TEXT: wisdom
  Wastelands
  From
  The
  Inside this issue
  Broom of Doom ........................................ 2
  Hairy Star ................................................... 2
  Kettle .......................................................... 2
  Zander ........................................................ 3
  New Mutations ........................................... 3
  New Energies ............................................ 5
  ne mutation that could greatly influence a campaign setting and its population is plane shift. Once a planar gate is
  opened, anything that comes through will affect the Mutant Future world. New arrivals could include seeds, spores,
  eggs, creatures, diseases, energy, technology, or even changes in the laws of physics. This issue provides a few
  example creatures, mutations, and energies from alternate realities.
  Issue #7: Planar
  Creatures & Concepts
  By Derek Holland and the Skirmisher Game Development Group
  o
  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 material 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).
  Broken Seal
  No. Enc.:
  1 (0)
  Alignment:
  Chaotic
  Movement:
  Swim 90’ (30’)
  Armor Class:
  6
  Hit Dice:
  4
  Attacks:
  1 (touch)
  Damage:
  4d6
  Save:
  L2
  Morale:
  12
  Hoard Class:
  None
  Broken Seals are strange creatures which are the size and
  rough shape of the eponymous sea mammal but appear to be
  made from melting rubber and dripping with an acidic mucus.
  After passing through a planar gate, the creature will be in
  obvious agony and lash out at everything nearby. Broken
  Seals cannot survive contact with air for very long and each
  round of exposure inflicts 1d6 points of damage as the
  creatures rapidly dry out. In fact, they cannot even move on
  land, and just flop in place. Even if Broken Seals are in water
  (either fresh or salt), their bodies still dry out, but they can
  survive for much longer and only take 1d6 points of damage
  per hour. They swim fairly well but still thrash from the pain,
  which slows them considerably.
  Broken Seals are a threat to anything that touches them,
  as their corrosive slime is sticky and hazardous and can be
  removed only with alcohol and contained by neovulcanium.
  When Broken Seals die, their corpses dissolve the ground
  they lie on, eventually creating holes that can be as much as
  100 yards deep. Scavengers, even bacteria, do not consume
  the corpses, which take a long time to finally break down.
  Despite — or, rather because of — their hazardous nature,
  Broken Seals are more common in the Mutant Future world
  than one might think, and their acid is popular with some
  groups of mutants, which transport the creatures to this plane
  so they can harvest the seals’ acid to use as a weapon (3d6
  damage). Such mutants make no effort to keep the Broken
  Seals alive and take the acid once the creatures are dead.
  Mutations: dermal acid sap (variant), epidermal
  susceptibility, special.
  
  2
  Wisdom from The Wastelands
  Broom of Doom
  No. Enc.:
  1 (0)
  Alignment:
  Neutral
  Movement:
  Fly 150’ (50’)
  Armor Class:
  5
  Hit Dice:
  25
  Attacks:
  Special
  Damage:
  Special
  Save:
  L15
  Morale:
  12
  Hoard Class:
  XII
  Brooms of Doom (BoD) are huge creatures that appear as
  75’-diameter balls covered with straw-colored hair up to 150’
  long. The hair hangs down and is used to capture prey; any
  creature below the BoD and within reach of the hair is
  attacked and must save versus poison at -6. Those failing are
  paralyzed for 2d4 hours, more than enough time for the BoD
  to draw them up for consumption. BoD compact themselves
  into 10’-diameter spheres when resting and in this form they
  can fit through a plane shift gate. BoD do not have to deal
  with flying predators on their home world and their inability
  to defend their sides or tops is a weakness that keeps them
  from expanding into a top-level predator. Also, their hair
  burns very easily, so any fire damage they take is increased
  by 50%.
  Mutations: frailty (fire), toxic weapon, webbing (new).
  Hairy Star
  No. Enc.:
  1 (0)
  Alignment:
  Neutral
  Movement:
  150’ (50’)
  Armor Class:
  7
  Hit Dice:
  9
  Attacks:
  1 (bite)
  Damage:
  3d4
  Save:
  L5
  Morale:
  7
  Hoard Class:
  None
  These strange creatures appear similar to brittlestars or a
  form of mobile sea lily but are gigantic and their 30’-diameter
  bodies covered with six-dozen heavily-furred arms colored
  in vivid schemes of purples, reds, and yellows. At the end of
  each arm, Hairy Stars have eyespots that can detect
  movement, but little else (vision impairment). The majority
  of the creatures’ sensory organs are located on their
  undersides, along with a dozen small, weak tentacles and a
  beak, well-suited for finding and gathering food. On their
  home world, Hairy Stars feed on insects and other small
  creatures in the soil, but on this plane they are reduced to
  eating stones with chemical compositions similar to their
  food, an accommodation which barely sustains them. In fact,
  most Hairy Stars starve to death within a week of arriving.
  Creatures that attack or pester a Hairy Star will be bitten but,
  should the attacker prove a grave threat, the Hairy Star will
  drop a still-wiggling arm and attempt to escape. These bites
  are a serious danger because the stars’ saliva contains a very
  unusual toxin that will cause any victim failing a save versus
  poison to slowly transform into an ooze over 1d4 weeks (use
  gray ooze or black pudding stats based on the size of the
  victim).
  Mutations: aberrant form (xenochemistry) (new), vision
  impairment (drawback), toxic weapon.
  Kettle
  No. Enc.:
  d4 (0)
  Alignment:
  Neutral
  Movement:
  180’ (60’)
  Armor Class:
  4
  Hit Dice:
  5
  Attacks:
  4 (tools)
  Damage:
  d4/d4/d4/d4
  Save:
  L5
  Morale:
  10
  Hoard Class:
  Special
  Kettles are living clockwork machines that come from a
  steampunk plane. The laws of physics allow their continued
  existence in the Mutant Future world, and Kettles have even
  adapted to thrive among this plane’s junkpiles. Each creature
  is an individual, and each has a very unique appearance;
  most Kettles are made of wood and metal, but they can be
  made of anything from flesh to ice to stone. Despite this
  varied material composition, the energy powering Kettles
  makes them all identical mechanically (i.e., in game terms),
  and the creatures do not suffer penalties related to their
  makeup (e.g., an ice Kettle will not take extra damage from
  fire). When destroyed, this energy leaves the Kettle, which
  then collapses into a pile of its constituent, normal, materials.
  Kettles have become a serious danger to this world. It
  seems the transfer from their home plane corrupted their
  minds and, while they were originally created to repair
  
  Issue #7: planar creatures & concepts
  3
  machinery, they now can think of nothing beyond
  reproduction. Kettles are sapient but, if not building an
  “offspring,” they become agitated, violently tearing up
  everything nearby. As any object, building, or entity can be
  used to make a Kettle, the creatures are never far from raw
  materials. Once constructed, the new Kettle needs only a
  transfer of the parent’s energy to become active.
  Mutations: special.
  Zander
  No. Enc.:
  1 (0)
  Alignment:
  Neutral
  Movement:
  120’ (40’)
  Climb 90’ (30’)
  Armor Class:
  5
  Hit Dice:
  6
  Attacks:
  1 (slam)
  Damage:
  4d4
  Save:
  L3
  Morale:
  10
  Hoard Class:
  None
  Zanders are arboreal hunters that look like 12’-long spines
  or tusks, 8-15” in diameter, and covered in small tentacles.
  The species is named for Zander, the first human slain by
  this creature, although there are other names for it, including
  tree-spear, gut spike, and skull spike. Zanders have adapted
  to life in this universe fairly well, although they are extremely
  solitary and mark their hunting grounds with odors to keep
  each other out (because the marking smells like grease or
  motor oil, it also lures in gearhead scavengers). The largest
  territories can be several dozen square miles but dangerous
  trees or a lack of them usually mean this area is much smaller.
  These carnivorous creatures hunt by dropping from
  above, spearing their prey and releasing 1d4+1 finger-sized
  barbs into the victim. These barbs work like bee stingers,
  being difficult to remove from the flesh, and constantly
  releasing a class 4 poison for the first eight rounds it is
  embedded. After a Zander hits, it moves away from its prey,
  allowing the poison to kill and minimizing danger to itself.
  Should the victim move, each barb also inflicts 1d2 points of
  damage per round of activity. Because Zanders only have 20
  barbs to use per day, they does not use more on a creature
  already barbed and poisoned. Once a victim is dead, the
  zander consumes it with tiny mouths hidden at its base, then
  climbs back into the trees using its tentacles. Zanders are
  popular trophy creatures with some mutant tribes, so more
  of them will be released into the Mutant Future world for the
  foreseeable future.
  Mutations: toxic weapon.
  NEW MUTATIONS
  Aberrant Form (Xenochemistry) (D)
  This mutation first appeared in the Skirmisher Publishing
  LLC sourcebook Creatures of the Wastelands and can be
  found online on a section of the Skirmisher Forum dedicated
  to this publication, at http://skirmisher.com/node/437.
  Alter Flavor
  The mutant can alter the flavor of any object it touches. The
  effects are permanent and can remove a food’s bad taste or
  disguise toxic substances.
  Chemical Gland
  The mutant has a new organ allowing it to produce one
  substance. This material could be industrial (e.g., glue),
  medicinal (e.g. stim-shot A), toxic, or just about anything
  else, and the GM and player must work together to decide
  which substance is created. The number of doses produced
  per day equals three plus the mutant’s Willpower score
  modifier, with a minimum of one dose.
  Chemical Gland, Adaptive
  This functions as a normal chemical gland except that the
  substance produced by this chemical gland can be changed
  once per week. This process requires that the mutant have
  been exposed to the substance in question.
  Filter Food
  The mutant’s mouth has been altered so that it can only feed
  on very small animals, seeds, spores, and the like. The fungal
  spores ever-present in the air means the mutant will not starve
  to death but, unless a good source of food is discovered, the
  mutant will weaken, suffering a -2 Strength penalty (or a -2
  to hit penalty for monsters), and only able to move at half its
  standard movement rate.
  Filter Light
  The mutant’s eyes are altered, able to select what kinds of
  
  4
  Wisdom from The Wastelands
  light it will see. This means the mutant is immune to physical
  illusions (although mental illusions still work), glare, and
  blinding attacks. If the mutant is surprised, it can be blinded
  but receives a +6 bonus on its saving throw.
  Filter Sound
  The mutant’s ears have been altered so that it can select what
  kinds of sound it can hear. It is immune to non-damaging
  sonic attacks, and has a +2 save bonus versus damaging sonic
  attacks.
  Imprint Data
  The mutant can store memories or emotions on objects. Up
  to one hour of memories can be stored per 10 pounds. The
  imprinted information can be read by anyone who touches
  the object and wills it to reveal the stored memory. The object
  will lose the memories or emotion after one week.
  Induce Mutation
  With a touch, the mutant can cause a mutation or drawback
  in others, the effect lasting one day. The mutation or drawback
  in question is rolled or selected when this mutation is
  obtained. Some MLs may want to restrict it to the mutant’s
  existing mutations and drawbacks but that is not required.
  Inflict Pain
  The mutant’s touch causes agony. Those struck must save
  versus death or suffer debilitating pain for 2d4 rounds, which
  inflicts a -6 penalty to hit, +6 penalty to AC, and -50% penalty
  on technology rolls.
  Mental Phantasm, Species Specific
  The mutant produces illusions that only affects others
  members of its race. These images are usually used as a form
  of communication that other species cannot detect, but some
  species use this power to prey on their own kind. In all other
  ways, treat this ability as the mental phantasm mutation found
  in the Mutant Future core rulebook.
  Modify Mutation, Others
  With a touch, the mutant possessing this power can alter
  another’s mutations. This can mean modifying a save related
  to the affected mutation by +/-2, making some cosmetic
  changes, or slightly mitigating a drawback. The target can
  make a save versus poison to avoid an undesired change.
  This mutation can be used three times per day and the result
  lasts for one hour.
  Modify Mutation, Self
  This power allows a character to manipulate another one of
  his mutations, which must be selected or rolled for when
  this mutation is obtained. The mutant is able to affect an
  applicable save, if any, by +/-2; increase or decrease damage
  by three points per die; modify a poison’s intensity by two
  levels in either direction (or allow the mutant to have two
  different kinds of poison); or slightly mitigate a drawback
  for up to eight hours per day.
  Restore Life
  The mutant can bring back the dead for a short time,
  temporarily restoring the target character’s life, personality,
  and intelligence (rather than merely animating them). The
  brain and whatever contains it (e.g., a head) must be intact.
  The recipient will be alive until the head is destroyed, or 36
  hours have passed. A dead character can be restored only
  once with this power (although some other might be employed
  thereafter). There is no save against this effect.
  Summon Ghost
  The mutant can bring forth a dead creature’s memories as a
  phantom. The figure can be seen and heard for an hour,
  during which time the mutant is free to question it and the
  “ghost” will answer to the best of its ability and knowledge.
  The mutant must touch some of the creature’s remains, which
  can be anything from a corpse to ashes. After fading, the
  ghost cannot be brought back again by this mutant, although
  others with the power can each bring back the same person
  one time. In some rare communities, remains of dead leaders
  are kept available so that they can be contacted for advice
  during times of dire need.
  Unique Sense, Cosmic
  This mind-bending new form of unique sense allows the
  possessor to see the fabric of the universe. The mutant is
  able to detect everything within 30’ but is unable to do
  anything while using the sense (usually a third eye). Over
  time, using this mutation erodes the mutant’s sanity and a
  save versus death is needed every tenth use. Failure means
  the mutant becomes catatonic or falls into a coma, permanent
  conditions unless the mutant is healed by a telepath (who
  may go into a coma himself, depending on the memories he
  must confront).
  View Descendants
  This mutation provides a glimpse of the future — sort of. By
  touching any living creature, and activating this power, the
  mutant is able to see all the entity’s possible descendants for
  10 generations, and their major accomplishments, if any.
  Rulers use this mutation to control their living legacy by
  selecting those of their brood most likely to survive and thrive.
  Webbing
  The mutant produces silk in a caterpillar-like manner (i.e.,
  from the mouth). Up to 25’ of rope can be produced per day,
  a process taking about 10 minutes. The silk line is not sticky
  but can be used to make traps, like any other string or rope.
  The webbing decays in three months.
  Wormhole
  The mutant can open a 10’x10’ hole in space-time connecting
  any two points within 300 miles of each other. Some mutants
  use this mutation to crush opponents (e.g., by bringing orbital
  junk to earth), while others use it for transport. The power
  can be used once per day and the wormhole remains open
  for 10 rounds.
  
  Issue #7: planar creatures & concepts
  5
  NEW ENERGIES
  When characters use the plane shift mutation to open gates
  to other universes, strange energies are sometimes released
  into the Mutant Future world, causing bizarre phenomena.
  Sometimes these result from the effect of actual energies,
  while other times they occur when different physical laws
  from other universes bleed into the Mutant Future reality.
  Animator
  This form of energy mutates and/or animates machines; even
  scrapped robots can be warped and brought to life. Roll d4+2
  times on the physical mutations chart to see what powers the
  affected machines gain. Generally, this energy radiating from
  a gate affects all machines within 200’. Active, intelligent
  machines can save versus stun to avoid this effect.
  Biocide
  This energy kills living things. It may target a single species,
  those with a specific mutation or trait, or have a much broader
  effect. Some variations cause damage (1d4 to 5d20 points of
  damage per round), while others simply destroy (save versus
  death). The typical range for this effect is 50’.
  Brain Twister
  Some energies alter the behavior of creatures within the field.
  In game terms, this could mean an alignment change or
  gaining a mental drawback. The typical range is 100’. A
  save versus death negates the effect while a particular gate is
  open. If another gate spilling this energy is opened, everyone
  in range must save again.
  Gravity Ripples
  Every round the gate is open, the gravity within 1,000’ of it
  changes. Roll 1d20 to determine the exact effects. On 1-10,
  the number of gravities (Gs) the area increases by the number
  rolled. On 11-20, the local gravity decreases to 9/10ths, 8/
  10ths, etc., with a 20 producing a result of 0 G. Some gates
  produce the same gravity effect every time they are opened
  but, for some unknown reason, ripples are more common,
  requiring a roll for effect each time a gate is created.
  Magic
  Almost any spell from any game or other source (e.g., film,
  novel, game) can be replicated with planar energies.
  Mental Parasites
  These creatures are made of energy and can only exist within
  a biological creature or a machine — any machine, including
  those without computers (i.e., even a see-saw could have a
  parasite, albeit a very bored one). When they arrive through
  a gate, most parasites have only a few minutes to find a host.
  Each “species” has unique requirements and characteristics:
  some parasite forms must have a host to themselves, while
  other forms can share a host with thousands of the same
  creature; some types could spread through touch, short range
  through air, wires, or even radio waves, while others
  reproduce; some are intelligent and care for their hosts’ well-
  being, others are analogous to viruses.
  Time Slip
  Those within 25’ of this gate are thrown into some other
  time — which could be forward or backward and anywhere
  from a few minutes to a billion years. Some mutants who
  have access to these time streams can use them as a form of
  escape. Mutant Lords are encouraged to deal with time
  paradoxes in their own fashion.
  Transformation
  This effect can be anything: growing a wart, morphing into
  a mental parasite, becoming pure energy (which may or may
  not have the same effect as the initial energy). The mutation
  charts are handy guides for possible transformations, but they
  can also be limiting, so consider using them as basic examples
  or inspiration for other changes.
  Translocation
  Those within 25’ of these energies are thrown to another
  location, which could be anywhere within or even outside
  the universe (although most locations are limited to a few
  hundred miles).
  Transmutation Field
  A wide variety of energies can cause transmutations, somehow
  changing one element or substance to another (like a
  polymorph spell that affects elements or molecules, rather
  than whole objects). The changes might be immediate or
  take centuries, there can be intermediary forms, or there can
  be energies that the elements absorb or release. In some cases,
  certain elemental mixtures (like living creatures) are immune
  to being changed, but in most instances these are just as
  vulnerable as another material that contains that element or
  substance. This change usually kills or weakens the affected
  creatures (e.g., a tree hit with energy that transmutes carbon
  into iron will result in a dead metal tree that has some other
  elements mixed in with the iron). The transmutation can
  also produce atoms with familiar weights but different
  characteristics (i.e., alien elements not on the periodic table).
  
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