Sunday, October 18, 2015

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

Moonatik

No. Enc.:  1 (1d3)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  6
Hit Dice:  10
Attacks:  3 (2 claws, 1 bite)
Damage:  1d10 / 1d10 / 1d8
Save:  L10
Morale:  9
Hoard Class:  XXII
XP:  5,200

The nocturnal, ape-like moonatiks are 7' tall, luminous brutes with periwinkle fur, ivory horns, and striped facial tattoos. Avaricious beasts, they hoard valuables and artifacts, and raid stockpiles of the same (especially if they belong to powerful NPCs, as moonatiks relish a challenge).

Moonatiks traverse via "moon beams" and can materialize anywhere moonlight strikes within a 60-mile radius.

Anyone caught in a moonatik's shadow must make a Saving Throw Vs Energy at a -2 penalty or be irrevocably turned to stone.

Mutations:  Enhanced Vision (Night), Fear GenerationTeleport (x3)Unique Mutation ("Stone-Shadow")











Inspired by The Scooby-Doo Show episode #36, "Scooby's Chinese Fortune Kooky Caper" (1978).

And for the Savage Worlds version, click here!

Saturday, October 17, 2015

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

Squalodemon

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  120' (40')
     —Swim:  210' (70')
Armor Class:  3
Hit Dice:  13
Attacks:  3 (2 claws, 1 bite)
Damage:  1d6 / 1d6 / 3d6
Save:  L7
Morale:  10
Hoard Class:  XI
XP:  8,700

Squalodemons are nocturnal, 7'-tall ichthyoids with toothy maws and sternums lined with fluttering gills.  They stalk beaches, waterways, and ruined aquatic theme parks.  Rumors suggest that they weren't born of radiation and mutagens, but may instead be prehistoric beings defrosted after eons of slumber.

Squalodemons blanket their territories with a perpetual roiling fog, and surround their personages with a thicker, obscuring mist (allowing them to Surprise anyone enveloped on 1-5 on 1d6).  Accordingly, all ranged attacks directed their way suffer a -3 To Hit penalty.

Squalodemons and fromags are natural enemies, and attack each other on sight.

Mutations:  Enhanced Vision (Night, Ultraviolet), Fear GenerationIncreased Sense (Smell)Reflective Epidermis (Cold), Weather Control











Inspired by The Scooby-Doo Show episode #12, "There's A Demon Shark In The Foggy Dark" (1976).

And for the Savage Worlds version, click here!

Friday, October 16, 2015

"What's Nuked, Scooby-Doomsday?" — Blister Witch

Blister Witch

No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  150' (50')
Armor Class:  3
Hit Dice:  12
Attacks:  1 (touch)
Damage:  6d6
Save:  L12
Morale:  9
Hoard Class:  XXII
XP:  7,600

The nocturnal blister witches are fanged, floating females with alabaster skin and wild, wiry chartreuse hair.  And that's wiry in the literal sense, as it's composed of jabbing copper filaments.  Blister witches levitate up to 5' off the ground, and their teleportation is heralded by clouds of green vapor.

Blister witches generate incandescent electrical fields (meaning they only Surprise on a 1 on 1d6) and secrete sizzling acid, so their touches are devastating.  They also regenerate 10 HP per round, and resurrect 1d6 weeks after being killed by anything other than drowning (and water-based attacks inflict +2 damage per die).  Though fire doesn't cause them extra harm, blister witches panic around open flames of torch-size or larger.

Blister witches are as fond of revenge as they are purple...and they really, really love themselves some purple.  Rumors that blister witches can metamorph into dogs are wholly unsubstantiated...but they can possess them (or any other creature), hence the confusion.

Mutations:  Energy-Retaining Cell Structure, Enhanced Vision (Night)Fear Generation, Frailty (Water) [D]Phobia (Fire) [D], PossessionTeleportToxic Weapon (Acid)













Inspired by The Scooby-Doo Show episode #28, "To Switch A Witch" (1978).

And for the Savage Worlds version, click here!

Thursday, October 15, 2015

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

Torq

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  150' (50')
Armor Class:  4
Hit Dice:  15
Attacks:  2 fists
Damage:  2d6 / 2d6
Save:  L8
Morale:  11
Hoard Class:  VI and IX
XP:  9,600

The twisted torqs are 9'-tall slabs of hairless, hideous, mangled muscle. Their bodies are so warped, the creatures no longer feel pain.  Preternaturally agile despite their deformities, torqs climb, leap, and brachiate at full movement rate no matter the terrain or obstacles.  Torqs can deadlift 2,000 pounds with ease.

Torqs are relentless physical combatants, gaining +2 To Hit with all melee attacks.  If a torq strikes with both fists in the same round, the victim is body-slammed / pile-driven / atomic-dropped / "rassled" for an additional 3d8 damage, and must make a Saving Throw Vs. Death. Failure indicates a broken limb, with specifics determined by the Mutant Lord.  And anyone engaging a torq hand-to-hand unfortunately suffers a -1 to all To Hit rolls, due to the hulks' freakish anatomy.

Torqs secrete a Class 13 toxin that causes Sleep for 1d4 turns with a failed Saving Throw Vs Poison; success means a halved movement rate for the same duration.  If they use this toxic touch, they still inflict standard melee damage, but can't use the crushing / breaking ability concurrently.

Best way to deal with a torq?  Blast it—repeatedly, and vigorously—from afar.

Mutations:  Fear GenerationPain Insensitivity (D), Toxic Weapon ("Narco-Hold")












Inspired by What's New, Scooby-Doo? episode #32, "Wrestle Maniacs" (2005).

And for the Savage Worlds version, click here!

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!