Monday, October 10, 2011

Devastation Drive-In — 'It's Alive III: Island Of The Alive' (1987)



Fangfreak

No. Enc.:  1d4+1 (1d4+1)
Alignment:  Neutral
Movement:  120' (40') 
Armor Class:  5
Hit Dice:  12
Attacks:  3 (2 claws, 1 bite)
Damage:  1d12 / 1d12 / 2d8
Save:  L12
Morale:  11
Hoard Class:  VII
XP:  3,600

Some communities are known to abandon their fangbabies into the wilderness, to let Nature run its course...

...but, against all odds, not only do they survive, they thrive...

...AND MULTIPLY!!!

Wild fangbabies congregate in small groups for protection, and in a mere 4-5 years, grow into fully mature fangfreaks.  These primitive, hulking beings are ferocious when threatened, and have no compunction against devouring their fallen foes.  They are also brutally cunning, which is only enhanced by their mind-reading abilities.

In any group of fangfiends, there will be 1d2 fangbaby infants.  And fangfreaks recognize that the harsh, cruel wastelands of the Mutant Future are no place to rear children...so in an ironic and tragic twist, they often leave their own monstrous offspring on the doorsteps of the very same Pure Human villages in which they themselves were born, hoping the little ones will be adopted and accepted by their grandparents....

Mutations:  Know Direction (Modified), Mental Telepathy, Negative Empathy [D]



Friday, October 7, 2011

Devastation Drive-In — 'Piranha II: Flying Killers' (1981)



All-Terrain Piranha

No. Enc.:  2d6 (4d10)
Alignment:  Neutral
Movement:  3' (1')
        —Fly: 105' (35')
     —Swim:  150' (50')
Armor Class:  4
Hit Dice:  1
Attacks:  1 (bite)
Damage:  1d8
Save:  L2
Morale:  12
Hoard Class:  None
XP:  16

In times of war, The Ancients flooded the rivers and lakes of their foes with all manner of baleful beasts...

...BUT THEY DIDN'T ALWAYS STAY IN THE WATER!!!

An unholy blend of piraña, grunion, and flying fish, the 2' long all-terrain piranha is yet another aquatic abomination unleashed by the Ancient bioweapons program known as  Operation: Razorteeth.

While perfectly at home in any type of water—fresh, salt, and even polluted—they often take to the air to hunt terrestrial prey.  All-terrain piranhas can survive indefinitely on land, and often lurk in ambush from inside the carcasses of half-devoured victims.

Ancient canisters of all-terrain piranha eggs may still be buried in the murk and mire of the Mutant Future.  Woe be to any settlement whose waterways become infested....

Mutations:  Aberrant Form (Gills and Lungs), Complete Wing Development













Thursday, October 6, 2011

Devastation Drive-In — 'It's Alive' (1974)




Fangbaby

No. Enc.:  1 (1d3)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  2
Hit Dice:  4
Attacks:  3 (2 claws, 1 bite)
Damage:  1d6+2 / 1d6+2 / 1d10
Save:  L4
Morale:  11
Hoard Class:  None
XP:  245

Even in the forlorn Mutant Future, the arrival of a newborn is a blessed event...

...UNLESS THE INFANT IS A MALIGNANT MACHINE OF MURDEROUS MALEVOLENCE!!!

Fangbabies are some of the most tragic—and horrific—denizens of the Mutant Future.  These creatures have bulbous heads, pallid skin stretched too tightly over their frames, razored claws, and needle teeth.  They are agile and spry, and can leap and pounce like primates.

Fangbabies are born to those exposed to overwhelming environmental hazards.  If a pregnant Pure Human fails any 3 Saving Throws Versus Radiation, Poison, Energy, or combination thereof in the same day, there is a 30% chance that the offspring will be born as a fangbaby.

Most authorities attempt to slay newborn fangbabies the instant they're delivered, but the confused, frightened creatures always fight back...and gain +3 To Hit and +3 Damage per attack within the first hour of birth.  They are never a threat to their parents.

If a fangbaby is forcibly separated from its parents (whether to be caged, sent off for study, or banished into the wilds), the creature will unfailingly escape, and relentlessly—and murderously—make its way home.  Their Know Direction mutations always lead them directly to their sires.

And as if fangbabies weren't terrible enough, just wait until they grow up....

Mutations:  Know Direction (Modified), Negative Empathy [D]





Wednesday, October 5, 2011

Devastation Drive-In — 'Blood Freak' (1972)



Blood Freak

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  5
Hit Dice:  9
Attacks:  3 or 1 (2 fists, 1 peck, or weapon)
Damage:  2d4 / 2d4 / 1d10, or by weapon +2
Save:  L7
Morale:  10
Hoard Class:  VI, IX
XP:  1,700

In the Mutant Future, many desperate souls turn to pharmacological agents and illicit substances to dull the pain of their arduous existences.  But those that do...

...FIND THEMSELVES IN THE SANGUINARY SIGHTS OF A BLOOD FREAK!!!

Blood freaks are powerful, 6'-7' tall beings with the bodies of men and the feathered heads of fanged turkeys.  They prowl impoverished communities and slums in search of the only substance that can keep them alive:  the tainted blood of addicts and junkies.  Ordinary, "pure" blood is toxic to a blood freak.

Most blood freaks are intelligent enough to disguise themselves with clothing while hunting, and use melee weapons (particularly power tools).  And their incessant gobbling changes pitch according to their moods and desires.

Any PC that eats poisoned, radioactive, or chemically-treated poultry has a 20% chance of becoming a blood freak themselves.

Mutations:  Unique Sense (Detect Drug-Use)



Tuesday, October 4, 2011

"Let's All Go To The Lobby...."


We here at A Field Guide To Doomsday are huuuuuuuge fans of the kind of films "they just don't make any more". 

Cheapo creature features, subpar sci-fi, exploitation epics, celluloid sleaze, and anything and everything released under the Something Weird banner bring joy to our demented hearts.

To both celebrate Halloween and to jazz things up around these parts, I'll be posting write-ups of mutants from the movies...but don't expect, you know, GOOD ones.  These monstrosities will be scraped from the bottom of the nuclear waste barrel.

So go get a hotdog, a soda, and some fruit sours, snuggle up with your best guy or girl, and settle in for an apocalyptic, psychotronic shock-show.

Welcome to...

...THE DEVASTATION DRIVE-IN!!!

"R" is for "Riprender"

Riprender

No. Enc.:  1d4 (1d6)
Alignment:  Neutral
Movement:  210' (70') 
Armor Class:  6
Hit Dice:  4
Attacks:  3 (2 claws, 1 bite)
Damage:  1d6 / 1d6 / 1d4
Save:  L2
Morale:  8
Hoard Class:  None
XP:  135

Riprenders are quick, nimble insects the size of Ancient drafthorses, with strength to match.  While skittish and ornery in the wild, enterprising ranchers have domesticated them as mounts.  They can carry up to 400 lbs and move at full movement, and a maximum of 800lbs with movement halved.

Due to their speed, a riprender can make a second set of claw attacks if successfully striking with initial claw Attack Rolls of 17-20 on 1d20.

Mutations:  None

Wednesday, September 28, 2011

"V" is for "Var-King"

Var-King

No. Enc.:  1d6 (3d8)
Alignment:  Chaotic
Movement:  75' (25')
  —Burrow:  30' (10')
  —Fly:  60' (20')
Armor Class:  6
Hit Dice:  6
Attacks:  2 or 1 (2 claws, or weapon)
Damage:  1d6 / 1d6, or by weapon
Save:  L6
Morale:  7
Hoard Class:  XVIII, XXI
XP:  1,570

The Var-King are a subterranean race of cunning, nasty, and duplicitous beings that are infamous for their hoarding and greed.  They stand 4' tall, and have long tails, long tongues, and leathery, purplish hides covered in coarse hair.  The Var-King favor arid climates.

Treachery is an institutionalized vice virtue in Var-King society.  One of their favorite schemes is to sell overpriced artifacts to remote villages, and then sneakily tunnel up from below to steal the devices back to sell all over again.  Essentially, the Var-King are the twisted reflections of the Meen'go, and the two races despise—and frequently wage war against—one another.

When venturing to the surface, the Var-King wear protective goggles and sensory gadgets to counteract their Vision Impairments.  And they keep their Psionic Flight and Teleport mutations secret, and spring them on their foes at the most advantageous times.

Racial epithets directed against the Var-King abound in the Mutant Future, including "var-cons", "aardvillains", "sand-swindlers", and "var-crooks".

Mutations:  Intellectual Affinity (Tinkerer), Prehensile Limb (Tongue), Psionic Flight, Teleport, Vision Impairment (Light Sensitivity) [D]





Monday, September 26, 2011

Friday, September 23, 2011

"J" is for "Jawg"

Jawg

No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  105' (35')
  —Swim:  75' (25')
Armor Class:  6
Hit Dice:  5
Attacks:  1 (bite)
Damage:  2d8
Save:  L3
Morale:  8
Hoard Class:  None
XP:  650

Jawgs are amphibious, 10'-12' long beasts with stocky bodies and oversized, toothy, piscine heads.  They appear in a variety of colors and textures, and the most vibrant have a 35% chance of possessing Dermal Poison Slime.  The creatures breathe through their hides, and correspondingly suffer +1 extra damage per die / +1d4 rounds of effect from gaseous-based attacks.

Ravenous carnivores, they snare prey with their 20' tongues.  On a successful hit, they yank  man-sized (or smaller) beings toward their mouths for a biting attack; on a Natural 20, they Swallow their prey whole.  Those swallowed suffer 1d10 damage per round until digested.

Jawgs can be used as mounts by only the most dominant—and foolhardy—individuals.

Mutations:  Frailty (Permeable Skin) [D], Increased Sense (Smell)






Designer's Notes:  Credit for the concept goes to Luke H., who is joining the group this weekend.  His character niche is "Cyborg Swamp-Pirate", and since bog-buccaneers need transport, he wanted a snazzy airboat.  Not only is he just 1st level, but the original PCs just got a fancy boat of their own, and I didn't want him biting their style.  I talked him into a mount of his own creation, and his exact words were: "I want a fish or an octopus-thing—no, wait—a shark-frog."

And then came Jawg!

Thursday, September 22, 2011

"D" is for "Drearwig"

Drearwig

No. Enc.:  1d6 (2d4)
Alignment:  Neutral
Movement:  150' (50') 
Armor Class:  4
Hit Dice:  3+1
Attacks:  1 (bite)
Damage:  1d6
Save:  L4
Morale:  9
Hoard Class:  VI
XP:  170

Drearwigs are 3' long, flightless insects that disrupt natural weather patterns with their mere presence.  A lone drearwig can only create vision-obscuring mists and fogs (causing all within the area of effect to suffer a -2 To Hit with all combat rolls), but multiple creatures can generate violent storms, winds, and even blizzards.

Due to their rapacious appetites and turbulent abilities, drearwigs are the bane of farming communities; however, some technical-minded villages utilize the creatures to drive mills and turbines.  And sea captains have been known to use them to "power" sailing vessels.

Drearwigs are immune to the effects of temperature extremes, and take -2 damage per die from mutations like Energy Ray (Heat/Cold), Temperature Control, etc.

Mutations:  Control Weather, Energy Ray (Electricity)

Tuesday, September 20, 2011

"B" is for "Bombfrog"

Bombfrog

No. Enc.:  1d4 (1d4)
Alignment:  Chaotic
Movement:  120' (40') 
Armor Class:  4
Hit Dice:  4+1
Attacks:  1 or 2 (1 bite, or 2 projectiles)
Damage:  1d8, or by projectile type
Save:  L3
Morale:  11
Hoard Class:  VII
XP:  665

The spindly, slimy abominations known as bombfrogs are hideous bioweapons devised by the maddest of Ancient scientists.  The grotesque creatures stand 12'-14' tall on their bifurcated legs, and their height and extra eyes combine to give them a +2 To Hit bonus with all ranged attacks.  They are never Surprised.

Through demented surgeries, bombfrogs are outfitted with a variety of projectile weapons.  Roll twice on the chart below to determine any given bombfrog's payload:

1:  12 micro missiles (7d6 damage, 30' blast radius, 1500' range)
2:  6 mini-missiles (50 HP damage, 60' blast radius, ½ mile range)
3:  6 blood agent grenades (1d6 damage per round for 1d3+6 turns, 30' blast radius, 200' range)
4:  6 concussion grenades (Stunned  for 1d4 turns, 10' blast radius, 200' range)
5:  6 frag grenades (5d6 damage, 20' blast radius, 200' range)
6:  6 photon (lethal) grenades (Death on failed Save -2; reduced to 1 HP and Stunned for 2d4 turns with successful Save, 30' blast radius, 200' range)

There is a 75% chance that, upon dying, a bombfrog will explode in a fireball that does 8d8 damage in a 50' radius.  And even if one doesn't explode, only an individual with the Intellectual Affinity (Tinkerer) Mental Mutation can successfully remove a bombfrog's weaponry for reuse.

Bombfrogs require constant hydration to maintain stable internal temperatures, and are prone to overheating.  There is a hardier, dry-terrain subspecies known as "turret toads" that lack such weaknesses, but these lumpier, slower specimens have -1 HD and reduced 60' (20') movement.

Mutations:  Aberrant Form ("Launcher-Pods"), Aberrant Form (Multiple Limbs), Epidermal Susceptibility (Requires Immersion Every Hour) [D], Epidermal Susceptibility (+2 Per Die From Heat-Related Attacks) [D]



Saturday, September 17, 2011

"The Pig?" "The Cow?" "You're Waaaaay Off. Think Smaller. Think More Legs."

Here's the cover of the Mutant Future 2e core book.


And here's some pictures from the interior of said book:


Now, some images from assorted vintage (1st through 4th editions) Gamma World products:


Finally, here's artwork from William McAusland's awesome new game, The Mutant Epoch Hub Rules:


The unifying theme is obvious:  in post-apocalyptic games, multiple parts—eyesballs, limbs, and even heads—are commonplace.  Mutants are CRAZY with additional anatomy.

But the official Mutant Future rules make extra body-bits almost impossible for Player Characters to acquire. 

Let me drop some SCIENCE! on this travesty, and attempt to right this egregious wrong.


Here's the Mutant Future Random Mutation Chart from the core book:


From the list, any given mutant has a 2% chance (10-11 on d100) of being Dual-Headed.  That's pretty much in line with every other mutation...but not really all that much fun.

Sure, you also theoretically have another 2% (01-02 on d100) chance of having an Aberrant Form, which includes the non-noggin multiples...


...but that really boils down to just a .5% chance, given that roll of 5-6 on d8. 

All said, any given PC has a fraction of a tiny percent to get Extra Parts that aren't face-based.  Madness!


Figgerin' that out made me realize that I have other problems with the whole Mutant Future Random Mutation process.

Look at the Drawbacks.  Any given mutant has a 43% (roll of 58-100 on d100) of having a physical disability.  I get that the Mutant Future is a cruel and horrible place, but that seems somewhat excessive, particularly when compared to the granddaddy of all post-apoc games, Gamma World.



Let's break Gamma World and its Defects down by edition.

Here are the First Edition Random Mutation Charts:


If you exempt the "Roll Again" freebies from the list, you have a 31.1% chance (28 out of 90) of getting a Defect.  Harsh.

But Second Edition is even more cruel...


...because you have a 36.1% chance (35 out of 97) of a Defect.

Mutatin' ain't easy, yo.

Third Edition takes a kid-gloves approach:


Only 5.6% odds (5 out of 90) of being defective?  That's some shamefully candy-ass, weak sauce.

Fourth Edition cranks it back up again...


...to something a bit more brutal, with a flat 20% (18 out of 90).


Clearly, Gamma World 2e was the most unforgiving with dishing out the pain at 36.1%...

...but that pales when compared to Mutant Future 's 43% of being flawed. 

Combine that with MF's complete removal of any chance of picking your own mutations with a 90+ percentile roll, one thing is clear:  Dan Proctor and Ryan Denison are monsters!


[Brief digression.  Looking at same four charts, multiple body parts were also relatively rare in the Gamma World days.

1e:  2.2% (2 out of 90).
2e:  3.1% (3 out of 97).
3e:  2.2% (2 out of 90).
4e:  5.56% (5 out of 90, but actually slightly higher if you factor in how New Body Parts allows a 1 in 10 chance of a second head).

Huh.  Who'da thunk it.]


Another issue I have with the Mutant Future Random Mutation Chart is its whole "Roll High, Get Hosed" design scheme. 

With the (much debated) exception of Armor Class, OSR game systems—including Mutant Future itself—adhere to the "The Higher, The Better" ethos.

Our current chart just violates the whole concept.


So, after all that bellyaching, what do I propose?

Simple.  I made my own custom Random Mutation Chart that fixes all my issues, with just minor tweaking.

I reorganized the list, with Drawbacks listed at the low end.

I got rid of Dual Headed, and just lumped it in under Extra Parts.  (Aberrant Form can still work as written, I reckon.)

I retooled the numbering scheme a bit.  Not only does this better  allow for a bevy body parts (at a flat  5%), but it also dropped the percentage of getting a Drawback to a more comfortable 36% (which is in line with Gamma World 2e).  [An added bonus:  I reduced the chance of rolling Density Alteration (Self) to only 1%.  That mutation is just too complicated with too little bang for the buck, when compared to the relative simplicity of its fellows.]

I also added in Seizures to the Mental Mutations list as a shout-out to early-edition Gamma World disadvantages (Epilepsy [D] and, obviously, Seizures [D]); plus, it let me have each Mental Drawback come in at a flat 2%.

New Mutation

Seizures [D]:  When faced with a stressful situation (especially a Surprise attack), character has a 15% chance of having a fit that acts as Paralysis for 1d4 Turns.

Oh, yeah.  When Shriek is rolled, there is a 1-3 chance on d6 that it is the standard version of the mutation, and a 4-6 chance that it is my own custom Greater Shriek.


I apologize that Blogger won't let me do up a prettier version of the chart.  But if anyone wants the Excel file, I'll happily email it out.  (Contact info is in the "About Me" box on the sidebar.)





When it comes to RPGs, the very last thing I am is a Rules Guy, so this post was really outside my usual comfort zone.  Go hog wild with any and all comments and criticisms.

"V" is for "Vespot"

Vespot  ("Yellow Tyrant")

No. Enc.:  1d4 (3d10)
Alignment:  Chaotic
Movement:  75' (25')
         —Fly:  105' (35')
Armor Class:  6
Hit Dice:  10+1
Attacks:  3 or 1 (2 claws, 1 stinger, or 1 weapon)
Damage:  1d8+1 / 1d8+1 / 1d12+1 + poison, or by weapon +1
Save:  L5
Morale:  10
Hoard Class:  VII, XXI
XP:  5,200

Vespots are imperious, towering insectoids that stand 9'-11' tall.  They possess human-like extremities, and are quite adept at utilizing Ancient technologies, and modifying them to their needs.  Vespots build elaborate subterranean complexes, often using slave labor (including repurposed Androids) in the construction.

Vespots are highly vulnerable to toxic compounds, including those of their own kind.  It is a capital offense in their culture to sting one of their fellows.

They relish devouring intelligent Mutant Plants...preferably alive.

Mutations:  Aberrant Form (Humanoid Hands/Feet), Gigantism, Increased Sense (Touch), Mind Thrust, Poison Susceptibility [D], Toxic Weapon (Venom)