Wednesday, October 15, 2014

Rest Assured, The Movies Will Resume Shortly.

The film kinda-sorta melted in the projector.  (This may or may not have something to do with the projectionist's wife having a baby!)

Enjoy our concessions as we replace the reels!

Monday, October 13, 2014

Devastation Drive-In: The Final Cut — 'Frankenfish' (2004)


No. Enc.:  1d4 (1d10)
Alignment:  Neutral
Movement:  90' (30')
      —Swim:  180' (60')
Armor Class:  4
Hit Dice:  7
Attacks:  1 (bite)
Damage:  3d6
Save:  L4
Morale:  12
Hoard Class:  None
XP:  790

As the Ancients polluted the waters and depleted sealife to extinction, men of means paid to bioengineer the ultimate sporting fish...


Gorgegills are bluish-brown, freshwater fish with toothy heads and thick bodies that taper to sinuous tails.  They possess awesome mass and power, averaging in bulk somewhere between an Ancient bovine and a rhinoceros.  Gorgegills are shockingly speedy and agile, too, and can outrace watercraft and leap over 15' out of the water.

As if those qualities weren't terrifying enough, gorgegills possess a dim intelligence.  They focus on weaker targets first, and destroy piers, docks, and rigs from below to get at topside victims.  They can also survive—and slither!—on land for up to an hour.  Many a boat passenger has perished after gorgegills rammed and chewed their way through the hull, and chased down prey across the decks.

Gorgegills nest in weedy, muddy burrows and wrecked ships, and lay clutches containing hundreds of eggs.  Hatchlings possess AC 6, 1d4 hp, and bite for 1d4 damage.  They attack in swarms of 12d12 individuals, and "hop" on land at 45' (15') and swim at 120' (40').

Mutations:  None

Designer's Notes:  This film never got a proper theatrical release, so no official poster exists (necessitating use of the DVD cover).

Friday, October 10, 2014

Devastation Drive-In: The Final Cut — 'The Brood' (1979)


No. Enc.:  1d6 (2d10)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  7
Hit Dice:  3
Attacks:  3 or 1 (2 claws, 1 bite, or 1 weapon)
Damage:  1d4 / 1d4 / 1d6, or by weapon
Save:  L2
Morale:  12
Hoard Class:  None
XP:  150

The Ancients explored not only the farthest reaches of space, but also probed the deepest depths of the human psyche...

...and did so via radical cognitive therapies to exorcise traumatic childhood demons...


Psychotykes are eerie beings that resemble Pure Human children from afar...but up close, the hideous differences are readily apparent.  Their pale faces are marred by iris-less sunken eyes and clefted, toothless, razored, beak-like mouths.  Their tongues are inflexible, preventing speech and allowing only gibbering growls.  Their little fingers end in claws.  More thorough examinations reveal that psychotykes lack sex organs and navels, and only see in black and white.  And they sport hump-like "yolk sacs" on their backs; when this nutri-fluid depletes in 1d8 days from point of initial encounter, the creatures expire.

The little freaks are brutal combatants, and get +2 To Hit from sheer ferocity.  And groups swarm one foe at a time, rending and biting with superior numbers.   Psychotykes also love striking from Surprising (1-3 on 1d6) positions, such as high shelving, under beds, inside closets, etc.

Psychotykes are spawned by powerful—and altogether insane—Mutant Human females (known as "broodmothers") with untapped psionic powers and deep psychological damage. These women channel their anxieties, fears, and hatreds, bringing the 'tykes to life as literal manifestations of murderous wrath.  A broodmother can "birth" 1d10 psychotykes per week through external abdominal organs.  Any Mutant Human female with a WIL score of 15+ and at least 3 Mental Mutations has the potential to become a broodmother if her life circumstances are awful enough.  Bizarrely, psychotykes look like twisted versions of their respective mother's actual children, right down to the clothing.

Psychotykes act based on their mother's moods; when she's angry, they attack the recipient of her rage, and when she's calm and lucid, they lie dormant.

When a broodmother is killed, her respective psychotykes collapse and die instantly.

Mutations:  Metaconcert

Thursday, October 9, 2014

Devastation Drive-In: The Final Cut — 'Empire Of The Ants' (1977)


No. Enc.:  5d10 (12d12)
Alignment:  Chaotic
Movement:  180' (60')
Armor Class:  3
Hit Dice:  4
Attacks:  1 (bite)
Damage:  2d6
Save:  L4
Morale:  12
Hoard Class:  VII x3
XP:  245

Self-proclaimed masters of the Earth, The Ancients wantonly polluted their environs, foolishly disposing of nuclear waste in the most haphazard manners possible...

...but their carelessness proved their undoing, as a new atomic-spawned species—a superior species—arose to challenge not only humanity for food and resources...


Tyrænts are radioactive, ursine-sized insects found in tropical environs.  Their screeches sound eerily like human screams.  Territorial and aggressive, tyrænts wage war on local giant bug populations.

Tyrænts avoid open flame, and a moderate-sized campfire is enough to keep them at bay. Fire-based attacks inflict an additional +3 damage per die, and drop Morale to 6.

The creatures are highly intelligent.  Upon encountering a group of PCs, tyrænts stealthily observe from afar, picking off stragglers and loners.  And then, when the time is right, tyrænts attack en masse, destroying vehicles and slaughtering mounts to demoralize their victims into fleeing.  Survivors don't get away easy, though, as tyrænts herd their quarry over miles of terrain until reaching their nesting grounds, where the most terrible of fates awaits!

Mutations:  Frailty (Fire) [D], Gigantism, Metaconcert

Turf War!

Tyrænt Queen

No. Enc.:  1
Alignment:  Chaotic
Movement:  180' (60')
Armor Class:  3
Hit Dice:  7
Attacks:  1 (bite)
Damage:  2d8
Save:  L7
Morale:  10
Hoard Class:  XXII x3
XP:  2,190

Tyrænt queens are the megalomaniacal masterminds that rule over their respective colonies.  They seek to conquer all local sentient populations and force them to "work for the ants, feed them...for they are superior."¹

Tyrænt queens possess an insidious variant of the Fragrance Development mutation.  They discharge 15' radius clouds of vaporous pheromones that dominate those with 16 CON or less.  Tyrænt queens can use this ability every 3 rounds, with no limit on the total number of victims affected.  Enslavement lasts one full week(!), and at the end of the duration, a tyrænt queen lines up her minions like chattel for "re-indoctrination", which can take a considerable length of time.  [Forgiving Mutant Lords may allow certain Ability Checks and / or Saving Throws to break free of the pheromonal control.]  Androids, Mutant Plants, those with appropriate life support capabilities, and  ordinary animals are immune to the effects.

Frighteningly intelligent, tyrænt queens possess the insight and guile to control entire towns, and they specifically target locales that produce great quantities of food (farming communities, plantations, sugar refineries, etc.).  Queens  telepathically command enslaved officials to maintain outside business / trade relationships so as to keep things running smoothly, and ensure a steady influx of resources.  Tyrænt queens arm their most powerful and capable thralls with weapons, armor, and equipment, and grant ordinary citizens enough autonomy to go about their daily lives in the presence of outsiders.

Not only do tyrænt queens suffer the same fire damage as above, but if attacked for 3 consecutive rounds with flame, they lose control over their brain-slaves.  Those thus freed are disoriented for 1d6 rounds, and are generally inclined to flee, though they may make attacks at -3 To Hit.  Furthermore, all tyrænts in the area go into a panicked frenzy, and attack anything and everything until the queen eliminates the threat.

Mutations:  Fragrance Development (Modified), Frailty (Fire) [D], Gigantism, Metaconcert, Neural Telepathy

1:  Actual Film Dialogue