Thursday, October 3, 2013

Devastation Drive-In 3-D — 'Project: Metalbeast" (1995)





Artifact:  Bioferrin

When The Ancients discovered that the shapeshifters of myth were simply victims of a chromosomal infection, they manipulated the disease to create feral super-soldiers...

...who were further enhanced with an impenetrable synthetic skin...

...WHICH PROVED TO BE THE DEADLIEST OF MISTAKES WHEN THE BEASTS TURNED ON THEIR CREATORS!!!


Top View
Underside View

Bioferrin is a lab-grown "substitute skin" comprised of epidermal cells and metal fibers designed for burn and cancer victims.  The substance never made it to market, though, due to molecular instability—it usually turned as hard as steel within 4 hours of transplantation. Animal trials were complete failures.

But recognizing the potential benefits of impenetrable skin, the military stepped in...


...with captive werewolves in tow.  Turns out lycanthropes' unique physiologies adapted perfectly to the bioferric process, resulting in beings with skin that was both flexible and impervious to almost every form of injury.



This ultimately proved, shall we say, "problematic".




According to archival records, all bioferrin surgeries were performed on werewolves in their human forms.  Their lunar transformations and diurnal reversions didn't have any adverse affects on the subcutaneous metallic implants, nor were the movements of the creatures impeded in any way.

In the Mutant Future, certain automated subterranean laboratories still produce living sheets of bioferrin.  But the grafting process is lengthy (4d6 hours), dangerous, and agonizing, and requires a proper medical suite, skilled surgeons (but more likely surg-bots), and priceless equipment and supplies (laser-grafters, anesthesia, anti-rejection drugs, etc.).  There is only a 20% survival rate for Pure Humans and most Mutant Humans / Animals.  (It is unknown if Mutant Plants or Androids can accept bioferrin implants.)

Those that survive gain a natural Armor Class of 2, and suffer only half damage from attacks by conventional melee weapons and firearms.  Bioferrin also has insulating properties, resulting in only half damage from electrical- and fire-based attacks.  DEX and CHA scores are modified by -5.

That said, mutants with regenerative mutations (Acute Hyper Healing, Body AdjustmentRegenerative Capability) survive at a rate of 75%, and ultimately suffer only -2 penalties to DEX and CHA while gaining the benefits above.





Alloycanthrope  ("Metalbeast")

No. Enc.:  1 (1d3)
Alignment:  Chaotic
Movement:  180' (60')
Armor Class:  0 (see below)
Hit Dice:  14
Attacks:  3 (2 claws, 1 bite)
Damage:  2d8 / 2d8 / 2d6
Save:  L10
Morale:  10
Hoard Class:  VII
XP:  7,800

Alloycanthropes are blazing-eyed, muscle-bound, moon-shifting werewolves [see p. 85 of the Labyrinth Lord Core Rules] of the bipedal, lupine-featured persuasion. Their hides are lumpy and metallic, and jagged filaments sprout wildly from their heads and shoulders.  Immensely strong, the beasts rip through metal doors and walls with ease.  Oddly, alloycanthropes lack primary sexual characteristics in their bestial forms.

Alloycanthropes are nigh-impervious to conventional melee weapons and firearms, as they not only suffer half damage from the rare attacks that breach their armor, but regenerate 2d10 Hit Points per round.  Their bioferric implants are also heavily insulated, resulting in only half damage from electrical and fire attacks.

Silvered weapons, however, inflict x3 damage, and bypass the regenerative process.  If reduced to 0 HP from silver-based attacks, an alloycanthrope reverts into its human (albiet graft-covered) form, seemingly deceased...but the removal of the aforementioned silver weapons / ammo from the "corpse" jumpstarts it to snarling, furry life again in 1d6 turns. Advanced energy weapons and/or explosives are really the only methods with which to kill an alloycanthrope; when using them, treat the beast's AC as a 3 instead of a 0.

Alloycanthropes are almost always encountered in ruined military installations and secret bases.  They are usually recent escapees from cryogenic stasis, and starving for victims. Adventurers may still find dormant, human-guised specimens in their freeze-tanks, just waiting to be freed....

Mutations:  Increased Sense (Smell), Natural Armor (Extreme) (x4)












Designer's Notes:  This film went direct to home video, so no official poster exists (necessitating use of the VHS box art).

Wednesday, October 2, 2013

Devastation Drive-In 3-D — 'The Revenge Of Dr. X' aka 'The Venus Flytrap' aka 'Body Of The Prey' aka 'The Devil's Garden' (1970)





Venusapien

No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  See Below
Armor Class:  5
Hit Dice:  10
Attacks:  2 (2 "claws")
Damage:  1d10 / 1d10
Save:  L8
Morale:  9
Hoard Class:  VI
XP:  5,200

The maddest of Ancient scientists were convinced that human beings descended not from primates, but from vegetation, and harnessed the electrical powers of Creation to splice man and plant into one...

...and in doing so discovered the fantastic "missing leaf" of the evolutionary ladder...

...A SHAMBLING, CHLOROPHYLLIC ABOMINATION WITH AN INSATIABLE HUNGER FOR THE FLESH OF THE LIVING!!!

Venusapiens (known in the Ancient Latin as Homoarboris insectivorus) are the 7' tall, 400 lb, transitional humanoids bridging flora and humans.  Their arms terminate in toothy flower-maws, and similar biting orifices gnash rhythmically atop their enormous feet.  Spikes jut from their waxy frames.  While sentient, venusapiens aren't particularly bright (average INT of 1d4+3).

Venusapiens spend the majority of their lives in a passive state rooted in the earth (Movement: 0' (0')), feeding on small animals that venture too close to their foot-mouths. However, when supplied with ample quantities of meat and/or blood and water, the creatures animate, and uproot themselves so as to actively hunt (lumbering at 75' (25')) larger prey...even human prey.  Such ambulatory venusapiens acquire the Increased Caloric Needs Drawback, and if food and water become scarce [meaning they can't fulfill the dietary requirements in the Mutation's description], they go dormant again where they stand.  Inert venusapiens also animate when badgered and/or attacked for more than 2 consecutive rounds.

Motile venusapiens feed through their biting "hands", and if both strike in the same round, the victim suffers an additional 1d12 damage.  Those attacking a venusapien in melee must make a successful Ability Check Versus DEX each round or suffer 1d8 thorn damage.  Furthermore, anyone approaching within 2' of a dormant venusapien must also make a successful Ability Check Versus DEX, or accidentally stumble into a foot-mouth for an automatic 1d6 damage.

Three times per day, a venusapien can discharge a cloud of Class 9 sleep-inducing mist that affects all targets in a 25' radius.

Mutations:  Frailty ("Nutrient Dependence") [D], Reflective Epidermis (Electricity), Toxic Weapon ("Gas Generation")











Designer's Notes:  It's actually unknown if this film ever got a proper studio release, meaning a poster may not even exist, necessitating the use of the [lamentably retitled by the production company] video art.  And the footage is in terrible shape.

Super-Secret Designer's Notes:  This psychotronic-supreme movie was scripted by the mythic Edward D. Wood, Junior!!!  Read all about it's wild and wonky history here!!!

Tuesday, October 1, 2013

Devastation Drive-In 3-D — 'The Giant Behemoth' (1959)



Voltonodon

No. Enc.:  0 (1)
Alignment:  Neutral
Movement:  120' (40')
     —Swim:  180' (60')
Armor Class:  5
Hit Dice:  18
Attacks:  1 (bite or crush)
Damage:  3d12 or 6d10
Save:  L13
Morale:  10
Hoard Class:  None
XP:  11,250

When the Ancients entered The Nuclear Age, they unleashed a veritable army of radiation-spawned monstrosities that crushed cities across the globe...

...AND FEW WERE MORE TERRIFYING THAN A LIVING, ELECTRICITY-SPEWING FOSSIL FROM BENEATH THE WAVES!!!

Voltonodons are massive, 50' long, aquatic sauropods.  They ordinarily inhabit toxic seas, but trek inland to find bodies of fresh water in which to spawn, or die (after extreme injuries or advanced age).

The beasts generate bioelectric bolts that do 12d6 damage at ranges up to 100', and physical contact causes 9d6 damage.  And all electrical damage directed at a voltonodon heals that amount instead of inflicting harm.

Voltonodons are invisible to sonar and radar, from mechanical and mutational means alike.

Mutations:  Energy Ray (Electricity) (x3), Energy-Retaining Cell Structure (x3), Reflective Epidermis (Electricity), Unique Mutation ("Electro-Healing")






Voltonodon, Atomic

No. Enc.:  0 (1)
Alignment:  Neutral
Movement:  150' (50')
     —Swim:  210' (70')
Armor Class:  4
Hit Dice:  30
Attacks:  1 (bite or crush)
Damage:  5d12 or 10d10
Save:  L15
Morale:  10
Hoard Class:  None
XP:  43,500

Voltonodons exposed to massive amounts of radiation mutate into larger (70' tall, 150-200' long), deadlier, bioluminescent specimens that no longer project electricity.  Instead, these atomic voltonodons emit blistering Class 6-10 (determined on a roll of 1d6) radiation in concentric circle-shaped beams every three rounds that inflict 16d6 damage at ranges up to 200'.  And they generate deadly fields of Class 10 radiation in a 100' radius. Victims of their attacks are reduced to blackened skeletons, and equipment and artifacts turn to ash.  Submerged atomic voltonodons kill all fish and aquatic wildlife in a 2-mile radius, just by their presences alone.

Ironically, these beasts are highly unstable, and suffer +3 damage per die from radiation-based attacks. Radiation bombs [see p. 120 of the Mutant Future Core Rules] kill them instantly, but the resultant explosion scatters toxic particles far and wide.

Like their smaller cousins, atomic voltonodons are invisible to sonar and radar, and regenerate from electricity.

Mutations:  Energy Ray (x4), Frailty ("Radiation Susceptibility") [D], Reflective Epidermis (Electricity), Unique Mutation ("Electro-Healing")









YOU WERE WARNED.


In 2011, the living nightmare that was Devastation Drive-In brutalized your body and mangled your mind.

In 2012, its unholy progeny laid waste to your very soul.



And now...

              ...in 2013...

                      THE NIGHTMARE LIVES AGAIN!!!




TREMBLE IN FEAR!!!
COWER IN TERROR!!!
QUAKE IN FRIGHT!!!

MAKE PEACE WITH YOUR GODS!!!

FOR YOU FACE THE UNRELENTING ONSLAUGHT OF...



YOU.  WERE.  WARNED.

AND NOW IT'S TOO LATE!!!

Monday, September 30, 2013

Sunday, September 29, 2013

Saturday, September 28, 2013

PREPARE YOURSELVES...

...FOR PASSIONATE DREAMS...TURNED INTO A LIVING NIGHTMARE!!!


Friday, September 27, 2013

Thursday, September 26, 2013

PREPARE YOURSELVES...

...FOR A GEOMETRICAL PROGRESSION OF DEADLY MENACE!!!



Wednesday, September 25, 2013

Tuesday, September 24, 2013

Sunday, September 22, 2013

If I May Brag I Moment...

...I have some of the most creative, dynamic players that I've EVER had the privilege of gaming with.

My table has old pros, novices-of-the-adult-but-never-really-gamed variety, and a 13-year-old who grew up with gamers.  That kid is an absolute Game Master's Mutant Lord's nightmare—in a good way—because he comes up with damned brilliant uses of his mutations on the fly.

Case in point, just yesterday he made an encounter with two waasps go completely off the rails—in a good way—from the get-go, and the PCs murderhobo-ized those monsters to artifacts and riches.



Seriously.  It was a massacre.  And it was awesome and terrifying to behold.  They done good.

I am just BEAMING from behind my ML's screen.  I'll write up the encounter just as soon as I can.

Thursday, September 19, 2013

"C" is for "Coral Crawler"

Coral Crawler

No. Enc.:  1d4 (1d6)
Alignment:  Neutral
Movement:  90' (30')
      —Swim:  45' (15')
Armor Class:  2
Hit Dice:  12
Attacks:  3 (2 claws, 1 bite)
Damage:  1d8 / 1d8 / 1d12
Save:  L6
Morale:  9
Hoard Class:  None
XP:  4,400

Coral crawlers are ambulatory, rhinoceros-sized, animalistic collectives of marine polyps. They hunt along the ocean floors, but surface to prowl beaches and riverbanks.

Coral crawlers are covered stinging barbs that inject a Class 7 neurotoxin.  And being made of millions of individual creatures grants them complete immunity to any and all Mental Mutations.

Aquatic tribes with thick carapaces and/or immunity to poisons tame coral crawlers as mounts.

Mutations:  Density Alteration, Dermal Poison Slime, Parasitic Control

Friday, September 13, 2013

"F" is for "Finkdaddy"

Finkdaddy

No. Enc.:  1d4 (1d4)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  5
Hit Dice:  8
Attacks:  4 or 1 (2 claws, 1 tailslap, 1 bite, or weapon, or vehicle)
Damage:  1d4 / 1d4 / 1d8 / 1d10, or by weapon, or by vehicle +4d6
Save:  L8
Morale:  9
Hoard Class:  XVIII
XP:  3,560

Finkdaddies are 5' tall, bug-eyed, pudgy relatives of the vermen.  Their mangy fur is usually a toxic green hue, but the creatures can appear in any day-glo color.

Finkdaddies are manic and altogether unhinged, and can't handle their liquor.  But they are geniuses when it comes to unearthing, repairing, and upgrading Ancient technology, and vehicles are their specialty.  The sheer rarity of mechanical transport in the Mutant Future makes finkdaddies the undisputed kings of the blasted roadways.

If engaged in vehicular combat, a finkdaddy's attacks automatically gain a +3 To Hit and +4d6 damage.

Mutations:  Atrophied Cerebellum [D], Energy-Retaining Cell Structure, Increased Willpower, Intellectual Affinity (Tinkerer), Prehensile Tail, Reflective Epidermis (Radiation)




Wednesday, September 11, 2013

"M" is for "Molock"

Molock

No. Enc.:  1d10 (5d6)
Alignment:  Neutral
Movement:  120' (40')
  —Burrow:  30' (10')
Armor Class:  7
Hit Dice:  7
Attacks:  2 or 1 (2 claws, or weapon)
Damage:  1d8 / 1d8, or by weapon
Save:  L7
Morale:  9
Hoard Class:  XVII +1d12 gizmos
XP:  2,540

Molocks are 4' tall bipeds with fleshy snouts and enormous claws.  Their beady eyes are obscured by dusty fur.

Molocks construct elaborate subterranean complexes, where they cultivate forests of the tastiest fungi in the Mutant Future.  They trade their harvest for only the most exotic of Ancient foodstuffs, as they fancy themselves quite the gourmands.  Molocks hoard any and all artifacts they find in their excavations.

Most molocks are genial...but a renegade fringe faction known as The Architects Of Night seeks out buried doomsday weapons so as to destroy the sun and claim dominion over the planet's surface.

Mutations:  Damage Turning, Echolocation, Fragrance Development, Increased Sense (Hearing, Taste), Precognition




Monday, September 2, 2013

"L" is for "Laazghul"

Laazghul

No. Enc.:  1d6 (2d8)
Alignment:  Chaotic
Movement:  90' (30')
Armor Class:  6
Hit Dice:  6
Attacks:  2 or 1 (2 claws, or 1 head-beamer)
Damage:  1d4 / 1d4, or see below
Save:  L4
Morale:  10
Hoard Class:  XXI
XP:  1,820

Laazghuls are mutated relatives of the walking dead [p. 101 of the Mutant Future Core Rules].  They blast foes with the emitter arrays on their heads.

To determine what their skull-zappers shoot, roll on the chart below, either for each laazghul or the entire group.  Ranges for all attacks are 90'.

  1. Heat Ray:  3d6 damage; metal objects melt on a failed Saving Throw Vs Energy
  2. Cold Beam:  2d8 damage; frozen to the spot for 2d6 turns (or until chipped free) on a failed Saving Throw Vs Stun
  3. Napalm Gout:  2d6 damage, plus another 1d6 per round for the next 1d6 rounds
  4. Hypno-Ray:  target switches sides and allies with the laazghul for 2d6 turns on a failed Saving Throw Versus Stun
  5. Pulse Blaster:  4d6 straight-up damage
  6. Lightning Arc:  6d6 damage; half damage on successful Saving Throw Vs Energy

Anyone killed by a laazghul's claw attacks rises in 3 nights as a new laazghul.  (Those killed by head-beamers are probably too zapped to return from the dead as anything.)

Mutations:  Energy Ray (x6)  (See Above)







Not-The-Designer's Notes:  Shamelessly horked from Unca Jeff at Jeff's Game Blog.  I just Mutant Future'd 'em up (which pretty much just means more HD).

Wednesday, August 28, 2013

"S" is for "Stagsquatch"

Stagsquatch

No. Enc.:  1d6 (2d8)
Alignment:  Chaotic
Movement:  150' (50')
Armor Class:  6
Hit Dice:  13
Attacks:  3 or 1 (2 claws, 1 bite, or 1 gore)
Damage:  1d12 / 1d12 / 3d6, or 2d10
Save:  L13
Morale:  10
Hoard Class:  XIV
XP:  5,100

Stagsquatches are shaggy, reddish, 10' tall bipeds with lithe, lean builds that belie ferocious strength.  Nasty fangs and tusks jut from their salivating snouts, and their eyes glow red with malice.  Stagsquatches are extremely stealthy (Surprising on a 1-4 on 1d6), and like apes, they locomote on prominent forelimbs.

Cruel and clever, stagsquatches set traps (deadfalls, pits, tripwires, etc) and stage ambushes to capture their favorite prey:  Pure Humans.  And they have an ironic fondness for Ancient metal "deer crossing" signs, which they post throughout their hunting grounds to further unnerve victims.

Stagsquatches share a collective fear of dogs, both normal and mutant (including humanoids).

Mutations:  Dual Cerebellum [+1 random Mental Mutation], Phobia ("Canids") [D], Reflective Epidermis (Electricity)