Has it been a while since you’ve visited The Divided States of America? Or maybe you’ve never visited…
Imagine an America that has been divided by political turmoil and civil war…not really hard to imagine anymore. Check out the stories in this series of stories. Many are disturbing, some are optimistic, but all of them will have you thinking that we should be able to create a better future for ourselves…
For the next month, you can save 25% off of a wide variety of our titles. Novels, anthologies, short story collections, RPGS, RPG supplements, even a few short stories…they’re all available for 25% off.
We’ve made all of our core rulebooks available in one bundle at DriveThruRPG. For just $10, you get Rocks on the Other Side, The Battle for Turtle Island, Ephemeris, and The Ephemeris RPG Rule Changes. You can pickup three games for just $10…that’s a hard deal to beat. Head over to https://www.drivethrurpg.com/product/422488 and order today.
Happy New Year from everyone at Nomadic Delirium Press. To help you start out the new year, we’re offering 75% off of all of our RPG titles at DriveThruRPG. You can download and play any of our games…Ephemeris, The Battle for Turtle Island, or Rocks on the Other Side for the next week at the huge discount of 75% off, so head over to https://www.drivethrurpg.com/browse/pub/2805 and download everything you’d like and start playing today.
Skills: Animal Handling 10, Appraise 5, Bluff 9, Concentration 18, Direction Sense 16, Etiquette 4, Gather Information 12, Herbalism 10, Hide 8, Interrogation 6, Intimidate 12, Listen 14, Negotiation 8, Search 3, Sense Motive 10, Spot 5, Tracking 11
Special Abilities: Hold, stun
Description: The twisted tree is a horrible mutation of a normal tree. Unlike the walking tree, the twisted tree is angry about its mutation, and they want to mutate the rest of the world. A twisted tree is normally about the size of a fruit tree, but its trunk and branches are twisted and full of knots and are often oozing sap. Twisted trees love to fight, and they will look to attack anything that they think they can destroy or mutate. In combat, the twisted tree attacks with two limbs trying to strike opponents. At the same time, it hurls radioactive fruit at other opponents. Although the fruit doesn’t do much damage, getting hit by it or by the branches will require a character to make a check against a severe radiation exposure.
Twisted trees are often not encountered alone. They don’t associate with other trees, but they are able to exert a mild mind control over other contaminated creatures. When encountered, there is a 50% chance that they will be encountered with other contaminated creatures. These creatures could be mutated animals, mutated ants, giant centipedes, giant spiders, giant flying spiders, strangle vines, mutated wasps, or even skeletons or zombies. These creatures will fight to the death to protect the twisted tree.
Twisted trees are highly susceptible to fire based attacks, and suffer triple damage from any attacks using fire.
Description: The nuclear mutations caused some trees to gain sentience and the ability to move. These trees normally won’t be aggressive, preferring to tend to other plants and animals in an effort to restore the Earth to what it used to be. However, if attacked, or if they see someone damaging the planet, they will fight. It is important to note, however, that they will not attack characters that they see attacking mutated plants or animals, because they see these as an abomination, and they want to rid the world of them.
If forced into combat, the walking tree will try to attack with two of its limbs. If their attack roll beats the character’s defense roll by 10, the tree has stunned the character for a number of rounds equal to the difference between the attack and defense rolls. If the tree’s attack roll exceeds a character’s defense roll by 15, the tree has grabbed the character and immobilized them. If this stops the attacks, the tree will then lecture the character on its mistakes and then set it free. If combat continues, then on the next round the tree will raise the character high into the air and drop it, causing 4d10 damage. There is no risk of contamination from an attack by a walking tree.
Walking trees are highly susceptible to fire based attacks, and suffer triple damage from any attacks using fire. However, if the walking tree survives the attack, the characters have made a lifetime enemy, and the tree will plot their downfall until they or it die.
As the year ends, Smashwords is running their annual end of the year sale, and you can save 25% off of our longer titles. We can’t include individual short stories because they won’t allow titles to be priced below 99 cents.
So now is your chance to download novels, short story collections, anthologies, RPGs, and RPG accessories. If there’s something you’ve been thinking about reading, now is your chance to download it…
For just one week, you can save 33% off the download price of the Rocks on the Other Side RPG at DriveThruRPG. You can download it today and start playing for just $6.69. Go to https://www.drivethrurpg.com/product/417789 and start playing today!
Description: Some fungal colonies gained sentience from their exposure to the radiations of the war. Each individual colony that gained sentience now forms one creature, and these creatures can differ greatly in size and shape just as normal colonies of fungus can. The biggest difference is that these colonies will generally try to imitate the bipedal mannerisms of humans or the quadrupedal mannerisms of animals. Intellifungus are very smart and can even rival many humans on intelligence, and just like humans, intellifungus can differ greatly in the way they lead their lives. Some can be openly hostile to humans, while others can be friendly with humans, and still others might just want to be left alone. Intellifungus can be found living alone, or like-minded fungi might choose to live together.
If an intellifungus engages in combat, they will strike with two pods that resemble arms. Each hit will do 2-7 points of damage, but there is also a chance that they can infect the victim with spores. Each time a character is hit, they must make an endurance check against a score of 14. If they fail the roll, they have become infected. One week after the infection, they must make another endurance check against a score of 16. If this roll is failed, the character permanently loses two points of endurance. After two weeks, the character must make another endurance check (with their new endurance score) against a score of 18. If they fail this check, they devolve into a fungus, with a 1in 6 chance of becoming an intellifungus. If the character succeeds on the second or third roll, their immune system has beaten back the fungus and they are normal again, although if they failed the second roll, they have still lost their endurance points. Anyone with 20 points in medicine can treat and heal a character infected with spores but this treatment must happen before the two weeks are up.
Although an intellifungus can engage in hand to hand combat, their preferred method of fighting is to release a 20’ sphere of spores. Anyone within this sphere must make an endurance check against a score of 12 or they become infected with spores. As with the physical attacks, infected characters must make a second check after one week against a score of 14, and a third check after two weeks against a score of 16. Failing the second check will cause a loss of two endurance points, and failing the third check will cause the character to devolve just as the physical attacks will.
As intellifungus are evolved from regular fungus, they seem to have adapted to the radiation that caused their mutation, and as a result, there is no danger of contamination from coming in contact with an intellifungus.
At this time, intellifungus do not form civilizations, nor do they use tools, but evolution can always change that.
Special Abilities: amorphous, contamination, confusion
Description: When a person, animal, or plant suffers the most severe mutation that doesn’t actually kill them, they become a Jabbering mutant. These creatures don’t actually have a shape, because their shape constantly changes as the poor creatures continually mutate, thus they can have multiple limbs at one time, multiple faces, multiple of anything that the creature originally had.
When a Jabbering mutant attacks, and they always will because they are not very smart and very angry at the form they now take, they will strike with whatever limbs they currently have. At the start of the encounter the game master rolls 1d6 and this determines how many attacks the creature gets each round. Every fifth round of combat, a 1d6 is rolled again, as the creature will have mutated.
The Jabbering mutant is constantly making annoying noises that can cause confusion. Every round, each character must make a common sense check against a score of 12. They roll 1d20 and modify this with their common sense modifier. If the roll is not 12 or higher, they are confused and cannot take any action for 1d6 rounds.
Finally, every hit from a Jabbering mutant runs the risk of a severe radiation exposure and characters must roll on the appropriate table to determine if they have become contaminated.