Wednesday, October 26, 2011

Devastation Drive-In — 'The Children' (1980)


Environmental Hazard:  Cindercloud

The atomic detritus of The Ancients gave rise to many of the abominations of the Mutant Future...

...BUT WHEN IT CAUSED THE CHILDREN OF THE WORLD TO SLAUGHTER THE ADULTS, IT WAS AS IF THE VERY FUTURE ITSELF LAID WASTE TO THE PRESENT!!!

There is nothing that terrifies the Mutant Future's remaining Pure Human populations more than the roiling, creeping miasmas known as cinderclouds.  They leak from the most antiquated and dilapidated of Ancient reactors, and can vary in size from several hundred feet wide to, horrifyingly, miles in diameter.

Cinderclouds have no impact on flora, animal fauna, or materiel...but any Pure Human youth 15 years or younger cought inside its borders transforms into a cinderkid (see below) upon failure of a Saving Throw Versus Death.  Pregnant Pure Human women must also make a Saving Throw Versus Death, or give birth to infant cinderkids at term.

When a cindercloud envelops a region, the resulting cinderkids unite to kill off every person and animal they encounter.  And even if the besieged adults survive the experience, they are faced with the dreadful realization that, with the loss of all their offspring, their own future is just as dead....









Cinderkid

No. Enc.:  1d6 (3d8)
Alignment:  Chaotic
Movement:  45' (15') 
Armor Class:  8
Hit Dice:  3
Attacks:  2 (2 claws)
Damage:  1d8 / 1d8, + special
Save:  L5
Morale:  12
Hoard Class:  None
XP:  185

Cinderkids are Pure Human children transformed by cindercloud vapors into malevolent monstrosities with only one goal:  to relentlessly stalk and incinerate any and all beings they encounter.  None are safe in their presence.

Cinderkids are so named because of their lethal scorching touch.  Anyone struck by both hands in the same combat round not only takes the initial contact damage, but they are also embraced in an unbreakable hug that does a sustained 4d6 damage each round thereafter.  No further attack rolls are necessary...and the only upside is that victims usually burn to death within moments.

Cinderkids are nigh-indestructible, being immune to the effects of all blunt trauma, firearms, toxins, diseases, and Mental Mutations.  Upon being beaten or shot, they are knocked backwards to the ground, but then arise unharmed at the end of the very next round.  Chopping off both of a cinderkid's hands—which requires a "called shot" and a To Hit roll of 18-20—will kill it instantly.  (Note that both hands must be removed, as a one-handed cinderkid can still latch on for base damage plus 1d12 continual damage per round.)  Obviously, dismemberment will eliminate a cinderkid threat.

The creatures have no need to eat or respire, but may somehow absorb sustenance through their hands during the burning process.

While cinderkids' physical abilities are impressive enough, it is their cunning that makes them truly dangerous.  Aside from pale skin, dark eyes, vacant smiles, and blackened fingernails, they look just like ordinary children...and they use their innocent appearances to lull adults into a false sense of security.  They never run or make overtly threatening gestures; all they do is methodically walk towards adults with arms extended for seemingly loving hugs.  Cinderkids can vocalize, but generally only make single exultations ("Mama!" or "Daddy!" or the first names of those they recognize) so as to lure unsuspecting adults to their doom.  They also feign helplessness when encountering armed resistance, and cower in fear to manipulate the sympathies of their foes...and then lash out at the first opportunity.  They remember how to do routine physical tasks, like open doors and windows, and climb vertical surfaces.

Perhaps the most horrible thing about cinderkids is that their favorite victims are their own families.  They normally congregate and attack in packs, but individuals will break off to visit their former homes and massacre those that love them most...while grinning the entire time.

Mutations:  Pain Insensitivity [D], Unique Mutation ("Death-Touch")















Tuesday, October 25, 2011

Fun With Feedback — Slavering, Sinister Shrew-ful Sequel Edition

This is for you, Mr. BlUsKrEEm.
 





Courtesy of:  http://www.killershrewsmovie.com/ 

Devastation Drive-In — 'The Killer Shrews' (1959)



Killer Shrew

No. Enc.:  1d8 (3d6)
Alignment:  Neutral
Movement:  150' (50')
  —Burrow:  30' (10')
Armor Class:  7
Hit Dice:  2
Attacks:  1 (bite)
Damage:  1d6 + poison
Save:  L1
Morale:  11
Hoard Class:  None
XP:  47

The Ancients' breakthroughs in miniaturization led to all manner of innovations—in biomedicine, nanotechnology, and even the novelty pet industry—but one experiment had the opposite effect...

...and transformed once-tiny creatures into gigantic monstrosities...

...WITH ALL-CONSUMING APPETITES TO MATCH!!!

Killer shrews are aggressive, nocturnal rodents the size of 50-100 pound canines.  Shaggy fur covers their bodies, and fangs dripping Class 17 poisonous saliva jut from their snouts.

Not only do the beasts scour the landscape in a perpetual hunt for food, but they breed at a mind-boggling rate:  young shrews reach full reproductive maturity just 2-3 weeks after birth.  A male/female pair can spawn a ravenous rodent regiment that reduces a region to ruin in just a few short months.

Accordingly, many communities in the Mutant Future pay premium bounties for killer shrew carcasses.

Mutations:  Increased Caloric Needs [D], Night Vision, Toxic Weapon (Venom)










Designer's Notes:  The killer shrews from the flick were border collies with carpet remnants strapped to their backsides, so that's the look I used.  If you want "authentic" killer shrews, they might look like this:



Monday, October 24, 2011

Devastation Drive-In — 'Prophecy' (1979)



Grodiak

No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  135' (45')
  —Swim:  60' (20')
Armor Class:  5
Hit Dice:  9
Attacks:  3 (2 claws, 1 bite)
Damage:  1d10 / 1d10 / 1d12
Save:  L6
Morale:  12
Hoard Class:  VII
XP:  4,500

As The Ancients stripped the forests of trees and flooded the rivers with toxins, Nature found a way to adapt to the damage...

...BY UNLEASHING HORRIFIC, HELL-SPAWNED ABOMINATIONS HUNGRY FOR FLESH...AND SAVAGE VENGEANCE!!!

Grodiaks are gruesome, hulking ursines that stand a towering 15' tall, and they walk—and sprint—exclusively on their hind legs.  Their hideous bodies are riddled with sores and growths, and their skin sloughs off in rancid sheets.

The beasts are relentless combatants.  Not only do grodiaks get +1 To Hit with all attacks, but they squeeze their prey for an additional 3d6 damage if both claws successfully hit in the same round.  They can also hold their breaths for up to 1 hour underwater, and fight without hindrance when submerged.

Grodiaks reproduce rapidly (going to term in 1d3 months), and usually give birth to sets of twins.  Each encounter involving adults will also include 1d2 young.

Interestingly, the same contaminants that give rise to grodiaks also impact the native fauna around their dens.  In a 2 mile radius around a grodiak lair, the ordinary fish, amphibians, and rodents grow many times their size (typically reaching 1-3 HD)...and, even worse, they become bold and aggressive, with their Morale scores bumping to 10-12 and damage increasing by +1 per die.

Mutations:  Bizarre Appearance (Burns, Tumors, and Wounds) [D]









Saturday, October 22, 2011

Devastation Drive-In — 'Godmonster Of Indian Flats' (1973)



Bleast

No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  60' (20') 
Armor Class:  7
Hit Dice:  6
Attacks:  3 (2 claws, 1 bite)
Damage:  1d10+4 / 1d6-4 / 1d4
Save:  L3
Morale:  8 (or 11)
Hoard Class:  None
XP:  820

Everything The Ancients knew about history, the sciences, and their role in the cosmos shattered upon the discovery of bizarre fossils that indicated Homo sapiens may not have evolved from primates at all...

...BUT INSTEAD, FROM BIPEDAL, PHORPHORUS-SPEWING SHEEP-BEINGS!!!

Bleasts are freakish, 7'-8' tall ovines with hefty frames covered in matted, mangy wool.  No one knows if they evolved from sheep, or if sheep devolved from them...or how mankind factors into the genetic mix, as the creatures possess just enough throwback human DNA to provide primitive intelligence and empathy.  Such genetic anomalies also warp their limbs, making the creatures ponderous and clumsy; consequently, bleasts suffer -2 to all To Hit rolls, and one claw always does more damage than its stunted fellow.

Three times per day, a bleast can exhale a 15' long, 15' wide cone of Class 4 phosphorus gas, to which it (and all other bleasts) are immune.  And when reduced to 0 Hit Points, a bleast in its death throes expels its gaseous reserves into a lethal Class 13 cloud 25' in diameter.

When treated with kindness and gentleness, or coaxed with sinuous dancing, a bleast will bond with a Pure Human or Mutant Human female.  But if abused or provoked, it will lash out with a wrathful, Morale-11-fueled fury.

Ordinary pregnant sheep exposed to too many environmental contaminants have a 15% chance of giving birth to a bleast.

Mutations:  Frailty (Malformed Limbs) [D], Toxic Weapon ("Phosphoric Cloud")












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

Friday, October 21, 2011

Devastation Drive-In — 'Blood Beach' (1980)



Beachteeth

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  15' (5')
  —Burrow:  30' (10')
Armor Class:  0, or 9 (see below)
Hit Dice:  7
Attacks:  1 (bite)
Damage:  3d6 + special
Save:  L4
Morale:  11
Hoard Class:  VII, VIII
XP:  1,140

It's taken centuries for the oceans to recover from the damage inflicted by the The Ancients, and the beaches are once again pristine and alluring...

...BUT CERTAIN DEATH AWAITS THOSE WHO DARE TROD UPON THE SHIFTING, SHIMMERING SHORES!!!

Beachteeth (both singular and plural) are 15'-20' long annelids that dwell beneath coastal sands.  Ambush predators, they lie in wait for unsuspecting prey to walk atop them...which they then suck down into their inescapable maws.

With a successful hit, a beachteeth latches onto the feet of its prey, and slowly gnaws it to death from the bottom up.  Each round, the victim takes an automatic 3d6 damage, and is dragged downward 1' into the sands.  When the dragging depth exceeds the victim's height (typically around 6', at the end of 6 rounds), the victim perishes instantly due to a combination of being eaten alive and suffocation.

Escaping from a beachteeth is next to impossible.  Not only is there really no way to hurt the submerged creature (they have an effective 0 AC when underground), but any damage that does manage to get through is split equally between both the beachteeth and its vulnerable victim!

When not hunting, beachteeth lair in seaside ruins or ocean caves, where they surface to store regurgitated kills for later re-consumption.  They must surface to disgorge their stomach contents, and this is when they're vulnerable, having an effective surfaced AC of 9.

During the summer months, beachteeth spawn 4d6 eggs beneath the sands, which hatch in 1d4 weeks into 1 HD young.

Mutations:  None






Wednesday, October 19, 2011

Coming Soon To A SyFy Original Near You

We take a break from our regularly scheduled programing to bring you this special report:


(The article also mentions two-headed sharks, krakens, and yetis, so get to readin'!)