Category Archives: Art

A Mutant Future Party

A group of adventuerersWherein your humble scribe, inspired by the picture to the right (from the venerable and legendary Metamorphosis Alpha) presents an Adventuring Party for Mutant Future. These characters are all 1st level and have a bare minimum of equipment. They were all created by the book (i.e., 4d6 drop the lowest). I almost did these up in Barbarians of the Aftermath, but I decided to stick a little closer to the source material.

“The Council of Wimson be damned”, thought Nyles Venck as he and his odd companions crossed the Atin Line. “They tell me not to venture into the ruins, but the answers to our peoples’ troubles can be found within that fabled pink dome. And I will not sit by as more children die from this damnable plague.”

Venck’s reverie was broken as the robot, WRD3N, came to an abrupt halt, its weapons loading with an audible click. His mutant companions fidgeted nervously, knowing that the robot’s sensors had detected some source of danger that remained unseen from the asphalt road they traveled.

“What do you sense, metal man?” asked the giant in his rumbling voice as his grip instinctively tightened on his trusted shotgun – so much smaller in his hands than it would be in those of a normal sized being.

“Nine lifeforms approaching from the south… bzzzz… west…” the machine responded mechanically.

Noknok, the little trickster, drew an arrow from his quiver and cocked his head to listen, his mutant ears able to pick up sounds that escaped the other flesh-and-blood members of his group.

“Me hear… thump-thump?” he announced quizzically.

Lysna, her tiny wings beating lightly, closed her eyes and began to draw up her mental strength, to better deal with whatever it was that sought their attention.

“I do not want this… encounter… to turn violent if it can be avoided,” Venck said as he placed his hand on WRD3N’s shoulder, as if to dissuade the machine from following its core programming. “We have important things to find in the ruins of the city and there is no telling what troubles we will face there. Noknok, can you use your power to keep us protected while we negotiate?”

“Me will,” the strange looking little man replied as the air about his body began to shimmer faintly…

Nyles Venck / Human 1 Lawful
STR 14 INT 15 WIS 14 DEX 12 CON 18 CHR 19
HP 82 AC 5 Gold 17
Long Sword, Breastplate, Gauss Machine Pistol (Battery has 9 shots left)

Lysna / Mutant Human 1 Neutral
STR 8 INT 15 WIS 12 DEX 17 CON 15 CHR 17
HP 55 AC 4 Gold 97
Mutations: Complete Wing Development, Dwarfism (1 ft. Tall), Energy Retaining Cell Structure, Increased Physical Attribute (Dexterity), Know Direction, Mind Thrust
Leather Armor

Noknok / Mutant Human 1 Chaotic
STR 15 INT 8 WIS 10 DEX 15 CON 14 CHR 12
HP 57 AC 5 Gold 110
Mutations: Bizarre Appearance, Dwarfism (4 ft. Tall), Increased Sense (Hearing), Body Adjustment, Greater Force Screen
Short Bow & 20 Arrows, Shortsword, Studded Leather Armor

Pragnus / Mutant Human 1 Lawful
STR 17 INT 11 WIS 13 DEX 11 CON 14 CHR 9
HP 7 AC 6 Gold 21
Mutations: Bizarre Appearance, Gigantism (9 ft. Tall), Natural Armor, Combat Empathy, Phobia (Snakes)
Shotgun (7 shells), Mace

WRD3N / Robot
Hit Dice: 20
Frame: Armature
Locomotion: Casters
Manipulators: Advanced Hands
Armor: Duralloy (AC 3)
Sensors: Class IV
Mental Programming: Artificial Intelligence
Accessories: Internal Storage Unit, Loading Mechanisms, Vocalizer, Weapon Mounts, Self-Repair Unit
Weaponry: Flame Thrower, Automatic Rifle, Smoke Grenades

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BoL Bestiary: Kappa

Ronin vs. Kappa

Ronin versus Kappa, from Bushido

I love old RPG black & white line art. A lot. And this one is so evocative of the Fantasy Nippon that is the central setting for the FGU classic Bushido. I’ve never actually played it, sadly. But damn if the art doesn’t make me want to.

Of course, Bushido’s system is, like much from FGU, a bit thick, so I don’t think I’d be likely to use it to scratch my samurai itch. In fact, I’ve been tinkering (well, I was tinkering, I’ve mostly stopped now) with a Barbarians of Lemuria-powered semi-Bushido. BoL seems like a good system for some chanbara action (really, of course, it’s a great system for any action), after all.

So, sticking with the finding inspiration thing I’m rocking right now, here’s a quick writeup for the Kappa as a BoL critter.


Kappa are malign water spirits who resemble ugly little men covered in scales, often (though not always) with turtle-like shells covering their backs. They have a small, bowl-shaped depression on their heads that holds a small amount of water from their home lake, pond or river. If the Kappa can be tricked into spilling this water it will flee immediately to return to its lair. A waterless Kappa’s attributes are reduced to -1 and it will die within 3 days if it cannot return to its home to refill its head basin.

Kappas are masters of Koppo, a bone-breaking technique. If they score a Mighty Success when brawling they may elect to afflict their target with a broken bone. Damage done as a result of this injury may not be “shaken off” (BoL LE p. 39) nor may it be included in the 1/2 LB recovery after a combat (BoL LE p. 10). However, the damage done by a Koppo attack does not receive the normal +1d6 associate with a Mighty Success, though it is still set at the maximum damage for the attack (i.e., the attack does 5 points rather than 5 +1d6).

Kappa are minor magicians, but any spells they cast must relate in a significant way to water. As spirit beings they are also able to draw upon their connection to the water to use Fate Points to grant water-themed boons or flaws.

All Kappa love cucumbers and an offering of such will go a long way towards easing any encounter with them.

Lifeblood: 15
Arcane Power: 11
Villain Points: 5

Strength 3
Agility 1 (5 in water)
Mind 0
Appeal -1

Combat Abilities
Brawl 3
Melee 0
Ranged 0
Defense 1

Magician 1
Druid 2
Hunter 1

Strength Feat


1d3 (scaly skin) or 1d6 (shell), depending on where the attack strikes the Kappa

Fists, 1d2+3

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