Friday, October 3, 2014

Devastation Drive-In: The Final Cut — 'This Island Earth' (1955)




Metalunoid

No. Enc.:  2d6 (3d6)
Alignment:  Neutral
Movement:  90' (30')
Armor Class:  2
Hit Dice:  9
Attacks:  2 (2 claws)
Damage:  1d8+3 / 1d8+3
Save:  L8
Morale:  10
Hoard Class:  None
XP:  4,500

As The Ancients ventured into the stars, they ran afoul of numerous extraterrestrial beings harboring ill intent towards Earth and its inhabitants...

...BUT NONE WERE AS FORMIDABLE AS A DOOMED RACE OF INSECTOID SLAVES WITH NOTHING TO LOSE!!!

Once ordinary intergalactic arthropods, metalunoids were uplifted into a semi-intelligent servitor species by a technologically superior (but morally bankrupt) race.  They are mute, 7' tall, hulking brutes with chitinous skin, wicked pincers, and throbbing, bulbous craniums. Though there is no clear evidence to support it, metalunoids may be psychic.  [Mutant Lords could grant the Metaconcert and / or Neural Telepathy mutations].

Metalunoids get +3 To Hit and +3 Damage in melee combat, thanks to their elongated arms and herculean strength (which proved useful in their former roles as sentries and manual laborers).  And if they successfully strike with both claws in the same round, metalunoids can freely squeeze their foes for an additional 2d6 damage.

Resilient and powerful, their Hit Points are doubled, as per their enhanced CON mutations. That said, when reduced to less than 30% of their HP totals, metalunoids become particularly sensitive to fluctuations in atmospheric pressure.  All attacks against them under such conditions do an additional +2 Damage per die.

Metalunoids encountered in the Mutant Future crash landed in escape saucers launched from their devastated homeworld, and they are scared, frustrated, hungry, and likely injured. Perhaps the PCs could aid the metalunoids in shaping their own destinies in the cosmos...?

Mutations:  Enhanced Vision (Night), Frailty ("Pressure Sensitivity") [D], Increased Physical Attribute (Constitution)












Bonus Metamorphosis Alpha Conversion!!!

Metalunoid

Number Usually Appearing:  1d4
Armor Class:  2
Movement (Yards / Turn):  10
Hit Dice:  9

Mutations:  Total Carapace

Metalunoid (extraterrestrial insect):  This lumbering biped has an armored hide, bulging eyes, savage claws, and a throbbing, distended cranium.  Slow and ponderous, metalunoids relentlessly stalk their quarry.

Metalunoids were menial laborers and guards for a hyper-developed (yet unfeeling and warlike) race on a long-dead world.  Any encountered on the Starship Warden are refugees that arrived via escape pod crashes, errant teleportation rays, and/or automated specimen-retrieval craft.  They are confused, exhausted, and aggressive, but may, perhaps, be bargained with.


Thursday, October 2, 2014

Devastation Drive-In: The Final Cut — 'The Burrowers' (2008)



Wokapi

No. Enc.:  1d6 (2d6)
Alignment:  Neutral
Movement:  75' (25')
 —Burrow:  30' (10')
Armor Class:  4
Hit Dice:  10
Attacks:  1 (claw)
Damage:  1d12
Save:  L5
Morale:  12
Hoard Class:  XV
XP:  6,600

As The Ancients despoiled the planet and drove herbivorous herd wildlife to extinction, predator species were left starving...

...AND A HERETOFORE UNKNOWN SUBTERRANEAN HUNTER TURNED TO THE ONLY FOOD SOURCE  READILY AVAILABLE:  MAN!!!

Wokapi (singular and plural) are wretched, nocturnal creatures that grotesquely resemble depilated human beings twisted into insectile shape.  Their nigh-featureless faces consist almost entirely of gaping, drooling maws sporting few pebble-like teeth.  Each forelimb ends in a long, savage hook.  Soil-displacing barbs dangle from their undersides.

Wokapi only surface from the bowels of the earth every "3 generations" (50-60 years) to hunt.  Under the cover of darkness, they stealthily emerge from their burrows and scuttle through the grasslands and savannas, Surprising on a 1-3 on 1d6.

Each attacks with a single whip-like claw-slash (which moves so fast, it gets a +2 To Hit) at their chosen victim's neck.  If any damage is dealt, during the next combat round, the wokapi disgorges a viscous glob of saliva at a range of up to 15' at the wound.  Those struck must make a successful Saving Throw Versus Poison or become instantly paralyzed.  Wokapi drag those rendered immobile away as soon as possible, and bury them about 2' under the dirt...

...where, over the next several long, agonizing months, the victims rot sleeplessly beneath the ground.  Once "softened" enough, the wokapi return to eat their living—and fully conscious!—quarry.

If, by chance, someone does make the Saving Throw Versus Poison, the victim isn't paralyzed...

...but instead comes down with a condition that mimics aggressive leprosy [p. 48 of the Mutant Future Core Rules] that induces symptoms (stat loss, etc.) every three days!  Wokapi let these "infected" escape, and patiently stalk (the creatures can scent those poisoned at a distance of several miles) from afar, waiting for them to keel over.  Such victims are seemingly dead, but actually paralyzed as above, and await the same grisly fates.

Wokapi spittle requires an open wound to enter a victim's bloodstream; its effects don't trigger if touched or ingested.

Wokapi are almost impossible to kill with conventional weapons, as they regenerate 1d10 HP per round from melee weapons.  And wokapi are outright immune to bullets, though persistent gunfire annoys them, and drives them away for 1d4 hours.  While doing no real damage, piercing weapons can immobilize a wokapi, pinning it in place.  Natural sunlight kills the creatures, melting them at a rate of 3d6 HP per round exposed.  Poisons and chemical agents also work as normal.

The wokapi have no use for material goods, and any "treasures" found in their presence are usually still being worn by inhumed victims!

Mutations:  Enhanced Sense (Smell), Frailty (Sunlight) [D], Know Direction, Toxic Weapon (Paralytic Spittle)

















Wednesday, October 1, 2014

Devastation Drive-In: The Final Cut — 'Beginning Of The End' (1957)




Grocust

No. Enc.:  12d12 (20d20)
Alignment:  Neutral
Movement:  180' (60')
Armor Class:  8
Hit Dice:  5
Attacks:  1 (bite)
Damage:  2d6
Save:  L3
Morale:  11
Hoard Class:  None
XP: 500

To combat overwhelming food shortages across the globe, The Ancients genetically modified crops to produce fruits and vegetables of enormous size...

...BUT IN THE PROCESS, THEY ALSO TRANSFORMED ORDINARY PESTS INTO RELENTLESS, FREAKISH GIANTS WITH INSATIABLE APPETITES!!!

Grocusts are elephantine, flightless insects that swarm across the landscape devouring everything they encounter:  crops, grains, trees, Ancient caches, animals...and even their own kind!  They often invade towns by night, leaving nothing but eerie, lifeless wreckage in their ravenous wake.

Grocusts communicate via sound, and chirp noisily when hungry, eliminating all chances of Surprising their prey when actively hunting.  Resting grocusts are quite stealthy, however, and Surprise oblivious wanderers on a 1-4 on 1d6.  Some enterprising adventurers use recording devices to mimic grocust calls so as to lure the bugs away from population centers, or into bodies of water (where the beasts drown in 1d6 rounds).

Cold-blooded, grocusts cease all locomotion when temperatures reach 68-degrees or below. That said, they don't go dormant, and fight back if accosted where they stand.

Grocusts are immune to all known toxins.

Mutations:  Gigantism, Increased Caloric Needs [D]















Tuesday, September 30, 2014

THE LAST SHOW BEGINS AT MIDNIGHT.



In 2011, you dared venture into a theater of mindbending madness, a sickening cesspool of smothering sweetness and slithering slime.

In 2012, you were lured back into the depraved darkness, ensorcelled by hedonistic horrors and bosomy beasts.

In 2013, the terrors leapt into YOU, insidiously infecting your psyche and soul via invasive annelids and impregnatious invaders.

But this year...

...in 2014...

...your nightmare comes to an end...

...the ultimate end...

...FROM WHICH THERE IS NO ESCAPE!!!

PREPARE YOURSELF FOR THE VERY LAST SAVAGE SOJOURN INTO CELLULOID...

DEVASTATION DRIVE-IN:
THE FINAL CUT!!!

Monday, September 29, 2014

Sunday, September 28, 2014

Friday, September 26, 2014

Thursday, September 25, 2014

Tuesday, September 16, 2014

"D" is for "Dopteran"

Dopteran

No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  120' (40')
      —Fly:  180' (60')
Armor Class:  5
Hit Dice:  12
Attacks:  2 or 1 (2 claws, or 1 proboscis, or 1 weapon)
Damage:  1d6+3 / 1d6+3, or 1d10+3 + Special, or by weapon +3
Save:  L12
Morale:  10
Hoard Class:  XIX
XP:  6,000

Dopterans are nocturnal insectoids that stand 7'-9' atop spindly limbs.  Their broad wings leave dustings of pale powder as they flutter.

Dopterans are masters of stealth and martial combat.  When a dopteran attacks with its retractable proboscis, a successful strike means that the target suffers an automatic +1d6 damage per round siphoning damage.  The creatures feed off of liquids, you see...and they favor the internal juices of living things (including mutant plants).  And dopteran raiders target stockpiles of water, liquor, fuel, and Ancient beverages for consumption in fancy tasting parties.

Pulses of light (such as from the Control Light Waves mutation, strobing artifacts, flickering flames, etc.) lull dopterans into a trance-like state for 1d6 rounds upon a failed Saving Throw Vs. Stun.  They suffer a -3 penalty on all such rolls.

Mutations:  Chameleon Epidermis, Combat Empathy, Dual Cerebellum (+ extra Mental Mutation), Energy-Retaining Cell Structure



Thursday, September 4, 2014

Mutants In The News — "Google Preps For The Sharkocalypse" Edition



It's long-known that those toothy predators target sunken power and telecom lines.



I imagine that the dreaded subterranean seps from Gamma World congregate near Ancient energy plants and ruined communications hubs.  That's a hook certainly worthy of an adventure or three.

Wednesday, September 3, 2014

Mutants In The News — "I Think That I Shall Never See...Something, Something, Radioactivity" Edition

[This accidentally sat in my drafts cue for months.  Apologies!]


The illustrious Smithsonian reports that, decades after the fact, long-dead trees in the Chernobyl hot zones aren't decomposing properly.  And by "properly", they mean "the fundamental processes underlying ecosystemic function are plum broken, and new stuff ain't growin' cuz old stuff ain't dyin'."

(I may have paraphrased there.)

Scientists suspect that the radiation impacted not only the insects that facilitate rotting, but also the fungi and microbes, leading to an abundance of leaf litter and debris.  The ruined vegetation just won't go away.

It's a fascinating read.  And, clearly, the Mutant Future is full of dead-yet-still-standing trees. Zomboreal forests, perhaps?

Tuesday, September 2, 2014

"P" is for "Phibbon"

Phibbon

No. Enc.:  1d8 (3d6)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  4
Hit Dice:  2
Attacks:  1 (bite)
Damage:  1d6
Save:  L1
Morale:  8
Hoard Class:  II
XP:  47

The arboreal, 2'-tall phibbons possess massive jaws and grinding teeth to better masticate nuts and armored mutant plants. And though their markings render them almost invisible in the treetops, phibbons' incessant hoot-croaks make them considerably less than stealthy (meaning they Surprise on a 1-3 on 1d6).

Phibbons shoot energy beams (type determined at random) from their cyclopean eyes, and their bites inject a powerful hallucinogen which causes Confusion for 1d12 hours upon a failed Saving Throw Versus Poison.  Native tribes use such secretions for medicinal purposes, and in religious rites.

Mutations:  Energy Ray (Any), Toxic Weapon (Venom)