I kind of thought my Gamma World Mutants of Metal setting was slightly original. It turns out I was totally fooling myself. Troy Z. sent me a link to this footage of national treasure John Thor fighting Satan in the rare 1987 movie Rock 'n' Roll Nightmare:
Here are some awesome clips representing other aspects of Thor's career. Talk about 18 STR coupled with various mental mutations...
"Is this a band of heavy metal music? How about I do some metal bending?" he asks during a concert just before... bending metal:
A moustachioed Thor uses oral gas generation to explode a hot water bottle on the Merv Griffin show:
Showing posts with label mutant future. Show all posts
Showing posts with label mutant future. Show all posts
Thursday, February 24, 2011
John Thor vs. Satan
Thursday, February 17, 2011
Gamma World: Mutants of Metal vs. Ratt Punx Pregens
Here are six pregenerated characters for Saturday's Gamma World game at Orccon. Of course, return players are welcome to bring their previous character sheets. In this session players have 3-4 hours to defeat a gaggle of mutated rodent punksters pushing addictive Robitussin juice onto post-apocalyptic children. This game might have some (robot) sex, (radioactive) drugs, and (aesthetic) violence in it. See you there.
Tuesday, October 12, 2010
Weird Old Russian Spaceships
Here are some super cool photos of spaceships from Russia's failed lunar lander program. These things look amazing and will probably show up in a future Gamma World game where they will speak fluent Russian.
The old Lunokhod robot rovers are way cool too:
Monday, September 13, 2010
Dokken Demonstrates Gamma World Mutation
Mental Mutation: Explode Chicken
Thanks to Troy Z., Gamma World Heavy Metalpocalypse player, for finding this!
Wednesday, August 25, 2010
Simple Spell Casting in Gamma World / Mutant Future
A POWERFUL GAMMA WIZARD
In our last Gamma World session two people played a new Gamma Wizard "character class" I whipped up. These Gamma Wizards only start with 1d4 mutations, but they have the advantage of being able to temporarily expend their Mental Strength (or Willpower, if you play Mutant Future) to cast magical wing-ding-zingers. Mental Strength is then regained 1pt per turn (assuming 1 turn = 10min in game time). Super easy! It seemed to work great!
There are many ways for a Gamma Wizard to learn a new spell: studying with a master, finding an old manuscript, receiving an anal microchip implant from aliens, etc. Radioactive cocaine and similar substances can give temporary or permanent boosts to a Gamma Wizard's magical powers!
Here's the "known spell" list I handed out at our last session. Just the basic D&D-type stuff this time around. Of course cooler spells may be found scattered amongst the wonders and wastes of the Gamma World:
Subscribe to:
Posts (Atom)







