Monday, October 21, 2013

Devastation Drive-In 3-D: 'The Dark' (1979)



Igre

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  150' (50')
Armor Class:  2
Hit Dice:  14
Attacks:  2 (2 claws, or 2 eye-blasts)
Damage:  1d10+ / 1d10+, or 4d6 / 4d6 (see below)
Save:  L14
Morale:  12
Hoard Class:  None
XP:  6,900

Before the advent of monitor drones and security robots, the alleys and slums in Ancient cities were dangerous to traverse after dark...

...as not only were they the hunting grounds of ruffians, thugs, and the usual urban predators...

...BUT ALSO PSYCHOTIC GIANTS FROM SPACE WITH A PENCHANT FOR DISMEMBERMENT AND DECAPITATION!!!

Igres are unkempt, 10' tall humanoids with diseased skin, greasy hair, yellowed claws, and jagged teeth. They show no particular aptitude for technology (advanced or otherwise), so how they travel from planet to planet is unknown.  All electrical lighting within a 50' radius of an igre flickers and fails within 1d4 rounds.

Igres primarily attack with sizzling optic blasts.  They can discharge 2 beams in the same round (at the same target, or not), and each inflicts 4d6 to those hit and everyone else in a 15' blast radius.  Those not struck directly may make a Saving Throw Vs Energy to take half damage.  Igres are also incredibly strong, and able to punch through brick walls, lift and heave vehicles, and break support pillars and beams with ease.

Igres live for murder...literally!  Each and every night, an igre stealthily tracks and hunts a hapless victim (usually someone wandering alone, or the sole occupant of a domicile) and rips them to shreds.  When the target expires, the igre gains 2 HD (and corresponding Hit Points), and its hand-to-hand damage increases by 1d4 per claw.  This bonus only occurs once per evening, even if an igre kills multiple people.  There is no upper limit to an igre's amplification powers, so they can theoretically become unstoppable!

Psychokinetic winds swirl around an igre during combat.  These cause anyone making ranged attacks within 30' to suffer -2 to their To Hit rolls.

When an igre arrives in a particular region, those of a psychic bent (anyone possessing 3+ Mental Mutations) within a 5 mile radius suffer anxiety, paranoia, hallucinations, and nightmares.  After 1d3 days, the psychics become so agitated that they can foresee very specific visions, including victims' appearances and locations of pending attacks.  Igres are drawn to these distressed psychics, and kill them to prevent disruptions of their nocturnal predations.

Though incredibly resistant to physical harm, igres are bizarrely flammable.  They take +3 damage per die from fire-based attacks.

Mutations:  Energy Ray (Modified) (x2), Enhanced Vision (Night), Frailty ("Fire") [D]












Sunday, October 20, 2013

Devastation Drive-In 3-D — 'Jack Frost' (1997)




Frostfiend

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  75' (25')
       —Flow:  30' (10')
Armor Class:  8
Hit Dice:  11
Attacks:  2 or 1 (2 punches, or 1 ice-spear, or 1 bite, or 1 weapon)
Damage:  1d6 / 1d6, or 2d8, or 2d10, or by weapon +1d6
Save:  L11
Morale:  9
Hoard Class:  None
XP:  6,000

One of the major drives behind Ancient medical research was the quest for immortality, and mad doctors invented acid that merged living genetic material with inert solid matter so as to effectively "convert" people into impervious "living sculptures" that could withstand the elements and time, and be reverted back to human form after a world-shattering disaster...

...BUT THE CHEMICAL PROCESS WAS FLAWED, AND MELDED MAN AND MATTER INTO METAMORPHIC, MUTABLE, MURDEROUS MANIACS!!!

Of the assorted varieties of amorphous "fiends", frostfiends are by far the most malevolent. These living snowmen known are former Pure Humans transformed into icy, shapeshifting creatures via contact with bizarre chemicals.  (They can be actual Ancients freed from centuries of cryonic storage, or "modern" Mutant Future denizens exposed to leaking toxins.) If they weren't violent lunatics before their freakish transition, then they certainly became so afterwards.  Frostfiends are exceptionally strong, and enjoy brutality with weapons and holiday-themed accessories...

...but they also possess numerous horrific abilities related to their semi-aqueous condition. They can leach the heat out of a victim with but a touch [contact-based Energy Ray], and generate jagged icicles for use as fangs or projectiles (at ranges up to 50').  They can harden standing liquid water into solid ice with but a touch, entombing those within.  A frostfiend can also flow into a corpse, and parade about in its skin for 1d4 turns (after which the skin-suit freezes solid).  Frostfiends can even enter the esophagus of a living being, "possessing" the body as above.  This attack requires a successful melee To Hit roll, and the target makes a Saving Throw Versus Death to resist; failure means the victim dies instantly, and can be used as a fleshy marionette for 1d4 turns. And particularly depraved frostfiends perform deviantly deadly acts with their carrots....

Frostfiends maintain full molecular control over their forms, and they can liquefy and solidify at will.  This allows them unfettered access via plumbing, crevices, etc. into any structure or vehicle (a la Teleport) that isn't perfectly sealed.  It also means that they're impervious to all conventional melee weapons and firearms.

Though they're effectively immortal, frostfiends aren't invincible...though they're pretty damned close.  Extreme heat (fire, energy weapons, etc.) inflicts standard damage against a frostfiend, but melts them into water or steam, and they reform again in 2d10 rounds.  (And in steam form, a frostfiend can travel virtually anywhere...that pesky Teleport again.)  Explosives inflict full damage but actually scatter a frostfiend's particles, and it can reassemble its component mass after 1d4 turns, and then return to "proper shape" after another 2d4 rounds.  Chemicals—particularly antifreezing agents—are the only methods to truly damage a frostfiend, and exposure inflicts double damage (as determined by the Mutant Lord) and keeps them in a perpetually liquid state incapable of reforming.  Many Ancient frostfiends can be discovered in ruins, suspended in antifreeze solutions and just waiting for release....

A frostfiend retains all knowledge and personality from its former Pure Human existence, and can therefore utilize technology and pilot known vehicles.

Mutations:  Aberrant Form ("Living Snow"), Energy Ray (Cold) (Modified), Frailty ("Antifreeze") [D], Teleport (Modified)





















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

Saturday, October 19, 2013

Devastation Drive-In 3-D — 'The Slime People' (1962)



Slime People

No. Enc.:  3d6 (10d20)
Alignment:  Chaotic
Movement:  75' (25')
  —Burrow:  30' (10')
Armor Class:  4
Hit Dice:  15
Attacks:  2 or 1 (2 claws, or by unique spear)
Damage:  1d8 / 1d8, or 4d6
Save:  L13
Morale:  10
Hoard Class:  XXII
XP:  6,900

As The Ancients relentlessly consumed the planet's fossil fuels, they devised fantastic technologies to unearth new reserves of gas and oil...

...which lead them to explore—and despoil—the subterranean bowels of the earth...

...WHERE AWAITED A MONSTROUS, PREHISTORIC RACE INTENT ON CONSUMING THE ANCIENTS IN TURN!!!

Slime people are scaly, slimy, semi-shaggy, subterranean bipeds.  Their heads, necks, and backsides are lined with armored plates, and long, wet fur dangles from their arms and torsos.  

Slime people possess self-sealing, nigh-invulnerable skin, making them completely resistant to conventional firearms, explosives, pollutants, and all but one kind of melee weapon: piercing spears.  A slime person's skin doesn't seal from spear-based injuries, and suffers damage as normal...and a successful strike with its race's own unique weaponry kills it instantly.

Despite being a seemingly Stone Age culture, slime people were capable of defeating The Ancients advanced armies with nothing more than their aforementioned spears.  They accomplished this task by enveloping entire cities in walls of impenetrable (to humans and their technology, that is) fog, after which they'd capture the populace and drag it beneath the earth...never to be seen again.

Slime people are dependent on their special fog to survive above ground; without it, they suffocate within 1d6 rounds.

Mutations:  Enhanced Vision (Night), Frailty ("Fog Dependency") [D], Frailty ("Spear Sensitivity") [D], Natural Armor (Extreme), Unique Mutation ("Self-Sealing Skin")















Artifact:  Fogwall Generator

To safely venture on the earth's surface, slime people employ 15' diameter, techno-organic fogwall generators that discharge thick, vision obscuring vapors.  The contraptions and their techno-organic membranes somewhat resemble oversized toadstools.  One generator can release enough fog to cover dozens of square miles (both horizontally and vertically) that envelops an entire city.  Any human stuck in the "fogwall" suffers a -4 penalty to sight-based Ability Checks and ranged To Hit rolls.  The outer perimeter "edges" of the clouds are also hardened and completely impenetrable (even to atomic bombs!), so no one can enter or exit the barrier.  Temperatures within the fogwall are 20-30 degrees less than outside.

Of course, slime people are unimpeded by any ill effects of the fogwalls, and the can traverse freely (although leaving the confines of the vapors will expose them to the surface atmosphere, which suffocates them).

Bewilderingly, ordinary table salt destroys the hardened fogwall edges.  Sprinkling salt where the vapor touches the ground disrupts the wall's integrity, making it permeable to person and vehicle alike.

In the Mutant Future, many cities would pay handsomely for their own personal protective fogwall generator...though that'd make them vulnerable to incursions by slime people....