Wednesday, October 23, 2013

Devastation Drive-In 3-D — 'The Giant Claw' (1957)




Karkonya

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  30' (10')
        —Fly:  450' (150')
Armor Class:  8
Hit Dice:  30
Attacks:  2 or 1 (2 claws, or 1 bite)
Damage:  5d10 / 5d10, or 10d12
Save:  L15
Morale:  12
Hoard Class:  None
XP:  18,000

The Ancients swarmed the land, sea, and air in all manner of technologically wondrous vehicles, jetting from one locale to another at fantastic speeds...

...BUT ALL TRAVEL, COMMERCIAL AND RECREATIONAL ALIKE, CAME TO AN END THE DAY A COLOSSAL BIRD-BEAST FROM THE STARS MADE EARTH ITS PERSONAL LARDER!!!

Karkonyas, freakish extraterrestrial avians "as big as battleships", are the undisputed masters of the Mutant Future skies.  The scruffy, goggle-eyed beasts crisscross the globe in a matter of hours, and they ravenously target any and all moving vehicles—locomotives, boats, aircraft, and even spacecraft—to gobble the occupants within.

A karkonya Swallows a target of dinosaur-size or less on a natural To Hit roll of 15-20 (and escape is impossible, unless the Mutant Lord is feeling lenient).

While a karkonya is incredibly easy to target, the gargantuan bird is nigh-impossible to injure due to a field of protective antimatter.  This screen deflects all damage from conventional weapons, explosives, and atomic armaments; only mu-meson / muon energy projectors (modified Advanced Rifles from p. 113-114 in the Mutant Future Core Rules) can breach the shield.  If such a weapon hits a karkonya, the antimatter collapses for 1d6 rounds, making the creature vulnerable to any and all attacks for the duration.

Karkonyas build stadium-sized nests in ruined cities, isolated jungles, and craggy peaks, and each contains 1 egg on the verge of hatching....

A karkonya has only one natural enemy:  the atomic voltonodon.  Battles between the titanic terrors last for days, and ravage thousands of square miles of terrain.

Mutations:  Enhanced Vision (Night), Unique Mutation ("Antimatter Screen")























Tuesday, October 22, 2013

Devastation Drive-In 3-D — 'Forbidden World' (1982)



Environmental Hazard:  Carnomorphic Foodstuff


To cope with dwindling resources and calamitous shortages, The Ancients turned to biogenetics to manufacture miraculous victuals that would sustain the world's over-population...

...but thanks to the unholy commingling of bacterial DNA and that of humans...

...THE SUPER-FOOD DEVOURED THE ANCIENTS INSTEAD!!!

Carnomorphic foodstuffs are bacterial- / human-hybridized "bio-meats" encountered in nutrient tanks or terraria in abandoned Ancient laboratories.  They begin their life cycles as 1 HD cocoon-clusters that lie dormant in computer-controlled containers...



...until someone enters the room and disturbs their enclosures...






...wherein the clusters activate, each hatching a 1 HD "larva".  Possessed of shrewd cunning, these critters try to escape the first chance they can...







...usually via victims that get too curious for their own good!

A larval carnomorph leaps up to 3' and adheres to its quarry, and then extends piercing barbs that inject a Class 20 acidic toxin.  Death is agonizing, and takes 2d6 terrible rounds. The crafty creature stealthily slithers away as the victim expires.


But death isn't the end of the process, as the toxin breaks down the body into a gooey protoplasmic slop that expands, divides, and replicates in a semi-life of its own, culminating in quivering, viscous masses of gory goop that far exceed the victim's original mass.





While the dissolution transpires, the foul food-thing slithers to an isolated place (ventilation system, closet / cabinet, desolate rock formation, etc.) to form another cocoon...and emerges as a giant, corpulent, toothy beast of ferocious fury and brilliant guile!





Carnomorph, Adult

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  60' (20')
Armor Class:  2
Hit Dice:  11
Attacks:  3 (2 claws, 1 bite)
Damage:  1d10 / 1d10 / 2d8
Save:  L11
Morale:  9
Hoard Class:  XXII
XP:  2,800

Adult carnomorphs are 6' tall, 12' long, vaguely insectoid, multi-limbed, fleshy masses sporting heads with massive, toothy maws.  Their piercing claws not only inflict savage wounds, but also inject the same Class 20 venom as above...because carnomorphs feed exclusively on the globular goo of dissolved victims!

Highly intelligent, carnomorphs can bio-mechanically merge with computer systems and electronics.  Not only does this allow them to address (or, more accurately, lie to and deceive) others, but also grants them complete control over a building's / vehicle's systems:  life support, environmental, lighting, communications, navigation, etc.  Carnomorphs frequently turn the laboratory complexes of their births into "aquariums" for their humanoid prey, so as to create perfect habitations to tend and breed their own captive food stock!

Well-fed carnomorphs grow rapidly, gaining another 1d4 HD and +1d4 damage per melee attack [plus corresponding XP] per week.

Carnomorphs die instantly (in particularly messy, vomitous fashion) if injected with diseased cancerous / tumorous cells.  Accordingly, they avoid targets suffering from cancer, and won't feed on them.

Mutations:  Frailty ("Cancerous Vulnerability") [D], Toxic Weapon ("Dissolving Proteins")














Monday, October 21, 2013

Devastation Drive-In 3-D: 'The Dark' (1979)



Igre

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  150' (50')
Armor Class:  2
Hit Dice:  14
Attacks:  2 (2 claws, or 2 eye-blasts)
Damage:  1d10+ / 1d10+, or 4d6 / 4d6 (see below)
Save:  L14
Morale:  12
Hoard Class:  None
XP:  6,900

Before the advent of monitor drones and security robots, the alleys and slums in Ancient cities were dangerous to traverse after dark...

...as not only were they the hunting grounds of ruffians, thugs, and the usual urban predators...

...BUT ALSO PSYCHOTIC GIANTS FROM SPACE WITH A PENCHANT FOR DISMEMBERMENT AND DECAPITATION!!!

Igres are unkempt, 10' tall humanoids with diseased skin, greasy hair, yellowed claws, and jagged teeth. They show no particular aptitude for technology (advanced or otherwise), so how they travel from planet to planet is unknown.  All electrical lighting within a 50' radius of an igre flickers and fails within 1d4 rounds.

Igres primarily attack with sizzling optic blasts.  They can discharge 2 beams in the same round (at the same target, or not), and each inflicts 4d6 to those hit and everyone else in a 15' blast radius.  Those not struck directly may make a Saving Throw Vs Energy to take half damage.  Igres are also incredibly strong, and able to punch through brick walls, lift and heave vehicles, and break support pillars and beams with ease.

Igres live for murder...literally!  Each and every night, an igre stealthily tracks and hunts a hapless victim (usually someone wandering alone, or the sole occupant of a domicile) and rips them to shreds.  When the target expires, the igre gains 2 HD (and corresponding Hit Points), and its hand-to-hand damage increases by 1d4 per claw.  This bonus only occurs once per evening, even if an igre kills multiple people.  There is no upper limit to an igre's amplification powers, so they can theoretically become unstoppable!

Psychokinetic winds swirl around an igre during combat.  These cause anyone making ranged attacks within 30' to suffer -2 to their To Hit rolls.

When an igre arrives in a particular region, those of a psychic bent (anyone possessing 3+ Mental Mutations) within a 5 mile radius suffer anxiety, paranoia, hallucinations, and nightmares.  After 1d3 days, the psychics become so agitated that they can foresee very specific visions, including victims' appearances and locations of pending attacks.  Igres are drawn to these distressed psychics, and kill them to prevent disruptions of their nocturnal predations.

Though incredibly resistant to physical harm, igres are bizarrely flammable.  They take +3 damage per die from fire-based attacks.

Mutations:  Energy Ray (Modified) (x2), Enhanced Vision (Night), Frailty ("Fire") [D]