Tuesday, October 13, 2015

"What's Nuked, Scooby-Doomsday?" — CHARL*E

CHARL*E

Hit Dice:  10
Frame:  Armature
Locomotion:  Legs (Pair)
Manipulators:  Advanced Hands
Armor:  Duraplastic (AC 5)
Sensors:  Class III (plus Night Vision)
Mental Programming:  Programming
Accessories:  Remote Control Unit
Weaponry:  None
XP:  3,100

The Carnival Helper And Robotic Labor Entities are mute constructs designed to replace human staff at Ancient theme parks and tourist attractions.  They wear sleek blue uniforms, and their optics blaze hauntingly.  Possessing a physicality atypical of most humanoid robots, CHARL*Es are exceptionally strong and nimble, and come loaded with entertainment software for juggling, soft-shoe routines, acrobatic feats, synchronized swimming, and more.

CHARL*Es leave no scent, and can't be tracked even with Increased Senses.

CHARL*Es saw limited use, as on their best days they were glitchy and responsible for numerous malfunctions (rides running backwards, foodstuff machines going haywire, etc.), and on their worst, well...they'd go full-on Westworld.  Internal turbo-modules (as the Quickness mutation, allowing speeds of 240' (80'), two 2d10 damage bludgeoning attacks per round, and the ability to torpedo through vehicles and walls) only increased their lethality.











—

[Inspired by Scooby-Doo, Where Are You! episode #8, "Foul Play In Funland" (1969).

And for the Savage Worlds version, click here!

Monday, October 12, 2015

"What's Nuked, Scooby-Doomsday?" — Cluckenstein

Cluckenstein

No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  3
Hit Dice:  14
Attacks:  3 (2 claws, 1 bite)
Damage:  2d8 / 2d8 / 1d10
Save:  L9
Morale:  10
Hoard Class:  XIV
XP:  6,000

The absurd cluckensteins are 8'-tall mountains of fanged, feathered fury.  Crisscrossed with scars and sutures, their misshapen bodies are comprised of compressed poultry remnants given unholy life by deranged processing-plant AIs.  Certain avianoids often use them as guards.

Cluckensteins attack with battering fists, and if both strike successfully in the same round, the target is crushed for an additional 4d6 damage.  The beaked brutes are mighty enough to ignore damage from conventional firearms, and they barrel through walls, doors, and blockades without impediment.

Cluckensteins can operate vehicles and heavy equipment.  They are also capable of halting, gravelly speech, but usually only bellow threats like, "CLUCK SMASH!!!"

All artifacts found in a cluckenstein's rancid nest are in Condition 2 or less [p. 42 of the Mutant Future Core Rules].

Mutations:  Fear Generation















—

Inspired by A Pup Named Scooby-Doo episode #17, "Chickenstein Lives!" (1989).

And for the Savage Worlds version, click here!

Sunday, October 11, 2015

"What's Nuked, Scooby-Doomsday?" — Bottomfeeder

Bottomfeeder

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  120' (40')
     —Swim:  180' (60')
Armor Class:  3
Hit Dice:  13
Attacks:  3 (2 claws, 1 bite)
Damage:  1d8 / 1d8 / 3d6 (See Below)
Save:  L7
Morale:  10
Hoard Class:  XV
XP:  6,000

The nightmarish bottomfeeders are 8'-tall, long-tailed ichthyoids that dwell in the deepest, foulest waterways. Their platter-sized eyes radiate hatred, and their gaping maws can barely close around rows of dagger-length teeth.

Bottomfeeders are cruel and terrible opponents.  Not only can they Swallow [as per p. 58 of the Mutant Future Core Rules] man-sized foes or smaller on a To Hit roll of 17-20, but they summon great bursts of strength, allowing them to lift vehicles, or pummel with abandon (adding a single +3d6 to claw attacks).

When lurking in overgrowth or submerged, bottomfeeders soundlessly appear and disappear at will, and Surprise on a 1-5 on 1d6.

Mutations:  Fear Generation, Increased Physical Attribute (Strength), Teleport (Modified)











—

Inspired by The Scooby-Doo Show episode #40, "The Beast Is Awake In Bottomless Lake" (1978).

And for the Savage Worlds version, click here!

Saturday, October 10, 2015

"What's Nuked, Scooby-Doomsday?" — Terrordactyl

Terrordactyl

No. Enc.:  1d4 (2d8)
Alignment:  Chaotic
Movement:  120' (40')
         —Fly:  210' (70')
Armor Class:  5
Hit Dice:  7
Attacks:  3 (2 claws, 1 bite)
Damage:  1d6 / 1d6 / 1d10
Save:  L7
Morale:  9
Hoard Class:  VII + d100 audio-related artifacts
XP: 1,490

Terrordactyls are bipedal, winged reptiloids that lair in mountainous cavern complexes.  Vicious and territorial, they attack any and all flyers (including vehicles) that enter the airspace around their dens.  A terrordactyl can carry off a full-grown man with a standard Dive maneuver [p. 58 of the Mutant Future Core Rules].

Terrordactyls shimmer radiantly upon ending a Teleport move.

While their own tribal culture is primitive, terrordactyls are obsessed with Ancient music and its assorted media forms, and hoard instruments, albums, cassettes, digital players, and even studio recording equipment.

Mutations:  Fear Generation, Teleport












—

Inspired by The Scooby-Doo Show episode #19, "Hang In There, Scooby-Doo" (1977).

And for the Savage Worlds version, click here!

Friday, October 9, 2015

"What's Nuked, Scooby-Doomsday?" — Skeleman

Skeleman

No. Enc.:  See Below
Alignment:  Chaotic
Movement:  120' (40')
      —Swim:  120' (40')
Armor Class:  4
Hit Dice:  7
Attacks:  2 or 1 (2 claws, or 1 weapon)
Damage:  1d6 / 1d6, or by weapon
Save:  L8
Morale:  9
Hoard Class:  XV +1d6 gizmos
XP:  2,190

Skelemen are freakish extraterrestrials with bony indigo frames topped by an enormous, unblinking eye.  They are equally at home on land and in water.  Lacking respiratory systems, they are immune to gas-based attacks and related environmental effects.  Skelemen see right through holograms, mirages, and illusion-based Mutations.

Mute and utterly silent in motion, skelemen Surprise on a 1-4 on 1d6.

Skelemen navigate the spaceways in craft of their own design, and they are experts at scavenging, repairing, and piloting Ancient vehicles of any and all varieties.  In fact, their primary motivation seems to be procuring and hoarding such transports (particularly planes) for reasons unknown.

Skelemen travel in trios, and larger groupings always comprise multiples of three (six, nine, etc).

Mutations:  Aberrant Form ("All-Seeing Eye", "Skeletal Body"), Enhanced Vision (Night), Intellectual Affinity (Tinkerer)












—

Inspired by The Scooby-Doo Show episode #26, "A Creepy Tangle In The Bermuda Triangle" (1978).

And for the Savage Worlds version, click here!