Friday, December 21, 2012

Decapodians

No. Enc.: 1d4
Alignment: Lawful
Movement: 90' (30'), swim 150' (50')
Armor Class: 4
Hit Dice: 9
Attacks: 2 (2 pincers)
Damage: 2d6/2d6
Save: L12
Morale: 7
Hoard Class: III, IV, IX, XXI
The Decapodians are a race of sapient, lobster-like creatures from Decapod 10. Like lobsters or crabs on Earth, Decapodians have no bones. Instead they have an exoskeleton—a hard, chitinous shell which gives their body the rigidity needed to move about. They may vary in colour from pink, red, or brown, and all hues in between. They have claws instead of hands and feet, and have a row of four small finger-like flaps that cover their mouths. Decapodians are very strong, and their claws are sharp enough to cut steel bars and similarly hard things. Decapodians are cold-blooded, the blood appears to be light purple in color. When in danger, a decapodian can spray a 20’ radius cloud of black ink to obscure its escape. This defense is only truly effective underwater, as online it only manages to make a mess rather than an effective defense.
Decapodians are a species that can survive in or out of the water, though they prefer hot, damp environments and despise the cold. These creatures have taken up residence in the coastal seas where they harvest sea life for food, and conduct medical and genetic experiments upon Earth life-forms. It is believed that a number of the aquatic monsters and races of the Mutant Future are the result of Decapodian experimentation. Cephalapoids and Fishmen are often found in large numbers near or around Decapodian controlled regions.
Mutations: Bizarre Appearance (all non-aquatic creatures find them disturbing), Natural Armor (heavy), Pain Insensitivity, Xenomorphism (Gills), plus 1d4 Mental Mutations.

Decapodian (Race)
Hit Dice: 1d6 per point of CON
Mutations: Bizarre Appearance (all non-aquatic creatures find them disturbing), Natural Armor (heavy), Pain Insensitivity, Xenomorphism (Gills), plus 1d4 Mental Mutations.
Decapodians are an alien race from the distant world of Decapod 10. Decapodians are essentially humanoid crustaceans, they have an exoskeleton shell, claws for hands, four seemingly prehensile appendages above their mouths and no hair. They аlso possess a fin-like crest that appears when they are enraged or aroused, as well as an ink gland similar to the Earth octopus. They are capable of breathing air and water, so in the rare event that they retreat, they will often head toward the nearest body of water. They walk awkwardly on land (at 90’ (30’)), but are natural swimmers (150' (50'). They have an extremely tough exoskeleton and powerful claws that deal 2d6/2d6 damage, and are able to cut steel bars and similarly hard things.
Decapodians are generally disliked except among each other. They are odd, smell unpleasant, and have a habit of trying to eat anything organic they come upon. Despite this, most Decapodians are decent and friendly beings who go out of their way to be helpful. However, if angered a Decapodian is a relentless and dangerous enemy, capable of shrugging off all but the deadliest attacks.


Decapodian Technology
All Decapodian technology is at least partially alive, and shared some features in common with sea life.However, Decapodians do not share a sense of aesthetics with most humankind, and their devices look weird or even frightening to Earth beings.

Decapodian Sedan

The Decapodian Sedan is a versatile vehicle designed to carry passengers across all types of terrain. The Decapodian Sedan resembles an automobile, but instead of wheels possesses crab-like legs that are capable of moving at considerable speed. These vessels can travel across wasteland, rocky hills, sand, swamp and even along the bottom of the sea.
Since coming to Earth, Decapodians have been using these vessels to explore the seas and coast. The arrival of these crab-like vehicles has caused quite a stir in those who have not seen them before. Decapodian car salesmen are beginning to make themselves known, selling these vehicles for a mere 1,000gp (or equivalent weight in Krill).
Required Crew: 1
Top Speed: 125 mph
Cargo: 3 passengers plus 500 lbs in trunk
Structural Hit Points: 40
Armor: Advanced Ceramics (AC 4)
Weaponry: None

Decapodian Warships 
The Decapodian Warship resembles a giant metalic lobster. Its weaponry consists of a disintegrator cannon and its massive claws which are capable of shredding star-ship hulls with startling ease. As with all Decapodian technology, the Warship is capable of operating in space and in the deepest ocean.
These vessels have been seen flying over coastal waters, usually about to submerge or taking off from an underwater location. It is believed that underwater caves house hangers for these vessels, connected to similarly hidden bases. 
Required Crew: 10
Top Speed: 600 mph, swim 300mph, crawl 250 mph
Cargo: 10 passengers plus 2,000 lbs. freight
Structural Hit Points: 400
Armor: Decapodian Composite (AC -2)
Accessories: Class V Sensors, Comm Unit, Inertial Inhibitor, Hyperdrive (Plane Shift), Robot Repair Unit
Weaponry: Two Claws: 10d6+12 damage each, disintegrator cannon (10d10+)

Mobile Oppression Palace (MOP)
The Mobile Oppression Palace is used by the Decapodians as a mobile base or operations and a massive war machine. A Mobile Oppression Palace can function in any environment, from the airless void of space, to the deepest seas. While moving in water, the MOP moves at twice its land speed, allowing it to traverse the deep swiftly.
The interior of a Mobile Oppression Palace should be treated as a small fortified town, having multiple floors, rooms and encounters. The palace itself will be well stocked with equipment, weapons, and specialized gear for aiding the aliens in their efforts on Earth. Guards, guardian beasts and robotic servants will all be in great abundance.
Required Crew: 40 (max. 61)
Top Speed: 30 mph, swim 60 mph
Cargo: 72 passengers plus 8,200 lbs. freight
Structural Hit Points: 600
Armor: Decapodian Composite (AC -2)
Accessories: Class VI Sensors, Inertial Inhibitor, Robot Repair Unit
Weaponry: Two Claws: 10d6+12 damage each. Twelve missile launchers in four batteries of three each (two batteries forward, two aft, located dorsally and ventrally), see Mutant Future Page 121 for damage and range.

Thursday, December 13, 2012

Atomic Dawn: Corvitas

Corvitas
Corvidus 
Population: 8792
Economy: Opium, rice, slavery, gladiatorial games
Government: Earldom
Militia: 87 (muster 439) not including the Earls personal troops.
Total Gold: 10300999gp (11715gp limit)
Corvidus is a small city in the Duchy of Naark. The city is situated along the Orange River, connecting it with both the Udson River to the East, and on a direct river route to the city of Naark. A prosperous but uncomfortably quiet city, Corvidus is focused primarily around the cultivation of rice and opium. Earl Ulysses Corvidus rules over this region with an iron fist, using Canisoid and mercenary guards to patrol his lands with brutal efficiency. 
The city is a jumbled collection of buildings made of wood, plaster, stone and brick with the wealthier areas being made from concrete and stone. Earthen streets are the norm here that quickly turn into mud at the slightest provocation. Wooden walkways and planks are commonly used to traverse the swampier regions. Litter-bearers, slaves and pack animals are preferred over wheeled vehicles (which get stuck).
Places of Interest
The city is full of interesting places, people and things, and adventurers are urged to explore. Some interesting places are: 
Arena: Where the locals let their hair down to enjoy bloody spectacles. Races, boxing, athletic competitions and bloody arena bouts are regular occurances with truly gruesome events on holidays. 
Bog Town: Bog Town, or "The Bog" as it is know by the locals, is the lowest and swampiest area of town. The buildings are made of wood and plaster, and crammed together. The Bog is where the majority of the cities slaves and poor live, and it is a good place to disappear.
Bog Town
CostMart: This is a standard CostMart and not a superstore, but is still very popular. The store is situated right across Main Street from the Great Market, much to the frustration of the local merchants.
Fish Head: This area south of the river hosts a daily fish market. Fish Head also has the largest number of taverns, inns and brothels in the city.
Fixit Bridge: This is the name of both the bridge itself and the iland in the middle of the Orange River. This is where assorted machinists, and gadgeteers sell their services. The island hosts several machine shops that cater to river travelers. The bridge is host to numerous shops that often overhang the street forming a dark tunnel through which all traffic must pass.
Fort Judd: This fortress overlooks the western edge of town and guards the river trade between Goshen Swamp and the Udson. Captain Swift is in command here, and leads the town militia. The Fort has a small barracks and a large jail.
Great Market: The Great Market is a large (mostly outdoor) market where all manner of produce, livestock and ever slaves might be bought and sold. It is a loud, boisterous place. 
Our Lady of Shadows Church: The most prosperous church in town, dedicated to the infamous St Death (see Religions) and presided over by Bishop Ashmen, four priests and a dozen warrior monks. Walking Dead guard the church, but are trained to not harm the clergy. The Earl himself is a great admirer of the Saint, and attends services regularly, though he has an ornate shrine in his home.
St Fiacre Abbey: This monastery is located outside the city walls, near the opium farms and is dedicated to the patron saint of mutant and medicinal plants. Abbot Ran Greed and the monks and nuns (10 each) tend to the spiritual needs of the laborers and slaves. The Earl considers them useful for keeping the workers quiet. The Abbey itself is a cluster of wooden buildings surrounded by a wooden palisades.

Friday, December 7, 2012

Atomic Dawn: Androids

Androids are a major player race in Mutant Future, and in my home campaign of Atomic Dawn, Androids are associated with several major powers. They are tough, versatile, and all of them have mutation-like powers that can easily raise them to superhuman levels of ability. But as characters, androids offer some very interesting role-playing opportunities. Though made on an assembly line, or grown in a vat, androids have minds. They think, hope and dream, and often consider their role in the universe more thoroughly than do human beings.
Androids in Mutant Future can be clearly mechanical to so human like that even they may not realize that they are artificial beings. Basic Androids are basically really advanced robots, Synthetic Androids are beings made from synthetic flesh and (milky-white) blood, much like Bishop from the Alien Franchise. Replicant Androids are bio-engineered creatures who are indistinguishable from naturally born persons who live for a mere five years. 
In my home campaign of Atomic Dawn, androids are not always dug up from ancient sites, but are still being made by certain groups. And though these groups are themselves quite sophisticated, the androids themselves are almost always left out of the loop.
In my home campaign, androids come primarily from the following sources:

CostMart

The manufacturing giant CostMart has continued to exist even long after its creators have been burned to ash. Now this super chain of stores and manufacturers continues to produce abundant but lower-quality goods for sale in its many stores, superstores and mobile kiosks. 
As an organization run and staffed primarily by androids, it is the largest producer of androids in Merica. Replicants form the bulk of androids that work for CostMart (as they die before promotion is a possibility), though a large number of Basic and Synthetic models are also produced.
CostMart adroids come in all shapes and sizes, and are often hired out by the corporation for a wide range of uses (see models below). Others leave the corporation for the sake of adventure, or in an effort to represent the companies ideals to the wider and wilder world.

C.A.R.S.O.N.
The A.I. known only as C.A.R.S.O.N. (see Map) is known to command a large number of Basic androids and apparently has the capability to build and supply a veritable army of them. Thankfully this Greater A.I appears to be uninterested in conquest, but is rather interested in researching the many strange beings found in the age of the Atomic Dawn. 
Androids in service to C.A.R.S.O.N. are usually on fact-finding missions, seeking out some obscure facts or seeking to educate the often ignorant denizens of the blasted lands. Most have a military look about them and all are educated in the ways of warfare.

Android Models
Androids have and are constructed for a wide variety of functions, and though many are "generic" models with no particular function in mind, different “models” of androids exist with ability ranges might differ. Some sample models of android are presented below.

Diplomat (Face)
Created as assistants, salesbots and assorted forms of entertainer (ahem), diplomatic androids are the most human-friendly androids you are likely to meet. All are physically attractive, charming and intelligent, though most are not buit for hard use.
+1 INT, +2 CHA, -1 STR and -2 CON
Recommended Powers:
Physical: Fragrance Development,
Mental: Empathy, Intellectual Affinity (Trade), Mental Barrier, Neural Telepathy, Precognition, Quick Mind

Labor
Used primarily in factories and mines, labor androids are built for endurance. Labor androids are heavily built, physically strong and made to survive in harsh conditions. They are not built for social interation however.
+2 CON, +1 STR, and –1 INT, -2 CHA
Recommended Powers:
Physical: Density Alteration (Self), Energy Retaining Cell Structure, Epidermal Photosynthesis, Gigantism, Increased Physical Attribute (CON)
Mental: Accumulated Resistance

Soldier
Soldier model androids were and are used in military and law enforcement roles. Soldier androids are always powerfully built and clearly made for battle. Soldier Androids are usually simple (not stupid) and prefer head-on solutions to situations.
+2 STR, +1 DEX, and –3 INT
Recommended Powers:
Physical: Increased Physical Attribute (STR or CON), Natural Armor (Heavy), Night Vision, Regenerative Capability
Mental: Ability Boost, Force Screen

Scout/Recon
Built to be fast, quiet and perceptive, scout androids are lightly built. Many are slim and some have shapeshifting powers allowing them to blend in with organic creatures. Many scout androids find work as assasins, advance soldiers and monster hunters.
+1 STR, +2 DEX, and -3 CHA
Recommended Powers:
Physical: Chameleon Epidermis, Increased Sense (Vision, Hearing), Metamorph, Quickness, Regenerative Capability
Mental: Know Direction

Technician (Tech-Droids)
Built to manufacture and maintain the miraculous machines of the Ancients, Technician androids are greatly prized. Tech-Droids are seen as almost magical beings who have access to arcane lore (not far from the truth), with many setting themselves up as wizards and asking exorbitant fees. 
+3 INT, -1 STR, -2 CHA
Recommended Powers:
Physical: Dwarfism, Increased Sense (touch)
Mental: Intellectual Affinity (Tinkering), Neural Telekinesis, Night Vision, Quick Mind


Android Equipment
Equipment designed specifically for the use of androids is typically no-frills and plain to look on, but resistant to harm. Many of these items are designed to link up with an androids power core and powers, and so are not normally usable for non-androids. 

Necron Series Environment Suit
Environmental suits designed for the use of Basic and Synthetic androids. Necron suits are favored by CostMart android operatives, but can be purchased by independent androids for a nominal fee of 250gp. 
These bulky jumpsuits are made of reinforced Ballistic Nylon (AC 4) and have numerous pouches and pockets, allowing for the wearer to carry 10 pounds of goods while leaving his/her/its hands free. When worn by a Basic or Synthetic Android, Necron Armor grants the following: 

Night Vision Goggles allowing the wearer to clearly discern heat
sources in the dark as the mutation thermal vision to a
distance of 240’.
Complete protection against gases and other airborne contaminants.
Complete protection against radiation classes 1-5, treating the class of radiation as if it is 5 lower. The suit will alert the android of the presence of radiation with an internal pop-up on the suits goggles.


Tuesday, December 4, 2012

Atomic Dawn: The Duchy of Naark

The Duchy of Naark (My Campaign Setting)
The Duchy of Naark is a large independent kingdom that has loose connections to Alamo Empire, though is not beholden to the Empire in any way. The Duchy does not share the Empires harsh views on Mutantkind, but does contribute to the slave trade by capturing and selling dangerous and unstable mutants such as The Irradiated or Pigmen.
Naark encompasses what remains of South-Eastern New York, and a bit of New Jersey (as this is a "sandbox" game, the characters may wander as they wish). The sea has risen 100ft from our present state, gobbling up the coast and widening the Udson (Hudson River) into a significant outlet to the ocean.
In the age of the Atomic Dawn, this region is thick with forests, swamps and waterways dotted with small city-states and petty kingdoms. Some notable places are:
Corvitas: A prosperous city that makes its living with the growing of rice and opium. Earl Ulysses Corvidus rules here, and is a great fan of the politics of the Alamo Empire. Though a tyrant, the Earl keeps an orderly city, and is widely respected.
Indun: Techno-Dome guarded against outsiders by impressive guardian robots. The inhabitants are virtually never seen, though occasionally a "tourist" will venture out from the dome to sample the fleshy, dangerous delights of Naark.
Goshen Swamp: This swampy region is west of Corvitas, and is the lair of outlaws and monsters. The edges of the swamp are dotted with rice paddys and Rice paddy's and a monastery dedicated to St Fiacre (see Religions) can be found along the northeastern edge.
Naark: The seat of the great Duchy of Naark, and a bustling trade center and port. The city is quite large by present standards (the only real city in the area by our standards), and does a brisk trade in salvaged goods, slaves, and steamships.
New Keepsie: A large fishing town along the banks of the Udson. This town is well known as an excellent builder of ships, particularly sailing vessels and fishing pontoons.

Races
Though all of the standard Mutant Future races can be found in Naark, Pure Humans and Mutant Humans are predominant. Pure Humans are the ruling class in the larger settlements, with mutant humans forming the bulk of the citizenry.

In my campaigns I use:

Mutant Future Rulebook: This awesome product is available as a free download from Goblinoid Games. Or if you wish to support this product, you can purchase a print version for a nominal fee (hint-hint).

The Apocalypse Tech Report: An excellent resource for those looking for extra gadgetry to add to their campaign. I plan on making full use of the cybernetics rules presented here, though only certain sorts will be available for purchase from your neighborhood CostMart.

More to come!

Monday, December 3, 2012

Atomic Dawn: Mutant Future Campaign!

Due to scheduling issues it has been far too long since I ran or played in a role-playing game. And so out of a need for geeky fun with geeky friends (and you know who you are), I am starting up a Mutant Future game.

For a change, and due to the scheduling constraints mentioned above, I will be running this game online using Roll20 and Google+. This program comes highly recommended, and from what I can see, it seems to be an excellent program.

The campaign will be set in my homebrew Mutant Future campaign Atomic Dawn. Players and interested readers are urged to check out the Table of Contents for some details of the setting and to get a general idea of the sort of games I run.
Starting tomorrow, I will be posting details of the campaign setting, house rules, maps, characters, NPCs and all kinds of related material. So stay tuned!

DISNEY & DRAGONS: D&D in Fantasyland

Many times, in recent years I have encountered would-be players of Dungeons and Dragons whose sole experience with the fantasy genre h...