Wednesday, May 20, 2026

Resident Evil vs Edgerunners Part 4

Last set, a little late but all that is needed to round out the first 3 games.

Plant 42

BOD 18

REF 3

INT 1

COOL 1

MA 2 (for trunk)

Awareness +12

Brawl +3

Coiled Vine 1d6

Acidic Bile 4d6, reduces SP of armour by the same

BTM -5 DAM 1d6+2

Takes double damage from rounds containing the Chemical (VJOLT), dies or goes dormant to large quantities in vascular tissue.

Can sense the presence of living things within 70 metres radius

Poison Spray - Can project a thick solution of venom 8m, If the target is not sealed from the environment, they must make a BT save or take 1d6/2 (#1d6) damage. on a success damage is 1 (#2)

Hug of Death - Once Plant 42 Grapples a foe, it automatically inflicts 1d6+2 AP damage per round regardless of non-Powered Armour, and the static score to Escape is 17.

Must feed on Blood Constantly


Monster Plant (Probably labeled Plant 48-Vine Plant in RE:Genesis)

BOD 6

REF 3

INT 1

COOL 1

MA 2 (for thick tendrils)

Awareness +7

Brawl +3

Coiled Vine 1d6+2

BTM -2 DAM +0

Takes double damage from rounds containing the Chemical Solvant, dies or goes dormant to large quantities in vascular tissue.

Can sense the presence of living things within 30 meter radius

Must consume Blood Daily

Plant 43-Ivy

BOD 9

REF 3

INT 1

COOL 1

Awareness +6

Brawl +6

Vine Whip 3d6

Acidic Bile 4d6, reduces SP of armour by the same

Poison Spray - Can project a thick solution of venom 2m, If the target is not sealed from the environment, they must make a BT save or take 1d6/2 (#1d6) damage. on a success damage is 1 (#2)

Hug of Death - Once Plant 43 Grapples a foe, it automatically inflicts 1d6+2 AP damage per round regardless of non-Powered Armour, and the static score to Escape is 17.

Can sense the presence of living things within 20 meter radius

Must feed on Blood Daily


Plant 43-Ivy (for mutated 43a variant)

BOD 9

REF 3

INT 1

COOL 1

Awareness +6 (+7 for 43a)

Brawl +6 (+8 for 43a)

Vine Whip 3d6

Acidic Bile 4d6, reduces SP of armour by the same

BTM -3 DAM +1

Takes double damage from fire

Poison Spray - Can project a thick solution of venom 2m, If the target is not sealed from the environment, they must make a BT save or take 1d6/2 (#1d6) damage. on a success damage is 1 (#2)

Hug of Death - Once Plant 43 Grapples a foe, it automatically inflicts 1d6+2 AP damage per round regardless of non-Powered Armour, and the static score to Escape is 17.

Can sense the presence of living things within 20 meter radius

Must feed on Blood Daily

(43a varianty will lie on the ground "playing dead" until they sense prey nearing, then attack.)


G Stage I

BOD 8

REF 3

INT 3

TECH 3

COOL 3

MA 2

Awareness +7

Meele +8

Club 1d6 (#2d6)

BTM -3 DAM +1

Tool Use (low level)

Regenerates 1 Damage per round

Transmits infection by implanting embryo into a target's orifice (usually the mouth). If the target is of the same DNA line as the carrier (parent sibling, child etc), the infected begin to mutate into a Stage-I. If not the embryo is explled through a bloody and traumatic procedure to grow into a G Imageo and then a G Adult.

To spread the embryo, the target must be Grappled or immobile. Then a resisted D10 + BODY roll to see if the embryo in the mutated arm can be forced down the throat by the ovipositer.

If damaged to Mortal-0 status, the stage retreats from survival instincts and mutates into G Stage II over 10 to 40 minutes (20 minutes). It regenerates all Damage prior to mutation.

Who Needs Food? (Never shown, but presumebly eating/absorbing biomass as needed to fuel growth)


G Stage II

BOD 13

REF 3

INT 1

COOL 6

MA 2

Awareness +12

Brawl +8

Claws 3d6 AP

BTM -5 DAM +4

Natural Armour SP12 (Effective against Flames as well)

Regenerates 1 Damage per round

Transmits infection by implanting embryo into a target's orifice (usually the mouth). If the target is of the same DNA line as the carrier (parent sibling, child etc), the infected begin to mutate into a Stage-I. If not the embryo is explled through a bloody and traumatic procedure to grow into a G Imageo and then a G Adult.

To spread the embryo, the target must be Grappled or immobile. Then a resisted D10 + BODY roll to see if the embryo in the mutated arm can be forced down the throat by the ovipositer.

After being damaged to Mortal-0, G Stage II retreats and mutates into G Stage III over one hour, regenerating all Damage prior.

Who Needs Food? (Never shown, but presumebly eating/absorbing biomass as needed to fuel growth), Animal Cunning


G Stage III

BOD 18

REF 3

INT 1

COOL 6

MA 2

Awareness +12

Brawl +9

Claws 3d6 AP

BTM -5 DAM 1d6+2

Automatically goes last in combat round, as instinctually displays intimidation stance before attack

Natural Armour SP12 (Effective against Flames as well)

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

Regenerates 1 Damage per round

The Lunge - MA increases by 3 when making a final movement towards a target

Weakpoint - Electricity, takes double damage from electrical sources

Probably can still infect others, but might be too agressive.

After being damaged to Mortal-0, G Stage III retreats and mutates into G Stage IV over one hour, regenerating all Damage prior.

Who Needs Food? (Never shown, but presumebly eating/absorbing biomass as needed to fuel growth), Animal Cunning


G Stage IV

BOD 23

REF 3

INT 1

COOL 3

MA 14 (2 while climbing) (#9 while climbing)

(There's a typo in the RE:Genesis Document that kept this as 2, despite the feature: The Quick and the Dead)

Awareness +12

Brawl +9

Bite 3d6 AP

Acidic Bile 4d6, reduces SP of armour by the same

BTM -6 DAM 1d10

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

Regenerates 1 Damage per round

Probably can still infect others, but might be too agressive.

When it reaches Mortal-0, it's body breaks down into a shapeless cocoon. Where it will regenerate all Damage and after 10 minutes, metamorph into G Stage V.

All Flesh must be Eaten Constantly, Animal Cunning


G Stage V

BOD 24

REF 3

INT 1

MA 2

Awareness +12

Brawl +9

Whipping Tendril 1d10

Teeth 6d6 AP every round if makes contact with target, target cannot escape until Stage V is dead.

BTM -6 DAM 1d10

Cannot Move and Attack at the same time, as it uses it's five tendrils to do both

Each tendril has 15 SDP and Sweep/Trips targets on a hits

Each Tendril is 4m long and 1 foot/one third of a metre thick, making them targetable wih a -2 modifer for TN targeting them.

Might still have an ovipositer but unlikely.

All Flesh must be Eaten Constantly.


As I was going off the first version of Resident Evil 2, not Darkside Chronicles, I didn't give the Stage V the ability to regurgitate zombies.


G Adult (G Imageo Mutator in RE:Genesis)

BOD 11

REF 3

INT 1

COOL 3

MA 2

Awareness +12

Meele +7

Swipe 1d6+2

BTM -5 DAM +4

Regurgitate 1d10 Acid in 1m range and a G Imageo, though this cannot be implanted to develop into a G Adult

All Flesh must be Eaten Daily, Animal Cunning


G Imageo (G Imageo Spawn in RE:Genesis)

BOD 1

REF 6

INT 1

COOL 3

MA 3

Awareness +6

Brawl +3

Nip 1 damage (#1d6/3)

Can sense living things within 20 metres

Small target - TN for attacks are at -4

Transmits infection by crawling into a target's orifice (usually the mouth). If the target is of the same DNA line as the carrier (parent sibling, child etc), the infected begin to mutate into a Stage-I. If not the embryo is explled through a bloody and traumatic procedure to grow into a G Imageo and then a G Adult.

Who Needs Food? (internal reserves that clearly didn't expire before the end of the night)


I am not sure if G Adults can produce functional Imageo, as they seem to just bite in game.

Tuesday, May 12, 2026

Miscellaneous Grab Bag Part 5

 I was deeply inspired by the Mothership adventure Interloper to include an ecology section for an adventure idea I had. Part of that ended up unravelling the unstated rules behind the food web in the module as the prelude for using it elsewhere.


(Interloper, art by either Francesco Zanieri or his outlines formatted by Meredith Silver)

- There are 4 trophic levels,

Primary Producers (usually plants) -> Primary Consumers -> Secondary Consumers -> Tertiary Consumers

- Each Secondary Consumers species needs to feed on 2 prey species,

- Each Tertiary Consumers species needs to feed on 3 prey species,

- A Primary Consumers species can be prey for 3 other species if obligatory herbivores (like deer) or 2 if occasionally omnivores (like pigs).

- Species with different diets/niches to stages in their lifecycle can occupy different trophic levels across their lifecycle.

I couldn't quite define this as a rule but it appeared that each species should have a different feeding strategy.

Extras

I arbitrarily require 1 grass/ground-level, one-bush/short and one-tree/tall plant species for Primary Producers, as the only other ecology minigame I know is Spore.

There should probably be just as many insect/small animal species as big animals.,

One big animal and insect species must be a scavenger/detritivore. This is bourne out of nothing but the sample food web had a Primary Consumers detritivore, several slightly different scavening species and in general something should be breaking down biological matter.


Fantasy Violence might be an alternative to the standad Violence in the Street rules for my pair of Violence hacks.
https://pressthebeast.bearblog.dev/fantasy-violence/

Would have to readjust the Reach and Lethality for all natural weapons again.
Reach starts a 0 for claws, gos to 1 for antlers and projecting defences and 2 for tusks.
Optional - And then -/+1 for every final 4 Growth stages they are from 8-12 according to the growth rules.
Damage dice start at Lethality 0 for 1d4 nd go up by +1 until 2D6 = 4.


Cardinal System

Thre have been a few iteration of this system. Which fits uneasily into that category post-D&D go where they have skills and dangerous combat, but no fromwork of proceedures for what to do as the players cross the campaign space except roll dice whenever the "Narrator" feels justified. It's a dice pool system a bit like Savage Worldssauguine press

.

2010 Ironclaw 2E

6 traits BODY SPEED MIND WILL SPECIES CAREER

Species 3 Skills

Species 3 Gifts

Career 3 Gifts

Career 3 Skills

Personality + Local Knowledge 2 Gifts

13 Skill Marks

3 Gifts


TOTAL

6 Skills + 13 marks

11 Gifts (9+2)


2011 Noggle Stones

6 traits BODY SPEED MIND WILL NATURE(Species) NURTURE(Career)

Species 3 Skills

Species 2 Gifts

Career 3 Skills

Career 2 Gifts

Personality + Combat Save 2 Gifts

9 Skill Marks

3 Gifts


TOTAL

6 skills + 9 marks

9 Gifts


2013 Myriad Songs

6 traits BODY SPEED MIND WILL LEGACY(Species) CAREER

Species 3 Skills

Species 2 Gifts

Upbringing 2 Gifts

Career 3 Skills

Career 2 Gifts

Personality + Combat Save 2 Gifts

9 Skill Marks

3 Gifts


TOTAL

6 skills + 9 marks

11 Gifts


2016 Urban Jungle

7 traits BODY SPEED MIND WILL SPECIES CAREER TYPE

Species 3 Skills

Type 3 Skills

Career 3 Skills

Species 2 Gifts

Career 2 Gifts

Type 0/1 Gifts

Type 1/2 Soaks

Personality 1 Gifts


TOTAL

9 Skills

5/6 Gifts

1 to 2 automatic soaks


There has definitely been a series of reduction, if not refinement in how games from the Cardinal system work. Noggle Stone was explicitly dubbed "lean" but the writers. But even then, they have been reducing the number of Gifts a playable character gets and can spend and reducing skills as well. But Skills are consistent here, finding a good number and moving the burden onto automatic Gifts like Area Knowledge to provide basic-level rolls. Urban Jungle is interesting as its inclusion of a 7th characteristic; Type does three things. Besides being a refinement of Upbringing from Myriad Song. It provides another automatic dice for a bevy of skills and so compensates for the smaller number characters get in that game, it generally coms with an automatic Soak (defence) and so educes the main thing Gifts were being spent on and it allows for a standardisation of what the species and career dice apply to compared to Ironclaw.


Ironclaw Standard Fantasy Races

Back in the early 2000s, Ironclaw 1E had the option of playing a selection of non-animal fantasy races. This was never updated to 2E offically. But I think I found someone else's draft and added Tieflings and Dragonborn from 4E, as that's when I stumbled onto Ironclaw 2E around 2012/2013?
I don't remeber where I got this from or even if I was the one to make the conversion of someone elses Ironclaw 1E write-ups. The 1E write-ups had 2 more human types for Tolkien-style things and didn't have Warforged.

Those last two are probably the iffiest of them all. As one is missing an inherent magical nature and the other has one in defiance of how the rest of Ironclaw species/races are written up.

>Human

Habitat: Choose One

Cycle: Day

Senses: None

Natural Weapons: None

Include Racial Dice with: Academics, Tactics, choice of Social or Culture skill

Racial Gifts: Geography, Increased Trait: Wits, Diplomacy

>Dwarves

Habitat: Mountains

Cycle: Night

Senses: None

Natural Weapons: None

Include Racial Dice with: Climbing, Digging, Endurance

Racial Gifts: Night Vision, Sure-footed, Spelunking

>Wood Elves

Habitat: Forest

Cycle: Choose

Senses: Hearing

Natural Weapon: None

Include Racial Dice with: Observation, Stealth, Weathersense

Racial Gifts: Acrobat, Keen Ears, Fast Climber

>High Elves

Habitat: Coastal

Cycle: Choose

Senses: Hearing

Natural Weapon: None

Include Racial Dice with: Observation, Academics, Supernatural

Racial Gifts: Acrobat, Keen Ears, Increased Trait: Mind

>Plain Orcs

Habitat: Plains

Cycle: Day

Senses: Smell

Natural Weapon: Tusks

Include Racial Dice with: Endurance, Presence, Tactics

Racial Gifts: Frenzy, Hiking, Animal Handling

>War Orcs

Habitat: Plains

Cycle: Night

Senses: Smell

Natural Weapon: Tusks

Include Racial Dice with: Endurance, Presence, Melee Combat

Racial Gifts: Frenzy, Hiking, Increased Trait: Body

>Ogres

Habitat: Choose (Plains, Forest, Mountain)

Cycle: Day

Senses: None

Natural Weapon: Wrestle

Include Racial Dice with: Brawling, Endurance, Supernatural

Racial Gifts: Increased Trait: Body, Charging Strike, Choice of (Coward, Frenzy)

>Troll

Habitat: Mountain

Cycle: Twilight

Senses: Listen, Smell

Natural Weapon: Claws, Teeth, Wrestle

Include Racial Dice with: Brawling, Endurance, Choice of (Stealth, Presence)

Racial Gifts: Increased Trait: Body, Charging Strike, Natural Armour

>Tiefling

Habitat: Choose (Plains, Forest, Mountain)

Cycle: Night

Senses: None

Natural Weapon: Horns, Hooves

Include Racial Dice with: Deceit, Stealth, Supernatural

Racial Gifts: Fast Jumper, Sure-footed, Unshakeable Fighter

>Warforged

Habitat: None

Cycle: None (or, As Group Majority)

Senses: None

Natural Weapon: Wrestle

Include Racial Dice with: Endurance, Brawling, Melee Combat, Ranged Combat

Racial Gifts: Sure-footed, Clear-headed, Unshakeable Fighter

>Dragonborn

Habitat: Choose

Cycle: Day

Senses: Listen, Smell, Spot

Natural Weapon: Claw, Teeth, Torch (Torch@ Close d8, d4- Damage + 1 Weak, On Fire)

Include Racial Dice with: Endurance, Supernatural, Presence, Tactics

Racial Gifts: Increased trait: Body, Mystic (Elementalism), Natural Weapon: Torch


Genesys/Edge of the Empire

I played a bit of Star Wars Edge of the Empire and Genesys, it's rfinement tended to build it's character archtypes/species/races on a smaller budget. So when I found Adventures in Azeroth, the Warcraft hack. I was idlely curious about how they would differ from the original EotE set. According to one writer on the long-gone FFG forums, he built Star Wars species to a 120 to 130 XP budget. And not going too hard onhigh stats or reduced Starting Experience. So, I tried calculating and rebuilding the Warcraft races/species to the same totals and trends.

Most Genesys material including Adventures in Azeroth, says Wounds and Strain are 5 XP for a change of 2/1 Wounds/Strain and 15 XP for 3/2. But the writer comment on the old forums said he used 5 XP for each, with an addition 5XP if the core was 1 or 3 as that was compounding. SOmtimes it worked out the same either way.

Night Elves +5 XP

High Elves +10 XP

Blood Elves +0 XP

IronForge Dwarves Fine

Wildhammer Dwarves -5 XP

Fine as is for 120 XP total +10 XP if using 130 XP total

Gnomes Fine

Orcs Fine

Darkspear Tribe Fine but very unbalanced, I would give them a choice of either skill but not both and add 10 XP to Starting Experience

Revantusk Tribe -10 XP or make the two skills a choice between but not both

Zandalari Trolls -10 XP or make the two skills a choice between but not both

Tauren I would deduct 1 from Brawn and add 20 XP

Ogres Fine but very unbalanced

Goblin +5 XP but again, very imbalanced

Draenei (Eredar) fine but still two 3 values is not normal flor Edge of the Empire

Draenei (Broken) +10 XP

Forsaken Fine

Worgen Fine

Furbolgs Fine but tempting to give them +5 XP

Pandaren Fine but too unbalanced

Naga +10 XP, the divergent Biology thing makes the difference too large

Mok'Nathal +20 XP, Silhouette 2 already accounts for increased Encumberance Threshold and isn't worth as much as it's been costed.

Tuesday, May 5, 2026

Violence! Double Feature

Wasteland Violence! and Mutant Violence! Redux


(Palladium Books 1986, Art by Kevin Eastman)

Once again Violence is found here

https://lukegearing.blot.im/violence#ref-1L37

Now there has been some changes since I last tried to make a Violence hack. Pseudo-Historic Violence and its melee table have been replaced with a slightly modified version of Violence in the Streets. A much closer and finely grained system. So mutant equivalences will need to undergo a major adjustment.

Wasteland Violence is simple from a creation stand-point. Why do the extra work when you can just remix D20 Modern Apocalypse?
Now Violence doesn’t really do skills and certainly not a D&D 3E-inspired skill rank system, so the D20 roll needs to be adjusted.

I originally had an idea of taking the DC after 10, dividing it by 2, rounding down and adding it back to 10. So, 15 = 12, 20 = 15, 25 = 17 and 30 = 20 etc. But in the end, it was simpler to just divide all DC by 2 and round down. This does have the nice synergy of making the DC 5 survival check a DC of 2 or only fails on a roll of 1.

D20 loves modifiers and they come in blocks of 5 in D20 Apocalypse. Therefore, it’s simple enough to treat each modifier of +/-5 as an Advantage or Disadvantage.

The details of the carnage start on page 14 but the relevant rules for exploring, scavenging and bartering start on page 17. After page 25 though it gets more into D&D weapon rules, which are ignorable. These stop at page 29, since after that are vehicle rules which I’ll get into later.

The rarity og guns can be represented with roll on this tool for The Country (Luke Gearing/Violence Jam 1). Where you can roll to see what customisation and markings make your gun unique and traceable.

https://perchance.org/countryselect

  • Looted Guns (Hauled out of long-cold dead hands) - rifles, pistols, machineguns at -4 to hit.
  • Hunting Guns (Good for killing things that can't shoot back) - shotguns, rifles at -2 to hit.
  • Military Guns (Nice, dangerous and valuable) - rifles, pistols, machineguns.
  • Foreign Military Guns (Look cool, everyone knows who has one of these) - rifles, pistols, machineguns.

Since Violence at the Street Level doesn’t do spears, I had to make some up.

  • Makeshift Spear: A metal blade taped or attached to the end of a stick
    • Range 7 Lethality +3 Fragility 3 in 6
  • Proper Spear: Time taken to properly attach a blade to a tall and straight pole
    • Range 8 Lethality +3 Fragility 1 in 8
  • Fire-Hardened Spear: The most common weapon for most of human history
    • Range 8 Lethality +2 Fragility 1 in 8

Vehicles

A vehicle is a separate character that has the D20 stat line. Since 90% of these are real-life stats that are found online, it can just be elided like how Violence expects most things to be treated.

But really what is important is the Fuel Capacity and the Gas Mileage. The thing that tells players how far they can go in the vehicle on a single point of fuel.

For vehicular combat, play as normal Hand to hand combat, except no one really has any skill in it. Additional things like spikes and armour take up space and weight but increase Lethality. D20 Apocalypse has a list of modifications that can serve as inspiration on pages 32-34.

A faster vehicle will eventually catch up with a slower one unless th driver can somehow manoeuvre it into a location the overtaking vehicle cannot go.

Vehicles can have Injuries which effect their manoeuvrability and a scavenged vehicle starts with 1d6 Injuries. Downed vehicles need repairs to work again. Injuries to the Fuel Capacity and Gas Mileage reduce their value by ¼ per Injury.

Wilderness Survival and Travel

Violence doesn’t have much to say on the subject. The Empire of Texas by Luke Gearing (the creator of Violence) has a person move one 24-mile hex while on foot/by wagon or two on horseback. There was seemingly no adjustment for terrain.

For a 12-mile hex, I would say foot/wagon moves two hexes or one when in rough terrain. A mounted character moved 4 hexes or 2 when in rough terrain.

But I found a good version for 3-mile hexes, which agrees with D20 Apocalypse, that the normal adult walking rate is 3 miles an hour. D20 Apocalypse also says vehicles are restricted to 30 miles an hour due to debris, so that’s nice and simple.

I would like to credit someone, but I don’t remember who I got these from.

Intended for use with pseudohistorical Violence rules for tracking outdoor hexcrawls, but should be generic enough to be usable across the board. Assumes 3-mile hexes or squares.

## Ailments

Life-threatening conditions such as poison, hypothermia, bleeding, exhaustion, hunger, thirst etc should be tracked the same as injuries and inflict stacking disadvantages.

Fast-acting conditions (i.e. hypothermia, bleeding, petrification) should be checked against every hour to avoid another stack of the same condition. Slower conditions (i.e. exhaustion, hunger, curse) should be checked against daily.

A character may sustain up to 3 stacks of a given condition - any more and they are Downed, requiring intervention by another character to avoid death.

## Travel

Average human walking speed is 3mph and therefore can cover 1 hex per hour 'as the crow flies' at a steady pace. If running, 2 hexes per hour can be covered but untrained characters must check against exhaustion. Exploring a hex thoroughly takes 3 hours.

## Rest

6 hours of sleep is the minimum to clear 1 stack of exhaustion. Food, shelter and a source of heat are required. Lacking one or more incurs a check to clear the exhaustion, two or more is at disadvantage.

The rest of the rules (bar one exception) are from The Empire of Texas

The day is divided into 4 6-hour Watches. Once per Watch, check for Encounters. It is assumed two of these are spent travelling, one establishing camp and resting, and the last sleeping.

Me - I like 8 hour blocks better because 12 hours is a bit too subject to the weather and daylight. But either can use the table from here:

https://mythlands-erce.blogspot.com/2024/04/the-3-mile-hex-natural-unit-for.html

Hours with walking per 3 mile Hex, half the time for horses and 1/10th (6 minutes) by vehicle. Unless an off-road vehicle, vehicles treats any terrain with just a trail as rugged terrain and any without any track as very rugged. Like many this in Violence, carrying capacity is an exercise for the Referee.

If food and water are not found, each member (and horse)in the caravan consumes 1 Food and Water ration. Horses require double rations in the desert.

Back to Texas

Encounters

Roll a d6 - on a 6, an Encounter occurs. Determine Surprise, Distance and Disposition. If an item of interest is present in the hex, the encounter swill resolve nearby. In some cases, the disposition and surprise may result in ‘no encounter’ - a small group warily watches the unaware players.

Surprise

For each party, roll a d6. On a result of 1 or 2, that party is Surprised - they are unaware of the encounter.

Distance

If the PCs are surprised, the encounter happens at a range of d20*10 feet. This might represent an ambush or a stealthy band, as determined by Disposition. The NPCs may not engage, and simply observe.

If the NPCs are surprised, or neither are surprised, the encounter happens at a range of d20*100 feet – the other group spotted at a significant range. Depending on Disposition, unsurprised NPCs may attempt to approach or flee.

Disposition

For NPC parties, roll 1d6:

1) Violent.

2) Hostile.

3) Cautious.

4) Wary.

5) Friendly.

6) Desperate.

Desperate groups may be starving, dehydrated, injured or out of ammunition.


Revising Mutants

A mutant has four points split between Animal/Human. These detrmine how human or animal-looking the mutant is. The five mutant shapes are also reflected by the five possible states of mutant. So, no Human Features needed and not BIO-E either unless you are buying species abilities for finer details.

Every point on Man is a Competencies and every point on Animal is a Trait from the species entry in TMNT&OS. Competencies got moved from the main Violence document to page 4 of a PDF called Special Investigation Unit, currently linked at the top of the webpage. If you don't want to treat a Trait as one line on the write-up, be more granular and optionally treat it as 20 BIO-E. Bonuses granted by Species can be used to fill a Trait slot. Every point of Animal is -1 to DV for social interactions with humans.

Extra Attacks from Species Traits is Advantage. For Heroic games, each hero gets four Plot Points to revese the Down status and major NPCs get two.

Traits that only gives S.D.C give -2 to Down Checks. Light/Medium/Heavy/Extra-Heavy Armour is -1 per tier to Injury checks. It can be hard or fleshy but is still tissue and/or layers of minerals.

Since we are revising for Violence in the Streets, natural weapons must be accounted for. The easiest answer for Reach is 0, since natural weapons are parts of the body touching another, but many animals keeps foes at bay without bodily risk. You could still keep it simple with Reach 1.

Look at the species' intial Growth value (1 to 20). Every 2 points above or below 10 is -1/+1 Reach.
Add/Subtract 1.5 Reach for each point towards Human, stopping at Reach 0, round other final results down in all cases. A Growth 1 (-5 Reach) bug can be kept away with a short stick, a Growth 20 (+5 Reach) elephant just pushes past in a fist fight.

Natural Weapons are by definition, dangerous. So the Lethality of them goes up by the damage dice.

D4 = 0    D6 = +2    D8 = +3    D10 = +4    2D6 = +5

While it's simpler to say mutants turninng into human-looking pizza-eaters implies they become omnivorous and lactate-digesting by default. It's too tempting to pass up mutant scavenging rules.

Mutants need a majority of whatever protein their base species eats; vegetable or animal. A Ration of the right type is Good Food and they need one ration per day. Otherwise, they can eat two Bad Rations to get the same effect. This includes food of the wrong type, has no real nutritional value or what has spoilt. Eating only Bad Food give Disadvantage the next day, as does eating only 1 Bad Food in a day. Some species which scavenge garbage are find with eating Bad Food and grazing herbivores can spend a Watch (6 hours) solely stationary grazing to generate 1 Bad Food for themselves.

Making an NPC
So compared to Violence, a mutant NPC sounds complex. But not really, a foe is still just a bonus to hit and a weapon. Just a Referee must also decide if they have a natural weapon as a backup or primary weapon and if they are naturally outsie the human body range. Giving a Lethality and Reach modifer as the Referee feels like it. A mutant is just as likely to have functioning giant ears, a sharp nose, natural body armour as a human is to have a radio reciever or spare grenade. Whatever is needed to to make the foe engaging for the players.

Sunday, May 3, 2026

Antarctica Adventure Jam Lower Peninsula Part 4

Last one, If you want the appendices and or the 5 pages of introduction and random encounters. Go over to the AAJ page and look up the region.

It's well over and this is just me finishing up my too late obligation for taking on a second region. Great fun and stretching the creative muscles from volume alone.

### 219-171 Plain Orcs

250 orcs in a large encampment. Their chieftainess Griddlebones is by necessity, very cunning and skilled at fighting. The plain orcs draw from the Moon Elves and some from the Far Elves. They treat the high plain as their own, demanding tribute from traders and switch to raiding into the Upper Peninsula when their neighbours become organised.

Among the orcs are 30 members of the cannibal-rite Landshark clan (Ogres). Depredations and intra-camp violence let them stay in their war-form near constantly. They urge Griddlebone to join McCavity 222-172 as to join their relative with him.

Her loot pile contains 5000gp in trade bars and coinage and gems worth: 3 x 10gp, 2 x 50gp and 500gp.

### 221-170 Titians Wall

A row of large slabs stands askew in a line going Polar-East-East. They depict a repeating pattern of four figures; short and childlike, tall and upright, round and very large and large but stooped. All have pointed ears. It’s assumed this is titan work for it’s both a megalith but not fancy like Before architecture. Beyond are stumps of mile markers that if followed, would reach 224-171.

Though only the most obscure sage or one of the single-digit Goblin-Friends would recognise it. This is the lifecycle of the Lower Peninsula Goblins, who built a civilisation sometime between Before and now. They grow during crucial periods of nutrition. But all goblins live hard lives and finish in their stunted winter form, the Bugbear, since their settled culture was destroyed.

Born first as Goblins and remain as such until adulthood, the crucial missing stage. Then growing to Hobgoblins and full members of their society. But none will achieve their full size as 4 HD Great Goblins, their skin returning to green.

### 220-171 Treehugger Hall

In the wilds here stands Treehugger Hall. It is not an inn, though the ten family members who live here will exasperatedly put up good-seeming travellers for the night. They are only slightly more cordial to fellow worshipers of the Moon-Asura. No entry or leaving rooms while the moon is full. Orcs avoid this place because they have learned the 10 are Werebears and so fear them. Beorn Mooneye has a chest with a Sword +1 (Flaming) and Elven Cloak and Boots. From a guest’s donation and years of anti-orc service for the Cardinal 220-168.

### 223-170 Mid-River

1000 people in 3 markets. This land under the Duchy of the Moon is quite worried, George C4 marshals what forces he has but is torn between awaiting the call to march and seizing the opportunity (in his mind) of single-handedly rallying the forces of the Duchy and deposing the Cardinal as a more fitting ruler.

Since the forces assembled, a plague of Giant Shrews (25) has emerged. The locals only solace is the arrival of a strange merchant. He can for 1 magic item or two potions teach the secret ways across the continent under the dim noonday sun or give +1 damage to unarmed attacks. Otherwise, his fee for defeating the giant shrews on a property is one night’s meal and a place to rest.

### 224-170 Melonland

55 people in 1 market. Here is the groves and black melon fields of the Traditional Elves. They practise the fey religion with no addition or change. Lady Electra E4 manages this community of a few mansions and dispersed tree houses. Adjoining the centre is 200 gnomes, who converted when the elves first came. The fey emphasis on cultivation alone is wearing thin with them. Many have been tempted to 219-167, for a more varied economy, under pain of death for dealing with heretics.

The community contains 4000ep and the Lady has a Potion of Giants Strength and Staff of Healing.

### 225-170 The Great Grove

170 people in 2 markets. The deep costal groves of the Traditional Elves. Here is where the Fey religion was developed and the beautiful yields that even non-Elves grow were cultivated. The Chief Elf, Asparagus E7 rues that his grandfathers ever let other elves split the sacred authority by converting others or leaving. One market is his mansion and the hollows supporting it. The other is the Great Grove, where all those who will attempt the rites study and make the step.

Recently a sea-trader from beyond named Narrator has come. He brings valuable obsidian but demands buyers also purchase his shell carvings. A Buccaneer or Jellicle islander knows the cursed patterns on them. Large sharks (Great White Sharks 5) have been harrying the fisheries since Narrator came. Just a few of many drawn by the shells up and down the coast.

Full writeup in Appendix F.

### 221-171 Grass Keep

200 people in 1 market. Here is Duchy of the Moon’s outpost on the plains. Piangi C4 mostly leaves the running of the keep to his captain Gilles F5. They force all visitors to camp outside the keep, which is now the crowded temporary sleeping quarters for the community. Paranoia that visitors are orcish scout pretending to be normal people grips the community.

Gilles has a Ring of Fire Resistance he was given to best a solar champion in a tournament years ago.

### 222-171 Mid-Peter

1000 people in 4 markets. This part of the river grows wealthy from moon melons and traffic. This in turn allows the government of Minister C3 (name not title) to withstand interesting times through the depletion of the treasury. Minister has fended off elven relatives and rover raiders and so fears nothing in a group with other leaders. His troops drill and march, awaiting any command to save Vims 222-172. If only it would come.

Minister’s prize possession is a Shield +3

### 223-171 Sprout Village

70 people in 1 market. One of the most exposed domains of the Traditional Elves this community is the first place those who will undergo the fey rites go for their training and education in specialised cultivation. Unofficially it is an exchange point for their produce, shows the Moon Duchy how converts and their descendants benefit from fey magic and proves a final test for those who might wish to leave the elven homeland before they undergo the rites. Anything to reduce the chance of an orc. Easy to grow rind armour (Leather) and roofing tiles are half price here.

Old Barnardo E3 is pale due to his age and has nurtured generations of them to the rites. His stone mansion amid the hollows contains a lifetime of adventure and intrigue; Shield + 2, Staff of Snakes and a waxed paper rind scroll called Dungeon Delving On Short Notice (ventriloquism, read magic, protection from evil 10’ radius (mu), lightning bolt, dimension door)

The trade and donations chests sit with him as well; 12000sp and gems worth 10gp, 15gp 2 x 50gp and 100gp.

### 224-171 Ruinland

65 people in 1 market. Here lies ruins attributed by nearly anyone to Before. Stone slabs teeter in a spiralling sun-facing henge. These are actually the hearthstones and backs of chimneys from the first and greatest city of the goblins. Thrown down by mankind before recorded memory. Lady Carlotta E3 doesn’t care about any history. They are obstructions to the fields and better used as supports.

The farmers have 3000ep among them and have tributed to Carlotta scavenged gems worth 10gp, 3 x 50gp, 4 x 100gp and 500gp.

### 225-171 Elfshore

130 people in 4 markets. Everything is calm here. Sun gourds and prawns dry in the sun for winter and available fresh other times. Lady Syrie E6 has spent a lifetime building a perfect world and outsiders are watched for threats. Wherever they go and whatever they do.

### 219-172 The Ruined Tower

30 people in 1 market. The Far Elves here are uneasy. Beyond being the frontier of the Fey beliefs, here is where the usurper dwelled. His lonely tower is surrounded by a feral garden. It is evident that the locals have not properly cleaned their former lord’s home. For 175 Kobolds have sprouted and maraud at night. 3000cp of alchemical equipment repurposed into elaborate helmets.

### 220-172 Treeless Plain

30 people in 1 market. Another outpost of the Far Elves. One to ride out from for adventure. Otherwise, they grow furniture bushes here. Administered by Lord Coricopat E7, who has also been given authority over the Ruined Tower 219-172. He is sick of travelling back and forth and wants an Elf of level two or higher to swear to manage it.

### 221-172 Upland Fields

300 people in 2 markets. Fear is strong here; crops go unsown or lay in the fields for fear of marauders. The militia patrols waiting for the command from the Cardinal 221-173 to advance. They relive stress but boasting about orc heads and robbing any would-be traveller. Captain Chagny F3 does nothing about this. His authority is seconded from his brother Cleric Chagny, who is assumed to have perished in the failed counterattack on Vims 222-172 months ago.

Chagny hoards his family secrets in the manor, a Bag of Holding and a Sentient Sword, given by the Moon Asura generations ago to maintain the new age.

The Sword of New Beginnings INT 10, Ego 11, Communication Speech, Language Alignment tongue, Common, AL Lawful, Sensory Powers Detect slopes, Detect traps, Detect magic, Enchantment +1 (+3 vs Regenerating Creatures), Dmg 1d8 +1

### 222-172 Vims

2000 people in 3 markets. Founded by Vicomte, the castle has since become Vims and now is anarchy of the worse sort. With the coming of Macavity, the orcs swept aside the defenders and built a briar encampment on top of the cemetery hill. His army consists of 200 orcs and an Ogre, Jerrie of the Landshark clan. The Cardinal has retreated to the Moon Monastery 221-173 and the surviving militia has mutinied. Setting themselves up in the castle as the Free Vims (50 Bandits). They cannot advance but the orcs lack the numbers to assault. Their leader Vicomte the New F3 has acquired the Cardinals ring and sceptre. Everyone else lives like rats scurrying between buildings.

Macavity has amassed 6000gp and jewellery worth 800gp, 900gp, 2 x 1000gp and 1400gp.
Free Vims have secured for apparent safekeeping; 5000sp and gems worth: 4 x 10gp, 4 x 50gp, 2 x 100gp, 2 x 500p and 3 x 1000gp.

### 223-172 Outer Red

100 people in 1 market. Much of the rolling high fields are in disarray as refugee lean-tos prompt against any farmhouse and boundary that will take them as hired hands. The community is deeply frustrated, though these are their fellow Moon-worshippers fleeing Vims 22-172, they outnumber them 2 to 1 and most of the inhabitants cannot afford to feed more hands. Meg C4 has been drafting those able to fight into the militia and is exhorting the troops to liberate Vims with or without the Cardinal 221-173. They will die without support. Meg has a Mace +1.

The refugees are 200 hardy Halflings (Dwarves) who often have worked in the area and are stung by how quickly the populace has turned against them.

### 224-172 Roundtop

50 people in 4 markets. This spread-out collection of hollows is concerned with a small hoard of Giant Shrews that migrated into the domain a few months ago. They do not attack people and barely even eat the ripening super melons, but they do defensively crouch when approached in fields and in hedges. Giant shrews are dangerous to even an elf and Lord Teazer E6 is willing to pay 500gp in produce to find out the root cause. With an advance in the form of a 10gp gem he can’t get rid of.

The total wealth of the community in stored produce, fine material, personal adornments and loose coins comes to 5000gp. On top of Teazer’s Sling +1 he uses on magical foes.

The root cause is the Driver Ant infestation to the pole of the domain in Greendell 223-173 and Border Garden 224-173. It isn’t spreading to Roundtop because the shrews are eating the ants so voraciously, they have no need to bother people. Teazer won’t pay therefore until the shrews are gone but also and won’t pay if the ants come.

### 225-172 The Suncoast

120 people in 4 markets. In a land of sun gourds and prawn harvests, the arrival of strangers with carts and boats is not unusual. Lady Demeter E4 ensures no merchant leaves without inspection, All the better to smuggle elven drugs for whatever she likes. All without paying a copper to anyone.

### 218-173 Little Sister Joining

130 people in 1 market. This land shows its agricultural pride strongly. With a riotous bouquet of herbs, gourds and trees. A major centre of trade, focused of their famous ulfire squash. Lord Carbucketty E6 knows this is due to the attached community of 56 gnomes. Their tax exemptions irritant some and conjure visions of hidden treasure.

### 219-173 Centre Patch

90 people in 3 markets. Surrounded by other elves, the Far Elves here pend their times on theoretical practises. Like exploring the theological limits of the fey religion and the shift in seasons and why is it some rites go wrong. This has resulted in the crop here being grown for inedibility. Lord Andre E2 has perfected the toxins within these strains to uniquely effect those who unbalanced humours. Orcs and svarts. Should his poisons fail him, Andre has a Wand of Fire Balls.

Anyone who swears to kill 100 orcs or svarts in a ceremony, can learn how to brew a weapons-coating gourd-venom that deals +1 damage to orcs and svarts. Those who flee from fights with these foes will be struck by cucurbitacin poisoning. Doing 1 damage per HD per day of distress for 1d4 days.

Inside his mansion courtyard is the community symbol, a ceremonial tree decorated with gems worth 10gp, 4x 50gp, 2 x 100gp and 2 x 500gp.

### 220-173 Howling Fields

70 people in 1 market. Amid the musical gourds the Far Elves walk uneasy. The community is half split between assisting the Cardinal 221-173 with recapturing Vims 222-172 and the other half wish to stay out of it. It really comes down to whether a person hates orcs more than they shun non-believers. Etcetera E4 holds firm for now, claiming she would need a message requesting aid. She fears the dogs more than the orcs. 20 dogs let loose from the Before (Blinkdogs) roam the land. They do not attack unless threatened but vanishing dogs can appear anywhere and seek out food to guard. So far the generational agreement holds but who can say with smart animals.

Either way, Etcetera keeps her Spear +2 with her. They have 7000sp between them.

221-173 Moon Monastery

100 people in 2 markets. Here among the moon wells and night groves, rests the much-missed Cardinal of the Moon Asura. Prime C8 prays for deliverance as fate seems to conspire against him. First the orcs attacked Vims 222-172 when he was on pilgrimage to this monastery. When his ring and sceptre were still in the locked bedroom chest. Now none of his vassals respond. Messengers report back as shunned or never again. He prays the Moon Elves will see the reason in his past request for their vassalage as the Moon Asura’s representative. Which was politics then and survival now.

Skimble C4 and Shanks F6, his Primarchs are sure to keep him such a state. Silencing or coercing outgoing messengers. Soon they will be able to convince the Cardinal to become a hermit figurehead and rally the duchy against the orcs.

Full writeup in Appendix E.

### 222-173 The Stone House

200 people in 1 market. Everything here seems fine; the population go about there business as normal. No one will mention the conflict in Vims 222-172. Everyone will conspicuously dance around the idea that any messenger has arrived, emphatically deny that Moon Duchy rider came a week ago and show outright terror and deny the idea a Red Rodger man is staying at the keep. The moon man is buried in one of two conspicuously fresh grave in the cemetery. The other was Raoul the Cleric.

Jemima F6 wants to complete negotiations and let the Cardinal perish before she will announce her new allegiance. She kills anyone who discovers it ahead of schedule.

The keep is quite a historical relic. A modern stone fortress on top of an earth mound raised by the old village to defend against pirates. In fact, the location Red the Pirate was defeated and sought terms. The mound itself is dirt [packed between goblin ruins, the great Seasonal temple of their second city.

In the excavated room of the summer is Jemima’s magic treasures. A Potion of Levitation, Rod of Cancellation and Sword +1 (+2 vs Spell Users).

### 223-173 Greendell

80 people in 1 market. The edge of the elven lands is never quiet as patrols ensure only the righteous and the produce may pass the boundaries. But lately Lord Fathingay E2 has ignored all but the most egregious smuggler. The land has become lumpy and desolate as 75 Driver Ants spread their nest. Devouring anything when hungry. Farthingay promises all the gold(5000gp) below to be rid of them.

What he won’t mention is the wealth of his community and himself.

The original elven family each have a piece of jewellery, worth; 700gp, 1000gp, 11gp, 1300gp and 1800gp.

Farthingay keeps in his hollow: Leather armour + 1, Shield + 1

On waxed paper gourd rind: Spell scroll (fly, polymorph others, contact higher plane, levitate, wizard lock)

### 224-173 Border Garden

110 people in 2 markets. A smuggler’s paradise, Lady Rose E5 has established a syndicate with Red Rodger bootleggers Johnny T3 and Jenny T3. Ensuring a monopoly on elvish magic and produce in return for illicit drugs and treasure that are made from far-off monsters. 50 Driver Ants have riddled the land with ridges and tunnels though. The general lack of enforcement means few inhabitants are motivated to risk it in a militia.

The ants have yet to find gold, but Lady Rose will offer it as a reward anyway. The populace has 3000sp and 3000ep in their hollows they could reluctantly offer.

Lady Rose has a Bag of Holding and Potion of Heroism on her that she will never give up.

### 219-174 The Garden Palace

160 people in 1 market. Here lies the mansion complex and supporting groves of the High Lord of the Far Elves, Mistoffelees E7, no longer needing the title Duke without a kingdom to hold him down.

Here he engages in three vital tasks to the exclusion and sometimes disquiet of his lords. He is determined to erase the orcish mistakes out on the plains, somehow. He is eager to send fey missionaries beyond the lower peninsula to expand his authority, though few return. And he is preoccupied with the underground magic spring to grow the most outrageous plants. He has even found that with lots of expensive regents, he can grow potion plants for a net halving of the cost to brew them normally. He has one now, having gifted the rest.

If a petition doesn’t match one of these objectives, he’ll order the closest lord to fix it and get back to planning. Leading to many disputes as lords claim to be the one to fix another lord’s problem.

For personally issues Mistoffelees relies on his Wand of Fear to frighten foes and if they refuse to surrender, uses his ducal ring and sceptre to blast them.

In his treasury he can access at short notice; 3000gp, a Potion of Speed, a Helm of Reading Languages and Magic and two waxed paper rind spell scrolls.

Reflections in the Garden (speak with animals, commune, silence 15’ radius, bless, silence 15’ radius)

Miscellaneous Violence and Responses (protection from evil 10’ radius (mu), massmorph, wall of fire, wizard eye, charm person)

### 220-174 Beautiful Grove

30 people in 1 market. This collection of mansions is centred around a large grove of with deep pink flowers. Which complement the blue of their melons. Tantomile E3 must strike a careful balance between maintaining her land and keeping the 100 small Before things (Pixies) in the grove happy. For they are very helpful in maintaining the land. And could just as easily reverse it.

### 221-174 Growltiger’s Camp

150 Orcs in a large encampment. Those who failed or never really belonged to the Far Elves but some from the coastal lands or the Moon Elves. The chief is Growltiger, an orc of subtle brutality and flamboyant authority. He is debating going to reinforce Macavity in 222-172 or letting him overextend and absorbing any survivors. Otherwise, he occupies himself planning fanciful invasions of the Far Elves.

### 222-174 The Hill Castle

400 people in 2 markets. What was once a wild land of independent folk has come under the control of a far-ranging band of adventurers. They have crossed the length of the peninsula, the seas beyond and reached the plains of the Centaurs. Now they have constructed their keep and expect to extort the region as power players.

Full writeup in Appendix D.

### 223-174 Rumpus Land

2000 people in 2 markets. Here Duke Firmin, descendent of Red the Pirate Lord frets incessantly about his isolation and his need to seize some sort of authority. He doesn’t trust the Elves and cannot go polar without having to spend time and effort to tame the wild hill. He fears the orcs, but he also wants capable and powerful heroes to save the Duchy of the Moon in his name.

500 hardy halfling farmers live here tending to their special red pig beans. They are of a more robust stock (treat as Dwarves). The beans apparently taste like pork when cooked and are foul otherwise.

He has amassed various items he dangles as loans for the desperate: A Sword +1, Spell scroll written in the elvish style on waxed paper gourd rind (lightning bolt, read languages, hold portal, invisibility, wizard eye) and (hold portal, ESP, sleep, phantasmal force, lightning bolt)

If asked about his ducal sceptre and ring in combination, he will have them dismissed and hopefully imprisoned or slain at a later opportunity to hide the traditional power.

### 224-174 Newmarket

2000 people in 3 markets. The land that benefits from the Rodger River in the Duchy of the Red Rodger. This is the centre of the old trade with the Elves and still knows how to cultivate some fey plants. Lady Giry MU5 maintains a strict separation but is rumoured to be researching how to grow Kobolds for the duchy’s control.

### 225-174 Polebay

1000 people in 4 markets.  This land is very ill at ease; fishermen dare not get too close to the Elf coasts and farmers fear the wild rise beyond. Still, yellow knobbly pumpkins are plentiful.

### 226-174 Last Hold

1000 people in 4 markets. Here is the border of the Lower Peninsula by politics alone. The lands beyond having defied the Duke for many years. Lord Gilles F3 has no need for conflict and scrupulously patrols the boundaries for smugglers and criminals.