captured trespassers by crushing them beneath large rocks or by burying the captives alive.

Skacina: HD 3; AC 6 [13]; Atk 1 head butt (1d4) and weapon (1d6); Move 12; Save 14; AL C; CL/XP 3/60; Special: immune to petrification.

June 15th, 2016  in RPG No Comments »

Mutant Frogs of the Neverglads

Few explorers brave the Neverglads, that vast expanse of toxic tropical wetlands that has swallowed up the ruins of several ancient cities, several of which boasted impressive biological and chemical industries. As the End of All Things spread havoc across the world, industry safeguards failed and the Neverglads became a mutagenic hellscape covering more than 11,000 square miles (28,500 square kilometers). The natural and mutant hazards found within the Neverglads are legion. The farther one travels into the region’s heart, the wilder the terrain becomes. Poisonous quicksand, mutant pythons, giant alligators, bizarre temporal ripples, dangerous plants, savage tribes, billions of disease-carrying pests, and xenophobic secret societies are only some of the more well-known dangers.

Ojoran

Ojorans are probably the most common amphibian in the Neverglads. They appear as small tree frogs, most growing to no more than three or four inches long. An ojorans most remarkable feature is its bulbous single eye. In general, ojorans are inoffensive creatures. They prey on small insects, not on explorers. Timid, even skittish, ojorans avoid contact with other creatures, usually via their adaptive and variable coloration. Ojorans are prodigious climbers as well, easily able to retreat to the heights of the trees that grow throughout the Neverglads. All of this should be construed as saying that ojorans are harmless. They often congregate in large groups, especially during mating season. While the poison slime that an ojoran’s pores secretes is not especially toxic, more than a few careless explorers have succumbed to the effects of blundering into dozens of ojorans.

No. Enc.: 2d6 (12d6)
Alignment: Neutral
Movement: 60′ (20′)
Armor Class: 8
Hit Dice: 1d2 hit points
Attacks: 1 (poison slime)
Damage: 1d6
Save: L1
Morale: 6
Hoard Class: None
XP: 8

Mutations: Chameleon Epidermis, Dermal Poison Slime (Class 1), Increased Balance

Ranaserp

Compared to ojorans, ranaserps merit caution, even fear. A ranaserp appears to be a strange hybrid of frog and serpent, but of impressive size as the adult ranaserp reaches lengths of 18 feet. This six-legged amphibious predator has a sinuous, powerful neck and a highly venomous bite. While not particularly quick on the run, it moves with great silence, striking by surprise whenever possible, doing so 4 times out of 6. Ranaserps prey on all manner of creatures, preferring warm-blooded animals (mutant or otherwise).

If two ranaserps are encountered, they are 85% likely to be a mated pair, in which case it is 50% likely that an additional 2d8 immature offspring are nearby. Despite this mutant’s amphibian ancestry, ranaserps are protective of their young. Typically the female stays near the den to guard the young while the male hunts, swallowing poisoned prey whole to regurgitate later the partially digested meal for the immature ranaserps.

No. Enc.: 1d2
Alignment: Neutral
Movement: 90′ (30′)
Armor Class: 6
Hit Dice: 6
Attacks: 1 (bite)
Damage: 1d6+3 plus 5d6 poison
Save: L3
Morale: 9
Hoard Class: None
XP: 1,320

Mutations: Gigantism, Natural Weapon (fangs), Toxic Weapon (Class 5), Thermal Vision

Ranenferm

In truth, the ranenferm is not a mutant frog. It instead is a mutant fungus that prefers to use a giant amphibian as a growth medium. (Nota Bene: Use standard giant toad stats for “ordinary” giant frogs to duplicate the mutant shown in the picture.) A ranenferm without a host is immobile. It uses possession to bring a potential host close enough for its vegetal parasitism to take effect. After this, the ranenferm need no longer maintain mental domination of the host via possession. Also, the host organism becomes harder to kill as the ranenferm’s hyphae spread into the host’s tissues, muscles, bones, and nervous system.

Ranenferms are highly intelligent and malicious. They communicate with their own kind via a form of telepathy, but their mental processes are so alien that communication with other lifeforms appears impossible. Of course, it could be that ranenferms simply view other creatures as beneath contempt, thus refusing to communicate to such “inferior” specimens. Whatever the truth, ranenferms pose a serious danger to travelers within the Neverglads, and communities both near and within that region often exhibit justifiable alarm about even perceived signs of ranenferm “infection”. Fire is the preferred method of treating those believed to be playing host to a ranenferm.

No. Enc.: 1d4 per host organism
Alignment: Chaotic
Movement: As host organism
Armor Class: As host organism + 1 per ranenferm
Hit Dice: As host organism + 1 Hit Die per ranenferm
Attacks: As host organism
Damage: As host organism
Save: Equal to total Hit Dice
Morale: 10
Hoard Class: XX
XP: As host organism modified by additional Hit Dice and mutations

Mutations: As host organism, plus Metaconcert, Possession, Prehensile Tendrils (Simple), Vegetal Parasite

May 26th, 2016  in RPG No Comments »

Yozuvchi of the Endless Tales

Nestled near the center of New Motor City stands the library of Yozuvchi of the Endless Tales. Yozzie, as she is called by the locals, is a mutant human gifted with great longevity, intelligence, and a bizarre mutation. Rumors say that Yozzie has lived for centuries, and that she spent much of her time traveling the world, seeking and finding the knowledge of the Ancients.

Whatever the truth of these rumors, Yozzie’s knowledge cannot be doubted. She understands many technological artifacts, and her advice to New Motor City’s rulers has proven invaluable in improving the quality of life for the city’s residents. New hybrids of grain and farming methods help ensure that few go hungry even in the leanest of times. Her work on the city’s water purification systems has likewise been a boon to all. In her position as Prime Educator, Yozzie oversees schools as well as New Motor City’s library.

Yozzie appears very much like a human woman in late middle age, but she stands a mere 20 inches high, or so it appears. In truth, Yozzie is a woman of average height, but a strange spatial displacement effect causes her to be 30 feet away from objects that can touch her even when she is really only an arm’s length or so away from the object. What’s more, this displacement effect does not affect Yozzie. This means that Yozzie can be close enough to slap you but too far away from you to hit her even with a polearm.

Not that Yozzie worries about being able to attack enemies. She is very nearly revered throughout New Motor City. She has repaired and reprogrammed two assault bots called Bric and Brac. These formidable machines serve as Yozzie’s guards. Yozzie also carries a stun baton. If she’s expecting trouble, she’ll be wearing ballistic nylon armor.

No. Enc.: 1 (unique)
Alignment: Lawful
Movement: 120′ (40′)
Armor Class: 9 or 5
Hit Dice: 8 (36 hit points)
Attacks: 1
Damage: Weapon type
Save: L9
Morale: 7
Hoard Class: XVIII
XP: 2,560

Mutations: Intellectual Affinity (Tinkerer), Regenerative Capability, Quick Mind, Unique (Paradoxical Spatial Displacement, Slow Aging)

April 25th, 2016  in RPG No Comments »