Monday, October 8, 2012

Spawn Of Devastation Drive-In — 'Frankenstein Meets The Space Monster' (1965)



Spacenstein

No. Enc.:  1 (1)
Alignment:  See Below
Movement:  120' (40')
Armor Class:  4
Hit Dice:  10
Attacks:  2 or 1 (2 fists, or weapon)
Damage:  1d8 / 1d8, or by weapon
Save:  L10
Morale:  9 or 12 (See Below)
Hoard Class:  VII
XP:  6,600

As The Ancients began their dangerous forays into the stars, they created artificial beings resistant to the rigors of space...

...BUT IN DOING SO, UNLEASHED UNHOLY MENACES OF FLESH AND STEEL WITH WRATH IN THEIR HEARTS AND MURDER ON THEIR MINDS!!!

Engineered to replace human beings in dangerous space missions, "spacensteins" are essentially the missing links between Pure Humans and Androids.  They are bio-mechanical beings comprised of human organs sheathed in synthetic skin, and implanted with both remote-guidance nodes and sensors that transmit data back to military computers.  Spacensteins are also equipped with "self-preservation units" that facilitate autonomy and free-thinking when out of communication range.

Pristine, fully-functional spacensteins look, speak, dress, and act like "proper" (Lawful) astronauts and military personnel, and display charm, wit, patriotism, and bravery (Morale 9).  But atmospheric humidity cracks the veneer, as moisture causes spacensteins to click, whir, and clank, and freeze mid-sentence, thereby revealing their true natures.  Each hour spent in humid weather conditions results in a cumulative 15% chance of a spacenstein deactivating.  It takes 2 hours to repair them (starting at a base Technology Roll of 15%) in this state.

The true danger of a spacenstein lies in the instability of its computerized cerebro-systems.  Upon taking 10 Hit Points of damage to its cranial region, a spacenstein transforms into a Chaotic, murderous berserker that attacks anyone it encounters.  It lashes out with 2 mighty fists, doing an additional +3d6 damage if both hit in the same round.

Rogue spacensteins are always horribly disfigured, and clad in the filthy, tattered remnants of their protective uniforms or protective suits.

Attractive females (13+ CHA) can attempt to calm a wild spacenstein upon a successful Ability Check Versus CHA.  A lulled specimen's internal circuitry can then be repaired, thus returning to its normal cognition and Alignment...and while this process only takes 15 minutes, the base Technology Roll is a low 6%.  If the repairs fail, the spacenstein must be calmed again with an Ability Check as above.

While never conclusively proven, there seems to be a definite link between spacensteins and the bloodthirsty astro-zombies.

Mutations:  Frailty (Susceptibility To Humidity) [D], Increased Physical Attribute (Constitution, Strength), Robot Implants (AV Recorder, AV Transmitter, Class II Sensor System, Mental Programming (A.I.), Robolink)











Mull

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  105' (35')
Armor Class:  2
Hit Dice:  14
Attacks:  3 (2 claws, 1 bite)
Damage:  1d12 / 1d12 / 1d8
Save:  L10
Morale:  12
Hoard Class:  None
XP:  2,400

Mulls are skull-faced, snaggle-toothed, 8' tall behemoths with shaggy coats, bulbous antennae, and savage claws. Their sheer aggressiveness provides +2 To Hit in combat.

Though presumed to be of Martian origin, nothing is known about mull habits or biology (meaning they may possess as yet undiscovered Mutations and abilities).  

Some extraterrestrial races keep mulls as guardian beasts and/or "executioners".

Mutations:  None







1-3:  Frankenstein Meets The Space Monster dialogue

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