Showing posts with label mutant. Show all posts
Showing posts with label mutant. Show all posts

Wednesday, October 22, 2014

XXVc Update + New Game Art

I was reminded the other night that it's been a while since I posted here. Well, my online XXVc game came to an end (temporary? permanent? can't say fo' sho') because one of my players thought I was running the game just for him, apparently. 

Since then I got invited to an AD&D 2e Dark Sun game and have offered to run XXVc for them whenever the DM wants a break. I also started a one-on-one XXVc game which I'm looking forward to. A face-to-face game can be a jolly good time, in my opinion.

So, I have a couple of things to show today. One is a money card for the Firste (sic) Luna Bank, which I've renamed LunaBanc. No reason to do it- I just needed to scratch an itch. The second is for an idea I had to develop the sadly and sorely underdeveloped Solar Alliance, RAM's puppet organization on Earth.

I'm using as a model the Earth Republic of Syfy's tv series Defiance, of which I am a fan. One of the tasks I assigned the SA was to be the bug in Earth's ear about mutants and the first thing that came to mind was propaganda posters. Everyone loves a propaganda poster, so I spent the last couple of days working on one. 

First up is the LunaBanc card. It's supposed to be an aluminum-like metal with a laser-etched holographic "water mark" of an olde tyme image of the Moon. Of course, when i say "laser-etched holograph" I mean whatever the 25th century version of that would be. It's not flashy, it's just a viso-prop.


Click me.


And next is the Solar Alliance's anti-mutant poster that one might find posted up in a North American Regency sprawl. This one has obviously been out in the weather for a while.


Click for the full sized (but not life sized) view.

I'm gonna do more of these, because this one was a ton of fun to do. They'll get better as I go, but I think this one is a pretty nifty first effort. More XXVc-inspired art coming soon!

Sunday, May 5, 2013

...And to Every Overlord, a Mutant.

A couple of years ago I was working on a Gamma World 1e game that involved a marauding army of mutants. The mutants were the Friends of Entropy, lead by Jim Ward's own munchkin Mary Sue, Blern the Stranger. Anyone who has played GW should know what the F.O.E. is. The very obscure Blern, on the other hand, comes from a story written by Ward and of whom I'll write more about in a later post.

From left to right: Strong mutant, Agile mutant, Tough mutant. The guy behind them is obviously a demon, so he doesn't count.

Long story short, I needed some generic mutants to fill out large groups of opponents as you would find in the army of Blackwolf, the villain of Ralph Bakshi's post-nuke epic Wizards. Orcs, basically. Cannon fodder.

These humanoids make up troops for evil mutant overlords. They are all essentially the same save for their respective mutant powers. They should all supplied with the same weapons, usually Tech Level II or III, for ease of implementation. Since these guys are fodder they shouldn't have high hit dice, except for the Toughs. I would recommend adjusting the number appearing rather than AC, HD, etc for more powerful parties. The mutations need not be applied to every single mutant of that type. Maybe just give them to the squad leaders or whatever.

TOUGH MUTANT
No. Appearing: 1-10
Armor Class: 5
Movement: 8
Hit Dice: 18
Mutations: Heightened Constitution
STRONG MUTANT
No. Appearing: 1-10
Armor Class: 6
Movement: 10
Hit Dice: 12
Mutations: Heightened Strength 
Strong mutants add three dice to melee weapon damage

AGILE MUTANT
No. Appearing: 1-10
Armor Class: 7
Movement: 12
Hit Dice: 8
Mutations: Heightened Dexterity

After that, just add visual touches (horns, weird skin colors, etc) and you should be good to go.