'Wisdom from the Wastelands' #38: Radiation Sickness

'Wisdom from the Wastelands' #38: Radiation Sickness

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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 ...

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' #44: Unique Superscience Artifacts III

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

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Quantum Flux: Unique Superscience Artifacts

Quantum Flux: Unique Superscience Artifacts

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'Wisdom from the Wastelands' #6: Factions

'Wisdom from the Wastelands' #6: Factions

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'Wisdom from the Wastelands' #13: Medical Devices

'Wisdom from the Wastelands' #13: Medical Devices

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'Wisdom from the Wastelands' #37: Plant Mutants III

'Wisdom from the Wastelands' #37: Plant Mutants III

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