Wednesday, October 8, 2014

Devastation Drive-In: The Final Cut — 'Killer Condom' (1996)


Bloodrubber

No. Enc.:  1 (2d12)
Alignment:  Neutral
Movement:  180' (60')
      —Swim:  60' (20')
Armor Class:  -1
Hit Dice:  1d2 HP
Attacks:  1 (bite)
Damage:  2d4 + Special
Save:  L1
Morale:  9
Hoard Class:  None
XP:  8

Some of the ugliest wars The Ancients fought weren't over territory or resources, but morality and culture...

...and certain unhinged scientists waged a crazed crusade on "immoral coitus" with living, bio-engineered birth control...

...THAT CURTAILED SEXUAL ACTIVITY IN THE MOST BRUTAL WAY POSSIBLE:    CASTRATION!!!

In the resource-deprived, health-deficient Mutant Future, family planning is almost as important as sustenance and shelter...and that makes bloodrubbers amongst the most terrifying creatures in existence.  The worm-like monstrosities appear as ordinary, coin-sized prophylactic artifacts (with chameleonic camouflage so convincing, they Surprise on a 1-5 on 1d6)...but upon being rolled onto male genitalia, they sprout needle fangs and bite with savage ferocity.  Anyone wearing a bloodrubber must make a Saving Throw Vs Death at a -6 penalty or be immediately castrated, suffering the initial bite damage and an additional 2d6 damage per round until treated...usually via cauterization!

Bloodrubbers are also active hunters, zipping at amazing speeds and leaping up to 20'. They can detect and target male reproductive organs at a range of at least 100'.  The creatures lack digestive systems, however, and don't feed on the penises they sever; no, they simply disgorge prey right in front of their victims, and race away to hide to be worn again and again and again....

Bloodrubbers are usually found boxed in medical caches and ruined pharmacies.  However, some escape their packaging to congregate in sewers, stagnant water, and trash receptacles.  These "wild" bloodrubbers target males and females alike, biting any jutting anatomy (noses, fingers, etc).  Such attacks sever as above, but with only 1d4 rounds of extra blood loss.

As if the standard variety wasn't horrible enough, there are larger—and toothier—bloodrubbers engineered for males of more...prodigious...proportions.  These "magnum" specimens have 2 HD, and bite for 2d8 damage, castrating as above.

Bloodrubbers are so tiny and fast, they are nearly impossible to strike in combat.  The most effective way to kill one is lure it onto a rubber hose, then inflate with air, gas, or liquid until bursting.

Thankfully, bloodrubbers are unable to breed on their own, and can only be created via complicated Ancient genetic machines.  Woe be to the planet if a genocidal cryptic alliance got their hands on such a device!

Bloodrubbers and fuckslugs are natural enemies.

Mutations:  Enhanced Sense ("Genitalia-Detection Sense")




Magnum variety














(Totally a picture of a guy with a giant condom-monster on his face.
The lighting is TERRIBLE.)





They're an unholy genetic "cross between a giant worm,
a jellyfish, and a piranha...[or] latex with a centipede!"¹

1:  Actual film dialogue

Tuesday, October 7, 2014

Devastation Drive-In: The Final Cut — 'The Hideous Sun Demon' (1959)



Sun Demon

No. Enc.:  1 (1)
Alignment:  Chaotic (See Below)
Movement:  150' (50')
Armor Class:  4
Hit Dice:  15 (See Below)
Attacks:  2 or 1 (2 claws, or 1 bludgeon of opportunity)
Damage:  1d10+2 / 1d10+2, or 3d6
Save:  L15 (See Below)
Morale:  10
Hoard Class:  XX
XP:  3,900

As the ancients unleashed the wondrous powers of the atom, they innovated technology, warfare, and medicine...

...AND ALSO CREATED HERETOFORE UNKNOWN ISOTOPES THAT TRANSFORMED MEN INTO DAYLIGHT-POWERED DEVILS!!!

Sun demons are Pure Humans afflicted with a bizarre, radiation-based affliction.  By night, they are by all appearances normal individuals of any ethnicity and Alignment, and they don't register as "abnormal" on medical devices.  However, when exposed to the sun's rays, they transform into reptilian, carnivorous brutes of savage strength, fury, and appetites!  This transformation takes 1d4 rounds, and requires direct sun to trigger; artificial lighting has no effect.  Once metamorphosed, the effect lasts until nightfall.  Active sun demons that enter darkened areas or structures still retain their beastly visage for the duration.

The hides of sun demons are thick and resilient, making the creatures impervious to all missile attacks (no matter the weapon) fired from Medium or Long Ranges.  Only shots made at Short Range have an effect, and damage is reduced by half.  Point-blank (within 3') missile strikes do full damage.  Melee damage also reduces by half.

The default sun demon is detailed above, based on an "average" Pure Human NPC.  To customize one based on a specific NPC, just add an additional +4 HD to the CON score (plus requisite HP) and +4 STR, subtract 5 from INT and WIL, and add the listed attacks to represent the bestial form.

Player Character Pure Humans have a 40% chance of becoming sun demons if they fail both 1 Saving Throw Vs. Energy and 1 Saving Throw Vs. Radiation in the same 4 hour span. That percentage increases by 15% for every consecutive failed Saving Throw Vs. Radiation over the duration.  Those affected gain the same HD / HP bonuses and stat penalties as above when changed.

Some sufferers of the sun demon curse become recluses, shielding the world at large from their monstrousness.  Others of a more wicked temperament relish the terror and destruction wrought by their savage halves.

Mutations:  Reflective Epidermis (Laser / Light, Fire / Heat, Radiation)












Monday, October 6, 2014

Devastation Drive-In: The Final Cut — 'Crocodile' (1981)


Tlalocodile

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  120' (40')
      —Swim:  150' (50')
Armor Class:  0
Hit Dice:  17
Attacks:  1 (bite, or tailslap)
Damage:  4d8, or 4d6
Save:  L9
Morale:  12
Hoard Class:  None
XP:  8,250

The Ancients were plagued by the numerous irradiated beasts unleashed by nuclear contamination of the waters of the world, and eventually defeated them all...

...BUT THEY WERE WOEFULLY UNPREPARED FOR A CREATURE THAT CONTROLLED THE DEVASTATING POWERS OF THE WATERS THEMSELVES!!!

A terrible atomic mutation of the standard giant crocodile [p. 68, Mutant Future Core Rules], tlalocodiles possess not only the physical might of their cousins, but also the psychic control over vast volumes of water.  The beasts generate whirlpools, tidal waves, and floods capable of leveling coastal villages, uprooting trees, and sinking mighty ships.  Tlalocodiles can even exert fine control over water pressure so as to crush those floating within it.

A list of tlalocodile attacks follows, but since so many effects are broad and environmental in nature, Mutant Lords should modify / hand-wave specifics [particularly in regards to "board control"] as they see fit.

)  Bite:  affects all victims in a 15' line; swallows on a roll of natural 17-20.
)  Tailslap:  affects all victims in a 20' long, 50' wide arc, and sends them flying 50' or more (perhaps requiring a Saving Throw Vs Stun or an Ability Check Vs DEX to avoid additional damage).
)  Hydrokinesis—Waves:  does automatic 3d6 damage per round to any and all targets (including buildings, vehicles, trees, artifacts, etc.) within a 500' radius of beast; moves living things and loose objects to any locale in same radius as dictated by creature.
)  Hydrokinesis—Whirlpools:  can create 1d3 50' diameter vortices within a 500' radius of beast; each does automatic 5d6 damage per round to any victims trapped within; may drag them to bottom of body of water for outright drowning.
)  Hydrokinesis—Mega-Bends:  all targets within a 30' radius of beast must make a Saving Throw Vs. Death, or suffer explosive decompression, dying instantly in a gout of gore; can be used every 4 rounds.

Like some other giant animal mutants, tlalocodiles can freakishly alter their sizes, becoming as large as trees or small enough to stealthily navigate tributaries and beaches.

Tlalocodiles only attack and feed every 3 days.  The lulls in between make perfect times to mobilize against them.

Mutations:  Control Weather (Modified), Density Alteration (Self)Neural Telekinesis (Modified)



Size-shifting!

Waves!

More waves!


Whirlpool!

Still More Waves!

Mega-Bends!

Sinking Boats In Bloody Tides!

Eating A Cow!

Eating A Single Person!