Showing posts with label mutant future. Show all posts
Showing posts with label mutant future. Show all posts

Thursday, February 21, 2013

Flumphs for Mutant Future [Flumph Friday]


Let's close out Flumph Friday February with the "Floomf" for Mutant Future!

Floomf
No. Enc.: 3d4 (5d6)
Alignment: Lawful
Movement: 10 (3') crawling, 150' (50') flying
Armor Class: 6
Hit Dice: 6*******

Attacks: 1
Damage: 3d6 (mind thrust) or paralytic slime
Save: L4
Morale: 8
Hoard Class: II (XIX)

XP: 2070

Floomfs are bizarre mutants that hail from another dimension. They possess an anatomical makeup that combines elements of both animals and fungi and resemble leathery floating jellyfish with multiple tentacles and two dexterous eyestalks that support black snail-like eyes. They float through the air using psionic levitation and communicate with using neural telepathy.

The Floomfs' home dimension was conquered by the sinister Brain Lashers. The Floompf's escaped to the Mutant Future world with the intent of warning its inhabitants of the approaching Brain Lasher invasion. Sadly, with society in a shambles and most people fearful of the Floomfs' strange appearance, their warnings fell on deaf ears. Now the Brain Lashers are here!

Floomfs are peaceful creatures, given to quiet contemplation and scientific study. They abhor violence, but when attacked, they can bring powerful mental mutations to bear, as well as a paralytic venom.

A Floomf will first attack by squirting a stream of paralytic green slime. This attack has a range of 30'. If this stream hits, the target must make a save vs. poison or be paralyzed for 2d6 rounds.

A Floomf can also attack with its power Mind Thrust mutation. This mental attack uses has a range of 50' and inflicts 3d6 points of damage. It can be used every round. Floomfs are considered to have a Will score of 15.

Once per day, a Floomf can use it's psionic healing mutation to heal itself or one creature it touches for 4d6 hp.

Mutations: Bizarre Appearance, Mental Barrier, Metaconcert, Mind Thrust, Plane Shift, Psionic Healing, Psionic Flight, Toxic Weapon



Tuesday, January 29, 2013

Popmasheen [Mutant Future]


This post-apocalypse menace for Mutant Future was inspired by fuzzy childhood memories of an entry in the classic Book of Wondrous Inventions.

POPMASHEEN
No. Enc.: 1
Alignment: Chaotic
Movement: 60' (20')
Armor Class: 5
Hit Dice: 10**
Attacks: 3
Damage: 1d6/1d6/1d6 plus explosive acid
Save: L7
Morale: 12
Hoard Class: special

As the civilization of the ancients progressed, they connected more and more machines to their massive computer network. Even the most mundane appliances were programmed with virtual intelligences. It was only inevitable that, after the Fall, some of these machines would gain sentience and an evil disposition.

The popmasheen is usually found in the hallways of abandoned ruins. This robot resembles a large metal box of black metal with a glowing red front emblazoned with white runes of an ancient tongue. If approached by a creature carrying silver, the robot will speak in an dry, metallic voice “Please insert silver coins.” Close inspection will reveal a slot on the front of the machine, just the right size for a silver coin. The machine will continue to ask for silver coins until the party has none left. It will then remain silent and immobile, waiting a new source of silver.

If attacked, or if it's request for silver is ignored, the popmasheen will wobble forward on it's four stubby feet and attack! A port will open near the bottom of the robot, and the popmasheen will launch cylindrical metal canisters at its targets while droning "Enjoy! Enjoy! Enjoy!" It can attack three times a round, targeting three different targets. If a canister hits, it inflicts 1d6 points of damage. Each canister also has a 1-in-6 chance of exploding, splashing every creature in a 10' radius with brown acid. This acid inflicts 1d8 points of damage each round for 2 rounds. A save vs. poison will halve this damage.

A popmasheen usually holds 1d6x100 sp in its robotic gullet, plus any silver the party fed it.

Mutations: Toxic Weapon, Unique Sense (Detect Silver Coins)

XP: 1140

Monday, January 28, 2013

Highlights from last night's Mutant Future game

Some of my players have important school stuff, so we have to take a break from Monsterhearts for a couple of weeks. To fill the gap last night, I ran Mutant Future, a gonzo post-apocalypse RPG in the Gamma World vein.

We only played for a couple of hours, but we had some pretty notable scenes as our team of mutant heroes explored the ancient clone lab.

  • Durp the mutant dog used his Plane Shift mutation to open a dimension portal and bodily threw a number of vomit flies and scravers into some unknown hell. 
  • A killer soda machine went on a rampage, launching acid-filled explosive soda cans at ballistic speed. 
  • Using the defeated soda machine to black a doorway, then tipping the heavy machine over on top of the scraver boss, squashing him like a grape.
  • Durp the dog fought his way back from 1 hp at least twice.
  • Shani the mutant opaki used her heat blast hands to set oil flasks on fire.
  • Shani the opaki blasted to ash by a laser rifle trap.

I was reminded again why I love OSR games so much as opposed to 3.x D&D and Pathfinder. It's the whole "rulings not rules" thing. Take the first example with Durp tossing bad guys into his dimensional portal. If this was a modern D&D-esque game, first we'd have to check if the portal could be placed on a horizontal surface. Then we'd have to go through lengthy grapple rules in order to wrangle the monsters into the portal. A lot of page flipping and arguments. When the heroes shoved the soda machine onto the scraver, we'd look up rules for feats of strength, are attacks with improvised weapons, and damage by weight. 

Instead, I used the OSR philosophy of "rulings, not rules" combined with the Apocalypse World "principle" of "be a fan of the PCs."

Durp wants to toss a bad guy into his portal? Fine. Make a normal to-hit roll at -4. Got him? Great, now make a regular Strength check to chuck the bastard in. Oh you rolled a natural 20 on that to-hit roll? Then forget the Strength check, you toss him in no problem!

Wanna shove the soda machine onto the monster? Well we said the scraver's right in front of the machine. All three of you are shoving? Don't bother rolling, you can push it over. The scraver will make a save vs. paralysis to see if he gets out of the way. Nope, it falls on him! Now how much damage does that do? Well the soda machine was a 10 hit die monster made of metal, 10d6 sounds right to me! Splat!

So quick, so simple, so much more fun. We never would have tried this with some modern games. Love it!

So yeah, I really ant to run an on-going Mutant Future game soon. My players were concerned by the lack of healing in the system. I think I might moosh Mutant Future together with Labyrinth Lord and make something a lot like Thundarr or Ralph Bakshi's Wizards. The lower-damage monsters combined with the availability of clerics might make them feel better.



Friday, January 25, 2013

Scravers--A "Mutant Future" Monster

We have to put our weekly Monsterhearts game on pause for a couple of weeks. I want to run something on the other side of the RPG spectrum to fill the gap, and I think I've settled on Mutant Future, a Gamma World homage from Goblinoid Games.

I needed some relatively low-HP humanoids to use as antagonists for the adventure I have planned. None of the monsters in the Mutant Future book were exactly what I was looking for, so I made up my own. Let me introduce you to the Scravers. Gotta' love me some rat-people.


Scraver
No. Enc.: 2d4 (6d6)
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 7 (leather armor)
Hit Dice: 4****
Attacks: 2 (claws) or 1 (weapon)
Damage: 1d6/1d6 plus poison, or by weapon
Save: L3
Morale: 6
Hoard Class: II (XVIII)

Scravers are squat humanoid rodents that resemble bipedal shrews. They are known for their greed, cruelty, and cowardice. Their large, thick fingered hands are equipped with retractable claws that secret a paralytic venom. Scravers gather in small semi-tribal gangs lead by the strongest and cruelest of their kind. They prefer to live underground, in ruins, or the dark parts of the wasteland, trusting their echolocation and sharp sense of smell to guide them. Gangs of scravers often raid small settlements and caravans for food, loot, and salvage.

Scravers are cowardly, and prefer to attack opponents from a distance with bows, crossbows, or salvaged firearms. If forced into close combat, they attack with two claws. An opponent wounded by a claw attack must save against paralysis or become paralyzed for 1d6 rounds (Class 10 poison). The scravers' echolocation grants them a +2 to hit in combat. If a fight goes against them, scravers will use their venom to paralyze their foes and flee.

For every 6 scravers, there will be one 5HD sub-boss with AC 6 (studded leather). For every 18 scravers there will be a 6HD boss with AC 5 (chainmail) who saves at L4, and inflicts +1 damage in combat. There is a 50% chance that a boss scraver will be accompanied by a 5 HD savant with 1d3 beneficial mental mutations.

Scravers often breed and train giant rats for use as guard animals.

Mutations: Ecolocation, Increased Sense (scent), Natural Weapons, Toxic Weapon

XP
Standard: 300
Sub-Boss: 800
Boss: 1320
Savant: 950/1100/1250