TEXT: wisdom
  Wastelands
  From
  The
  By Derek Holland and the Skirmisher Game Development Group
  Issue #14:
  Aggregates
  Inside this issue
  Brain Worm and Brain Lasher, Green Hide
  and Chicken Wolf ................................... 2
  Shrimp and Giant Catfish, Water Mold
  and Glue Flower ...................................... 3
  Water Mold and Kelper, Water Mold and
  Null Plant ................................................. 4
  New Mutations ........................................... 5
  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).
  h
  Aggregates are composite creatures that result from
  endosymbiosis, the changes that develop from a host and a
  symbiont living as one. This is similar to transformations
  (see Wisdom from the Wastelands Issue #12: Parasite
  Mutations/Transformations), but rather than one individual
  host creature being infected by a single parasite, the
  aggregation process describes how two species merge over
  generations. Because host and symbiont adapt to one another
  at a slower rate than in transformations there tend to be fewer
  drawbacks for both — at least in the later steps. Many
  aggregates do not survive the initial infection or bonding
  process, and it is only through large numbers of the host
  species and symbiont species combining that a new species
  eventually develops. In most combinations, only the initial
  bond is necessary; because a symbiont lives inside a host, it
  can access the host’s reproductive tract and can add its
  gametes to the host’s, so they reproduce simultaneously. Over
  a very long period of time, the symbiont and host may
  exchange genes, but most Mutant Lords probably do not run
  games lasting hundreds of generations.
  Aggregates form because mutations in either the host or
  the symbiont species affect them both. Because of this, each
  combination of species produces very different aggregates.
  And, unlike transformations, aggregates have no real end
  aving another creature living on or inside your body is not a thought most would enjoy. Nor is the idea of having the
  same type of creature living inside a child and grandchild, joining generation after generation, until, over time, the
  two species gradually merge. But, this already happens. Humans and termites rely on intestinal bacteria to aid
  digestion, lichen are the synthesis of fungus and algae, and mycorrhizae are vital fungal symbionts in plant roots.
  point: any mutation or evolution in one of the pair may cause
  a cascade of changes in both. In some very rare cases, the
  symbiont may develop a life cycle free from the host, thus
  breaking the aggregate and stopping the process.
  The term Step, which is used in the charts, refers to a
  stage of mutation that affects either the host or the symbiont,
  and describes how changes in one ripple and cause changes
  in the other. (In this way it is similar to the term generations
  used in the Skirmisher LLC sourcebook Creatures of the
  Wastelands: Mutational Evolution.) A Mutant Lord can
  decide if an aggregate’s progress from one step to the next
  involves natural evolution and takes generations/years, or if
  mutagenic exposure (e.g., to radiation, chemicals, or nanites)
  hastens the process to weeks or months.
  As a clarifying example, consider a pack of chicken
  wolves settling into swamp rife with green hide (the chick
  wold appears in the Mutant Future core rulebook and is
  reproduced in this issue for convenience). Over a few weeks,
  the algae gradually infects the entire group. Several members
  
  2
  Wisdom from The Wastelands
  die from this exposure, but most survive and manifest Step 1
  characteristics. Their offspring are slightly different from
  “stock” chicken wolves because they are also infected by green
  hide. Over time, as the aggregate species adapt to one another,
  or because of a radiation leak in a nearby factory ruin,
  survivors begin displaying Step 2 abilities. Should members
  of the pack leave the swamp before the leak erupts, they might
  remain at Step 1, while the descendants of those staying
  behind continue to be altered by their exposure to the
  radiation, later becoming Step 5 or 6 level aggregates. If
  another pack of stock chicken wolves moves into a nearby
  forest where brain worms live, and become infested by these
  creatures, over time they would develop into a significantly
  different species than the chicken wolf/green hide aggregates.
  The following examples (i.e., the charts) use creatures
  from Mutant Future as hosts, but Mutant Lords are
  encouraged to alter the results to make them fit their
  particular settings. If MLs desire to create their own
  symbionts, fungus and worms are good starting places: they
  are by far the most common because many species are already
  symbionts, and well adapted to living in or on other creatures.
  But truly, anything in Mutant Future can be used as a
  symbiont given the right mutations. Consider how birds,
  rodents, cats, squid, sharks and other fish, lizards, turtles,
  plants, or even elephants could be symbionts within other
  species should these mutants possess dwarfism and aberrant
  form (xenomorphism). The latter mutation covers many
  different changes, one of which could give the mutant some
  traits of parasitic worms—allowing it to survive within
  another creature.
  Also note, some charts refer to random mutations: these
  may or may not be completely random and may in fact be
  placeholders for ML customization. When such a mutation
  is suggested, the rolled or selected result applies to all
  creatures within that step.
  Brain Worm And Brain Lasher
  Brain worms are symbionts that invade many species and
  make changes to the brain. Brain lashers become hosts after
  eating brains already infected with worms.
  The worms initially damage host brains, but slowly adapt
  to become new ridges on the cortex. Over time, the worms
  also cause significant changes to the host species’
  biochemistry, which affects lasher behavior and immune
  system functions. Mechanically, this means a change in
  alignment (50/50 chance for which of the other two
  alignments results) as well as the reduced immune system
  drawback. After four steps, these behavioral and immunity
  changes cease. However, in later steps other negative changes
  appear and vanish as the brain lashers’ bodies continue to
  change and adapt.
  Steps
  Changes
  1
  Lasher alignment changes, gains reduced
  immune system drawback
  2
  Lasher gains negative empathy drawback
  3
  Lasher gains quick mind mutation
  4
  Lasher alignment is returned to normal,
  loses reduced immune system drawback,
  gains double strength quick mind mutation
  5
  Lasher loses negative empathy drawback,
  gains mental reflection mutation
  6
  Lasher gain know direction mutation, gains
  mental reflection (defective) drawback
  7
  Lasher gains neural telepathy mutation,
  gains metaconcert mutation
  Green Hide and Chicken Wolf
  Green hide is an algae that invades the skin of various plant
  and animals. At first, this plays havoc with the hosts’
  chemistry, and it is only after a few steps that survivors start
  to reverse these changes and adapt to their new coexistence.
  Once this happens, however, the chicken wolves are able to
  access random plant mutations as the algal cells are
  influenced by the host bodies. Eventually the alteration
  process begins to affect the hosts’ brains, causing minor
  negative changes that may or may not last for many steps.
  For chicken wolves, a significant change is the loss of the
  Chicken Wolf
  No. Enc.:
  2d6 (3d6)
  Alignment:
  Neutral
  Movement:
  360’ (120’)
  Armor Class:
  6
  Hit Dice:
  3
  Attacks:
  2 (bite)
  Damage:
  1d8/1d8
  Save:
  L3
  Morale:
  9
  Hoard Class:
  None
  The dreaded chicken wolf has the head of a rooster,
  the forelimbs and body of a wolf, and the rear legs of a
  chicken with a plume of feathers for a tail. It hunts
  and lives in packs, much like wolves. It attacks twice
  each round with a powerful beak, and is extremely fast
  due to the mutation quickness.
  Mutations: quickness.
  
  Issue #14: Aggregates
  3
  quickness mutation, which is eventually regained—but only
  after six steps.
  Steps
  Changes
  1
  Wolf gains epidermal photosynthesis,
  gains reduced immune system drawback,
  gains increased caloric needs drawback,
  gains pain sensitivity drawback,
  loses quickness mutation.
  2
  Wolf gains frailty (+1 point of damage per
  die from heat based attacks) drawback,
  loses pain sensitivity drawback, gains pain
  insensitivity drawback
  3
  Wolf gains one random plant mutation,
  loses reduced immune system drawback,
  loses frailty drawback,
  loses pain insensitivity drawback,
  gains quickness mutation
  4
  Wolf gains one random plant mutation,
  gains one random plant drawback,
  loses increased caloric needs drawback
  5
  Wolf gains two random plant mutations,
  gains one mental drawback
  Shrimp and Giant Catfish
  Giant catfish are found in waters throughout North America,
  but in some more northern regions there are shrimp that
  scavenge catfish carcasses exclusively. Occasionally, the
  shrimp find a wounded fish and invade its body through the
  blood vessels and gill arches. This mostly results in one or
  both animals dying, but there are instances of both surviving.
  Even when this happens, the shrimp/catfish aggregate rarely
  progresses past the first step, because reaching the second
  requires the shrimp to somehow find their way from the adult
  catfish bodies into the next generation. Most frequently this
  happens because the parent catfish dies just after its offspring
  hatch. In later generations this problem is moot because the
  shrimp lay their eggs within the catfish eggs.
  As the two species adapt to one other, the shrimp get
  smaller and start taking roles related to the defense and
  wellbeing of the aggregate, while the fish grow stronger and
  wider. Eventually the catfish can use the shrimp as a form of
  attack, releasing a swarm that will break down prey. This
  swarm attack is good against one opponent, though the range
  and damage increase over steps as a segment of the shrimp
  population becomes specialized in acquiring food. While this
  happens, the fish digestive system degrades because the
  shrimp dump food directly into the blood. The fishes’ mouths
  become staging grounds for the shrimp as well as water
  intakes for the gills. The fishes’ whiskers atrophy and
  eventually vanish as their sensory and attack functions are
  taken over by the shrimp.
  Steps
  Changes
  1
  Catfish hit dice reduced to 4, gains reduced
  immune system drawback
  2
  Catfish hit dice increase to 6
  3
  Catfish hit dice increase to 8+3,
  loses reduced immune system drawback
  4
  Catfish gains increased physical attribute
  (strength) mutation, gains swarm attack
  (10' range, damage d6), loses feeler attacks
  5
  Catfish hit dice increase to 10, swarm
  attack improves (range 25', damage 3d6)
  6
  Catfish swarm attack improves
  (range 50', damage 5d6), loses bite attack
  Water Mold and Glue Flower
  Water mold is a fairly common fungus found in and out of
  water. This particular species infests many kinds of plants,
  usually as a disease. There are three known plants that can
  form aggregates with it.
  Glue flowers usually survive a water mold infestation
  but rarely become aggregates beyond the second step because
  the two species have different reproductive cycles and seasons:
  glue flower seeds mature in late summer and the fungal spores
  
  4
  Wisdom from The Wastelands
  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 allows
  readers to obtain free bonus content, post their own
  material, and comment on this publication and
  Skirmisher’s support for the genres it covers overall.
  Go to http://skirmisher.com/forum/38 to check it out!
  are released in late spring. Only a few mild mutations allow
  for a change in either schedule, but when this does take place
  second and subsequent step aggregates have significant
  changes to their physical structure and chemistry. The most
  important change allows the plant to survive fire. After forest
  fires, aggregate water mold/glue flowers will remain and
  experience a visible population increase. Unfortunately for
  the plant, the merge makes it less able to tolerate being in
  the shade. As a forest grows, there is less and less ground for
  the water mold/glue flowers to colonize. Populations that
  have a long history (i.e., many generations) get around this
  problem because the aggregates eventually can move on their
  own. Those that do can become a plague upon the region,
  gluing anything and everything together.
  Steps
  Changes
  1
  Flower gains natural armor (plant)
  mutation
  2
  Flower gains reflective epidermis (heat)
  mutation, gains frailty (all damage suffered
  while shaded or in darkness is doubled)
  drawback
  3
  Flower gains prehensile tendrils
  (constrictive tendrils)
  4
  Flower gains free movement
  Water Mold and Kelper
  Kelpers do not take water mold infestation well and most
  die. Those few that do survive are always found in warm
  waters. As time passes, the water mold/kelper aggregates
  become more powerful predators because the mold’s ability
  to consume prey is added to the plant’s. As the plant improves
  as a predator, it increases in size and strength, eventually
  blanketing the bottoms of lakes and pushing out other plants.
  Steps
  Changes
  1
  Kelper gains thermal sensitivity (cold only)
  drawback, gains dermal acid sap
  2
  Kelper gains one hit die, damage increases
  to 3d6
  3
  Kelper gains toxic weapon (class 4 to other
  plants only)
  Water Mold and Null Plant
  Null plants suffer water mold infestations only in their
  flowers. The result is bizarre, even for Mutant Future. The
  seedlings are aggregates and become mobile predators. MLs
  should use Wolf stats to describe the seedlings, with the
  number encountered being 4d6 (0) for small seedlings and
  2d6 (0) for large seedlings. Fortunately, many seedlings die
  before reaching wolf size, or the planet would be covered in
  them. As the mold and plant species become more accustomed
  to each other, the seedlings gain several mutations and a few
  drawbacks. The most spectacular change is growing wings
  made of fungal tissue that allow seedlings to roam far from
  the parent. In all steps, the seedlings find a place to set root
  within a few weeks, or they will die from a lack of minerals.
  Steps
  Changes
  1
  Null plant gains animate seed mutation
  2
  Seedling gains combat empathy mutation,
  gains pain insensitivity drawback,
  gains poison susceptibility
  (herbicides and fungicides only)
  3
  Seedling gains increased sense (hearing)
  mutation, gains epidermal susceptibility
  (d6 points of damage from salt per round
  of contact) drawback
  4
  Seedling gains fragrance development
  (plants) mutation, gains injected poison
  sap mutation (class 6 poison)
  5
  Seedling gains flight mutation
  (movement 300' [100'])
  
  New Mutations
  Following are some new mutations that you can use to make
  new aggregates and to modify those that appear in this issue.
  Mental Mutations
  Block Light (D)
  The mutant forms a 10' diameter field that excludes all light.
  The mutant cannot see through it even with thermal vision
  or ultravision. The field is active day and night, compelling
  the mutant to depend on its other senses.
  Crawling Claws
  The mutant can detach and use his hands from a distance.
  The range is 50' and the hands have an effective strength of
  1. Both hands can be animated and do different things at the
  same time.
  Social Chameleon
  The mutant has a low-level form of telepathy that allows
  him to hide in other cultures. He gains knowledge of language
  and social forms. This are not permanent and will fade after
  leaving a community or group of people in one week.
  Telepathic Ideal
  The mutant is covered with a minor illusion that strengthens
  the subconcious viewpoint of the people who look at him.
  Those who are favorable to the mutant see him as stronger,
  cleaner, smarter, wiser, etc. Those who who dislike the mutant
  see the opposite.
  Physical Mutations
  Adaptive Egg
  The mutant’s eggs absorb one plant mutation or trait from
  its nesting material and pass it along to the embryo within.
  This can give the mutant’s offspring drawbacks.
  Altered Chemistry
  There is a 25% chance that a mutant with more than six
  mutations will have this. It represents a significant change
  to the mutant’s metabolism and some chemical now has a
  very different effect on the mutant. This can include normally
  inert elements like atmospheric nitrogen or xenon or common
  substances like water. In any case, the substance may act as
  a medication, narcotic, hallucinogen, food, or have some
  other effect. The GM and player should work together to
  develop the exact chemical and effect.
  Carrier (D)
  The mutant has a disease that does not affect him. He is
  infectious and others that come in contact or within a short
  range of the mutant can become infected. Randomly roll or
  select the disease.
  Crystal Bones and Spurs (D)
  The mutant has strong but brittle bones and bone spurs from
  various places on the body which are different for each
  mutant. The spurs can be used as weapons and do d4 points
  of damage. If the mutant is subjected to blunt weapons or
  sonic attacks, he suffers double damage.
  Dragonfly Wings
  The mutant has two pairs of wings that allow him to fly
  twice as fast as those with complete wing development. The
  wings, however, are fragile and easily break but, unlike true
  insect wings, they also heal. Any successful attack against
  the mutant from behind has a 50% change of rendering the
  wings useless for a week.
  Explosive Organ (D)
  The mutant has an altered organ that will kill him sooner or
  later. Most explosive organs are set off by heat or electricity
  but some require a massive impact or chemical catalyst. If
  the organ goes off, the mutant dies and everything within
  50' takes Xd10 points of damage, where X equals the mutant’s
  Constitution score. The organ can be harvested, killing the
  mutant, but the explosive will degrade over 2d4 days.
  Hidden Egg
  The mutant’s eggs appear to be some common object in the
  region. 25% of the mutants with this can select the appearance
  of the eggs.
  Peel Skin
  The mutant has extra thick skin that can be used as a weapon.
  The mutant must cut the skin like an apple peel, doing d4
  points of damage to itself. It can then be used to grab
  something or someone from 10' away. On a 20, the target is
  strangled for d6 points of damage. Otherwise, it is a grapple
  attack. If the damage is healed, the skin must be cut again if
  it is to be used.
  Planar Sight (D)
  The mutant sees into another plane of existence. Depending
  on how similar the plane is to the one he is on currently, it
  may be very difficult for the mutant to determine what objects,
  creatures, and people are on which plane.
  Stable Genetics
  The molecules used to repair the mutant’s DNA are much
  more efficient than that of unmutated creatures. The mutant
  must fail 10 saving throws versus radiation in a day to gain
  a mutation or drawback. See the Mutant Future core rulebook
  for details.
  Unstable Genetics
  The mutant mutates much more often than other creatures.
  The mutant must fail two saving throws in a day to gain a
  mutation. See the Mutant Future core rulebook for details.
  Plant
  Strangle Twigs
  The mutant can produce a tiny swarm of leaves and twigs
  for a ranged attack. This requires an attack roll, has a range
  of 200', and does d12 points of damage.
  Issue #14: Aggregates
  5
  
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  Wisdom from The Wastelands
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