TEXT: wisdom
  Wastelands
  From
  The
  By Derek Holland and the Skirmisher Game Development Group
  Inside this issue
  Variant Age Chart (Lazra) ......................... 2
  Multiple Age Charts
  (Giant Green Crayfish) ........................... 3
  Metamorphic Age Chart (Dekodec) ......... 4
  Issue #2: Monsters
  That Improve with Age
  Standard Age Chart
  Grape Mass
  No. Enc.:
  0 (2d12)
  Alignment:
  Neutral
  Movement:
  0’
  Armor Class:
  6
  Hit Dice:
  See chart
  Attacks:
  1 (vine)
  Damage:
  See chart
  Save:
  L (1/2 HD)
  Morale:
  12
  Hoard Class:
  See chart
  These plants have taken the strangler fig lifestyle to an
  extreme. Separate Grape Vines grow denser and denser to
  the point where they strangle trees, envelope structures, and
  cover city blocks. Eventually, they fuse into tree-like forms
  and the trees then fuse into a mass. Each mass can have as
  many as two dozen trunks and cover a square mile or more.
  L
  ike a fine wine, some monsters improve with age, and it is to them that this second thematic issue of Wisdom from the
  Wastelands is devoted! This publication is dedicated to providing useful information, game content, and ideas to
   players of modern, science fiction, and post-apocalyptic table-top and role-playing games in general and to fans of
  Goblinoid Games’ Mutant Future RPG in particular. The rules contained herein are compatible with it and any others that
  use the “Basic” system introduced in the most popular role-playing games of the early 1970s and are easily adaptable to many
  other games (especially successor systems, to include those covered by the Open Game License).
  An age chart can be a wonderful tool for Game Masters who want to scale monster encounters so that they are commensurate
  with the powers and artifacts possessed by the player characters. A chart of this sort is made up of three columns, one each for
  the age of a creature, its hit dice, and notes. Notes include damage, mutations, drawbacks, and anything else that affects the
  creature in or out of combat.
  There are a few alternate forms for these charts. Most have Hit Dice that increase by one per age level, a few do not. Some
  have hit dice that constantly increase, and some decrease after a certain level to represent the weaknesses of aging (I call
  these “elder age” charts). Some creatures can have multiple age charts, which represents changes in diet, habitat, proximity
  of other specific creatures, or exposure to certain elements, such as heat or radiation. In most cases, once a creature has
  started its path down one chart, it is restricted to that chart for its entire life. In rare cases a mutant can change growth charts
  but this means they have to survive exposure to an extreme of something, which could include radiation, chemicals, parasites,
  or disease. And, finally, there are those mutants that go through metamorphosis and have one or more age charts (e.g., a
  larval form might have one age chart and the adult form another).
  A number of examples follow.
  See the chart below for the mutations they gain as they age.
  The length of their vines, and later their branches, is one
  foot per hit die, to a maximum of 20’. When engulfing a
  building, the vines and branches do grow into rooms with
  sunlight and thus a mass can reach into shaded areas if
  attacking. As the masses grow larger, their weight increases
  to the point where all but the strongest structures will collapse.
  As the only creatures the masses do not attack are those less
  than a pound, the covered landscape is excluded from human
  habitation and home to many tiny creatures. The fruit they
  produce is popular with birds, and some intelligent bird and
  
  2
  Wisdom from The Wastelands
  insect mutants barter them with human populations for
  artifacts that can aid in their survival and comfort. So far the
  only known limitations on their growth are climate — they
  do not reach mountain tops or invade deserts — and salt
  water. Although they are subject to being eaten by herbivores,
  the adult vines are just too powerful to be consumed by any
  but the largest creatures.
  Mutations: natural vegetal weapon, special.
  Age (Years)
  Hit Dice
  Notes
  0-1
  2
  One natural vegetal weapon (d4 damage), HC VI
  2-5
  3
  Two natural vegetal weapons (d4 damage), HC VII
  6-10
  4
  Vine damage increases to d6/d6, HC XII, XIII
  11-20
  8
  Gains grenade-like fruit, vine damage increases to d8/d8, HC XII, XIII
  21-50
  12
  Fruit damage increases to 3d6, four natural vegetal weapons (d8 damage), HC XVIII
  51-100
  20
  This is when the vines fuse into trees, the four vine attacks become eight branch attacks
  (d10 damage) and they gain one more grenade-like fruit attack (two total), HC XVIII
  101-500
  20 per trunk
  Trees fuse into a mass, number of attacks is dependent on number of trunks,
  HC XV, XVIII, XXII
  501+
  20 per trunk
  Masses start to fuse at this point, the whole can cover square miles, HC XV, XVIII, XXII
  (X number of masses)
  Variant Age Chart
  Lazra
  No. Enc.:
  d4 (2d6)
  Alignment:
  Neutral
  Movement:
  90’ (30’)
  Burrow 30’ (10’)
  Armor Class:
  6
  Hit Dice:
  See chart
  Attacks:
  2 (claws)
  Damage:
  See chart
  Save:
  L (1/2 HD)
  Morale:
  5
  Hoard Class:
  VI
  Lazra are asymmetrical mutant moles that hunt on the surface
  and sleep underground. The males’ right paws and the
  females’ left paws are much larger than their other paws.
  Both sexes fight for mating rights and it is not unheard of
  for the loser to be disemboweled. Lazra can grow to the size
  of large dogs. They feed on insects and other small creatures
  that live on and just under the soil surface and find them by
  scent. They dwell in hollow trees and stream banks in small
  groups for defense. There is always a guard by the entrance
  and any non-Lazra attempting to get in will be viciously
  attacked. Young are born in mid-summer and leave the nest
  after a year, looking to find their other groups to live with
  and to ensure inbreeding does not occur. The eldest Lazra
  collect static electricity and zap creatures they come into
  contact with. One of the only reasons people pay attention to
  Lazra is their tendency to cause minor landslides by
  burrowing, which can cause all manner of trouble. There is
  also the fact that their pelts are waterproof, and some aquatic
  people pay good money for Lazra pelts as they can be used,
  among other things, to make air filled containers to hold
  artifacts damaged by excessive moisture. Pelts cannot be from
  the eldest individuals, however, because of an ability to collect
  and discharge electricity that may short out electronics (but
  which is not powerful enough to be adapted into weapons).
  Mutations: aberrant form (natural attack), bizarre
  appearance, gigantism, natural armor, vision impairment.
  Age (Months)
  Hit Dice
  Notes
  0-4
  2
  Claws do d3/d2 points of damage
  5-8
  2+4
  Movement increases to 120’ (40’), burrow 60’ (20’)
  9-12
  3
  Claws do d6/d3 points of damage
  13-16
  3+4
  Armor Class decreases to 5, becomes an adult
  17-20
  4
  Claws do d8/d4 points of damage
  21+
  4+4
  Burrow increases to 90’ (30’), gains energy-retaining cell structure
  
  Issue #2: Monsters that improve with age
  3
  Multiple Age Charts
  Giant Green Crayfish
  No. Enc.:
  d8 (5d10+20)
  Alignment:
  Neutral
  Movement:
  180’ (60’)
  Swim 90’ (30’)
  Armor Class:
  6
  Hit Dice:
  See charts
  Attacks:
  3 (2 claws and variable)
  Damage:
  See charts
  Save:
  L (1/2 HD)
  Morale:
  10
  Hoard Class:
  XII
  The Giant Green Crayfish is a eusocial animal (i.e., it has an
  ant- or termite-like social structure). This mutant is restricted
  to forests and creates hives within and beneath living trees,
  keeping the host tree alive by secreting chemicals that
  stimulate growth. The trees not only grow faster but they
  also flood their heartwood with water as a reaction to the
  chemical excretions. Unlike insects, crustaceans grow
  throughout their adult lives and the Giant Green Crayfish is
  no exception.
  There are four known castes. The young workers and
  soldiers are kept together for the first week of their lives and
  most people cannot tell them apart. Warriors are an offshoot
  of the soldier and, although cannibalism is uncommon except
  in times of extreme hunger, reproductives are kept apart, as
  they are too rare to risk the chance the other young might
  consume them (and in times of famine soldiers will consume
  workers, especially to protect the reproductive).
  Workers grow up to eight feet in length and to as much
  as 150 pounds. It collects plant and animal material from
  the surrounding area to feed the whole colony. Using water
  produced by the trees under which the lives, the workers are
  able to turn the soil around the hive into a thin mud that
  allows its members to swim through the soil and yet still
  keeps the surrounding trees immobile. Any creature walking
  onto the mud will immediately sink and could possibly drown.
  In addition to their claws, the workers have tail fins that can
  be used for defense. About 75% of the members of a colony
  are workers.
  Soldiers are basic protectors of the colony. They grow
  up to 10 feet in length and up to 200 pounds. Soldiers use
  their poisonous claws and nasty bites to rend flesh from bone.
  If their poison does not kill an intruder, a combination of
  bite and claw will usually do the trick. There are always a
  few soldiers stationed at the various entrances to a colony.
  About 20% of the members of a colony are soldiers.
  Warriors only appear if the hive is about to be overrun.
  They are older soldiers that go through an amazing growth
  spurt, one that takes 3d4 minutes and will kill them in a
  matter of hours. The change is triggered when the water is
  full of blood and hormones. The largest warriors are up to
  20 feet in length and weigh as much as 500 pounds. In
  addition to their claws and bites, warriors also possess the
  mental mutation telekinesis. They use this mutation to trip
  or capture opponents (save versus stun or fall, or be
  immobilized if already prone). Warriors are not normally
  found in colonies.
  Reproductives are kings and queens. Each can reach
  up to 15 feet in length and weigh up to 275 pounds. A large
  colony will contain several pairs. These creatures are more
  lethal than soldiers and possess a massive growth of spines,
  which they can remove and throw at targets up to 50’ distant.
  This ranged attack is in addition to their claws. Despite being
  kings and queens, these creatures are not intelligent and do
  not have any control over the hive and the other castes. If
  one is slain, more reproductives can be created by elder
  workers undergoing a metamorphosis, triggered by the lack
  of pheromones from the slain reproductive. All the potential
  reproductives transform quickly, taking three days to do so.
  Once the metamorphosis is complete, the reproductives start
  producing eggs and larvae to replace any losses that have
  occurred. Usually, only 5% of a colony are reproductives. If
  a colony suffered a loss of its reproductives and many of its
  workers and warriors, then this number might be anywhere
  from 1% to 80%, as the eldest of the remaining workers
  transform.
  Mutations: gigantism, natural armor, special.
  
  Worker
  Age (Weeks)
  Hit Dice
  Notes
  1-4
  2
  Claws do d4 each, tail does d4
  5-8
  3
  Claws do d6 each, swim movement rate increases to 120’ (40’)
  9-12
  4
  Claws do d6+1 each, AC decreases to 5
  13-16
  5
  Claws do d8 each, tail does d6
  17+
  6
  Claws do d8+2 each, tail does d6+1, can become reproductives
  Soldier
  Age (Weeks)
  Hit Dice
  Notes
  1-4
  4
  Claws do d6 each, bite does d8, gains toxic weapon (poison class 4)
  5-8
  5
  Claws do d8 each, poison class 5, AC decreases to 5
  9-12
  6
  Claws do d10 each, poison class 6, AC decreases to 4
  13-16
  7
  Claws do d10+1 each, bite does d10, poison class 7
  17-20
  8
  Claws do d12 each, poison class 8, AC decreases to 3, can become warrior
  21+
  9
  Claws do d12+2 each, poison class 12
  Warrior
  Age (Hours) Hit Dice
  Notes
  0-1
  10
  Claws do 4d4 each, bite does d12+2, poison class 12, AC decreases to 2, gains neural telekinesis
  2-3
  12
  Claws do 5d4 each, bite does 3d6, poison class 14, AC decreases to 1
  4-5
  14
  Claws do 5d6 each, bite does 3d6+4, AC decreases to 0,
  penalty to save of neural telekinesis is -4
  6-7
  16
  Claws do 5d8 each, bite does 3d8+4, AC decreases to -2
  8
  N/A
  Dead
  Reproductive
  Age (Weeks)
  Hit Dice
  Notes
  1-6
  7
  Claws do d8 each, spines do d10, AC decreases to 4
  7-12
  8
  Claws do d10 each, AC decreases to 2
  13-18
  9
  Claws do 3d4 each, spines do d12 each, AC decreases to 0
  19+
  10
  Claws do 3d6 each, spines do 3d6 each, AC decreases to -2
  Metamorphic Age Chart
  Dekodec Larva
  No. Enc.:
  0 (3d4)
  Alignment
  Neutral
  Movement:
  60’ (20’)
  Armor Class:
  8
  Hit Dice:
  See chart
  Attacks:
  2 (tentacles)
  Damage:
  See chart
  Save:
  L (1/2 HD)
  Morale:
  4
  Hoard Class:
  None
  Dekodecs are extremely mutated giant ants. Their grubs have
  proto antennae that give them excellent senses of touch and
  smell. They have no eyes, legs, or wings but do have a pair
  of five-foot-long tentacles that emerge from their abdomens
  and are used to rend prey. The grubs are never found outside
  a colony unless taken by a predator or person wanting an
  unusual pet. Adults will abandon their offspring if the colony
  is attacked by overwhelming forces, something that keeps
  their population down. As the larvae grow, they gain toxic
  spines on their tentacles that inject a class 11 poison meant
  to subdue larger and larger prey. They also gain the ability to
  fly psionically, just before they transform, and the density
  alteration (others) mutation, which is used in self defense.
  This is actually quite handy underground, as creatures
  attacking the larva can be made so large that they cannot
  move through the tunnel or chamber.
  Mutations: aberrant form (extra body parts, natural
  weapon), gigantism, increases sense (smell, touch).
  4
  Wisdom from The Wastelands
  
  Age (Weeks)
  Hit Dice
  Notes
  0-1
  1
  Damage d4/d4
  2-3
  2
  Tentacles grow to 10 feet length
  4-5
  3
  Damage d6/d6, gains toxic weapon
  6-7
  4
  Gains psionic flight, fly movement rate is 90’ (30’), gains density alteration (others)
  8+
  N/A
  Transforms into adult
  Age (Months)
  Hit Dice
  Notes
  0-2
  3
  Bite does d6
  3-5
  4
  Gains aberrant form (natural attack), horns do d8 points of damage
  6-8
  5
  Bite does d8, horns do d12, AC decreases to 4
  9-11
  6
  Gains caustic spit, gains bizzare appearance
  12-15
  7
  Bite does d10, horn does 3d4+2, gains telekinetic attack
  16
  N/A
  Dead from natural causes
  Dekodec Adult
  No. Enc.:
  d4 (d6)
  Alignment:
  Neutral
  Movement:
  120’ (40’)
  Fly 150’ (50’)
  Armor Class:
  5
  Hit Dice:
  See chart
  Attacks:
  1 (bite)
  Damage:
  See chart
  Save:
  L (1/2 HD) +1
  Morale:
  4
  Hoard Class:
  XII
  Unlike most insects, Dekodecs do continue to grow after
  becoming adults. They replaced their wings with psionic
  flight and this has made such growth possible. Initially, they
  look like giant ants but change significantly over time and
  grow horns and jumping legs, and gain the abilities to project
  a caustic adhesive from their abdomen and make telekinetic
  attacks. This spit does d8 points of damage the first round,
  d6 the second, and d4 the third; it also acts like strength 16
  glue until it wears off (in four rounds). The organ that
  produces this acidic glue is a massive horn that grows from
  behind the head. The telekinetic attack forces the opponent
  to save versus stun or be held down. The adult cannot attack
  a creature it is holding, due to the need for concentration,
  but another Dekodec or creature can. The only reason that
  Dekodec colonies are so small is their constant retreat and
  abandonment of their larvae when facing difficult odds.
  However, this also allows them to survive in cases when giant
  ants would be exterminated, as they quickly set up new
  colonies 10 to 50 miles away.
  A close cousin has the ability to produce silk that acts
  like a gill. It has taken to the water and swims with its
  telekinesis. Other than having an increased ability to resist
  drowning (triple standard time), they are identical to normal
  Dekodecs.
  Mutations: aberrant form (extra body parts), density
  alteration (others), gigantism, increased sense (smell, touch),
  psionic flight.
  Check out wisdom from the wastelands online!
  Skirmisher Publishing LLC has got a section of its website
  dedicated to material for Mutant Future and other post-
  apocalyptic games in general and content tying in with
  this publication in particular. This gives readers the
  opportunity to obtain free bonus content, post their own
  material, and comment on this publication and
  Skirmisher’s support for the genres it covers overall.
  Content recently posted includes an example of
  another creature with Multiple Age Charts, the Chitter, a
  giant mutant squirrel that it has several forms. We have
  provided full stats for the Forest, Plains, and Ruins
  Chitterers — and  will post the best stats and descriptions
  provided by readers for the hulking Water Chitterer!
  Just go to http://skirmisher.com/forum/38 for more.
  Issue #2: Monsters that improve with age
  5
  
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