DEPARTMENTS

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

Thursday, January 1, 2015

Sculpting the Mutant Future

I have always been a big fan of fantastic apocalyptic futures. From Gamma World, to Aftermath, to Fallout I love the concepts of the wholly unrealistic blasted futures with their mutants and warlords and gangs. Be it Road Warrior or Metal Storm, you cannot go wrong with spikes, freaky critters and mohawks. It is in this spirit that I have started sculpting a new range of miniatures.

A recently got back some test casts of the first two sets I finished and put some paint to them ASAP. This is saying something as I am well known for hating to paint. 


The first pack is a collections of five relatively mundane mutants (is that a thing?). While they are twisted and deformed, they are not too out there. I painted one in my most hated of mutations to randomly roll for a character - Brightly Colored Skin! This pack depicts a sort of wasteland shamaness and several mutant fighters.


The second set is made up of more strange denizens of the mutant wastelands. Two freakish brutes equipped with cybernetics along with a poor fellow with crustacean or insectoid mutations and a big-headed, dwarfed, perhaps psionic fellow complete this set. 

These should be out later in 2015 through my partnership with 15mm.co.uk.. I'll make an announcement when the actual release happens for those who are interested in picking them up for their games.

-Eli


Tuesday, January 28, 2014

More Sculpting Teasers

Hey folks!

A lot of times, I am at work while sculpting and snap a few pics of the WIP. Now, these are all done with a Galaxy III camera phone under office lights, so no complaints about pictures quality...

Mutant with insectoid features

New Prang?

Tiny, big-headed psi-mutant

"The Judge", a mutant brute who looks like he belongs in 2000 AD

A piggy-backed brute mutant

Tall, skinny, visible brain features? Must be a psi-mutant

"Neurovore" psi-mutant with a various serious condition

"The Reaper" another brute mutant



I told you he was tiny. 
That's a converted Astro Minis crew fig which stands a very good 15mm tall from foot to eye.

Monday, January 27, 2014

Finished Wasteland Mutant Sculpt


I have been sculpting again. This time it is classic mutant future type weirdos. I have about seven sculpts in various states of finish. The image above is the first of them to reach the completed stage.

This is a pretty basic sort of character. A twisted brute, deformed and/or scarred by the toxic world into which he was born and wearing armor scavenged from the ruin of the world that came before. I wanted his armor and weapon to look rough and as wasted as he did. Crude piece of scrap metal, beaten and bolted into a semblance of body armor, incorporating wheel parts and various other industrial parts. His weapon is a jaggedly sharp scrap, bolted onto a shaft.

Saturday, October 6, 2012

Mutant Menaces - Bigfoot in Mutant Future

picture

With Khurasan Miniatures announcement of 28mm Sasquatch minis (pictured above) I thought I'd conjure up this old idea of the harry men (and families) of the wood coming out of their hidey holes to fill the gaps left in the Mutant Future by the fall of civilization.

Skook
No. App.: Solitary, pair, or 3d4
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 8
HD: 3
Attacks: 1 (weapon or fist)
Damage: By weapon +4 or 2d6 fist
Save: L4
Morale: 10
Horde Class: I

Mutations: None (Skooks can sometimes have mutations just as humans might)

Skooks live in small extended family bands, roaming the wilderness of the Mutant Future hunting, gathering, even fishing using crude tools and simple tactics. Close knit and very territorial, they often lair in natural shelters such as caves and rocky overhangs where they can find shelter from the elements.

There families are often led by the strongest and most cagey of their males who is supported by his closest kin and his mate. Skooks take only one mate and bond for life. The other members in a Skook band are usually relatives of either the leader or his mate being brothers, sisters, or offspring. When Skooks from separate bands meet, they often trade band members and form new mated pairs from among their unattached members. These newly mated pairs often move off to form their own bands or wander as a mated pair until they have offspring at which time they will usually find a semi-permanent lair. 

While Skooks are not commonly found in the presence of technology, they are by no means incapable of using it. Individuals who have been taught or who have spent time observing how to use technology can operate it with little difficulty, though their large hands may make this difficult. Even if a Skook does not know how to operate a piece of tech, they recognize its importance and hold on to it, keeping it on their person as a charm or status object or keeping it hidden in their lair. There is a 5% change that any Skook encountered will have in its possession a piece of tech. 

Monday, August 27, 2012

The Lure of The Wastelands

Peering into the dusty night, the man felt the call of the savage world beyond the safety of the Civ Zone. Out there he had seen horrors and terror to fill many lifetimes. The howls and shrieks from the blasted expanses beyond sent chills through him, but not the sort he would have thought since he find her and his place among The People. The chills were not those of fear but of exhilaration, beckoning, alluring that his former life of struggle and survival had provided him...

Post apocalyptic settings have always been a favorite of mine and I used to play the crap out of them in my younger days. Despite new games like Mutant Future and the reincarnated (won't say resurrected because it ain't the same!) Gamma World, I haven't really been able to play such games.

Finding a group to play with is hard. So many popular media sources for PA games seem to have polarized fans into liking one version or another of this genre. Some want Gamma World, some Fallout. Others want Border Lands or The Road. What they don't seem to realize is that with a little bit of cooperation and the up-front concession of a little of your own personal fun, you can get it all in in a campaign. Any concessions you make up front will be rewarded over the course of a game.

If you are wondering why the sudden jaunt into the blasted reaches of my imagination, I blame this video...



Monday, October 11, 2010

15mm Mutant Future Find
Do They Really Eat Anything?

Every once in a while I stumble on something while looking for something else. I have long had a love/hate relationship with Irregular Miniatures. Irregular has an incredibly extensive line of ranges in various scales including the only line of 2mm out there (something I love) but their quality and scaling can be a bit hit and miss. But this is not a critique of Irregular.

What I did find are a few good minis for Mutant Future type RPGs or minis games in 15mm. In their 15mm scifi range they have several goat-type beast men. These are an obvious nod to the old days of GW's 40K universe where you had beast troopers. They are not the most amazing minis, but I find that the scuzzy twisted post-apocalyptic future can be a bit forgiving.

Wednesday, March 10, 2010

Word Verification Wednesday - Bersastr

First things first - sorry for missing the last two Word Verification Wednesdays. Inspiration and good words have been escapingm e it seems. I know there were a few but by the time it came to create I had let them slip away. I hope to be able to create more in the coming weeks. So, here is this week's offering

Bersastr
No. App.: Solitary 
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 6
Hit Dice: 4
Attacks: claw/bite, weapon, or quake
Damage: 3d6, by weapon, quake (see below).
Save: L5
Morale: 8
Hoard Class: III
Mutations: Increased Strength, Natural Weapons, Increased Smell, Spiny Growth, Pain Insensitivity, Special - Quake.

The quiet high wilderness of the Northwest Territories is the range of a horrible creature known as the bersastr (BEAR-zaster). These immense mutated bears prowl wide territories, living solitary existences and hunting and preying on anything that lives. Standing a good 8-10ft tall and possessed of powerfully bit, shaggy bodies, these creatures are strong and aggressive, rending their victims with claws and brutality. Snaggled fangs and often misshapen heads and faces cause these already horrid creatures to appear even more so. Often their physical deformities leave them with raw patches of skin and lesions which add to a raw and decaying odor to their overall vulgarity. The bodies of Bersastr often sport quills and boney barbs protruding from under their thick coats.

Where the territory of a bersastr borders settled lands, the residents there live a victimized and frightened existence unless they are suitably equipped to repel the predation of these mutants. Not only to the bersastr prey on the flesh of the folk of those settlements, but they are smart enough to force them to provide them with other goods and comforts. In some parts, they local communities are used as a sort of bait or dupe for the bersastr, sending strangers blindly into the hunting grounds of these carnivorous savages.

The bersastr possess a most curious ability to generate subsonic waves from within itself that are capable of building to dangerous levels causing localized quakes in the ground and surrounding terrain. These quakes can be quite disorienting imposing a -2 penalty to any action or attack attempted within a 50' radius of bersastr. In addition to the vertigo and jostling these quakes can impose, they also run the risk of toppling vertical structures or causing land-slides or avalanches.

Wednesday, February 17, 2010

Word Verification Wednesday - Watec

Watec (Southern Hell Chicken)
No. App.: Solitary (possibly unique)
Alignment: Chaotic
Movement: 150' (50')
Armor Class: 1
Hit Dice: 8
Attacks: 1 (beak or talong) or fire breath
Damage: 2d6 or 8d6
Save: L10
Morale: 13
Hoard Class: None
Mutations: Fire breath, toxic weapon (radioactive emissions), teleportation.

Rumors have crept up the Oregon Trail that a menace from the wilds is making its way up north and through the Southern Free Ranges. Agents of the Bovine/Equine Agricultural Security Trust (BEAST) have reported several key graneries being destroyed by what can only be described as a massive nightmarish poultry. Already this creature is being called the Southern Hell Chicken by the pastoral residents of the SFR, but referred to by the name Watec by many of the tribals.

Watec seems incredibly difficult to harm and on only a few occasions has he been driven off or repelled and at great expense to the communities that have done so. To date, only Screwz has been able to deal signifigant damage to Watec and it too their power armored soldiers to do so. What makes Watec most dangerous is not his fire breath or radiactive emissions, but his ability to teleport, allowing him to surprise targets, usually agricultural communes and fertile lands which he razes and devours to feed his massive food requirements.

The coming of Watec is usually preceded by the blood-curdling screaching of his massive avian form. The rumbling of the ground as this 40' beast approaches is the next thing to be felt and then the heat that surrounds him as he draws closer. Water at his feet has been known to boil and regions where he spends any great amount of time are riddled with radiation contamination and sickness.

Wednesday, February 10, 2010

Word Verification Wednesday [Late Edition] - Carnfor

Another late post (ugh work), but this week's monstrisity, born from the randomness of word verification, is a variation on the killer plant and a bit of a nod in the direction of zombies without being zombies. Woohoo, let's hear it for not-zombies!

Carnfor
Tree
No. App.: 3d6
Alignment: Neutral
Movement: Stationary
Armor Class: 5
Hit Dice: 8
Attacks: Special (see below)
Damage: Special (see below)
Save: L8
Morale: N/A
Hoard Class: None
Mutations: Natural vegetal weapons, vegetal parasite

Seed Host
No. App.: 6d6
Alignment: Neutral
Movement: 90' (30')
Armor Class: 8
Hit Dice: 3
Attacks: 1
Damage: 4d6
Save: L4
Morale: N/A
Hoard Class: None
Mutations: Prehensile tendrals (simple), free movement, carnivore, animal limbs


Menacing the dark, overgrown forest of the northwestern regions of what used to be the United States are the strange creatures known as carnfors. The common form of this creature is actually the infected host body inhabited and dominated by the seed of the carnfor tree - mutant fir trees. They are feared from Banana Land commune of Olympus to the the wilderness of the Southern Free Ranges.
 
When a carnfor reaches maturity it grows hundreds of cones, heavy with seeds which it holds onto until the local migrations begin or a group of travellers blunders by. Carnfor trees are marginally intelligent and possess rudimentary senses of motion, heat and vibration that allow them to determine if the animals in their vacinity are of proper number and size to warrant dropping of their seeds. Canrfor trees are not foolish, however, and will drop their seeds on smaller groups or creatures if they have been without a propper host group - better some than none.
 
When a carnfor releases its seed cones, the result is a shower of grenade like missiles, falling in an area covering some 30' - 60' in diameter, per tree in a grove. Each carnfor spaces itself from its neighboring trees so that each tree covers an area that touches on the area of those next, guaranteeing maximum coverage in their grove. Once released, the seeds fall to the ground and explode in a show of sharp, piercing seeds. Anyone caught in the area of effect of carnfor tree seed release suffer 2d6 damage and becomes infected by 1d6 carnfor seeds.
 
Once infected, if the seeds are not removed within 3 rounds of infection (victim take 1d4 if the seeds are removed physically) a victim must save vs poison at -1 per infecting seed. Failure means that the seeds have taken root and the victim will begin to be taken over by the seeds, transformed into an ambulatory seed incubator.  As the victim's mind is consumed by the growing and highly invassive seeds, he will become quite unpredictable, unable to sleep, feeling a need to wander and keep moving at all times (Roll vs Will). 
 
The infection attacks the hosts central nervous system first, destroying a point of Intelligence for every day, per seed.Once the victim reaches zero Intelligence, his mind is totally destroyed and he is now completely controlled by the maturing seeds. At this time, the victim is a vehicle for the seeds and they will use him to seek out a new place to grow away from their parrent trees. Along the way, the seeds will continue to mature, converting body tissues into food and eventually replacing the host body with tuborous fibrous materials from which grow many flesh root stalks.
 
Seed hosts tend to stay together, forming roving bands. These bands, in constant need of food to continue their travels and maintain their growth, attack any living creatures they come across, bent on making a meal of them. Carnfor seed hosts are surprisingly powerful, their lumby, soily bodies able to exert sustantial fluid pressure that they can tranfer into motion through their limbs. Once a creature is killed by the seed host, it will be fed upon by sinking the root-like appeendages of the host into it's body, digesting it through a process of accelerated decomposition facilitated by enzimatic secretions.
 
Once the seed hosts have reached maturity, usually 3-6 weeks after initial infection, they will find a proper place to grow, burrying themselves and taking root. Carnfor trees grow incredibly fast and it only take a few years for them to reach maturity. Like most trees they will continue to grow as long as there is an ample supply of nutrients, sunlight and water.

Thursday, February 4, 2010

Word Verification Wednesday (Bonus Edition) - Sang

Alright, so it's not Wednesday anymore, but I ran across this great word and it generated an instant image in my head, so I thought I'd add a special "Bonus Edition" of WVW outside the regular rotation. I would have included it under the "Metant Menaces" header, but as it was inspired by a verification word, I thought it best to keep it grouped with the others of its kind.

Hope you enjoy,

-Eli

Sang
No. App.: 3d6 (5d10)
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 8 or by armor
Hit Dice: 4
Attacks: Weapon
Damage: By weapon
Save: L5
Morale: 10
Hoard Class: III
Mutations: Dermal Poison Slime, Regenerative Capability, Neural Telepathy, Mental Barrier



Mutated from some original amphibian species, most likely a salamander or newt, the Sang are social creatures with a loose and territorial family bond with others of their kind. Standing almost six feet tall with a lanky build, they gather in cadres led by the strongest individual and undertake routine raids and terrtorial expansions. Sang have a special bond with giant lizards which they use as mounts for both warfare and travel.

Sang are a strange purple color that glistens from head to toe with a thick, sticky slime. This slime is toxic and halucinagenic causing 2d6 damage to any creature come in skin to skin contact with it as well as assaulting them with vivid mental images that are often incapacitating. Sang riding lizards are made immune to this slime during their breaking and training by the constant introduction of small amounts of it into their diets. Besides this slimey defense/attack, the Sang have also developed telepathic abilities which they use to communicate almost to the exclusion of veralization. These powers have also granted them some enhanced defence against psionic attacks.

Sang warbands often attack from a fortress they have set up in the region they claim as their territory. These frotresses are often built in above ground ruins near wetlands or bodies of water where the Sang will lay their eggs. These fortresses make use of walls, booby traps, and other defensive barriers to protect their inhabitants, often employing scavanged tech.

Wednesday, February 3, 2010

Word Verification Wednesday (Late Edition) - Litzi

Today's offering (late as it is) is intended more as a fun, perhaps even comedy relief encounter for what can be an otherwise grim RPG. The Mutant Future is likely full of cracked and off-the-wall beings and characters, but most of them are likely to also be tragic and broken, products of the wasting world that surrounds them. Not so are the Litzi, a strange race of mutant lizardmen who collect schtick and goofy things from the rubble.

Enjoy!

-Eli

Litzi (Laugh Lizards)
No. App.: 2d4 (6d10)
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 7
Hit Dice: 2
Attacks: Weapon
Damage: By weapon
Save: L4
Morale: 7
Hoard Class: IV
Mutations: None.

Litzi are are a strange race of madcap humanoid mutant lizards. Standing a good 4 1/2' tall with a stooped build, these nobbly skinned, jagged toothed reptile people are known most for their odd senses of humor. Though their natural coloration ranges from a dull green to almost rusty brown, they tend to come across much more colorful as each of them is often adorned with a collection of garish and zany items that they have collected from the ruins of the world around them. Novelty t-shirts, bumper stickers, strings of colored lights, funny masks, squirting flowers, and any other sort of trick or trend will often be found on the person of a Litzi.

Despite their comedic appearances, Litzi are not without their dangers. These diminutive saurians are driven by a constant, almost pathological need to collect, scroung,e gather and even steal more and more of the goofy items they love so much. Getting between them and their quarry is often a quick ticket to an insane attack of rage and desperation. This is compounded by the fact that many of the items carried by the Litzi are often modified into weapons in their own right. A mob of Litzi often carries a good three to four times the number of weapons concealed on their person than are visible to the average eye.

Below is a random chart of some of the possible hidden weapons and tricks carried on a Litzi. Roll 1d4 times for each Litzi encountered.


D20     Schtick
  1        Squirting flower containing a potent poison or acid.
  2        Joy buzzer modified from a stun rod.
  3        Gloves coated in itching pouder
  4        Hypno goggles
  5        X-ray glasses
  6        1d6 stink bombs
  7        Paraylizing chewing gum
  8        Woopy coushin land mine
  9        Inflatable decoy
 10       Doll or puppet with hidden camera
 11       Battery powered flipping animal with built-in flame-thrower
 12       Crazy glue gum
 13       Spring-loaded sneakers
 14       Armored superhero costume
 15       Living Crazy Goo
 16       Clown nose hand grenade (squeak and throw)
 17       Sonic attack laugh box
 18       Tangler fake dog poo
 19       Endless handkerchief smart rope
 20       Atomic jack in the box

Wednesday, January 27, 2010

Word Verification Wednesday - Sligl

Here we are again. It is Wednesday once more and it is time to delve into the wonders of the Mutant Future. I have to admit that the word verification system has not been kind to me this week and left me with little of good use. In fact, the beastie for today is taken from a word scribbled down in a past good week. So, here he is...

Sligl
No. App.: Solitary
Alignment: Neutral
Movement: 120' (40')
Armor Class: 10
Hit Dice: 1
Attacks: Eye beams
Damage: Disintegration (as per the mental mutation)
Save: L2
Morale: 10
Hoard Class: None
Mutations: Dientigration, Fragrance Development

Though it looks like a mammal, the Sligl is actually a form of mutated moss turned into a insectivorous forager. Having adapted to a mobile existence, the creature looks look like a strange waddling biped with a spongy hairy body, tubular snout and bulging goggled eyes. It is a mottled earthy color - usually grey, brown or green or combinations thereof. The bulbous eyes of the Sligl are normally a glossy black unless it feels threatened at which time they glow an eerie violet from within.

The Sligl takes advantage of its mobility to move about on two feet equipped with long, sharp, claw-like thorns that it uses for digging and uprooting insect colonies. Once it finds these colonies the Sligl will uncover the insects dwelling within and use it's fragrent spores to lure its food out and into a docile stupor at which time it will feast on them wholesale, slurping them up with a sticky tendril extending from its tupular feeding part.

Normally awkward and ungainly, the Sligle can move quickly if threatened, often slipping into the surrounding foliage where it blends in naturally using it's dull coloration to look like part of the undergrowth. If cornered or otherwise unable to make an escape, it is not defenseless and can lash out with a powerful ray of distintegrating energy from it's optical organs out to 90'. This energy can disentigrate up to 100 pounds of solid material or cause 10d6 damage (save vs Energy for 1/2 damage) to living targets. Using this attack leave the Sligl completely drained, however, leaving it at 1 hp and rendering it unconcious. It may not use this power again for another 1d6 days.

Wednesday, January 20, 2010

Word Verification Wednesday - Volog

Sorry for the late addition. I didn't want to leave you hanging so I pulled out a simple beasty that fills the role of "orc" or "hobgoblins" in the Mutant Future universe. They are not powerful or striking but they are cool-looking and will still give a party grief. I also took this oportunity to expand on my coverage of the Washington state in MF.

Volog
 No. App.: 1d10 (3d10)
Alignment: Chaotic
Movement: 160' (50')
Armor Class: 8
Hit Dice: 3
Attacks: Weapon or gore
Damage: By weapon or 1d8
Save: L3
Morale: 8
Hoard Class: IV
Mutations: None

The Volog are a rather twisted form of mutant. It is unclear from what species they spawned from as they demonstrate characteristics of so many sorts of beast. Standing roughly 7ft in height with A rhino's horn, alligator's teeth, zebra stripes and mane, the arms and hands of a savage monkey and the legs of of a wolf, who can really say.

Vologs roam in savage packs and hunt and scavange through the wastes surrounding a the ruins of Tak'ma (Tacoma) and regularly trade with the residents of PeeDee (formerly the Point Defiance Zoo and Aquarium). They are a constant threat to those who come to the ruins, seeking artifacts and have tkane many a traveller by surprise only to spit and eat them. PeeDee has been known to hire them as scouts and mercenaries in its actions against the Southern Free Ranges as well as Screwz (the former Fort Lewis).

Vologs are not known for any particular mutations or special talents save for their hostility and wildness. They are no sophisticated enough to really become a serious factional threat of their own and any tech they possess is usually ill-kept and breaking down to the point of being dangerous.

Saturday, January 16, 2010

Unexpected Inspiration

We've all had them - those moments of unexpected gaming inspiration that strike a chord from the oddest of sources. Who would have thought that a perfectly good game setting would come from an episode of "American Dad". Not I.

I rarely watch this show. It's not that I don't like it but it's not high on my priority of shows to watch. I catch it when I can and last night was just such an occasion. Having stayed home from my regular Friday game night I was watching TV when I'd normally be rolling dice, sweating my next move and figuring out how to fight for 2nd place after Derek had claimed his usual 1st place spot. This particular episode centers around the biblical concept of The Rapture and the battle between the second coming of Jesus and the Antichrist. Let's skip over the obvious debate that could be had here and go on to how this is relevant to gaming.

In the episode The Rapture occurs and lays waste to the world, turning it into a post-apocalyptic setting filled with sinners, madmen, monsters, angels, demons and wasteland warriors. This alone is just a great idea though I will admit the McFarland-esque artwork used to spin the tale of the Rapture and Armagedon were pretty darned cool. I found myself considering the concept as a gaming setting where pockets of humanity, left behind, were caught in the middle of a battle between Heaven and Hell.

All the usual PA concepts are there with perhaps the notable exception of super-tech, though this would depend on when The Rapture occured in your universe. You have freakish mutants and creatures in the form of demons and the hosts of Hell. There is also the posibility of possessed or corrupted humanity to pad the list of antagonists. Then there is the consideration that the forces of Light may nit exactly be much more friendly to humanity that has been left behind. This all sets up quite a morality play and survival story for players who will have to consider which side they are on and make difficult choices to survive their war-torn planet.

I'm pretty sure this basic premise isn't new and thereh ave been RPGs down with the theme of the battle between Heaven and Hell but I am not sure if they have been done, using that battle as the background for a post-apocalyptic world. This is one of those ideas going into my big notebook of things to try to play some day.

Take care,

-Eli

Tuesday, January 12, 2010

Word Verification Wednesday - Ortsar & Pahia

This week's WVW creature is actually a two-for-one, presenting two Mutant Future creatures that exist as part of one another's lifestyle and habitat. I realized a bit ago that some of the WVW creatures were becoming rather two-dimensional compared to some of my earlier Mutant Future creations and so wanted to pffer something with a bit more body to it. So here you have the Ortsar and the Pahia that form a central part of their mutant existence.


Ortsar
No. App.: 4d4
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 4
HD: 5
Attacks: 1 (weapon or trample)
Damage: By weapon +4 or 3d6 trample
Save: L6
Morale: 10
Horde Class: II

Mutations: Extra Parts (six legs), Gigantism (12'), Increased Strength, Natural Armor (AC5).

The Ortsar is a strange, brutish reptilian mutant akin to a lizard-like centaur. They are savage warriors, ranging in vast herds across the wilds. Known for their pugnacious moods and the fact that they see aggression as the only appropriate way to express any emotion, they are often avoid by most simple folk.

Adult Ortsar stand a good 12ft at the shoulder of their humanoid torso and 6ft at the back of their six-legged bodies. Massive muscles ripple under their knobby-scaled skin, coming to a bulky hump at the base of their humanoid torso. The humanoid upper torso of the Ortsar is well-muscled but stocky and in fact Ortsar have little in the way of a moveable neck, keeping their heads facing mostly forward. It is this vulnerability to being flanked that keep the Ortsar highly social despite being constantly competitive with one another. The visage of one of these beasts is rather

What keeps the Ortsar roving far and wide are the Pahia flying catfish which they hunt as a rite of passage and for sustenance. These mighty sky-bound fish can feed a herd of Ortsar for days but are most challenging to kill. Most Ortsar herds will be lucky to bring down one of these mighty creatures at a time, usually having to reort to ambush tactics or crude traps to do so.



Pahia (Great Skyfish)
No. App.: 1d6
Alignment: Neutral
Movement: 200' Flying (40')
Armor Class: 6
HD: 10
Attacks: 1 tail swipe or electrical blast
Damage: 4d6 tail slap or 8d6 electrical blast - range 120'
Save: L5
Morale: 8
Horde Class: None

Mutations: Full Flight, Gigantism, Energy Blast





Wednesday, January 6, 2010

Word Verification Wednesday - Obkil


Today's Word Verification monster comes from that sudden spark generated when a word hits your imagination just right. When I read the word, the creature in the pic to the right popped into my imagination and I quickly sketched it and scanned it in.

Obkil
No. App.: Solitary
Alignment: Neutral
Movement: 120' (40')
Armor Class: 7
Hit Dice: 3
Attacks: 1
Damage: 2d6 + paralysis
Save: L5
Morale: 6
Hoard Class: IV

Mutations: Chameleonic Epidermis, Toxic Weapon (paralyzing poison), Bizarre Appearance, Vampiric Field

The Obkil is a strange creature who's progenitor species is unrecognizable through its present form. With a swollen head-like body about the size of a laege beach ball, and it's eight radiating, flesh-covered bony legs, it mostly resembles some perversion of an octopus. Mounted centrally to this creature's body is a large unblinking eye and a toothy mouth which are situated under it's most striking feature a long, bony, spring-loaded spike which it usess to strike at potential prey and agressors.

These creatures are stealthy and opportunistic predators, skukling about using their natural camouflage to get close to unsuspecting victims. One it is close enough, an Obkil will lash out with its spike, not to kill but just to wound and introduce its paralyzing poison into the victim's system. One the victim is incapacitated, the Obkil will then set into feed, anchoring itself to the victim using it many spiny teeth and then absorbing the life energies from its victim with its Vampiric Field. Though the Obkil can also use this field without having latched onto a victim, it prefers the security of having a hold on it's food supply.


Wednesday, December 30, 2009

Word Verification Wednesday - Tosab



Tosab (Iguanalisk)
No. App.: Solitary
Alignment: Neutral
Movement: 90' (30')
Armor Class: 7
Hit Dice: 3
Attacks: 3 (two fists and one bite)
Damage: 1d6 (fists) and 2d6 bite
Save: L3
Morale: 8
Hoard Class: II

Mutations: Extra Limbs, Epidermal Photosynthesis. Increased Balance, Prehsensile Tail.

Tosabs or Iguanalisks, as they are sometimes known, are man-sized mutant iguanas with a bulky build. They possess six limbs - two legs and four arms, with the lower set of more muscular arms doubling as legs when needed. The Tosab is not capable of walking on two legs but when sitting or in combat, it can use its secondary arms for grasping and striking.

Tosabs, like their original animal species, are vegetarians, but they have developed a particular taste for mutant and especially intelligent plants. These reptilian creatures will hunt and devour any mutant plant they can, going so far as to track mobile plants over long distances. Being intelligent to a degree they can be crafty and often ingenious in their methods, laying crude traps and defeating locks and obstacles put out to stop them. They are not normally hostile or dangerous to non-plant life unless they are attacked.

The reason for their particular diet seems to be the need to constantly replenish the mutant chlorophyll that it carries in its own body and uses to gather energy from the sun. Thusly, the Tosab does not acquire energy from the plant matter it consumes directly but through the biochemical compounds it can steal from them.

Friday, December 25, 2009

Mutant Future Character - Cheeks The Velocihamster

My daughter, Anna,  has a very fun little pet, a hamster that she has named "Cheeks The Velocihamster". My kid's great even if she is a bit of a wacko sometimes and this hamster's name just goes to show. Anyhow, when I mentioned running Mutant Future (still pending), she said she'd play and wanted to make a mutant animal based after her hamster, so we did. We are still working out the stats, but the other day at work I drew a picture of my my version of her post-apocalyptic rodent.


Anna's got a bit of a thing for edgy characters, likes cars and punky style, and with a title like "The Velocihamster" it seemed only natural that our futuristic seed-muncher be a sort of road warrior. I think the picture came out alright. I'm no pro and it's definitely unfinished but I like to think it has a certain charm to it.

Enjoy,

-Eli

Mutant Menaces - Holiday Edition '09


In the spirit of the holidays I bring you a terrifying creature that conjures up a mockery of cherished Christmas characters for the far past of the Mutant Future. The picture was found on a crawl across the net looking for a messed up Rudolf, but I couldn't find an artist credit. Whoever they are they did a darned good job.

Ray Deer (Dolfs)
No. Enc.: Solitary
Alignment: Chaotic
Movement: 150' (50')
Armor Class: 5
Hit Dice: 3
Attacks: 1 (antler/hoof or death ray)
Damage: 1d8 (antler/hoof)/8d6(death ray)
Save: L5
Morale: 8
Hoard Class: None

Mutations: Energy Beam, Toxic Weapons (Radiation Field 8d6, 20ft radius), Bizarre Appareance (Deathly), Body Adjustment, Induce Mutation

The Mutant Future is full of strange, wonderous and horrific creatures. The Ray Deer is one of the latter and a most horrible creature indeed. The result of an irradiated and heavily mutated deer, the Ray Deer carries on an eternal existence of death and nuclear fallout which it spreads itself. The Ray Deer has the appearance of a dcomposing deer, moose, elk, or other deer with glowing eyes and a luminous aura that seems to pulse as it feeds and grows expecially bright at the tip of its nose when it emits it's deadly beam

The Ray Deer seems to have mutated into an almost contageous deathly state, a state that it is immune to itself. Living creatures around the Ray Deer wither and die as do plants and as they do, the Ray Deer feeds on the wasted remains. In truth, the Ray Deer can only feed on the irradiated remains of dead fallout victims. Seeking ever-increasing carnage, the Ray Deer moves from place to place withering crops, and destroying settlements all to slake its endless thirst for life nuclear fuel.

Those who come in contact with the Ray Deer are doomed to find themselves warped and mutated by the intense radiations and mutagenic energies coursing through its ever-rotting flesh. Those that survive their encounter will be forever changed, marked by these horrible creatures. The same energies that give the Ray Deer its lethal abilities also seem to keep it functioning, even if living might not be the proper term. When damaged, they seem to have the ability to call on reserves from this power to boost their combat abilities and even restore damage. But even the Ray Deer can be killed, but only with extreme effort.

Ray Deer usually fight with their horns and hoofs, or rely on their deadly field to keep attackers at bay, however if pressed they can focus the deadly radiation they produce into a "death ray" that emits from the end of their nose.


Wednesday, December 23, 2009

Word Verification Wednesday - Dinga


Dinga
No. Enc.: 2d4 (2d10)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 8
Hit Dice: 2
Attacks: 1
Damage: 3d6
Save: L4
Morale: 8
Hoard Class: None

In and around the broken down ruins of Sea Town (Seattle) there are numerous packs of wild dogs. Among these are the Dingas. Massive brutes mutated from domestic dogs to grotesque proportions of muscle. There is no such thing as a pure bred Dinga, each of them showing characteristics of various breeds. The only common aspect to them all is that they are swollen with layers of powerful muscle.


A Dinga pack uses its telepathic powers to communicate across the cluttered and dangerous expanses of the ruined sinking city and its suburbs. Stalking prey and running it to ground. These packs often take on prey well in excess of their size, brutalizing it with their strength and numbers. But strength and enhanced coordination are not the only talents of the Dinga.

The most curious ability of the Dinga is their phenomenal ability to mimic sounds. A mature Dinga is said to be able to accurately and flawlessly imitate up to 100 different sounds ranging from other creatures, to speech to even the sounds of machinery and natural phenomenon such as rain, wind, or the rumbling of the Earth. These sounds are passed on throughout packs from the time a Dinga pup begins to hunt. As new sounds are encountered by individuals, they are passed onto the other members of the pack. This makes packs identifiable based on their arsenal of noises. Unfortunately, the Dinga are not intelligent enough for true speech and so cannot use these noises for complex communication though some of the sounds can be used as calls to convey basic information within the pack.

Dinga packs dominate regular feral dog packs and often herd them into potential breeding pools, often breeding out local feral dogs only a few generations after their arrival in a region. There are rumors that occasionally, a Dinga will breed with just the right mutated dog and produce a specemin of superior ability. These Dinga are much more intelligent, possess further psychic abilities and often true sentience.

Mutations: Increased Physical Attribute (Strength), Increased Sense (Hearing), Increased Sense (Smell), Metaconcert, Special - Mimic Sound.
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