Showing posts with label 2e tuesday. Show all posts
Showing posts with label 2e tuesday. Show all posts

Tuesday, March 23, 2010

2e Tuesday and General Announcements

Howdy Blog Readers!  Events in my life necessitate that I cut back on some of my game related activities.  I think I am going to make my Mutant Future game a bi-monthly occurrence, and continue to blog sparingly about it.  I will at least try to keep up on the 2e Tuesday posts because I think having Gamma World monsters for Mutant Future is a noble cause.

For anyone curious, I am getting married on June 5th and now that my betrothed has graduated from the University of Oregon our wedding planning is going to get much more serious (i.e. I will have to spend a lot of time helping my sweetie out doing wedding-y things).

I am also a member of a band (Telepathic Dumpster) and I have been slacking on my duties as band sound engineer; two CDs are waiting for nothing but my time spent doing a final mix down to release, and I owe it to my bandmates to spend some time on them soon.

My duties over at the Eye of the Vortex web site are increasing a little bit because I agreed to be an editor over there and help get articles ready to publish.  I also run a weekly 4e game and play in a weekly Labyrinth Lord game - something is going to have to give, so I think I will also cut back on my participation in the Labyrinth Lord game and see about possibly shifting the 4e game to an every other week kind of thing.  Thus ends probably the most intense period of D&D activity that I have ever had in my life.  I have never ran and participated in three weekly games simultaneously, and I certainly have never spent so much time blogging and writing about gaming.  It has been a lot of fun!  I will still keep up on my Back Screen Pass blog, as I want to slowly publish a game setting of mine on that blog.

And now, on to the Gamma World Goodness!


Today's creature is...





Oriens

No. Enc: 1d4-1
Alignment: Lawful
Movement: 120'
Armor Class: 6
Hit Dice: 12
Attacks: by weapon
Damage: by weapon
Save:  L10
Morale: 7
Hoard Class: Unique (1d4-1 any Technological Artifacts)

These 8' tall, two headed, four-armed giants are surprisingly intelligent and peaceful.  They have an average Intelligence of 14 and an average Willpower of 17.  Technologically advanced, Orlens can modify armor to fit their unique build and all adults carry at least one technological artifact that they have mastered the use of.  They will equip themselves with armor (hence their AC of 6, which should be adjusted downwards if they are wearing better than the equivalent of Studded Leather Armor) and swords if they have no weapons among their artifacts.  Despite their physical strength, size and willingness to wield weaponry, Oriens will harm no one that does not harm them first.  They will use their telepathic abilities to communicate with strangers, and will attempt to use telekinesis to restrain attackers without harming them before turning to combat as a last resort in self defense.

Mutations:  Neural Telepathy, Neural Telekinesis, Ability Boost (Willpower only)


I like the idea of big scary looking two-headed giants wielding laser rifles that turn out to be a peaceful and civilized race.  Things are not always as they seem in the Mutant Future.. 

Tuesday, March 16, 2010

2e Tuesday - Blaashes (Gamma Moths)

That's right, Gamma World 2nd edition... what 2e did you think I meant?  Every Tuesday I will pick one of my favorite monsters from the fully illustrated bestiary included in the 2d edition Gamma World Basic Rules Booklet and convert it to Mutant Future.  Today's monster is...



Blaashes (Gamma Moths)

No. Enc: 1d10
Alignment: neutral
Movement: 
                 Fly: 150' (50)  
                 Land: 30' (10')
Armor Class: 7
Hit Dice: 7d8+9
Attacks: none (see muta
Damage:  see mutation
Save:  L5
Morale: 6
Hoard Class: VII
Gypsy Moths with 6 1/2' wingspans, the Blaashes are much feared by those unlucky enough to be stuck outside in the wasteland after dark.  When they discharge their deadly radiation, their abdomens flash and glow.  If a Blaash manages to kill anything, it will stop everything to consume its prey.



Mutations:  Special (Gamma Burst; 20' radius around the Blaash is flooded with class 9 Radiation, saving throw vs. Radiation for 1/2 damage)


Big moths are beautiful, but they used to freak me  out when I was a kid and they came careening wildly in looking for that enchanting light.  

Tuesday, March 2, 2010

2e Tuesday - Arks (Hound Folk)



That's right, Gamma World 2nd edition... what 2e did you think I meant?  Every Tuesday I will pick one of my favorite monsters from the fully illustrated bestiary included in the 2d edition Gamma World Basic Rules Booklet and convert it to Mutant Future.  Today's monster is...



Arks (Hound Folk)

No. Enc: 1d4
Alignment:  Chaotic
Movement: 120' (40)  
Armor Class: 4
Hit Dice: 6
Attacks: 1 (bite or weapon)
Damage:  1d6 or by weapon type
Save:  L4
Morale: 6
Hoard Class: VI

Small packs of Arks roam the wastelands, hunting anything that crosses their path.  They are smart enough to use their ability to control weather to their advantage, tracking their prey by scent through thick fog or forcing travelers to take shelter in the woods from a sudden downpour that came out of nowhere...  It is not uncommon for the first sign of an Ark attack to be the sudden loss of energy that accompanies a vampiric field attack from hiding.  Bipeds beware - Arks love eating humanoid hands above all else and will go to great lengths to attain this delicacy.  Arks have unusually strong Willpower, with an average score of 16!  This makes the Neural Telekinesis ability particularly useful in the paws of these wily predators.


Mutations:  Neural Telekinesis, Control Weather, Vampiric Field


Why is it that the small detail that Arks love to eat humanoid hands makes me want to include them in every game I run, from vanilla fantasy D&D to the Mutant Future?  Can someone give me a hand here?  

Tuesday, February 23, 2010

2e Tuesday - Centisteeds (Fast Trotters)

That's right, Gamma World 2nd edition... what 2e did you think I meant?  Every Tuesday I will pick one of my favorite monsters from the fully illustrated bestiary included in the 2d edition Gamma World Basic Rules Booklet and convert it to Mutant Future.  Today's monster is...



Centisteeds (Fast Trotters)

No. Enc: 1d4
Alignment:  Neutral
Movement: 240' (80)  
Armor Class: 3
Hit Dice: 8
Attacks: 4 (4 hooves)
Damage:  1d6/1d6/1d6/1d6
Save:  L4
Morale: 3
Hoard Class: none

Why ride a horse when you can ride an 18-heeler?  Centisteeds resemble horses with insectoid eyes and 10 + 2d4 legs.  Two medium sized creatures can ride a centisteed, but one of them must maintain full concentration on the mount to control it.  A centisteed that throws a rider will not hesitate to trample her!  Despite their temperament and prodigious appetite, centisteeds are greatly sought after because they can emit a force field to protect themselves and their riders. 

Mutations:  Aberrant Form; Force Screen, Greater; Increased Caloric Needs


Knights on Centisteeds have a certain charm for me.  I like these guys. 

Tuesday, February 16, 2010

2e Tuesday - Gators (Green Hissers)

 That's right, Gamma World 2nd edition... what 2e did you think I meant?  Every Tuesday I will pick one of my favorite monsters from the fully illustrated bestiary included in the 2d edition Gamma World Basic Rules Booklet and convert it to Mutant Future.  Today's monster is...

Gators (Green Hissers)

No. Enc: 1-2
Alignment:  Neutral
Movement:            40' (10')
                  Swim: 120' (30')
Armor Class: 3
Hit Dice: 5
Attacks: 2 (bite and tailslap) 
Damage:  1d6/1d8
Save:  L3
Morale: 7
Hoard Class: VI (usually buried in the swamp near the Gators feeding grounds)

Were it not for the 3' long tentacles emerging from their foreheads, these creatures would appear to be normal alligators.  Unfortunately for explorers of the swamps of the Mutant Future, the tentacles paralyze any prey hit by a mental attack roll (treat the Gators as Willpower 16 for purposes of determining the success of this attack).  As usual, victims get a saving thow vs. stun attacks to avoid this effect and the paralysis lasts 2d4 turns.  Gators normally swim below the surface of the water with only their nostrils and tentacles protruding, making it very difficult to notice them before a paralyzing attack is launched on an unsuspecting lunch date.  While it is rare to see more than one or two of these creatures under normal circumstances, each spring large groups (1d6x10) congregate to mate and spawn.

Mutations:  Reflective Epidermis (radiation), Special (Paralyzing Tentacle)


I like the simplicity of this creature, just one mutation removed from a regular crocodile.  I also have a soft spot for swamps (come to think of it, both games that I am currently running in two different systems feature swamps prominently) and the critters to be found in them.

Tuesday, February 9, 2010

2e Tuesday - Yexils (Orange Scarfers)

That's right, Gamma World 2nd edition... what 2e did you think I meant?  Every Tuesday I will pick one of my favorite monsters from the fully illustrated bestiary included in the 2d edition Gamma World Basic Rules Booklet and convert it to Mutant Future.  Today's monster is...
Yexils (Orange Scarfers)

No. Enc: 1d4
Alignment:  Lawful
Movement: 
                  Fly: 240' (60')
Armor Class: 5
Hit Dice: 15
Attacks: 1 (bite)
Damage:  3d6 
Save:  L12
Morale: 3
Hoard Class: VIII + Unique (Yexils horde clothing and their "treasure" will also consist of various synthetic fabrics)

Yexils bring a smile to the face of any entrepreneurial residents of the Mutant Future.  These flying leonine creatures have a ravenous appetite for manufactured fabrics (the only thing they eat) and will trade "worthless" artifacts that they have found as they fly over the wastelands for particularly tasty synthetics.  Yexils have few natural enemies due to their size, deadly bite and the laser beams they shoot from their eyes!

Mutations:  Reflective Epidermis (cold), Unique (Laser Eyes, 80' range, 5d6 damage)


This really is a great illustration.  Honestly, this might be Gamma World in a nutshell - a lion-bat that shoots lasers from its eyes and eats synthetic clothing.  Take that, all you overly serious post-apocalyptic sci-fi games!

Tuesday, February 2, 2010

2e Tuesday - Zarns

That's right, Gamma World 2d edition... what 2e did you think I meant?  Every Tuesday I will pick one of my favorite monsters from the fully illustrated bestiary included in the 2d edition Gamma World Basic Rules Booklet and convert it to Mutant Future.  Today's monster is...

Zarns (Borer Beetles)

No. Enc: 1d4-2
Alignment:  Neutral
Movement: 60' (20')
Armor Class: 6
Hit Dice: 2
Attacks: 1 (spit)
Damage:  Paralysis (2d4 turns)
Save:  L1
Morale: 8
Hoard Class: none (Zarns move around constantly, and their victims often travel for days before dying, so the characteristic pile of loot accumulated from victim after victim is not found with the Zarns)

Despite barely reaching one foot in length, these bright orange beetles terrify all who cross their path.  They attack anything that moves, spitting gobs of paralytic venom up to 20' then teleporting to a new position to renew their onslaught.  Due to the intensity of the venom, the save vs. poison is made at a -2 penalty, and the venom remains active for 1d4 hours; until it is washed off, a new save is required every turn it remains active.  If a Zarn succeeds in paralyzing a victim, it will bore into its skull (doing 2d6 damage in the process) and lay 1d12+4 eggs inside which hatch within 48 hours unless removed (a difficult procedure without surgical equipment).  Newly hatched Zarns consume their host from the brain down to the toes, leaving an empty bag of skin behind when they emerge fully grown.

Mutations:  Special: Minor Teleport (identical in all respects to the Teleport mutation except it has a range of 200')


You better hope you spot this one before it spots you (unless you like the idea of being beetle brain food...)!  I love this illustration as well, the eyes on that thing are pure evil.  

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