Showing posts with label Mutations. Show all posts
Showing posts with label Mutations. Show all posts

Wednesday, August 6, 2014

Brought to you by Prescott Pharmaceuticals



From a list of Stephen Colbert's  Prescott Pharmaceuticals Side Effects
...sponsored by Baphomet

A Good List of Bad Things, as a result of... (d8)
1. Spoiled Food
2. Xeno Plague
3. Mutation
4. Evil Curse
5. Artifact Stuff
6. Tomb Glyphs
7. Bad Drugs
8. Spores, Dude

Eighty-two Fun Effects, plus some filler to round out a d%.  Game effects as per DM
1. Abdominal Migration
2. ADHDEAD
3. An Inability to Breathe on Weekends
4. Ankle Bearding
5. Aortal Collapse
6. Arby’s Mouth
7. Argyle Pattern Baldness
8. Armpit Homunculus
9. Autonomous Nipple Syndrome
10. Bone Sporking
11. Braintooth
12. Capillary Yogurt
13. Firebones
14. DIS (Dissolving Intestine Syndrome)
15. Dry Mouth
16. Eye Curdling
17. Eyearrhea
18. Eyesplosions
19. Facial Corkboarding
20. Fallopian Tapeworm
21. Flunamis
22. Genital Migration
23. Gopherism
24. Hair Swelling
25. Hairy Uvula
26. Honey Nut Areolas
27. Hungry Hungry Hipbones
28. Increased Appetite
29. Increased Risk of Vampire Attack
30. Ingrown Testicle
31. Involuntary Blowhole
32. Involuntary Narnia Adventures
33. Knee Transference
34. Lactose Addiction
35. Late Onset Albinoism
36. Lou Ferrignose
37. Lungfire
38. Massive Weight Gain
39. Mild Hulkism
40. Mind of Mencia
41. Minor Heart Explosions
42. Monkeylung
42. Multibrow
43. Nostril Inversion
49. Outgrown Testicle
50. Permanent Blindness
51. Phantom Hand Syndrome
52. Pituitary Ferns
53. Precocious Kidney
54. Prolonged Erections*
55. Puckerlung
56. Pulmonary Weevils
57. R.E.O. Speedlung
58. Rage
59. Rectal Frosting
60. Re-Emergence of the Umbilical Cord
61. Restless Torso Syndrome
62. Rocky Mountain Oysterism
63. Runaway Gums
64. Scrotal Bassoon
65. Scruffula
66. Severe Weight Loss
67. Siamese Nipples
68. Skeletal Xylophoning
69. Speaking In Tongues
70. Spontaneous Mertail
71. Spontaneous Pregnancy
72. Steven Tyler Lip
73. Subcutaneous Funyuns
74.Testicular Cranberrying
75. Testicular Testicularization
76. Thoracic Geysers
77. Urethral Knotting
78. Vein Seizures
79. Ventricular Funk
80. Vivid Dreams of Self-Cannibalization
81. Warlock Hump
82. X-Ray Hearing
83-93. ROLL TWICE, then Save to determine whether Player or DM gets to chose one
94-98. ROLL TWICE, sucks for you
99. CHRONIC MALADY, roll again and add effect each day, until dead
00. ROLL AGAIN, Effect is Infectious, and can be transferred to another being by contact with affected area, Save Negates

* But Not Where You’d Hope


UNRELATED LINK of the DAY: http://therustybattleaxe.blogspot.com/p/dungeon-links.html

Friday, April 5, 2013

This Week's Game; 'Fifty-Five Froglodytes!'

The Party has learned from their Neanderthal friends that the area known as The Cauldron is a roughly circular crater, ringed with five Obelisks, each containing a "path to somewhere else"... so they decide to return to the outer rim of cliffs, and circumnavigate the entire periphery, investigating each for a Gateway out of The Cauldron and back to Gnarth proper.

Dave the Caveman is assigned as a guide, although I doubt even his fearsome strength will keep him alive long in his present company... He leads them to a "shortcut"; a metallic pad in the jungle which Teleports to a similar pad near one of the Obelisks.  The Party is reluctant to take Teleportation advice from a Neanderthal, so Dave agrees to go first, if they promise to follow.  He neglects to mention the transport is one-way only.

Parn Mantises attack, but are dispatched w/o serious incident, and entry to the Obelisk is gained via the Magetti Stone.  Inside, a familiar sight: a glossy black pyramid, allowing transport to... somewhere else... just like the one they encountered when they first arrived.  From the darkness, a shuffle of raggedy zombies, Sleestak and Neanderthal, as per my devious plan, they were deemed beneath wasting valuable Spells upon, and were engaged in melee.  Half were downed in the first round, and then the wave of Ravebones (phosphorescent Skeletons, Hasted!) descended!  Dave manged to protect Rusty the Mage (his German Shepherd, Sarge, knew better than to bite these guys), but things looked iffy, so the Zombies were abandoned in favor of bashing their newer, Skeletal foes, but that meant an extra Zed attack on everyone at the end of each round, plus two hacks/rnd from the Ravebones.  From nowhere, a Stinking Cloud Spell!  The only one to Save is Centauri the Mutant Mastermind, who engages his Alter Mass, Telekinteic Arm, and Hypersight, and takes off into the air, seeking the source of the spell.  The Undead are called off of the incapacitated party (you're welcome!), and race toward their master, an Evil High Priest, Centauri Saves vs Paralysis, and proceeds to pummel the mage to death with his mace before his servants arrive, then, faced with all of them, uses his last few rnds of Mutations for the day to bug out... and the Undead, leaderless, simply disperse into the possible infinite darkness of the Obelisk.

The Gateway proves to lead to a post-apocalyptic ruined city, The Party wisely leaves before nightfall, avoiding the CHUD I had planned...

There aren't any noteworthy encounters en route to the next Oblelisk, and Centauri investigates the pyramidal Gateway, informs The Party that it leads to a cavern beneath the earth...  but which 'earth'?!  Is it their homeworld, or a tunnel complex in some asteroid, somewhere?  ...Knowing they can enter the Gate and return, they figure, Why Not?, and investigate, the subterannean chamber is empty except for the pyramid, and worn steps lead upward... The cave ends at a cliff face, overlooking a gigantic natural vault, the floor sprouting with massive mushrooms of varying shapes, bisected by a swift stream, bridged with mortared stone.  The opposite cavern wall features carved steps leading to a pillared cavern entry.

A massive but simple swing arm/pulley series/gondola, with rotating crank, allows for The Party to be lowered to the mushroom forest, but someone must stay behind and operate it, so Centauri volunteers, then uses Alter Mass Mutation to Feather Fall down to his companions.  Among the shrooms, they are soon surrounded and attacked by the degenerate Froglodytes, crawling out from under nearly all of the giant shroom caps.  Rusty the Mage NPC saves the day by casting Stinky Cloud on one side, and Web on the other, so that the Froglodytes can only approach along the narrow strip between the two hazards, rather than completely surround The Party.

Several rnds later, all usefull Spells, and most of the Party's HP are gone, along with most offensive and defensive Mutaions for the day... In desperation, Rose sounds the Horn of the Valkyrie (only 1 charge left, now!)... a glamorous, gleaming massacre of the final Froggies. Only Rusty escapes w/o injury, having hid in his own Webs.  Fifty-five Froglodytes meet a bloody end, but everyone except the Mage is infected with Froggy!

(In a gracious mood, the Valkyrie does not depart immediately after combat, as usual, but instead flies up to the cliff balcony, lowers the gondola mechanism, hauls up the battered Party, then departs with a wink!)

10GP Gems:
- Undead Swarm + Stinking Cloud Spell (the Undead are not, of course, affected) = Near TPK!

- Stinking Cloud is also useful to avoid being surrounded, and if worse comes to worst, one can always risk the dice and try to ditch enemies by running through it

- 'Evil High Priest" (EHP) Fill a few Spell slots with Magic-User Spells; it freaks out the Players!

Froglodyte:
Batrachian, subterranean humanoids, 4' tall, may either be degenerate savages, or slightly more advanced, speaking, weapon and armor using, a la Lizardmen.  Bite may cause Froggy Mutation.  Cure Disease applied immediately negates, otherwise, only Mutation-reversing tech, or the shroom-brewed antidote of the Froglodytes will reverse, and the smarter ones will use this to advantage.
(AC 7, HD 2, D BW or bite for 1d6, Save vs Poison or gradually develop Froggy Feature(s)(d4) in 1d4 days: 1 = Warty, 2 = Bulgy eyes, 3 = Squat and hoppy, 4 = Compulsive frog tongue)
  

Friday, March 1, 2013

Gnartian Mutations

Random Tables posted under my Pages, in the sidebar.  Lots of familiar faves, lifted from the Usual Sources, plus a few of my own.  Mute Up!

Monday, January 21, 2013

Gnartian Player Class, Mastermind



MUTANT MASTERMINDS (MM)
Start with one Random Good Mutation, plus one per CON bonus (three Mutations for 18 CON, two for 16, 17, one for 13-15).  One Mutation is gained for each lvl of experience.  To determine, the Player rolls for as many Mutations as the PC has lvls, then chooses one not already possessed from this list.  Each Mutation may be used no more than 1/day, and the total number of Mutation uses/day is equal to XP lvl + CON bonus.  Upon reaching 12th lvl, Masterminds automatically gain any one Mutation of their choosing per lvl.  Immune to Radiation Sickness, Radiation damage is halved (Save for 1/4), Immune to Mutation Defects/Drawbacks, able to communicate with sentients via Telepathy, though this is widely considered impolite.  Masterminds have an enlarged frontal cortex, usually making them recognizable as such, and has led to such appellations as Craniacs, Braniacs, and (less complimentary) Butt-Heads.  MM Attack and Save as Thieves, can use any weapon, but cannot wear metal helms or armor. 

Houserules: 
Saves vs Radiation = Paralysis/Poison, Save of 20 = gain Good Mutation, Fail of 1 = Bad Mutation
Saves vs Mutation Attacks/Effects = Spells/Magic.  CON bonus applies, or WIS bonus vs Mental Effects, domination, etc
Radiation 'Class" I -X, causing this # of d6 damage, Save for 1/2
If exposed to Radiation Class greater than the MM's level, his CON bonus is applied to his chances to gain a Good Mutation (instead of a natural 20, a MM w/an 18 CON would gain +3; so a Save vs Radiation of 17+ would grant a Good Mutation, if it doesn't kill him!)

My interpretation is a Mutation of the original stock: