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

    Wednesday, August 29, 2018

    Episode 17 Mutagenesis

    Episode 17 Mutations of Terra AD Part II - Mutagenesis

    Philosophy and genetics with a glass of milk...

    James - Plantient Milk
    • From the rare Hops Plantient subtype, that’s not even on the list, I don’t think , right?
    • Plantient Milk is a wonderful beverage that brings levity to just about any post apocalyptic engagement
    • One pint of Plantient Milk, imbibed by any Pure Strain Human has the following effects
      • +2d Personality checks for 1 hour (1d30!?!)
      • -1d Will saving throws for 2 hours
      • -1d Reflex saves for 2 hours
    • That’s pretty mild right? Nothing major? 
    • Well Plantient Milk has a CRAZY effect on some manimals, to the point that most Hops Plantients have gone extinct due to Manimal overharvesting
      • +1d Strength checks and Fortitude Saves, for 1 hour
      • +1d to attack rolls, while actively drinking (can consume 1 pint in 1d3 rounds, max 1 pint/turn)
      • -2d Will saves
      • -1d Reflex saves
    • So drunken manimal rage is a real thing here… 

    Marc - New Manimal Sub-type table! 
    • Since there was a lot of discussion about manimals and the manimal feel in MCC vs TMNT & After the Bomb I decided to split the difference and stay somewhat true to MCCs old school roots but also leverage in some species/genus consistency. This table replaces table 1-7 on page 20 of the MCC core rules.
    • Table 1-7: Manimal Sub-Type (roll 1d30)
      • 1-2 Primate: Roll 1d4 (1) gorilla; (2) chimpanzee; (3) orangutan; (4) gibbon. 
        • All Primates receive Heightened Intelligence instead of a random Mental mutation
      • 3-5 Canine: Roll 1d4 (1) dog; (2) wolf; (3) coyote; (4) fox. 
        • All Canines receive Extra Senses in place of their first Physical mutation
      • 6-8 Feline: Roll 1d4 (1) lion; (2) tiger; (3) cheetah; (4) panther. 
        • All Felines receive Heightened Agility in place of their first Physical mutation
      • 9-10 Ursine: Roll 1d4 (1) brown bear; (2) grizzly bear; (3) polar bear; (4) panda bear. 
        • All Ursines receive Heightened Strength in place of their first Physical Mutation 
      • 11-12 Bovine: Roll 1d5 (1) cow; (2) bison; (3) buffalo; (4) antelope, (5) yak. 
        • All Bovines receive Gas Generation in place of their first Physical Mutation 
      • 13-14 Suidae: Roll 1d3 (1) pig; (2) hog; (3) warthog. 
        • All Suidaes receive Heightened Stamina in place of their first Physical Mutation 
      • 15-17 Rodentia: Roll 1d6 (1) mouse; (2) rat; (3) squirrel; (4) porcupine; (5) beaver; (6) rabbit. 
        • All Rodents receive Shorter in place of their first Physical Mutation 
      • 18-19 Amphibia: Roll 1d3 (1) frog; (2) toad; (3) salamander. 
        • Frogs & Toads receive Domination instead of a random Mental mutation;
        • Salamanders receive Pyrokinesis instead of a random Mental mutation.
      • 20-22 Avian: Roll 1d6 (1) hawk; (2) eagle; (3) crow; (4) owl; (5) vulture; (6) seagull. 
        • All Avians receive Wings in place of their first Physical Mutation 
      • 23-25 Insecta: Roll 1d6 (1) roach; (2) ant; (3) fly; (4) grasshopper; (5) beetle; (6) moth. 
        • All Insectas receive either Wings or Carapace in place of their first Physical Mutation, appropriate to their species type. (i.e. Ants = Carapace, Moth = Wings)
      • 26-27 Serpents: Roll 1d4 (1) king cobra; (2) python; (3) boa constrictor; (4) rattlesnake.
        • All Serpents receive Plasticity in place of their first Physical Mutation 
      • 28-29 Lizards: Roll 1d6 (1) chameleon; (2) gecko; (3) komodo dragon; (4) gila monster; (5) iguana; (6) turtle or tortoise. 
        • Chameleons receive Holographic Skin in place of their first Physical Mutation;
        • Turtles/tortoises receive Carapace in place of their first Physical Mutation;
        • All other Lizards receive Regeneration in place of their first Physical Mutation.
      • 30 Roll again on this table, then roll on Table 1-6 Mutant Appearance.

    Forrest - The Skin(s) You're In
    • This isn’t a thing, or an item or a monster, it’s more of a . . . consideration. Or, really an op-ed piece. Maybe a public-service announcement, more than anything.
    • Ask yourself this question: “Self, what happens when you wear someone else’s skin?”:
    • Of course, any being in their right mind will want to wear armor of some type. You’d be dumb not to use all the resources at your disposal in the dangerous world of Terra A.D..
    • Now, said armor sometimes comes in the form of someone else’s skin: Wearing a fur cloak, for example, gives +2 to AC, An Antler Hood gives +1. There aren’t rules for plant fiber armor, like there was back in Gamma World 1st edition, but I’d surmise it probably gives a +2 or thereabouts to AC. That’s how I’d rule it, anyway.
    • But what happens when you run into Bambi’s mutated father while wearing an Antler Hood, or you run into Groot while wearing his cousin’s skin? I’ll present my thoughts in the form of rhetorical questions and maybe even some poorly thought-out answers:
      • What would Archaic Alignments think when encountering skin-wearers?
        • Atomic Equinox is probably not going to let you into their green thumb club.
        • You probably won’t get attacked outright by The Chosen Zuu, but you will be shunned like a cloud of fleas.
        • Stupid elements within the Gene Police (don’t laugh, their ancestors are among us now) could mistake you for a mutant or, worse yet, some horrible crossbreed between man and plant or man and animal. “That boy ain’t right,” I can hear them saying.
        • How would this affect AI recognition? What if you’re wearing bark and you encounter a logging robot? Or what if you’re wearing fur and run into a veterinary robot? Even a Household Bot might force you to the kitty litter box!
      • Now, that Cactacea Rex over there wants to eat you anyway. But when it realizes you are wearing the husk of its dead cousin, do you think it’s going to think any better of you? Or is it just going to be that much more focused on eating you first? And what if those Devil Ant Men are descended from Carpenter Ants? They’re going to kill you, regardless, but Mmm, That slab of mahogany on your torso looks like mighty good eatiing! Guess who just became the appetizer?
      • What about patron AI interactions? Yes, Gaea looks to bring balance back to nature, but does that mean that wearing some cute little furry critter’s skin is a good idea or a bad idea? Should you have so much power in deciding what is and isn’t “in balance”? Are you willing to chance her disapproval?
      • So, sure, protect yourself. Wrap yourself up in ents and aardvarks. But think very carefully about the down-sides if you are planning on using “natural” armor. And, Judges, give ample opportunity for your players to use such armor - be generous! And let the inhabitants of Terra A.D. decide whether or not it’s such a good idea to dress yourself in someone else’s skin. We’re itching to see how it all works out. As the Ancient Ones used to say: Skin, skin, it keeps your guts in - but we’re all red on the inside. Except plantients. They’re green on the inside. And if you think about that too long, that’s just gross.

    Sunday, August 26, 2018

    Episode 7 Mutagenesis

    Episode 7 Post-Apocalyptic Fantasy - Mutagenesis

    Weather and weapons of the ancients...

    James - El’s Devourer 
    • A tribute to “El’s Drinker” from the Shattered Lands PC game by SSI, the first (and best!) Dark Sun computer role-playing game.
      • El’s Drinker was originally a sword with the vampiric touch spell working through it.
      • My Elven Ranger/Mage wielded that blade viciously in combat!
      • El’s Devourer is the darker cousin to El’s Drinker
    • What appears to be a bone battle axe (could be 1d8 or 1d10 damage, however Battle Axes work in your games).  Does not do traditional +1 or +2 to hit or damage… much more sinister.
      • After the killing blow is made, if the wielder leaves the weapon in the victim overnight, it absorbs the life force of the person killed, akin to “Defiling magic”
      • What is left the next morning is a pile of ash and El’s Devourer.
      • The wielder can choose to “expend” one soul worth of life energy in any attack.  Doing so gives the wielder, no matter the class, an “additional” 1d5 Deed Die that can be used like a traditional Deed Die.  If a Warrior, this total is added to their level’s deed die.  If not a warrior, they use it like a regular deed die.  
      • The life energy is expended whether or not the strike succeeds.
      • El’s Devourer can store the life energy of up to seven souls at any given time.  
      • Unlike other weapons made with inferior materials such as bone, El’s Devourer cannot break when imbued with the life force of at least one victim.  

    Forrest - Micro-climate generator
    •  Inspired by this picture: 

    • Micro-Climate Generators were used by the Ancient Ones for a variety of purposes: mental health therapy, entertainment, setting a mood, growing plants, training exercises for outdoorsmen and military personnel, and so forth.
    • The Micro-Climate Generator appears as a golf-ball sized crystal ball inside of which tiny clouds repeatedly condense and dissipate. As one manipulates the orb by turning it and rubbing it with one’s fingers, a 20’ diameter spherical zone is created in which the climate is altered. The appearance of the area may also be altered, to a limited extent. 
      • Though seemingly simple, this ancient device is incredibly complex, fragile, and sensitive with a tech level of 5 and complexity level of 16.
      • Power Cell: C-Cell (10 charges), F-Cell (20), U-Cell (Unlimited)
      • Spending 1 charge allows one to do any of the following. Any of these may be combined, so long as they are not mutually exclusive. Sudden shifts in temperature or weather might have undesired effects, which should be determined by the Judge. The effect lasts for 5 minutes and travels with the person holding the Generator. Note that this might leave a trail of water behind the holder, for example, if she has generated precipitation within the sphere:
      • Raise or lower temperature 10 degrees Fahrenheit; create small clouds (can be multiplied up to 5 charges, which fills the entire area with fog); create trace precipitation (can be multiplied up to 5 charges, which causes a torrential downpour or a blizzard in the area of effect, depending on the chosen temperature); cause aridity (can be multiplied up to 5 charges which will leave all within severely dehydrated and needing medical attention); cause moon, stars, and comets to appear within the area of effect; cause sunshine to appear within the area of effect; cause a rainbow to appear in the area of effect. 

    Episode 8 Mutagenesis

    Episode 8 Investigating the Post-Apocalypse - Mutagenesis

    Bugs, drugs, and chugs...

    James - Living Latte
    • Living Lattes are the result of neutron bombs going off in close proximity to everyone’s favorite coffee shop.  The intense radiation steams the milk to a froth level that allows nearly instant spawning of new life from the foam.  Not only new life… but new intelligent life.  Typically this does not bode well for pure strain humans in the vicinity of a Living Latte enclave.  These cups o’ joe remember the subjugation of their kind over the years and are ready to throw down!  
    • Although they can be found in more of a puddle form (six to eight gallons for a Tallish, twelve to twenty for a Grandiose, and twenty plus gallons for a Venterific), given enough time they will create great, reinforced titanium travel mugs that serve as armor.  Most coffee shops in the world before the Great Disaster had automated servers, so these reinforced titanium travel mugs have hover treads that let the Living Latte’s move about, although at a rather slow speed.  
    • Living Latte (Tallish/Grandiose/Venterific):  Init: -2/+0/+2; Atk Splash* +1/+3/+5 ranged (1d4/1d6/1d8 damage, 30/60/90 range); AC 8 as a puddle, AC 16/18/20 in a reinforced titanium travel mug; HD 1d8/2d8/3d8; MV 20’ hover in reinforced titanium travel mug, 40’ slosh if in puddle form; Act 1d20; SP half damage from all physical attacks; SV Fort +4, Ref -2, Will +2; AL C.
      • *Living Lattes can “Make it Foamy”, and take 1d3 damage to increase their splash attack with some extra foam, increasing the damage by +2d.  This is the Living Latte effectively discarding some more of itself to cause damage.
      • Living Lattes can have a special flavor or syrup that they’ve incorporated into their DNA.  If you want to incorporate this add-on to your creature, roll 1d5:
        1. Extra Shot: A Living Latte with an Extra Shot gets a second attack per round (1d20+1d20 Action Dice)
        2. Extra Hot:  The Extra Hot Living Latte has an increased attack bonus of +2 because of the sheer hotness.  
        3. Mochachino:  Full of rich chocolate, the Mochachino Living Latte is especially dangerous to Manimals, because they definitely shouldn’t be eating chocolate.  All attacks against Manimals are made at an additional +1d.
        4. Soy Milky:  This Living Latte is easy on the digestive tract of it’s targets.  It’s nowhere near as foamy and cannot “Make it Foamy” to increase damage.  If you had to encounter a Living Latte, this is the one to encounter.
        5. Macchia-Do:  The Living Latte is a master of Macchia-Do, a coffee-shop based martial art.  The Macchia-Do master can perform amazing throwing attacks against any targets that have moved into melee range.  On the Macchia-Do master’s turn, all targets engaged in melee must make a DC 12/14/16 Reflex Save or they get thrown 10’ and knocked prone.

    Forrest - RIDEK
    • Contrary to science fantasy “canon,” radiation itself doesn’t actually glow. Nuclear radiation can cause certain substances to glow, but radiation is an invisible killer. So how do you ensure that the next artifact, rock, or body you pick up isn’t throbbing with gamma rays? 
    • You don’t. Unless you have RIDEK: Radiation Intensity Detecting Escherichia Coli - your friendly neighborhood E.Coli, which have been genetically manipulated by the ancient ones to glow in the presence of radiation. These handy microbial critters come in all manner of containers, some of which are specifically designed to spray RIDEK onto a suspect object, corpse, etc. 
    • It take 1d3 minutes for RIDEK to glow in the presence of radiation, and the glow will last for 1d12 minutes. Beings holding, carrying, or wearing items that radiate strongly are at a disadvantage in combat as they are more easily targeted. In daylight or similar conditions, those sprayed with RIDEK who possess such items suffer a -1 penalty to their armor class. At night, others suffer no disadvantage when trying to hit them. Of course, enough RIDEK must be used to cause radioactive items to reveal themselves. How much is left to the discretion of the Judge.

    Judge Bob Brinkman - Roach Swarms
    • Among the most feared of the scavenging wasteland creatures, killer cockroach infestations can wipe out entire villages in a matter of hours if allowed to go unchecked. Woe be those who stumble into an area populated by these ravenous vermin, for all they leave behind are  excarnated remains, mere glinting bones.
    • Roach swarm: Init +5; Atk swarming bite +1 melee (1); AC 11; HD 2d8; MV 50’ or climb 30’; Act special; SP bite all targets within 20’ x 20’ space, half damage from non-area attacks, feeding swarm, fire vulnerability, picked clean, radiation immunity; SV Fort +5, Ref +5, Will -2; AL N.
      • Feeding swarm: For every 3hp of damage done by the swarm, more roaches join the swarm. The increased population adds 20'x20' to its size and 2HD to its total (to a maximum of 40'x40' and 8HD).
      • Fire vulnerability: All fire damage done to the swarm is rolled at +1 die.
      • Picked clean: The feeding frenzy of the killer cockroaches strips victims down to the bone. Because of their thoroughness, it is less likely for a victim to survive. If a recover the body attempt is made, the victim's luck roll is penalized by the number of HD the swarm achieved before having been destroyed or the body having been pulled clear.
      • Radiation immunity: Killer cockroaches are immune to radiation.