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]














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