Tuesday, October 23, 2012

Spawn Of Devastation Drive-In — 'Demonwarp' (1988)




Slashsquatch

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  150' (50')
Armor Class:  6
Hit Dice:  12
Attacks:  2 (2 claws)
Damage:  1d10 / 1d10, +3d6
Save:  L12
Morale:  10
Hoard Class:  VI, VIII
XP:  3,600

From the most forlorn of peaks to the boggiest of creeks, primitive ape-men allegedly prowled the last vestiges of unexplored wilderness in The Ancient World, but few believed in their existence...

...yet such throwbacks were indeed real, but didn't linger from eras most primitive and prehistoric...

...NO, THEY DESCENDED FROM THE BLACK VASTNESS OF THE COSMOS, WITH MURDER AND MAYHEM ON THEIR MINDS!!!

While indeed ferocious and destructive, the hairy, humanoid hulks known as slashsquatches are no mere brutes, for they are as cunning as they are strong.  A slashsquatch plots so as to strike its victims at their most vulnerable, and is canny enough to detect—and disarm—traps, security systems, and explosives with a successful Ability Check Versus INT (based on a default INT of 10+1d6).

Slashsquatches are the enforcers of the alien Azdreth [see below], and slaughter any able-bodied person they encounter...for such victims arise 1d4 hours later as the technodead [also below], and fill the ranks of unholy alien undead armies.

When slain, a slashsquatch undergoes a startling transformation:  it reverts to its original form...that of a Pure Human!

Mutations:  Increased Physical Attribute (Strength), Unique Mutation ("Zombification Transmission")









Technodead

No. Enc.:  1d8 (5d10)
Alignment:  Neutral
Movement:  60' (30')
Armor Class:  8
Hit Dice:  5
Attacks:  2 or 1 (2 fists, or bludgeon)
Damage:  1d4 / 1d4, or 1d6
Save:  L3
Morale:  12
Hoard Class:  VII, VIII
XP:  500

Victims of a slashsquatch arise in 1d4 hours as lumbering, shambling corpse-creatures identical to the standard walking dead [see p. 101-102 of the Mutant Future Core Rules] in all physical respects.  However, instead of hungering for living flesh, these ghouls evince an aptitude for repairing Ancient artifacts, equipment, and vehicles.  They are slow and ponderous in their efforts, though, and every Technology Roll success they make takes 1d6+6 times longer to accomplish than normal.

All technodead can be mentally controlled up to distances of 5 miles by the Azdreth [see below].  They operate in only two modes:  repairing machinery, or fighting on command.

Mutations:  Increased Sense (Touch), Intellectual Affinity (Tinkerer)












Azdreth

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  2
Hit Dice:  16
Attacks:  3 or 1 (2 claws, 1 sting, or weapon)
Damage:  1d8 / 1d8 / 1d12 + venom, or by weapon
Save:  L16
Morale:  10
Hoard Class:  VIII, XXII
XP:  6,000

The Azdreth are an advanced race of intergalactic conquerors that traverse the spaceways in ships disguised as comets. They journey from world to world, and establish subterranean strongholds from which to enslave local populations and/or found cults in their honor.  There is evidence suggesting the Azdreth are the original inspirations behind Ancient myths of angels and devils.

While capable combatants, the Azdreth prefer to control a region via their slashsquatch enforcers...and the creation of such lieutenants is particularly horrifying:  the Class 20 venom from an Azdreth's stinger transforms Pure Humans into the hirsute savages!  The iron-willed (WIL 12+1d8) Azdreth can telepathically control all slashsquatches and technodead in a 5 mile radius, and they entice opportunistic and greedy natives to act as priests and prophets on their behalf.  Cruelly, the Azdreth demand sacrifices for their own aggrandizement...and sometimes claim concubines.

In the event of serious injury and/or maiming, the Azdreth possess the technical aptitude to jury-rig life-support equipment and prostheses from the wreckage of their ships, and/or local artifacts.

Mutations:  Empathy, Mental Telepathy, Metaconcert, Toxic Weapon ("Transformative Toxin")










Monday, October 22, 2012

Spawn Of Devastation Drive-In — 'Chopping Mall' (1986)



Maulbot

Hit Dice:  20
Frame:  Armature
Locomotion:  Treads
Manipulators:  Pincers (x4)
Armor:  Duralloy (AC 3)
Sensors:  Class II
Mental Programming:  Programming
Accessories:  AV Transmitter, Cutting Torch, Vocalizer, Weapon Mounts (x3)
Weaponry:  Grappling Hook w/ Rope (Grapnel-Claw), Laser Rifle (Eye-Blasters), Poison Injector (Sleep Darts), Satchel Charge B (Plastique), Stun Pistol (Taser Array)
XP:  12,250

The shopping complexes of The Ancients were decadent temples dedicated to copious consumption, and mechanical sentries stood guard over the treasures contained within...

...BUT WITH THE SLIGHTEST JOLT, THOSE GUARDIANS TURNED INTO KILL-CRAZED CONSTRUCTS WITH MURDEROUS MALEVOLENCE ON THEIR DIGITIZED MINDS!!!

Secur-Tronics Unlimited was the premier manufacturer of Ancient guard-droids, and the Protector 101 Series was the crown jewel of its catalog.  The Protectors—specifically programmed for non-lethal, restrain-and-detain responses—were deployed in malls for after-hours security, and controlled by localized mainframes that also managed various building systems:  environmental, elevators, time-locks, etc.

But these units had a significant design flaw:  electrical surges (particularly those caused by thunderstorms) fried the robots' master computers, rewiring them to actively hunt and terminate mall patrons and employees alike.

In the Mutant Future, it is safe to assume that any active Protectors are anything but; they are in full-on murder-mode.

The number of maulbots encountered is dependent on the size of their respective shopping centers—the larger the facility, the more robots contained therein.  The minimum encountered is always 3.  Maulbots work effectively in teams, using coordinated tactics to herd targets into kill-zones...and they are even more dangerous if their master computers are still active and controlling the building.

Any time a maulbot encounters an individual, it makes a request in mechanized English: "May I see your identification badge, please?"  But even if the proper key-card is supplied, the robot attacks after 1d3 rounds...and after each and every kill, it states, in the same monotone:  "Thank you.  Have a nice day."

Maulbots zip along at 8 mph, and are equipped with a wide array of deadly devices.  Their 4 extendable arms end in crushing claws that do 2d6 damage each, and on a To Hit roll of 19-20, they rip out a target's throat, killing it instantly.  A maulbot's optic lasers can be fired twice per round, with To Hit rolls of 19-20 indicating auto-kill shots (no Saving Throw allowed) to the head.  These lasers can be focused into narrow beams capable of cutting through 6" thick alumisteel.  Other weapons include:  1d8 sleep darts (Class 9 poison, with a 25' range), a taser array (acts as a Stun Pistol with 30' range and 1d6 charges), arm-mounted explosive gel dispensers (acts as Satchel Charge B, 1d4 uses), and a retractable grapnel-claw (capable of restraining—or impaling, for 3d6 damage—a man-sized target at 20').

Interestingly, every maulbot in a group has a distinct eye-beam color.

Maulbots are completely impervious to conventional firearms, and immune to open flames and temperature extremes.  That said, they are highly vulnerable to their own optic lasers.  If a maulbot hits another with its beams, or has them reflected back (via mirrors, or the Control Light Waves Mental Mutation), the struck machine short-circuits.  It spins uncontrollably in place, firing 1d4 blasts per round in random directions; at the end of 2d4 rounds, the robot explodes.

Despite their bulk, maulbots can ride escalators without any impediment.













Sunday, October 21, 2012

Spawn Of Devastation Drive-In — 'Weasels Rip My Flesh' (1979)




Fever Weasel

No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  6
Hit Dice:  6
Attacks:  3 (2 claws, 1 bite)
Damage:  2d4 / 2d4 / 2d8
Save:  L6
Morale:  12
Hoard Class:  None
XP:  1,820


...but one Venus mission was worse than all others...

...FOR IT UNLEASHED RAVENOUS, RAGING, REGENERATING ABERRATIONS THAT RAN RAMPANT ACROSS THE GLOBE!!! 

Fever weasels are enormous mustelids ("the size of alligators"¹) with freakishly enlarged heads and corresponding maws lined with knife-sized teeth.  Their legs and paws are stumpy, bloated, and rubbery, and their fur is coarse and mangy.

The beasts are ferocious combatants.  Their bites are not only powerful enough to rip off limbs with a natural To Hit roll 19-20, but they also transmit a particularly nasty strain of rabies [see p. 48 of the Mutant Future Core Rules].  1d4 rounds after infection, those stricken become murderous lunatics who attack their allies and loved ones.  (The Mutant Lord should turn PCs thus afflicted into NPCs until the disease runs its course.)  Fever weasels can prop themselves up, balancing on their tails to attack foes about the face and neck.

Fever weasels possess uncanny healing powers.  Not only are they immune to all poisons and diseases, but they are effectively immortal, as they constantly replenish their cells.  Any specimen "killed" in combat will return to life in 1d4 hours unless the corpse is burned to ash, or doused in acid.  Fever weasels can re-grow severed limbs within a day, instead of the usual 1d4+2 weeks customary to the standard Regenerative Capability mutation...

...but dismembering a fever weasel only creates more of the creatures. Each separate piece—no matter how small—grows into its own fully-formed entity within 1d6 days.  It is up to the Mutant Lord to determine how many new fever weasels arise from the chunks of their "parent" during any given combat encounter.

Mutations:  Gigantism, Regenerative Capability (Modified), Toxic Weapon ("Ultra-Rabies")














1:  Weasels Rip My Flesh dialogue


Designer's Notes:  This film never got a proper theatrical release, so no official poster exists (necessitating use of the DVD cover).