Thursday, February 4, 2010

Party Plans a Planeshift (Possibly)

Last Sunday's session included two firsts:  it was the first time we gamed with a player who was not present (via the PS3 Eye, a hi-def TV, a sound system and an online dice roller), and it marked the first use of the Precognition mutation to imagine using the Plane Shift mutation.  I have had mixed feelings about this combination of mutations, as part of the joy of Plane Shift is that it opens a portal to a random place (unless you are using it to travel someplace that you have already visited with the mutation).  Using Precognition to circumvent this at first had me considering simply saying that it did not work.

Then I thought about it, and I decided that there were really two options if I allowed it to happen.  I could either have the player foresee a place so terrible that the party would never willingly go there, or reveal an intriguing location that would strongly tempt the party to open a portal and travel there. 

 As for option 1, I want to keep all the truly horrifying locations (we have arrived at the 666th layer of the Abyss, local time is 6:66, temperature outside the portal is 451 degrees Fahrenheit, thanks for flying Plane Shift...) in reserve for the time the party decides that whatever lies on the other side of a random portal has to be better than the current situation they are in.  So that is a no go.  What good does describing a wicked awesome and dangerous place do if the party would never, ever, willingly go there?

As for option 2, this sounded good to me.  As it is, the Plane Shift mutation has only been used once in play and the party has never actually gone through a portal.  So why not encourage a little planar hopping with a tempting vision of the future? 

This is exactly what happened last session.  This is what awaited on the other side of the precogged planeshift:
As I mentioned in a post over at my other blog, this is a crappy, low-res pic I took with my old cell phone of one of my drawings.

I described the ground and landscape as some kind of fleshy purple substance, I told the group that the eyes of the faces in the hillsides were slowly blinking, and I described the fight between the shiny knight and the dragon.  After assisting the knight defeat the dragon (in the vision of the future), the knight lifted his visor and revealed himself to be some sort of faerie or elf.  He spoke in a melodic and silvery tongue that was, of course, incomprensible, but then he pointed behind him to a castle in the middle of a lake, surrounded by a normal forest.  

The party is very excited to go on a dragon slaying expedition and are dreaming big about bringing back piles of dragon parts to assist the Mice of Camelot in making some mech suits for the party.  Dragon-scale mechs, anyone?

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.  

Saturday, January 30, 2010

Gamma World 4e

When I first heard about the upcoming Gamma World 4e release (that is D&D 4e, not to be confused with the 4th edition of Gamma World which was published by TSR in 1992), I was excited but also had a lot of trepidations. With D&D 4e's strong emphasis on planned character builds and the use of the Character Builder tool to help sort through all the options, I was pretty sure that the random char gen that is so integral to Gamma World would be dropped.  Looks like I was wrong!  Here is a link to a series of tweets from D&D Experience 2010 (Wizard's in-house D&D convention) about the new version of Gamma World, aggregated in one spot at rpg.net:
http://forum.rpg.net/showthread.php?t=496155&page=12

Color me excited!  Not so much about the collectible mutation cards that are only fifty cents apiece in random booster packs, but about random character generation and mutations and high-tech that could be easily used in regular 4e games.  So far it looks like Gamma World 4e will use a stripped down, rules-lite version of the 4e ruleset at its core, with random mutations and char gens bolted on.  One interesting thing is that each day a player draws from the mutation deck to get a random mutation for that day!  I will definitely be picking this up, especially considering it will be a boxed set!  I love me some boxed sets, I am so glad that Wizards is returning to this model!

Oh yeah - and a re-release/re-vamp of the classic Gamma World module Famine in Far-Go!  Bring on the mutated chickens!

d30 table for Savage Afterworld Contest

I made this d30 table for a hoot and a holler and a shot at a killer Radiation Symbol dice cup over at the Savage Afterworld's d30 contest.

I repost it here for posterity:


d30 Scavenging in the Ruins table:

1. Three Headed Rat encountered in Ancient Cereal Box (rat may have up to three mental mutations at Mutant Lord's discretion)

2. Strange Black Ball with window to an everchanging series of ancient characters such as "Reply Hazy, Try Again" and "Signs point to yes"
Subtable: Roll 1d20 - 
1. As I see it, yes
2. It is certain
3. It is decidedly so
4. Most likely
5. Outlook good
6. Signs point to yes
7. Without a doubt
8. Yes
9. Yes - definitely
10. You may rely on it
11. Reply hazy, try again
12. Ask again later
13. Better not tell you now
14. Cannot predict now
15. Concentrate and ask again
16. Don't count on it
17. My reply is no
18. My sources say no
19. Outlook not so good
20. Very doubtful

3. Large (5'x3'x3')White Box with a Silver Handle - pulling the handle opens a door and reveals a compartment filled with deadly green mold, 10d6 damage, save vs. poison for 1/2 damage (ye olde refrigerator trap)

4. Collection of grooved black discs, made of some sort of plastic like substance, with a hole in the middle; each disc is stored in a crumbling paper casing (records).

5. A metal tool with many blades, files and saws as well as pliers(leatherman)

6. A glass bowl with turquoise pebbles and a miniature castle inside of it

7. A collection of small metal figurines, lovingly painted, seemingly portraying various mutant creatures (D&D minis)

8. A velvet sack containing plastic spheres and cubes with varying numbers of sides, each side embossed with an ancient glyph representing a number

9. Three large metal containers, silver sides and copper bottoms, with metal handles on the sides

10. A bin full of small plastic pieces of varying lengths with raised dots along them; on top of each raised dot is the ancient glyph "lego"

11. A large chest with a small padlock securing the clasp (easily broken) - the bottom has a hole in it and an unusually aggressive snake has taken up residence...

12. A textured rubber sphere with the ancient letters "NBA"

13. The world's dullest knife, ornately decorated with a skull on the pommel, resting point first in a block of wood (cheesy letter opener)

14. 1d6+1 cans decorated with a red and white label, containing a red substance (tomato soup)

15. Deer antlers mounted on a wooden plaque

16. A gold statue of a man with a club in his hands, mounted on a wooden base with an inscribed metal plaque

17. A rectangular metal object with a depressible handle - this fires a staple (possibly into the experimenting character!) 1d30 staples in device

18. A circular object with concentric rings painted on it, and several needle-sharp darts stuck into it

19. A plastic column holding a multitude of red, blue and white discs in slots around its edge (poker chips)

20. A metal rack holding a miniature shovel and a metal poker

21. Two fur-lined metal rings attached by a short length of chain (hand-cuffs - may accidentally close one or both hand-cuffs around wrists - key may or may not be present)

22. A flexible plastic rod with a spool of nearly invisible thread attached to it. Nearby is a metal box containing numerous brightly colored doo-dads attached to barbed hooks.

23. A huge book in amazing condition - its pristine cover has the ancient words "Webster's Unabridged Dictionary"

24. A strange device consisting of metal tubes, gears and two rubber discs surrounding spokes (bicycle)

25. A pink statue of a pig with a slit on its back (filled with ancient coins)

26. A box full of miniature, soft cloth bears (a dangerous spider may be lurking amongst the teddy bears)

27. A bright yellow rubber outfit (rain coat and pants)

28. what appears to be a vicious samurai sword (cheap pot metal replica)

29. A red canister with a rubber hose and a pin (fire extinguisher, Mutant Lord's decision if it still has propellant)

30. A paper box with a wood-grain appearance - inside are three little brown books...

Thursday, January 28, 2010

Campaign Catch Up

A lot has happened since my last session recap.  Lets see, for starters, how about four character deaths, one character kidnapping, the campaign wiki getting up and running and the NEAR TOTAL ANNIHILATION of the local chapter of the Knights of Genetic Purity at the hands of my wicked awesome players!  Too much has happened to allow me to recap everything, so let me hit a few highlights.

After sending the tentacle armed monster back to the Mutant Past, the party poked around the top of the military complex and realized that the monster had left behind dozens of babies, gestating in sacks of entrails and insides that the monster had sucked out of its victims with its tongue-arm.  They set about destroying these, and the embryos inside starting screaming, drawing the attention of some adolescent tentacle monsters.  The ensuing fight also drew the attention of some huge worms that apparently have taken up quarters in the second level down (a lot has changed in the complex since Julius Corple has been in charge...).

Blue the Kangaroo was unconscious for much of this fight as a result of dying in a vision of the future he had while using his Precognition mutation.  He woke up just in time to see a bunch of Dog Boys coming across the swamp, and rather than running like a sensible Kangaroo he used his ability to see into the future to see what the dog boys were going to do.  He didn't like what he saw, tried to run when it was too late and got netted by the Dog Boys, who hauled him off into the swamp despite the best efforts of his comrades to save him whilst simultaneously fighting off junior tentacle monsters and 300' worms.

Yeah, that was a pretty epic combat.  One of the great moments involved Stang (an angry 30' long mutant wasp with 4 extra brains, 3 of them defective, that have the personalities of the Beatles and occasionally attempt to possess her) and one of the worms.  Stang, flush with the hundreds of temporary HP she had gained from using her Vampiric Field mutation to destroy dozens of monster embryos, swooped down at a worm that had just crashed through the roof from below.  She was promptly swallowed whole but blasted her way out from the inside, emerging relatively unscathed despite taking 5d20 acid damage a round!

After things quieted down, the party learned that Skinny Butt (their home base) had been obliterated.  The Knights of Genetic Purity had managed to form an alliance with the Radiant Order of the Oh and had successfully trapped the Secret Order of the Ooh in the underground portions of the Ooh-Oh Monk's neck of the woods. This meant that the Knights now had access to the missile silo the monks had formerly used to fend off all comers, and the (huge, bunker-busting) conventional explosives packed into the missiles had been used to pound Skinny Butt until it was a hole in the ground.

Reasoning that if they helped the Secret Order of the Ooh escape they would have yet another ally against the Knights, the party contacted his magnificence the Dean Doco Proffus Flipsham Egwar using the special ear piece he had given them in an earlier meeting.  They were perturbed to find out that something or someone was preventing the powerful mutant from using his mental abilities to teleport in his shining egg vehicle, and indeed, was preventing all of the mutants in the order from using their mutations to fight their way out.  The party resolved to clear a path up from the mouse kingdom through the abandoned levels that were frequented by Dragons (giant, winged, scaly, fire-breathing cats) and an assortment of carnivorous plants so that the Secret Order of the Oohs could escape down without having to fight their way out.

This turned out to be a bad idea, as the party ignored all my (very clear, I thought) warnings that the dragons were nothing to be trifled with - Ryan had just rolled up a new character to replace the recently abducted Blue, coming up with an Obese Were-Panda in a business suit, and this unfortunate mutant died within a half hour of his creation.  Natas, who had recently acquired the Increased Caloric Needs defective mutation, carved up the roasted (courtesy of the dragons) body of the panda to eat later on.

The party then tried a different strategy, returning to the surface and making a direct assault on the missile silo with the help of some of the Mice in Mech Suits.

The battle was ferocious and bloody, and when a chainsaw wielding robot of doom joined the fray on the side of the Knights of Genetic Purity, it looked like the party was facing another inglorious defeat.  Thats when George (a new character played by Mike) floored his ATV at the robot and used his Disentegration mutation, rolling a success to disentegrate 140 pounds of its head and shoulders.  As it teetered and then fell over, decapitated, it became apparent that there had been a man inside it - blood began to pour out and George collapsed unconscious on his ATV, drained by his mutation, and rolled off into the woods.

The Robot of Doom:



The tide of the battle turned at this point, and when it became clear that the party and their allies were going to win through into the silo, the two silo coverings opened up and the knights inside began preparations to launch two missiles simultaneously on Lard Jeebus knows what target.  Dataan and Bozko saw this, and both took actions to prevent the missile launches.  Bozko in his Iron Man suit flew by and loosed a mini-missile into one silo while Dataan ran down the hillside from where he had been hiding after nearly being killed in the first moments of the combat and began chucking grenades into the other silo.  They both managed to ignite the booster fuel in the lower stages of the missiles, and as the silos were consumed with a fiery explosion, one of the warheads was detonated in the conflagration.

Most of the party had cleared out as soon as the impending missile launch had been discovered, Rock hauling away the unconscious George and Bozko flying off after loosing his missile.  Bark had already been slain in the melee, and Natas was inexplicably carving holes in a helmet he had pilfered from a KoGP commando so that he could put the helmet on over his horns.

When the missile exploded, Dataan and Natas died instantly and several more missiles stowed below in the silo also exploded, collapsing the entire complex and leaving a smoldering crater in the side of Hendrix Hill.  I should mention that I gave Natas plenty of opportunity to say he was fleeing the scene (Dataan unfortunately was right next to the silo, having just tossed the grenades in that caused the missile to detonate) - but he was very clear that he was stopping to pick up a helmet and cut holes in it for his horns to fit through.  Rock's player (the older brother of Natas' player in real life) said, "You mean you are doing that after you run away, right?"

But Natas again reiterated that he was picking up a helmet and carving holes in it.  So that is how he died, in the middle of a crafting project!

Still, this had to be counted as a glorious success for the party despite three character deaths - in the battle and subsequent missile detonations, 50 regular Knights of Genetic Purity, 16 commandos, 1 special operative wearing an Iron Man suit and one chain-saw wielding Robot of Doom had been destroyed, representing nearly the entire force that the knights had in the area.  Some of the top ranking officers and one special operative in an Iron Man suit escaped in a vehicle, but other than that, it was a clean sweep.

Tuesday, January 26, 2010

2e Tuesday - Kamodos

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...


Kamodos (Thunder Lizards)

No. Enc: 1d4-2
Alignment:  Neutral
Movement: 240' (80')
Armor Class: 0
Hit Dice: 15
Attacks: 1
Damage:  6d8 (bite) or 5d6 (tailslap)
Save:  L10
Morale: 7
Hoard Class: XV (scattered around its lair)

There are few creatures more feared than the 59' tall Kamodos.  While their imposing size and toothsome bite is bad enough, it is their earth-shaking roar and powerful mutations that send all who cross their path running.  All Kamodos have a Willpower between 13-22 (1d10+12) and have a sixth sense that prevents them from being surprised.

Mutations:  Accumulated Resistance (Heat), Disintegration, Damage Turning, Mental Barrier, Combat Empathy, Special (Sonic Blast: 50' range, 9d6 damage), Special (Will Force: double the effect of any mutation used during 1d4 minute duration, once per day)


This one is a real terror.  You really don't want to make a Thunder Lizard angry - it will use Will Force and start letting loose the 27d6 damage Sonic Blasts!

Sunday, January 24, 2010

Mutant Links - Mutations, Random Junk and More!

Check out Matt's Mutant Future Page: I discovered this page when looking at my site statistics and checking out where people came to the blog from.  Thanks for linking to me, Matt!

I like a lot of the stuff he has up, particularly the maps.  The map of the U.S. with California split away from the west coast and the flooding along the east coast into the great lakes is really cool.  Another score is his list of additional mutations - you can never have too many mutations, right?

On the topic of Mutant Future links, I realized that I have not shared this random junk generator and random settlement generator (made for Deadlands but eminently usable for Mutant Future) yet.  How could I be so remiss?  They are a great tool for the improvising Mutant Lord when the players go exploring somewhere that is a blank spot on the Mutant Lord's map.

One more link - Iaian over at the Buccaneers Guild has posted a great tutorial showing how to make quick and dirty isometric perspective multi-level maps suitable for the sorts of buildings likely to be found in the Mutant Future.

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