Thursday, October 31, 2013

Devastation Drive-In 3-D — 'I Married A Monster From Outer Space' (1958)



Groomanoid

No. Enc.:  1d4 (3d6)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  6
Hit Dice:  14
Attacks:  2 or 1 (2 claws, or 1 blaster)
Damage:  1d8+3d6 / 1d8+3d6, or 12d12
Save:  L14
Morale:  10
Hoard Class:  XX (x2)
XP:  6,000

Most encounters between The Ancients and extraterrestrials erupted in deadly conflicts between predator and prey, conqueror and conquered...

...but one particular invasion involved neither hunger nor subjugation...

...BUT INSTEAD, A MASTER PLAN FOR  MATRIMONY AND MATING!!!

The extraterrestrials dubbed "groomanoids" hail from an unnamed, solar-ravaged world located near the constellation Andromeda. They stand as 6' tall, and possess pitted, rubbery skin and fleshy, external bronchial tubing about their heads and necks.  

Groomanoids are fantastically strong, and able to crush metal objects, bash in doors, and even knock down small trees with ease.  Conventional ballistic ammunition harmlessly passes through their bodies, and their shimmering force screens protect for an amplified 8d6 damage.  Groomanoids also wield disintegration pistols [see below].

Every groomanoid encountered is male (as the females of their species are deceased), and they have but one goal:  to repopulate their race!  To accomplish this, 1d3 groomanoids infiltrate a community by kidnapping and mimicking (via an absorptive black gas that generates a wearable living "simulacra-suit") key males and assuming their lives, gradually gaining the trust of those around them.  They usually target those in committed relationships, which makes assimilating—and marrying!—even easier.  Once that core group is established, a few more groomanoids arrive to take over the original's friends and colleagues, continuing the matrimonial agenda.

Groomanoids keep their hostages alive (albeit in stasis), so as to electronically extract their memories and personalities.

Groomanoids don't have it easy in the Mutant Future.  Most find human emotions confounding.  They can't swim, and are allergic to alcohol...which triggers suspicion when formerly athletic types suddenly avoid the water, or drinkers go sober overnight. Groomanoids also require gaseous methane to survive, and oxygen is toxic to their systems. Their disguises make Earth's atmosphere breathable, but if oxygen is forced into their systems (like through CPR, or respiratory equipment), the creatures perish instantly.  And in their native forms, groomanoids depend on mechanical rebreathers in oxygenated environs. 

Interestingly, animals (normal, mutant, and sentient) aren't affected by groomanoid force fields, and attack unimpeded.  Furthermore, they instinctively know to target the aliens' facial nasal-tubes in combat, gaining a +3 To Hit with a called shot to the tubes for instantaneous kills.  Groomanoids consequently eliminate any and all wildlife they encounter, if they can avoid arousing suspicion.

Groomanoids can leave their body-shells (which stand dormant and lifeless) at will.  If a groomanoid dies in its natural form, it dissolves into bubbling foam.  Groomanoids that expire in human guise do so without incident.

Groomanoids are a dedicated, methodical race, and can spend over a year learning the ins and outs of their chosen communities.  Being a generally cold, dispassionate people, they need the extra time to wrangle complicated human emotions and perfect their roles, which increases the chances of marrying to better facilitate breeding.  And over the duration, groomanoid scientists research and experiment, genetically tweaking Pure and Mutant Human females for cross-species conception.  The rest of the groomanoid race waits patiently in space all the while, hovering around the planet in undetectable starships.

Adaptable, more affable groomanoids can become such master mimics that even their fellow aliens can't recognize them—even telepathically—while disguised.

Groomanoids aren't evil, just desperate, and most truly grow fond of the humans in their lives. Some even reveal their true natures, in hopes of fostering understanding, and recruiting allies in their plight.  That said, the groomanoids won't hesitate to eradicate anyone who stands in their way.

Mutations:  Force Screen (Modified), Frailty ("Alchohol Allergy") [D], Enhanced Vision (Night), Increased Physical Attribute (STR) (x2), Metaconcert














 
Artifact:  Groomanoid Disintegrator




Groomanoids' hand-held rayguns emit triplicate beams that atomize targets instantly, doing 12d12 damage.  The disintegrators are powered by minifusion cells [p. 117 of the Mutant Future Core Rules], and contain 30 shots.

When a groomanoid dies, there is a 35% chance that its personal raygun explodes 1d4 rounds later, doing a minor 1d8 damage to anyone within a 3' radius.




Artifact:  Groomanoid Communicator


Though capable of transmitting their thoughts via Metaconcert, groomanoids require communicators to speak with those aboard orbital vessels.  The maximum range of these devices is unknown.


Wednesday, October 30, 2013

Devastation Drive-In 3-D — 'The Navy Vs. The Night Monsters' (1966)




Nightcrawler

No. Enc.:  1d4 (1d8)
Alignment:  Neutral
Movement:  45' (15')
Armor Class:  4
Hit Dice:  12
Attacks:  1 (acid-grab)
Damage:  4d6
Save:  L6
Morale:  12
Hoard Class:  None
XP:  6,000

Nightcrawlers are 7' tall, woody trees with mossy trunks, leafy foliage, droopy branches, and exposed roots.  They prefer cold and icy climes, but thrive just as well in warm, humid environs.

As per the Nocturnal [D] mutation, nightcrawlers stand dormant during the day, and animate at night (or during the extended sunless months at the poles, or when moved into darkened structures).  They are active predators, and lash out at anyone that gets within 5' range.  A successful To Hit roll means that the plant grabs and restrains its prey, and deals an automatic 4d6 damage per round thereafter from potent acidic secretions. Only the nightcrawler's death, or a successful Ability Check Vs STR at a -5 penalty, allows escape.  Most victims quickly dissolve in its clutches, to be absorbed in mere moments.

While hunting, nightcrawlers emit a high-pitched whine that sounds like the combination of a shrieking teakettle and radio static.   They have a particular fondness for avian prey (particularly as they nest), and feed on other plantlife in the absence of animal sustenance.

Those that survive nightcrawler attacks risk being driven insane by the pain and sheer terror of the encounter.  Upon a failed Ability Check Vs WIL, a victim goes catatonic by day, but then stalks the night in a murderous fugue!  This madness lasts 1d4 weeks.

Nightcrawlers suffer an additional +2 damage per die from fire-based attacks.

Nightcrawlers reproduce by dropping 2d10 fuzzy, 6" diameter, 2 HP pods once per day that crawl under their own power at a rate of 6' (2').  These "young" also hunt and secrete acid (that deals 1d6 damage), and grow into full-sized nightcrawlers in 1d4 weeks.  With such a reproductive rate, a plague of nightcrawlers could destroy the Mutant Future!

Mutations:  Dermal Acid Sap (Modified), Frailty (Fire) [D], Free Movement, Nocturnal [D], Reflective Cellular Structure (Cold)
















Tuesday, October 29, 2013

Devastation Drive-In 3-D — 'Return Of The Living Dead III' (1993) (Part 2)



Artifact:  Brainfreezer

The Ancients spared no effort or expense in researching ways to contain Trioxin-created zombie outbreaks, and cryonic weaponry seemed the perfect method to dispatch the living dead...

...BUT LITTLE DID THEY REALIZE THAT THEIR FAILSAFE WOULD SPECTACULARLY FAIL...AND BE ANYTHING BUT SAFE!!!


A brainfreezer is a propellant-powered rifle that fires "paratic infusion"¹ projectiles that (theoretically) render braindead ghouls inert through cryonic statis.  A laser sight adorns the top of the weapon, and a pressurized canister trails from the back.  It's quite cumbersome and bulky (resulting in a default -2 To Hit modifier), and generally requires two people to operate: one to aim and shoot, and the other to load / reload and keep the hoses attached and untangled.







And speaking of loading, a brainfreezer holds only one paratic projectile at a time, and once fired, it takes a full round to reload and seat the ammo (meaning the weapon can only be used every other round).  A series of red-to-green lights synced with escalating tones (beep-Beep-BEEP-BEEEEP!!!) alerts the wielder that the brainfreezer is ready.

The "paratic acid" inside an active, usable projectile glows an icy blue.  The darts come in padded cases that hold up to 20 units, and any given case found in a cache contains 3d6.



Brainfreezers never made it out of the R&D phase, as they were too unwieldy, too slow, and had too many components to be useful in real-time combat.  Furthermore, the holding times of the paratic chemical were wildly erratic; a braindead could stay rigid for anywhere from 30 seconds to 3 minutes (3d6 rounds) before wearing off...allowing the zombies to revive and attack at full combat readiness.  And any shot that WASN'T a headshot knocked 1d4 rounds off the total.

The Mutant Lord should secretly determine the distinct paralysis duration for each and every braindead shot by a brainfreezer.  The minimum holding duration is 3 rounds with a headshot, 2 rounds without.

Any non-braindead struck by a brainfreezer sustains 2d8 cold damage.




Braindead, Weaponized

No. Enc.:  1d4 (1d6)
Alignment:  Chaotic
Movement:  60' (20')
Armor Class:  2
Hit Dice:  16
Attacks:  3 (2 claws, 1 bite)
Damage:  2d8+2 / 2d8+2 / 2d6+2
Save:  L8
Morale:  12
Hoard Class:  XXI
XP:  4,200

Weaponized braindeads, standard braindeads fitted with metal exoskeletons agonizingly drilled straight into their flesh and bone, were intended as "biochemical weapons driven by meat batteries"².  After the failure of the brainfreezer technology, the frames were deemed viable alternatives to control the brain-craving undead via hydraulic "lock / unlock" levers and oral restraints. Weaponized braindeads could be airlifted into enemy territory, activated and unleashed, and then rendered immobile after slaughtering all they encountered.

A mechanized braindead's manual "on / off switch" is located on its backside, and anyone attempting to manipulate it (to either setting) must make a successful Ability Check Vs STR due to general difficulty of use and rust / corrosion.  And a freed weaponized braindead won't passively stand by for deactivation...and they have the tendency to rip out their mouth-guards....

Thanks to their exoskeleons, weaponized braindeads are frightfully strong, and able to bend bars, break doors, and shatter barricades—not to mention puny humans!—with ease. Furthermore, they can still function even if their fleshy components take significant damage; a weaponized braindead still attacks until reduced to -10 HP.

Weaponized braindeads are identical to the standard variety in all other respects.

Mutations:  Toxic Weapon ("Zom-bite")











1,2:  Dialogue from Return Of The Living Dead 3