Thursday, April 25, 2019

Episode 23 Mutagenesis

Episode 22 Hiero's Journey - Mutagenesis

Party reaction time, orange demons, and history buff mutants!

Guest Judge David - Pooled Initiative
  • Have a single player roll a d20 and then each player modifies that roll with their Agility & Initiative bonuses
  • Makes things quicker & keeps the party’s initiative more tightly clustered.
  • Find David at...
    • Facebook DarkTrailsRPG
James - GRITTY
  • Some call him the fun, orange new mascot of the Philadelphia Flyers. Others call him pure nightmare fuel.
  • I call him the perfect mutagenesis creation 
  • Init: +3; Atk Belly Bump +5 melee (2d7+4) or Googly Eye Laser Beams 2d16 (1d10); AC 15; HD 10d6; MV 2d4x10’/rnd as he bumbles about; Act 1d20 or 2d16 Googly Eyes; SP “Gritty’s Return”; SV Fort: +5, Ref -2, Will +2 
  • Special Rule: Gritty’s Return 
    • Whoever kills Gritty becomes the next Gritty. The player temporarily loses control of their character, and the PC forms a giant orange cocoon. This happens right then and there, almost instantly. The cocoon is impervious to all damage or energy sources. The cocoon hatches the next time the Flyers play in real life. Based on the time of year, this could be a long time. Better have a backup character. 
    • The PC gains the Belly Bump attack (with 2d7 + Str mod damage), and the Googly Eye Laser Beams. AC gains +2 but can’t wear armor. Also the weird, bumbling movement.
    • Gritty can stay in the party, but to use D&D terminology, he is Chaotic Evil. Keep that in mind 
    • If someone kills the PC, a new Gritty returns. If it isn’t another PC, use the stats above 
Marc - Invisigoths
  • What happens when a stable subgroup of mutants who all possess Holographic Skin find historical texts about the sacking of Rome?
  • Well obviously you get a rampaging horde of “barbaric” mutants who can blend into their environment which is both fun and dangerous!
  • These guys love to stage ambushes and or reconnoiter enemy camps before attacking. Either way a fiendish judge should be able to get a lot of fun use from these folks.
  • Stats
    • Init +7; Atk Sword/spear +4 melee (1d6+3), Short Bow +3 ranged (1d6+2); AC 13; HD 4d10; MV 30’; Act 1d20; SP Holographic Skin (+4); SV Fort +3, Ref +4, Will +3; AL C.

Friday, February 22, 2019

Episode 22 Mutagenesis

Episode 22 Hiero's Journey - Mutagenesis

Tributes ahoy!

James - The Stick Of Smite

  • This one’s just a tribute to a nearly 3 year long campaign that just wrapped up
  • Stick of Smite
  • The Stick of Smite:  1d6 damage, +2 to hit and damage against anyone, or any creature, whose name begins with an "R."  Also against pirates... arrgh...]
  • Die Rodney
  • Making magic items fun and on the fly. 

Marc - Radiangel

  • What happens when a tribe of survivors finds a stockpile of highly radioactive rings and takes to wearing them as tiaras, crowns, headbands, etc?
  • Well they mutate all to heck and after generations they become Radiangels. 
  • Weirdly, Radiangels have bred out the most volatile genetics and have settled into a stable mutation pattern that manifests during puberty when the Radiangel child is given their “halo”. 
  • All Radiangels have Wings and Light Generation, and about 50% have another random mutation.
  • Radiangels are very inclined to follow the rules of their elders and consider Mutants to be the true innocents of Terra A.D. and will often come to the aid of mutant who are willing to 
  • Stats
    • Init +5; Atk Sword +5 melee (1d8+3), Light Generation +5 ranged; AC 15; HD 5d8; MV 30’ or 50’ by flight; Act 2d20; SP Immune to Radiation; SV Fort +5, Ref +5, Will +3; AL L.

Forrest -

  • Rogues Gallery: an old school 1st edition AD&D book containing some of the characters run in the original Greyhawk campaign and other early AD&D campaigns. Unique personalities and characters that informed a LOT of how I created NPCs when I DM’d.
  • I’d like to take the starting shot at a Rogues Gallery for Umerica and MCC. I’ve mentioned this character before on the podcast a few times. He or it has played in every playtest of Killer of Giants, and everyone has a little different twist on him, but no matter who plays him, the adventure ends up going insane with him at the center of the insanity. He will also be available as a pregen when I run The Tower of the Flower of Power at Garycon. I’m hoping someone picks him up and that crazy things ensue:  

Monday, February 4, 2019

Episode 21 Mutagenesis

Episode 21 Star Crawl with Jonathan Snodgrass - Mutagenesis

Loony toons, games of chance, quantum madness, and a "fountain" of youth...

Jonathan - Nomad
  • Alien probe desiring only to “sterilize” disorderly beings (“Non-sequitur: your thoughts are uncoordinated”)
  • Incredibly powerful foe: 
    • AC 25, HP 60, Fort +16, Ref -4, Will +16, 2d20 dmg death ray, can drain knowledge & experience on contact (level drain)
  • Extremely vulnerable to logic puzzles: with an Int check (DC 16), Nomad can be locked into a crippling logic loop 
James - Gnolams
  • Alternate Race Template for Space Crawl: Gnolams
  • From Master of Orion 2, which gives me lots of Star Crawl feels
  • I spent so much time playing MOO2 in College, it cost me some grades. And Gnolams were my favorite species. 
    • 0-g species who are master traders
    • Stat Adjustments: Strength -1, Personality +1, Luck +1
    • Starts with an additional random item roll  on page 32. +1d credit die.
    • Special Abilities: Deal Maker. Any time making a Personality roll to cement a trade deal, gets +2d to the roll (effectively rolling a d30). In addition, the Gnolam always ends up with 137.5% the value of the deal. It’s just crazy that way. 
  • Find an official Star Crawl Race Template card here!
Marc - Time Jump Belt
  • So, the Ancients were pretty smart, and they knew that time travel was possible, but the toll it takes is pretty rough. 
  • Mostly its an energy input thing. Lots of energy is needed to push through time in the wrong direction. 
  • There’s also the issue of movement. The earth spins, the earth revolve around the sun, the whole solar system moves as the galaxy spins. Travel back in time and you end up in empty space not yet occupied by the earth unless you also can travel in space at the same time.
  • Long story short time travel consumes vast amounts of energy
  • The Time Jump Belt is pretty much a miracle then.
    • Tech Level 6
    • CM 5
    • Power: must use Q-cells which are entirely drained in the process
    • Effect: The user can teleport backwards in time and space up to a maximum of 1 turn, or as little as 1 round. 
Forrest - Jingle Balls
  • As you have gathered from my previous mutagenesii, the Ancients were very smart, as Marc points out. But they were also jerks. At least my ancient ones were jerks. Want proof? Here it is:
  • Jingle Balls.
    • I know what you’re thinking, and you can pull your mind out of the gutter right now.
    • I’m referring here to jingles, you know, advertising music. Or, more broadly speaking, any music that annoys you and that you can’t get out of your head. There’s an artifact for that!
    • So simple, yet so profoundly annoying. The ancients knew advertising. They knew music and advertising have a long, hideous history with each other. And they wanted an easy way to advertise in public spaces. So they invented the Jingle Balls.
    • A jingle ball is a small, spherical metal ball with no features. One merely needs to drop the jingle ball from waist height onto any reasonably hard surface to activate it.
    • Upon hitting the hard surface, the jingle ball emits music that is especially engineered to be an “ear worm,” making its way into your brain, throwing one’s concentration, and generally unnerving any person within a 20’ radius. 
    • Anyone in that 20’ radius when the ball drops must make a DC 14 Will Save or suffer the following effects:
      • All initiative rolls are at -1
      • The ability to cast spells, use psionics, or use any mental mutation that takes any degree of concentration is lost
      • Combat to hit rolls are made at a -1 as the affected target tries to match shots and swings to the beat of the music, throwing off their natural rhythms
      • All intelligence bonuses are lost
    • Now, you might say “Judge Forrest, you didn’t provide a duration for these effects,” to which I say “Neither did the ancient ones. Didn’t I tell you they were jerks?”
    • These effects continue until, you guessed it, the player - the PLAYER, not the character - sings the jingle, with VIGOR, please!
    • You’ll notice that I am not supplying any jingles - those are up to the Judge. I suggest using songs that are really annoying to the one who must sing them. For example, Judge James would be sure to afflict me with “What’s Love Got to do, got to do with it?” Whereas, the Glowburn Judges might use “Come on Hector, finish what you started” for our Patron AI of audiovisual engineering. Whatever is most annoying to that player, that is what the judge should use.
    • Jingle Balls were geared for humans, so others gain a bonus to their save:
      • Plantients get a +3 because they don’t even know what music is
      • Manimals get a +1 unless the jingle involves animal sounds. For example, the PureDNA Cat Chow song “meow, meow, meow, meow” would negate a manimal’s bonus to their Will save.
      • Robots get a +1 save versus anything that isn’t techno, which negates their save.
    • Like any good jingle (and herpes), the jingle ball is the gift that keeps on giving. Once someone has failed a save versus a jingle ball, that person is susceptible to a return of the jingle should they take a critical hit to the head or face. In this case, the same rules apply as before, though the character’s ability to properly sing the song away may be limited due to missing teeth, tongue, etc. PLAYERS should roleplay accordingly.
    • Enterprising players will instantly recognize the jingle ball as a sort of hand grenade to annoy enemies with or to threaten the rest of the party to get what they want.
    • The jingle ball never runs out of energy or songs . . . ever. But it can be crushed by a blow that inflicts 12 points of damage at once. Entire rooms full of crushed jingle balls have been discovered, but no one dares enter such rooms, just in case . . . 

Wednesday, December 19, 2018

Episode 20 Mutagenesis

Episode 20 Module Rundown Featuring Michael Bolam - Mutagenesis

Loony toons, games of chance, quantum madness, and a "fountain" of youth...

Michael - The Experimented 
  • Background on “Of Mice and Manimals” -- Seeker crew learns of a medical base. Developed some Chosen of Zuu subfactions - The Experimented and Zuu Liberation Front. 
  • ZLF made a strike on the base, but numbers are down on both sides. Party can agree to help either or stick to themselves. 
  • Leadership of the Experimented: Punky and Brian + Dr. Human
  • Brian
    • Brian is a hyper-intelligent white mousoid bent on enhancing the manimal race through medical experimentation. He firmly believe that manimal advancement can only be achieve through science, and that you have to crack a few eggs to make an omelet. Due to his over-sized cranium and depleted body, he is forced to spend his days in a mind controlled hover-carriage. 
    • Init +0; Atk Slam melee -2 (1d3-2 dmg); AC 8; HD 5d6; HP 15; MV 5’; SP Hover Carriage; Act 1d20; SV Fort: +2, Ref: +1; Will +6
    • Hover-Carriage
      • Init: +2; Atk Hover Carriage; AC 16; MV 30’
      • Tech Level: 5 Complexity Modifier: 10
      • Protection: +8 AC;  Special: +3 Strength, Force Screen absorbs 25 hp of damage, Flight 50’; 
      • Damage: Tools 2d20-2. 1d4+1. Ramming: d20+4. 1d10
    • Tools: Fusion torch, multitool, an array of manipulative arms ending in various advanced surgical tools such as sterilization field, projectors, ultrasonic scalpels, and tissue regenerators.
    • HP: 50
    • Power: F-Pack (1 week), Q-Pack (U)
    • Mental Mutations:
      • Dual Brain (20-23): The mutant’s Intelligence score increases by +5; gains additional +3 to Willpower saves and gains 1 additional random mental mutation (already represented)
      • Heightened Intelligence (24-27): The mutant’s Intelligence score is increased by +5; Artifact checks succeed automatically up to tech level 3.
      • Mind Control (+5 to check)
    • Defects:
      • Enlarged Body Parts - Enormous Head, -2 AC (already represented)
      • Useless Body Parts - Body is underdeveloped and wracked with mutation
  • Punky
    • Punky is a giant white rat with a predilection for yelling “Snarf” prior to engaging in combat. He is completely loyal to Brian. Although he typically prefers to beat foes into submission with his giant cybernetic fists, he is capable of using a bear hug against a foe that was successfully slammed. Strength/height may be adjusted via amplimorph mutation.
    • Init +2; Atk Cybernetic Fist Slam +7 melee (1d6+5); AC 16; HD 4d8+4; HP 25; MV 20’; Act 1d20; SP bear hugs; SV Fort: +4, Ref: +2; Will +1
    • Bear hug - On a successful slam, Punky can choose to bear hug an opponent. 1d6+5 ongoing damage per round. Loses other actions besides move. Movement not hindered due to strength for human and smaller sized creatures. Movement halved for larger creatures. Bear hugged creature can make an opposed strength roll against Pinky’s 20 str (+5) to escape.
    • Physical Mutations d20+4:
      • Amplimorph 
      • Taller (20 – 10’ Tall, +5 Str)
  • Doctor Human
    • Lead medical scientist at facility. Primary responsibility is aquatics lab. Human android body - Hyper-intelligent octopus sealed in tank in chest. He has a small underwater lab/tank in the aquarium section of the facility. Depending on the time of day, alarms that may have been triggered, etc. that Dr. Human is in the tank with the body standing nearby waiting for commands.
    • Init: +2; Atk none; AC 8; HD 3d6+1; HP 12; MV 0’, Swim 25’; Act 1d20; SP Android enclosure; SV Fort +0, Ref +0, Will +6.
    • “Android-like” body:
      • Init +4; Atk slam +4 melee (1d8 or by weapon type +4); AC 13 or by armor type (+4); HD 7d6; HP 25; MV 30’; Act 1d20; SP immune to mind control (though Dr. Human can be controlled); SV Fort +4, Ref +4, Will N/A; AI recog N/A.
    • Dazer Pistol - Stun (DC 14/16/20 Fortitude save to resist); duration, 1d6 rounds
    • Mental Mutations
      • Empathy: +3 Check (pg 60)
      • Mental Shield: +3 Check (pg 69)

James - Alternate Rule! Skill Gambling (DCC or MCC)
  • While running Nothings Free in Oceanworld, we came across a challenge in which the PC’s had to haul a floating artifact from the water. Pretty heavy, and I told the players that the DC was going to be a 20 unless multiple PC’s got involved. 
  • We came up with a fun system on the fly where each 0-level character who got “anteed” into the skill challenge reduced the difficulty by 5, with the understanding that if the roll failed, the negative would affect everyone.
  • So when 4 PC’s tried to lift the floating nuclear container out of the water, it was a DC of 5 (20 for the 1st PC, 15 for 2nd, 10 for 3rd, 5 for 4th). So there was a 1 in 5 chance that all the PC’s would have the bad thing happen, which we determined was that they would be eaten by laser sharks in the water.
  • Does this make sense later on for higher level play? Maybe not.
  • But it sure was fun watching my players ante up their zero levels to figure out a challenge!

Marc - DNA Telomerizer
  • The ancient had conquered numerous wondering, and rumor has it that aging was one of them. They knew that degradation of DNA Telomerase was, in part, responsible for the effects of aging on the human body, and they developed a device that could repair and replace telomerase at the molecular genetic level. 
    • Tech Level 6
    • Complexity Modifier: 5
    • Power:
    • C-cell: 1 use
    • F-cell: 2 uses
    • Q-cell: unlimited
  • Effects: 
    • Roll 1d20+Intelligence modifier
    • 1: Horrific DNA damage - The subject suffers 1d3 attribute damage TO EACH attribute (roll the d3 separately for each attribute). This damage is permanent and cannot be repaired by further used of the DNA Telomerizer.
    • 2-13: Failure, the subject suffers DNA damage in the form of 1 point of attribute damage to 1d5 random attributes that heals normally. 
    • 14: Minimal effect. The effects of the telomerization are minor and serve to make the subject look 1d12 months younger.
    • 15-17: Minor De-aging. The subject is de-aged by 1d5 years, and recovers 1 lost attribute point.
    • 18-20: Minor De-aging and repair. The subject is de-aged by up to 2d5 years, and recovers 2 points of attribute damage or regrows a lost organ or minor limb (hand or foot).
    • 21-23: Major De-aging. The subject is de-aged by 1d10+5 years, and recovers 2 points of attribute damage or regrows a lost organ or minor limb (hand or foot).
    • 24-26: Major De-aging and repair. The subject is de-aged by up to 2d10+10 years, and recovers 4 points of attribute damage or regrows a lost organ or limb.
    • 27-29: Complete de-aging.  The subject is de-aged to their prime, roughly 20 human years. The subject also recovers 3 points of attribute damage or regrows a lost organ or limb.
    • 30-31: Complete de-aging and repair. The subject is de-aged to their prime, roughly 20 human years. The subject also recovers 6 points of attribute damage or regrows up to 2 lost organs or limbs.
    • 32+: Complete renewal. The subject is de-aged to their prime, roughly 20 human years, and all attributes are restored to their original values +1. Any and all lost limbs and organs are regrown.

Forrest - Quantum Disentangler
  • (Inspired by the death of my van after 12 good years, because eventually, everything falls apart). Even with their advanced technology, there were many mysteries yet to be solved by the Ancient Ones. The study of quantum mechanics, and particularly the idea of quantum entanglement, led to the accidental discovery of a device capable of disentangling paired particles, leading to some very strange results. If you’re wondering about quantum entanglement, google it. We could take up the whole episode on this subject, but we won’t. So, the Quantum Disentangler appears as a small black glass orb able to fit in the palm of the hand. Whenever the device is brought within 10’ of a power cell, it instantly and remotely drains the cell of all of its power. This means that any artifacts powered by those cells shut down immediately. There is no artifact roll, it just happens. The power infusion into the Quantum Disentangler is as follows:. 
    • C-Cell: enables 1 Quantum Disentanglement burst
    • F-Cell: enables 2 Quantum Disentanglement bursts
    • Q-Cell: enables 3 Quantum Disentanglement bursts
    • Note that the Quantum Disentangler will drain ALL energy from ALL power cells within range.The power cells are useless thereafter (yes, even the Q-Cell).
  • 1d10 rounds after the drain, the Quantum Disentangler begins sending out “bursts” of quantum disentanglement, at a rate of 1 burst per round until all the bursts are spent. The burst manifests to living beings as a strange feeling that something “ain’t quite right”. And, it ain’t.
  • For each burst coming from the Quantum Disentangler, a range is determined by rolling d100. This is the number of feet that the sphere of disentanglement emanates out from the Quantum Disentangler.
  • For each burst, roll d6 and consult the following
    1. All living beings in range lose half of their current hit points. This cannot kill them. The being can lose fractions of a hit point, but will never reach 0 due to the effects of the Quantum Disentangler.
    2. Any living being in range has their luck bonus or penalty reversed. +1 becomes -1, -3 becomes +3, etc. This lasts for a number of days equal to the luck score.
    3. All non-living matter in range unravels into its constituent atoms. This might result in craters full of naked people.
    4. All living beings split into two beings, each an exact duplicate of the original being, that immediately attack one another. They do not stop attacking each other until one is dead. Any hit point loss to the survivor is permanent. Their Personality score is now half of its original value.
    5. Nothing happens.
    6. An effect from an earlier round, if there was any, is instantly reversed and things are restored back to what they were before the initial change happened. If several bursts have already gone off, determine which burst is reversed randomly. Otherwise, nothing happens.

Tuesday, November 6, 2018

Episode 19 Mutagenesis

Episode 19 Mutated Mailbag - Mutagenesis

Philosophy and genetics with a glass of milk...

James - The Language Die
  • Back to the Language topic
  • A few episodes back, the question of how judges handle languages came up.
  • This hit home for me recently for two reasons:
    • 1) I started studying Spanish recently because I wanted to learn another language.
    • 2) My Mutant Paranoia Alpha game may feature language. 
  • In my mash up, I’ve altered the shape and design of the “Warden” and renamed it the “Augustus” (since my middle name is August, and I’m making the ship my own).
  • The PC’s start on the A-Deck of Habitat 2. There’s a B, and C deck on each of my habitats, and 3 other habitats, along with other parts of the ship (including Epsilon City and Alpha Complex). I’ve got 30 possible regions on the ship, each with the potential to have a separate dialect!
  • Before the Augustus left Earth, about 10,000 years ago, I’d say most of the colonists and crew on board spoke English and Chinese, but over the years (and given that some groups of colonists could speak other languages) dozens of new dialects may have popped up.
  • What’s a better way of having PC’s figure out what NPC’s are saying, or more importantly, what computers are saying?
  • The Language Die
    • Rather than give PC’s bonus languages for their intelligence (which has never made much sense to me), they start out speaking one language based on their Archaic Alignment.  
    • Since PC’s in my game start out as members of the Clan of Cog, they can speak freely with members from the Clan of Cog using the same dialect. 
    • But let’s say they want to learn another language. That’s when the Language Die comes in to play.
    • Language Die by Class
      • PSH: 1d16
      • Mutant: 1d14 (1d16 for Children of the Glow)
      • Manimal: 1d12 (1d16 for Chosen Zhuu)
      • Plantient: 1d10 (1d16 for the Atomic Equinox)
      • The Language Die is  modified with a bonus based on the PC’s Intelligence Score. 
      • So a Mutant PC with an intelligence of 13 has a Language Die of 1d14+1
    • Languages
      • A Player should write the languages and dialects they know somewhere on their character sheet. They start with one. 
      • When the PC’s encounter a new language (including Ancient Ones), they can make a Language Die roll with a DC of 10. If they fail they can’t roll again until they spend a full week learning the language or alongside native speakers. 
      • Once they succeed on the die roll, it’s safe to say that the PC has learned the language and can record it.
    • My sample list of languages for my Mutant Paranoia Alpha campaign:
      • All 9 Archaic Alignments
      • Ancient One
      • Alphan (Alpha Complex)
      • Epsilonian (Epsilon City)
Marc - Forge Trees!
  • Inspired by this story that Forrest found 
  • Forge trees are Terra AD hyperaccumulators. They leech metals and other elements up from the ground and concentrate them within their bark, wood, sap, and possibly even leaves. These materials allow the trees to become toxic to potential predators or parasites. 
  • The presence of high concentrations of metals within these trees makes their sap and wood VERY valuable to those who know how to harvest and use them. Some tribes know how to harvest the liquid sap and use it to cast metal weapons and armor creating weapons that rival all but those of the ancients. 
    • Sap Cast Weapons
      • Arrows with sap-cast arrowheads deal 1d7 damage
      • Spears with Sap-cast heads deal 1d8 damage
      • A sap-cast Shield provides +1 AC and and 1d8 fumble die
  • Similarly others groups know the secrets of harvesting the wood of these trees which are incredibly strong and resistant to damage and fire. Such wood can also be used for weapons and armor, but can also build structures that are far stronger than those built from normal woods and resist catching fire.
    • Metal-Wood Weapons
      • Due to the added weight of the metal infused wood metal-wood weapons doe +1d damage over  their normal wood counterparts (e.g. a staff would do 1d7 damage)
Forrest - The Mechaniclaw!
  • Looking through the 2nd printing MCC rulebook. This time through I noticed a lot of claws in the art. This reminded me of the ridiculous movie “Spacehunter: Adventures in the Forbidden Zone”. Most notable for Molly Ringwald’s performance as a red-headed space orphan. 
  • The main enemy, “Overdog”, had two gigantic claw appendages, so I got to thinking and came up with: The Mechaniclaw!
  • Mechaniclaw:
    • The mechaniclaw is a massive (and I do mean massive) tripartite claw. Each of its prongs is two feet long and sticks out perpendicular from the arm one foot (for you math whiz’s, that means it forms a triangle of . . . um . . . big). At its base is a hollow which might just perfectly fit a pure-strain human hand! Of course, someone is going to stick their hand in there! Duh!
    • Once a hand is inserted into the mechaniclaw (hopefully still attached to the rest of the body), the mechaniclaw grafts itself into the flesh of the hand and arm of the wearer. A successful DC 16 AGI will allow the reticent wearer to pull their hand free if they declare their action immediately upon realizing that the thing is “starting up”. After that, the mechaniclaw can only be removed by chopping through the forearm, causing 5d6 of damage and permanently dropping Agility and Strength by 1d4 points each. But wait!
    • It might be worth it! More on that in a moment.
    • There is no artifact check needed for the mechaniclaw. The mechaniclaw knows what the wearer (I use the term “wearer” loosely) wants. It. Knows.
    • And it’s willing to help you out! The mechaniclaw can be used as a tool, defensive weapon, or offensive weapon. Really offensive.
    • As a tool, the mechaniclaw will allow the wearer to lift up to 300 lbs over their head, one-handed! It will tear through thin metal like butter and through thicker metal (like robots and such) tearing a 1’ long, 1” wide, 1” deep gouge per round. It can pulverize softer rocks with ease and harder rocks with a few rounds of effort.
    • As a defensive weapon, anyone wearing the mechaniclaw, or anyone the mechaniclaw is wearing, as it were, gets +2 to AC if used passively, or it may be actively used to block one attack per round with no ill effects.
    • Offensively, the mechaniclaw can deliver a blow of 1d10 damage or it can be used to grasp an opponent, causing 3d6 damage per round that the victim is in its inexorable claws. Note that it can only be used offensively or defensively in a given round.
  • So what’s so bad about it?
    • Well, it’s heavy. Really heavy. Servo-motors and mini-jets propel it into action, but the wear and tear on the rest of the wearer’s body causes a temporary stamina loss of 1 STA for every three rounds of use. This is recovered completely when sleeping, but if STA reaches 0, the wearer dies (and the mechaniclaw relinquishes its hold).
    • And it’s big. Really big. Each prong of the claw is as long as an entire forearm. It is rather unwieldy. Getting it through doors or tight places can pose a problem. Of course, you can always rip the door from its hinges or claw through that cinderblock bunker.
    • AI recognition is confused by it. Are you a person or a robot? Lose 2 points on all AI recognition rolls.
    • It doesn’t like non Pure-Strain Humans. Any manimal, plantient, or mutant who tries it on instantly takes 2d6 electrical damage as the mechaniclaw tries to jolt them away! Even if they persist in (stupidly) taking lots of damage, the mechaniclaw just won’t work for them.
    • Like many things, it doesn’t last forever. In fact, it’s kind of an energy hog. You’ll get 10 rounds of use (whether as a tool, defensively, or offensively) with a C-Cell, 20 rounds with an F-Cell, or unlimited use with a Q-Cell. When found, it will have a C-Cell in it with 1d10 rounds worth of use left. Better find power quick, because once it drains, it becomes a 150 lb anchor attached to your arm. Sure, you can try to take if off again - without power, it doesn’t have the same hold on your arm. But you’re still going to pay dearly to get it off, no matter how careful you are. Take 3d6 of damage and permanently drop your Agility and Strength by 1 point. Oh, and that hand is useless, going forward. You’ll find, as you age, little bits of metal migrate to the top of your skin there, which is irritating and could be problematic. Lose 1 point on AI recognition roles. You kind of have something robotish about you!

Friday, October 5, 2018

Episode 18 Mutagenesis

Episode 18 Using Appendix M - Mutagenesis

Killer Locusts, super sledges, and a terrifying stuffed bear...

James - Unlucky Stealth Hopper
    • Had to postpone a vlog because almost in a car accident due to a grasshopper in my car.
    • Someone said I needed to include it on Glowburn
    • Here goes
      • Init +5; Bite NA; AC 15; HD 1d4; MV 10’; Act Special; SP On the Stealth Hopper’s turn, the target must make a DC 15 Will save or be forced to make a Fumble check at +1d. SV Fort -1; Ref +5; Will +0. 
      • Also the Unlucky Stealth Hopper has Hide in Shadows at a +8.
      • Also it has the Temporary Invulnerability Mutation. Because they can’t be killed.
      • They can never be killed. 

    Marc - Super Sledge!
    • Fans if the Fallout series hopefully already know this one. 
    • The Super Sledge is a tech upgraded version of a sledgehammer. In Fallout it has a trigger on the handle that activates a rocket engine in the back of the hammer’s head giving additional force and speed to the strike. 
    • Rocket weapon technology is actually something that came out of the Great Disaster and was invented by the ancients who survived that time as a means of survival. As such it is remarkably simple for an artifact.
    • For the standard Super Sledge I’d use the following:
      • TL: 3
      • CM: 1 
      • 2 handed weapon
      • 1d10 damage
      • Artifact effect: when the trigger is pulled the rocket on the back of the hammer’s head will propel it forward with great force and speed, granting +1d to attack rolls.
      • If the user double taps the trigger (only an option if they have the “fully understood” result on the artifact table, or if they specifically try it) they gain a +1d to damage as well dealing 1d12 damage.
      • The rocket uses a standard C-cell and a fully charged C-cell has enough power for 30 standard uses. A double tap uses two charges.
      • A fumble when using a Super Sledge gains +1d (or +2d on a double tap) to the normal fumble die.

    Forrest - Boo Phear (Lesser Entity)
    • Inspired by the movie Christopher Robin, just to prove that you can find inspiration ANYWHERE - Boo Phear (Lesser Entity)
    • A pear-shaped, honey-colored, living stuffed bear with inscrutable goals. Written here as an creature/NPC hybrid.
      • Stats:
        • Strength: 6
        • Agility: 5
        • Stamina: 8
        • Personality: 20
        • Intelligence: 5
        • Luck: 20
      • Spd: 10
      • AC: 10
      • HP: 500
      • Abilities
        • Gains 1d10 luck for every point of luck spent.
        • Regenerates 1d10 luck per day.
        • Always wins initiative because of the the shock that comes with the realization that this is a cute, living, stuffed bear that corrupts all around it.
        • It has one attack: confusion to all who hear it speak such inane and insane platitudes as: “Doing nothing is the best way to do something” or “My favorite day is Today”. Those who hear this ridiculousness must make a DC 18 Will save. Those who fail the save roll a d8 and consult the following table:
          • 1. The character lights their own hair on fire and runs away screaming for 2d4 rounds.
          • 2. The character lights someone else’s hair on fire.
          • 3. The character falls to their knees and stares into the void of the meaningless of existence for 2d6 rounds. They are unable to cast spells, use psionics, or use mental mutations for a further 1d4 rounds after this.
          • 4. The character runs away at top speed for 2d7 rounds screaming “Hunnee! Hunnee!” Note that the character will not stop for any obstacles, but will try to run through doors, claw through walls, run off cliffs, run into raging rivers, etc.
          • 5. As 4, but the person runs for 2d8 rounds screaming “the Woozles are coming to eat me!” Judges are encouraged to encourage players to actually act this out for verisimilitude. 
          • 6. The character attacks the nearest person, using all available means to harm them, while screaming “Heffalump! Heffalump!” This effect lasts for 2d10 rounds.
          • 7. The character attacks everyone possible within a 100’ radius for 2d12 rounds screaming “Oh, bother!”. Targets are chosen randomly and change each round.
          • 8. The character becomes a mind-slave to Boo Phear for 2d14 hours and must obey Boo Phear’s every whim. Boo Phear will probably cause you to kill your friends, and maybe yourself, in the most silly ways possible.
      • Weaknesses
        • Boo Phear is distracted by honey. Once he eats all the honey, there will be hell to pay.

    Wednesday, September 5, 2018

    Episode 12 Great Disaster

    Art by Ryan Buck

    James - Marlack the Mutant

    • Str 17 (+2)
    • Agi 10/13 (+0)
    • Sta 9
    • Per 12 
    • Int 18 (+3)
    • Luck 9
      • Birth sign: ??
    • Hp 5
    • Initiative +1d3
    • Attack Bonus +3
    • Crit Die/Table 1d6/II
    • Artifact Checks +3
    • Saves:
      • Ref +1
      • Fort +0
      • Will +4
    • Occupation: Gatherer
    • Mutant
      • Ridged back
    • Mutations  
      • Physical: 
        • Symbiotic Touch
      • Mental:
        • Mental Reflection
        • Dual Brain (base of spine is a 2nd brain)
        • Life Force Reflection
    • Archaic Alignment: The Marlacks

    Art by Ryan Buck
    Forrest - Richard Reeds the Mutant
    • Str 10
    • Agi 13  (+1)
    • Sta 13 (+1)
    • Per 12
    • Int 8
    • Luck 14 (+1)
      • Birth sign: The Healer (saves vs poison, +1)
    • Hp 4
    • Initiative +1+1d3
    • Attack Bonus +1
    • Crit Die/Table 1d6/II
    • Artifact Checks +0
    • Saves:
      • Ref +
      • Fort +
      • Will +
    • Occupation: Hunter
    • Mutant 
      • 4 Arms
    • Mutations  
      • Physical: 
        • Gas Generation (transmutes air)
        • Plasticity (stretch limbs up to 20', +20' movement, -1 to blunt damage)
      • Mental:
        • Illusion Generation
    • Archaic Alignment: 

    Art by Ryan Buck

    Hector - Belrow the Polar Bear Manimal
    • Str 6 (-1)
    • Agi 9   
    • Sta 8 (-1)
    • Per 9
    • Int 8 (-1)
    • Luck 10  
      • Birth sign: the unchanging (defect rolls)
    • Hp 10
    • Initiative +0
    • Attack bonus +0
    • Crit Die/Table 1d6/II
    • Artifact Checks -1
    • Saves:
      • Ref +1
      • Fort -1
      • Will +1
    • Occupation: ??
    • Manimal: Polar Bear
      • Slitted pupils
    • Mutations  
      • Physical: 
        • Heightened stamina (dull lead skin)
        • Radiation generation
      • Mental:
        • Cryokinesis (dense fog rolls of mutant's body)
    •  Archaic Alignment: The Chosen Zuu

    Art by Ryan Buck

    Bill - Razarog the Wolf Manimal
    • Str 17 (+2)
    • Agi 8 (-1)
    • Sta 13 (+1)
    • Per 7 (-1)
    • Int 7 (-1)
    • Luck 9 
      • Birth sign: The Beast (unarmed attacks, +0)
    • Hp 8
    • Initiative -1
    • Attack bonus +3
    • Crit Die/Table 1d6/II
    • Artifact Checks -1
    • Saves:
      • Ref +0
      • Fort +1
      • Will +0
    • Occupation: ??
    • Manimal: Wolf
      • ??
    • Mutations  
      • Physical: 
        • Gas Generation (gas comes out of the palms of his hands)
        • Ultravision (dark purple irises)
      • Mental:
        • Mental Shield (translucent blue-green shield around head)
    • Archaic Alignment: The Chosen Zuu