Wisdom from the Wastelands Issue #52: Nanotech Undead Now Available

Most of the time when you think of zombies, you think of maybe some voodoo curse, or a necromancer run amok, or maybe some sort of terrible disease. The latest issue of Wisdom from the Wastelands takes a slightly different look at the walking undead. The zombies (and other such undead horrors that inhabit the world) here were purposefully-designed weapons. They’re basically cyberzombies, having been made by mad scientists who grafted technology to corpses to be used in a long-forgotten conflict. Unfortunately, the weapons are still out there, roaming around, not realizing the war they fought in was finished long before.
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Friday Snippets

And we’ve arrived. Friday. Such a great feeling. The weekend is just ahead with all the possibilities that it brings. I hope you’ve got some gaming lined up for yours. It is the perfect time for such things, after all.

Friday also brings us a new batch of bite-sized stories.

This group includes: Brigade Models – new 15mm SF Utility Vehicles, Khurasan releases 15mm Stryker, Raid & Trade: War on the Streets Coming to Kickstarter, Wisdom from the Wastelands Issue #51: Mutated Animal/Plant Genotypes, Fat Goblin Games to release new Shadows over Vathak Corebooks, Orctober Speshuls From Kromlech, 2015 Update for “Spiel in Essen” App by Gioconomicon.net, Ancient Samnites Previewed at Victrix, Contemptor Pattern Volkite Culverin Available to order from Forge World, and Spawn of Sharktipede Up on Kickstarter.

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Wisdom from the Wastelands Issue #50: Artifact Quality

Skirmisher Publishing released Wisdom From the Wasteland issue 50 for your downloading and reading pleasure. This issue talks about how not every artifact you come across is going to be the greatest possible, or the worst possible. So they’ve got various qualities you can put on your artifacts in your game.

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Wisdom from the Wastelands Issue #49: Unique Superscience Artifacts V

Skirmisher Publishing has released issue 49 of Wisdom From the Wastelands for your downloading and reading pleasure. This issue continues their series on Superscience artifacts. These pieces were designed for Mutant Future, but can be easily ported over to other RPG systems of your choice.

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Wisdom from the Wastelands Issue #48: Unique Superscience Artifacts IV

Skirmisher Publishing has their latest issue of Wisdom From the Wastelands up online for your downloading and reading pleasure. This issue brings you more Superscience artifacts for your games. What’s a superscience artifact? Well, it’s the sort of thing that is so advanced beyond what you’re used to that it might as well be magic. Think if someone showed an iPhone to George Washington. So you can use these special artifacts in your Mutant Future games or whatever other system you might be playing in.

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Wisdom from the Wastelands Issue #47: Underwater Rules

Skirmisher Publishing has posted issue 47 of Wisdom From the Wasteland up online for your reading pleasure.

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In this issue:

Water covers over 70% of Earth’s surface, so it is likely that many adventures will take the occasional aquatic turn. This could happen in the wilds, on the open ocean, or down in inky subterranean depths. Mid-exploration, an evil game master might even open the water valves in an underground tunnel or inundate some ruins below a destroyed dam. A naive player could believe the worst thing about a water encounter is getting wet, or maybe that something large, toothy, and cold-blooded might try to take a friendly little nibble. But any watery environment is an extremely hostile place: the hazards are many and varied, and death can lurk within the most placid of pools. To enhance adventures on the water or below the surface, this issue introduces a plethora of new rules, ranging from water-damaged equipment, to deep-diving pressure, to the ever-present danger of drowning. Just be warned, your players may never go swimming again!

Wisdom From the Wastelands issue 46 posted

Skirmisher Publishing has posted issue 46 of Wisdom From the Wastelands up online for your reading pleasure.

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In this issue:

In this issue, the fourth installment of our popular “weapons for every budget and apocalypse” series, we are proud to present more high-tech implements of destruction for your gaming pleasure. There are new laser weapon variants, tools to make an assassin drool, and even a little baby designed to pop the hardest armor and heaviest shields on the Ancient battlefields. So suit up, buckle in, and set the trigger select to “Mayhem” — ’cause it’s a mean old world out there!

Mutant Dinosaurs invade the Wastelands

Skirmisher Publishing has posted issue 45 of Wisdom From the Wastelands up online for your reading pleasure.

WFTW

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In this issue:

Using their expertise in biotechnology, the Ancients created or recreated many new species for use as pets or livestock. Ever-popular dinosaurs were among the first large, complex creatures brought back in the lab. This was not cloning or “de-extinction” in the strictest sense, but rather a combination of genetic archaeology and reinterpretation, and the Ancients designed the animals for their own reasons and pleasures as though sculpting with DNA putty.

Wisdom from the Wastelands Issue #44: Unique Superscience Artifacts III

Skirmisher Publishing posted issue #44 of Wisdom From the Wastelands up online for your reading and game-enhancing pleasure.

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In this issue:

Following a theme begun in Wisdom from the Wastelands Issues #39 and #42, this issue of Wisdom from the Wastelands focusing on superscience artifacts coalesces around things alien — whether otherworldly, extra-planar, or just plain weird. Whether derived from myth, history, fiction, fantasy, or real life, weapons and armor, personal objects, vehicles and buildings can all become iconic, even legendary, and employ such advanced technology that they appear to be magical. Come and examine nine such items, the Mother Seed, Oasis In a Pill, Ooze Brain, Orange Block, Palace of Bones, Psion Shackles, Sea Charm, Silver Sphere, and Silver Twig.

Wisdom from the Wastelands Issue #42: Unique Superscience Artifacts II

Skirmisher Publishing released issue #42 of Wisdom From the Wastelands to help you enhance your games.

Issue 42

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In this issue:

Excalibur. Mjolnir. Aegis. The Millennium Falcon. The Eiffel Tower. A red shirt. A sonic screwdriver. The Horn of Roland. The Spear of Destiny. Whether from myth, history, fiction, fantasy, or actual real life, weapons and armor, personal objects, vehicles and buildings all can become iconic, even legendary and use such advanced technology that they appear to be magical. Wisdom from the Wastelands’ first installment on superscience artifacts introduced the idea of creating these unique and amazing devices and this time around some of the artifacts get a little bigger and maybe even a little weirder.

Wisdom from the Wastelands Issue #42: Unique Superscience Artifacts II

Skirmisher Publishing posted issue 42 of Wisdom From the Wastelands up online for your reading pleasure.

Issue 42

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In this issue:

Excalibur. Mjolnir. Aegis. The Millennium Falcon. The Eiffel Tower. A red shirt. A sonic screwdriver. The Horn of Roland. The Spear of Destiny. Whether from myth, history, fiction, fantasy, or actual real life, weapons and armor, personal objects, vehicles and buildings all can become iconic, even legendary and use such advanced technology that they appear to be magical. Wisdom from the Wastelands’ first installment on superscience artifacts introduced the idea of creating these unique and amazing devices and this time around some of the artifacts get a little bigger and maybe even a little weirder.

Wisdom from the Wastelands Issue #41: Alternate Forms of Radiation

Skirmisher Publishing has posted issue #41 of Wisdom From the Wastelands up online for your reading pleasure.

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In this issue:

As one of technology’s four horsemen, radiation is a important part in Mutant Future and other post-apocalyptic and sci-fi games: hazard, theme, bringer of mutation, waster of civilizations. The game mechanics assume a single kind of radiation, which reacts in a single way with the human, animal, or mutant plant body. But in real life, this isn’t the case. Radiation comes in different forms, with different intensities and different ways of being used or causing harm. This issue considers these different types of energy, and introduces many possibilities brought by a few hundred years of scientific progress, industrial ingenuity, and alien contact.

Wisdom From the Wastelands Issue #40: New Races 2

Skirmisher Publishing has posted Issue #40 of Wisdom From the Wastelands up online for your reading pleasure.

Issue 40

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In this issue:

Over time, mutations can become consistent, creating unique species and new creatures — for example, birds evolving from dinosaurs. But Mutant Future races need not be consistent, or even physical creatures. Two years ago, Wisdom from the Wastelands Issue #4 introduced a number of new racial possibilities for player characters. We continue that project here, with several more races and new mutations for your gaming pleasure.

More Wisdom From the Wastelands

Skirmisher Publishing has posted episode 39 of Wisdom From the Wastelands up online for your reading pleasure.

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In this issue:

Imagine — barely 50 years ago — pulling out your smart phone in Dallas to take a selfie as President Kennedy passed by. The technology people casually sit on today might have gotten you disappeared by an alphabet agency, for possessing alien devices and/or photobombing by the Grassy Knoll gunman. A hundred years ago, talking into your hand could have landed you in an asylum. Three centuries ago, they would have burned witches for catapulting surly birds at petulant pigs. This idea, Clarke’s Second Law, is a powerful philosophical/imaginative concept and a very useful tool for Mutant Lords. In Mutant Future, it translates into superscience: Ancient equipment so advanced it seems supernatural, able to break the laws of physics and engineering.

Wisdom from the Wastelands Issue #38: Radiation Sickness

Skirmisher Publishing has posted issue 38 of Wisdom From the Wastelands up online for your reading pleasure.

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In this issue:

Radiation. For many in a post-apocalyptic world, the word conjures burning thoughts of flesh-corrupting terror; for others, the tingling aura of mutation-granting nirvana. In the core Mutant Future rules this damage/mutation mechanic is cut and dried: you get crispy and a roll to save — fail enough times you get dead or sprout something. This first installment of a two-part series makes things a little … messier, by covering radiation sickness. Just the thing for those Mutant Lords who feel they’ve been coddling their mutants.

Wisdom from the Wastelands Issue #37: Plant Mutants III

Skirmisher Publishing has posted issue 37 of Wisdom From the Wastelands. They’re showing off more of their green thumb with Plant Mutants III.

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In this issue:

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 …

More Mutant Plants from the Wasteland

Skirmisher Publishing has released issue 36 of Wisdom From the Wastelands for your reading pleasure.

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In this issue:

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.

Terror Weapons in the Wasteland

Skirmisher Publishing has posted Issue 35 of Wisdom from the Wasteland up for your reading enjoyment.

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In this issue:

During the final wars, various factions came to rely on psychological tactics like terror, rather than conventional bombs, bullets, and energy beams, as their weaponry of choice. Many believed a terrified populace was an unproductive populace, demoralized and ripe for civil unrest, all useful conditions for the terror-users. Sometimes this strategy worked, but other times it backfired so badly the terror groups were hunted down and destroyed with prejudice.

Skirmisher Publishing posts Wisdom of the Wastelands #34

Skirmisher Publishing has posted up issue #34 of Wisdom of the Wastelands for your downloading and reading pleasure.

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In this issue:

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.

Skirmisher Publishing releses Wisdom From the Wastelands Issue #33

Skirmisher Publishing has posted up Wisdom From the Wastelands Issue #33 for your reading pleasure.

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In this issue:

The science fiction equivalent of magical potions and elixirs, drugs and medications are similarly treasured. Because of widespread use by the Ancients, chemical compounds of all sorts can be found almost anywhere: in ruined bases, villains’ caches, or within the junk hoarded by mutant monsters. These potent pharmaceuticals can bring a character back from the brink of death, or provide enough of an edge to keep him from getting there. This issue describes different (and yet familiar) types of drugs commonly found in the post-apocalyptic environment, includes a few optional rules, and has a handy chart for the game master who would like to randomly determine a drug’s form.

Skirmisher Publishing releases Wisdom from the Wastelands Issue #32: Shapeshifters

Skirmisher Publishing has released Wisdom of the Wastelands Issue #32 for your reading pleasure.

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From the release:

Shape changing is a fascination crossing time, culture, and genre: Greek gods and mythic Indian monsters, vampires, were-creatures, spirit and shadow beings all captivate and intrigue with their metamorphoses. Shapeshifting in Mutant Future is no different; one of the most interesting and useful powers, it provides a player character with new abilities and opportunities a single body cannot. And if a Mutant Lord, it gives you two monsters for the price of one!

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 are easily adaptable to many other games (especially successor systems, to include those covered by the Open Game License).

Skirmisher Publishing posts Wisdom From the Wastelands Issue #31

Skirmisher Publishing has posted Wisdom From the Wastelands issue #31 up online for your reading pleasure.

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In this issue:

Continuing with the examination of this hi-tech subject that we started in issues #28 and #30 of Wisdom from the Wastelands, this third installment in our nanotechnology series presents many new nanites and a new terror weapon, the Converted, that Mutant Lords can unleash upon their players. Nanotechnology has existed since the late 20th century. At first, the tiny machines were used mostly in medicine and genetic manipulation, but technological advances brought wider application. Many of these breakthroughs helped make the Ancients’ lives easier, but others became microscopic dogs of war, let slip to wreak havoc and destruction.
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