Thursday, October 24, 2013

Devastation Drive-In 3-D — 'Night Of The Creeps' (1986)




Creepslug

No. Enc.:  5d10 (5d100)
Alignment:  Chaotic
Movement:  180' (60')
Armor Class:  3
Hit Dice:  2 hp
Attacks:  1 (special)
Damage:  Special
Save:  L1
Morale:  10
Hoard Class:  VII, VIII
XP:  1

The Ancients scoured the heavens in search of intelligent life, always yearning for proof of beings from other worlds...

...but they rued the day when extraterrestrials finally made contact...

...IN THE FORM OF MALEVOLENT, BRAIN-DEVOURING PARASITES THAT RETURNED THE DEAD TO LIFE!!! 

Creepslugs are slimy, 8-12" long, jet-black gastropods bioengineered by an unidentified alien race.  They zip along vertical and horizontal surfaces at fantastic speeds, and make standing leaps of over 15'.

A creepslug's only motivation seems to be propagating its own kind...and it does this in the most horrible of fashions:  by nesting inside the skull of its host!  Upon a successful To Hit roll (as if from a 5 HD monster), creepslugs launch into the open mouths of any creature larger than they are, and worm their way into the cranial cavity to feed on the brain within.  Those infected with a creepslug must make a Saving Throw Versus Death, with failure indicating the infected dies instantly...

...but 2d8 hours later (usually after the corpse is found), it arises as a lumbering, murderous zombie!  Though moving at half their original living movement rate, creep-zombies attack, use mutations, and perform rudimentary tasks as normal.  And these shambling corpses seek out other victims to infect, and do so by orally expelling more creepslugs into new hosts' mouths. Even if a host was disabled while alive (like, say, in a wheelchair), the infested body can shamble without impediment.

Those that succeed in their Saving Throw just delay the zombification process, as 4d6 hours after infestation, the host dies and its skull ruptures, releasing 2d6 more creepslugs.  There is no known cure, but undiscovered Ancient artifacts and/or chemicals may kill the parasite and stave off the process.

Avoiding initial creepslug infestation is as simple as covering / protecting one's mouth.  But the creatures are persistent, as they slither easily into clothing and armor.  And infections spread exponentially....

Creepslugs can also infest and reanimate corpses, both recently deceased and long dead. The corpse's age and state of decomposition affects its speed and attacks, as determined by the Mutant Lord.  A creepslug infestation in a graveyard is a nightmare scenario....

Destroying a creepslug-infested zombie doesn't hurt the slugs within.  In fact, they often use their hosts' death as a convenient means of egress (particularly if headshots are involved).

Despite their singular goal, creepslugs indicate signs of malevolent, sadistic intelligence. They seemingly enjoy terrorizing the loved ones of their meat-hosts, and often allow hosts to repeat behaviors as they did in life (such as letting murderers continue their ghastly work). And the creepslugs themselves originally escaped confinement by infecting and forcing their alien masters to eject their containment capsule into the depths of space.

Creepslugs abhor fire, which incinerates them on contact—a simple lit match kills a loose creepslug instantly.  Slug-zombies suffer double damage from flame-based attacks.

Adventurers in the Mutant Future may encounter creepslugs in crashed starships, fallen space debris / satellites, Ancient cryogenic facilities, and Ancient brain depositories (where the slugs cluster in the hundreds, if not thousands).

A creepslug's Hoard Class is represented by the items found on its host.  And while the parasites are worth insignificant XP individually, their zombie shells should be valued based upon on "pre-deceased" abilities.

Mutations:  None
























Wednesday, October 23, 2013

Devastation Drive-In 3-D — 'The Giant Claw' (1957)




Karkonya

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  30' (10')
        —Fly:  450' (150')
Armor Class:  8
Hit Dice:  30
Attacks:  2 or 1 (2 claws, or 1 bite)
Damage:  5d10 / 5d10, or 10d12
Save:  L15
Morale:  12
Hoard Class:  None
XP:  18,000

The Ancients swarmed the land, sea, and air in all manner of technologically wondrous vehicles, jetting from one locale to another at fantastic speeds...

...BUT ALL TRAVEL, COMMERCIAL AND RECREATIONAL ALIKE, CAME TO AN END THE DAY A COLOSSAL BIRD-BEAST FROM THE STARS MADE EARTH ITS PERSONAL LARDER!!!

Karkonyas, freakish extraterrestrial avians "as big as battleships", are the undisputed masters of the Mutant Future skies.  The scruffy, goggle-eyed beasts crisscross the globe in a matter of hours, and they ravenously target any and all moving vehicles—locomotives, boats, aircraft, and even spacecraft—to gobble the occupants within.

A karkonya Swallows a target of dinosaur-size or less on a natural To Hit roll of 15-20 (and escape is impossible, unless the Mutant Lord is feeling lenient).

While a karkonya is incredibly easy to target, the gargantuan bird is nigh-impossible to injure due to a field of protective antimatter.  This screen deflects all damage from conventional weapons, explosives, and atomic armaments; only mu-meson / muon energy projectors (modified Advanced Rifles from p. 113-114 in the Mutant Future Core Rules) can breach the shield.  If such a weapon hits a karkonya, the antimatter collapses for 1d6 rounds, making the creature vulnerable to any and all attacks for the duration.

Karkonyas build stadium-sized nests in ruined cities, isolated jungles, and craggy peaks, and each contains 1 egg on the verge of hatching....

A karkonya has only one natural enemy:  the atomic voltonodon.  Battles between the titanic terrors last for days, and ravage thousands of square miles of terrain.

Mutations:  Enhanced Vision (Night), Unique Mutation ("Antimatter Screen")























Tuesday, October 22, 2013

Devastation Drive-In 3-D — 'Forbidden World' (1982)



Environmental Hazard:  Carnomorphic Foodstuff


To cope with dwindling resources and calamitous shortages, The Ancients turned to biogenetics to manufacture miraculous victuals that would sustain the world's over-population...

...but thanks to the unholy commingling of bacterial DNA and that of humans...

...THE SUPER-FOOD DEVOURED THE ANCIENTS INSTEAD!!!

Carnomorphic foodstuffs are bacterial- / human-hybridized "bio-meats" encountered in nutrient tanks or terraria in abandoned Ancient laboratories.  They begin their life cycles as 1 HD cocoon-clusters that lie dormant in computer-controlled containers...



...until someone enters the room and disturbs their enclosures...






...wherein the clusters activate, each hatching a 1 HD "larva".  Possessed of shrewd cunning, these critters try to escape the first chance they can...







...usually via victims that get too curious for their own good!

A larval carnomorph leaps up to 3' and adheres to its quarry, and then extends piercing barbs that inject a Class 20 acidic toxin.  Death is agonizing, and takes 2d6 terrible rounds. The crafty creature stealthily slithers away as the victim expires.


But death isn't the end of the process, as the toxin breaks down the body into a gooey protoplasmic slop that expands, divides, and replicates in a semi-life of its own, culminating in quivering, viscous masses of gory goop that far exceed the victim's original mass.





While the dissolution transpires, the foul food-thing slithers to an isolated place (ventilation system, closet / cabinet, desolate rock formation, etc.) to form another cocoon...and emerges as a giant, corpulent, toothy beast of ferocious fury and brilliant guile!





Carnomorph, Adult

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  60' (20')
Armor Class:  2
Hit Dice:  11
Attacks:  3 (2 claws, 1 bite)
Damage:  1d10 / 1d10 / 2d8
Save:  L11
Morale:  9
Hoard Class:  XXII
XP:  2,800

Adult carnomorphs are 6' tall, 12' long, vaguely insectoid, multi-limbed, fleshy masses sporting heads with massive, toothy maws.  Their piercing claws not only inflict savage wounds, but also inject the same Class 20 venom as above...because carnomorphs feed exclusively on the globular goo of dissolved victims!

Highly intelligent, carnomorphs can bio-mechanically merge with computer systems and electronics.  Not only does this allow them to address (or, more accurately, lie to and deceive) others, but also grants them complete control over a building's / vehicle's systems:  life support, environmental, lighting, communications, navigation, etc.  Carnomorphs frequently turn the laboratory complexes of their births into "aquariums" for their humanoid prey, so as to create perfect habitations to tend and breed their own captive food stock!

Well-fed carnomorphs grow rapidly, gaining another 1d4 HD and +1d4 damage per melee attack [plus corresponding XP] per week.

Carnomorphs die instantly (in particularly messy, vomitous fashion) if injected with diseased cancerous / tumorous cells.  Accordingly, they avoid targets suffering from cancer, and won't feed on them.

Mutations:  Frailty ("Cancerous Vulnerability") [D], Toxic Weapon ("Dissolving Proteins")