Sunday, August 12, 2018

Episode 10 Mutagenesis

Episode 10 First Impressions, First Questions: Part 1 - Mutagenesis

The apocalypse goes to the dogs...

James - Optional Canine Manimal Rules

  • Marley & Me - Book by John Grogan, Movie… 
  • Nothing to do with the post apocalypse
  • Okay, so I’m a huge dog fan.  My ultimate dog, the best dog I’ve ever owned is Ridley the Goldendoodle.  He turned 8 this year, and is pretty much one of my best friends ever.  Just the greatest dog, and I like to show him some love back in my video games.  So on Steam I go by “Weredoodle”, and my Dragon Age Mabari was named after him.
  • In honor of Ridley, and since I believe that dogs will inherit Terra AD after the Great Disaster, here’s a way to make sure your Manimal is a dog… with a special Canine Manimal Table!
  • Mechanics:  Canine Manimals have a terrific sense of smell that effectively allows them to “see” using their nose.  This means that they are never blinded unless both their nose and eyes are impaired.  But given the sensitivity of their noses, they are especially susceptible to any artifacts or other kinds of powers that can be breathed in.  Canine Manimals suffer a -1d on their Fortitude Saves vs. these kinds of attacks.
  • Alternate Canine Only Manimal Sub-Type Table for Dog Fans
    • Roll a d30, just like on the original Table 1-7
    • 1 - 3: Herding Group. Roll a d4
      • 1) Collie
      • 2) Corgi
      • 3) German Shepherd 
      • 4) Shetland Sheepdog
    • 4 -6: Hound Group. Roll a d4
      • 1) Beagle
      • 2) Bloodhound
      • 3) Greyhound
      • 4) Rhodesian Ridgeback
    • 7 - 9: Non-Sporting Group. Roll a d4
      • 1) Bulldog
      • 2) Dalmatian 
      • 3) Poodle
      • 4) Shiba Inu
    • 10 - 12: Sporting Group. Roll a d4
      • 1) Golden Retriever
      • 2) Irish Setter
      • 3) Labrador Retriever 
      • 4) Weimaraner
    • 13 - 15: Terrier Group. Roll a d
      • 1) Bull Terrier
      • 2) Dandie Dinmont Terrier
      • 3) Pit Bull
      • 4) West Highland White Terrier
    • 16 - 18: Toy Group. Roll a d4
      • 1) Chihuahua
      • 2) Papillon
      • 3) Pug
      • 4) Shihtzu
    • 19 - 21: Working Group. Roll a d4
      • 1) Akita
      • 2) Boxer
      • 3) Rottweiler
      • 4) St. Bernard
    • 22 - 24: Designer Breeds. Roll a d4
      • 1) Cockapoo
      • 2) Goldendoodle
      • 3) Huskamute
      • 4) Puggle
    • 25 - 27: Wild Canines. Roll a d4
      • 1) Wolf
      • 2) Dingo
      • 3) Jackal 
      • 4) Coyote
    • 28 - 30: Mutt!  Roll twice and combine the table. This result can be achieved more than once, and the PC keeps gaining additional breeds.  
  • Hyper Mutts!  
    • Mutts are created with a roll of a 28-30, with an additional breed tossed in randomly for each point of luck (or negative luck) modifier.
    • So having a Luck Modifier guarantees a Mutt, and rolling Mutt! just means more Mutt


Forrest - Spike Thrower 
  • Inspired by Russ Nicholson’s art on page 16 of the MCC Core Rulebook, but really inspired by the movie Heavy Metal and particularly the city invasion scene heralded by Black Sabbath’s song The Mob Rules. I will note that I have been waiting 36 years to stat this out!
  • Spike Throwers cast a 2.5’ long metal spike using a combination of metalastic band technology, augmented by weak gaussian fields. They can be shot in 3 or 6 round bursts. 
    • Each spike is rolled for separately, with a cumulative +1 bonus per shot beyond the first successful shot as the target slows and stumbles from the wounds of the initial hit. 
    • The 6 round burst may target two separate opponents, but any bonuses gained on the first 3 round burst are lost until a successful hit is made during the second 3 round burst. 
    • The weapon is prized by assassins because it is nearly silent, allowing a high-firepower, high-lethality sneak attack on assassination targets. Spikes may be coated with poison in order to ensure success in the “job,” but is sometimes considered bad form by seasoned assassins.
    • Tech Level: 3. 
    • Complexity Modifier: 2. 
    • Range: 60/120/180. 
    • Damage: 1d5/spike. 
    • Power: C-Cell (100), F-Cell (200), U-Cell (U). Ammo: Clip (12 shots). 

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