Sunday, April 10, 2011

Mutant Future: Battle of The Bands Part One (also sharkrats monster entry)

  I haven't run this game for a while, but i plan on reviving it in the immediate future.  Here's the story:                 
    The lands are divided into kingdoms.  Each Kingdom is ruled by a separate band or style of metal.  The Northern lands are ruled by the 4 Horsemen of  the Phantom Lord. The southern lands are fractured and have many kingdoms.  Every hundred years there is a battle of the bands.  Whoever wins this epic contest (1 half concert/ 1 half gladiatorial combat)  becomes the undisputed high band of the realms.  The band is supposed to step down, and let the next winners take over.  The 4 Horsemen took control and never gave it back.  The southern kingdoms though fragmented stopped the spread of the  Horseman's expansion. 
  One hundred and ninety-nine years later the players' band (a mutant carrot drummer, a mutant parrot lead guitarist, and a mutated human rhythm guitarist and vocalist)  are summoned to the peak of the Silver Mountain, to visit the grand sorcerer.  The Holy Diver himself informs them that he has had a vision, this band's winning of the contest in one year will lead to the overthrow of the Horsemen.
   The party has one year to assemble all the things they want to improve their stage show,  everything from sick equipment, amazing techniques, a road crew, a bassist, and of course a fan base.  At this point my sandbox opens up.
  The first thing they decide to get is a bitching tour van.  They go to the local labyrinthine junkyard.   There they battle flying imps and the pesky sharkrats. Their singer succumbs to the radioactive toxin of the shark rat(detailed below) and Now has a fish tank around his head, so add an underwater microphone to the list of needs. In the farthest reaches of the junkyard they find a big conversion van, a friendly driver android(still functioning), and set off on a tour for the ages.


Sharkrats
No. Enc: 2d12
Movement: 120'
HD: 2
AC: 8
Attacks: 1
Damage: 1d8 +poison
Save L1
Morale 7
Treasure I and II

   The Shark rat appears as a two foot rat with the head of a shark.  They are extremely aggressive hunters and opportunists.  They rove in packs in the ruins of the world.  They breathe air which is curious considering the irradiated poison in their saliva.  A failed poison save(at +2)  causes the victim to mutate in 24 hours, growing gills and being forced to breathe saltwater from then forward.

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