Monday, June 30, 2014

Voidjammer: New Ship Statistics!

After much internal debate and discussion with my co-GM Jeremy, I have decided to scrap the Voidship stat and combat system that I posted here. The modified ship combat system from the Blood and Treasure RPG is great mind you, but Voidjammer (and Spelljammer) ships are more likely to run afoul of really big monsters, and so monster-esq stats are called for.
So the Ship Stats I will be using are comparable to Constructs and the Apparatus of The Crab magic item (see page 212 of the Blood and Treasure GMG). In essence they are enormous magic items made so by the presence of a Helm (see below).
I will be posting a selection of classic and new vessels soon.

Galleon
Gargantuan Vehicle
HD: 18 (164 hp)
AC: 13, Hardness: 5
Speed: As Helmsman's Int x's 10 in Wildspace,  fly 60 ft. in a gravity well
Atk: 3,  2 Ballista (3d8), Light Cannon (5d6)
SV: 14 (Wood)
A Minoi ship approaches a Galleon.
----------
Crew: 9/18
Air Capacity: 2,016 man-days
Landing: Water
Power Type: Major Helm (see Helms)
Cargo: 7 tons
Keel/Beam Length: 130/30 feet
Cost: 24,300 gp

The galleon is the best ocean going craft that groundling nations can bring into space. It is nothing more than a sailing ship with the voidjammer helm-purchased or salvaged from some wreck-attached. Other nations dabble, though, and the most thoughtful of them use the galleon as their vessel of choice. Bulky and slow, it still gets the job done, and its large cargo hold carries a great deal of spoils from other lands.
In my home campaign, the vast majority of voidjamming ships in operation in the sphere are Galleons or smaller, converted sea vessels. Their use in space has encouraged shipwrights to modify these vessels to better ply the spacelanes, giving rise to an ever-evolving standard of ships. This is a basic Galleon, with many having modifications such as glassteel domed decks, coldfire thrusters, and advanced weapons. 
Deckplans may be seen here.


Friday, June 20, 2014

Sorcerers in Mutant Future

Magic has its place in the strange world of Mutant Future, though what that place is varies from setting to setting. Clearly the Ancients of The Mutant Future world were delving into some pretty strange sciences. Powers such as Plane Shift in particular point to some pretty wild developments and can easily explain the kind of reality-warping effects that spellcasters use.
In the Atomic Dawn and Mutant Mars settings, we embrace Comic Book Physics. That is to say that if it happened in Golden and Silver Age comics, it could have happened in the setting at one time or another. Aliens, super-powered mutants, cyborgs, mad science, sorcery, giant robots, parallel dimensions, and atomic monsters all have had an influence in the post apocalyptic world of Mutant Future.
So here is my take on a spellcaster in Mutant Future:

Sorcerer (Race)
Hit Dice: 1d6 per point of CON
Ramses Doubleday. Sorcerer/Priest
Mutations: none (replaced by magic, see below)
Maximum Level: 12
Sorcerers are the magic-wielders of the Atomic Dawn and Mutant Mars settings. They are able to draw upon mystical forces, bending, shaping, and warping them to their will. They are able to cast spells of an offensive, defensive, healing, and/or destructive nature. Sorcerers are powerful, yet sometimes feared by humans as the source of their powers is usually in question. How the sorcerer uses his or her powers makes a huge difference of course. Some embrace the wizard motif with robes and wild beards, while others are more like mad scientists or inventors. Many still mix these extremes in the pursuit of power.
Sorcerers appear to be Pure Strain Humans unless they have suffered additional mutations via radiation or magical mishaps. Due to their training and study of the magical arts, Sorcerers gain a +2 when rolling for Intelligence and Willpower. Sorcerers do not initially have any mutations, but can mutated as Mutant Humans when exposed to radiation. Unfortunately, some sorcerers will willingly expose themselves to radiation in the hopes of gaining additional powers, leading to warped flesh and minds.
Sorcerers have a fascination with Ancient culture as Sorcerers study the Ancients during their training in the mystical arts. The ML is encouraged to allow a Sorcerer PC to choose one facet of the Ancients that he has studied (technology, history, language, etc.).
Sorcerers are able to cast spells just as if they were of the same level of an Elf in Labyrinth Lord, casting Magic-User spells, but still able to wield any weapon and wear any armor. However a Sorcerer MUST have at least one free hand to cast spells. If a Sorcerer's hands and arms are bound or otherwise immobile, a spell cannot be cast. The magical powers of Sorcerers are drawn from the same source as Mental Mutations and therefore susceptible to anything that would remove or hamper mutations (like Ancestral Form).
Reaching 9th Level: When a Sorcerer reaches the 9th level, he is able to create Artifacts of his or her own design, including Vehicles and Robots. Also, a sorcerer may build a stronghold, often a great tower, when he reaches level 11th level. He will then attract sorcerer apprentices (1d6).
Spell List: Sorcerers have access to the following spells (see Labyrinth Lord for details).
1st Level- Bless/Curse, Charm Person, Detect Magic, Floating Disc, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep, Ventriloquism.
2nd Level- Arcane Lock, Continual Light, Detect Evil, Detect Invisible, ESP, Invisibility, Knock, Levitate, Locate Object, Mirror Image, Phantasmal Force, Web.
3rd Level- Animal Growth, Clairvoyance, Dispel Magic, Fire Ball, Fly, Haste, Hold Person, Infravision, Invisibility 10' radius, Lightning Bolt, Protection from Evil 10' radius, Protection from Normal Missiles, Water Breathing.
4th Level- Arcane Eye, Charm Monster, Confusion, Dimension Door, Hallucinatory Terrain, Massmorph, Plant Growth, Polymorph Others, Polymorph Self, Remove Curse, Wall of Fire, Wall of Ice.
5th Level- Animate Dead, Cloudkill, Commune, Conjure Elemental, Contact Other Plane, Feeblemind, Hold Monster, Insect Plague, Magic Jar, Passwall, Telekinesis, Teleport, Transmute Rock to Mud, Wall of Stone.
6th Level- Animate Object, Anti-Magic Shell, Control Weather, Death Spell, Disintegrate, Geas, Invisible Stalker, Lower Water, Move Earth, Part Water, Project Image, Reincarnation, Stone to Flesh.

Game Info 
Mutant Future and Labyrinth Lord use the same basic OSR game rules, with only thematic changes. Still, there are times when things can become confusing.
Saving Throws: Comparing saving throws is very straight forward. Saving throws always use Character Level rather than Hit Dice when spells are cast by and on player characters and NPCs. When spells are cast of creatures, use the creature's Hit Dice to determine saving throws.
When converting saving throws between Mutant Future and Labyrinth Lord, refer to the table below for the direct equivalent:
Labyrinth Lord Mutant Future
Breath Attacks                    Energy Attacks
Poison or Death Poison or Death
Petrify or Paralyze                Stun Attacks
Wands                               Radiation
Spells or Spell-like Devices *See below
*There is no Mutant Future equivalent to Spells or Spell-like Devices. Use the equivalent level from the Fighter saving throw table for Spells or Spell-like Devices in Labyrinth Lord.

Thursday, June 12, 2014

Atomic Dawn: Mutant Packages

Mutants in Mutant Future have a chance to be pretty awesome, but have an equal chance to end up beings a crippled mess poorly suited to what the player wanted. Sure, Mutant Future is all about a goofy/grim post apocalypse, but I think the Rule of Cool should win out over grim reality.
So below is an alternative selection of mutation lists for use with Mutant Animal and Mutant Human characters. Mutant characters still gain the normal number of hit points, number of mutations and special abilities inherent with their mutant type (see page 13 and 14 in Mutant Future for details). But instead of the standard big list of random mutation on pages 21 and 22, players may choose a mutant package from below.

Hope you like them.

Aerial Mutant (Flyers, Sprites)
Mutants who fly or are otherwise linked with the sky are well-represented. From Mutant Animals (bats, birds, insects, etc) to Mutant Humans that are built for the sky. In the Atomic Dawn setting, these mutants are amongst the most envied, and often live a nomadic existence.
Roll D8 Physical                                           
1 Complete Wing Development                  
2 Density Alteration (lighten)                          
3 Increased Sense (sight)                              
4 Shriek                                                        
5 Frailty                                                        
6 Pain Sensitivity                                          
7 Poison Susceptibility                                  
8 Slow Mutant (hops on the ground)              
Roll D8 Mental
1 Acute Hyper Healing
2 Control Weather
3 Flight, Psionic
4 Quick Mind
5 Atrophied Cerebellum
6 Dual Cerebellum (Defective)
7 Phobia (Claustrophobia)
8 Weak Will

Aquatic Mutant (Frogs, Fishies)
Aquatic mutants are at least partially linked with water. From Mutant Animals from aquatic to semi-aquatic species (otters, frogs, fish) or Mutant Humans that are more at home in or near the water than on land. Aquatic Mutants are never comfortable far from the water and usually live in small communities or on ships of one kind or another.
Otto Aquarius.
Roll D8 Physical
1 Aberrant Form (gills)
2 Dermal Poison Slime
3 Energy Retaining Cell Structure
4 Toxic Weapon
5 Albinism
6 Bizarre Appearance
7 Prey Scent (fishy)
8 Slow Mutant (on land)
Roll D8 Mental
1 Body Adjustment
2 Control Weather
3 Know Direction
4 Temperature Control
5 Atrophied Cerebellum
6 Negative Empathy
7 Phobia (Agraphobia)
8 Weak Will

Brickhouse Mutant (Brick, Goon)
Big, tough and coming to get ya! Brickhouse mutants can be Mutant Animals or powerful beasts (bears, rhinos etc) or Mutant Humans built big and powerful. Brickhouse mutants are highly sought after as enforcers, soldiers and general leg-breakers, but many are surprisingly gentle persons, when they can afford to be anyway.
Roll D8 Physical
1 Gigantism
2 Increased Physical Attribute (STR)
3 Increased Physical Attribute (CON)
4 Natural Armor
5 Increased Caloric Needs
6 Obese
7 Pain Insensitivity
8 Slow Mutant
Roll D8 Mental
1 Ability Boost
2 Accumulated Resistance
3 Damage Turning
4 Force Screen
5 Atrophied Cerebellum
6 Negative Empathy
7 Phobia
8 Weak Will

Clairvoyant Mutant
Prophets, Seers, Dowsers, Water Witches and any number of soothsayers can be found across the wastes of the Mutant Future. Clairvoyant Mutants can come from the ranks of Mutant Animals of the more "mystical" animals (Rabbits, Toads, Insects) or Mutant Humans of an oracular or at least far-seeing nature.
Roll D8 Physical
1 Epidermal Photosynthesis
2 Increased Sense (any)
3 Dwarfism
4 Unique Sense (Minds)
5 Albinism
6 Epidermal Susceptibility
7 Obese
8 Vision Impairment
Roll D8 Mental
1 Empathy
2 Increased Willpower
3 Metaconcert
4 Precognition
5 Dual Cerebellum (Defective)
6 Phantasmal Damage
7 Phobia
8 Weak Will

Egghead Mutant
The brainy types that are usually at least a little gross. Many become super-scientists or at least really good with gadgets. Skilled Mutant Animals (monkeys, raccoons, etc) and Mutant Humans with giant heads and a penchant for labcoats and monologuing.
Roll D8 Physical
Dr Z. The Venture Brothers.
1 Dual Headed
2 Dwarfism
3 Reflective Epidermis
4 Increased Sense (touch)
5 Albinism
6 Bizarre Appearance (Giant Head)
7 Epidermal Susceptibility
8 Sensory Deficiency
Roll D8 Mental
1 Dual Cerebellum
2 Increased Willpower
3 Intellectual Affinity (tinkerer)
4 Quick Mind
5 Dual Cerebellum (Defective)
6 Negative Empathy
7 Phantasmal Damage
8 Phobia

Feral Mutant
From predatory Mutant Animals (dogs, cats, wolverines etc) to Mutant Humans similar to the nigh-unkillable slashers from many a horror flick. This doesn't mean that feral mutant are monsters (though many are), many are mutants who feel for of a connection with the wilderness, animals and the primal side of nature.
Roll D8 Physical
1 Aberrant Form (Claws or Fangs)
2 Increased Sense (Any)
3 Quickness
4 Regenerative Capability
5 Bizarre Appearance
6 Pituitary Deformation (Animal Years)
7 Prey Scent/Predator Scent (pick one)
8 Simian Deformity
Roll D8 Mental
1 Body Adjustment
2 Combat Empathy
3 Intellectual Affinity (combat)
4 Know Direction
5 Atrophied Cerebellum
6 Negative Empathy
7 Phobia
8 Weak Will

Psychokinetic Mutant
Mutants that can agitate molecules to a degree so that they might move objects, and control energy. Many psychokinetics are mere "spoon benders" while others are living maelstroms of power. In the setting of Atomic Dawn, Psychokinetic Mutants are amongst the most prized as slaves by the Alamo Empire, as the uses for there power in mining, construction and war are many.
Roll D8 Physical
1 Energy Ray
2 Energy Retaining Cell Structure
3 Optic Emissions
4 Reflective Epidermis
5 Increased Caloric Needs
6 Pituitary Deformation
7 Poison Susceptibility
8 Reduced Oxygen Efficiency
Roll D8 Mental
1 Control Light Waves
2 Force Screen, Greater
3 Neural Telekinesis
4 Temperature Control
5 Atrophied Cerebellum
6 Dual Cerebellum (Defective)
7 Phantasmal Damage
8 Phobia

Speedster Mutant
Extremely fast mutants are well represented, from Mutant Animals of swift animals (rabbits, cheetah, flies etc) to Mutant Humans built for speed. Speedsters are almost always nomads, but many also live in communities where they find employment as messengers, scouts and spies.
Roll D8 Physical
1 Increased Balance
2 Increased Physical Attribute (DEX)
3 Increased Sense (vision)
4 Quickness
5 Frailty
6 Hemophilia
7 Increased Caloric Needs
8 Reduced Immune System
Roll D8 Mental
1 Flight, Psionic
2 Know Direction
3 Quick Mind
4 Teleport
5 Atrophied Cerebellum
6 Dual Cerebellum (Defective)
7 Mind Reflection (Defective)
8 Phantasmal Damage

Telepathic Mutant
Psychic mutants are well-represented in fiction. From ascetic mystics to warped mentalists. Mutant Animal Telepaths come from animal stock known for their perception (rabbits, fox's, cats, etc) and Mutant Humans who generally appear as pale, somewhat sickly Pure Humans.
Roll D8 Physical
1 Dual Headed
2 Increased Sense (any)
3 Parasitic Control
4 Unique Sense (Minds)
5 Frailty
6 Sensory Deficiency
7 Slow Mutant
8 Vision Impairment
Roll D8 Mental
1 Mental Phantasm
2 Metaconcert
3 Neural Telepathy
4 Possession
5 Dual Cerebellum (Defective)
6 Mind Reflection (Defective)
7 Negative Empathy
8 Phantasmal Damage

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...