Sunday, December 2, 2012

Dr. Gori Unleashes... THE HORRIBLE HEDRON.


Hedron

No. Enc.:  0 (1d4)
Alignment:  Chaotic
Movement:  90' (30')
  —Swim:  45' (15')
Armor Class:  6
Hit Dice:  15
Attacks:  See Below
Damage:  See Below
Save:  L10
Morale:  10
Hoard Class:  XIV
XP:  11,400





Ahhh, Hedron!!!  My first creation!!!  What a glorious beast you were!!!

How enthusiastically you lumbered from the seas, laying waste to the coastline with your elephantine bulk and flailing tendrils!!! How magnificently you sprayed corrosive mist and choking smog, and belched forth the same!!! How your eyes blazed with hatred for humanity!!!

You are the pride of my army of abominations, and the template for all other monsters that followed!!!


Mutant Future Version

Hedrons are mossy, noisome, pachyderm-sized monstrosities with slug-like bodies dragged by two stumpy legs.  They congregate near rivers and lakes, contaminating water and wildlife alike.  Acrid clouds swirl over their herds.  Hardy beasts, hedrons are immune to all toxins, pollutants, diseases, and radiation.

Hedrons relish in destruction, Trampling with abandon and lashing out with seven 20' long tentacles.  Each round, determine on the chart below how a hedron attacks:

Roll 1d6
Attack
1
Tramples (+4 To Hit) for 4d8 damage.
2
Lashes out with 1d6+1 tentacles that do 1d10 damage each to all targets in a 20' radius.  On any To Hit roll of 17-18, target(s) grabbed and thrown 50' away, taking 3d6 impact damage unless making a successful Saving Throw Versus Stun.  On any To Hit roll of 19-20, target(s) grabbed and dragged into maw for free bite attack doing 2d12 damage.
3
Emits clouds of choking, obscuring gas in a 40' radius, as per Irritant Gas Grenades [from p. 119 of the Mutant Future Core Rules.]
4
Shoots jets of dissolving vapor from tentacles, affecting all targets in a 40' radius. Does Class 5 poison damage to living creatures and objects.  [Mutant Lord should determine exact effects on PC's possessions.]
5
Exhales cone of acid 50' long and 30' wide at the end, which does Class 8 poison damage to living creatures and objects.  [Mutant Lord should determine exact effects on PC's possessions.]  Usable only 3 times per day.
6
Spits globs of deadly Class 14 toxic goo at 1d4 targets.

Hedrons are utterly resistant to any and all effects of the above.

Mutations:  Enhanced Vision (Night Vision), Toxic Weapons ("Acid-Gas", "Goo-Globs", "Smog-Spray")













[Hedron (aka Hedoron in Japan) appears courtesy of Episodes 1-2 from the 1971 TV series, Spectreman.]

Saturday, December 1, 2012

PREPARE FOR SUBJUGATION, EARTHLING FOOLS.



Human simpletons, life as you know it is at an end.

Your petty avarice and willful ignorance have despoiled this once-beautiful planet, turning it into a wasteland of pollution and garbage.  You squander and taint everything that gives you life:  your air; your soil; your seas.  Your self-destructive species is a blight on the galaxy.

It is high time to answer for such shameful neglect and carelessness...and you will answer to me, Dr. Gori, space-ape scientist from the Planet E...and future sovereign of the human race!!!

I shall use your own folly against you, turning your filth and refuse into monsters that feed on the very same.  From your corruption they arise...and on your corpses they feast!!!!  

Your doom is assured!!!

MWAH-HAH-HAH-HAH-HAH-HAH-HAH-HAH!!!

I have captured your beloved Justin S. Davis and seized control of this primitive medium you call a 'blog' to crush your spirits during Earth's traditional holiday season. You wanted a "mutant future", so you'll have one...a horrifying future ushered in by my mighty menagerie of mutated monstrosities!!! 

So, tremble, insignificant worms.  TREMBLE!!!

And whatever you do, DO NOT click on the video below.  It is juvenile, pathetic propaganda intended to boost your morale. As  if such a cyborg savior actually exists.  Ignorant gnats!!!

NOTHING CAN SAVE YOU NOW...NOTHING.

SO DECREES DR. GORI!!!






Dr. Gori
Sinister Scientist and Dread Despot

NPC
Character Type:  Mutant Space-Ape
Alignment:  Chaotic

Level:  10
Hit Points:  75
Armor Class:  7
Movement:  120' (40')

Abilities
STR:  10
DEX:  10
CON:  12
INT:  20
WIL:  19
CHA:  19

Modifiers
To Hit / Damage (Melee):  +0
To Hit (Missile):  +0
Technology Rolls:  +95%
Reaction Adjustment:  -2

Saving Throws
Energy Attacks:  7
Poison / Death:  6
Stun Attacks:  8
Radiation:  7

Mutations:  Intellectual Affinity (Tinkerer) (x3), Increased Willpower

Attacks/Weapons
) 2 attacks per round

) Customized Plasma Pistol (7d6+12)
) As-Needed Weaponry

Equipment
) As-Needed Gadgets / Devices

) All-Purpose Secret Lairs
) Flying Saucers and Assorted Aircraft

XP:  6,600

Description

Dr. Gori, rogue ex-president and supreme scientist from the tranquil Planet E (which lies 40,000 light-years from Earth, in the Geisty solar system), is one of the most brilliant and diabolical minds in the galaxy.


Dr. Gori was elected to power by his fellow apemen, who failed to realize he was a mutant intent on using his technological genius to conquer all the civilized worlds.  He was tried and sentenced to personality-reprogramming, but escaped thanks to a conniving army officer named Karas, and the two fled via flying saucer.  The dread duo found Earth after a magnetic storm drove them off course...and Gori found its beauty and nature entrancing.


There was only one problem:  upon closer inspection, Earth was awash in pollution and contamination, and crawling with vermin...and that vermin was humankind.  And Dr. Gori knew just how to eradicate them:  with an army of abominations, all fashioned by his own hand!  So he unleashed his refuse-spawned monstrosities, and laid waste to the cities of men!


The consummate "mad scientist", Dr. Gori is a master of every villainous discipline: genetics, physics, xenobiology, robotics, mechanics, weather control, virology, electronics, volcanology, chemistry, cloning, revivification, cybernetics, weaponsmithing, etc.  And he is prone to grandiose monologues and emphatic gesticulations.


Dr. Gori is not a front-line combatant.  He schemes from his secret lairs (which are buried deep within the earth, or underwater...or buried deep within the earth AND underwater), unleashing monsters and bioweapons.  And when venturing out, he always surveys from the safety of an advanced—and heavily armed and armored—airborne vehicle.


Dr. Gori relies on his trusted lackey, Karas.  Karas is a brutal (and somewhat bumbling) space-apeman with super-strength, amazing fighting prowess, a fondness for attractive humanoid females, and an affectation for less-than-effective disguises.  And when requiring extra muscle, Gori kidnaps humans and transforms them into apemen loyal only to him.


The Many Faces Of Karas

Friday, November 30, 2012

Mutants In The News — "Ho-Ho-Holocaust" Edition



Those noble souls at BrickWarriors.com are the foremost authorities on educating today's children about tomorrow's robot apocalypse...

...and what better way than by introducing a full line of custom cyborg parts and rocket-propelled grenades for all your Lego-related needs?

Just in time for Ramahanukwanzmas, no less!

(And, as always, they carry a full line of mohawks , loincloths, and flamethrowers for the fashionable biker-mutant on the go!)



Thursday, November 29, 2012

Let's Go To Gamma World. Meet... The Vath.


Vath

No. Enc.:  1d8 (1d8)
Alignment:  Neutral
Movement:  30' (10')
        —Fly:  150' (50')
Armor Class:  5
Hit Dice:  5
Attacks:  2 (2 bites)
Damage:  2d8 / 2d6 + poison
Save:  L3
Morale:  9
Hoard Class:  None
XP:  1,250

The twisted vath (both singular and plural) are 3' long beasts with 10' wingspans and 2 hideous heads.  The  left head sports wicked, hollow fangs for sucking blood, while the right head possesses bulging red eyes and slavering, venomous jaws (with Poison Class determined at random).  In combat, vath always begin by Beguiling their prey [see below].

A vath's hard, rubbery skin is particularly susceptible to the cold, meaning it takes +1 extra damage per die from cryonic attacks, and slows to airspeeds of 60' (20') when the temperature drops below 50 degrees Fahrenheit.

Vath congregate in caves, abandoned sewers, and ruins, and are fully active by day and by night.

Mutations:  Beguiling, Dual-Headed, Enhanced Vision (Night Vision), Epidermal Susceptibility (Cold) [D], Increased Sense (Hearing), Toxic Weapon (Venom), Vampiric Field


New Mutation
Beguiling (Mental):  Makes all characters within a 90' radius use the least powerful of their weapons and/or mutations when attacking the mutant possessing it.  Every 6 combat rounds, each affected individual makes an Ability Check Versus INT; success means the influence is broken, and the target cannot be affected by this mutation again for a full 24 hours.





Not-The-Designer's Notes:  The Vath first appeared in 1983's The Cleansing War Of Garik Blackhand, by Michael Price and Garry Spiegle.  Illustration provided by Jim Holloway.

Not-The-Designer's Notes Addendum:  The Beguiling mutation first appeared in 1983 in the 2nd edition of Gamma World by James M. Ward, Gary Jaquet, and David James Ritchie.

Not-The-Designer's Notes Addendum-To-The-Addendum:  Like most original Gamma World beasties, the vath's damage output is ridiculously high in Mutant Future / Labyrinth Lord terms.  But I'm fine with it, because the critters are supposed to be terrifying.

Friday, November 16, 2012

Let's Go To Gamma World. Meet... The Blaash.

Blaash  ("Gamma Moth")

No. Enc.:  1d10 (1d10)
Alignment:  Neutral
Movement:  18' (6')
        —Fly:  120' (40')
Armor Class:  8
Hit Dice:  8
Attacks:  See Below
Damage:  See Below
Save:  L5
Morale:  12
Hoard Class:  None
XP:  1,560

The fearless blaashes are 3' long insects with 6'-8' wingspans.  When attacking, they glow brightly, and emanate intense Class 9 radiation in a 20' radius.  Anyone caught within a blaash's area of effect must make a Saving Throw Versus Radiation each and every round.

Upon making a kill, a blaash immediately falls atop it and eats voraciously.  It will cease its predations only if attacked, or if its food is threatened.

Mutations:  Reflective Epidermis (Radiation)







Not-The-Designer's Notes:  The Blaash first appeared in 1978 in the 1st edition of Gamma World, by James M. Ward and Gary Jaquet, and again in the 2nd edition of Gamma World from 1983, by Ward, Jaquet, and David James Ritchie.  Illustration by Jeff Easley or Keith Parkinson (specific credit unknown) from the 2e set.

Not-The-Designer's Notes Addendum:  This insect entry completes the metamorphosis options for the bug-tastic bulo.

Thursday, November 15, 2012

"S" is for "Splicesaur — Aquatzal"

Splicesaur — Aquatzal

No. Enc.:  0 (1d3)
Alignment:  Neutral
Movement:  24' (8')
      —Swim:  180' (60')
Armor Class:  4
Hit Dice:  16
Attacks:  1 (bite)
Damage:  4d6
Save:  L8
Morale:  10
Hoard Class:  XXII
XP:  3,300

The bulky aquatzals are 40'-50' long, flippered beasts coated with slick algae and jagged barnacles.  They prefer salty seas, but sometimes venture up fresh waterways. And they can awkwardly drag themselves onto the shore to pursue fleeing prey.

Aquatzals attack with snapping beaks atop 20' long necks, and Swallow prey whole on natural To Hit rolls of 18-20.  Anyone consumed takes and additional 2d8 damage per round until cutting their way free.

The creatures construct enormous nests in waterside ruins and rusted shipwrecks, and on floating trash-islands.  But aquatzals don't build them from traditional wood or logs; instead, they use Ancient marine detritus:  dredged-up telecom cables, oil rig struts and piping...and even active torpedos!

Mutations:  Shriek (Greater)




Monday, November 12, 2012

"S" is for "Splicesaur — Chlophus"


Splicesaur — Chlophus

No. Enc.:  0 (3d6)
Alignment:  Neutral
Movement:  150' (50')
Armor Class:  6
Hit Dice:  15
Attacks:  1 (gore, or tail)
Damage:  2d10 or 4d4
Save:  L8
Morale:  10
Hoard Class:  None
XP:  5,100

The towering chlophuses congregate near marshes, swamps, and waterways to feast on plants, carrion, and small (well, compared to them) animals.  They reach lengths of 30' long, and average 3 tons.  Clophuses forage as quadrupeds, but run and fight as bipeds.

Never ones to shy from combat, half of any given cluster of chlophuses will Charge and/or Trample, while the others protect the young.  Chlophuses launch globs of Class 6 poisonous mucus up to 45' away.

Armor made from clophus hides grants the wearer limited camouflage abilities, with a 25-50% chance of going unnoticed (based on terrain and circumstance).

Mutations:  Chameleon Epidermis, Toxic Weapon ("Mucal Discharge")


Thursday, November 8, 2012

Money CAN Buy You Happiness

Because if you aren't absolutely, positively giddy that such miniatures exist in this day and age, then you may have been replaced by a space-pod.

Or a robot.

OR A POD-ROBOT...FROM SPACE!!!

Do you want that to happen?  DO YOU?!!!



Just look at what a month's worth of Happy Meal funds can get you....


Brainy Buggoid!!!

Rabbitoid Rampage!!!

BFC!!!


There are 5 days left in Interloper Miniatures' funding campaign for some sweet, sweet mini-mutants, and the crew is halfway to their modest, too-good-to-pass-up $5,000 goal.

So come on, people...go drop some change in their jar.

BECAUSE I NEED CYCLOPS CHICKENS TO MAKE MY LIFE COMPLETE!!!

I BEG YOU...FOR THE CHICKENS!!!!!1!!!1111!!!1!1!!!

Wednesday, November 7, 2012

"S" is for "Splicesaur — Dimetrog"


Splicesaur — Dimetrog

No. Enc.:  1d6 (2d6)
Alignment:  Neutral
Movement:  90' (30')
Armor Class:  5
Hit Dice:  9
Attacks:  3 or 1 (2 claws, 1 bite, or tail)
Damage:  1d6 / 1d6 / 1d10, or 1d8 + poison
Save:  L9
Morale:  10
Hoard Class:  VII
XP:  3,100

Dimetrogs are man-sized, nocturnal bipeds equally at home in tropical climes and barren wastelands.  Prominent sails jut from their backsides, as do elongated fangs from their snouts.

A dimetrog's piercing tail injects a deadly Class 15 venom.  And there is a 1 in 6 chance (on 1d6) that any given dimetrog can exhale a beam of withering heat, per the Energy Ray Physical Mutation [adjust XP accordingly].

Some travelers swear they've witnessed dimetrogs using primitive tools, and even Ancient artifacts....

Mutations:  Accumulated Resistance (Heat), Enhanced Vision (Night Vision), Toxic Weapon (Venom)


Tuesday, November 6, 2012

"S" is for "Slig"


Shamlessly horked from Paper Brain Games' adventure module, Menace From The Wasteland, by C.T. McGrew.

Both name and concept are his.  I just statted up and "drew" the critter, because it tickled me silly.  And you can buy the slig-tastic sandbox adventure here!



Slig

No. Enc.:  1d10 (3d6)
Alignment:  Neutral
Movement:  30' (10')
Armor Class:  7
Hit Dice:  2
Attacks:  2 (2 radulae)
Damage:  1d4 / 1d4
Save:  L3
Morale:  7
Hoard Class:  None
XP:  56

Sligs are fleshy, 8'-12' long creatures raised for their succulent (albeit gamy) meat.  Able to climb vertical surfaces and wriggle through narrow apertures with ease, they require specialized enclosures.

Sligs feast on rotting vegetation, rancid meat, and biological waste...and they harmlessly metabolize all toxins and radioactivity.  Such hardiness makes them valuable livestock, indeed.

While non-poisonous, the slime from wild sligs deters most predators (particularly avians). Slathering the goo on one's person reduces the chance of wilderness Random Encounters from 1-2 per day, instead of the standard 3-4; however, anyone utilizing the fetid substance suffers a loss of -2d4 CHA points for the duration.  Domesticated sligs are bred so as to minimize slime production.

Mutations:  Toxic Weapon ("Repellent Coating")


Monday, November 5, 2012

"T" is for "Toxodile"


Toxodile

No. Enc.:  1d8 (1d12)
Alignment:  Neutral
Movement:  90' (30')
     —Swim:  90' (30')
Armor Class:  5
Hit Dice:  3
Attacks:  1 (bite)
Damage:  1d12
Save:  L2
Morale:  9
Hoard Class:  None
XP:  155

Toxodiles thrive in the most hazardous of environs: contaminated wetlands, ruined sewers, glowing reactor ponds, etc.  And, strangely, some even find their ways to arid atomic testing sites, or mountainous strip-mines. Luminescent algae and noxious filth cover their hides.

Toxodiles inject a Class 7 venom with every bite, and emit beams of Class 5 radiation from the bony growths on their snouts.  They are never Surprised (thanks to their 1d10 extra eyestalks), and are completely immune to all poisons, diseases, and radiation.

A carnivorous subspecies of needlewing often lives in symbiosis with toxodiles, keeping teeth and maws free of extraneous debris.

Mutations:  Energy Ray (Radiation), Extra Parts (Eyes), Toxic Weapon (Bacterial Bite)



Friday, November 2, 2012

UGH. These Floorboards Are Disgustingly Sticky.



I can't believe I dropped that stupid sno-cone.  And I'll die happy if I never see another box of Red Hots.  Whoah—whose brassiere is this, anyway...?


32 days.
32 movies.
42 unique beasties.
12 new followers...breaking 100!
6 artifacts.
3 campaign settings.
2 diseases.
2 environmental hazards.
1 random chart.
And more consistent—and enthusiastic—comments than I've ever received.

It's been one helluva month.


We here at A Field Guide To Doomsday could not be more pleased with how Spawn Of Devastation Drive-In turned out.  As much as I love trashy movies and goofy monsters for their own merits (or, really, lacks thereof), you faithful readers made the project worthwhile.

Last year's Devastation Drive-In existed to simply tickle my own fancy.  But this year?  This year, it wasn't just for me.  It was about spreading awareness of obscure—if not outright forgotten—flicks.  It was about generating fun content that could see actual use at the gaming table.  It was about doing my best work as appreciation for your support, encouragement, and enthusiasm.

(And, let's be honest...it was also about size-shifting, dual-domed sharks that eat topless eye-candy.

The cinema.  The games.  The people.  The sharks.

My eyes are getting moist over here.

So thank you.  ALL of you.  And some extra big ups to The Cryptkeeper Crew at CountdownToHalloween.com, and Mr. Timothy Brannan at The Other Side for his Monstrous Monday blog-a-thon.

Much love, y'all.


Things around these parts will be back to what passes for normal in the next few days.  I gotta recharge the ol' batteries with an honest-to-gods book...or five.