Mutant Plants (BUNDLE)

Mutant Plant Monsters
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It is possible to use plant creatures much more effectively than usual by using some real plant biology in conjunction with new mutations, and this publication shows how to do that.  “Mutant Plant Monsters” includes 80 plant mutations, discussions of plant strengths and weaknesses, and six sample monsters that demonstrate how to use the various elements that appear in this sourcebook.  Material in this publication was written specifically for the Mutant Future retroclone of Gamma World and can be used as-is with it and any other sci-fi, fantasy, or post-apocalyptic games that use the “Basic” version of the OGL system, and easily adapted to other games using the same core rules. It was written by prolific game developer Derek Holland. …

Three Alien Vegetable Monstrosities
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This publication includes entries for three dangerous and creepy plant monsters that can be used in a wide variety of science fiction, modern, horror, and post-apocalyptic scenarios. They are stat’ed for the Pathfinder RPG but can easily be adapted for use with any d20/OGL system games. Monsters in this supplement include the Chomper, a tough beast that has multiple variants; the Sucker Plant, which can menace anything that makes the mistake of getting too close to it; and the Man Trap, a surprisingly charming carnivorous organism. …

Wisdom from the Wastelands Issue #34: Plant Mutants I
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No matter what your choice of post-apocalyptic game, plants usually get the hind bud. And, unfortunately, Mutant Future is no exception. Although the core rulebook has example mutant plants and many plant mutations, there just are not enough of either. This is especially true considering that our world has many more plants than animals. Wisdom from the Wastelands 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 it contains 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…

Wisdom from the Wastelands Issue #36: Plant Mutants II
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In real life, we take plants for granted. Stretching out on the grass on a summer’s afternoon, leaning back against a gnarled oak with a good book (or your favorite device), watching the kids twirl the tire swing slung from a sturdy branch — these things don’t happen in Mutant Future. The grass spits acid, the oak bites, and … it is better not knowing what’s going to happen with that tire. Continuing from issue #34, our first installment in the Plants series, this edition provides a little more variety to fill the leafy gaps in your post-apocalyptic herbarium. We’ll start with a few other real-world botanical concepts to help Mutant Lords design their own hazardous greenery and include some examples of these in the main body. Wisdom from the Wastelands is dedica…

Wisdom from the Wastelands Issue #37: Plant Mutants III
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Although some might treat plants as a monotony of greenery and stalks, there is actually a great deal of variety within their kingdom. The previous two issues in our plant series discussed organisms derived from a more “normal” botany, and this one takes a flying leap into the wa-hoo aspects. There are many weird and wonderful things you can do to play with this diversity, from alien plants, to new mutations, to an entirely new aspect: plant diseases. Enjoy, and try not to chuckle too loudly when you spring these on your players for the first time … Wisdom from the Wastelands 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 Gam…

Wisdom from the Wastelands Issue #51: Mutated Animal/Plant Genotypes
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When a player character wishes to play a mutated animal or plant, he has several choices to make. Animals alone represent a large category but can actually be mammal, reptile, amphibian, avian, or even  insect, and plants are no less diverse. Most animals have different types of advantages and disadvantages — some are very strong, while others are very agile, some can fly, some breathe water. Plant capabilities and drawbacks can be even more strange and profound.  What kind of animal do you want to play? How “human” do you want your animal character to be? Do you want to be able to use weapons and tools? Do you want to be able to talk? Walk like a human? This expanded issue of Wisdom from the Wastelands answers those questions and guides you through the process of playing a muta…

Wisdom from the Wastelands Issue #6: Factions
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Social-political groups were one element that brought a lot of fun into the original old-school science-fantasy games. This issue presents several factions or alliances Mutant Lords can easily incorporate into their existing campaigns. There are no rules covering these organizations, and decisions regarding joining/recruitment, membership benefits, NPCs, group size, and home base locations are left up to the fertile imaginations of individual MLs. That said, however, each faction has a general outlook on life and some broad goals. 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 parti…

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