Wednesday, December 12, 2012

Dr. Gori Unleashes... THE MIGHTY MOONTHUNDER.


Moonthunder

No. Enc.:  1 (1d6)
Alignment:  Neutral
Movement:  90' (30')
         —Fly:  360' (120')
Armor Class:  2
Hit Dice:  14
Attacks:  2 or 1 (2 claws, or 1 tailslap)
Damage:  2d8 / 2d8, or 2d6
Save:  L10
Morale:  12
Hoard Class:  1d4 eggs (See Below)
XP:  8,700






—

Ahhh, Moonthunder...what a fortuitous discovery you were.  Just as I prepped my saucer's weapons to destroy the Apollo astronauts for treading in my cosmic domain, you erupted from the lunar surface and did the job for me.  How foolish they were for stealing your precious eggs!

And now, here on Earth, you wreak a savage vengeance.  Humanity's space programs and museums are in ruins!!!  Smash these troglodytes back to the Stone Age, mighty Moonthunder!!!

—

Moonthunders are powerful, dinosaur-sized bipeds with knobby hides, frilled necks, and leathery wingflaps.  Hatchet-shaped growths jut from their snouts.  Moonthunders rocket through the galaxy at incredible speeds (easily keeping pace with advanced spacecraft) and dig subterranean dens on barren planetoids, asteroids, and lunar bodies.  Each lair always contains 2d4 eggs, which frequently dislodge and scatter across the landscape.

Given their harsh habitats, moonthunders are utterly immune to adverse effects from temperature extremes, radiation, gasses (as they don't breathe), pressure, and vacuums. Crushing oceanic depths are accordingly no hindrance to the creatures.

Moonthunders can unerringly track their crystalline eggs over thousands of miles, and as the creatures close in, both their snout-growths and eggs pulsate with purple radioactivity.  This link proved problematic for The Ancients, for as they explored outer space, numerous "moon rocks" were returned to earth for study...rocks which happened to contain monstrous embryos.  Many Ancient spaceports, museums, planetariums, laboratories, and military installations were destroyed as surly moonthunders landed planetside to retrieve what was theirs in the most destructive of fashions. 

Moonthunder hatchlings are trainable as pets and allies—assuming their parents don't come calling, that is—and can theoretically be outfitted with specialized harnesses so as to make them "living airships".

Mutations:  Aberrant Form ("Deep Space Adaptations"), Increased Sense (Vision), Reflective Epidermis (Cold, Fire / Heat, Radiation), Optic Snoutic Emissions (Bright Snout, Gamma Snout), Unique Sense ("Moonrock Tracking")










[Moonthunder appears courtesy of Episodes 34-35 from the 1971 TV series, Spectreman.]

Tuesday, December 11, 2012

Dr. Gori Unleashes... THE ABOMINABLE ARACHNOSPHINX.


Arachnosphinx

No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  2
Hit Dice:  10
Attacks:  7 (6 claws, 1 bite)
Damage:  1d6 / 1d6 / 1d6 / 1d6 / 1d6 / 1d6 / 2d10
Save:  L10
Morale:  10
Hoard Class:  XXII
XP:  4,500






—

Ahhh, the arachnosphinx...truly, my most twisted creation!!!  With but one application of my mutative mists, I transformed the deceased Sphinx-Beast into a monstrosity straight from humankind's worst nightmares.

Your multiple limbs rend flesh from bone.  Your electro-webs incinerate anything they touch. Your stony shell makes you impervious.  You are the ultimate manifestation of my genius!!!


—

Mutant Future Version

Arachnosphinxes are freakish, man-sized bipeds with gaping maws, multiple spiked limbs, and bloated bodies covered with brick-like chitin.  They are so disturbing, anyone beholding an arachnosphinx for the first time must make a successful Saving Throw Versus Stun, or be Paralyzed for 1d4 rounds.


Arachnosphinxes spit electrified webbing.  Every other round, they can discharge gooey, sizzling gobs that inflict 6d6 damage and require an Ability Check Versus STR to escape. Arachnosphinxes spin massive web networks (which also cause 6d6 damage upon initial contact) that can entangle—and incinerate—multiple vehicles at once.


At range, an arachnosphinx can hurl 1 limb per round at distances of up to 50' with frightening accuracy, gaining a +2 To Hit and causing 3d6 damage.

Mutations:  Aberrant Form ("Spear-Legs"), Energy Ray (Modified) (x2), Extra Limbs (Arms)












[The Arachnosphinx (aka the Spider-Monster in the U.S. and Japan) appears courtesy of Episodes 38-39 from the 1971 TV series, Spectreman.]

Monday, December 10, 2012

Dr. Gori Unleashes... THE SHOCKING SPHINX-MACHINE




Sphinx-Machine
All-Terrain Vehicle

Air Speed:  775 mph
Land Speed:  50 mph
Water Speed:  25 mph

Length:  240 ft
Width:  63 ft
Height:  66 ft

AC:  -2 (Megastonium Armor)
Hit Points:  2000

Sensors:  Nerve Web
Programming:  A.I.
Accessories:  Any / All


—


Ahhh, the all-terrain Sphinx-Machine...truly, my greatest invention.  Only the unparalleled brilliance of Gori could meld stone and steel so as to turn mankind's crumbling wonder into a technological marvel of ruination.  And, oh, what a surprise awaits those who dare try to destroy it....

By land, by sea, by air...your doom is assured, humans, for there is nowhere to hide!!!  BWAH-HAH-HAH-HAH!!!

—

Mutant Future Version

At some point during The Times Before, parties unknown transformed The Great Sphinx Of Giza into a nuclear-powered vehicle capable of traversing by air, sea, and land.

The Sphinx-Machine's flight-mode can break the sound barrier.


On water, it cruises along the surface.


For traversing the landscape, the Sphinx-Machine becomes ambulatory, and extends gripping claws and armored plating.  It crawls along on all fours, barreling head-first into buildings and structures.  Destruction (in the form of a 10d30 Trample attack) follows in its wake.







The Sphinx-Machine is roomy enough to hold a full-sized flying saucer (or equivalent vehicle), a company of ape-troopers (garbed in traditional Arabic thawbs and headwear), and some mummies.

The Sphinx-Machine is equipped with innumerable artifacts, and has a full sensory suite that specializes in radiation-detection technologies.





The Sphinx-Machine has self-repair units, so it's virtually indestructible.  And even if destroyed, it reactivates in pristine condition 1 full turn after being rendered inoperable.

But if the Sphinx-Machine is destroyed a second time, a shocking fail-safe kicks in:  the now-wrecked vehicle transmogrifies into a living, flesh and blood, bipedal feline-beast!  The transformation takes place only after all crew members have fled the interior.

There is no explanation behind this mind-boggling feat.  It is unknown if the equipment contained within the Sphinx-Machine is still operable—or even actually still exists—after the metamorphosis.

—

Sphinx-Beast

No. Enc.:  Unique
Alignment:  Chaotic
Movement:  150' (50')
Armor Class:  0
Hit Dice:  3000 hp
Attacks:  2 or 1 (2 claws, or trample)
Damage:  10d12 / 10d12, or 10d30
Save:  L30
Morale:  12
Hoard Class:  None
XP:  200,000

The Sphinx-Beast is a 250' tall, leonine, biomechanical hybrid of metal, stone, and flesh that arises upon the (second) destruction of the Sphinx-Machine vehicle.

It's combat tactics involve punching and Trampling.  So very, very much Trampling.  [Consider the creature a 21+ HD monster for Attack Table purposes.]

As a construct, it is immune to all toxins, diseases, and radiations.

Mutations:  None





[The Sphinx-Machine (aka just the Sphinx and Sphinx-Monster in the U.S. and Japan) appears courtesy of Episodes 38-39 from the 1971 TV series, Spectreman.]

Sunday, December 9, 2012

Dr. Gori Unleashes... THE TENACIOUS TRAFFIKONG.

Traffikong

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  120' (40')
         —Fly:  90' (30')
Armor Class:  4
Hit Dice:  13
Attacks:  2 (2 claws)
Damage:  2d8 / 2d8
Save:  L13
Morale:  11
Hoard Class:  None
XP:  7,800






—

Ahhh, Traffikong...what a vexing beast you are!!! You appeared out of nowhere, and began a campaign of destruction against mankind's noxious, environment-destroying vehicles.  Oh, how I respect your dedication to the cause!

If only my attempts to capture you had been successful.  The secrets behind your powers must be mine, for with teleportation, my monster army would be unstoppable!!!


—

Mutant Future Version

Conjured by vengeful psionicists rendered comatose from vehicular accidents, traffikongs are 10' tall, hook-limbed humanoids with doughy bodies marred by skidmarks.  Their 3 glassine eyes glow based on the creatures' moods:  green indicates happiness, yellow means boredom and/or confusion, and red equals burning rage.

A traffikong systematically hunts down the driver(s) that injured its psi-summoner by teleporting throughout a region, destroying any and all vehicles similar to that involved in the crash.  If the driver is found, it's brutally slain...and the traffikong fades into the ether, awakening its master in the process.  And even if a traffikong can't track the offending party, it is instinctively drawn to speeding, intoxicated, and/or reckless drivers...and slaughters them on principle.

Being dream-constructs, traffikongs are immune to almost all damage, hazards, and conditions.  Only electricity-based attacks and Mental Mutations affect them.  Traffikongs also exhale billowing, 40' long, 20' wide cones of choking fumes (as per irritant gas grenades, on p. 119 of the Mutant Future Core Rules) up to 5 times per day.

Traffikongs rapidly blink in and out of existence during melee combat, and their opponents suffer a -3 To Hit.  Those with the Intellectual Affinity (Martial) Mental Mutation don't incur this penalty.

[Note:  The specific vehicles in traffikong-related scenarios are dependent on the technology level of the campaign.]

Mutations:  Psionic Flight, Teleport, Toxic Weapon ("Exhaust Breath")









[Traffikong, aka Kuruma in the U.S., and Kuruma-Nikuras Japan, appears courtesy of Episodes 23-24 from the 1971 TV series, Spectreman.]