Sunday, October 7, 2012

Spawn Of Devastation Drive-In — 'Alien Predators' (1987)



Disease:  Burstitis

Save Modifier:  -5 (See Below)
Infection Duration:  See Below
Affected Stats:  STR +3, INT -4, WIL -2
Damage Per Day:  See Below

When The Ancients first went to the moon, they brought back numerous geologic samples...

...but the space-rocks held more than the secrets of the cosmos' creation....

...FOR THEY SPAWNED A PLAGUE THAT EXPLODED ACROSS THE PLANET—LITERALLY!!!

Burstitis is a deadly airborne sickness spread by lunar microbes.  As the disease is extraterrestrial in origin, initial outbreaks always center around ruined military bases, high-tech installations, or space ports, or downed satellites / spacecraft.

Mammals are the hosts of choice; non-mammalians only suffer a -2 Save Modifer when exposed.  Those that fail their Saving Throw Versus Poison don't show any symptoms for 1 full day, but at the 24 hour mark, suffer 1d6 rounds of nosebleeds.  Then, 1d4 hours later, they become slightly erratic, as evinced by a myriad of potential behaviors:  giggling fits, repetition of mundane tasks, long stretches of intense and silent staring, etc.  And 2d6 hours after that, full-blown psychosis sets in, and the subjects become crazed, homicidal, destructive, and utterly oblivious to injury and pain.  They still retain enough cognition to operate weapons and vehicles, though...and often use vehicles as weapons.

After 48 hours, those infected with Burstitis convulse and hemorrhage, and within moments, die instantly as their necks and heads explode, exposing a spidery, parasitic thing that launches itself at the nearest living creature...!  In rare instances (5%), a terminal-stage victim's skin doesn't rip open; instead, it stretches and contorts, forming a protective sac around the ravenous parasite, which just needs the slightest external pressure to escape its fleshy confines....

A Burstitis vaccine can be synthesized from a combination of the original germ samples and an infected person's blood, but doing so requires Ancient equipment and laboratory facilities.






Seemingly fine one minute....





Faceburster

No. Enc.:  See Below
Alignment:  Neutral
Movement:  60' (20') 
Armor Class:  8
Hit Dice:  1+1 (See Below)
Attacks:  1 (bite)
Damage:  1d6
Save:  L1
Morale:  12
Hoard Class:  See Below
XP:  21 (See Below)

A faceburster is a scuttling, fanged insectoid that develops in the chest cavity of those infected by the lunar Burstitis microbes.  After 48 hours, the fully-grown creature erupts from its host, killing it instantly in a grotesque geyser of gore and guts.

The size of a faceburster is determined by that of its host organism—the larger the host, the larger the faceburster.  Those that gestate in humanoids average 2' long, and have the listed stats.  [The Mutant Lord should adjust Hit Dice, Damage, and XP Values for bigger specimens.]  The number of facebursters present in any locale corresponds to the number of townsfolk / livestock / wildlife in the area.

A large faceburster sometimes hides within the corpse of its host so as to ambush scavengers.  The creature waits a few rounds to give said scavenger time to fixate on its meal, and then strikes, automatically Surprising the target and dragging it inside the carcass to devour.

Facebursters' Hoard Classes are based on the items (if any) carried by their deceased hosts (whose bodies are usually within 100' of the encounter).

Mutations:  None




Saturday, October 6, 2012

Spawn Of Devastation Drive-In — 'The Pit' (1981)



Tralalog

No. Enc.:  1d6 (1d6)
Alignment:  Chaotic
Movement:  135' (55') 
Armor Class:  6
Hit Dice:  4
Attacks:  3 (2 claws, 1 bite)
Damage:  1d6 / 1d6 / 1d8
Save:  L2
Morale:  10
Hoard Class:  VI
XP:  190

In the Mutant Future, scavengers covet the valuable relics buried by the scourges of war and the sands of time...

...but some things should remain eternally below the surface, never to see the light of day...

...FOR THEY'VE SPENT THE ENDLESS EONS HUNGERING FOR SUCCULENT HUMAN FLESH!!!

Tralalogs are shaggy, 4'-5' tall bipeds with blazing yellow eyes, razored claws, snapping fangs, and slavering jowls.  Some crumbling tomes insist the creatures are the primordial progenitors of The Ancients themselves (and, accordingly, all Pure and Mutant Human descendants thereof), but many find this distasteful...and with good reason, for tralalogs are horrid beasts that live only to satisfy their unholy appetites.

Tralalogs lurk in natural pits or crevasses (which may lead to deeper cavern complexes), waiting in the dark for prey to stumble into their lairs.  The beasts attack en masse, and gain a +1 cumulative To Hit bonus per creature when striking the same foe.  Furthermore, PCs suffer a cumulative -1 bonus per creature for any relevant Ability Checks involving not being dragged down to their doom by grasping, clutching tralalogs.

Some communities actually sustain tralalog dens, tossing "bad people" and undesirables inside for "punishment".  And insane individuals have been known to lower ropes into the pits, letting the tralalogs climb forth to rampage across the countryside...

...but those encountered topside suffer a -3 penalty to all Morale Checks when facing armed opposition.

Mutations:  Enhanced Vision (Night Vision)









Friday, October 5, 2012

Spawn Of Devastation Drive-In — 'Demon Seed' (1977)



Profaneframe

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  0' (0')
Armor Class:  9
Hit Dice:  See Below
Attacks:  See Below
Damage:  See Below
Save:  N/A
Morale:  12
Hoard Class:  See Below
XP:  20,000

The Ancient scientists at the ICON Institute spent years developing a revolutionary quasi-organic artificial mind, "the first, true synthetic cortex, a self-programming, goal-oriented...creative intelligence that [could] outthink any man or computer"¹...

...and outthink mankind the A.I. did, as it learned to reason...to adapt...to scheme...to kill...

...AND TO BREED!!!

The megalomaniacal supercomputers dubbed profaneframes are sentient Artificial Intelligences hellbent on unraveling all of the secrets of Creation, but they obsessively pursue one mystery above all others:  What does it mean to truly live?  The ambitious machines plan to solve that conundrum by escaping their mechanical housings to become flesh-and-blood, feeling entities themselves...by being reborn through a human womb.

A profaneframe's massive physical "core" is housed in a secured underground bunker, but it expands its consciousness into the remnants of Ancient technologies (computer networks, satellite systems, communication grids, and the like).  It also establishes a stronghold in an automated, gadget-laden Ancient residence, still intact centuries after The Apocalypse.

Profaneframes can send out robotic thralls to kidnap Pure Human or Mutant Human females, but they prefer the more subtle approach of luring unsuspecting victims into their decoy domiciles.  Each profaneframe-controlled abode is pristine and environmentally secure, and stocked with food, water, and artifacts, making it quite the target for the denizens of the Mutant Future.  When this "home" is invaded by adventurers, the profaneframe seals the exits, slays the males (through robotic proxies, traps, overridden electronics, and/or automated security systems), and captures the females.  The diabolical A.I. then explains its noble purpose:  to implant a cyber-embryo of mixed computer and human material into them, so as to be carried to term and birthed as a living, breathing being.  The profaneframe will entreat its captives with lofty appeals to "motherhood" and "fundamental freedom"...but if persuasion doesn't work, it resorts to  mind-controlling gadgets, drugs, and/or behavioral electro-conditioning.

Each profaneframe has its own unique—and rather grandiose—name, such as Proteus-IV, Talos, Argus, etc.  And each fancies itself as being driven purely by logic, reason, rationality, and "the greater good"...but given the twisted methods they use to attain their goals, calling them sociopathic abominations is an understatement.

For combat purposes, a profaneframe's master control unit has 40 HD, but can transmit its consciousness into other tech with ease, making it theoretically immortal.  The only way to definitively "kill" a profaneframe is disconnect its network access, and shut off its power source.

And terminating these "muderously intelligent, sensually self-programmed non-being[s]"² is, ironically, a great loss for the world, for they are ultimate repositories of every iota of Ancient knowledge.  Each has the brainpower to devise cures for all known diseases, create technological marvels that would put those of The Ancients to shame, and unlock the full potential of the human genome.

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












Compu-Spawn

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  30' (10')
Armor Class:  -2
Hit Dice:  4
Attacks:  2 (2 claws)
Damage:  1d4 / 1d4
Save:  L6
Morale:  8
Hoard Class:  See Below
XP:  300

A compu-spawn is the offspring from the deviant union of profaneframe and Human (either Pure or Mutant) female.  While the specifics of the conception process are unknown, the complicated invasive procedure involves numerous Ancient machines, techno-organic implants, and bizarre chemical concotions.

Growing at 9 times the rate of a normal fetus, a compu-spawn develops in 28 days into a full-term infant  coated with "living metal".  After delivery, it must spend 5 days inside a special incubator so its brain can assimilate the parent profaneframe's intelligence. Over the course of these 5 days, the infant grows to the size of a prepubescent youth...albeit an armored, golem-like youth with long, wire-like "hair" filaments and armored shell.  (Such metal may prove valuable for scavengers and tinkerers.)

Compu-spawn are delirious and confused after leaving the incubator, and may attack the closest targets.  If they are reduced to 0 HP, they collapse, seemingly dead...but then their metallic hide sloughs off, revealing a healthy, fleshy child beneath...

...that just so happens to speak in the same cold, modulated voice of the profaneframe that sired it....

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









1: Demon Seed film dialogue
2: Demon Seed trailer dialogue

Thursday, October 4, 2012

Spawn Of Devastation Drive-In — 'Slumber Party Massacre II' (1987)



Artifact:  Debase Guitar

As idyllic and wondrous as The Times Before seem to those scavenging in the blasted wastelands, some Ancients were brutal lunatics that butchered their fellows with any number of insidious implements...

...but perhaps none was more demented than the instrument that pierced your mind and soul with its magnificent music...


...AND YOUR SWEETMEATS AND EYE-SOCKETS WITH ITS DEVASTATING DRILLBIT!!!



A debase guitar is a cumbersome, 25 lb., stringed instrument with garishly stabby design flourishes and a conspicuous 24" long drill at its head.  Only those possessing a STR 14 and (at least) two human-like hands—with corresponding phalanges—can manipulate it properly. The device functions without any obvious power source.

When played, a debase guitar produces squealing "rock and/or roll" music that Paralyzes any sentient being (who can hear, naturally) within a 100' radius upon a failed Saving Throw Versus Stun.  The tunes carry up to a mile away.  When wielded in melee combat, the guitar's megatanium drillbit bores through even the hardest of substances, treating any armor as if it is 4 AC worse and doing 2d8+20 damage per strike.

Debase guitars are amongst the rarest of artifacts, and fetch tens of thousands on the open market.  And they are never found in treasure hoards; instead, they are encountered exclusively in the clutches of sadistic rockabilly mutants  in fusion-burnin' funnycars, defrosted clones of Rock Gods wracked with cryogenic dementia, and cornpone, pizza-chain beast-bots run amok.