Showing posts with label Mutant Future. Show all posts
Showing posts with label Mutant Future. Show all posts

Wednesday, June 17, 2015

Mutant Future: The Sixth Column (Faction)

Group Goals and Beliefs: The Sixth Column have embraced the super being named Stardust the Super Wizard (see History) as the savior of humanity. They believe that justice must be meted out, even if it runs contrary to local morals and laws. Vigilantism in pursuit of moral rightness is seen as a holy cause, and wrongdoers need to be punished in as extravagant a manner as is possible.
Identifiers: All members of the Sixth Column wear skin tight super-suits that have a sun or star motif of some kind. These suits can be worn under clothing, and usually are so as to catch evil-doers unaware.
Group History: Ages ago, before the tragic events of the Transgenic Wars (aka The Apocalypse) a powerful being known only as Stardust appeared in the Solar System. This super-being was/is the living avatar of a sentient star, created to perceive and interact with other sentient creatures, including the humans it was modeled after. Stardust used his awesome abilities to manipulate matter to dispense his own form of justice and he was accepted into the ranks of the superheroes.
New recruits
Understanding that children are the future of the human race, Stardust set up youth clubs across the Earth and the Solar System, encouraging young people to help spread his ideology and carry on his crusade. He gave the boys uniforms similar to his own, as well as high tech equipment which replicated a number of his own abilities. The boys, given these abilities, began to dispense their own form of justice in Stardust's name.
After his epic battles with the supervillain known as "The Great Question", Stardust was seen less and less in Known Space, finally returning to his "private star" for reasons unknown. In the years following the Sixth Column has tried their best to continue the cause of Stardust.
Game Information: The Sixth Column are zealots that perform "super-heroics", hunting down "bad guys" whenever and wherever they can. This might sound like a great thing, but these guys have a black and white view of things (though older members are more "batman" than superman), and can be a bit tiresome. Still, they do pack a punch. On Mars the Sixth Column act much like Paladins, travelling between Utopian Domes and Wilderness regions hunting evil-doers. A number of them operate off planet or are in the service of leader who they see as good. Such Sixth Column members are frequently hunting bigger game such as extra-planar monsters of supernatural threats.
Membership: To join the Sixth Column a character that is either a mutant human with NO drawback mutations or a Pure Human Sorcerer. The character must be of Neutral Alignment (LG, LN or LE). Entry into the ranks of the Sixth Column requires a passionate and ruthless zeal to punish evildoers by whatever means are necessary. Members of the Sixth Column gain a skintight Star Metal Suit and Thought Recording Collar (see below for details).

Star Metal Suit 
Originally created by Stardust himself, these skin-tight costumes are made of an indestructible "star metal" that is silky soft and very light. A Star Metal Suit grants the wearer an AC 2, and weights only 2lbs. Designs vary, but all of these suits have a star or sunshine motif. Non-members who somehow acquire a Star Metal Suit will find that is offers no special protection, though it will still make for indestructible underwear.

Thought Recording Collar 
This is a collar designed in a starburst or sunlight motif. The collar grants the wearer the Neural Telepathy mental mutation. If a non member of the Sixth Column wears the collar, it acts only as jewelry, with no special powers. A thought-recorder collar weighs nothing, hinting at the weird energies used in its making.
A powerful member of the Sixth Column.

The Sixth Column are inspired by the adventures of Stardust: The Super Wizard beginning in Fantastic Comics #14 published by Fox Feature Syndicate and created by Fletcher Hanks. 

Tuesday, June 16, 2015

Mutant Mars: The Brain Men of Mars

The Brain Men of Mars
No. Enc.: 1d10
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 5
Hit Dice: 5
Attacks: 1 (weapon)
Damage: As weapon
Save: L4
Morale: 6
Hoard Class: XVII
The Brain-Men of Mars (or Skomah) are brilliant humanoids with yellow skin, huge heads and skinny bodies. The Brain-Men are highly intelligent and technologically advanced with an insatiable curiosity concerning new gadgets and the behavior of other races. The Brain Men have a mutually beneficial relationship to Tripods (see Mutant Future page 100) which often act as transport and soldiers for the Brain Men. All Brain Men come equipped with mechanized exoskeletons (see below) to help their small bodies support the weight of their gigantic heads. Brain Men typically come equipped with Laser Pistols (Mark 2), and 1d4 trained Giant Ants or Giant Bats, Giant Lizards or Mansquitos.
In earlier ages of Mars the Brain Men had their own civilization located in underground cities. They ruled over most of Mars only occasionally venturing onto the surface and travelling to other planets (including Earth) to collect samples and victims for experiments. Though they have leaders (called the Great Skomahs), all of which are inventors of great renown, they are not normally an ambitious people. The Brain Men want to conduct research, tinker with new devices, and to be left alone.
Now in the era of Mutant Mars, the Brain Men have surfaced to be technicians for hire, merchants and wandering gadgeteers. These odd creatures can be found in any moderately advanced city, particularly Utopian Domes where they happily trade their knowledge and services for coin and a chance to test out their individual theories.
Mutations: Bizarre appearance (huge heads and tiny bodies), frailty, increased sense (touch), intellectual affinity (tinkerer), quick mind, plus 1d4-2 mental mutations.


Brain Men (Race)
Hit Dice: 1d4 per point of CON
Mutations: Bizarre appearance (huge heads and tiny bodies), frailty, increased sense (touch), intellectual affinity (tinkerer), quick mind, plus 1d4-2 mental mutations.
The Brain-Men of Mars (or Skomah) are brilliant humanoids with yellow skin, huge heads and skinny bodies. The Brain-Men are highly intelligent (+2 INT) and technologically advanced with an insatiable curiosity concerning new gadgets and the behavior of other races.  The Brain Men have a mutually beneficial relationship to Tripods (see Mutant Future page 100) which often act as transport and soldiers for the Brain Men. All Brain Men come equipped with mechanized exoskeletons (see below) to help their small bodies support the weight of their gigantic heads.
Brain Men adventurers and NPCs tend to be technicians for hire, merchants and wandering gadgeteers. These odd creatures can be found in any moderately advanced city, particularly Utopian Domes where they happily trade their knowledge and services for coin and a chance to test out their individual theories.

Mechanized Exoskeleton 
These gadgets act as a Power Beltpack that self-recharges at a rate of 1d4 discharges a day and corrects the effects of the Simian Deformity and Slow Mutant disadvantages. These exoskeletons can be worn under clothing and armor. These exoskeletons can be purchased only from Brain Men and must be specially fitted, costing 200 gp (100 for fellow Brain Men), and weigh a mere 5 lbs.


The Brain Men of Mars are inspired by the adventures of Stardust: The Super Wizard found in Fantastic Comics #6 (page 52-59) published by Fox Feature Syndicate and created by Fletcher Hanks. 

Wednesday, June 3, 2015

Mutant Mars: Map In Progress

Just wanted to post the Mutant Mars map in its present stage of development. There is still a great deal to detail and name, but it is shaping up.

Thursday, May 28, 2015

Mutant Mars: A New Campaign Setting for Mutant Future!

New Campaign! Due to an old gaming buddy being back in town I am throwing together a campaign setting for Mutant Future. As I LOVE to tinker with campaign settings, I am not going to be using my Atomic Dawn setting for the game. Rather I am trying something a bit different for our post-apocalyptic fun. As follows:

MUTANT MARS
The game will be set on a Terraformed Mars that was established as a colony world shortly before Earth was plunged into a devastating war that cut off the Mars colonies from the homeworld. Of course as numerous nations and corporate powers worked together (as weird as that is) to terraform the Red Planet, these groups got into fights as well.
So long after the dust has settled, Mars is a savage world. The adapted ecosystem of the planet reacted strangely since the groundwork, and along with cosmic radiation and the uncertainties of bio-engineered life-forms, mutation is rampant. Culturally Mars is dotted with city-states, petty kingdoms and nomads with only a few cities holding to a higher standard of culture.
Players can play any of the races other than Mutant Plants, and will be beginning at 3rd level.
Players of Mutants have the option of using Mutant Packages.
Also, characters have the option of playing Magic Users (call them Wizards, Sorcerers, Priests etc) by using these rules. Such characters will have to have a cool back-story and/or belong to a spellcasting society. More on those very soon.

Below is a map of the beginning campaign region:

Candor: A massive city near Mariners River-Valley. The city is built around a Utopian Dome and is home to a large and diverse populace. The city is mostly composed of tiered slums interspersed with barbarian splendour and advanced technology. The city has many industries, but the largest is the processing of Martian Ore from Nickel-Iron Meteorites.
Ignarh: A barbarian city that maintains a trade route across the plains. It is a rough place full of cutthroats and thieves. Ideal for adventurers.
Lakkdarol: This city-state is a dusty but prosperous trade town.
Lockyer: Industrial town that maintains the other end of the Ignarh trade route. A society of mystics rules here, communing with ancient gods of Mars.
Paleveria: A republican and capitalist state with class divisions. Ruled by a wizard elite and styled much like Roman philosopher-leaders. Thursia - A learning center of Paleveria.
Mariners Valley: A deep gorge larger and more frightening than the Grand Canyon. Cliffs and cave networks are numerous here as are a number of cliff loving monsters and bat-riding madmen. Travelers beware.

Friday, April 3, 2015

Atomic Dawn: Technomancers!

TECHNOMANCERS
A technomancer is a magician that uses a weird melding of science and superstition to attain objectives or acquire knowledge (and, or) wisdom using the arcane arts of the ancients. Such practitioners describe their "magic" in rational terms, using mathematical formulas, technobabble and pseudoscience to achieve their goals.
Technomancers throw around words like "quantum," "tachyon" and "string theory" to explain away just about anything. (And any player character Technomancer had better do the same!)
History: Even before the Apocalypse, most of the scientific lore of the Ancients was so couched in obscure terminology that each branch of science was only really understood by a small number of "specialized" individuals. It had all become so academically arcane and hard to decipher, that the vast majority of scientists kept mostly to their own departments. So when the Apocalypse came, knowledge was thrown to the wind, and the already weird sciences of the Ancients became all the more arcane and weird.
In the "modern" era of Atomic Dawn, Technomancers are the wizards and weird scientists (is there a difference?) that wander the wastelands and serve communities. Many of these magicians are part charlatan, part sooth-sayer and part mechanic.
Benefit: Technomancer characters can use Ritual Magic, beginning play with 1d4 rituals (Mutant Lords discretion). Furthermore, technomancers who reach 9th level can create their own artifacts.
Prerequisites: Technomancers MUST have an INT of at least 14, and choose Technobabble as a starting language. 

Ritual Magic
These rules were originally put down here at the OSR Library. I will be expanding on the concept of technomantic rituals in future articles.

Casting Ritual Spells
To cast a Spell the following steps must be achieved:

Format
The Spell must be found or taught. Grimoires, scrolls, writings carved on walls, alien tutors, mad hermits, magical lodges, etc.

Learning New Spells
Learning how to cast the spell takes eight hours per spell level. A fifth level spell would take forty hours of study and practice to learn.

Material Components
Technomantic rituals require components such as assorted relic junk, computer components, power sources, pentagrams, crystals, specific manuals, A.I. intervention, etc.

Casting Time
Casting requires ten (10) minutes per spell level. A fifth level Spell takes fifty minutes minimum to cast. The DM may require materials to be used as well. The main cost of this type of casting is time. Time can be incredibly valuable in a dungeon or during a Mythos incident.

The Casting Roll.
To actually cast the Spell requires an Int check with a penalty equal to the Spell Level. A character with an Int of 13 attempts to cast the fifth level spell. The Spell will succeed if he rolls a 1-8 on a 1d20.
Extra casting time can increase this chance. For each full casting time increment past the minimum the caster can add a + 2 to the roll.
Four times the minimum is the most that this method can be used.
For the fifth level spell: if the time taken is 50 minutes the roll is still an 8.
If 100 minutes is taken the roll is now 10.
For 150 Minutes the roll is 12.
For 200 minutes the roll is 14.

If the Casting Roll fails:
Time and consumable materials are lost. The caster can attempt the Spell again with an additional -4 penalty to the total Casting Roll or he can wait 24 hours and avoid this penalty.

Multiple Casters:
The person leading the ritual uses his Casting Roll. For each additional caster add a +1 to the roll. The maximum bonus is equal to the Spell's level. The fifth level Spell would have a maximum of a +5 bonus no matter how many actually participated in the ritual.
Used in conjunction with extra casting time this option can really increase the chance of the casting roll's success.

SAMPLE SPELLS 
Ritual spells are typically pretty powerful, so I suggest spells of at least 4th level, taken from Labyrinth Lord. Spells such as Magic Missile are much less powerful that a laser pistol, and so should not be converted into a ritual (it would take too long to cast to be useful in combat).
So, taken from Labyrinth Lord, here are a handful of sample rituals:

Animate Walking Dead
Level: 5
Duration: Permanent
Casting Time: 50 minutes
Range: 60ft
This spell turns the bodies of dead creatures into Walking Dead that follow the caster's spoken
commands. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed or until a dispel magic spell is cast upon them.
The caster may animate a number of hit die worth of walking dead equal to the caster's level. For example, a 10th level technomancer can animate 2 walking dead. These creatures are unintelligent, and do not retain
any abilities that they had in life.
Material Component: A fully charged power pack.

Cybernetic Graft
Level:
Duration: Permanent
Casting Time: 30 minuted
Area of Effect: 1 creature
Range: See below 
Through the ritual cybernetic graft a magician may graft robot or android parts to himself or another creature. The parts to be grafted must be in working order and clean. Normally, a recipient of Cybernetic Graft will have lost a limb or other body part (eye, ear, etc) thus requiring a replacement. This is not always the case however, with creatures lacking useable limbs or other circumstances being fairly common.
Cybernetic parts require an additional power source, usually a battery pack to function for 1d4 weeks, after which the robotic limb will cease working.
Material Component: In-tact and fully functioning robotic part. For arms I suggest pinchers or basic hands (see page 127 in Mutant Future).  

Simulacrum
Level: 7
Duration: Permanent
Casting Time: 70 minutes
Range: Touch
Simulacrum creates a pseudo duplicate of any creature. The spell is cast over a rough mechanical form, and some piece of the creature to be duplicated (blood, brain matter, etc) must be placed inside robot. The simulacrum appears to be the same as the original, but it has only one-half of the real creature's hit points. The duplicate has a faulty memory of the original's life, but will remember most details 30% of the time.
At all times the simulacrum remains under the caster's absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, a simulacrum reverts to a machine and collapses instantly into a pile of plastic and metal.
Material Component: A (blank) mechanical body, and a piece of the creature to be duplicated.



Thursday, March 26, 2015

Atomic Dawn: New Memphis and Environs

New Memphis
Community Size: Small City
Population: 9,821 Adults
Size: 109.94 Acres
Races: Pure Human (7,663); Mutant Human (883); Mutant Animal (491); Android, Basic (294); Android, Synthetic (196); Android, Replicant (98); Mutant Plant (98); Other (98)
Languages: Creole, English, Spanglish,
Imports: Slaves, Salvage, Raw Goods, Cloth, Books
Exports: Ships, Plastics, Cyberware, Trained Slaves, Rice, Luxury Goods, Preserved Meat
Famous: Wine. Sex, Music, Secrets and Wisdom
Infamous: Gambling, Music, Whores, Liars and Prophets
New Memphis is an independent city-state with a cosmopolitan air. A port and trade city of merchant princes and excellent shipbuilders. A Port Royal feel is apparent, with slavers, pirates, businessmen and assorted characters from all over the place. New Memphis is a populous, labyrinthine city rife with corruption; it is decadent and squalid in roughly equal parts and is so shrouded by smog that the stars are rarely sighted. The city is ostensibly ruled by an Overlord and a merchant nobility.
New Memphis will trade with ANYBODY, and is considered neutral ground between political powers. Atlantis, Kooba, The Alamo Empire, Eden and even Apeman Pirates and inland city-states are all welcome, if they have gold or goods that-is.
Inspirations: Casablanca, New Orleans, Port Royal, Treasure Island, Medieval Venice. 


PEOPLE, PLACES AND THINGS 
Below is a small list of things of interest in and around New Memphis. This is not an exhaustive list, but enough to pique a party's interest.

Dollywood Jungle: A large region of dense jungle-covered hills and mountains. This region is liberally haunted by all manner of large reptiles and giant insects (think Skull Island) including wildlife from Agartha such as the Gwangi and other dinosaurs. Despite these threats, lumber gathering expeditions are frequent.
CostMart Superstore: Just outside of the city, CostMart has one of its superstores. CostMart is neutral concerning the politics of New Memphis and has yet to make any concerted effort to oppose the local technomancers, as their products are not mass produced.
Cult of Sargassa: Sargassa is the goddess of the dreadful depths (Seaweed Kaiju). This monster is seen in the deep ocean on occasion, and is greatly feared by fisherfolk. Aquatic plant monsters are seen as her children. Cults dedicated to Sargassa are found mostly in the swamps and jungles of the south and southeast, and are known to practice human sacrifice.
First Presleyite Church (Cult of Elvis): The Once and Future King, Lord of Hostess, The Great SHABOOM. This church is very active in New Memphis, having the general doctrine and feel of a feel good evangelical church, set to the music of Elvis. The church itself is a neon monstrosity that resembles a garish theater. Presided over by Father Marty "Blue Moon" Smith. Note: All priests of this church are Elvis impersonators (male, female or other).
Fort San Fernando:  This is a town/district of New Memphis that is dedicated to the defense of the town. Along with the cities standard police/military, is the headquarters of FEMA Force- An elite force of rescue and defense oriented soldiers outfitted with IPS Encased Armor. These troops are used primarily
Gunters Island (Guntersville Alabama): Somewhere East of New Memphis. In the wild Alabama river-country (which is much like modern Louisiana). Much of the region to the south is swampland interspersed with jungle teeming with unpleasantness. To the North and East are the Appalachian foothills and beyond that, Atlantis.
Technomancers Guild: This organization of Sorcerers ( or Wizards if you prefer) that are all obsessed by both magic and science. Members of the guild often mix relig gadgets in with their spellcasting, using them to make talismans, clothing and other fetishes. They don't need such accoutrements, but most enjoy the look of it.  A strong interest of guild members is the development of new gadgets and magical devices. 

Monday, March 16, 2015

Atomic Dawn: Tex Mechs BG-J1M

The Tex Mechs series of battle units was devised by Mastermind V for use by the Alamo Empire. These units are built much like robots, but require a human pilot to operate. This is partially as a cost consideration and part to avoid the units being befuddled by machnine intelligences in the field. So-far, the Tex-Mechs series has been very successful, and the Alamo Guard hopes to field mercenary units of these fighting machines in larger numbers.


BG-J1M Mk-4
Hit Dice: 30
Frame: Biomorph
Locomotion: Legs (Pair)
Manipulators: Basic Hand
Armor: Duralloy Armor (AC 3)
Sensors: Class IV
Mental Programming: Programming
Controls: Neuro*
Accessories: AV Recorder, Comm unit, Gas Mask, Inertial Inhibitor, Loading unit, Self-repair Unit, Storage Unit (300lbs)
Weaponry: Blaster Rifle (right hand), Maser Rifle (left hand), Fists (10d6). Sometimes handheld weapons.

The BG-J1M is a base Tex-Mechs unit, and has so-far been a stalwart backbone to the fighting machine force. Tough, versatile and relatively fast, these mecha have been deployed all over the Empire's borders. Many large monsters and the smaller sorts of Kaiju have come to grief when fighting these units. The BG-J1M is 12 feet tall and weighs 2,400lbs. Pilots in these vehicles are equipped with a weeks emergency rations and cargo space for 300 pounds of personal gear. All units are powered by an atomic battery that probably won't give the pilot cancer.
Neuro* control systems links the mecha directly to the pilot's brain. It works by picking up the electrical impulses from the pilots brain (similar to this), and so the mecha uses the pilots to-hit bonuses, but uses its own damage. Also, the Pilot can see through the machine's sensors with displays built into the cockpit. The downside of this system, is that damage to the machine could hurt the pilot with a nasty neuro-feedback surge (save vs Stun to avoid taking half damage).

Saturday, March 14, 2015

Atomic Dawn: Tin Hat Detective Agency

Been a long time since I posted anything for Mutant Future. But as I love a bit of gonzo post-apocalypse gaming, here is a group set in my home campaign of Atomic Dawn:

TIN HAT DETECTIVE AGENCY
The Tin Hat Detective Agency is a private organization of Bounty Hunters that operates out of the Alamo Empire. These hired guns track down and captures fugitives for a monetary reward (bounty). Other names, mainly used in the Alamo Empire, include bail enforcement agent and fugitive recovery agent. The Tin Hats do not restrict their operations to within The Empire, but can be found in anywhere, generally hunting for some convict.
Requirements: Tin Hats can be Androids or Pure Humans, with the possible inclusion of Canisoids or Homo Erectus (Mutant Lords discrecion).
Special Traits: Law-enforcement powers, +1 to hit and damage in ranged combat.
Starting Gear: Badge, Revolver, Ammo Belt (50 bullets), Ballistic Nylon armor, Leather Duster, Steed*.

*Steeds
Tin Hats need to get around, and so are initially equipped with a mount. Horses and Motorcycles are detailed in Mutant Future, but the others can be found here. All come with a basic saddle.
Saddle up!
Roll Random
D6 Result
1 Rosiesteed (Yellow Rose that-is)
2 Bloat (mutant fat-guys)
3 Red Dog
4 Horse
5 Jackalope
6 Motorcycle


A TIN HAT CAMPAIGN
The Tin Hats are an excellent way to get a group together for adventure without dealing with the hows and the whys of getting the party together. The characters are teamed up by the agency, and thats that. Being a Tin Hat has many perks, but will get the PC's into trouble (as though they need help doing that). It is also a good way to get the players to explore the many weird places to find across the map.
For a Tin Hat campaign, the player characters need to be Androids or Pure Humans, as the Alamo Empire does not do business with mutants. The only possible exception for this are Canisoids and Homo Erectus. Such non-humans are seen as either valuable servants (canisoids) or wretches in need of charity (H. Erectus). The rules for playing such creatures are below.


Canisoid (dog-men)
Hit Dice: 1d6 per point of CON
Mutations: Control light waves, fragrance development, increased sense (hearing), natural weapons (2 claws = 1d4 eh, bite = 2d4); 1d4 mental
Canisoids are humanoid mutant canines. They vary widely in fur color, but browns and blacks, or some patterned combination, are most common. Like their canine ancestors, Canisoids live and hunt in packs and are extremely loyal and protective if befriended. Within the empire, Canisoids have a special status. Though still mutants, Canisoids are seen as loyal companions and servants of mankind, and are seen as invaluable allies against the "greater mutant threat". The Emperor himself keeps canisoid troops in his palace(s) and as personal bodyguards to his family.

Homo Erectus (cavemen)
Hit Dice: 1d8 per point of CON
Mutations: none
These cousins to humans were originally “created” by the ancestral form abilities of the dreaded Brain Lashers. Within the Empire, H. Erectus are seen as living reminders of the dangers of mutant kind, and so are tolerated. They are used primarily as the lowest fort of grunt laborer, but also find work as minor craftsmen, soldiers and leg breakers. They often are assumed to be brutish, due to their very large brow ridge, receding chins, stocky build (+4 STR and +2 CON), smaller brains (INT rolled at 2d6) and primitive lifestyle. Homo erectus typically use primitive weapons (spears and knives with stone blades or fire-harden tips), and their innate superstition makes the fearful of any unnaturally moving (or nosy) technology or machinery.


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

Wednesday, March 12, 2014

Atomic Dawn: Mutant Future Backgrounds

Animal Handler and his Psychic Dog.
While rolling up a character in the Mutant Future RPG, it can be very easy to just focus on the powers and gear of player characters, ignoring any other aspects of the characters life. While this is fine for short run combat games and "one-offs" it passes up a real opportunity to tell some dynamic stories. Even the most vapid slugfest or teen action flick has characters with some interesting history.
And so I present a small list of character backgrounds for use in a Mutant Future game. I tried to cover the basics of what I think makes for some of the more interesting character types found in post apocalyptic films, books and comics.

The Basics
Just roll d20 from the list below, or choose one that really catches your eye. These are generic enough that the background in question will fit any of the racial types in Mutant Future. All of these listed below have some basic gear and a special ability of some kind. None are game changers, but have some definite perks.



Alchemist
These are the chemical professionals of the Mutant Future, and can be found working in all manner of industries such as glass making, brewing, mining and medicine. 
Equipment: Alchemists kit (value 500 gp, Weight 40 lbs), goggles. leather coat.
Special: The character can brew alcohol (including ethanol), use basic chemicals and identify common poisons. Also, alchemists can replicate relic drugs and chemicals (but not medical devices) if they have a sample and access to chemicals. Such attempts require a Tech roll to accomplish, failures indicating some sort of explosion. If the alchemist is successful, repeated attempts gain a +20% bonus to the roll. 

Animal Trainer 
All animal trainers are specialized in a particular kind of animal or mutant animal. 
Equipment: Trained animal. Whip, Leather Armor, Animal Treats. See Mutant Lord for what mutant animals are available. 
Special: Trained animal, -2 to reactions with a certain type of animal. This can be a broad type such as dogs, cats, or rats. Mutant sub-breeds are also included in this choice. 

Aristocrat
Though the term noble might have different names in different regions (Bossman, Sheriff, Knight, etc), they all come down to the same thing. The character was raised in a household with land and power. 
Equipment: Fine clothing, signet ring, sealing wax, scroll of pedigree, a pocket watch
Special: The character has 2x's the normal starting money.

Brute/Soldier 
The armies and press-gangs of the Mutant Future have a bottomless need for warriors.
Equipment: Studded Leather Armor, Short Sword, Light Shield.
Special: Trained in hand-to-hand combat. +1 to hit and damage in melee)

Cannibal 
In the badlands and ruins, a great many tribes have turned to hunting intelligent creatures as food. To many of these tribes, this is no more unnatural than hunting other meat, but to the denizens of more civilized lands, this is a terrible evil.
Equipment: Manacles, Dagger, 1d4 items made from the skin, bone or teeth of intelligent creatures.
Special: Cannibals have filed their teeth into sharp points, granting them a bite attack that deals 1d4 damage. If the character already has a bite attack, increase the damage by one die type. 50% of all cannibals are carriers of Tetanus (page 49) to which they are immune, but can transmit this disease via bite.

Craftsman
The character apprenticed under an artisan until he learned enough to strike out on your own. You have the skills needed to create finished items from raw materials.
Equipment: Tool kit (appropriate to your craft), mirror, work clothes.
Special: If you have this background, choose a profession that is known for its craftsmanship, or
roll d12 to determine your particular craft. 
1. Blacksmith
2. Bowyer or fletcher
3. Brewer
4. Carpenter
5. Cartographer (Mapmaker)
6. Cook
7. Goldsmith/Silversmith
8. Gunsmith
9. Jeweler
10. Painter
11. Potter
12. Weaver
You can craft objects related to your craft by expending raw materials equal to one-half of the market price of that item. This crafting does not require a roll, but does call for time and a bit of role playing. 

Cyborg 
Cyborgs are generally mutants or pure humans who have various parts replaced by machine parts. Android cyborgs are the result of extensive repairs. All cybernetic parts are powered by an internal atomic battery and are always visible. 
Equipment: Leather Duster, Goggles.
Special: The character has a cybernetic implant. Roll 1d10; 1-2; Arm, 3-4; Eye, 4-5; Ear, 5-6; Gills, 7-8; Legs, 6-Skin, 7-8 roll again, 9-10 roll twice. See below for details:
Arm: This limb grants +3 to damage in melee combat. 10% chance one of the limbs houses a laser pistol (MK 1, 5d6 damage) that requires a seperate power supply.
Eye: These grant the Increased Vision mutation.
Ear: Artificial ears grant the Increased Hearing mutation.
Gills: Allows underwater breathing.
Legs: This allows faster speed (x2) and the ability to leap 50' high or forward 100'.
Skin: The grants the Natural Armor mutation (players choice as to which type).

Hunter/Spy 
Hunters are much needed specialists in the Mutant Future, as their knowledge of the wilderness can often mean the difference between life and death.
Equipment: Dagger, stout boots, outdoor clothing, cloak.
Special: Hunters are surprised only on 1 on 1d6; they may surprise others on 1-3 on 1d6.

Lawman/Bounty Hunter
Far from the courthouses and rulers, it is the lawman who must be judge jury and executioner. These grim men and women are often just as frightening as the men and things that they hunt.
Equipment: Badge, Revolver, 100 rounds of ammunition. (or hand crossbow and 100 bolts)
Special: +1 to hit and damage in ranged combat.

Medic/Sawbones
Field surgeons rather than modern doctors, but still mighty welcome in the Mutant Future. Many also work as barbers and dentists as well.
Equipment: Bandages, medicine bag, knife.
Special: The character has hands-on experience with first aid. Medics can apply first aid and basic medical treatment tp prevent infection and disease, granting a +2 bonus to saving throws to resist disease. Also, anyone being treated by a Medic recovers hit points at a rate of 1d6 hp for each full day of complete rest. If the patient does not rest, he or she will not heal, regardless of the medics efforts.

Preacher
From priests and missionaries to hellfire and brimstone preachers, these holy men and women are well known in the Mutant Future. These folk need not be Christian, as modern religions can often mixed up with memories of sports teams, action movies and nationalism, depending upon the Mutant Lords and players tastes. 
Equipment: Cross, Holy Book, black clothes.
Special: Literacy. Benefits from the Mental Barrier mutation when praying or clutching a Holy Symbol (Cross, Liberty Tree, Bible, Bill of Rights, etc). The preacher can have twice the normal number of retainers as long as he or she is actively preaching.

Scavenger 
Those looking for fame and fortune in the ruins have great uses for a skilled scavenger.
Equipment: Bedroll, backpack, 2 weeks trail rations.
Special: Knows where to go to find any needed item in the junklands. May be able to find hidden things and/or find the best routes through ruins. Increase the chance of finding traps (p.36) by 1 on a d6. Reduce the chance of springing a trap (p.37) by 1 on a d6.

Seafarer/Riverman
It takes a hardy (or desperate) soul to make his or her living on the rivers and seas of the Mutant Future. 
Equipment: Dagger, dice and dirty jokes.
Special: Excellent swimmer (+10 water movement), -2 reaction when dealing with other seafarers or boatmen. 

Scholar
Equipment: Notebook/journal, pen and ink.
Special: Can read Ancient languages and/or knows more of Ancient history than most. May not be able to fix tech, but can more easily tell you what it is, what it does, and how to turn it on. Knows where to go for information. May even know how to use Ancient computers for research. A +20% bonus to identifying and activating technology (No bonus to any repair checks).

Tinkerer 
Skilled in getting old gadgets to work, the tinkerer is a valuable member of any team. 
Equipment: Toolbelt, tools and greasy coveralls. 
Special: A flat +10% bonus to any tech roll, either for identifying or repairing

Trader/Merchant
Caravans and trade are the lifeblood of the Mutant Future. Traders are generally not entirely trustworthy, but always interesting.
Equipment: Quarterstaff, ledger, travelling clothes.
Special: Has -2 bonus to hire retainers, gives all retainers a +1 to their morale.

Wheelman 
Vehicles of any kind are highly valued in the Mutant Future. Some are sleek vehicles gained from high-tech enclaves, others are cobbled together contraptions.
Equipment: Vehicle. Roll 1d8; 01- Motorcycle, 2- Bus, 3- Car, 4-Truck, 5-Hoverbike, 6- Hoverbus, 7- Hovercar, 8- Hovertruck. 
Special: Begins with a vehicle, +10% to Technology rolls to use and repair vehicles.


Monday, December 2, 2013

Atomic Dawn: Earth Eater



No. Enc.: 1d4 (1d4)
Alignment: Chaotic
Movement: 90' (30')
Burrow: 90' (30')
Armor Class: -4
Hit Dice: 17
Attacks: 2 or 1 (trample, tail slap or sonic blast)
Damage: 8d8, 2d10 or 10d6
Save: L17
Morale: 10
Hoard Class: None

Earth Eater are immense Kaiju that live in the deepest parts of the earth, burrowing through deep rock and eating ores and certain types of stone. Earth Eaters are bulky creatures resembling a titanic ankylosaurus (perhaps its ancestral form) with two antennae sprouting from its forehead. An Earth Eater is 100 feet from head to tail. These monsters have a particular liking for processed man-made materials such as concrete, processed metal, and petroleum products, which can bring them into conflict with the surface world. Such encounters are rare, but devastating.
Earth Eaters have a sonic blast that is usable 3 times per day. It is a 100ft long, 5ft wide, cone. It inflicts 10d8 sonic damage, and characters must save vs stun or be or be stunned for 2d4 turns. If used on buildings or  underground this sonic blast collapses buildings and tunnels. Any creature caught inside a collapsing cavern or structure takes 7d6 points of damage from falling debree. If opponents are not killed or driven off by its sonic blast, an earth eater will trample foes and attempt to pummel them with its huge tail club.
The only known weakness of Earth Eaters is water, which burns these creatures like acid, dealing 1d10 points of damage as the creatures flesh is turned to mud.
Mutations: Damage turning, energy beam (sonic), reflective epidermis (heat), epidermal susceptibility (water)

Setting Notes
The Alamo Empire has had recent encounters with an  Earth Eater. This conflict was devastating as this particular monster, requiring focused assault by Guardian Class robots. Though the kaiju was killed, the victory was costly, destroying four Guardian robots and twenty-five Alamo Guard troops and an unknown number of slaves before the monster was put down. Additional sightings of other earth eaters are unconfirmed, but still disturbing.'


Wednesday, November 27, 2013

Atomic Dawn: Kaiju!

Kaiju 
"Monsters are tragic beings. They are born too tall, too strong, too heavy. They are not evil by choice. That is their tragedy. They do not attack people because they want to, but because of their size and strength, mankind has no other choice but to defend himself. After several stories such as this, people end up having a kind of affection for the monsters. They end up caring about them." 
-Ishiro Honda
Kaiju (怪獣 kaijū?) is a Japanese word that literally translates to "strange creature". However, the word kaiju has come to refer to a type of enormous monster spawned from the terrible energies of the Apocalypse. Atomic fallout, chemical and biological poisons, cybernetics, genetic engineering and cosmic radiation all have their role in the creation of these monsters. They are diverse in form and abilities, and although the ones presented here are mainly Kaiju breeds, many unique kaiju (called Daikaiju) exist as well. Daikaiju (大怪獣 daikaijū?, giant kaiju) are the largest of their kind and are always unique and very powerful.
All Kaiju are at least fifty feet in length and possess a minimum of 15 Hit Dice. Kaiju vary in their abilities and weakness, but have some abilities or immunities in common. All kaiju have the following common mutations:
Gigantism (Titanic): Fifty feet or more and very heavy and strong.
Natural Armor (Super-Heavy): Kaiju have a minimum AC of 0.
Reflective Epidermis (choose energy type)
Fairly common mutations of Daikaiju (in addition to the above) are:
Complete Wing Development
Control Weather 
Damage Turning
Dermal Poison Slime
Dual Headed
Energy Beam 
Flight, Psionic
Force Screen
Plane Shift


Articles to Come!
In the weeks to come I will be detailing some additional aspects of my Atomic Dawn campaign setting. Notably additional aspects of the Alamo Empire, Monsters, Factions and especially Kaiju!

So stay tuned!

Thursday, January 10, 2013

Atomic Dawn: GMK Series Mecha

The GMK series Mecha is a type of general-purpose engineering vehicle left over from the Transgenic Wars. The GMK series were used to construct and maintain everything from remote outposts to space platforms as well as harvest resources. These vehicles are still used by Utopian Domes, CostMart and Copernicus City on the Moon. The Alamo Empire has purchased a number of these units from CostMart, which are used to maintain levies, dams and other major works of engineering, and (occasionally) combat. The Guild of Engineers makes great use of these devices.
As a robot, GMK units are simple laborers capable of doing only what they are explicitly instructed to do. However, these devices are equipped with a cockpit large enough to accommodate a human sized pilot. Once inside the GMK is capable of doing whatever the pilot is capable of, and attack based on the pilot's ability. 

Hit Dice: 10
Frame: Biomorph
Locomotion: Legs (2)
Manipulators: x2 Claws
Armor: Duralloy (AC 3)
Sensors: Class III
Mental Programming: Programming
Controls: Basic Controls (joystick and foot paddles)
Accessories: Air Filters, Fire Extinguisher, Tool Mount (in tail), Robot Repair Unit
Weaponry: Claws: 10d6 damage each

Air Filters: When housing a pilot, the GMK initiate the filtering of all air, completely removing all toxins. As a result of the filtration process, the insides of the suits tend to smell like ozone. No gas, scent, or airborne toxin will affect a person inside the armor. If the suit runs out of electricity, there is enough oxygen inside for 3 days of regular breathing. The filters will keep out any toxic substances even when the suit has no power.

Basic Controls: Basic controls are simple joysticks and foot paddles, with a set of screens (for enclosed cockpits) or HUD displays (for windowed canopies). This control system is basically an elaborate video game system, and the pilot lacks the reaction speed and fine-point manipulation found with more advanced controls systems. Pilots have to move or attack in a round. 

Further information regarding Mecha in Mutant Future can be found here

Friday, January 4, 2013

Atomic Dawn: The Guild of Engineers


"Hey look, buddy, I'm an Engineer. That means I solve problems. Not problems like 'what is beauty?', because that would fall within the purview of your conundrums of philosophy. I solve practical problems." -The Engineer, Team Fortress 2
Alias: Gearheads, Grease Monkey, Builders Guild, The Guild, Mechnicians
Group Goals and Beliefs: The Guild of Engineers is an organization of architects, mechanics, chemists and related technicians dedicated to applying the scientific knowledge, mathematics and ingenuity of the ancients to develop solutions for the technical, social and economic problems found in the post apocalyptic world of Atomic Dawn. Guild Engineers have a pseudo-religious adherence to The Applied Sciences, which are taught to them through apprenticeships from an early age. This makes them into human repositories of ancient knowledge, and among the most valuable (but often irritating) people to have around.
The Guild is comprised primarily of Pure Humans, though a large number of Mutant Humans can also be found as members. Androids are rarely Guild Engineers as the higher ups of the Guild see them as machines rather than people.
Identifiers: All Guild Engineers have the symbol of their Guild tattooed somewhere on their person, typically the arm or forehead. As they are brought up to be very serious about technology and caring little for personal appearance. Guild Engineers wear serviceable clothing like coats, robes and tool belts with little ornamentation. Men and women keep their hair short or even shaven altogether.
Guildhalls are always solidly built and well-lit, utilizing the best materials and innovations available in the region. These buildings are almost always austere, with few adornments that are not primarily practical in nature. These Guildhalls always have significant areas functioning as labs, workshops, libraries and classrooms, with close dormitories for those Mechnicians who live at the Guildhall.
Group History: The Guild grew out of the efforts of engineers who survived the Apocalypse and tried to hold on to the sciences of the ancients. To maintain or even rediscover and reinvent the ancient devices of the past requires a great deal of dedication and study, and cannot be “figured out” for very long before it is lost forever.
Game Information: Guild Engineers are a valuable resource in any land, as these serious men and women can transform a shabby town into a clean and efficient society in a short period of time. However they are not the easiest people to like as a whole, being stern and extremely serious people. Guild Engineers have an almost monastic feel, living separate lives from their neighbors and keeping to their studies.
Within the ranks of the Guild of Engineers are the Four Branches or Four Schools, one of which a Engineer must belong. All technology rolls regarding this specialty gain a +20% to identify, use and repair the device. A list of Guild Specialties. These branches are;
Chemical: Chemical Engineers convert raw materials into more useful or valuable forms. In the era of the Atomic Dawn, Chemical Engineers contribute to the "chemical" industries such as ore testing and refining, metalworking, production of gunpowder, ink, dyes, paints, cosmetics, leather tanning, ceramics, glass manufacture, preparation of extracts, liquors, and so on.
Civil: Civil Engineers comprise the design, construction, and maintenance of permanent structures such as buildings, roads, mines, bridges and the like. Civil Engineers are masters at salvage and related waste management, finding new and better ways to get the most use out of damaged or broken devices, structures and systems.
Electrical: Electrical Engineers are dedicated to the study and application of electricity, electronics and electromagnetism. Electrical Engineers also work with computers (hardware and software), telecommunication and robots.
Mechanical: Mechanical Engineers comprises the design, analysis and usage of heat and mechanical power for the operation of machines and mechanical systems. Mechanical Engineers are those who they study, repair and build all manner of mechanical marvels and vehicles.

Engineers in Mutant Future
The Guild of Engineers is an excellent source of NPC's or PC's who are particularly tech-savvy, but do not have all of the answers. Engineers are an excellent source of assorted technology and specialized knowledge. In my home campaign of Atomic Dawn, the Engineers operate salvage and gadgeteering shops, brew ethanol, make gunpowder and supply a wide range of minor gizmos. So they are an excellent source of adventure, as their need for exotic materials, information, and salvage brings them to hire adventurers.
Engineers can also be an excellent source of more exotic technology such as airships, cybernetics or the like. Mutant Lords are urged to come up with all manner of wild mechanical marvels that might be created by Engineers. I suggest the following special items:

Airship (Blimp)

These are small, semi-rigid airships with an enclosed gondola, multiple internal balloonets and a steering system. These vessels are 100 feet long and 35 feet in diameter. Aiships are powered by ethanol engines, though some advanced models make use of solar cells or more exotic power sources. Some variations of these vessels are made with advanced materials for the balloon, and additional devices.
Though expensive to make and fuel, an Airship is an excellent way to get around the turbulent post-apocalyptic world of Atomic Dawn. These vessels have sealed gondolas, and so are able to fly as high as 9000 feet, well above the limit of most flying mutants.
Required Crew: 2
Top Speed: 55 mph
Cargo: 2000 lbs
Structural Hit Points: Balloon 20 Gondola 40
Armor: Balloon 6 Gondola 4
Weapons: None initially

Bicycle
Modeled after modern day mountain bikes, these vehicles allow a character to travel over rough terrain and at considerable speed. These bicycles have solid rubber tires, have a single speed, and are heavier than modern version, but more durable. Bycycles cost 10 gp and allow a character to double his or her movement rate over more-or-less level ground. DEX checks are required to handle rough terrain.

Cybernetics
With the many harmful mutations and sources of injury running rampant across the Mutant Future, the need for corrective and enhancing cybernetics is great. Still, the process of implanting cyberware is dangerous and daunting, and will be expensive, often done in trade for services.
For Cybernetics Rules, I recommend the Apocalypse Tech Report from The Savage Afterworld. Other systems are out there, but so-far I have found this to be the most balanced.

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...