Monday, October 28, 2013

Devastation Drive-In 3-D — 'Return Of The Living Dead III' (1993) (Part 1)



Artifact:  Trioxin 2-4-5

As part of their bewilderingly inconsistent (and quite hypocritical) crusade against consciousness-altering substances, The Ancients devised an experimental herbicide to eradicate "recreational plantlife" without toxic side effects or environmental harm...

...but the chemical didn't work as planned, and instead of killing greenery and winning the "war on drugs"...

...IT RESURRECTED THE DEAD, AND INFUSED THEM WITH AN INSATIABLE CRAVING FOR THE BRAINS OF THE LIVING!!!





Trioxin 2-4-5 (also known as 2-4-5 Trioxin, or simply Trioxin) is a yellowish gas found in pressurized, rusting drums...and it's a byproduct of the gooey, liquefying corpses also sealed within!

Yes, every tank labeled Trioxin contains the remains of an Ancient tragically exposed to the chemical itself during the original field tests.  Over the centuries, the body exuded enough gas to fill the barrel entirely.



Why seal the bodies in drums?  Because Trioxin brings the dead back to life, with world-shattering consequences.  Any humanoid or animal (including insects) corpse exposed to the substance awakens within 1d4 minutes, and though devoid of biological signs of life (heartbeat, respiration, temperature, etc), all memories, knowledge, and awareness generally remain intact.  Locomotion and tool use are  also usually unimpaired.

But the resultant neurological changes and pains of decomposition drive the revived specimens berserk, and only the electro-synaptic impulses of living brains temper the agony. A fresh brain quells a revenant's hunger for 1d10+10 minutes.






Trioxin-zombies are effectively immortal.  And though they can be dismembered, disposing of their perpetually wriggling parts is a nightmare, as incineration just generates more Trioxin gas.  The Ancients devised elaborate air filtration and purification systems to "safely" dispose of those exposed.






Braindead

No. Enc.:  1d6 (2d10)
Alignment:  Chaotic
Movement:  90' (30')
Armor Class:  6
Hit Dice:  11
Attacks:  3 (2 claws, 1 bite)
Damage:  1d6 / 1d6 / 2d6+2
Save:  L6
Morale:  12
Hoard Class:  None
XP:  2,000

Braindeads are humanoid corpses given life—and an insatiable hunger for living brains!—thanks to Trioxin 2-4-5 gas.  Anyone struck by both claws is considered grabbed, and vulnerable to an automatic bite attack that inflicts 2d6+2 damage.  Braindead bites are infectious (treat as a Class 20 poison), but victims suffer agonizing deaths that take 1d4 hours.

Braindeads come in 3 varieties:  canned, infected, and scourge.

Canned (statted above) are goopy, disintegrating, sickening escapees from Trioxin drums. The flesh of their extremities often fuses to their bodies, then ruptures as the creatures animate.  Enraged and insane after being trapped for centuries without sustenance, canned braindeads fight with unrelenting aggression, and gain a +2 To Hit per claw attack.  They have limited use of tools and technology.

Infected braindeads are the recently-revived victims of other braindeads (any variety) who succumb to toxic bites, or those who animate after direct Trioxin exposure.  They retain the same Movement rate as when alive, and those with WIL scores of 13+ retain the powers of speech and reason for 1d6 hours before turning feral.  Infecteds also Save based on their living forms.  They can use tools and technology.

Scourge braindeads are exceptional infected specimens who manage their decomposition-induced madness through intense pain.  After suffering 1d4 HP (usually through self-inflicted piercings and mutilation), a scourge braindead can make a Saving Throw Vs Stun; success means the creature functions with full cognition and conscience for 1 hour, and has no need to feed. Each hour afterwards, the scourge must make another Saving Throw at a cumulative -2 penalty, with failure indicating the immediate need to feed on brains, or undertaking the pain ritual again.  Eating brains returns the scourge to "normal" for 1d4 hours.

Scourges often use their body modifications in combat, and the assorted hooks, nails, glass, and jagged debris they jam into their flesh raises the damage of their claw attacks to 1d12 / 1d12.  Like infecteds, they Save as if still alive.

Fascinatingly, scourges with intense emotional attachments and/or romantic bonds get a +3 bonus to all Saving Throws related to their mental states.

Mutations:  Toxic Weapon ("Zom-bite")














Bonus pics from other flicks in the franchise!!!