Tuesday, January 4, 2022

NPC: Detective Tod Reynard

Tod Reynard, Male Mutant Animal Fast Hero3: CR 4; Medium Humanoid (Animal); HD 3d8(Fast Hero); hp 20; Init +7; Spd 30; AC:17 (Flatfooted:14 Touch:13)

Atk +3 base melee, +5 base ranged; +5 (2d8, Laser Pistol); +3 (1d4+1, Knife)

SQ: Keen Senses (Ex), Low-light Vision (Ex), Scent (Ex)

AL NG; SV Fort +1, Ref +5, Will +1

STR 12, DEX 16, CON 10, INT 12, WIS 10, CHA 15.

Skills: Balance +4, Diplomacy +4, Gather Information +5, Hide +4, Investigate +7, Knowledge (Current Events) +3, Knowledge (Streetwise) +7, Move Silently +4, Profession +2, Ride +4, Sleight of Hand +5, Speak Language +2, Tumble +4.

Feats: Brawl, Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Sapience, Simple Weapon Proficiency.

Mutations:

    •    Full humanoid hands, Bipedal, Speech (6)
        Minor Phobia – Snakes (D3)
        Combat Foresight (2)

Possessions:

Weapons: Laser Pistol; Knife.

Goods: Domars (17); 2 Power Packs (50); Outerwear, Coat; Outfit, Business; Holster, Concealed Carry.

Background: Tod is a self-styled detective. Thanks to watching too many noir-styled films he speaks like a hard-boiled detective from the 1930s.



Sunday, January 2, 2022

Mutant Animals

Mutant Animals

    Playing a Mutant Animal requires the feat Mutant Animal at 1st level. This gives the user 5 Mp and the Sapience feat for free (see below), All mutant animals are basically human-sized versions of the original animal, and as such are unable to do many things that humans are able to do. In order to gain humanoid traits, they must spend MP. If they wish to have more humanoid traits than they can afford with their free 5 Mp, Defect Mutations must be taken to pay for them. Thus is the price of evolution.

2 Mp – Full humanoid hands
1 Mp – Partial humanoid hands. -2 to DEX-based skills
2 Mp – Fully Bipedal
1 Mp – Partially Bipedal. +5 to Movement, -2 to DEX-based skills
2 Mp – Full Speech
1 Mp – Partial Speech. -2 to CHA-based skills

All Mutant Animals have the following Racial Traits:
·        +2 Strength: All mutant animals are strong, and each subrace has an additional bonus and penalty as described below.
·        Medium: All mutant animals are Medium creatures and have no bonuses or penalties due to size.
·        Normal Speed: Most mutant animal subraces have a base land speed of 30 feet. This goes up to 40 if they are non-bipedal.
·        Keen Senses: Mutant animals have the Keen Senses (Ex) quality.
·        Languages: Mutant animals begin play speaking Trade. Mutant animals with high intelligence scores can choose any normally available languages they want.
·        Subracial Traits: All mutant animals have one subrace that corresponds to the type of animal that they originated from. This subrace grants them additional racial traits as described below. 

Amphibian (Frog) Traits

·        +2 Wisdom, -2 Charisma: Amphibian mutant animals are wise, but are known to be somewhat crude.
·        Acid Resistance: Amphibian mutant animals gain resist acid 5.
·        Hold Breath: An amphibious animal can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning, and this duration is not reduced by taking standard actions.
·        Bestial Fortitude: Amphibian mutant animals receive a +2 racial bonus on all saving throws against disease and poison.
·        Great Swimmers: Amphibian mutant animals gain a +4 racial bonus to all Swim skill checks.
·        Tongue grants +2 on all Grapple attacks.

Arachnid (Spider) Traits

·        +2 Intelligence, -2 Charisma: Arachnid mutant animals are known to be quite clever, though give off a very creepy vibe.
·        Darkvision: Arachnid mutant animals can see in the dark up to 60 feet.
·        Bestial Reflexes: Arachnid mutant animals receive a +2 racial bonus on all saving throws against area attacks with the electricity, fire, or light descriptors.
·        Great Climbers: Arachnid mutant animals gain a +4 racial bonus to all Climb skill checks.
·        Web Caster: Arachnid mutant animals can create web once per day as a special ability. The radius for this effect is a 10-foot radius spread. The level for this effect equals the Arachnid animal’s class level. The DC for this effect is equal to 10 + the animal’s Intelligence modifier. This ability is otherwise identical to the spell “Web.”
·        Bite attack for 1d2 damage.

Avian (Bird) Traits

·        +2 Charisma, -2 Intelligence: Avian mutant animals have very likable personalities, but tend to be a bit bird-brained.
·        Bestial Reflexes: Avian mutant animals receive a +2 racial bonus on all saving throws against area attacks with the electricity, fire, or light descriptors.
·        Eagle Eyes: Avian mutant animals receive a +1 racial bonus on ranged attack rolls.
·        Birds are automatically Fully Bipedal.
·        Must purchase the Wings mutation in order to fly, but it only costs 2 Mp.
·        Bite or claw attack for 1d4 damage. 

Bovine (Cow) Traits
·        +2 Strength, -2 Intelligence: Bovine mutant animals are quite strong but also quite simple.
·        Bestial Fortitude: Bovine mutant animals receive a +2 racial bonus on all saving throws against disease and poison.
·        Rushing Charge: When making a charge attack, a bovine animal may make both a bull rush and a basic melee attack (in that order). Other rules for charging and bull rush apply normally. They can do this attack with or without horns (see next), but if they do have horns then the damage is doubled when the horns are used for the melee attack.
·        For 1 Mp they gain horns which do a slam attack for 1d4 damage. 

A bovine with a slam attack.

Canine (Dog) Traits

·        +2 Charisma, -2 Wisdom: Canine mutant animals are lovable souls, though they do tend to be a bit naïve.
·        Improved Trip: Canine mutant animals receive Improved Trip as a bonus feat at 1st level, even if they do not meet the prerequisites.
·        Scent: Canine mutant animals gain the scent extraordinary ability.
·        Bite attack for 1d4 damage. 

Equine (Horse) Traits

·        +2 Intelligence, -2 Wisdom: Equine mutant animals are known to have keen intellects, although, much like canine mutant animals, they are often too trusting.
·        Enhanced Speed: Equine mutant animals have a base speed of 40 feet. This speed is never modified by armor or encumbrance.
·        Bestial Fortitude: Equine mutant animals receive a +2 racial bonus on all saving throws against disease and poison.
·        Rushing Charge: When making a charge attack, an equine animal may make both a bull rush and a basic melee attack (in that order). Other rules for charging and bull rush apply normally.
·        Kick attack for 1d4 damage. 

Feline (Cat) Traits

·        +2 Charisma, -2 Wisdom: Feline mutant animals have adorable personalities, but are quick to act without thinking.
·        Low-Light Vision: Feline mutant animals can see twice as far as humans in conditions of dim light.
·        Cat-like Grace: A feline animal may reroll a failed Reflex save. This trait is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The animal must take the second result, even if it is worse.
·        Sure-footed: Feline mutant animals receive a +2 racial bonus on Acrobatics and Climb skill checks.
·        Claw attack for 1d4 damage. 

Ophidian (Snake) Traits

·        +2 Wisdom, -2 Charisma: Ophidian mutant animals are very observant but tend to be untrustworthy.
·        Darkvision: Ophidian mutant animals can see in the dark up to 60 feet.
·        Bestial Fortitude: Ophidian mutant animals receive a +2 racial bonus on all saving throws against disease and poison.
·        Bestial Reflexes: Ophidian mutant animals receive a +2 racial bonus on all saving throws against area attacks with the electricity, fire, or light descriptors.
·        Contortionist: Ophidian mutant animals receive a +2 racial bonus on Escape Artist skill checks. In addition, they can move through a tight space without having to make an Escape Artist skill check.
·        Bite attack for 1d4 damage. 

Porcine (Pig) Traits

·        +2 Intelligence, -2 Charisma: The knowledgeable porcine mutant animals are known for their great memories. However, they are not known to have great manners.
·        Bestial Fortitude: Porcine mutant animals receive a +2 racial bonus on all saving throws against disease and poison.
·        Boarish Ferocity: Once per day, when a porcine animal is brought below 0 hit points but is not killed, he can fight for one more round as if disabled. At the end of his next turn, he immediately falls unconscious and begins dying unless brought to above 0 hit points.
·        Scent: Porcine mutant animals gain the scent extraordinary ability.
·        For 1 Mp they gain tusks which do a slam attack for 1d4 damage. 

Reptile (Lizard) Traits

·        +2 Wisdom, -2 Intelligence: Reptile mutant animals are highly in tune with their surroundings. Unfortunately, they tend to shy away from intellectual endeavors.
·        Bestial Fortitude: Reptile mutant animals receive a +2 racial bonus on all saving throws against disease and poison.
·        Ferocious Hunger: Reptile mutant animals receive a +1 bonus on attack rolls against Tiny or smaller sized creatures.
·        Reptilian Mind: If a reptile animal fails a Will saving throw, he may roll again and take the second result.
·        Bite attack for 1d4 damage. 

Rodent (Rat) Traits

·        +2 Intelligence, -2 Charisma: Rodent mutant animals can foster ingenious plans. However, their jitteriness often unnerves those they work with.
·        Bestial Reflexes: Rodent mutant animals receive a +2 racial bonus on all saving throws against area attacks with the electricity, fire, or light descriptors.
·        Jittery: Rodent mutant animals receive a +2 racial bonus on Initiative checks.
·        Rodent Resilience: A rodent animal may reroll a failed Fortitude save. This trait is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The animal must take the second result, even if it is worse.
·        Bite attack for 1d2 damage. 

Ursine (Bear) Traits

·        +2 Strength, -2 Intelligence: Ursine mutant animals are strong creatures who enjoy the simpler side of life.
·        Bear’s Might: Ursine mutant animals receive a +1 racial bonus on one unarmed melee attack roll per round. If this attack hits, it deals an additional point of damage.
·        Bestial Fortitude: Ursine mutant animals receive a +2 racial bonus on all saving throws against disease and poison.
·        Improved Grapple: Ursine mutant animals receive Improved Grapple as a bonus feat at 1st level, even if they do not meet the prerequisites.
·        Bears are automatically Partial Bipeds, and can become Fully Bipedal for only 1 Mp.
·        Claw attack for 1d4 damage. 

Vulpes (Fox) Traits

·        +2 Charisma, -2 Strength: Vulpine mutant animals are incredibly sly, but are physically weak compared to other animals.
·        Agile as a Fox: A vulpine animal gains a +2 bonus to their Reflex saves.
·        Low-Light Vision: Vulpine mutant animals can see twice as far as humans in conditions of dim light.
·        Scent: Vulpine mutant animals gain the scent extraordinary ability.
·        Bite attack for 1d2 damage. 

Other Mutant animal types

Other animal species are certainly possible and even plausible. One simple way of adding new types is to find the type that is closest and either use that or swap out a few traits to make a better match. For example, to create a wolverine animal, the Gamemaster may decide that the bear animal is the closest equivalent. Bear’s might could be easily exchanged for boarish ferocity, to make a completely new species; the wolverine animal. Of course, the Gamemaster may decide to design entirely new racial traits, as well. When doing so, it is important to note that most physical traits are somewhat supernaturally manifested—the animal is still basically human from the neck down.

Random Height and Weight

Gender Base Height    Height Modifier    Base Weight    Weight Modifier

Male    4 ft. 10 in.        +2d4 in.                120 lbs.            +(2d4×3 lbs.)

Female 4 ft. 5 in.          +2d4 in.                85 lbs.              +(2d4×3 lbs.)

Mutant animals age like Pure Strain Humans.

FEAT: Sapience
You have gained the ability to think and reason equal to human standards. Grants +1 to Intelligence. Note: Mutant Plants and Mutant Animals only.


(Information for the Mutant Animals originally comes from this web site and has been modified for the campaign. No copyright infringement is intended or implied)

Thursday, December 30, 2021

Flavor: Alpha Mutations

Alpha Mutations

    Due to the constant dimensional fluxes, strange radiations and a whole host of other reasons, all mutants can and will develop temporary Alpha Mutations. When the character is at rest for the evening, they must make a FORT save with a DC of 15. If the character has recently been exposed to radiation (by way of environment, drinking Omega Ale, etc) within 12 hours, the DC raises to an 18. If they have taken a Mutation Blocker, the DC drops to 12. If the save is failed, the character temporarily gains a mutation from the following list (not all mutations are represented due to their biological complexity). These mutations will last for 4d6 hours, minus 1 hour for every bonus point in CON that the character has. The mutations develop over a period of one hour and are useless during this time.

    The character is completely able to use (or suffer from) the Alpha Mutation as if he was born with it. If there are multiple versions of a particular mutation, the version is determined randomly. If the character is wearing clothing or armor when a mutation that enlarges or radically changes his physical form (such as Size Change or Carapace) is gained, the clothing is destroyed. Armor will cause immense pain in the form of 1d4 points of damage per round until the armor is removed.

    When the duration is up, the Alpha Mutations will slowly fade over an hour's time. They can not be used in any way during the fading process. There is no known way to make an Alpha Mutation permanent, and many sentients have died trying to do so.

    It is recommended that the Player or the GM use a random number generator to determine which Alpha Mutation is gained. As new mutations are created for the game, they will be added to the list.

  1. Ability Decay
  2. Achilles Heel
  3. Acidic Saliva
  4. Adrenaline Jolt
  5. Air Sail
  6. Allergy
  7. Anti-Life Leech
  8. Attraction Odor
  9. Beguiling 
  10. Blood Hunger
  11. Bodily Change
  12. Bodily Control 
  13. Brittle Bones
  14. Cage of Flesh
  15. Cannibalistic 
  16. Carapace 
  17. Chameleon Power
  18. Chemical Susceptibility
  19. Claws 
  20. CMH 
  21. Combat Fear
  22. Compulsion
  23. Confusion 
  24. Death Field Generation
  25. Density Control
  26. Density Control, Others
  27. Devolution 
  28. Directional Sense 
  29. Displacement 
  30. Doubled Pain 
  31. Duality 
  32. Electrical Generation
  33. Empathy 
  34. Energy Diffusion
  35. Energy Metamorphosis
  36. Energy Reflection
  37. Energy Sensitivity 
  38. Epilepsy
  39. Exoskeleton 
  40. Extra Arm
  41. Extra Arms
  42. Fear Generation
  43. Force Field Generation
  44. Gas Generation
  45. Gills 
  46. Hands of Power
  47. Healing Hands
  48. Heat/Cold Susceptibility
  49. Heightened Balance
  50. Heightened Mental Attribute
  51. Heightened Physical Attribute
  52. Heightened Precision
  53. Heightened Sense
  54. Heightened Speed
  55. Horns or Antlers 
  56. Hostility Field
  57. Hypersensitivity 
  58. Illusion Generation
  59. Immunity 
  60. Infravision 
  61. Intuition 
  62. Kinetic Absorption
  63. Leaper 
  64. Levitation 
  65. Life Leech
  66. Light Sensitivity
  67. Lost Arm 
  68. Magnetic Control
  69. Mass Mind
  70. Melt
  71. Mental Blast
  72. Mental Control
  73. Mental Invisibility
  74. Mental Multiplier 
  75. Mental Paralysis
  76. Mental Reflection
  77. Mentally Defenseless
  78. Metamorphosis 
  79. Molecular Disruption
  80. New Body Parts
  81. Night Vision
  82. Nocturnal 
  83. Oversized Limbs
  84. Periodic Amnesia
  85. Pheromone Attraction
  86. Pheromone Repulsion
  87. Phobia
  88. Photodependent 
  89. Photogenaration 
  90. Photokinesis
  91. Photosynthetic Skin
  92. Plant/Animal Control 
  93. Poor Respiration
  94. Prehensile Tail
  95. Psychometry 
  96. Pyro/Cryokinesis
  97. Quills or Spines
  98. Radiating Eyes 
  99. Regeneration 
  100. Repulsion Field
  101. Seizures 
  102. Sense Reduction
  103. Shapechange 
  104. Size Change
  105. Skeletal Reinforcement 
  106. Skin Structure Change
  107. Sonar 
  108. Sonic Blast
  109. Sound Imitation
  110. Stunning Force
  111. Summoning
  112. Symbiotic Attachment
  113. Tail 
  114. Telekinesis 
  115. Telekinetic Flight
  116. Telekinetic Hand
  117. Telepathy 
  118. Teleport Object 
  119. Teleportation 
  120. Tentacles 
  121. Thick Fur Coat
  122. Thick Hide
  123. Third Eye
  124. Thought Imitation
  125. Total Healing 
  126. Transfusion 
  127. Ultravision 
  128. Venomous Bite 
  129. Vocal Imitation 
  130. Weak Immune System
  131. Will Force
  132. Wings 

Cryptic Alliance: Cult of the Mouse

Cult of the Mouse

Slogan: “Hey, kids! You wanna' buy something?” 

Agenda: The Cult of the Mouse is benign toward children, less so to toward adults of any species that are not found among the membership. Their only obvious goal to date is to help its members survive and thrive, with the unspoken goal of increasing the size of their stronghold.

Behavior: Members of the CotM prefer to spend their days laughing, singing, playing pranks and having a good time. They especially love trading and selling, and the sheer number of shops in the fortification will astound any that see it. Trade Caravans are always welcome, provided that one of the Membership species is included.

Background: The Cult of the Mouse is based out of Orlando Florida, where they possess a large military compound. In one dimension before the Big Mistake, this location was an amusement park that was popular throughout the country. In another, the area was a complex dedicated to furthering the goals of the Great American Empire. When the Big Mistake took place, both locations fused into one (as did almost all of the inhabitants, which killed them instantly). When the dust settled, the complex was empty aside from deadly combat robots in the form of lovable cartoon characters. Nearly one hundred years later, a colony of mutated mice discovered it. They were seconds away from being vaporized when the Control Brain recognized that many of them appeared to look like the images of the Master Mouse that were plastered everywhere. They were taken into the base and treated by the robots as saviors.


Organization: The CotM is commanded by a mutant mouse named Winifred (called Wini by her friends). She is known as the SubMaster. Below her is a council made up of various mutant animals (duck, dog, lion, pig, bear, cat, rabbit and donkey). Any mutant animal is able to join the CotM, but only animals represented by those on the council have the right to vote on various measures that affect the entire group and are considered citizens. All members are expected to defend the base if required, no matter their citizenship status.

Conflict: The Ranks of the Fit, The Created, Zoopremists, Knights of Genetic Purity and the Iron Society have all attacked the CotM at one time or another. While the aims of some of these groups don't differ too far from the Cult, the compound is an incredibly tempting and desirable target. Many of the original robot characters are still functional and quite deadly, armed with a variety of Omega Tech weaponry. There is a manufacturing plant deep underground as well, and all members are assigned a laser rifle, laser pistol, combat knife and breastplate. All of these items are prominently emblazoned with the sacred image of the Master Mouse and are painted in bright and gaudy colors.

Winifred, the Submaster




(Yes, this is a god damned parody of Disney and Mickey Mouse. No copyright infringement is implied in any way, shape or form. As a parody, it is protected under the First Amendment and the multitude of parody laws.)

Flavor: Map of Gamma Terra


This is the map for the Gamma Aftermath campaign. It differs significantly from the "official" Gamma World maps in multiple ways, but should be reasonably familiar to all players. Trade routes between major "cities" (the ruins of Pre-Mistake American cities) are shown below.




Thursday, December 23, 2021

Creature: Purow

Purow



Size/Type: Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 13 (-1 size, +2 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee
Full Attack: 2 claws, +9 melee (1d8+6) and bite (+4 melee (2d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d8+3
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Skills: Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot +3, Swim +11
Feats: Alertness, Improved Natural Attack (bite), and Improved Natural Attack (claw).
Environment: Temperate hills and forests
Organization: Usually solitary
Challenge Rating: 4
Treasure: None
Alignment: Neutral 
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: --

These great housecats stand more than 6 feet tall at the shoulder and are about 14 feet long. They weigh from 800 to 1200 pounds. While they may be gigantic, they continue to act as housecats always have (zoomies in the middle of the night are terrifying to behold).

Combat
Improved Grab (Ex): To use this ability, a purow must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a purow charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +9 melee, damage 1d8+3.

Skills
Purow have a +4 racial bonus on BalanceHide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Wednesday, December 22, 2021

Creatures: Phase Cat

Phase Cat


Size/Type: Large Feline
Hit Dice: 6d10+18 (51 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +6/+14
Attack: Tentacle +9 melee (1d6+4)
Full Attack: 2 tentacles +9 melee (1d6+4) and bite +4 melee (1d8+2)
Space/Reach: 10 ft./5 ft. (10 ft. with tentacles)
Special Attacks: 
Special Qualities: Darkvision 60 ft., phasing, lowlight vision, resistance to ranged attacks
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 8
Skills: Hide +10, Listen +5, Move Silently +7, Spot +5
Feats: Alertness, Dodge, Stealthy
Environment: Temperate Hills
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 4
Treasure: None
Alignment: Usually Neutral Evil
Advancement: 7-9 HD (Large); 10-18 HD (Huge)
Level Adjustment: +4

Phase beasts are large, six-legged felines that have a pair of lashing tentacles protruding from their shoulder blades. Due to their ability to partially phase through the time-space continuum, while alive it is quite difficult to pinpoint their exact locations.

Combat
Phase cats rake opponents with their tentacles and bite foes that get close.

Phasing (Su): A time-bending effect continually surrounds a phase cat, making it difficult to surmise the creature's true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast by some means other than sight.

Resistance to Ranged Attacks (Su): A phase cat gains a +2 resistance bonus to saves against any ranged mutation or attack that specifically targets it (except for ranged touch attacks).

(Yes, shamelessly stolen from Displacer Beast)