Saturday, October 20, 2012

Spawn Of Devastation Drive-In — 'The Alligator People' (1959)



Manigator

No. Enc.:  1d8 (3d6)
Alignment:  Any
Movement:  120' (40')
  —Swim:  60' (20')
Armor Class:  4
Hit Dice:  7
Attacks:  3 or 1 (2 claws, 1 bite, or weapon)
Damage:  1d4 / 1d4 / 1d10, or by weapon
Save:  L8
Morale:  11
Hoard Class:  IX, XVIII
XP:  1,840

The Ancients' earliest experiments in the regrowth of human tissue often involved serums derived from the animal kingdom...

...and reptile-based concoctions proved the most successful, healing savage burns and regenerating lost limbs in mere weeks...

...BUT AT THE COST OF TRANSFORMING PATIENTS INTO SAVAGE, SCALY SAURIANS!!!

Actually Mutant Humans instead of anthropomorphic Mutant Animals, the nocturnal Manigators are the descendants of Ancients injected with experimental rejuvenating drugs. The treatments were initially successful, but within a year, the recipients manifested thick scales, diminished mental acuity, and increased aggression.  Subsequent exposure to the wild contaminants of The Apocalypse further mutated their features, yet stabilized their temperaments.

Radiation in all its forms wreaks havoc on a Manigator.  While they have adapted to the background contamination of the Mutant Future, certain unique energies (like those from "gamma rays from cobalt bombs, plus high-intensity x-rays" ¹) regress them back to a less bestial appearance...and ultimately into Pure Humans!  Radiation-based weapons and Mutations have a 50% chance of inflicting the following additional effects on a Manigator:


Roll 1d12    Effect                                                    
1-4             Damage total diminished by -1d8 points
5-9             Damage total increased by +2d6 points
10-11         Manigator becomes more bestial, increasing its damage to 1d6 / 1d6 / 2d8
12              Manigator permanently gains 1 random Mutation


And intense solar radiation and artifacts that mimic the same (like "sun-ray projectors"²) have depressive effects on Manigators, making them lethargic.  A Manigator suffers a -3 To Hit penalty in full sunlight, and actually goes dormant after a full Turn of exposure.  This effect wears off in 1d6 rounds after the sun goes down.

Each Manigator possesses its own unique motivation and outlook.  Some live in self-imposed exile, and vengefully and savagely hunt down those with high CHA scores.  Others seek to regain their human forms at any cost, hoarding Ancient medical artifacts and kidnapping tech-minded types to operate them.  And many are wholly accepting of their conditions, and form peaceable communities of like-minded souls.

Wild crocodilians (mutant and otherwise) have a primal aversion to Manigators, and attack them on sight.

Mutations:  Enhanced Vision (Night Vision), Epidermal Susceptibility ("Radiation Reactivity") [D], Natural Armor (Extreme), Regenerative Capability













1-2:  The Alligator People

—

Designer's Notes:  The origin of Spider-Man's foe The Lizard (who first appeared in 1963) is nigh-identical to that of the The Alligator People.  Stan Lee has some 'splainin' to do! 

Friday, October 19, 2012

Spawn Of Devastation Drive-In — 'They Came From Within' (1975)



Disease:  Libidinosis

Save Modifier:  -5
Infection Duration:  Permanent (See Below)
Affected Stats:  STR +2, INT +2, WIL -3, CHA +2
Damage Per Day:  None

As wondrous robots and cybernetics and media technologies proliferated throughout their world, The Ancients themselves grew more cold...more distant...more removed from their fundamental humanity.  Rogue scientists longed to return mankind to its passionate, primitive roots...

...BY CREATING A PARASITE THAT TURNED ITS VICTIMS INTO WANTON, DEBAUCHED DEGENERATES INTENT ON FORNICATING HUMANITY INTO OBLIVION!!!

Libidinosis—more colloquially known in the Mutant Future as lovesickness—is the condition brought about by particularly insidious parasites [see below] that amplify the hormonal and adrenal responses of their hosts, inducing a hypersexual drive to copulate with any and all Pure Humans or Mutant Humans, regardless of gender, race, age, or sexual orientation. Those thus infected are known as STDemons.

The only indicators of libidinosis infection are palpable, pulsating "fatty masses" in the host's abdomen (which are actually clustered parasites), and sporadic bleeding from the orifices.

Libidinosis spreads through physical intimacy, either orally or through genital-orifice contact. Infection is instantaneous, but the corresponding personality changes take 1d10 turns to manifest.

STDemons usually give into their baser natures, and clumsily assault their targets en masse.  But, terrifyingly, they can reign in their urges to convince victims of their normality, and then lure them into traps (where more STDemons usually await) or seduce them one-on-one.  And despite their hedonistic ways, STDemons retain all of their skills and knowledge, and can operate tools, machinery, and vehicles as normal.

Aside from the aforementioned bleeding, libidinosis infections cause no overt damage to their hosts, but if not "released" regularly through transmission (at least once every 3 days), the parasites slither from a host's mouth or navel in search of new victims.

Filter-doses [see p. 125 of the Mutant Future Core Rules] cure the disease.  Surgical extraction works as well, but requires skilled medicos with the proper tools...and even then, there is a 25% chance the patient will die of shock and blood loss.

The parasites sometimes wriggle from unconscious hosts' mouths, but simple tape prevents their escape.







Fuckslug

No. Enc.:  1d4 (2d6)
Alignment:  Neutral
Movement:  9' (3')
Armor Class:  8
Hit Dice:  3 hit points
Attacks:  1 (acid, or invasion)
Damage:  1d8, or See Below
Save:  L1
Morale:  12
Hoard Class:  None
XP:  8

The crassly named fuckslugs are invasive parasites that cause libidinosis.  The grotesque, filth-brown creatures range from 3"-9" in length, and leave bloody slime-trails in their passing. They are capable of making standing leaps up to 3' away.

Fuckslugs are drawn to uninfected individuals—in particular, the orifices of uninfected individuals—and slither through plumbing and apertures, and across ceilings and obstacles, to reach them.  They also hide inside containers and objects to await victims.

While relatively harmless (aside from that whole infection-and-spontaneous-bleeding thing, that is) when inside a host, "free-range" fuckslugs release powerful acid when threatened. These secretions inflict a continuous 2d6 damage and permanent -1 CHA per round of contact, and actually melt the parasite into the flesh of its victim.  An Ability Check Vs STR at a +2 penalty is required to remove an external fuckslug.

Fuckslugs require no To Hit rolls to invade sleeping or otherwise oblivious individuals, and induce immediate infection.  In a combat situation, a successful hit from a fuckslug means it leaps and adheres to its target, releasing its acid as it works its way towards an orifice; a roll of a Natural 18-20 means that it flies straight into the target's mouth.

Mutations:  Dermal Poison Slime (Modified), Unique Sense ("Host-Sense")









Thursday, October 18, 2012

Spawn Of Devastation Drive-In — 'Phantasm' (1979)



Artifact:  Sinisphere

The Ancients' explored and conquered the foreboding frontiers of the deepest oceans and blackest galaxies, and next set about breaching the barriers between dimensions...

...but they soon discovered that the sinister denizens of these dimensions not only knew about Earth's existence, but already had their own invasion plans well underway...

...AND THE VANGUARD OF THIS OTHERWORLDLY ONSLAUGHT WAS AN AERIAL ARMADA OF GLEAMING, GORY GLOBES!!!



Used to secure Ancient laboratories, installations, and, bizarrely, funeral homes and mausoleums, sinispheres (also known as "sentinel spheres") are shiny, seamless, metallic orbs that zip through the air with uncanny speed, agility, and turning ability.  How they locomote is unknown, due to a lack of obvious power sources or moving parts.

Sinispheres ceaselessly patrol their designated sectors with a full suite of internal infra-red, auditory, and motion sensors [essentially, a Class VI system, per p. 129 of the Mutant Future Core Rules].  Upon detecting an intruder, a sinisphere changes course and rushes towards its quarry at blinding speed...and midway through the flight path, extends 2 razored barbs. The sinisphere specifically locks onto said quarry's forehead as the site of impact...but if there are helmets or protective gear in the way, they pick any exposed area.

With a successful hit, a sinisphere inflicts 2d10 damage and imbeds itself into the victim's skull...but the horror is just beginning, as 1 round later, a drillbit extends and burrows right between the eyes.  This drill inflicts a continuous—and violently, agonizingly messy—3d6 damage per round.

A sinisphere's target is never Surprised, as the contraption generates a high-pitched whir as it flies.  This sound can be heard up to 500' away.  And if a target is near another living being, they can make an Agility Check Versus DEX at a +5 penalty; success means they leap out of the way, and the sinisphere hits the other individual instead.

An implanted sinisphere can only be removed with a successful Ability Check Versus STR, with a +4 penalty to the roll.  The victim suffers an additional +1d10 shredding damage in the process.

For combat purposes, sinispheres possess only 1d6 HP, but attack as 8 HD monsters; their AC is 0, and their movement rate is 300' (100').  They are so fast and nimble that they gain +2 to Initiative.  Sinispheres are completely immune to damage by standard melee weapons, and automatically shatter any hand-held objects (excepting shields) used in deflection attempts.  And regarding shields (or slammed doors, barriers, etc.):  upon impact, a sinisphere embeds itself in the material, seemingly stuck and immobilized...but 1d4 rounds later, it activates and bores through the blockage, freeing itself in another 1d4 rounds to resume the attack.

Using an area-effect weapon (shotgun, etc.) against a sinisphere provides a +3 To Hit. Destroying a sinisphere yields 3,560 XP.

There is evidence that sinispheres aren't programmed at all, but instead controlled telepathically and/or telekinetically by powerful psionicists.  Perhaps a PC with a high WIL score and/or vast mental mutations could attempt to make them her own...?










Wednesday, October 17, 2012

Spawn Of Devastation Drive-In — 'Feast' (2006)




Setting Seeds:  Monster Assaultalypse

The Ancients worried incessantly about overpopulation, and the ability to support and sustain the hungering masses...

...but, literally overnight, a new species arose that eliminated all of humanity's concerns for its own behaviors...

...FOR THESE FEROCIOUS ORGANISMS NOT ONLY LAID WASTE TO PLANET EARTH BY OUT-EATING MANKIND, BUT ALSO BY OUT-BREEDING IT!!!

An entire Mutant Future setting can be designed around an apocalyptic invasion by ferocious humanoids with rapacious desires for living flesh and sexual congress.  The skull-faced monstrosities appeared out of nowhere in isolated, rural towns across the globe, and spread outward to the big cities.  No one knows if they came from deep within the earth, or descended from the stars, or breached the dimensional barriers of Time and Space themselves!

These ghastly beasts proved not only nigh-impossible to kill, but they reproduced at an exponential rate...with gestation taking mere seconds!!!  And even more horrifying, they could seemingly reproduce with any warm-blooded mammal unlucky enough to fall into their loathsome clutches...!!! 

The ragtag remnants of The Ancients fled to secured bunkers and outposts, living in perpetual fear of death...or worse.  And now their descendants—the Player Characters—are ready to reclaim the despoiled planet for their own...but what horrors await them?!!!


Carnalvore

No. Enc.:  1d4 (2d6)
Alignment:  Chaotic
Movement:  180' (60')
Armor Class:  3
Hit Dice:  15
Attacks:  1 or 3 (1 gore, or 2 claws, 1 bite)
Damage:  3d6, or 2d10 / 2d10 / 2d12
Save:  L10
Morale:  12
Hoard Class:  None
XP:  7,800

Very little is known about the nightmarish humanoids dubbed carnalvores.  They seemingly materialize out of thin air on the outskirts of isolated outposts or villages, and strike with such suddenness, speed, and ferocity that they Surprise anyone they encounter on a roll of 1-5 on 1d6, and gain +3 to all Initiative rolls. These rampages can take place at any time, in any weather or environ.

During their initial onslaughts, carnalvores appear as hulking blurs of shaggy fur, bony horns, and savage claws, and their unholy visages instill a -3 penalty to all Morale Rolls.  Heads lowered, they frequently Charge their foes and barricades, and then close in for biting and bloodshed.  It soon becomes apparent, however, that the carnalvores are swathed in animal hides and skulls adorned with extra horns or antlers...and 1d6+3 rounds into combat, the creatures cast off their garb (losing their gore attack), revealing something even more horrible:  their true forms, those of man-sized bipeds with needle-like fangs jutting from rictal maws, near-hairless pink skin stretched tight over bulging, rippling muscles, and engorged, over-sized genitalia.   Anyone observing a carnalvore disrobing must make a Saving Throw Versus Stun or an Ability Check Versus WIL (whichever is more advantageous for the victim), or become Paralyzed from abject shock for 1d4 rounds.

Carnalvores are engines of destruction [hence their atypically high damage output], and they can obliterate—and devour—a victim in mere seconds...but they also have another form of attack that destroys much more slowly, but no less insidiously.  Carnalvores disgorge (even when wearing their skull-helms) a noxious, slug-ridden, neon-green slime that covers everything in a cone 20' long and 10' wide at its farthest point.  Those coated by the vomit must make a Saving Throw Versus Death at a -2 penalty, with failure indicating the contraction of an unknown rotting disease that completely liquefies the victim within 6d4 hours.  Initial symptoms include:  hemorrhaging, rashes and pustules, hair loss, and wriggling subcutaneous worms.  At the final stages, the skin sloughs, limbs break off, and gallons of effluvia leak from every orifice.  The victim is conscious and wracked with pain during  the entire process, and death only occurs when the victim's head collapses in on itself like a mouldering pumpkin.  Killing those suffering from a carnalvore's "rot-vomit" is regarded as one of the most merciful acts in the Mutant Future.

Carnalvores aren't mindless brutes.  When dealing with victims holed-up in a defensible locale, the creatures plan and coordinate, launching overt attacks at the front entrances while their fellows claw through rooftops, side walls, and/or basements.  They may use heavy objects as battering rams and/or shields.  Carnalvores are also excellent climbers, and enter upper floors to catch occupants unawares.

But even more horrendous than their combat prowess is their reproductive behaviors.

Carnalvores are hermaphroditic.  And not only do they breed with their own kind, they can—and do—mate with any other species of domestic-feline-size or larger...and their hyper-potent seed is capable of impregnating females and males alike.  The resultant offspring of such a union fall from their "parent's" largest orifice in a bulbous, rubbery sac 1d6 rounds after conception, and burst forth from a black, gooey placenta...

...as 2' tall infants as speedy and agile as amphetamine-tweaked monkeys.  These carnalings possess AC 1 and 3 HD, and do 1d8 / 1d8 / 1d10 damage.  They also mate with abandon, but can't impregnate a target until they grow to adulthood...a mere 2 hours after delivery.

For non-carnalvores, the act of birthing an infant kills the "host" instantly, with no Saving Throw allowed.  Assault—in every definition of the term—by a carnalvore is a death sentence.

Despite their cunning, carnalvores seemingly have no other goals other than wholesale slaughter, rapacious feeding, and frenzied copulating...and not necessarily in that order.  That said, some carnalvores dress their offspring in furs and skins, indicating they seemingly feel something other than wanton lust and violence.  An invasion by carnalvores can wipe out a planet, as their hyper-reproduction increases their numbers by a geometric factor of 1d6 every hour.

A carnalvore's only weakness is a susceptibility to sustained loud noises (sonic blasts, blaring alarms, continuous explosions, etc).  Such sounds disorient and Paralyze the creatures for 1d4+1 rounds, and sonic attacks do an increased +3 damage per die.

Mutations:  Frailty (Sonic Sensitivity) [D], Phobia (Sonics), Toxic Weapon ("Rot-Vomit")


Carnalvore (clothed)


Carnalvore (au naturale)

Carnalvore Infant (au naturale)











—

Designer's Notes:  While I used shots and info from Feast II:  Sloppy Seconds (2008) and Feast III:  The Happy Finish (2009) for accuracy and completeness, those lamentable films don't exist in my own personal continuity.