Showing posts with label Vehicle. Show all posts
Showing posts with label Vehicle. Show all posts

Monday, September 23, 2024

"BY THE POWERTOOLS OF GORESKULL!!!"

 Here's some more DCC / Umerica / Aetherian dungeons (that also work perfectly for Neon Lords Of The Toxic Wasteland, Planet Motherfucker, and any other gonzocalypse).

Each has "toyetic playset features" and "accessories" to torment players.  And shoddiness is part of their charm!




Tuesday, September 17, 2024

DON'T MESS WITH WREXUS -- CASTLE JIVESKULL

 

DARE YOU DANCE INTO
DISCTERIO'S DREAD DISCO DEMENSE?!!!

NOW WITH RAMPANT ROLLER ACTION!!!



Sunday, July 9, 2023

The Guys Of Wrexus Are Upon You — Meet Chainsaw Sadie, Meat-Making Mechanical Madam!

(cross-posted from here)  


"Chainsaw" Sadie Kowalczyk


Despite lopped limbs and gnarly trauma, Sadie Kowalczyk final gal'd the hell out of that inbred cannibal family with their own terror-tools.  And per the KIATIS ("Kill It And Take Its Stuff") credo, she claimed their horrid homestead, transforming a backwoods Superfund-ian abattoir into one of Grueston's must-see locales.

Yep, all road trips require a visit to Chainsaw Sadie's Love Garage.

Stock up on BBQ and jerky--now, both 100% hitchhiker-free!!!--and liquid libations distilled in-house!

Treat yer vehicle to a wash, tune-up, and repairs by the bevy of comely mechanics!

Take advantage of the spa, oh weary sons-of-the-road, as all truckstop amenities--from showers to cots to massages to "ahem... massages" are tended by fetching companions of all shapes, sizes, and species!

The Love Garage prides itself on being a safe, secure place to indulge, and offers assorted specialty suites for the adventurous.  So if you have the time and the budget, check out the Lagoon Room, Tomb Room, Cocoon Room, Bloom Room, Broom Room, 'Shroom Room, Dune Room, Moon Room, and / or Goop Room for delights that'll blow yer gaskets!  Perfect for honeymoons!

Chainsaw Sadie--part saloon madam, part pitmisstress, part junkyard cyborg, and all woman--herself is a brazen, bawdy broad who tolerates zero nonsense.  She's ferocious and protective, and takes in all manner of orphans to mold 'em from survivors to thrive-ers.  Her employees adore her, so cross Sadie at yer own peril.

The lady's signature weapon (engraved with "The Family Is Sawed" below a scored-out "The Saw Is Family") hangs above the main bar.  Rumor is it's fully gassed and ready to dice at a moment's notice.

Chainsaw Sadie thinks she has a friendly rivalry with Farmer Vincent Smith and his sister, Ida.  And with Vincent, she certainly does... but Ida?  That schemin' spinster plots to "harvest" Sadie and add The Love Garage to the Smith culinary empire.  The puritanical Vincent would take affront at such unseemliness (what with all the liquor and prostitution, above and beyond the simple galling treachery), so Ida's machinates on the sly.  Maybe she'll hire some PCs to do the dirty work...?

[In Don't Mess With Wrexus: The Movie, "Chainsaw" Sadie is portrayed by Aunjanue Ellis.]

Wednesday, October 9, 2013

Devastation Drive-In 3-D — 'The Last Dinosaur' (1977)

(U.K. One-Sheet)

Artifact:  Laser-Borer

As The Ancients relentlessly consumed the planet's fossil fuels, they devised fantastic technologies to unearth new reserves of gas and oil...

...which lead them to the bottom of the seas, and the subterranean bowels of the earth...

...WHERE AWAITED MONSTROUS LIVING FOSSILS INTENT ON CONSUMING THE ANCIENTS IN TURN!!!


Laser-Borer
Subterranean Vehicle

Burrow Speed:  50 mph
Water Speed:  15 mph

Length:  50 ft
Width:  15 ft
Height:  15 ft

AC:  3 (Duralloy Armor)
Hit Points:  75

Sensors:  Class IV
Programming:  None
Accessories:  Basic life support systems, cartography equipment, medical supplies, rations

Engineered by Thrust Industries, the laser-borer is a 5-man vehicle designed to explore underground environs, and discover untapped petrochemical reserves.  It comes equipped with a full communications / sensor array.  Combining standard "mole-machine" technology with the power of lasers, the contraption shears through stone and ice with ease...and when launched, torpedo-style, from a ship or floating platform, the borer burrows even faster, tunneling through the Earth's mantle in minutes.

The laser-borer also has limited capabilities as a submarine, sporting a periscope and retractable guidance fins.

Those that pilot laser-borers have an uncanny ability to uncover "lost worlds" full of dinosaurs and primitive peoples, in defiance of geographic, environmental, and chronological probabilities....









Terratops

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  150' (50')
  —Burrow:  75' (25')
Armor Class:  2
Hit Dice:  21
Attacks:  1 (bite or gore)
Damage:  3d10 or 4d12
Save:  L9
Morale:  11
Hoard Class:  VI, XIV
XP:  11,000

Terratops (both singular and plural) are 20' tall, 60' long, quadrupedal carnivores that actually target apex predators. The beasts burrow into the carcass-littered dens of their prey, and then erupt from floors or walls, Surprising on a roll of 1-4 on 1d6.

Terratops bite and gore with abandon.  And when fully emerged from the earth, they take advantage of their increased maneuverability to Charge and Trample, doggedly attacking foes much larger than themselves.  Terratops gladly feed on carrion and bones.  

A terratops' Hoard Class represents refuse unearthed by its movements.

Mutations:  Increased Sense (Hearing)










Designer's Notes:  Despite playing in international markets, 'The Last Dinosaur' never had a proper theatrical release in the United States...and actually made its debut as a TV-movie-of-the-week!

U.S. TV Guide Ad!  (1977)

Monday, December 10, 2012

Dr. Gori Unleashes... THE SHOCKING SPHINX-MACHINE




Sphinx-Machine
All-Terrain Vehicle

Air Speed:  775 mph
Land Speed:  50 mph
Water Speed:  25 mph

Length:  240 ft
Width:  63 ft
Height:  66 ft

AC:  -2 (Megastonium Armor)
Hit Points:  2000

Sensors:  Nerve Web
Programming:  A.I.
Accessories:  Any / All





Ahhh, the all-terrain Sphinx-Machine...truly, my greatest invention.  Only the unparalleled brilliance of Gori could meld stone and steel so as to turn mankind's crumbling wonder into a technological marvel of ruination.  And, oh, what a surprise awaits those who dare try to destroy it....

By land, by sea, by air...your doom is assured, humans, for there is nowhere to hide!!!  BWAH-HAH-HAH-HAH!!!



Mutant Future Version

At some point during The Times Before, parties unknown transformed The Great Sphinx Of Giza into a nuclear-powered vehicle capable of traversing by air, sea, and land.

The Sphinx-Machine's flight-mode can break the sound barrier.


On water, it cruises along the surface.


For traversing the landscape, the Sphinx-Machine becomes ambulatory, and extends gripping claws and armored plating.  It crawls along on all fours, barreling head-first into buildings and structures.  Destruction (in the form of a 10d30 Trample attack) follows in its wake.







The Sphinx-Machine is roomy enough to hold a full-sized flying saucer (or equivalent vehicle), a company of ape-troopers (garbed in traditional Arabic thawbs and headwear), and some mummies.

The Sphinx-Machine is equipped with innumerable artifacts, and has a full sensory suite that specializes in radiation-detection technologies.





The Sphinx-Machine has self-repair units, so it's virtually indestructible.  And even if destroyed, it reactivates in pristine condition 1 full turn after being rendered inoperable.

But if the Sphinx-Machine is destroyed a second time, a shocking fail-safe kicks in:  the now-wrecked vehicle transmogrifies into a living, flesh and blood, bipedal feline-beast!  The transformation takes place only after all crew members have fled the interior.

There is no explanation behind this mind-boggling feat.  It is unknown if the equipment contained within the Sphinx-Machine is still operable—or even actually still exists—after the metamorphosis.



Sphinx-Beast

No. Enc.:  Unique
Alignment:  Chaotic
Movement:  150' (50')
Armor Class:  0
Hit Dice:  3000 hp
Attacks:  2 or 1 (2 claws, or trample)
Damage:  10d12 / 10d12, or 10d30
Save:  L30
Morale:  12
Hoard Class:  None
XP:  200,000

The Sphinx-Beast is a 250' tall, leonine, biomechanical hybrid of metal, stone, and flesh that arises upon the (second) destruction of the Sphinx-Machine vehicle.

It's combat tactics involve punching and Trampling.  So very, very much Trampling.  [Consider the creature a 21+ HD monster for Attack Table purposes.]

As a construct, it is immune to all toxins, diseases, and radiations.

Mutations:  None





[The Sphinx-Machine (aka just the Sphinx and Sphinx-Monster in the U.S. and Japan) appears courtesy of Episodes 38-39 from the 1971 TV series, Spectreman.]

Wednesday, October 31, 2012

Spawn Of Devastation Drive-In — 'Maximum Overdrive' (1986) (Part 2)

(French One-Sheet)


Overdriver — Mothertrucker

No. Enc.:  1 (2d6)
Alignment:  Chaotic
Movement:  300' (100')
Armor Class:  6
Hit Dice:  18
Attacks:  1 (crush)
Damage:  8d8
Save:  L8
Morale:  12
Hoard Class:  XX
XP:  10,250

The catastrophic "Morn Of The Murder Machines" not only turned each and every household gadget into an implement of carnage...

...IT ALSO LED TO THE NEAR-EXTINCTION OF THE HUMAN RACE VIA A GLOBAL OUTBREAK OF VEHICULAR MANSLAUGHTER!!!

Overdrivers are Ancient combustion vehicles granted malevolent sentience by strange alien energies.  They seek the destruction of all flesh and blood lifeforms...and the gore encrusted on their chassis reflects their savagery.

Though lacking conventional sensory organs, overdrivers are fully in tune with their surroundings.  They understand all spoken languages, and can communicate in turn via flashing lights, bleating horns, and swishing wipers.

All overdrivers are susceptible to daily wear and tear, and require regular refueling and maintenance...meaning they must quell their murderous impulses and coerce sentient beings (with manipulative digits, natch) to service them.  Overdrivers are also impacted by terrain and environmental hazards, suffering penalties of -1 to -4 on all To Hit rolls, Saving Throws, and Ability Checks as appropriate to weather and surface conditions. Overdrivers take double damage from explosives. Being machines, they are naturally immune to all poisons, diseases, radioactivity, and mind-affecting Mental Mutations.

Interestingly, standard "small" vehicles, like automobiles, motorcycles, and watercraft, are unaffected by the animating radiations, and never transform into overdrivers.


Mothertruckers are the most common—and, terrifyingly, most intelligent—overdrivers, barreling across the shattered highways and byways of the Mutant Future in search of victims.  They appear as vans, 18-wheelers, big rigs, and tankers.

Mothertruckers particularly love chasing down, ramming, and crushing car-traversing humans for sport.

Any group of 6+ mothertruckers is led by a cunning, garish "biggest rig" of 20 HD and AC 4.  And their Hoard Class represents carried freight and salvageable technologies.

Mutations:  Frailty (Vulnerability To Explosives) [D], Metaconcert, Unique Mutation (Full Senses, Night Vision)






















Overdriver —  Killdozer / Screamroller

No. Enc.:  0 (1d4)
Alignment:  Chaotic
Movement:  60' (30')
Armor Class:  2
Hit Dice:  20
Attacks:  1 (crush)
Damage:  9d12
Save:  L10
Morale:  12
Hoard Class:  XX
XP:  9,250

Ponderous, relentless, and nigh-indestructible, killdozers and screamrollers relish in destruction and mayhem.

They are the most heavily armored of all overdrivers, and not as vulnerable to explosives.  Mothertruckers rely on them to trigger traps, demolish fortifications, and breach—if not outright flattenhuman strongholds.

[The Mutant Lord should feel free to design other types of construction-based overdrivers, such as scoopshovels, mixmasters, cranes, etc.]

Mutations:  Metaconcert, Unique Mutation (Full Senses, Night Vision)










Overdriver —  Militerror

No. Enc.:  0 (1d4)
Alignment:  Chaotic
Movement:  180' (60')
Armor Class:  4
Hit Dice:  10
Attacks:  1 (crush, or weapon)
Damage:  4d6, or by weapon
Save:  L5
Morale:  12
Hoard Class:  XX
XP:  6,600

Militerrors are overdrivers from the Ancient armed forces, usually appearing in the forms of jeeps or armored transports.  They always have one mounted weapon with an effectively limitless supply of ammunition.  (Gunpowder-based weapons can be scavenged for human use, assuming they can be removed from their "host".)

Militerrors are painted in drab, camouflage-themed colors, so Surprise on a 1-3 on 1d6 in the proper terrain.  They also understand Morse code, and relay messages by honking.

[The Mutant Lord should feel free to design other types of military vehicles, like tanks, howitzers, etc. Adjust their Movement, AC, HD, and Damage as appropriate.]

Mutations:  Frailty (Vulnerability To Explosives) [D], Metaconcert, Unique Mutation (Full Senses, Night Vision)







Overdriver —  Scareplane

No. Enc.:  0 (1d4)
Alignment:  Chaotic
Movement:  30' (10')
         —Fly:  450' (150')
Armor Class:  3
Hit Dice:  10
Attacks:  1 (divebomb)
Damage:  10d12
Save:  L5
Morale:  12
Hoard Class:  None
XP:  6,600

Scareplanes are propeller-driven overdrivers that suicidally plummet into ground-based targets.  They seemingly have no other goal than to crash in spectacular fashion so as to take out as many victims as possible.

A scareplane's damage output (consisting of hurtling wreckage, burning fuel, and the impact itself) affects all targets in a 50' radius.  The overdriver is completely destroyed in the process.

[The Mutant Lord should feel free to include other types of aircraft, like jets, helicopters ("hellcopters"), VTOLs, etc., and adjust their HD, AC, and weaponry, as appropriate.]

Mutations:  Frailty (Vulnerability To Explosives), Metaconcert, Unique Mutation (Full Senses, Night Vision)