Thursday, October 11, 2012

Spawn Of Devastation Drive-In — 'Zontar, The Thing From Venus' (1966)


Setting Seeds:  Venusian Invasion

Upon the sudden forced landing of the world's most advanced "laser communications satellite", all of the power sources on earth failed as one:  "steam, water, electricity, combustion engines...everything."¹  Even faucets and watches stopped.  Madmen ranted that this heralded the arrival of a savior from the stars...

...but the being that hitched a ride aboard the satellite offered not salvation to the Human Race...

...BUT INSTEAD, FEAR...DESPAIR...CONQUEST...AND ANNIHILATION!!! 


An entire Mutant Future setting can be designed around an apocalyptic incursion by Zontar, the last of a race of parasitic Venusian beings that drove the weaker species of its homeworld to extinction.  Zontar possesses the awesome power to selectively "de-energize" the technologies of a planet and render all but the most primitive devices useless.

Zontar transmitted messages across space to select human beings, lulling them with promises of peace and harmony and a Bright New Future for the peoples of Earth.  These "prophets" facilitated Zontar's successful landing and seclusion, giving it time and opportunity to "de-energize" the world, sending Earth back to the Stone Age practically overnight.  Zontar then systematically enslaved the best and brightest while letting the panicked, rioting masses exhaust themselves...and when humanity was at its weakest, Zontar struck.  It activated select armaments and vehicles for its armies of brain-slaves and conscripts, and marched them across the globe.  Earth was Zontar's!

The PCs and their communities are the last vestiges of free humanity, pitting their sticks and stones against the crushing technological might of Zontar's hordes!


Zontar

No. Enc.:  Unique
Alignment:  Chaotic
Movement:  45' (15')
Armor Class:  0
Hit Dice:  21
Attacks:  2 (2 claws)
Damage:  1d12 / 1d12, + Special
Save:  L18
Morale:  12
Hoard Class:  XVIII, XXI, XXII
XP:  19,000

Hailing from Venus, Zontar is a hideous, 7' tall being with 3 drooping eyes, diseased skin, expansive wings, and grasping claws.  It favors deep, dark, humid cavern complexes in which to make its lair.  Zontar seemingly feeds upon the bio-electrical energies of its slaves [see below].

Possessing a genius-level grasp of scientific and technological principles, Zontar lives for conquest, but bills itself as a savior intent on ending war and strife.  Communicating through "hyperspace hypnotism" that traverses tens of thousands of miles, it persuades the gullible and weak-willed to join its cause, while concurrently brain-enslaving political, military, and scientific elites via its injectopods [see below].  This army of thralls does Zontar's bidding without question, and shields it from harm...

...although Zontar rarely requires such protections, as it's completely immune to damage from all conventional melee weapons, firearms, and explosives.  Only a beam from a ruby rifle [see below]—which is somehow immune to the invader's energy-depleting powers—can kill Zontar outright!

Because of its proxies, Zontar rarely engages in direct combat...but when forced, it attacks with claws and swarming injectopods.  If Zontar successfully strikes with both claws in the same round, the target must immediately make a Saving Throw Versus Death, with failure resulting in its immediate demise from a crushed skull.

Zontar has never been observed flying, despite its wings.  Perhaps this is due to the lack of maneuverability in its subterranean domain, or a consequence of Earth's increased gravity. [Mutant Lords should determine their own Flight movement rate, if desired.]

As no technology or weaponry has ever been discovered in Zontar's former lairs, how the being managed to—and continues to—"de-energize" the entire planet is a mystery.  Zontar can negate all power sources within a 50 mile radius of its person, but also selectively activate weapons, timepieces, vehicles, plumbing, etc. of its choosing.

Mutations:  Increased Sense (Vision), Intellectual Affinity (Tinkerer), Metaconcert, Neural Telepathy (Modified), Unique Mutation ("Injectopod Generation")













Injectopod

No. Enc.:  1d4 (1d8)
Alignment:  Neutral
Movement:  15' (5')
  —Move 2:  240' (80')
Armor Class:  2
Hit Dice:  1
Attacks:  1 (bite)
Damage:  1d4
Save:  L1
Morale:  12
Hoard Class:  None
XP:  13

Injectopods are 2' long, agile, winged crustaceans spawned from the body of Zontar itself. They grow on Zontar's frame in groups of 8, and separate from its mass on command.  It takes Zontar 12 hours to grow a cluster of 8 injectopods.

Upon a successful bite attack, an injectopod implants a wiry nodule that transfers part of Zontar's "electro-biological essence" into the victim.  Anyone thus bitten must defend against a Mental Attack as if from a WIL 20, with failure meaning they "become a living extension of Zontar"² under the being's total mental domination.  All of the subject's knowledge, experience, and memories are accessible to Zontar.  After injection, the corresponding injectopod withers and dies (much like a bee losing its stinger).  Zontar can telepathically direct its injectopods and its thralls at seemingly boundless range.

Determining if a subject is a Zontar-thrall, and/or noticing an implanted injectopod nodule, requires a successful Ability Check Versus Intelligence with a +2 penalty.

Only a skilled surgeon can remove an implanted node...and even then, the host must make an Ability Check Versus WIL or perish from the psychic trauma.

Mutations:  Unique Mutation ("Mind-Bite")








Artifact:  Ruby Rifle


The 2-handed weapons known as ruby rifles are "beam guns...powered by plutonium ruby crystals"³.  With their 2' long, cylindrical, wire-wrapped shapes and needle-like tips, they resemble spears more than firearms.  Each weighs 2 lbs.

When found, a ruby rifle has 2d6 shots remaining, each doing 9d8 damage at a normal range of 150 ft and maximum range of 300 ft.  A Venusian dies instantly from a single hit.  The discharge from a ruby rifle bathes the battlefield and combatants in a kaleidoscopic swirl of red and green luminescence.

As rare as ruby rifles are, their "plutonium ruby crystals" are amongst the most priceless relics in the entire Mutant Future.  Reloading a ruby rifle with fresh crystals supplies it with a full 50 shots.








1-3:  Zontar, The Thing From Venus dialogue

Designer's Notes:  As this film was an authorized made-for-TV remake of It Conquered The World (1956), no official poster exists (necessitating use of the DVD cover).

Wednesday, October 10, 2012

Spawn Of Devastation Drive-In — '2-Headed Shark Attack' (2012)



Orthrushark

No. Enc.:  1 (1)
Alignment:  Neutral
Movement: 0' (0')
      —Swim:  210' (70')
Armor Class:  4
Hit Dice:  15
Attacks:  2 (2 bites)
Damage:  4d6 / 4d6, + special
Save:  L7
Morale:  12
Hoard Class:  None
XP:  8,700

As pollutants gave rise to aberrations and abominations in The World Before's toxic depths, The Ancients simultaneously over-fished the seas, leaving nothing for the mutants to eat...

...NOTHING, THAT IS, BUT THE ANCIENTS THEMSELVES!!!

Orthrusharks are 40' long, silver-gray monstrosities that prowl the coasts in a never-ending quest for fresh meat.  Aggressive and territorial, they attack any vessels that enter their domain...and do so with such speed and ferocity that they Surprise on a roll of 1-4 on 1d6.

If an orthrushark successfully strikes the same target in the same round with both its bites, the subject must immediately make a Saving Throw Versus Death.  Failure indicates the victim is savaged, torn in half, and swallowed; success means suffering an additional 3d10 damage on top of that inflicted by the bites.  Those wearing Encasing Military Armors [see p. 115 of the Mutant Future Core Rules] are protected from the need to make a Save, but still take the 3d10 damage.

Orthrusharks have the bizarre ability to shrink in size, allowing them to stealthily cruise in waist-deep waters without penalty or risk of beaching themselves.  They can also adjust their masses so as to breach up to 75' in the air.  No further benefits are gained from their Density Alteration (Self) mutations.

Othrusharks are acutely sensitive to electrical fields, and are both drawn to, and irritated by, them.  Sustained electrical current will drive the beasts into an antagonistic frenzy.

Like all other giant fish of the class Chondrichthyes, orthrusharks are highly vulnerable to ingested explosives.  Grenades, dynamite, bombs, etc. do double damage if detonated from within the creature's mouth(s).

Mutations:  Density Alteration (Self) (Modified), Extra Parts (Heads), Frailty ("Explosive Sensitivity") [D], Increased Sense (Smell) (x2), Unique Sense ("Electro-Detection")




















Designer's Notes:  This film went direct to DVD, so no official poster exists (necessitating use of the box art).

Tuesday, October 9, 2012

BREAKING NEWS!!! MORE MYSTERY MUTANTS MADE MANIFEST!!!

We interrupt our regularly scheduled programming to bring you this important announcement!!!

No doubt drawn out by today's rabbit rampage, yet ANOTHER mystery mutant has appeared on the scene!  That's our second sighting of a strange new race...to the very month, no less!

Behold its terrifying visage!!!


We will keep you appraised, as our Secret Source feeds us the details!

STAY TUNED!!!

Spawn Of Devastation Drive-In — 'Night Of The Lepus' (1972)


Glutbunny

No. Enc.:  6d6 (20d20)
Alignment:  Neutral
Movement:  240' (80')
   —Burrow:  60' (20')
Armor Class:  8
Hit Dice:  3
Attacks:  3 (2 claws, 1 bite)
Damage:  1d4 / 1d4 / 1d8
Save:  L2
Morale:  10
Hoard Class:  None
XP:  95

Rather than disperse toxins and contaminants into the environment, The Ancients experimented upon verminous lagomorphs with bizarre chemicals and serums so as to control their populations...

...BUT THE RESULTING LEAPING, LETHAL LEPORINES ESCAPED INTO THE WILD, PROVING INFINITELY DEADLIER THAN ANY POISON!!!

Glutbunnies are nocturnal, over-sized rabbits that average 4' tall at the shoulder and 150-200 lbs.  While they look utterly harmless—and, honestly, outright adorable—their sheer numbers and all-consuming appetites make them feared throughout the Mutant Future.

Growling and snarling glutbunnies bound across the badlands and plains, devouring all vegetable and animal life they encounter.  A single specimen can bring down a standard horse or bull with ease...which means a pack can overrun and slaughter a herd of livestock in seconds.  Glutbunnies even gnaw and rend their way into vehicles, ruins, fortified buildings, and sealed bunkers to feast on stockpiles of Ancient processed foodstuffs...and any terrified occupants who happen to be huddling within.

While capable of digging elaborate tunnel networks, glutbunnies usually make their warrens in areas previously carved out by The Ancients:  abandoned mines, subway tunnels, skyscraper basements, etc.  50% of any glutbunnies encountered in their lairs during the day will be active and ready for combat, and these defenders get a +1 to all To Hit and Morale Rolls.

Glutbunny fur comes in a variety colors and patterns, and the creatures' hides are valued by tanners, clothiers, and traders.  And many rural communities pay bounties for glutbunny carcasses.

Mutations:  Gigantism, Increased Caloric Needs [D]