Flesh Golems, Vampires, and Werewolves

Oh my.

Flesh Golem
This Monster Vault excerpt has a new stat block for a flesh golem and master vampire, as well as werewolf moon frenzy (complete with a different disease layout). One thing of note is that it looks like they’re taking the lack of fluff thing from Monster Manual to heart, as flesh golems feature seven paragraphs of text dedicated to their creation methods, and lack of biological needs and social etiquette. Aside from that, here’s the rundown of notable changes in the Monster Vault version.

  • Hit points are unchanged
  • Defenses are equal to or lower than the older version
  • Resist 10 cold
  • Fire attacks cause it to flee as a free action, and if it cannot move at least half its speed it grants combat advantage
  • When it takes lightning damage it gets to make a basic melee attack
  • Slam is slightly more accurate and deals a lot more damage (11 more points on average), and becomes more accurate when its bloodied
  • Double attack also causes its attacks to prone targets that it hits
  • Golem rampage is reworded, but basically does the same thing. The old version made it clear that it provokes opportunity attacks and attacks friend and foe alike, and while the new version uses the terms “move” and “creatures”, I think it could be easily interpreted incorrectly
  • Berserk attack is unchanged

I like this one a lot more because its afraid of fire and gets a boost from lightning, like Frankenstein’s monster (which it is so obviously based off of). I also like that when it gets bloodied it gets a bit more dangerous, not just with the extra attacks it gets (good for an elite), but also because they become more accurate. This lends itself narratively to the idea of a wounded beast frantically lashing out. All these work together to mechanically enforce the core concept, and perhaps allowing players to sympathize with it if you want to make it more intelligent and/or free-willed.

Master Vampire
Vampires get a similar treatment in the fluff department, but since there’s no real cohesive vampire statblock it’s kind of hard to make a direct comparison. For example, sunlight usually destroys minions instantly, but either doesnt do anything to other vampires, or just stops their regeneration. Some are vulnerable to radiant damage, some just dont give a fuck. In the case of this vampire, sunlight deals radiant damage, and all radiant damage stops their regeneration, making it super effective.

    Its claw deals more damage than an elite war troll vampire, and while its bite can only be usd on dazed, dominated, or stunned opponents the damage is insanely high (32 average) and heals him by almost a quarter of his max hit points. He can turn into a cloud of bats, making him insubstantial, stealthier, and granting him a fast fly speed. Since its supposed to be a swarm, I’m assuming the insubstantial is a fast method for saying “he takes less damage from attacks”. Dominating gaze takes a standard action to use, still works on one creature at a time, and only lasts for a turn (thank god). His last little trick is that when he is bloodied, he can turn into a mist form, which works mostly the same except that the vampire can only do it after he takes damage while bloodied. It makes him insubstantial and gives him a fly of 12.
    I like the concentration of traditional vampiric themes. Other vampires sometimes had one or two abilities, but they were wildly inconsistent.

    Lycanthrope
    Unfortunately the only statblock is for the new werewolf moon frenzy disease. The differences are slight and only present in stages two and three; during stage 2 the victim only makes one attack when bloodied as opposed to making save each turn, and during stage 3 the victim makes a free attack each time she is struck instead of going for the closest target. To make matters worse, free attacks made in both stages are only against allies. Moon frenzy was already pretty annoying, a nice change from 3rd Edition when it could actually be quite advantageous, but now it’s even worse.

    An Honest Answer

    Though I am loathe to link to anything from the “old school” crowd, I’m sure that anyone “in the know” will be able to divine the origins of the query, which ponders the longevity of the fourth iteration of Dungeons & Dragons. In other words, will people still be playing it years from now, talking about it, creating houseruled, marketable variations. For some bizarre reason the inquirer is under the impression that while older, draconic editions have persevered despite the passage of time that newer editions (read: 4E) will not fare so well.

    Each edition has its adherents, diehards if you will, who, despite changing times and changes to the game cling to the “old ways”. Seeing as how 4th Edition is more popular than any other edition–likely more than several editions combined–I think the answer is pretty clear: at least as much as the next most popular edition on the chain, but probably a lot more. Even when 5th Edition comes out there will be those that stick to 4th Edition, and like fans from all editions some will decry every other edition as fake, as a corporate money grab. Some might go the extra mile to make blogs bitching about 5th Edition or take other…creative measures.
    I agree that good games will be played well beyond the point at which the company no longer supports them, with Planescape: Torment being a prime example. 4th Edition is an exceptionally well made game. It is to me for analog action adventure fantasy role-playing games what Planescape: Torment was to digital Dungeons & Dragons games. Will I be playing it in 15-20 years? I don’t know. That depends on a lot of factors, such as what–if anything–Wizards does with the brand, what I’m doing, what my friends are doing, etc.

    Assuming my gaming circle’s schedule remains constant and 5th Edition sucks ass, then I’ll stick to 4th Edition until my friends and I run out of stories to tell. Otherwise, I’ll move on to 5th Edition and continue to tell the same stories. I think the better answer is if I’ll run out of stories in 15-20 years. 

    The Spoony Experiment Reviews Essentials

    I’m a fan of The Spoony Experiment, which is a site where Noah does video reviews of movies and games. Often I agree with a good portion of what he says–to a point–or am at the least entertained. This time? Not so much. Perhaps not at all. It wasn’t that I was expecting a favorable review of it, since his other D&D review wasn’t very positive, but that a lot of his opinions seemed to be formed on misinformation and/or ignorance of the material (such as when he wishes that they’d go back to using terms like demon and devil…yeeeah). There’s a lot I don’t agree with, so I’ll try to tackle them in order viewed.

    He opens things up by expressing his confusion as to “what they were trying to do” with the Essentials line. He he thinks they are trying to streamline the game, go back to basics as it were, when it’s been said numerous times that the Essentials represents an alternative starting point to 4th Edition. Think about it. D&D has been out for going on three years, releasing at least one hardcover book each month (sometimes more). That’s a massive financial estimate if you want all the books, to say nothing of the time it would take to read them all. Essentials is a much smaller investment, and a lot less to take in all at once. Would you rather spend around $70 or $20 for a game that you might like?
    He then compares D&D to Rifts, that the problem with them is they both started small and eventually added too much to the game. He claims that Rifts was balanced at first. I’d be curious to see how a city rat or drifter was balanced with a juicer, ley line walker, or glitter boy. Last I’d checked, which was admittingly years ago, Rifts had well over 400 O.C.C.s (classes) and R.C.C.s (races that sometimes were classes). Hell, 3rd Edition saw some odd 60 classes and god-knows how many races, templates, and monster classes. 4th Edition? It boasts all of 27 classes and 26 races (not including Monster Manual races, but including those that got treatment in Dragon). That is a far cry from the race/class bloat that we saw in 3rd Edition. He claims that the classes “aren’t even trying to be balanced.” I’m curious as to which classes he is referring to, as I’ve been playing D&D for years and I haven’t noticed any classes that are notably superior to others within the same role. 
    Which brings us to his comments on the apparently nebulous nature of roles, specifically citing that the fighter isn’t a striker–as he thinks one would (should?) expect–but a defender. The roles are pretty clear cut to me, but if there’s any confusion its explained in every class in the game, right in its class trait box. Not that I’ve ever known the fighter to be a high-damage class given that at level one in 3rd Edition I could expect to roll out 7 points of damage per round on average, while a 1st-level rogue could be counted to do the same with a short sword and no Strength bonus to speak of (and the higher the level the larger the gap).
    At one point he likens the slayer to more of what you would (again, should?) expect from a fighter, which is what a great weapon fighter already is: you use a big-ass, two-handed weapon and often get to add your Dexterity or Constitution bonus to attack or damage rolls. This is why many people say that the fighter is a defender with a bit of striker mixed in. Add to this that he also likes that warpriests heal and thieves backstab, which is what clerics and rogues were already doing, if by another name.
    He expresses concern in that, “A lot of guys do what the cleric does…” Not only is this not a bad thing, since it avoids Mandatory Cleric Syndrome, but all healing classes do it in their own way. Clerics can heal, and they’re very good at it what with Healing Lore, numerous cleric prayers, and feats, but they’re not the only ones that can do it at the necessary capacity. Other classes can trigger healing surges but do so in a different way or provide kicker effects in exchange for somewhat diminished efficacy. For example, clerics add their Wisdom modifier when they heal someone, while bards do a straight d6 but get to slide you. Feats can modify all of this, so if you’re upset that your warlord only does a d6-on-a-surge, you can always pick up a feat to add your Charisma modifier or some other benefit (like a saving throw).
    As a minor quibble he brings up the difference between eladrin and elves, labeling eladrin as “super elves”. Why? Yeah, they can teleport a very short distance within line of sight, and while that sounded really cool when I first read it elves can both run faster and get to reroll an attack, the latter of which seems slightly more universally useful. Don’t get me wrong, teleport can be pretty powerful, but by itself it’s not enough to elevate the “cool factor” of one race above another. Anyway, if you look back at the history of D&D the reason for the disparity is very clear, as past editions had an assload of elves (almost 30 in 3rd Edition). Frankly, I’m glad to see them divided into two distinguishable camps.
    He likes that things are simpler, that classes are falling more into their “rigid roles”, that in many ways the game is telling you what you get when you level up instead of letting you pick from a variety of options that can let you to widely varying things. I’m getting the notion that Essentials is for people that don’t want to think very much when making a character. Like, you don’t play a fighter and pick exploits that emphasize the concept of a durable warrior the wields a sword and shield, or a thuggish rogue that prefers brawn over brains. Instead, it seems to me that he wants a game where you pick knight and go through the ropes, or perhaps some kind of street tough-type class. 
    He likes that in the past mages had to “tactically” prepare their spells in advance, which is precisely why many people didn’t like wizards: they were one of the few classes whose use depended on how lucky they were in preparing the “correct” spells in advance. Personally I prefer rituals, which allow me to use those utility spells on a needed basis as opposed to spending precious slots on them and risking having to tuck myself in for a nap just so I can prepare the needed spell…assuming I have it, anyway.
    *sigh*
    He’s pleased with the executioner, but dislikes the assassin, describing it as this “weird guy who sells his soul.” While trying to explain his dislike for the assassin he incorrectly uses the term metagame, compares it to World of WarCraft, and incorrectly explains how shrouds work. While I don’t think its as stupid as he does, I think that some of its abilities and effects could have been better explained. He describes the executioner as a “thief that is maximized to fuck you up,” which is partially true in that it’s a martial/shadow class.
    My description for the executioner is a rogue/assassin hybrid that also uses poisons in a way that doesn’t suck. To his credit, I do like the executioner more in some ways, but slightly less in others. Basically, I’m not a fan of how the at-will exploits work, but I do like the larger emphasis on poison use and the concept of a thief that supplements his skills with magic. It’s like an entertaining 3rd Edition assassin. Unfortunately like all Essentials classes, I’m also not fond of the lack of flexibility that you see in other classes: I want more options, not less. Let me create a concept from the available parts, please.
    He thinks that Essentials is “going back to basics”, because to him, they (the classes) lost a lot of identity along the way because they all have to make decisions. Apparently, he doesn’t like that fighters and rogues having a “deck of powers” because they were “never that complicated”, as if only spellcasters deserve a variety of useful, meaningful actions to make as opposed to a repetitive routine of rolling attack and then rolling for damage if you hit. Despite a fighter having no inborn magical features, he still makes the statement that the fighter uses his “berserker’s howl of fury and the enemy moves 4 squares because he’s magically compelled.” 
    The problem is not the fighter, or her slightly increased number of options to choose from on any given round, but his inability to interpret what the effect means. I wonder how he chooses to interpret a slayer’s utility get up!, which let’s you spend a minor action to let another ally spend a healing surge. Is the fighter using magical healing? What about the rogue’s utility counter-step, which allows her to slide a target 1 square. Is that magical compulsion the forces the target to move? Of course not, and if you’d read the power’s description you’d see just one way of how to narratively interpret it.
    Ironically, after all this criticism about why he doesn’t like martial classes in general (choices), he goes on about how he thinks that Essentials is too restrictive, and that if you play a thief that you’re basically the same as any other thief. Unsurprisingly, he thinks that the mage and executioner are great classes due to the customization. Ya think? This is precisely why so many people prefer 4th Edition. Options. Customization. Wizards might give you some rough archetypes to work with, but it doesn’t force you to go a certain route. 
    Like, you don’t have to take a bunch of shield feats and exploits if you want to use one. You can, but you’re free to do whatever you want without risk of making a shitty character. Of course, he also loved all the imbalance and kits from AD&D, thinking that it’s somehow unlike the shit-ton of O.C.C.s from Rifts and the direction that D&D should go…which would be the direction of Rifts, since it would have lots and lots of unbalanced classes to choose from.
    I don’t understand why he thinks that the fighter having more options (but no more than say, a wizard) is a bad thing, while a wizard having a lot of options is somehow okay. This is silly, but what’s sillier is when he says that the fighter and slayer are “so different”, that while the fighter is “flipping through all his cards” the slayer just “assumes the berserker stance and makes an attack”. In my experience this isn’t accurate at all; fighters could declare an attack just as easily (if not more so) as picking a stance and then making a basic melee attack. In fact, some newer players got confused that they had to use minor actions to change stances, which are just roundabout ways for slayers and knights to do the same thing that fighters were already doing.
    I’ll repeat: using cleaving stance and making a basic melee attack is a lengthy way of saying that you’r using cleave. The difference is that I didn’t have to spend a minor and standard action to do it the first time. I wonder how envious of fighters dazed knights and slayers are.
    The stack of cards argument doesn’t hold any weight when you realize that a knight or slayer has one less “card” in their deck at level 1. Martial classes from Essentials doesn’t just make basic melee attacks over and over, they have stances and tricks that modify those attacks so players are still going to have to “flip through a deck of powers”. At higher levels they might have even less than their more flexible counterparts, but the point is that it’s still there.
    Essentials isn’t a step forward, but a step to the side. Well, maybe a small step back. It’s good, but when I look at the classes I’m often unsatisfied because if a class doesn’t already evoke the concept I want, it’s difficult if not impossible to work with. Many other classes work the same way (such as the swordmage and assassin), but some are sufficiently vague, like the fighter, barbarian, wizard, ranger, bard, rogue, and warlord, that I can pick class features, feats, and exploits to get more of what I want.

    Meet The Hexblade

    The 3rd Edition hexblade sucked, to say the least. From what I recall, it was a hybrid class that attempted to mix martial swordplay with a pittance of arcane practice to create a sub-par fusion of incompetence. It’s key ability was to impose a generic curse upon an opponent, that would penalize them in some fashion for baaasically the entire battle.

    This hexblade is a melee-oriented arcane striker that comes with a built-in pact weapon, that she can form out of raw, arcane energy.  They’re proficient with chainmail, can use all simple and military melee weapons (and simple ranged if you give two fucks), in addition to rods and wands. All of the 1st-level infernal stuff is previewed with the exception of daily spells, which is fine because I prefer devils to faeries anyway.

    • This time around, eldritch bolt is the new blast. It’s still keyed to Charisma and deals the same damage, but its force instead of untyped. Infernal hexblades can conjure the blade of annihilation, which aside from sounding badass, is a heavy blade that gets +2 to attack and deals 1d12 damage. The best part? It’s one-handed.
    • Like warlock pacts you get an attack based on your pact, in this case soul eater, which is a Charisma-based melee attack that deals necrotic damage and gives you a bonus on the next attack you make against the same critter.
    • There’s also a previewed encounter spell, blazing doom of the void. It’s also Charisma based, but deals double-weapon damage and gives you a hefty damage bonus against the next attack you make.
    • Infernal Pact Reward grants you a bonus to all damage rolls equal to your Constitution modifier.
    • The last class feature previewed is level nine’s Summon Warlock’s Ally, which in the case of infernal hexblades is a spined devil lackey that grants a bonus to Intimidate checks and can make ranged attacks with its quills. I can’t tell if its a daily or what, but it might be a similar to a familiar or spirit companion. 

    Personally I’d like to see a star pact hexblade, but this is pretty damned cool.

    Contrasting Red Dragons

    This is the new elder red dragon, which will be featured in Monster Vault.

    Both are level 20 solo soldiers, but the older one seems much more durable since it has higher hit points, defenses, and fire resistance. It also can’t hover (unless flight rules got changed) and has no overland flight value (again, unless something got changed). Frankly, people constantly bitched about solo battles taking forever, so I see this as a good thing. Point goes to the newer version.

    The new dragon gets a couple of traits that prevent it from being locked down during a fight, which in my experience has greatly reduced the danger, tension, and challenge with just even one bad roll. This involves automatically ending dazed, stunned, and dominated at the end of its turn. I love this. I can’t tell you how many times Beth or Josh has brutally fucked solos through various lockdown conditions. I’m putting this, or something similar, on all my solos from now on. Also, it can make a free bite or claw attack before its turn starts (or instead end a stun or dominate condition in effect).

    For the most part, attacks are the same, though in many cases damage is increased to one degree or other.

    • Bite initially inflicts slightly less on average, but deals quite a bit more when bloodied.
    • Claw deals eleven more points on average, and has a built-in “attack one or two creatures” line, so no need fo double claw.
    • Immolate foe deals a lot more damage than it did before, and has a Miss effect.
    • Breath weapon also deals substantially more damage, but otherwise works the same.
    • Frightful presence is gone.
    • Tail strike has improved range and flexibility at the cost of damage; the dragon can target anyone moving anywhere within 3 squares, instead of just those that end in a flanking spot, and while it deals seven damage less on average, it knocks them prone.

    While I kinda miss frightful presence, the ability to shrug off lockdown conditions is well worth it.

    Meet The Scout

    An Essentials take of the melee ranger, the scout is a martial/primal hybrid that can either emphasize swords or axes, gaining a bonus to accuracy or damage respectively. Like rangers, scouts can use their Dexterity modifier for attack and damage with their melee basic attacks, and make a free attack once per round when they hit with one thanks to dual weapon attack. Unlike rangers, they can’t use one-handed weapons in both hands, having to instead rely on weapons with the Off Hand property.

    They have at-will stances, referred to as aspects, that function as stance and seem to provide multiple benefits. For example, aspect of the cunning fox causes you to take half damage and let’s you shift 2 squares whenever you hit or miss with attacks. Another, aspect of the charging ram, greatly enhances your charge attacks; you ignore opportunity attacks while moving, can prone targets that you hit, and you gain a damage bonus. There’s a bunch of other aspects listed, but not hard mechanics.

    The other previewed class feature is power strike, which does what it always does. As with the sentinel and hunter, wilderness knacks doesn’t get any elaboration.

    Gamma World: The Alleged "Arms Race"

    There’s a comment–well, three of them actually–on my Gamma World review that I feel needs addressing. Like minis in D&D, I knew (and so did many others) that people were going to cry foul on the whole card mechanic. I know in D&D that they heavily assume that you’re using minis, and while frankly any representative marker will suffice I suppose it kind of sucks that they didn’t supply you with anything when you bought the game. Sure, you could by boosters of minis, get them off eBay or wherever, but that was more money and time spent. Recently, they released a few Essentials products that had token sheets, and though they aren’t nearly as nice they’re certainly a leg up from using dice, bottle caps, teeth, etc.

    So…why the fuss over Gamma World and the cards?

    Gamma World already comes with a hefty deck of cards and a free booster pack, meaning that no, you don’t need to shell out any more money. The game is complete as packaged, just like D&D is. If you want to spend more money you can add more flair to it, but again it’s not required. I had the disposable income to buy five booster packs, and going over the cards I found a few that were interesting not because of some sort of relative power level, but because of what they did. At any rate, my entire group used the same deck and had a lot fun with it. Even the mention of building their own seven-card deck didn’t generate much interest for them, but to each their own.

    So let’s take a look at the first comment. It mentions a lack of player equality and a combination of empowering players with the most disposable income and an alleged “card arms race”.

    I really don’t see how there’s any lack of player equality. Sure, some players might be turned off by the random character generation method, but Gamma World allows you to, by the rules, pick one or both your origins. Even if you roll, understand that the origins aren’t more powerful than the others. There’s no “rare” origin that will allow one player to outclass everyone else, and if there was who the fuck cares since you could just pick it anyway. The only thing that sucks in my mind is rolling the rest of your stats, but since the stats you really need run between 16 and 20, I don’t care too much because your character is always effective.

    As for the “arms race”…what? There are several problems with this claim. The first is this isn’t a competitive game. Player’s aren’t vying for dominance against each other, they’re working together. Another thing is that you’d have to determine what the best cards you start with are and compare them with what the “best” ones that you can get from booster packs. If the best cards can only be gotten from boosters, then you would have something of an argument depending on how much better they are. Finally, players can share cards, you know. That’s what happened in my group; I bought the cards, everyone wins.

    The second comment asks why the cards instead of random tables. That’s something I mentioned already, but I’ll explain again. When you are constantly doling out random effects and material rewards, it would be a massive pain in the ass to have to roll on a table for each character and have them write it down themselves. Imagine how long it would take doing this for just one player. Now imagine taking the time to do that for 4-6 players after every battle, day, or natural one that’s rolled. Imagine grinding the game to a halt for a nat 1 to tell the player what’s happened to them.

    Fuck that.

    Earth, Horses, and Monkies

    The earth domain gives warpriests a third option that emphasizes protecting allies and applying your Constitution modifier to kicker effects, such as bonus damage and forced movement. It runs the entire thirty level stretch, but seems somewhat limited in scope, since there aren’t a lot of gods that involve themselves with stone except for like, well, Moradin. I suppose I could see Erathis being loosely involved with stone, what with the focus on civilization and by association buildings. Like an order of masons or something? Melora could also work, since she’s all about the wilderness.

    The other article adds horses and apes to the retinue of animal companions for beastmaster rangers. Horses are unique in that you can choose to have a Medium or Large one, allowing you to ride it, along with some clarifications as to what happens if you’re riding it when it gets to move or shift. This would be great for a Valenar elf. Monkies are also really cool because they can manipulate something for free once per round, such as drinking a potion, open/close something, pick something up, etc. There’s also a sidebar that reminds you to let your players be creative with their companions. For example, if someone wants to get their Ashitaka on, let them have a red elk instead of a horse for their companion. I could also see someone using the horse as a template for a Large wolf if someone wants to have a ridable wolf.

    The rest of the article is a page of level 2 exploits that all require a specific animal companion to use. Slither’s stride requires a snake, and is a daily that lets you shift 2 squares for the rest of the encounter and ignore difficult terrain, or 3 if you already ignore difficult terrain. Web trick lets your spider try to save you by granting you a bonus to saves to avoid falling off a cliff, or to Athletics checks made when you take damage while climbing.

    Gamma World Report

    I ran a short session of Gamma World for the first time last night with Josh and Liz. Josh rolled a speedster/seismic that he called Rockslide, while Liz played a felinoid/hypercog that she simply named Jingle. Following some advice from the book, I placed the adventure in my local area seen through the shattered lens of apocalypse-vision. The skeleton adventure I wrote up had them going to a shanty town built atop the nearby Beaverton Transit Center before hitting up the ruins of Fred Meyer’s looking for power cells to help repair a MAX train so that they could quickly (and relatively safely) get to downtown Portland.

    Since Gamma World is purportedly much deadlier than Dungeons & Dragons, I decided to pit the pair against a quartet of porkers perched on an old bridge, which a rampart of cars for added defense. Basically, twice as many monsters as I really should have, with the terrain advantage. Oh, and I gave one of the porkers a shotgun.
    Things didn’t go well.
    For me.
    I learned something from this first encounter, the least of which is that Gamma World characters are really fucking bad ass. As a “future cat”, Liz’s character has an initiative bonus of +13, so she basically always goes first. She’s also insanely fast, and on the first round easily made it up to the bridge and hid behind a car, making her already high Armor Class even higher. Josh, though a bit more cumbersome, also closed most of the distance and also hid. On their turn, the porkers waddled over to the mess of cards and readied actions to hit them with chains, since it was the best I could do.
    Well, Jingles leapt over the cars, dodging a chain, and tore the shit out of one porker, bloodying it with one attack. Rockslide just charged the whole mob, shrugging off the blows, and with his stomp attack spattered the wounded one and knocked the others down (except for Mr. Shotgun). I took a gamble with the shotgun, hitting Jingle and another porker with the blast, and had the last porker pathetically–and vainly–flail on Rockslide. Things didn’t last much longer, even with minor action belching and bellybucking, it was pigs to the slaughter. It lasted all of three rounds, and that’s only because they took a bit running up there.
    The safely made it to Beaver Town and picked up a quest from Mayor Theo (a beaver mutant) to clean out some more porkers camping out by an Ancient hydroponics facility attached to a ruined store (ie, Fred Meyers), as the townsfolk often made forays there to scavenge food. They had another shindig in the parking lot, but even robot minions didn’t amount to much as Jingle tore both them and the porker controlling them apart with her claws, while Rockslide stabbed the rest the rest with a combination of quills and a makeshift sword. Again, this was a quick fight, 2-3 rounds tops, and they rarely if ever used mutations (mostly because I think they kept forgetting about them).
    Things got challenging when they found the hydroponics lab, underneath a massive tree. The place was flooded, with plant life growing rampantly throughout the complex. Inside they fought ambulatory fungi, spine-flinging cacti, and kai lins. Kai lins were a hassle up until Josh used a mutant power that rendered him invulnerable to physical damage, meaning that all I could do was hope he tried to run away from them and trigger their electricity attack. The most dangerous thing they encountered were the horl choos, since they had a nasty acidic spike they could fling that dealt ongoing 10 acid damage. That encounter was frantic because Rockslide actually crumbled under the onslaught of damage, but stabilized before dying.
    By this point they’d gathered a healthy inventory of Omega tech, including fusion rifles, photonic spears, and jet packs, allowing them to weed out the rest of the flora without breaking a sweat. Horl choo? BLAM! 4d8 plus etcetera damage, thank you very much. Uh oh, Jingle is almost dead? Overcharge whatever-the-fuck power she had at the time, vanish for a round, and return fully healed. Anyway, the adventure ended once they battled their way to the basement and exterminated a few obbs (in like, two rounds), picked up some power cells from the nuclear-powered machinery–with some mutated fruit that was probably edible–and went back to Beaver Town.
    A lot of the time I was able to bring them close to death, especially since most of the mosnters ganged up on Rockslide. His damage resistance helped a lot, while Jingle’s double-claw made short work of everyone. Liz felt like the striker, while Josh was clearly pulling the defender. Alpha mutations helped in some cases, but fucked them over in others. When Josh tried to overcharge his quills, he botched it and took ongoing damage himself. One of Liz’s mutations would have allowed her to blind a target for a longer duraiton, but light herself on fire if she messed up the overcharge, so she opted for the safe route.

    We didn’t have as much fun as we could have, considering that I didn’t have a lot of time to sufficiently plan an adventure, there were only two players, and it was a new genre for all of us. The game’s got a lot of promise, and I think that as we play more, I’ll get a better handle on planning adventures suited for post-apocalyptic wasteland-romps. For now, it’s back to the drawing board so I can prepare for a lengthy train tunnel throwdown. I’m thinking giant mutant cockroaches, or perhaps graboids?

    Gamma World: 50 Mutations

    While working on a Gamma World adventure, I decided to write up a list of 50 mutations to make things easier for me.

    1. One or both hands have six fingers
    2. Wolfoid
    3. Body covered in fur
    4. Pair of goat-horns
    5. Buffaloid (could also be a cow or bull)
    6. Webbed fingers (and/or feet)
    7. Mouth is an insect-like mandible
    8. Prehensile monkey tail
    9. Glowing eyes
    10. Mottled skin that changes patterns
    11. Reptiloid
    12. Bright skin color (glows in a black-light!)
    13. Lower body of a spider
    14. Arachnoid
    15. 2d4 tentacles instead of arms
    16. Slug’s lower body
    17. Rat’s tail
    18. Massive, beaver-like bucked teeth
    19. Flesh appears to be dead and rotting
    20. Cat-like ears
    21. Second mouth. You tell me where it is.
    22. Antennae
    23. Body radiates extreme cold
    24. Skin covered in fine scales
    25. Vestigial wings on back
    26. Hands for feet
    27. Bull horns
    28. Eyestalks (possibly retractable)
    29. Wings-for-arms
    30. Body covered in feathers
    31. Reptile’s tail
    32. Skin is a transparent membrane
    33. Cat-like claws
    34. Multiple rows of teeth
    35. Fish…oid? Fishman? Fuck it, you’re like Abe from Hellboy.
    36. Insect-like eyes
    37. Skin covered in a thick layer of mucus
    38. 1d4 extra eyes
    39. Machine body
    40. Rat-like nose
    41. Lower body is a set of treads
    42. Hair is thick, tendril-like appendages
    43. Lobster-like pincers for arms
    44. Skin glows bright green
    45. Zebra striped skin, or body covered in zebra-patterned fur
    46. Head contains a single, large eye
    47. A small tree grows out of your body
    48. Mouth is a long proboscis
    49. Lamprey-like mouth
    50. Duck bill