TEXT: wisdom
  Wastelands
  From
  The
  By Chris “Outlander” Van Deelen and the Skirmisher Game Development Group
  Issue #35:
  Terror Weapons
  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 RPG in particular. The material contained herein are compatible with it and any others that use the “Basic”
  system introduced in the most popular role-playing games of the early 1970s and are easily adaptable to many other
  games (especially successor systems, to include those covered by the Open Game License).
  Inside this issue
  Bio Rot, Cannibalize ................................. 2
  Gargantuan Toothy Worm ........................ 3
  Last Generation, Liquid Bane,
  Sleepless .................................................. 4
  Starver, Vampire Flesh ............................. 5
  Small terror groups and unscrupulous governments had the
  dark limits of human imagination at their disposal. Among
  their arsenals were nanites, dirty bombs, and perhaps the
  most horrific — biological agents: weaponized diseases or
  genetically modified microorganisms. These bio-weapons
  were usually delivered using missiles or bombs, but they could
  be spread by fouling water supplies, secretly inserting infected
  personnel into an area, or contaminating everyday objects
  and currency. (The actual delivery method used is left up to
  the fertile and twisted imagination of the individual Mutant
  Lord.)
  This article deals with the large number and variety of
  biological weapons left over from those cataclysmic wars.
  MLs should be wary of using this material, as most of the
  agents are deadly in the extreme and can easily destroy entire
  communities — not just your party. Because many of the
  weapons were designed to contaminate wide areas, infect
  populations wholesale, and cause the maximum chaos
  possible, they will likely affect mutant humans, plants, and
  animals.
  Acidic Blood
  This biological weapon converts blood into powerful acid,
  dissolving the target and likely killing or infecting anyone
  nearby. Although targets must save versus poison when
  initially exposed, nothing seems to happen — even to those
  D
  uring the final wars, various factions came to rely on psychological tactics (terror) as their weaponry of choice, rather
  than conventional bombs, bullets, and energy beams. Many believed a terrified populace was an unproductive populace,
  demoralized and ripe for civil unrest: all useful conditions for the terror-users. Sometimes this strategy worked; other
  times it backfired so badly the groups were hunted down and destroyed with prejudice.
  who failed and became infected. However, the next 24 hours
  are critical for these unfortunates, because their bodies go
  through drastic biochemical changes. If victims are examined
  by a doctor or medical robot/android during this time, the
  
  2
  Wisdom from The Wastelands
  infection can be detected and cured with filter-dose.
  Once the grace period ends, an untreated victim feels
  terribly itchy for 1d6 rounds. Then he starts to liquify. As his
  blood becomes increasingly acidic, the victim takes a
  cumulative 1d6 points of damage per round (i.e., first round,
  1d6; second round, 2d6; etc.). Besides being strong enough
  to melt flesh, the acid will also damage any clothing or
  equipment carried. These lose one condition level per round
  until completely destroyed.
  This terrifying process cannot be reversed. When the
  first victim falls to zero hit points he explodes, covering
  everything within a 20' radius with gouts of caustic blood.
  All creatures caught in the splash zone take 10d6 points of
  damage, but can save versus poison to reduce damage by
  half. These secondary victims (including mutant animals and
  plants) must also make a second save versus poison to avoid
  becoming infected themselves. In addition, their equipment
  needs to save or it begins to dissolve as above. The floor,
  walls, and ceiling of any enclosing area must save or have
  holes burned into them. If the ML is feeling feisty (sadistic),
  the dissolving process could also create a noxious gas within
  the area of effect, and/or sicken (nauseate) observers and
  secondary victims (see Wisdom from the Wastelands Issue
  #8 for details).
  Bio Rot
  Not actually a disease, this genetically modified fungus was
  weaponized into a covert food destroyer and potent killer.
  There are two strains, both typically delivered as missile or
  bomb payloads and released into the cloud layer above enemy
  territory. The dormant fungal spores mixed with rain water,
  fell to earth, and infected crop seeds. During this stage, the
  fungus was very difficult to detect, so contaminated plants
  could be grown, harvested, and transported to distribution
  centers with no one the wiser.
  The first strain of Bio Rot activates when host plants
  die, so harvesting triggers the fungus’ growth stage. If mixed
  with uninfected crops, the fungus spreads, contaminating
  everything. The tainted food is class 7 poison (save for half
  damage) and provides no nutritional value.
  Although they show no sign of it, anyone exposed to the
  fungus becomes a carrier and can contaminate harvested
  plants and food. Fungicide, low-intensity radiation (level 1),
  and mutations that snuff out life (e.g., vampiric field) are
  the only ways to ensure someone is not infected and spreading
  Bio Rot.
  The second strain of Bio Rot remains dormant until it
  touches certain materials, such as plastics or aluminum,
  allowing it to pass through some safeguards undetected.
  Contaminated food appears safe, but 36-72 hours after being
  packaged in the triggering substance, the fungus starts
  growing and poisoning the food as above.
  Cannibalize
  Save Modifier: +0
  Infection Duration: 1 day
  Affected Stats: INT -2, WIL -2
  Damage per day: 1d8
  During the final wars, a horror known as “zombie
  plague” ravaged cities across the planet. Its beta form was
  called Cannibalize. This terror weapon alters the biochemistry
  in a target’s brain and digestive tract, creating a psychological
  craving for human flesh and making it impossible for the
  victim to eat anything else.
  Cannibalize was initially delivered to an area in
  contaminated food and water, infecting primary victims.
  These people would then attack others, biting them and
  transmitting the disease through saliva. Anyone exposed, in
  any fashion, must save versus poison or become infected.
  After the disease manifests, those infected are
  overwhelmed by a constant, insatiable craving to feed on
  others. Every time they meet another member of their species,
  victims must save against death or be forced to attack and
  eat their fellow creatures. And the ‘meat’ need not be ‘fresh’:
  the infected will also eat the dead. However, if the ML is
  generous, victims may get a bonus to their save when faced
  with attacking friends or family.
  When an infected character successfully saves against
  the disease, it is beaten. But the victim must immediately
  save against poison or gain the dietary requirement change:
  cannibal mutation (new, see below). If characters have access
  to Ancient medical technology, any drug or nanite that treats
  diseases will cure a victim.
  
  Issue #35: Terror Weapons
  3
  Although related to the zombie plague agent,
  Cannibalize does not reanimate victims killed while infected.
  For more details on the later disease, see the Walking Dead
  entry in the revised Mutant Future core rulebook.
  Symptoms: Flu-like symptoms, headaches, craving for
  raw meat.
  Dietary Requirement Change: Cannibal (D)
  Physical
  Frequency: Very Common
  Recommended Type: All
  The mutant develops a need for the flesh of her own species.
  At least once every 24 hours, she must consume 10 hit points
  worth (or one pound) of tissue. The mutant can still eat
  normal food, but every day she goes without her special diet
  she loses 1d3 points of Constitution.
  If the mutant has a high CON, she can go longer between
  feedings: an additional day per daily healing modifier (see
  WftW Issue #8 for details). For example, Myn has a 16 CON,
  which gives a +2 daily healing bonus, so she can go three
  days between cannibal meals.
  Although her CON falls, the mutant does not lose any
  hit points. However, she will quickly lose the bonus to daily
  healing as her ability score drops, so the correspondingly
  increased period between meals will disappear too.
  When the mutant’s CON reaches zero, she must make a
  daily save versus death, with an accumulating -1 penalty to
  the save every day (i.e., day 1, no penalty; day 2, -1 to the
  save; day 3, -2 to the save; etc.). When she misses this saving
  throw, the mutant dies of starvation.
   To stop or reverse the CON loss, the mutant must eat
  the required amount of flesh. The lost CON points return at
  1d6 points per day, so long as she eats the food she needs.
  As might be expected, most cultures do not take kindly
  to cannibals. When others discover the mutant’s eating habits,
  she suffers a +6 to any reaction check.
  Gargantuan Toothy Worm
  Unlike most other terror weapons presented here, the
  Gargantuan Toothy Worm (GTW) is both disease and
  monster. The Ancients developed the worm from bacteria,
  bio-engineering a creature easily spread and innocuous, but
  capable of ripping open a victim from the inside.
  GTWs start life as dust-like eggs, which can remain
  dormant for centuries unless exposed to the combination of
  heat, water, and digestive enzymes found in the human (or
  animal) gut. Their small size allowed a variety of dispersal
  methods, but the most common was by hand, typically in
  public eating areas — to ensure the eggs were ingested.
  After eating the eggs, potential hosts must save versus
  poison. Success means the eggs were destroyed; failure means
  1d12 of them hatch and begin absorbing the host’s partially-
  digested food. Six hours later, the growing worms start on
  the stomach lining and the victim develops abdominal
  cramps. The pain is mild for 1d6 rounds, inflicting a -1 to
  hit penalty and a one-point AC penalty.
  Then the worms begin eating their way out of the host’s
  body. Some travel up the esophagus and exit the mouth, while
  others head south through the abdomen and come out the
  anus. It takes 2d4 rounds for a worm to complete the exodus,
  and every round each one inflicts 1d6 points of damage. While
  inside, worms can only be damaged by area-effect weapons
  or mutations (e.g., vampiric field). Of course this harms the
  host, but sometimes these injuries are mild compared to those
  the worms inflict.
  Once free, worms look for a hiding place where they
  can safely digest their meals. GTWs mature rapidly and
  survive only a week, but are dangerous throughout life. They
  constantly produce eggs, using their bite to plant them in
  targets. Any creature bitten must save versus poison or be
  injected with a mass of eggs, 1d12 of which survive the trip
  to the stomach.
  Dead worms quickly decay into piles of grey powder
  containing fertile eggs. A stiff wind can disperse the spores;
  if eaten, the horror begins again. The eggs can only be
  destroyed with fire, acid, or area-effect mutations and
  weapons.
  Gargantuan Toothy Worm
  No. Enc.:
  1d12
  Alignment:
  Neutral
  Movement:
  90' (30')
  Armor Class:
  2
  Hit Dice:
  1d3
  Attacks:
  1 bite
  Damage:
  1d6 plus special (see below)
  Save:
  L1
  Morale:
  9
  Hoard Class:
  None
  These nasty creatures resemble slick-bodied, albino leeches,
  their large, circular mouths lined with inward-pointing,
  shark-like teeth. Young worms are about 6" long, but mature
  worms can be three feet from mouth to tail. Despite not having
  limbs, GTWs can move quickly by simply wriggling. They
  also seem to lack eyes and other visible sensory organs, using
  a radar-like sense instead.
  
  4
  Wisdom from The Wastelands
  When a worm dies, its body decomposes into a mildly
  toxic (class 2 poison), rancid puddle of slime within 1d6
  turns. In another 1d6 turns, the slime dries into a grey powder
  (full of eggs) that can be easily spread by the wind or gathered
  for reuse as a terror weapon.
  Mutations: Gigantism, toxic weapon (special).
  Age
  Hit Points AC
  Move
    Bite Damage
  1-6 hours
  1d3
  2
  90’ (30’)
    1
  7 hours to 1 day
  1d6
  3
  90’ (30’)
  1d3
  1-4 days
  2d4
  4
  120’ (40’)
  1d6
  5-7 days
  2d6
  5
  150’ (50’)
  2d4
  Last Generation
  Save Modifier: -2
  Infection Duration: 1 day
  Affected Stats: CON -2
  Damage per day: 1d6
  This subtle disease destroys the targets’ ability to
  reproduce. When first infected, victims feel like they have
  caught a cold, which resolves in a reasonable amount of time.
  But just as the illness seems cured, victims must save versus
  poison. Those who fail are left sterile.
  Before the final wars, this disease was a pretty ineffectual
  terror weapon, because most Ancient nations had technology
  (nanites, surgery, etc.) able to reverse the damage. But in the
  post-apocalyptic world, Last Generation can devastate whole
  regions where the inhabitants lack this medical knowledge.
  MLs should note that this weapon only effects humans,
  not animals or plants.
  Symptoms: Flu-like symptoms.
  Liquid Bane
  Save Modifier: +0
  Infection Duration: 1 day
  Affected Stats: DEX -2, STR -1
  Damage per day: 1d4
  This bio-weapon changes a victim’s skin so it is damaged
  by water. The virus was usually dispersed using aerosols or
  other airborne methods for maximum exposure, and those
  in the target zone must immediately save versus poison.
  All who fail break out in an itchy full-body rash that
  lasts 1d6 days. They must also make a second save versus
  poison. If successful, the rash heals completely, with no ill
  effects; if not, the victim suffers a permanent skin change.
  For these unfortunates, water becomes deadly: whenever they
  touch the liquid (and substances containing water), their skin
  begins to slough off.
  Any external contact the victim has with water, no matter
  the amount, causes harm. The exact damage is left up to the
  ML, because it depends on the victim’s exposure. For
  example, a victim just touching water (fresh or salt) might
  suffer 2d6 points of damage per round until the source is
  removed. However, victims tossed in a pond could take 10d6
  points of damage per round. An evil ML might even decide
  the victim’s own sweat or the ambient humidity in a jungle
  setting could cause damage.
  Victims can still drink, but must be very careful not to
  let any water touch their outer skin. And, because they cannot
  use water to bathe, they have to make alternate cleaning
  arrangements. Those unable (or unwilling) to do so could
  become outcasts, as the powerful accumulation of body odor
  would make them unwelcome.
  Symptoms: Flu-like symptoms, overall rash and
  irritation (see WftW Issue #8 for details).
  Sleepless
  Scholars researching this terror agent maintain two camps
  regarding its origin. Some believe Sleepless was specifically
  designed and engineered, a weapon similar to bovine
  spongiform encephalopathy (better known as “mad cow
  disease”). Others think the plague was accidental, the result
  of too much tampering with the world’s crops, a mutation
  that first appeared in genetically-modified corn. Perhaps this
  argument is purely academic; for however the disease was
  born, it claimed many, many lives in a long, torturous process.
  Sleepless is caused by a prion, a protein particle,
  attacking the specific brain regions responsible for sleep.
  When first exposed to the contagion, a target must save versus
  poison. If he fails, symptoms appear after an incubation stage
  of 1d6+6 months.
  When the victim enters stage two, he begins to have
  trouble falling asleep. Over the next 2d4+4 weeks, he sleeps
  less each night — until not at all. Every two weeks in this
  stage, he suffers a cumulative -1 penalty to hit; for every
  three weeks, all saves incur a cumulative -1 penalty. Every
  week, the infected character also becomes increasingly
  distracted, suffering a cumulative -3% penalty to figure out
  or repair artifacts.
  Then the Sleepless effect becomes permanent and the
  victim enters Stage three, which lasts for 3d4+6 months.
  Now the victim’s penalties stabilize at -4 to all attack rolls
  and saves. His penalty to figure out and repair artifacts
  
  Issue #35: Terror Weapons
  5
  equalizes at -30% (even if higher during the weeks of lost sleep).
  During this period, victims exposed to stressful situations
  must save versus death or fall into a trancelike catatonic state.
  (Combat is the most likely stressor, but MLs can determine
  what other factors trigger the effect.) Although this is not
  sleep, the victim dreams, even with his eyes open. He is
  completely helpless, unable to react to any stimulus — even
  pain — for 3d6 rounds. When he revives, he can act normally.
  The final stage is marked by a physical pain no drug
  can alleviate. If the optional rules on wounds are used (see
  WftW Issue #11 for details), the victim is considered
  moderately wounded. Once entering this phase, the victim
  must make a weekly save versus death or die. His body can
  no longer compensate for the lack of sleep, and it begins to
  shut down — finally ending the victim’s suffering.
  There is no cure for this condition, but MLs can decide
  certain mutations (such as regeneration) render the mutant
  immune to the prion. They can also design artifacts or
  mutations able to destroy the agent and repair the damage it
  does to the victim’s sleep centers.
  MLs should note several things about this weapon. No
  drug can induce a victim to sleep: those centers in his brain
  were destroyed. Second, any creature that needs sleep is
  vulnerable to the prion. Lastly, this entry was deliberately
  designed so as not to overburden the ML or players with
  mechanics. However, anyone who has experienced severe
  sleep deprivation knows there are other, significant
  disabilities that come up. If the ML wants to make this more
  detailed for roleplaying opportunities, other symptoms might
  include paranoia, hallucinations, increased aggression, and/
  or a variety of ability reductions.
  Starver
  This bio-weapon rewrites a target’s genetic code until the
  gastrointestinal tract cannot absorb nutrients from food.
  Although usually an airborne pathogen, Starver can also be
  delivered in contaminated food or water.
  Like several of the other biological agents presented here,
  Starver is slow-acting and insidious: food is still broken down
  into waste material and victims feel well-fed. They can
  function for a number of days equal to 1/3 their Constitution
  score (rounded down) before experiencing starvation effects
  and realizing something is horribly wrong. However, once
  crossing this threshold, an infected character must save versus
  death every day or lose 1d3 points of CON. Even if she
  succeeds, the character suffers a cumulative -1 penalty to
  her daily save (which does not reset when she finally fails).
  Once her CON reaches zero, she dies.
  During this time, the victim also starts suffering fatigue
  effects, if your game uses the optional rules from WftW Issue
  #8. For every 1/3 of their Constitution score lost, victims
  gain one level of fatigue. As an example, Myn has a CON of
  15, but contracts Starver and starts wasting away. While she
  drops from 15 to 10, Myn is always lightly fatigued. Between
  9 and 5, she is moderately fatigued. If her CON falls below
  this she will be heavily fatigued.
  Hit points are not lost with the Constitution drain, but
  victims do lose any bonuses they normally had. Their natural
  healing rate is also reduced (if you use the optional rule
  described in WftW Issue #8).
  Starver’s effects can be reversed using advanced medical
  technology (ML’s decision how) or an appropriate mutation.
  Unless the ML rules otherwise, the weapon is tailored to
  affect humans, so animals, plants, insects, etc. are immune
  to it.
  Vampire Flesh
  Save Modifier: +0
  Infection Duration: 1 day
  Affected Stats: DEX -2, STR -1
  Damage per day: 1d4
  An unexpected offshoot of the research into Liquid Bane,
  Vampire Flesh shares a similar progression and symptom
  set. But, while victims of the parent weapon cannot tolerate
  water, the skin of those infected with Vampire Flesh burns
  when exposed to ultraviolet radiation.
  When they first encounter the agent, targets must save
  versus poison. Those who fail break out in a full-body rash
  that lasts for 1d6 days. They must also make a second save
  versus poison. If successful, the rash heals completely with
  no ill effects; if not, the victim suffers a permanent skin
  change. For these victims, any contact with UV radiation
  (including sunlight) will be painful, and possibly deadly. The
  exact damage is left up to the ML, as this depends on the
  amount of exposure. For a minor dose, the damage could be
  1d6 points per round. If the victim’s entire body is vulnerable,
  the damage could reach 3d6 points per round.
  Unfortunately, even if the victim is completely covered
  by normal clothing, without a single inch of flesh exposed,
  the UV rays penetrate and inflict damage. Sunscreen, latex,
  leather, or plastic garments all offer no protection. The
  victim’s only choice is to stay inside during the day or wear
  specific kinds of armor, usually EMAs. Mutants with the
  control light waves mutation are immune to the effects, so
  long as they use the mutation.
  Symptoms: Flu-like, overall rash, and irritation (see
  WftW Issue #8 for details).
  
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  Wisdom from The Wastelands
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