Wednesday, December 5, 2012

Dr. Gori Unleashes... THE SADISTIC SATANKING.


Satanking

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  2
Hit Dice:  17
Attacks:  2 or 1 (2 claws, or 1 bite, or 1 weapon)
Damage:  4d6 / 4d6, or 2d10, or by weapon +3d6
Save:  L17
Morale:  12
Hoard Class:  XVIII
XP:  7,250








Ahhh, Satanking...the most horrifying creature in the cosmos!!!  I brought you from the Satan Star System at the edge of space, where you ruled supreme over the demonic Devil-Planet.  And you mercilessly set about razing this world in my name!!!

Your physical might is matched only by your savagery.  Go forth, friend Satanking...go, and crush humanity as it deserves!!!


Mutant Future Version

Satankings are mustachioed, shaggy-browed, 8' tall humanoids with jutting tusks and rocky hides.  They crave conquest and violence, and seek the utter subjugation—but more accurately, the eradication—of all living things.

Satankings are cocky and confident brawlers, and happily utilize weapons of opportunity: boulders, fallen trees, etc.  A satanking cunningly saves its devastating laser-breath attack (which does 8d6 damage) to maximize surprise and panic.  Satanking hides are so thick, the beasts feel no pain; furthermore, they are utterly immune to bladed weapons, and take only half damage from all other physical and energy attacks.

Despite their monstrous natures, satankings can be bargained with, if promised new territories to enslave and despoil.

Mutations:  Energy Ray (Lasers / Light) (x2), Increased Physical Attribute (Strength), Pain Insensitivity [D]









[Satanking (aka King Satan in the U.S.) appears courtesy of Episodes 25-26 from the 1971 TV series, Spectreman.]

Tuesday, December 4, 2012

Dr. Gori Unleashes... THE GLADIATORIAL GILAGIND.


Gilagind

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  3
Hit Dice:  14
Attacks:  2 or 1 (1 stab, 1 drill, or 1 punch, 1 kick, or 1 weapon)
Damage:  2d8 / 2d10, or 2d6 / 3d6, or by weapon +1d6
Save:  L14
Morale:  10
Hoard Class:  VII
XP:  6,000





Ahhh, Giligand...my most powerful monster yet!!! Ten times stronger than all that came before, and a master of martial arts!!!  And your elbow-drill bores through rock and steel!!!  None can stand against you!!!

If only you weren't so foolish, and obsessed with ritualized dancing before and after your battles.  I must purge such artistry from your programming, so only your bloodlust rages supreme!!!


Mutant Future Version

Giligands are freakish, 10' tall humanoids with massive, mouthless heads sporting bulbous, glowing eyes and greasy, limp hair.  Metallic spurs jut from their elbows:  one a slashing blade, and the other whirring drill.  Despite their gawky, lanky builds, they are 10 times stronger than the average man.

Giligands are masters of all forms of melee combat, gaining +4 To Hit and +1d6 overall damage.  If a giligand's drill attack succeeds with a natural To Hit roll of 16-20 against a foe with a shield, the target must make a Saving Throw Versus Stun.  Failure indicates the shield is pierced, shredded, and rendered useless, suitable only for scrap.  And when a giligand is killed, its bodyeven if decapitated!fights on for another 1d4 rounds.

Despite their malevolent natures, gilaginds adhere to strict codes of battle.  They never gain Initiative, spending the beginning of every fight bowing, saluting, and/or dancing to honor their foes.  And after vanquishing their enemies, gilaginds perform interpretive dance for 1 full turn in celebration.

Mutations:  Enhanced Vision (Night Vision), Increased Balance, Increased Physical Attribute (Dexterity), Intellectual Affinity (Martial)












[Giligand (aka Giragindo in Japan) appears courtesy of Episodes 21-22 from the 1971 TV series, Spectreman.]

Monday, December 3, 2012

Dr. Gori Unleashes... THE ZEALOUS ZERON.


Zeron

No. Enc.:  1d4 (1d6)
Alignment:  Neutral
Movement:  90' (30')
  —Burrow:  90' (30')
Armor Class:  2
Hit Dice:  12
Attacks:  4 (2 claws, 1 gore, 1 bite)
Damage:  1d8 / 1d8 / 1d10 / 2d6
Save:  L6
Morale:  10
Hoard Class:  XVI, XVIII
XP:  3,600







Ahhh, Zeron...truly, my greatest monster!!!  With savage horns and bony armor, your might is unsurpassed!!!  And your burrowing and construction abilities were essential in establishing my secret, subterranean invasion-base!!!

From this impenetrable, cutting-edge fortress, I orchestrate my campaigns for the total subjugation of Earth.  And I owe it all to you, loyal Zeron!!!



Mutant Future Version

Zerons are dinosaur-sized, reptilian quadrupeds with horned snouts and distinctive five-pointed frills.  They sometimes rear up on their hind legs in combat, trundling about bipedally at half-speed.

Zerons excavate massive tunnel complexes beneath the earth.  And, bizarrely, a single zeron can turn a hollowed-out cavern into an elaborate, fully functional, technology-filled stronghold within 4d6 hours.  How the creatures accomplish such engineering marvels is unknown (especially considering their bulk and lack of manipulative digits), but zerons seemingly possess keen grasps of architecture, construction, plumbing, wiring, and electronics. Perhaps nanobots are involved....

A zeron's Hoard Classes represent the value of its closest construction project and artifacts contained therein.

Mutations:  Enhanced Vision (Night Vision), Intellectual Affinity (Tinkerer), Unique Mutation ("Wonder-Construction")










[Zeron appears courtesy of Episodes 3-4 from the 1971 TV series, Spectreman.]

Sunday, December 2, 2012

Dr. Gori Unleashes... THE HORRIBLE HEDRON.


Hedron

No. Enc.:  0 (1d4)
Alignment:  Chaotic
Movement:  90' (30')
  —Swim:  45' (15')
Armor Class:  6
Hit Dice:  15
Attacks:  See Below
Damage:  See Below
Save:  L10
Morale:  10
Hoard Class:  XIV
XP:  11,400





Ahhh, Hedron!!!  My first creation!!!  What a glorious beast you were!!!

How enthusiastically you lumbered from the seas, laying waste to the coastline with your elephantine bulk and flailing tendrils!!! How magnificently you sprayed corrosive mist and choking smog, and belched forth the same!!! How your eyes blazed with hatred for humanity!!!

You are the pride of my army of abominations, and the template for all other monsters that followed!!!


Mutant Future Version

Hedrons are mossy, noisome, pachyderm-sized monstrosities with slug-like bodies dragged by two stumpy legs.  They congregate near rivers and lakes, contaminating water and wildlife alike.  Acrid clouds swirl over their herds.  Hardy beasts, hedrons are immune to all toxins, pollutants, diseases, and radiation.

Hedrons relish in destruction, Trampling with abandon and lashing out with seven 20' long tentacles.  Each round, determine on the chart below how a hedron attacks:

Roll 1d6
Attack
1
Tramples (+4 To Hit) for 4d8 damage.
2
Lashes out with 1d6+1 tentacles that do 1d10 damage each to all targets in a 20' radius.  On any To Hit roll of 17-18, target(s) grabbed and thrown 50' away, taking 3d6 impact damage unless making a successful Saving Throw Versus Stun.  On any To Hit roll of 19-20, target(s) grabbed and dragged into maw for free bite attack doing 2d12 damage.
3
Emits clouds of choking, obscuring gas in a 40' radius, as per Irritant Gas Grenades [from p. 119 of the Mutant Future Core Rules.]
4
Shoots jets of dissolving vapor from tentacles, affecting all targets in a 40' radius. Does Class 5 poison damage to living creatures and objects.  [Mutant Lord should determine exact effects on PC's possessions.]
5
Exhales cone of acid 50' long and 30' wide at the end, which does Class 8 poison damage to living creatures and objects.  [Mutant Lord should determine exact effects on PC's possessions.]  Usable only 3 times per day.
6
Spits globs of deadly Class 14 toxic goo at 1d4 targets.

Hedrons are utterly resistant to any and all effects of the above.

Mutations:  Enhanced Vision (Night Vision), Toxic Weapons ("Acid-Gas", "Goo-Globs", "Smog-Spray")













[Hedron (aka Hedoron in Japan) appears courtesy of Episodes 1-2 from the 1971 TV series, Spectreman.]

Saturday, December 1, 2012

PREPARE FOR SUBJUGATION, EARTHLING FOOLS.



Human simpletons, life as you know it is at an end.

Your petty avarice and willful ignorance have despoiled this once-beautiful planet, turning it into a wasteland of pollution and garbage.  You squander and taint everything that gives you life:  your air; your soil; your seas.  Your self-destructive species is a blight on the galaxy.

It is high time to answer for such shameful neglect and carelessness...and you will answer to me, Dr. Gori, space-ape scientist from the Planet E...and future sovereign of the human race!!!

I shall use your own folly against you, turning your filth and refuse into monsters that feed on the very same.  From your corruption they arise...and on your corpses they feast!!!!  

Your doom is assured!!!

MWAH-HAH-HAH-HAH-HAH-HAH-HAH-HAH!!!

I have captured your beloved Justin S. Davis and seized control of this primitive medium you call a 'blog' to crush your spirits during Earth's traditional holiday season. You wanted a "mutant future", so you'll have one...a horrifying future ushered in by my mighty menagerie of mutated monstrosities!!! 

So, tremble, insignificant worms.  TREMBLE!!!

And whatever you do, DO NOT click on the video below.  It is juvenile, pathetic propaganda intended to boost your morale. As  if such a cyborg savior actually exists.  Ignorant gnats!!!

NOTHING CAN SAVE YOU NOW...NOTHING.

SO DECREES DR. GORI!!!






Dr. Gori
Sinister Scientist and Dread Despot

NPC
Character Type:  Mutant Space-Ape
Alignment:  Chaotic

Level:  10
Hit Points:  75
Armor Class:  7
Movement:  120' (40')

Abilities
STR:  10
DEX:  10
CON:  12
INT:  20
WIL:  19
CHA:  19

Modifiers
To Hit / Damage (Melee):  +0
To Hit (Missile):  +0
Technology Rolls:  +95%
Reaction Adjustment:  -2

Saving Throws
Energy Attacks:  7
Poison / Death:  6
Stun Attacks:  8
Radiation:  7

Mutations:  Intellectual Affinity (Tinkerer) (x3), Increased Willpower

Attacks/Weapons
) 2 attacks per round

) Customized Plasma Pistol (7d6+12)
) As-Needed Weaponry

Equipment
) As-Needed Gadgets / Devices

) All-Purpose Secret Lairs
) Flying Saucers and Assorted Aircraft

XP:  6,600

Description

Dr. Gori, rogue ex-president and supreme scientist from the tranquil Planet E (which lies 40,000 light-years from Earth, in the Geisty solar system), is one of the most brilliant and diabolical minds in the galaxy.


Dr. Gori was elected to power by his fellow apemen, who failed to realize he was a mutant intent on using his technological genius to conquer all the civilized worlds.  He was tried and sentenced to personality-reprogramming, but escaped thanks to a conniving army officer named Karas, and the two fled via flying saucer.  The dread duo found Earth after a magnetic storm drove them off course...and Gori found its beauty and nature entrancing.


There was only one problem:  upon closer inspection, Earth was awash in pollution and contamination, and crawling with vermin...and that vermin was humankind.  And Dr. Gori knew just how to eradicate them:  with an army of abominations, all fashioned by his own hand!  So he unleashed his refuse-spawned monstrosities, and laid waste to the cities of men!


The consummate "mad scientist", Dr. Gori is a master of every villainous discipline: genetics, physics, xenobiology, robotics, mechanics, weather control, virology, electronics, volcanology, chemistry, cloning, revivification, cybernetics, weaponsmithing, etc.  And he is prone to grandiose monologues and emphatic gesticulations.


Dr. Gori is not a front-line combatant.  He schemes from his secret lairs (which are buried deep within the earth, or underwater...or buried deep within the earth AND underwater), unleashing monsters and bioweapons.  And when venturing out, he always surveys from the safety of an advanced—and heavily armed and armored—airborne vehicle.


Dr. Gori relies on his trusted lackey, Karas.  Karas is a brutal (and somewhat bumbling) space-apeman with super-strength, amazing fighting prowess, a fondness for attractive humanoid females, and an affectation for less-than-effective disguises.  And when requiring extra muscle, Gori kidnaps humans and transforms them into apemen loyal only to him.


The Many Faces Of Karas

Friday, November 30, 2012

Mutants In The News — "Ho-Ho-Holocaust" Edition



Those noble souls at BrickWarriors.com are the foremost authorities on educating today's children about tomorrow's robot apocalypse...

...and what better way than by introducing a full line of custom cyborg parts and rocket-propelled grenades for all your Lego-related needs?

Just in time for Ramahanukwanzmas, no less!

(And, as always, they carry a full line of mohawks , loincloths, and flamethrowers for the fashionable biker-mutant on the go!)