Thursday, October 27, 2011

Devastation Drive-In — 'The Stuff' (1985)



Environmental Hazard:  Stuffsludge

Despite The Ancients' rapacious gobbling of unhealthy, processed, food-like products, they were always searching for a miracle food—a perfect food—that was nutritious, delicious, and painless to prepare...

...and they believed they found it upon unearthing The Stuff.  They began devouring it by the bucketful, but as they discovered far too late..

..it wasn't they who were eating The Stuff...

...IT WAS THE STUFF WHO WAS EATING THEM!!!

The subterranean substance known as stuffsludge is a collective microorganism that bubbles up from beneath the earth in non-desert and non-urban environments.  It appears as a gurgling puddle of viscous white liquid, and any mammal who stumbles upon it must make an Ability Check Versus WIL at a -2 penalty.  Those that fail are compelled to lean down and taste the substance...and the sweet, euphoria-inducing flavor makes them settle in and shovel mass quantities into their mouths.

Unless dragged away by those not under the stuffsludge's influence, the eater will gorge themselves for 2d6 turns.  At the end of that period, they must make a Saving Throw Versus Stun at a -3 penalty, or become infected with stuffsickness (see below).

While stuffsludge typically appears topside in small pools, its mere presence often indicates massive deposits deeper beneath the site.  In fact, vast subterranean lakes of stuffsludge lurk in the bowels of the earth....

  



Disease:  Stuffsickness

Save Modifier:  -3
Infection Duration:  See Below
Affected Stats:  STR +2, DEX +2, CON +5, WIL -7
Damage Per Day:  none (See Below)

Stuffsickness is the term describing infection by the parasitic stuffsludge microorganism, which literally devours its host alive.  Those thus infected are nicknamed stuffies.

Victims of stuffsickness initially experience numerous positive effects:  elation and increased sense of well-being, beneficial weight loss, heightened energy levels, and an elimination of the need for sleep.  They look and feel better than at any other time in their lives.

Personality changes set in 2d4 days later, however.  The infected become militant advocates of stuffsludge and the consumption thereof, and foist the substance on others at every opportunity.  Before long, they give up other comestibles entirely, and eat only stuffsludge at each and every meal...and, ultimately, they cease all other activities but eating.  They just consume serving after serving after serving...

...unless directed by the parasite—which has an intelligent will of its own—to unearth and distribute more quantities of stuffsludge for mass distribution.  These automatons are allowed to perform more complex tasks like digging, drilling, pumping, packaging, and driving in order to spread stuffsludge far and wide.

The parasite systematically digests the host's innards, and at the end of the 2d4 day period, the infected effectively gain both the Pain Insensitivity and Pain Sensitivity Physical Mutation Drawbacks.  The bizarre combination means that the infected have no awareness or regard of injury to their persons, but also suffer double damage from all attacks due to the hollowing-out of their bodies.  Stuffies also gain the Metaconcert Mental Mutation.  They can speak, act, and coordinate attacks as one over long distances.

The most horrifying aspect of stuffsickness is that once the mutations are acquired, the host is little more than a skin-husk...and at this point, the accumulated stuffsludge can burst forth from the mouth as a fully-formed stuffiend.  The host must make a Saving Throw Versus Death when the stuffiend erupts, with success indicating that their body lies dormant until the creature slithers back inside to resume control and activity...and explosive, gory death upon failure.

Any mammalian Pure Human, Mutant Human, Mutant Animal, wildlife, and/or monster is susceptible to stuffsickness.  The only cure is forced withdrawal through diet change (which takes 2d6+2 weeks), powerful Ancient antivirals, or immersion in a regeneration tank [see p. 126 of the Mutant Future Core Rules].














Stuffiend

No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  60' (20')
Armor Class:  6
Hit Dice:  10
Attacks:  1d4, or 1 (1d4 tendrils, or immersion)
Damage:  1d10 per tendril, or special
Save:  L5
Morale:  10
Hoard Class:  XII + 2d6 foodstuffs
XP:  5,900

Stuffiends are masses of stuffsludge grown large and strong enough to escape their host bodies.  They appear as creeping white, gooey masses that resemble nothing less than Ancient dairy desserts.

Stuffiends are intelligent, and desire nothing less than the infection of every living mammal in the Mutant Future. so as to unite all creatures under one giant collective hive-mind.

In combat, stuffiends lash out with acidic tendrils.  If they successfully strike twice in the same round, their target is force-fed a gullet-full of stuffsludge, causing an additional 2d6 suffocation damage and a stuffsickness infection with a failed Saving Throw Versus Stun.  They also use their Empathy and Fragrance Development Mutations to force oppoents to cease their attacks and instead start gulping down parts of the stuffiend's own mass....

Stuffiends actually try not to kill those they encounter, as they appreciate the need for living hosts.  They only destroy those deemed dangerous enough to foil their plans for domination.

Stuffiends are completely immune to most physical attacks.  Conventional melee weapons and firearms have no effect, and explosives just scatter them for 2d6 rounds.  Stuffiends can only be physically harmed by fire, electricity, chemical contaminants, and energy weapons.  For Mental Combat, stuffiends possess WIL scores of 14-21 (13 +1d8).

Terrifyingly, individual stuffiends can merge into one gigantic composite entity.  This veritable tidal wave of stuffsludge can shatter barriers and containment units, and wreak havoc against many targets at once.  [It is up to the Mutant Lord to determine the exact Movement, Hit Dice, Attacks, Damage, and Experience Points of such a massive creature.]

There are rumors that stuffiends and fizzfiends have formed an alliance...and may even be hybridizing into a new species.  These floatfiends could very well be amassing in the wreckage of Ancient factories and bottling plants, just waiting for hapless—and hungry—adventurers to discover them....

Mutations:  Empathy, Fragrance Development, Metaconcert, Reflective Epidermis (Cold)













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: