Tuesday, October 16, 2012

Spawn Of Devastation Drive-In — 'Day The World Ended' (1955)



Environmental Hazard:  Mutamists

The atomic apocalypse did far more than turn deserts into glass and cities into cinders, as the weather itself warped into hellish storms of preternatural power and fury...

...YET NOTHING WAS WORSE THAN THE MUTAMISTS, ACRID CLOUDS THAT TRANSMOGRIFIED ALL WITHIN INTO HIDEOUS, CARNIVOROUS ABOMINATIONS!!!

The Mutant Future is awash in billowing, stinging fogs known as mutamists.  They can form in any terrain, but are more prevalent in wilderness environs.

Any Pure Human caught in the mutamists must make a Saving Throw Versus Energy, or begin to metamorphose into something...wrong.  The skin becomes thick and scaly (as the Natural Armor Mutation).  They no longer need to hydrate, and processed food becomes foul-tasting and noxious...yet they are always ravenous.

And this burning hunger becomes so strong, so all-consuming, that in 1d4 days, the afflicted can sense the heartbeats of all living creatures within a 1 mile radius ("Prey Sense").  It soon becomes apparent that only one thing will alleviate the cravings:  living flesh.  (Carrion just dulls the cravings for 1d4 turns.)

After 1d4 months, those altered by the mutamists fully transform into the monstrous 3-eyed quorms [see below].

Mutamists affect animal life, too, and induce rampant mutations (usually multiple limbs, horns, fangs, and claws) and the same savage appetites.  Bizarrely, equines are completely immune to the effects.




Mutamist Effects on Chipmunk, Dog, and Monkey
Immune Equine



Quorm

No. Enc.:  1 (1d8)
Alignment:  Neutral or Chaotic
Movement:  90' (30')
Armor Class:  3
Hit Dice:  10
Attacks:  3 (2 claws, 1 bite)
Damage:  2d4+2 / 2d4+2 / 1d6
Save:  L10
Morale:  10
Hoard Class:  XI
XP:  9,400

Quorms (also known as "quormen") are demonic-visaged beings with a savage hunger for living flesh.  Their bulbous, pointed heads sport prominent horns, oversized ears, and 3 unblinking eyes.  Stunted, malformed extra limbs flail limply from their shoulders.  They can detect any and all living things within 1' mile.

A quorm's armored hide makes it completely immune to conventional bladed weapons and firearms.  And its hardened metallic claws are so sharp that they puncture flesh and armor with ease, allowing for a +2 To Hit and +2 Damage rolls.  Quorms are completely immune to all toxins, diseases, and effects from radiation.

Quorms form loose-knit bands dominated by the strongest individual, and they will often war amongst their own kind for territory and prey.  They are cunning enough to target isolated communities, and generally lurk on the fringes to pick off solitary victims.

Despite their carnivorous proclivities, quorms are drawn to those they knew (particularly romantic partners) in their pre-mutated lives.  They use their telepathic abilities to commune with their loved ones, and try to draw them to their lairs to resume some tragic mockery of their former relationships.

Quorms cannot survive in regions devoid of pollutants or contamination.  They suffer 1d10 damage per round when placed in sterile, "healthy" conditions; in fact, exposure to clean water is enough to kill them outright, as "pure" rain burns their hides for 2d6 damage per round.

Mutations:  Enhanced Vision (Night Vision), Epidermal Susceptibility (Clean Water) [D], Frailty ("Contamination Dependence") [D], Mental Telepathy, Reflective Epidermis (Radiation), Unique Sense ("Prey-Sense")








STOP THE PROJECTOR!!! BRACE FOR BREAKING NEWS, THREE DECADES IN THE MAKING!!!

In 1982, an astonishing oviporous onslaught such as the world had never seen unleashed The Most Amazing Atomic Antagonists Of All Time...but we were ill-prepared for their  malevolent majesty.  They returned to the wastelands from whence they came, forgotten and forsaken.

But, lo!  All the portents have proven true...as from the irradiated ashes, they arise again!!!

For here, in 2012, in coincidental conjunction with their 30th anniversary, comes...



MARVELOUS METAL MINIATURES MOST MUTAGENIC, MIGHTY, MONSTROUS, MALIGNANT...AND MODERATELY MONOCULAR!!!


Want to add rampaging radioactive reprobates to your gaming table?  OF COURSE YOU DO!!!

Friends, they have 'em all!



BLASTING BUGGITES!!!

RAMPAGING RABBITOIDS!!!

AND, LAST BUT NOT LEAST, THOSE FANTASTIC FUTURISTIC FOES MOST FREAKISH AND FOWL...

CALAMITOUS CYCLOPEAN CHICKENS!!!

& POLYPHEMIC FEATHERED FIENDS!!!


Friends, you CANNOT let these pass you by!  THEY MUST BE YOURS, TODAY!!!

Don't walk—RUN!!!—on over to Interloper Miniatures' Indiegogo page, and give them all your filthy lucre.  And don't let paltry personal budgetary concerns like "shelter" and "sustenance" and "schoolkids" deter you, either...YOU HAVE A KIDNEY YOU AREN'T USING, SO SHADILY SMUGGLE THAT SUCKER WITH A QUICKNESS!!!  NO EXCUSES!!!

PLUS, THE STRETCH GOALS ARE INSANE, WITH THE POTENTIAL FOR MORE BIRDS, PIGS (or, more correctly, PIGSTRONAUTS!!!), ANTEATERS, AND APES!!!  MAKE THESE HAPPEN, PEOPLE!!!

Be sure to tell them that A Field Guide To Doomsday sent you!!!

Monday, October 15, 2012

Spawn Of Devastation Drive-In — 'Brides Of Blood' (1968)



Island Defiler

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  90' (30')
Armor Class:  5
Hit Dice:  8
Attacks:  3 (2 claws, 1 bite)
Damage:  1d10 / 1d10 / 1d6
Save:  L8
Morale:  10
Hoard Class:  X, XIX
XP:  2,060

The Ancients callously tested their atomic weapons far from their own civilizations, but tragically close to islands inhabited by primitive peoples...

...AND THOSE NUCLEAR FIRES MADE MANIFEST PRIMAL PASSIONS MOST APPALLING , PERVERSE, AND PROFANE!!!

Island defilers are encountered in remote tropical paradises (albeit radioactive ones, with deadly flora and fauna to match) far removed from the blighted ruins that typify the Mutant Future.  By day, they appear as attractive Pure Humans of any Alignment, and usually carry positions of status, wealth, and power...but when darkness falls, they metamorphose into misshapen, green monstrosities with patchy fur, bulbous tumors, blazing eyes, gaping maws, and insatiable appetites.  Carnal appetites.

The creatures are so hideous that they instill mindbending terror in all who behold them. Anyone encountering an island defiler must make a Saving Throw Versus Paralysis at a -2 penalty, with failure indicating Confusion [as per p. 57 of the Mutant Future Core Rules] per the following modified chart:

Roll 1d10    Behavior                                                                                       
1-4             Flees at maximum speed in random direction
5-8             Does nothing but scream and shudder uselessly
9-10           Attacks own group so as to provide other "fodder" before fleeing as 1-4

To prevent an island defiler from rampaging throughout a village, the residents stake out 2 sacrificial victims a night [gender determined by the island defiler's proclivities] upon whom it unleashes its barbaric lusts.  After copulation, the beast butchers each sacrifice into 2d8 pieces (which go uneaten, making its dietary needs in monster form unknown).  Abject fear prevents the villagers from realizing that the loss of 2 members every single evening will quickly destroy their community.

An island defiler's lusty panting (which sounds like a cross between a dying pachyderm and an asthmatic foghorn) is so loud and persistent that it never gains Surprise.  And its Hoard Class represents the material wealth of its daytime guise.

Most afflicted with the accursed island defiler condition are completely unaware of their transformations.

Mutations:  Enhanced Vision (Night Vision), Metamorph (Reversed)










Sunday, October 14, 2012

Spawn Of Devastation Drive-In — 'Birdemic: Shock and Terror' (2008)



Bombird

No. Enc.:  2d4 (4d6)
Alignment:  Chaotic
Movement:  9' (3')
         —Fly:  360' (120')
Armor Class:  8
Hit Dice:  1
Attacks:  3 or 1 (2 claws, 1 bite, or spittle, or "divebomb")
Damage:  1d4 / 1d4 / 1d6, or 2d8, or 5d6
Save:  L1
Morale:  12
Hoard Class:  None
XP:  19

Global warming, rampant pollution, and unchecked diseases drove the Ancient world's wildlife to the brink of extinction...

...BUT THE BIRDS FOUGHT BACK, BRINGING FEATHERY DEATH FROM ABOVE!!!

Bombirds are hyper-aggressive avians that resemble Ancient eagles and vultures.  They attack in flocks, and unrelentingly pursue their victims, going so far as to rip their way into buildings and vehicles.  Bombirds naturally utilize Dive attacks to maximum advantage.   

Twice per day, a flying bombird can disgorge gallons of acidic bile on 1 ground-based foe, doing a sustained 2d8 damage per round until rinsed clean.

And if angry enough, a bombird suicidally slams itself at full speed into a target (including robots, structures, and even the open ground itself) and explodes, doing 5d6 damage to everything within a 30' radius and igniting all combustibles—including other bombirds!—in the blast zone. Only living bombirds detonate in this fashion; those killed in flight crash uneventfully to the ground.  Particularly massive flocks can reduce a metropolis to rubble within hours.

Per documents credited to Ancient scientists, enmity between bird-kind and homo sapiens has existed since the dawn of time, as evidenced by the thousands of caveman fossils discovered with avian-induced injuries.

Mutations:  Toxic Weapon ("Acidic Spittle"), Unique Mutation ("Divebomb Detonation")













Saturday, October 13, 2012

Spawn Of Devastation Drive-In — 'Rottweiler' (2004)




Slayhound

No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  150' (50') 
Armor Class:  4
Hit Dice:  4
Attacks:  2 (2 bites)
Damage:  1d8 / 1d8
Save:  L3
Morale:  12
Hoard Class:  VII
XP:  190

As social institutions crumbled in the Ancient world, crime flowered and prisons overflowed, leading to bioengineered beasts designed to retrieve the lawless and the unlucky alike...

...but instead of simply recapturing their quarry...

...THEY ATE IT ALIVE!!!

Slayhounds are stocky canines with two striking features that intimidate even the most hardened individuals:  malevolent, glowing cyber-eyes, and glistening, metallic jaws.  They are usually encountered in the presence of law officers, jailers, or bounty hunters, and are devotedly loyal to their handlers.  Slayhounds loose in the wilderness are actively pursuing an escapee...and nothing will stop them from hunting—and devouring—their quarry.  (Most handlers are seemingly fine with their dogs' dining habits, as they are spared the hassles of paperwork.)

Slayhounds are almost impossible to kill, as each has 1d3+3 "lives".  After falling in combat, a slayhound rises again—looking none the worse for wear—in 4d4 rounds, and doggedly resumes the hunt. The next time it perishes, revivification takes 4d6 rounds, and slight injuries manifest.  Each subsequent "death" and "rebirth" escalates the duration up the polyhedral dice scale (3rd death = 4d8 rounds, 4th = 4d10 rounds, etc.), with correspondingly more gruesome wounds.  At the stage of its "final life", a slayhound is nothing more than an ambulatory metallic (AC 0) skeleton...albeit a deadly ambulatory metallic skeleton.

The Hoard Class represents the possessions of nearby victims.

Mutations:  Increased Sense (Smell, Vision) (Implants)