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)

Thursday, August 22, 2013

"L" is for "Lionfrog"

Lionfrog

No. Enc.:  1d4 (1d8)
Alignment:  Neutral
Movement:  120' (40')
      —Swim:  30' (10')
Armor Class:  4
Hit Dice:  12
Attacks:  3 or 1 (2 claws, 1 bite, or 1 gore)
Damage:  1d10 / 1d10 / 1d6, or 2d6
Save:  L6
Morale:  10
Hoard Class:  VII
XP:  3,600

Lionfrogs are bovine-sized, garishly-hued amphibians that prowl the irradiated grasslands in family prides.  Combinations of bony growths and prominent external gills form the "manes" that give them their names.

Up to 3 times per day, a lionfrog can discharge a 20' diameter cloud of deadly Class 17 gas from armored pores on its backside.  Lionfrogs are immune to this substance, but still vulnerable to other poisons.

Massive and muscular beasts, lionfrogs avoid the water; in fact, they take 1d4 damage per round when submerged.

Mutations:  Epidermal Susceptibility ("Water") [D], Natural Armor (Extreme), Toxic Weapon ("Gas Generation")


Friday, August 16, 2013

Monday, August 12, 2013

Rest In Peace, Chalur


R.I.P. Chalur, the winged, fire-blasting, chameleonic, injury-doubling, arachnophobic Mutant Human.

Your crippling mutations combined with even more crippling decision paralysis in the heat of every battle would've done you in eventually...

...so perhaps it's a kindness that a teammate's Critical Miss with an implosion mace both pulverized your ribcage and detonated all your ammo in the same fumbled swing.

Your corpse will provide a sumptuous feast for the local crawfrogs and frogdads.  As you arose from the swamp, so shall you return.


This Saturday's Mutant Future session was a doozy, what with the Ancient bunker and the blood-sucking freakjob and its thralls and the missing henchmen and the universal decryption box and the new doll-sized mutant teammate and the three-armed necro-specialist and the fungus-giants and the  quest for airboat fuel and the six Critical Misses in a row (4 from the PCs, 2 from the Mutant Lord) and the mayhem and the first PC death.

Friday, August 9, 2013

"B" is for "Bogie"

Bogie

No. Enc.:  2d6 (5d6)
Alignment:  Neutral
Movement:  150' (50')
Armor Class:  3
Hit Dice:  4+1
Attacks:  3 (2 claws, 1 bite)
Damage:  1d3 / 1d3 / 1d4
Save:  L5
Morale:  7
Hoard Class:  XVII + 3 gizmos
XP:  590

Bogies are 3' long, nocturnal, matriarchal primates that lurk in jungles and overgrown ruins.  Mischievous and highly intelligent (and rather snobby about it, too), bogies love harassing and spooking any who encroach on their territory.  They are quite adept at using tools and Ancient artifacts.

Bogies can alter their atomic structure so as to shift "out of phase" with matter around them. They can use this ability up to 4 times per hour, at a duration of up to 1 minute each.  Bogies are completely immune to any and all attacks and environmental conditions while intangible...but they can't interact (attack, use mutations, etc.) with the world around them, either.

Renegade bogies often become "retrieval specialists", and they charge a premium for their services.

Mutations:  Control Weather, Metaconcert, Neural Telekinesis, Prehensile Tail, Psionic Flight, Unique Mutation ("Ghosting")