Posts Tagged ‘ Mutant Future ’

The Creeping Terror

A week ago, I resigned from my teaching position. Starting tomorrow, I go from unemployed to semi-employed. I’ve started offering my services as a private tutor. You can read about me here.

Also, during my abundant spare time last week, I released Narvon’s Sinister Stair and The Bishop’s Secret, two short adventures for Swords & Wizardry and Swords & Wizardry: WhiteBox, respectively.

I also watched The Creeping Terror, one of the worst movies ever made, which explains what follows for use with Mutant Future.

Nearly 20 feet long, covered in both fur and some sort of chitin, multiple eyestalks bobbing about as it shuffled forward, emitting the most terrible noises, the creeping terror advanced through the hail of bullets and arrows, seemingly unconcerned about the damage it suffered.

Creeping Terror
Alignment: Neutral
Movement: 60′ (20′)
Armor Class: 5
Hit Dice: 10
Attacks: 1 (bite)
Damage: 3d8
Save: L5
Morale: 10
Hoard Class: None
XP: 2,400

Mutations: Alien Physiogomy, Digestive Analysis, Sonic Paralysis

Some alien civilization engineered creeping terrors as a means of testing the native fauna of distant worlds, perhaps to see if those worlds would be suitable for colonization. Due to their extraterrestrial origin and Alien Physiogomy, creeping terrors can withstand incredible punishment. They take half damage from physical attacks, and they are immune to poison and radiation. Creeping terrors move slowly, dragging themselves forward with two blunt feet and undulating their lengthy torsos in a series of motile contractions.

When they sense prey, creeping terrors emit a cacophony of shrieks and howls. Living creatures within 30 yards of the creeping terror must attempt a Stun Attacks saving throw. Failure induces sonic paralysis for 2d4 turns. Affected creatures stand motionless, perhaps screaming and gaping in fear, but otherwise unable to act. Creeping terrors attack with a powerful bite. On an attack roll of 19 or 20, the target is swallowed whole, and takes 3d8 points of damage per turn from the creeping terrors powerful digestive enzymes (see page 58, Mutant Future, for more details about paralysis and swallow attacks).

Within the digestive tract, creeping terrors have a variety of alien technological artifacts that analyze creatures swallowed whole. Powerful transmitters send collected data into space, presumably to be collated and studied by whatever alien creatures create creeping terrors.

April 15th, 2018  in RPG, Spes Magna News No Comments »

The Calefactive Cavern of Colossal Crystals

Accessible perhaps only through a high-altitude cavern in a region of feared geological instability, the Calefactive Cavern of Colossal Crystals provides shelter to no living creature for long. Not only is the cavern dangerously hot, not only is its atmosphere tainted with unwholesome fumes, but also the enormous, fast-growing crystalline structures in the cave emanate psychoactive radiation that may cause bizarre changes in living creatures too long exposed to these ineffable energies.

Mutant Future Version:

The atmosphere in the cavern is toxic. Anyone who breathes it for too long may be suffer. For every hour exposed to the toxins, there is a 25% cumulative chance of harm that requires a saving throw against Class 6 Poison (6d6 points of damage, or half that with a successful saving throw). Every hour spent away from the cave and/or spent breathing healthy air reduces the chance of suffering harm for that creature by 25%. The heat in the cave is also problematic. Temperatures in the cave reach 58 °C (136 °F) with very high humidity. A creature must succeed at a saving throw versus Energy Attacks once every 10 minutes or take 1d4 points of damage. Characters wearing heavy clothing or armor take a –4 penalty on their saves.

A living creature that survives in the cave for 24 hours must make a saving throw versus Radiation. If the creature fails, it develops a random mental mutation, and the creature also loses 1d4 points from Dexterity and Charisma. Additional saving throws against Radiation occur at an accelerated pace for time spent in the cavern past 24 hours, specifically at 36 hours, 42 hours, and 45 hours. After this time, new saving throws are required hourly. If a creature’s Dexterity drops to less than 3, the creature becomes paralyzed. If its Charisma drops to less than 3, the creature becomes dangerously insane.

Time spent away from the cavern gradually reverses mutagenic effects. Acquired mental mutations vanish at a rate of 0-3 (d4-1) mutations per 24 hours spent away from the cave. Lost points of Dexterity and Charisma return slowly, at a rate of 0-2 (d3-1) points per 24 hours spent away from the cavern.

D&D Version:

Movement in the cavern, to include climbing and flying, encounters difficult terrain. In the case of climbing, the giant crystals offer few handholds and are quite hot to the touch. For flying, the interlocked giant crystals present few straight paths even for flying creatures size Small or larger. The hostile environment of the cave poses several dangers:

* The severe heat forces a Constitution save once every 10 minutes versus DC 10, increased by +1 for each additional 10 minutes spent in the cave. Failure causes 3 (1d6) points of fire damage and increases exhaustion by one level. Characters wearing heavy clothing or armor have disadvantage on these saving throws.

* The bad air forces a Constitution save once every hour versus DC 10, increased by +1 for each additional hour spent in the cave. Failure causes 7 (2d6) points of poison damage and imposes the poisoned condition.

* Every so often, major eruptions of steam occur in the cavern. These eruptions cause between 14 (4d6) and 52 (15d6) fire damage. A Dexterity save (DC 8 + one-half the number of damage dice) reduces this damage by half. The radius of the steam eruption is 5 feet per damage die.

* Pockets of flammable gas also accumulate in the cavern. If exposes to open flame, these pockets explode in a 20-foot radius, causing 14 (4d6) fire damage. With a Wisdom (Perception) check made against DC 15, a creature may notice the tell-tale odor of a gas pocket in time to prevent an accidental explosion.

Any living creature that survives in the cavern for 24 hours must make a Wisdom save against DC 15. Failure means the creature develops an innate psionic power that can be used at will. The creature uses its Intelligence as its spellcasting ability. The creature also loses 1d6 points from both Dexterity and Charisma. If Dexterity drops to 0, the creature dies. If Wisdom drops to 0, the creature becomes afflicted with indefinite madness. The saving throw must be repeated every 1d6 hours after the first 24 hours.

Psionic powers are gained in the following order: detect magic, detect thoughts, clairvoyance, and arcane eye.

Psionic powers fade after 24 hours spent outside the cavern. Lost points of Dexterity and Charisma return at a rate of 1d4 points each per long rest. A creature suffering paralysis due to lost Dexterity loses the paralyzed condition when Dexterity recovers 1 point, but indefinite madness does not go away on its own.

Over at the DMs Guild site, sales/downloads of The Dwarf are going fairly well. I’ve not received any feedback yet, but I’m still pleased with the initial response. For those who’ve not heard, The Dwarf brings you an old class made new. Back in the Golden Age of the World’s Greatest Roleplaying Game, dwarf was not just a race, but it was also a character class. Now you can relive the days of race-as-class. The Dwarf includes the complete dwarf character class, new dwarf subraces, new dwarf subclasses, and new dwarf backgrounds.

I’ve also made grand progress on Chance Encounters I. This supplement presents new options for characters, including a new bard college, a couple of new spells, a half dozen new monsters, and a few other goodies for use in 5E D&D games. I’m thinking the supplement will be completed, edited, et cetera, and available for purchase before the end of January. At the moment, I am uncertain whether Chance Encounters I will be available through the DMs Guild. I’m leaning toward releasing it through DriveThruRPG.

Vengeance of the Vertebral Dominators!

Today’s mash-up smooshes together From Unformed Realms and Mutant Future. I let the randomness of the former determine the mutations from the latter. The results ended up being two mutants because that just seemed like a fun idea.

Vertebral Dominator
Number Encountered: 1d6+1 (3d6+3)
Alignment: Chaotic
Movement: 60′ (30′)
Armor Class: 4
Hit Dice: 3+3
Attacks: 1
Damage:
Save: L3
Morale: 7
Hoard Class: IX, XVIII
XP: 170

Mutations: Dual Cerebellum (limited), Natural Armor, Pain Sensitivity, Parasitic Control

A vertebral dominator resembles a disembodied spinal column that slithers much like a snake. Thick, bony body segments provide good protection against attacks. Nerve clusters at its head approximate normal senses, but the mutant’s exposed nerves make is very sensitive to pain. Fortunately for it, a vertebral dominator can parasitically control a host organism. While latched onto its host, the vertebral dominator controls the hosts actions and reactions. The merged parasite-host creature enjoys the benefits of having two cerebellums.

Scolopendra
Number Encountered: 1d4+1
Alignment: Neutral
Movement: 150′ (50′)
Armor Class: 6
Hit Dice: 9
Attacks: 1d4+1 (pincers or thrown spines)
Damage: 1d10 or 1d6
Save: L5
Morale: 9
Hoard Class: None
XP: 3,800

Mutations: Aberrant Form (20 legs), Aberrant Form (pincers), Spiny Growth (medium spines), Toxic Weapon (Class 11)

A scolopendra is a large, predatory arthropod whose body is divided into ten segments, each segment sporting two legs, half of which end with powerful, tripartite pincers. The mutant’s chitinous exoskeleton is covered with sharp spines, each two to three feet long. It can break off these spines and hurl them like daggers, attack in melee with its pincers, or a combination of the two attack forms, making 1d4+1 attacks each round. Against creatures to its rear or rear flanks, a scolopendra may spew forth of a gout of toxic fecal matter in a cone 30 feet long and 15 feet wide at its base. Those hit that fail their saving throws are paralyzed for 2d6 rounds, while those who make their saves move at half speed for 1d6 rounds. Vertebral dominators prefer scolopendrae as host organisms since they appear especially suspectible to the vertebral dominator’s control.

August 1st, 2017  in RPG 1 Comment »

Mutant Cacti

If you’ve never checked out The Public Domain Review, you should. It’s nifty. Keen, even. The two illustrations that accompany this post come from Iconographie descriptive des cactées, ou, Essais systématiques et raisonnés sur l’histoire naturelle, la classification et la culture des plantes de cette famille by French botanist Charles Lemaire (for more information, check this out).

Many dangers exist in the radioactive deserts of the mutant future.

Erinaceus
Alignment: Neutral
Movement: 30′ (10′)
Armor Class: 6
Hit Dice: 4
Attacks: 1
Damage: 1d4 (plus 3d6 poison)
Save: L2
Morale: 8
Hoard Class: None
XP: 245

Mutations: Projectile Thorns (Class 3 Poison), Unique Sense (“Smell” Water [60 feet])

An erinaceus is a roundish, predatory cactus with a thick, tough exterior. It rolls slowly by shifting water stored in its tissues toward the direction of travel. This plant senses water, to include the natural moisture stored in most creatures’ bodies, via an olfactory sense analogous to the sense of smell. An erinaceus brings down prey by means of its projectile thorns. These thorns have the same ranges as a thrown dagger, and each packs a powerful toxic punch (save for half damage permitted). Once its prey is down, an erinaceus rolls to it and uses its roots to extract the prey’s blood.

Hexadres
Alignment: Neutral
Movement: None
Armor Class: 8
Hit Dice: 6
Attacks:
Damage:
Save: L6
Morale: 7
Hoard Class: None
XP: 1,070

Mutations: Fragrance Development (Plants), Neural Telepathy, Teleport

A hexadres is an intelligent, telepathic cactus. Inoffensive and contemplative, a hexadres prefers to simply teleport away if molested. Of course, a hexadres is often protected by various creatures that have fallen victim to the plant’s enticing scent. A hexadres communicates via telepathy.

July 3rd, 2017  in RPG No Comments »

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 »