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Preview: Warning - Mutagenic Substance

Warning - Mutagenic Substance

This horribly mutated blog is likely to achieve some sort of terrible autonomous consciousness and ooze out of the internets in search of uncorrupted flesh to devour. Until then, it will have to mutely sit by as I dump bits and pieces of my Mutant Future

Updated: 2018-03-05T13:16:03.826-08:00


Fungus Forest - Pay What You Want .PDF


Fungus Forest - Pay What You WantThe Fungus Forest is available now as a Pay What You Want .PDF on  Check it out and download now!The Fungus Forest is an OSR Compatible adventure location designed for use with Original, Basic and Advanced Editions of the world’s most popular fantasy role-playing game (and their modern simulacra).Pay what you want for this sprawling 100+ cave complex suitable for low level play.  Please download for free if you cannot pay anything; we want this thing in the hands of gamers, not mouldering away on a DriveThru bookshelf.Features:Unique creatures and magical items, including six feuding Fey factions that will try to pit the party against their rival factions.Compatible with most editions of the game; stats are provided in a simple, system-agnostic format with both ascending and descending armor class listed. Maps: 2-Page overview map spread of the caverns; four quadrant maps of sections of the caverns; inset map of the Tiny Tunnels of the Dark Fey; printable black & white single page version of the overview map.Full Color art and layout.  Ready Reference Appendices: Formatted in black and white with printable margins to enable home printing for easy in-game reference; Appendix I - Random Fungus Generator; Appendix II - Magic Mushrooms of the Fungus Forest; Appendix III - Fungus Forest Bestiary (30+ unique entries); Appendix IV - Printable Fungus Forest Map.Bookmarked & Hyperlinked: Fully bookmarked .PDF with a clickable Table of ContentsTwo Formats Available: 2-Page Spread or Single Page .PDF formats available for download.Print Edition Coming Soon: The Fungus Forest is currently .PDF only but a print edition is in the works, loaded with more art!Thanks to for the "OSR Compatible" declaration, used under a Creative Commons CC-BY license.OSR Logo by Stuart Robertson used under a Creative Commons CC-BY License[...]

MFL Mutant Football League


The priesthood of the Beast operates The League, an outgrowth of the old National Football League.  Each sect of the priesthood controls a team, recruiting and training players to participate in the spectacle.  The field has been doubled in dimensions and each player rides a death chariot pulled by a small wyrmling.  The rules are complex and changed often, but one constant is that sacrificial victims are released at the line of scrimmage before each down.  The offense tries to hurl or carry victims into the defense's end zone to sacrifice them there while the defense attempts to decapitate the victims before they reach the end zone.  If a decapitation results in the head flying into the offense's end zone, a safety results and the defense scores two points.  Under certain circumstances it is allowed to knock members of the opposing team from their death chariots (different rules apply here for offensive and defensive players).  Any player down on the field is fair game for decapitation.  The games are refereed by a special sect of the priesthood that does not control a team.  New punishments for rules violations are an expected part of the thrill of the league.  

Every Sunday the League games are played from sunup to sundown and viewership is mandatory for all who bear the Mark of the Beast.

Mark of the Beast


Revelation 13:16-1716 And he causeth all, both small and great, rich and poor, free and bond, to receive a mark in their right hand, or in their foreheads:17 And that no man might buy or sell, save he that had the mark, or the name of the beast, or the number of his name.The Number of the Beast is 666 - William BlakeI am moving forward with my End of Days Mutant Future campaign idea.  I hope to start playing sometime in the next few weeks. The eastern seaboard of the US and the islands of Japan were largely spared from the horrors visited on the rest of the world, and a dark mockery of civilization remains centered on these two areas.  The beast from the sea rules in Tokyo and the beast from the earth rules in New York City.  Within the confines of these two kingdoms the mutagenic dust from the Wormwood meteorite has no effect (suppressed by the powerful telepathic abilities possessed by both beasts).  All mutations within these kingdoms are caused by the beasts instead.  The kingdom of the beast from the earth (hereafter just "the beast") will serve as an evil empire backdrop in my campaign, with the PCs being from a nearby area.The beast can speak like a dragon; charming or destroying those who hear it and bringing inanimate objects to life simply by uttering words in a terrible voice. The beast has animated a huge idol of a dragon that the populace worships (and which destroys any who disobey the beast).  All members of the beast's kingdom must bear the mark of the beast (666) on their right hand or their forehead.  The mark causes 1-2 mental mutations and also allows line of sight telepathic communication between those with the mark.  Speaking out loud for anyone except the priesthood is a sin against the beast punishable by death. All communication must be done telepathically through the mark. The mark of the beast is normally invisible, but it glows brightly if a mental mutation is used or if the beast has taken direct control of the mark's bearer.  The beast can use its dragon voice once through the mouth of a controlled person (destroying the person utterly in the process). The beast has created a priesthood which bestows the mark at birth. All aspects of society are tightly controlled by the priesthood, which rigidly enforces the beast's constantly changing laws. The priesthood is selected by the beast from the populace; priests and priestesses are usually selected at puberty.  The initiation ceremony is painful and sometimes fatal; it causes 1-2 physical mutations and 1 mental mutation.  These mutations are viewed as the blessing of the beast (even non-beneficial mutations).  Once initiated into the priesthood all ties with former family are expected to be cut, and the priests live only to carry out the wishes of the beast and to be initiated into mystery after mystery of the beast.  The priesthood has an intricate hierarchy with each level requiring a new initiation into a deeper understanding of the beast.  The beast loves to give conflicting directives to the different levels of initiates, adding to the confusion and terror the priesthood causes.[...]

The End is Near


I am thinking about starting up a new Mutant Future game in the near future. My D&D 4e campaign has been on hiatus since the birth of my son Leo last November and I have been growing less and less inclined to start it back up again. Today some Jehovah's Witnesses came to my door bearing the inspiration I needed, a new direction for a post-apocalyptic campaign. The May 1, 2015 edition of "The Watchtower - Announcing Jehovah's Kingdom" has a killer cover image depicting a few bedraggled survivors making their way across a rubble strewn area while the city burns behind them. Brilliant beams from heaven pierce the thick cloud of black smoke overhead.  The cover asks the question, "Is the end near?The answer in my game is yes.  I will set my game in the very near future, with the apocalypse loosely as described in the Book of Revelation.  The game will take place after much of the earth is destroyed and while demonic entities rule most of the survivors, before the final battle at Armageddon.     Mutations will be a result of a comet called Wormwood that impacts the earth, poisoning water worldwide with alien mutagenic compounds. Some cherry picked descriptions of the apocalypse lifted straight from the Wikipedia Book of Revelation entry including the verse notations):Hail and fire, mingled with blood, are thrown to the earth burning up a third of the trees and green grass. (8:6–7) Something that resembles a great mountain, burning with fire, falls from the sky and lands in the ocean. It kills a third of the sea creatures and destroys a third of the ships at sea. (8:8–9) A great star, named Wormwood, falls from heaven and poisons a third of the rivers and springs of water. (8:10–11) A third of the sun, the moon, and the stars are darkened creating complete darkness for a third of the day and the night. (8:12–13)A "star" falls from the sky (9:1).This "star" is given "the key to the bottomless pit" (9:1). The "star" then opens the bottomless pit. When this happens, "smoke [rises] from [the Abyss] like smoke from a gigantic furnace. The sun and sky [are] darkened by the smoke from the Abyss" (9:2).  From out of the smoke, locusts who are "given power like that of scorpions of the earth" (9:3), who are commanded not to harm anyone or anything except for people who were not given the "seal of God" on their foreheads (from chapter 7) (9:4). The "locusts" are described as having a human appearance (faces and hair) but with lion's teeth, and wearing "breastplates of iron"; the sound of their wings resembles "the thundering of many horses and chariots rushing into battle" (9:7–9).The four angels bound to the great river Euphrates are released to prepare two hundred million horsemen. These armies kill a third of mankind by plagues of fire, smoke, and brimstone. (9:13–21)A great, fiery red, seven-headed dragon drags a third of the stars of heaven with his tail, and throws them to the earth. (12:3–4). A seven-headed leopard-like beast emerges from the sea, having one mortally wounded head that is then healed. The Dragon grants him power and authority for forty-two months. (13:1–5)Another beast appears, but from the earth, having two horns like a lamb and speaking like a dragon. He directs people to make an image of the beast, breathing life into it, and forcing all people to bear "the mark of the Beast" [...]

15 Robot Features - Alphabetical


15 Robot Features - AlphabeticalAdvanced Alien Alloy: An extremely rare material was used to fabricate the outer layers of the robot.  +2 to Constitution, +2 Bonus to AC, ½ damage from cold or heat.Level 2: Firmware upgrade takes advantage of the alloy’s unique properties to extrude spikes when a current is applied.  All melee attacks add +4d6 spike damage to their normal damage.Level 3: An expensive radiation curing process allows the metal to become flexible, adding +2 to Dexterity (double normal GP cost to level up this feature to this level).Blades:  +2 to Strength.  Pop-out blades can be hidden in the durndest places (to be determined by the player).  Roll 1d6:1: two melee attacks for 2d8 damage2-4: two melee attacks for 2d10 damage5: two melee attacks for 2d12 damage6: four melee attacks for 2d6 damageLevel 2: The blades are energized, doing double damage.Level 3: Blades can be launched as a ranged attack with a range of 50’.  Catbot: +1 to Strength and Dexterity.  Inspired by the old Terran wild cats, this sleek body modification doubles movement rate and enables pounces of up to 100’.  Three melee attacks (claw/claw/bite) for 2d4/2d4/2d10 damage.  When pouncing, a single melee attack is allowed for 6d10 damage.Level 2:  An add-on vocal modulator recreates the famous lion’s roar in the form of a sonic attack.  50’ cone range, Willpower attack – 3d6 damage and temporary deafness for 1d4 rounds.  If this attack does more than 12 damage it knocks the target to the ground.Chains: The robots torso is wrapped in motorized chains that can be used to assist in locomotion, in defense or as a choking attack.  Movement rate is increased by 50%, +2 bonus to AC, and a Dexterity attack with range of 15’ can be made to to do 3d6 constricting damage and hold the target motionless.  Held targets automatically take 3d6 damage each round and up to three targets can be held at once.  A held target can attempt a Strength attack to break free instead of performing any other actions on its turn.Level 2: Hardware Upgrade: +1 to Strength, +1 to Dexterity, constricting damage is now 4d6 each round.Dozer: +2 to Strength.  Scoop attachments and hydraulic lifters enable the Dozer to lift and move up to 2000 pounds.  Level 2: Software update allows the scoop to be used defensively.  +2 bonus to AC.Elegant: +2 to Dexterity and Charisma.  Sleek lines and graceful movements make onlookers forget that the possessor of this feature is a robot.  Level 2: Ballet Flurry: Three graceful Dexterity attacks per round for 2d12 damage.Multi-Purpose Bot:  +1 to Strength, Dexterity and Intelligence.  Featuring multiple arms and tentacles, fine manipulators and heavy graspers, wheels and legs, this model can be programmed out of the factory for hundreds of different jobs.  The Multi-Purpose Bot should receive a bonus determined by the GM when attempting tasks that can normally only be performed by a trained professional (open heart surgery, for example).  Multi-Section Design:  The body of the robot can come apart into several independent sections.  The hands and head are detachable and can fly using embedded micro-repulsor beams.  Each has audio and video inputs and can be remotely controlled to a range of 1000’.  A detached hand can manipulate objects weighing up to 15 pounds.  The head has two tentacles that dangle from it which are used to connect the head to the body, and which also serve as manipulators when the head is detached.  These tentacles can lift up to 30 pounds.  The main positronic brain of the robot is located in the torso.  It is capable of processing input from both hands and the head while simultaneously directing the movement of the main body.  Level 2:  This feature grants the ability to make attacks with both hands simultaneously at no penalty.P[...]

Actual Game Prep Report


There are lots of actual play reports floating around the intertubes but not a whole lot of actual game prep reporting going on.  Most DMs who blog like to present a slightly more polished product than their private notes.  The result of actual gameplay is distilled and refined and published on the blog, but the actual "product" that allowed the gameplay to happen, the DM's notes, the lifeblood of any campaign, are rarely seen.  There are of course exceptions, and I always thrill to see the idiosyncrasies of another master of the dungeon when I am lucky enough to encounter some scans of notes.

As it has been over a year since my last post, I finally had the flash of insight that I should just scan in some of my campaign notes and post them as is rather than waiting for some magical epoch when I have all this free time and I get to do a million little projects that are simmering on the back burner.  I do hope to annotate this post at a later date to explicate my often arcane scribbling.

Click on the Pic to see them in their entirety

Odds and Ends pt.1


I am going through my big three ring binder full of crap from my Mutant Future campaign today.  I pulled out a few of the gems to share with y'all in a series of posts, hope you enjoy!Tribe 15:  When I rebooted the campaign on the world of Celestia and included magic in the mix, the party ran across a few members of this group; a little goblin that could teleport and a giant ogre proved particularly troublesome.  Tribe 15 is named after 15 sets of paired glowing spikes designed to be inserted into the eye socket.  The spikes are octagonal in cross-section at their base, and would be totally transparent if not for the intense glowing white light they produce that makes it difficult to look at them directly.  Once both spikes from a matched set are inserted into the eye sockets of a subject, the subject loses normal sight but gains magic detection, x-ray vision, regular vision and heat vision out to a one mile range (telescopic and microscopic only for regular vision, microscopic down to 32x magnification).  The eye spikes can also be used at will to make a ranged attack within 100' for 6d6 damage (energy blast).  In addition, the subject now has a telepathic link (willing or not) with all other members of the tribe. Each set of paired spikes has a personality, intelligence and even a spirit bound within, and the spikes constantly attempt to assert dominance over any user.  Once per day, even when just being handled, either spike of a pair may attempt a Willpower attack (WIL 15) to dominate a target in physical contact with the spike.  The spikes were created by the techno-mage known as Mad Albert in the darklands, and basically form a self-perpetuating magic item collection team.  When members of the group fall, the remaining Tribe 15 members search for new "recruits" to stick with the free spikes.  Once dominated by the spikes, the new members meld seamlessly into Tribe 15's unending quest to scour the darklands for magic items and technology to bring to Albert.  The 15 distinct personalities of the spikes fulfill different roles in the group, from squad leaders to melee bruisers to sneaky scout types.Tribe 15 in play:  The party was really creeped out to discover they were being tailed by a group of mixed creatures with glowing eyes.  All attempts by the party to lose or hide from the pursuers failed (1 mile range xray vision is a bitch!).  When the teleporting goblin isolated a party member and it became clear it was trying to blind the party member with glowing crystal spikes, the party REALLY started freaking out.  This was a great encounter, the powers of the spike, especially x-ray vision and telepathy within the group, really made it hard for the party to run, hide or even effectively engage their opponents.  After a tense combat that ranged up and down the sides of ruined buildings and across a large area of the dark surface, the party managed to escape with one set of these spikes in tow... Albert's Constructs - Albert's Eyes and Killballs:  The creator of the Tribe 15 spikes also created a number of other constructs that the party heard rumors of but never encountered.  Interestingly, my 4e group HAS encountered these next two, reinforcing the link between Celestia and my 4e campaign world... Albert's Eye (tiny construct)HP:1AC:-4MV:240' (magical flight, can hover, total maneuverability)Attacks as 10 HD CreatureAT: 1 (50' stun ray or 10' electric shock )DMG: stunned for 1d4 rounds / 5d6Saves as a 20 HD Creature, no damage for effects that would do half damage with successful saveAlbert's Eyes are tiny magical constructs that resemble large marbles with a glowing red "A" suspended in the middle.  They can project a 2-dimensional image on any surface out to 50', with the size of the image depending on the distance it is thrown (up to 15' wide at 50'[...]

The End (for now)


After a glorious run of either 54 or 55 sessions (I found a scrap of paper that would appear to be the experience awards for a forgotten "true" first session which would make the numbering I have used all along on this blog off by one) I have decided to cancel my biweekly Mutant Future game.

This is not the end of this blog; I actually hope to resume my 2e Tuesday posts in the near future and I have a TON of material that I generated for the game that I can post now as well!

Incidentally, this also marks the official end of my developing a supplement compatible with Mutant Future that I had hoped to self publish someday.  I had fun making a "fantasy genre" character creation bolt-on for Mutant Future, but it really just whet my appetite to make my own complete game (which I am doing).  Honestly, the play test that I conducted (14 sessions with all new characters rolled up using the Fantasy Quirks rules playing side by side with the surviving Mutant Future characters) was a success.  The new characters with fantasy quirks held their own with but did not overshadow the old characters with mutations.  The magic system worked pretty well in my opinion, and that is considerably more than I say about any published edition of D&D to date.

 I am going to leave the free text version of Fantasy Quirks up forever, all the OGL crap is filled in and correct and the entire thing is open game content.  I was actually quite pleased with the devilish pacts (one way to gain magical powers in Fantasy Quirks is to make a pact with a specific devil, based on "real life" devils drawn from the Goetia - I presented a version of this adapted to D&D on my other blog).  I feel good about adding some more open game content into the great Internet soup.  I hope that somebody will find something of use in it.

I am still DMing my other game and playing in my friend Carter's awesome campaign.  And like I said, I'm not giving up on this blog.

Carry on!

Dance Party! (session 54 recap)


Last Sunday's Mutant Future / Fantasy Quirks session at my place unfolded like an 80's movie.  There has been a big social event on the horizon for several sessions now, the annual Spring Stomp dance held in the Sottles (south hills) of post-apocalyptic Eugene, OR.  The citizens of Spanky Butt and the matriarchal Sottle clans come together in a massive grange each spring to feast, drink and dance the night away, culminating in a Line Dance Faceoff between the Sottle folk and the townfolk.  James Bomb, international man of mystery, ladies man and the self proclaimed "face man" of the party, had been invited to the dance as the date of Elise Baumgartner, the beautiful young daughter of a progressive and wealthy Spanky Butt family. As I have been terribly remiss in posting on this blog, some key bits of back story must be filled in here.  As mentioned in my Force Cage Death Match post, the Sottle women chew a strange black berry that stains their lips dark red, keeps their teeth white, their breath minty... and allows a rage filled demon known as a Blarg Beast to possess them should they lose their cool.  The Sottle menfolk are kept in a drugged stupor by the hurkool leaf they chew, which makes them move terribly slowly but also allows them to become hulk-like combatants if pressed.  The Sottle women seem to be in league with a secret faction of the Knights of Genetic Purity known as the Men of Santo (their symbol, as revealed by a tattoo discovered on the chest of one of Chaplain Squaldorf's slain deacons, may be recognizable to you:)The party has seriously messed with the biofuel production which is apparently the primary result of the labor of the massive herds of drugged menfolk, first stealing several 50 gallon fuel drums after a refinery and storage facility was left unguarded in the wake of Hag the Beastmaster (a party member created using my Fantasy Quirks supplement to Mutant Future) sacrificing an entire Sottle enclave to an unknown demonic entity in exchange for great personal power, then blowing up a storage depot with six completely filled 300 gallon tanks waiting to be helicoptered off by members of the Knights of Genetic Purity directed by the Men of Santo (this last bit of information was revealed by a captured KoGP mechanic who was interrogated at length following the destruction of the fuel depot). Hag the Beastmaster also was responsible for destroying a section of the fortified wall which surrounds Spanky Butt town and blowing up portions of the Brown family residence, a very wealthy and xenophobic/anti-mutant Spanky Butt family.  So in short, the party in general and Hag in particular were in bad standing with both the Sottle folk and the townfolk.But on the other hand, the party had also just managed to finally destroy Julius Corple and the ziggurat of doom (definitely a subject for another post), so they were also local heroes to some.  People either loved 'em or hated 'em.  One of the younger members of the Brown family, a lad whose name escapes me at the moment, has developed a bit of a schoolboy crush on Kazumi, the halfling samurai who has been serving as James Bomb's bodyguard.  The night before the dance, this boy took a considerable risk by sneaking out and warning Kazumi that he had overheard his father planning to kidnap any party members that attended the dance.  The dance is supposed to be neutral ground, and Mr. Bomb had been assured by his hosts, the Baumgartners, that nothing untoward would happen on the festival day. So, forewarned is four-armed, as they say in the Mutant Future..  some party members scouted out the location of the dance during the night and discovered some trap doors leading below ground, and the Hag's beast (which is now intelligent and possessing a photographic memory because it was fed severa[...]

Force Cage Death Match! (Session 51 Report)


That Wascally WabbitI am falling farther and farther behind the rabbit.  I still haven't finished session recaps from months ago that explain campaign changing events that are shaping the current game.  Tonight I decided to bravely soldier on ahead, damn the torpedoes, and recap last Sunday's game without sidetracking myself with endless digressions to explain the previously unmentioned.  So this may be a little strange and incomprehensible (even by the standards of my admittedly over-the-top, GONZO!!! Mutant Future / Fantasy Quirks campaign...).Only six players showed up for the game this week, as James Bomb's player was travelling cross-country to Eugene on Sunday, Bozko's player had a ride fall through, John Doe's player had finals coming up and long standing scheduling conflicts prevent some of our original players from attending.  Verisimilitude Be Damned!One of the greatest strengths of my Mutant Future campaign is also its greatest weakness; from the beginning, I stressed that it was perfectly OK as a player to drop in and out of the game.  I wanted to encourage new players to drop in without feeling like they had to make a huge commitment; I wanted to encourage friends who might have one weekend free in a blue moon to drop in and play as a one shot character; I wanted to make this game as low pressure as I could by requiring as little commitment as possible from players in general.On the pro side, this has led to me introducing a dozen brand new pen and paper RPG players to the hobby, and has led to me refereeing sessions with over ten players for the first time in my DMing career.  This has also led to some strange situations where PCs pop in and out of existence, because I always let everyone present at the start of a session play even if there is no logical way that they could suddenly appear in the action.  Usually I just wave the magic DM's wand and be done with it, but this week I had a meta-game conversation with the players present and asked that they not take actions to advance the game time past the big dance on Saturday that James Bomb had been invited to by the daughter of a leading Sottle socialite.  It was Wednesday in the game, so that gave the players two full days to play around with.Of Mice and MenThe session started with a trip to the Mice of Camelot to pick up three mech suits (one custom built for Kazumi the halfling samurai and two of the generic mech models the mice use converted for human occupants, a Galahad model and a Robin Hood mech) and four suits of dog boy armor that were supposed to settle a long standing debt the mice owed the party.  While there the party had some liquid analyzed that had been swiped last session from a religious revival in the Sottles.  Chaplain Squaldorff, a long time nemesis of the party that first came to their attention as the religious leader of the group of Knights of Genetic Purity that invaded the Willing Mate valley a while back, conducted the religious revival and first dosed the usually placid and drugged out hillfolk men with an incense that appeared to be some form of amphetamine, then whipped their emotions up to a frenzy, and presented them with a communion of bread and "wine".James Bomb drank some of that wine last session, and now the party (sans Mr. Bomb) learned what it was: a very potent male fertility drug.  Its effects:  Semen can survive nearly indefinitely without perishing; chance of fertilization is greatly increased; chance of the egg splitting into twins, triplets, quads or even more is over 50%; and offspring are at least 80% sexed male. Further analysis revealed that James Bomb's semen could now survive even in the vacuum of outer space!  Party members snickered at the thought of what future sessions will su[...]

I love scheming. And plotting.


I don't get to spend much time prepping for my weekly games.  I scribble in my notebook on the bus to and from work.  I grab fifteen minutes here or there, but I never actually sit down for extended prep sessions anymore like I used to think I had to do.

I used to think I had to spend hours creating a fully fleshed out place for the PCs to explore BEFORE the session (heck, before the campaign even started!).  I treated it like an art project; I was creating a four-dimensional sculpture, and a lot of the time, I ended up creating tons of stuff that never saw the light of play.  

What I do now is a lot more like studying for a test than creating an art project.  After a campaign has been going for a while, it generates enough content that you really don't have to create much.  It creates itself.  You just have to sprinkle in some new spices and stir the ingredients around a bit to keep it from burning and sticking to the bottom of the pot.  I look back at my notes from past sessions and refresh my memory with plot hooks that have slipped through the cracks.  I think about new ways to connect all the things that have happened into a coherent framework.  I think about what the logical responses would be to the PCs actions; responses from the other sentient actors on the scene, responses from the plant and animal life, responses from the land.

I have been getting to do a LOT of plotting and scheming lately, because both of my games took a couple week break over the holidays.  On top of that, I got to fast forward time by a year and a half in my Mutant Future game as a result of some extra-dimensional portal hopping and 4-D teleporting done by the party.

A year and a half is FOREVER in game terms.  My Mutant Future game has met for 48 sessions, and only a few months of game time has passed... until now!  The party ended last session having just been reunited with Daybrak and the badders, and soon enough they will find out what Julius Corple has been up to underneath the ziggurut that he built on top of the military complex during the party's absence.

All I can say is it is going to be fun.

Target 10 System for chart-less Attribute Attack Resolution


Mutant Future contains a chart based resolution mechanic for Willpower attacks.  Many mutations call for a Willpower attack rather than a melee or ranged attack roll; the chance of success in a Willpower attack is determined by cross-indexing the attacker's and defender's attribute score on a chart to get a "to hit" number for a d20 roll.I took this idea and ran with it, coming up with the general idea of attribute attacks.  Any attribute can be the basis of an attribute attack; just like Mutant Future's Willpower attack, there are Intelligence, Dexterity, Constitution, Strength and Charisma attacks.  I used this a lot while writing the "quirks" (mutations by another name) for my Fantasy Quirks character creation supplement for Mutant Future.  I created a version of the Willpower Attack Table found in Mutant Future for any attribute attack:There are two things that I like about attribute attacks; they do not gain potency while leveling up unless the ability itself increases, so 1st level characters with high attribute scores can contribute meaningfully alongside high level characters in combat; and (more importantly to me) it makes each attribute a defense.  It makes the random attribute increase that is the result of leveling up 80% of the time in the Mutant Future a much more valuable thing.  In a similar fashion to how 3e and 4e took saves and made defenses out of them, this gives me as a DM an easy mechanic to use for all sorts of attacks against the PCs.  Demonic possession?  A Willpower attack with the demons WIL of 15.  A run of the mill pit trap?  Dexterity attack with an attacking DEX of 10.  I would write the previous example using the following shorthand: DEX10 ATT 3d6 (meaning if the Dexterity attack succeeds against the character, the character takes 3d6 damage).A cloud of gas?  CON15 ATT, 5d6 dmg save for 1/2Bribing an official?  Obviously a Charisma attack situation.  I don't always (or even most of the time) call for rolls when players attempt to do things, but it is nice to have an easy and unified mechanic to use when I do.  When I don't know the attribute of a creature or situation (in the case of a pit trap or other inanimate attacker or target), I generally use 5/10/15+ as a good guide:  If the creature is not known for that attribute, or if the challenge is easy, I use 5.  If the creature has no reputation for that attribute, good or bad, or if the challenge is moderately difficult I use 10 as the target attribute.  For a creature known for the attribute in question or a difficult challenge, I will use 15 or more.Today, I looked at the chart a little closer and realized that I could express the attack resolution in very simple terms to allow attribute attacks on the fly without having to look up a target number on a chart.I realize that many people love looking up numbers on charts.  In my case, it is often one of the only times I have to refer to a book at all while running my Mutant Future game, and I would just as soon not have to break my stride to look at the attribute attack chart one more time.So here it is: The “Target 10TM” system for chart-less attribute attack resolution .(Target 10TM Carl Nash 2010)d20 roll + (Attackers Attribute - Defenders Attribute) ≥ 10 = SuccessIn words:  Subtract the defender’s attribute from the attackers attribute.  The result (positive or negative) is the modifier to the d20 roll.  A modified result equal to or greater than 10 is a success.Example:  An attacker with CON 13 makes a CON attack on a defender with CON 15.Attacker’s CON - Defender’s CON = -2-2 is the modifier to the d20 rollThe attacker would have to roll a 12 or better (12-2=10)[...]

4e Gamma World online character builder


I have been really curious about the 4e Gamma World game since I first heard about it.

Of course, my wedding and honeymoon this summer have left me broker than I have ever been as an adult person, and my student loans are in repayment, and I have so far resisted the urge to buy all the booster packs.  Because I have to confess, I am not one of those people who got all aghast about the use of cards and the inclusion of extra cards in booster packs.

I love cards.  I used to play and collect Magic the Gathering back in high school, and while I haven't played that game in years I still get a kick out of the cards.  All that glorious art...  I could run many an awesome session of D&D using nothing but a bunch of Magic cards randomly dealt to me as a DM to give me inspiration.  Come to think of it, I should do some Magic the Gathering inspired monster and magic posts over on my other blog.  But anyway...

In a rare display of doing something other than sticking their collective heads farther into their collective arseholes, the good folks at Wizards have given us this.

Follow the link and read the brief article if you want a discussion of how to use the character builder.  It is free, totally awesome and I love it.  It does not include the tech cards or the Alpha Mutations (the mutation that changes randomly with a card deal at the start of each session, if my sketchy understanding of 4e Gamma World is correct) that would be dealt to you at the game table and which are not permanent parts of the character.

Here is the link straight to the Character Builder for those of you who are American by gum and don't read instructions:

I am going to stop typing so I can go play around on this now.

Merry Christmas!

Powered Armor in varying states of repair


My last post about destructible armor and damage reduction has gotten me thinking about powered armor.

I want to extend these rules to this fertile ground, but with more options than a simple loss in base AC bonus when soaking up damage into a suit.  My initial thoughts were to divide a suit up into sub-systems:  AC Bonus; propulsion (if any); weapons; defense (if any); carrying capacity/strength.

For example, the Iron Man suit in my campaign has a base AC bonus of +8 (AC of 1); repulsor tech propulsion enables flight up to 1200 MPH (James, the player in my campaign who controls the iron man suit, may pop in here and correct me on that, I don't have my notes in front of me and I can't actually remember top flight speed right now...); 2 x Repulsor Beam attacks per round for 4d6 damage, or a Repulsor Beam cone, +4 to hit against all targets in a 50' long 15' wide cone, doing 2d6 damage to those hit, or a mini-missile at +4 to hit with targeting computer lock, doing 7d6 damage in a 15' blast radius; 50 HP per round force field; 2 ton lifting capacity/1 ton carrying capacity in flight.

If damage was soaked into the suit, I would roll 1d5 (d10 / 2) and go down the line of sub-systems to see what got messed up.  I would rule that you could soak the entire damage of an attack by suffering damage to a random subsystem.  I would probably base the severity of the damage on the total HP being soaked, so absorbing a 127 HP explosion would definitely completely destroy whatever sub-system was rolled.

Like armor, powered armor can be repaired.  This requires a successful tech roll and some raw materials (wiring, circuit boards, pipes, metal sheets, blow torch, etc.).  A sub-system can only ever be restored to half functionality; in the Iron Man suit example, if the weapons sub-system had been completely destroyed, I might rule that the mini-missile launcher was a total loss but the repulsors could be restored with some hard work; if flight capability was lost, it could be restored, but only up to 600 MPH max speed and at greatly reduced maneuverabilities.

I am kind of excited about this.  I have been thinking about how to make my Mutant Future game a little more Mad Max in flavor, and the scavenging and scrounging of weapons and armor and robotics is going to go a long way towards achieving that.  More so, I look forward to seeing what kind of Frankenstein creations my players come up with after a while of adding on random junk to their rapidly disintegrating mech suits.

Scavenging Armor in the Mutant Future


I mentioned my "Let it Ride" house rule a little while back, which has served to both speed up combats and make them much more exciting for everyone involved.  At this point, combat in the Mutant Future is finally humming along at the pace and lethal tone I like without having to rely on grenades and laser blasters.  Nothing wrong with those, mind you, I just want the guys with the lead pipes and hockey sticks to be able to mess someone up as well.I am also introducing a simple damage reduction mechanic, which I think will resolve a long standing frustration of mine with the way D&D AC works.  This was inspired by the Shields Will Splinter houserule, that my friend Carter is using in his Labyrinth Lord campaign (and which I know he got from another blogger in this small blogoworld).  Shields Will Splinter allows you to sacrifice your shield to prevent the damage from an attack, and I have used it several times to save my dwarf's neck in Carter's campaign.  I basically took this concept and ran with it, applying it to any type of armor.  My hope is to see characters running around with half destroyed armor, looking for stop signs and car doors to patch themselves back up with.Armor Will Crumble (Mutagenic Houserule)When a character takes damage, her player has the option of soaking up some of that damage into her armor.  Damage can be soaked in 10 HP increments, with each 10 HP soaked reducing the base bonus of the armor by one.  For example, a character wearing chainmail takes 15 HP of damage from a laser blast.  Soaking all of that damage into her armor would reduce its base bonus by 2, resulting in her chainmail having a base AC of 7 instead of 5. Unarmored: AC 9    Current AC: 9 - current armor bonus - Dexterity modifier Armor Type: Base Bonus: Current Bonus: Shield +1Cloth +1 Leather +2Studded Leather +3Chainmail +4Scale Mail +5 Plate Mail +6 Full Plate Mail +7 Magical Armor:  If a player chooses to soak damage into magical armor, the player rolls a Save vs. Energy Blast for the armor as if it were a character of a level equal to twice its magical bonus (+5 armor saves as a 10th level character).  If the save is successful, the damage is negated and the armor is unscathed.  If the save fails, the attack does double damage and the armor is completely destroyed.This will require a minuscule amount of record keeping for the players, but only if they choose to use the houserule... and that will probably only be in a situation where it saves the character's bacon, so I don't envision any complaints...All a player has to do is say how much of the damage they just received they are soaking, reduce the amount of incoming damage accordingly, and then adjust AC and current bonus of armor. For every two points of AC bonus lost to damage soaking, one point could be restored by scavenging material and taking the time to repair the armor.  This also means that you can only repair leather or better armor, and that repaired armor will be only half as effective as new armor... but hey, its much better than nothing! I think this houserule will encourage a kind of hording mentality that I think actually would exist in the Mutant Future - I imagine if you found an extra suit of armor in the wasteland, you would lug it around with you if you could...[...]

Teleporting in 4D


I have been thinking a lot about time travel lately as it relates to portals, teleporting and dimensional shifting.One of the things I have been kicking around is the idea of linked portals both advancing through time.  The simplest example is two portals linked together and advancing through time at the same rate.  So you step through a portal and pop out five years in the past (these portals may or may not also travel through physical space or dimensional space, regardless of being linked temporally).  You spend a year farting around in the past, then step back through the portal and find that you have missed a year in your original timeline.A slight wrinkle is to have the two portals advance through time at different rates.  This is what happened recently in my Mutant Future campaign, when despite experiencing just a few weeks as the party experienced time, the characters found that almost two years had passed when they passed back through a dimensional portal into their original home (and home dimension).  This allowed me to make some changes to the swampy home they have come to love, such as the disturbing tendency of recently killed things to rise up from the dead and stumble around looking for brains, and some major reshuffling of the local power players (most noticeably the Knights of Genetic Purity withdrawing from the valley and a major increase in Julius Corple's activities and influence).Anyone else ever played around with this?  I first got the idea when a new character in the campaign got the Plane Shift mutation and I was coming up with a list of some random destinations in case it was ever used.  One of the destinations I wrote down was in the past of the campaign world, before the apocalypse. That destination came into play because I just couldn't resist it... I had decided that the first time the mutation was used, it was opening to the present.  I had gleeful visions of a mutant party crashing through Eugene, looting the army installation by the fair grounds and then jetting with the military in hot pursuit.  The first time the mutation was used, the party was in a desperate struggle against a Xiticix Killer (a great monster that I stole from a wonderful Rifts book called Lone Star which I actually wrote a review of on this blog - I highly recommend Rifts as inspiration for Mutant Future DM's, even if you just look at the pictures...)In a sudden flash of inspiration, the player with Plane Shift opened a portal to random destination behind the creature and the rest of the party bull rushed it and forced it into the portal... to a busy intersection in west Eugene on the evening that I was playing the game with my friends in real life.  Only of course, we didn't hear about the national guard being called in to deal with an alien monster that night...I recently picked up Transdimensional Teenage Mutant Ninja Turtles, which is more or less an entire book of possible destinations for time portals as well as advice for running exactly the kind of time and dimension-spanning game that I have come to love! So of course, I recently had the players discover a "portal tree" with 18 twisted columns of energy intertwining around each other, each leading to a different destination if stepped into.They have learned what is on the other side of about half of the portals.  They very nearly dropped everything else they were doing and went exploring a giant temple of the snake men on an apparently abandoned planet, and they stuck their heads out in my 4e campaign world (two players who cross-over between my campaigns were duly impressed, and[...]

Stars Without Number


Wow.  Just simply wow.  Check this out right now.  Author Kevin Crawford has released a free .PDF of his amazing retroclone, Stars Without Number, which is not released under the OGl and thusly does not claim any direct compatability with any system... but it is pretty much compatible with any pre-3e edition of D&D with minimal changes.  The coolest thing is that this looks suspiciously like B/X crossed with Traveller. 

No, I lied.  The coolest thing is the equipment list.  No, the world building tips.  No, the easy to read layout and the concise but evocative writing.

I am going to hork the equipment list and make a few random tables out of it so that new starting characters in my Mutant Future campaign can have something cooler than a short sword to kill things with at 1st level!

Don't Cross The Streams


In the real world I run two RPG campaigns simultaneously, am the general manager of a local natural grocery store with 40 employees, try to be a good husband to a beautiful goodwife, and keep up a busy musical and social life.  I am good at juggling things.  I see connections everywhere, ways of integrating different aspects of my life to achieve new heights at every endeavor.  It is only natural, then, that my two RPG campaigns should coexist in a single coherent worldview and could even, if the conditions were right, directly impact each other.Well, the moon was in the correct phase, the planets aligned, the stars froze for 73 milliseconds and a transmission escaped from one of my campaigns into another.  A player, looking bravely into the face of the unknown in the form of a direct nervous system interface with an alien computer system, facilitated by the animated liquid-metal quadrapus-harness robot that had attached itself to him, said the following immortal words:"I'll flip some switches."The DM pauses and thinks back on what he had just heard.DM CARL:  "The only thing you can understand about this interface is that there are certain 'programs', or complex sequences of energy pulses in various frequencies, that can be activated by the central singularity container.  You have no way of telling what the effects are going to be.  The only way you can even tell that these are 'programs', is that one was recently activated by the liquid metal centipede that you guys destroyed last time.  That program activation is what provided the energy for all the compartmentalized charged gas brains, started the alien egg bath glowing pink and restored the dead embryos to a rapidly growing life.  So when I said that basically you had a bunch of switches, that you could flip on or off, I was trying to stress that you had no idea what flipping the switches would do.  Are you SURE you want to flip some switches?"TILANDRIEL:  "I'll flip some switches."  (poker face)DM CARL:  "OK...   pause...  I have to find that list... pause  shuffle shuffle...  where the FUCK is that chart of random possibility outcomes... OH WELL(there is a delicate balance between finding the correct information in your notes and just keeping the game moving)(I at least remember the gist of the chart, which is that an 85 or higher is a result observable within the chamber, 1-84 is an activation of one alien facility or another on the planet, or the activation of a certain subroutine in an alien robot, and a roll of 100 on a d100 was the total, immediate and utter destruction of the universe with no savings throw.  Thats what you get for fucking with a goddamn singularity contained inside alien technology that you don't even pretend to understand.)DM CARL:  "OK... I can't find the chart, but go ahead and roll 4 times.  That is how many 'levers' you can flip in one round of actions.  I will record the results.  I remember enough about the chart to tell you the general results, if you can see any at all, of your actions.  You can roll 1d100 four times if you really want to."TILANDRIEL:  shake shake shake  ROLLLLLLLLL   86  (oooohhhhhhhhhh...... I will go with one of the results that I remember well because it is a really bad one, but it is easily observable in the chamber)DM CARL:  "The complex pink and purple pulses that have covered the central singularity container stop and a dull orange glow replaces them.  Everyone with a magical quirk (see my Fantasy Qui[...]

The Surface of Celestia


This is a page from my notes with a nice cutaway view that shows the surface of Celestia.  I gave a brief overview of Celestia in this post.  Click to see a non-clipped version.The party has been stumbling their way across, over and under the dark ruined surface of Celestia for six sessions now.  In that time they have come across quite a few oddities, a few of which I have scanned in from my campaign notes.The last two sessions have largely focused on this room (including an epic battle last session [Mutagenic Substance Campaign Session #45!] against a liquid-metal robot centipede golem!):(Top View, scale is at the bottom:  The circular thing in the center is an alien machine of some sort.  A dome on top of it opens into what appears to be a controlled singularity, the creation and distruction of a/the universe contained within it somehow for an as yet unknown purpose) Click to see a non-clipped version:View of the circular thing in the center of the chamber:  This emits intense energy in every possible form that energy can be emitted, apparently broadcasting to numerous receptors around Celestia.  Everything in this chamber that is powered (the egg foam, the teleporter pods, the lift, and the "cars") runs on broadcast power emitted by this thing.The party became aware of this strange chamber, totally incongruous amidst the lowest service levels of an ancient subway line, when Tilandriel (an elf made with my Fantasy Quirks character creation supplement for Mutant Future) gained access to the memories stored inside the Dr. Octopus-like tentacled liquid-metal-harness that had attached itself to him.  Intrigued by the alien contents of the chamber as revealed to Tilandriel in a 3-Dimensional scan of the subway line, and by some glowing tablets of energy they had previously found which appeared to be related, the party reversed their stolen subway train and headed back to look for the alien chamber.The numbered circles in the room are matched pairs of teleporter pods.  They function similarly to the teleporter pods in the movie The Fly with Jeff Goldblum (one of my wife's all time hollywood crushes and on her top five to do list). The door of the pod opens from the center at any touch of at least one pound pressure, and will not shut if anything at all is breaking the plane of the door.  If at least 1 oz of matter is inside a pod and nothing is breaking the plane of the door, the door shuts and the pods channel the singularity inside the big machine in the center of the room.  The contents of the two pods with the same alphanumerical designation trade places in spacetime, instantly, no matter the intervening distance, with no effect that can be observed by anything thus transported, and the door opens in the new location.  If the door on one matched pod is open, the door on its mate will not open until the first door is shut.  A glowing iris in the center of the door is an omni-directional camera that broadcasts its feed to a screen inside the pod's mate.  In this manner, the area in front of the destination pod can be viewed before teleporting.The pods crossed out with an "X" and numbered 1-3 lead to the corresponding destinations labelled 1-3 at the bottom.  The pods that are all the way blacked out are the mated pairs to the pods labelled 1-3 and are consequently missing from the chamber.Two pods (bottom left corner) are loaded onto a sort of "car" that is parked on top of a working lift that goes up to the subway line.  Three more cars, each ca[...]

Fantasy Quirks Beta Test Version 0.9.4


As mentioned in my last post, I recently have written a supplement for Mutant Future that allows random mutation style character generation in a fantasy vein.  Not necessarily your normal D&D fantasy vein, but a fantasy vein nonetheless.

I just updated this blog to include a permanent link to the Google Docs version of this supplement.  In many ways, this is already an outdated version but it will be couple of weeks before I release the .PDF version of the official public beta version playtest.

The official playtest will be hosted on the forums over at the Eye of the Vortex, so stay posted for news of that.

Any feedback, almost especially negative feedback, is encouraged.  Let me know what you think!

New Campaign World and New Rules


Man, last night's session was a doozy.  It might take too long to explain exactly how this all transpired, but the PCs now find themselves on the dark surface of a planet that is entirely surrounded by a metal ball.  The surface of the planet itself is really the crumbling upper level of layer after layer of ruined cities that stretch uninterrupted across the world.  Occasional light oases (an oasis of light) exist where radiation spills from the underside of the metal shell that covers the planet; this is usually heat exhaust, but in at least one place a malfunctioning fusion reactor in the metal shell is shedding light comparable to the setting sun over a good swath of the land. The group has sort of fallen in with a passive resistance movement called the Upward Thinking Gentle Beings, who pride themselves on still being aware of the galaxy of interstellar intrigue that exists on the other side of the metal shell that covers the world.  The Upward Thinking Gentle Beings split away from the Old Republic of Celestia because they found the brutal methods of the old government to be distasteful.  The mutant race of telepathic computer hackers that had been enslaved by the government escaped with the Upward Thinking Gentle Beings, making tracking down the runaways the number one priority for the Republic, because without the Hackers the death machines used by the Republic to keep order are beginning to go haywire.Last night's session, in addition to being somewhat of a campaign reboot in a new location (much more of the world of Celestia to come in future posts), marked the first official playtest session of a supplement I am working on for Mutant Future.Basically, I have come up with an entire new set of physical and mental mutations that I call "quirks", that enable anyone to roll a random character with powers similar to and compatible with Mutant Future's mutations and mutants.  The difference is that instead of being post-apocalyptic flavor, these characters taste like the particular strange version of the fantasy genre that exists in my imagination. Players who have characters die and new players in the campaign are now making characters using these rules, and playing them alongside the regular Mutant Future characters.  So far so good - the new characters and quirks meshed seamlessly with the old mutants and mutations.  As soon as I finish getting the Open Gaming License and the Mutant Future License filled in correctly, I will post a free public Beta version of these rules if anyone else wants to get in on the playtesting fun!I also introduced a new houserule into play that proved to be terribly exciting and an instant winner."Let it Ride" or "Double or Nothing"Whenever a successful melee or ranged attack is made, the attacker can choose to let it ride - this involves throwing a second attack roll.  If this is also successful, the attack does double normal damage, but if it fails, the attack does no damage at all. This can be attempted a third time if the second roll is successful, for quadruple damage with a success but again, no damage at all with a failure.In play, this made combat WAY more exciting, fast and deadly.  A guy with a sword or bow and arrow can now do some serious damage in a single round; it is just much harder to get the hit in.  When Dis, a vampire character made using the new rules, was making his escape in the back of a purloined jeep, a Republic soldier drew careful bead and BAM, I rolled a 19.[...]

Some plant-tending robots.


This motley assortment of robots was encountered by my PCs in the alien spaceship that turned out to be nearly filled with a powerful plant organism.  The robots, designed by the plant organism and created using the ship's science labs, tended to a small forest of young flowering bodies (small Death's Head Trees, with little severed heads as fruit).   The sketches are lifted out of my notes from running the game, and are pretty hasty to say the least.Sensor Balls:All of these robots can be controlled by little flying balls called "Sensor Balls", one of which is depicted flying over robot 2 below.  These little flyers usually take no actions beyond hovering in a position that gives them a good field of view (and they can see in all directions and spectrums) and directing the other robots. They will take evasive maneuvers if necessary and can use a short range laser meant for precision trimming and pruning work in combat as a last resort.  As long as any one Sensor Ball is in the vicinity, it commands the other kinds of robots with great intelligence.  Left to their own devices, the robots can only respond with pre-programmed aggressions to anyone disrupting their routine.Movement: Flight (35 MPH), instant acceleration, perfect maneuvering including the ability to hoverHP: 12AC: 1Attack:  2' Laser Beam, attacks as a 14 HD monster (these little balls have amazing processing power and when they combine it with their terrific sensory inputs they can attack with cold precision), 4d6 damage, can cut through metal slowly.Forcefield: 20 HP per round (the Sensor Ball ignores the first twenty damage it takes every round, this refreshes at the beginning of the Sensor Ball's next turn).Each Sensor Ball has 6 "eyes" that have 2 HP each; one eye is lost for every 2 damage the ball takes. The Plant-Tending Robots:All the robots below share at least one common design element: the ball shaped "fingertip" at the end of each "finger" and "toe".  Each of these balls is covered with a multitude of tiny manipulators that can fold upon themselves to create attraction much like a gecko's foot.  These fingertip balls are capable of firmly grasping almost any surface, and when five of them on the ends of opposable fingers are combined, these robots are extremely nimble and dexterous when it comes to fine manipulation of objects.  This feature means that all robots that possess it can walk on walls and ceilings just as easily as the floor.  Use this to your advantage!  PCs often forget to look up...The numbers refer to the numbers next to the robots on the drawings above.Robot 1:  This is a mobile vacuum cleaner, essentially.  It stands four feet off the ground with a neck that can extend out to ten feet. Movement:  This thing cannot go faster than a slow jogging pace, and its normal movement speed is a slow walking pace as it snuffles up debris and keeps the plant chambers clean.Attacks: As an 8 HD monster, it can attack with its powerful suction hose to a range of 15'.  This attack causes no damage but holds objects weighing less than 2,000 lbs firmly suctioned against the hose mouth as if it had a strength of 20.  It can carry 500 pounds and drag up to 2,000 pounds at half its normal speed.HP and AC:           Main Body (the vacuum bag, which can expand out more than twice as wide as the robot is tall, and the disc shaped power source and legs): HP: 100, AC: 5[...]

I love poorly translated Japanese comments on my blog!


The following is an unedited (except for where I made the line breaks) excerpt from the babelfish translation of a Japanese spam comment on my last post.  For more hilarity, scroll down and read the other badly translated porn spam.

Found Poem 

a one hitting javelin
electric shadow institute love


single leaf feeling

I am mystified by and remain hopeful that another commenter is legitimate, because the translation of this short comment seems to perfectly sum up my entire Mutant Future campaign in an abstract sort of way:  "The impossible left and right heaven - yes from here reforming - feelings"

Holy Crap! I have time to write a post! (Mutant Future sessions 34 - 37)


Well folks, looking back at my last post I see that I drastically overestimated my ability to keep up on this blog.  Not a single 2e Tuesday post.  Sorry!My weekly Mutant Future game has become an every other week affair, but the players are taking the campaign in interesting new directions.  I want to briefly outline what has happened since the players stole an alien spaceship in an alternate dimension that they were visiting.  This is still going to be a very long post even if I skip a lot of the details.Sessions 34 - 37 have all taken place on the ship, although at the end of last nights session the main body of the ship was destroyed and the party barely escaped in the detachable flying saucer top of the space ship.  The flying saucer was heavily damaged and the party more or less crash landed it on a rocky planetoid.The party took a while to feel out the ship.  A character death had necessitated that Danny roll up a new character during the session that the party stole the ship (alas, Rok was decapitated during a duel with an Elf Champion), and he made a robot using the optional rules I introduced here and here.  I let him roll twice on the optional Industrial and Civilian feature chart and once on the mental mutation table and he got the Plane Shift mutation.  Of course, this meant that he had just used his ability to materialize within the alien ship the day before the party stole it.  He had been working on interacting with the ship's computer the entire time, and spent much of the next two sessions pursuing this strategy.  His ability to wirelessly interact with the computers within 50' of him (thanks to that handy optional chart) let him attempt to do the job of a crew of humans on the bridge.  He spent a lot of time doing tech rolls and coming up with new and creative ways to use the ship's computers and attempt to wrest control of the computer systems from an unknown super-computer that was manipulating the ship's data feeds.  One thing that the party learned right away was that one quarter of the ship, a large wedge, on two levels, had been completely disconnected from the ship's systems.  What lay in that large area, behind sealed bulkheads, the party had no way of knowing.  Other party members familiarized themselves with the large weapons control deck and the robotics control deck.  Bob the mutant human had a great deal of success in figuring out how to remotely control what turned out to be a veritable legion of robots of many different varieties.  An army of robotic minions was sent out to explore the ship when it was discovered that the optical feeds coming in from the ship's cameras were being tampered with by an unknown super-computer that appeared to have direct access to the ship's bridge.  It gradually became apparent that there were "invisible" creatures stalking around the ship (at least two of them were confirmed by reconnaissance squads in different locations simultaneously), but as they were cloaked from visual detection and the feed from the ship's sensors was being manipulated by the unknown computer the only way of detecting them was relying on the sensors of the robots directly controlled by Bob the mutant human in the robotics control center.  Attempts to engage the invisible creatures led to the destruction of numerous robots and no further knowledge of the invisible assailantsAmus[...]

2e Tuesday and General Announcements


Howdy Blog Readers!  Events in my life necessitate that I cut back on some of my game related activities.  I think I am going to make my Mutant Future game a bi-monthly occurrence, and continue to blog sparingly about it.  I will at least try to keep up on the 2e Tuesday posts because I think having Gamma World monsters for Mutant Future is a noble cause. For anyone curious, I am getting married on June 5th and now that my betrothed has graduated from the University of Oregon our wedding planning is going to get much more serious (i.e. I will have to spend a lot of time helping my sweetie out doing wedding-y things). I am also a member of a band (Telepathic Dumpster) and I have been slacking on my duties as band sound engineer; two CDs are waiting for nothing but my time spent doing a final mix down to release, and I owe it to my bandmates to spend some time on them soon. My duties over at the Eye of the Vortex web site are increasing a little bit because I agreed to be an editor over there and help get articles ready to publish.  I also run a weekly 4e game and play in a weekly Labyrinth Lord game - something is going to have to give, so I think I will also cut back on my participation in the Labyrinth Lord game and see about possibly shifting the 4e game to an every other week kind of thing.  Thus ends probably the most intense period of D&D activity that I have ever had in my life.  I have never ran and participated in three weekly games simultaneously, and I certainly have never spent so much time blogging and writing about gaming.  It has been a lot of fun!  I will still keep up on my Back Screen Pass blog, as I want to slowly publish a game setting of mine on that blog.And now, on to the Gamma World Goodness!Today's creature is...OriensNo. Enc: 1d4-1Alignment: LawfulMovement: 120'Armor Class: 6Hit Dice: 12Attacks: by weaponDamage: by weaponSave:  L10Morale: 7Hoard Class: Unique (1d4-1 any Technological Artifacts)These 8' tall, two headed, four-armed giants are surprisingly intelligent and peaceful.  They have an average Intelligence of 14 and an average Willpower of 17.  Technologically advanced, Orlens can modify armor to fit their unique build and all adults carry at least one technological artifact that they have mastered the use of.  They will equip themselves with armor (hence their AC of 6, which should be adjusted downwards if they are wearing better than the equivalent of Studded Leather Armor) and swords if they have no weapons among their artifacts.  Despite their physical strength, size and willingness to wield weaponry, Oriens will harm no one that does not harm them first.  They will use their telepathic abilities to communicate with strangers, and will attempt to use telekinesis to restrain attackers without harming them before turning to combat as a last resort in self defense.Mutations:  Neural Telepathy, Neural Telekinesis, Ability Boost (Willpower only)I like the idea of big scary looking two-headed giants wielding laser rifles that turn out to be a peaceful and civilized race.  Things are not always as they seem in the Mutant Future.. [...]