Wednesday, October 14, 2015

"What's Nuked, Scooby-Doomsday?" — Shark-Skis

Artifact:  Shark-Skis




The artifacts known as shark-skis are 10'-long, rocket-powered, metal contraptions used to traverse the high seas.  They are controlled via a combination of foot-triggered gyroscopes and wire "reins", and require a minimum DEX of 14—plus considerable practice—to master.



Shark-skis grant the rider a Swimming movement rate of 240' (80'), and provide no protection from attacks or the elements.

Two shark-skis are required for waterborne travel; the skis won't operate properly as individual units.


Shark-skis can be used offensively.  The rider may make two melee attacks per round with the devices' robotic jaws, each inflicting 3d6 damage.

In this fashion, aqua-pirates, surf-Nazis, and the like use shark-skis to gnaw through boat hulls.



A shark-ski is hollow, and can hold up to 350 pounds of cargo without sinking.  There's enough room inside to conceal a 7'-tall humanoid.

Total cargo weight (including pilot) for a pair of shark-skis can't exceed 1,000 pounds.


Shark-skis can be operated by Pure Humans, Mutant Humans, Androids, and bipedal Mutant Animals.  Mutant Plants find them too cumbersome to control.


Inspired by The Scooby-Doo Show episode #31, "The Creepy Case Of Old Iron Face" (1978).

And for the Savage Worlds version, click here!

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 GenerationTeleport













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

And for the Savage Worlds version, click here!