'Wisdom from the Wastelands' #36: Plant Mutants II

'Wisdom from the Wastelands' #36: Plant Mutants II

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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 … But these things don’t happen in post-apocalyptic RPGs. Grass spits acid, oak trees bite, and it might be better not knowing what’s going to happen with that tire.

Continuing from issue #34: Plant Mutants I, 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 storytellers design their own hazardous greenery and include some examples of these in the main body.

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 retroclone of classic Gamma World in particular. The rules contained herein are compatible with it and any others that use the “Basic” OGL/d20 RPG system.

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'Wisdom from the Wastelands' #11: Optional Combat Rules

'Wisdom from the Wastelands' #11: Optional Combat Rules

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

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

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'Wisdom from the Wastelands" #51: Mutated Animal/Plant Genotypes

'Wisdom from the Wastelands" #51: Mutated Animal/Plant Genotypes

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'Wisdom from the Wastelands' #17: Artifact Conditions

'Wisdom from the Wastelands' #17: Artifact Conditions

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Creatures of the Wastelands: Random Encounters

Creatures of the Wastelands: Random Encounters

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