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Wisdom from the Wastelands #7: Planar Creatures and concepts

Cvandee

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One 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.
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 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 are easily adaptable to many other games (especially successor systems, to include those covered by the Open Game License).
Our goal is to release a new thematic issue of this publication just about every week and to have it contain a variety of useful and earnest content that will inspire Game Masters and players alike and provide them with things that they can immediately plug into their games. We very much hope you will find this and subsequent issues of the Wisdom from the Wastelands to be useful and enjoyable!
 

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As the author of this issue, I want to point out that even though the monsters and mutations are for Mutant Future (and easy to convert to most clones), the energies are generic. Gate spells are always used to bring in creatures. Why not use them for more? Alien energies can be used for all kinds of applications. All the caster needs to know is which plane (and where on that plane) to place the gate. I provided 10 very broad examples that should cover most situations.

And then there are things like materials. If a GM wants to introduce a new metal, the planes are where the PCs want to search.
 





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