Saturday, October 5, 2013

Devastation Drive-In 3-D — 'The Relic' (1997)



Environmental Hazard:  Morphungus



As the Ancients encroached into the farthest, most isolated corners of the globe, they discovered hundreds upon hundreds of new species never before catalogued...

...INCLUDING A PLANT THAT MERGED HUNDREDS OF SPECIES INTO ONE MURDEROUS SPECIMEN OF LIMB-RIPPING, SKULL-SEVERING, BRAIN-DEVOURING TERROR!!!

Morphungus is an orange, gelatinous, parasitic organism that infests leafy tropical plants (mutant or otherwise).  The substance is riddled with viral DNA that fantastically codes for multitudes of animal proteins and hormones simultaneously, and it infuses its host with the same.

Any creature that eats such morphungal leaves (raw or cooked) also absorbs the proteins, and undergoes radical metabolic change and rampant growth within 4d6 hours.  The smallest insects shift into 2 HD terrors (with attacks to match), and larger creatures grow into things much, much worse...

...with humanoids suffering the most horrible fates, transforming into chimerical monstrosities!

The creatures thus transformed by morphungus actually depend on the substance for sustenance, and require ever-increasing quantities to survive...but when it runs out, only one other food suffices:  living brains!

Some remote tribes actually force-feed morphungus to domestic animals and citizens, so as to create an army of murderous beasts...and when said army devours all available stores, they are dispatched to enemy territory to massacre entire rival villages!








Kothoga

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  180' (60')
Armor Class:  3
Hit Dice:  18
Attacks:  3 or 2 (2 claws, 1 bite, or 2 tail-slaps)
Damage:  2d8 / 2d8 / 3d10, or 1d10 / 1d10
Save:  L9
Morale:  11
Hoard Class:  XXII
XP:  12,500

The once-humanoid kothogas are living nightmares, all claws and jaws and mandibles.  Their 25' long, 1.5-ton bodies are as lithe and agile as those of panthers (granting Surprise on a 1-4 on 1d6), but strong enough to smash through steel security doors.  Their scaly hides render them invulnerable to primitive projectiles and gunfire alike.  Kothogas climb vertical surfaces and ceilings with ease, and effortlessly make standing leaps of 50' or more.  They can hold their breaths for up to an hour, and fight just as well when submerged as on land.

Kothogas ordinarily feed on the hormones produced by morphungus...but ultimately turn to throbbing brains.  Kothogas must consume 3 human brains (specifically, the hormone-producing regions:  thalamus, hypothalamus, and pituitary gland) a day, or suffer an agonizing 3d6+1 damage.  

When a kothoga successfully hits with both claws, the target is gripped about the shoulders, allowing for a free bite attack...and the victim must immediately make a Saving Throw Vs Death.  Failure indicates instant decapitation.  After such a kill, the kothoga spends 1 full round feeding, and then disgorges the unwanted cerebral matter, and attacks again.

Kothogas dislike temperature extremes due to their amalgamated genetic structure, and suffer an extra +2d6 damage from both cold- and heat-based attacks.

It's almost impossible to determine which is more dangerous:  a well-fed kothoga that still retains a semblance of memories and intelligence from its former sentient existence, or a starving one in a berserk, brain-craving frenzy!

Mutations:  Frailty (Dietary Dependence, Temperature Susceptibility) [D], Increased Sense (Hearing, Smell, Taste, Vision), Regenerative Capability












Friday, October 4, 2013

Devastation Drive-In 3-D — 'Dracula's Dog' (1978)



Dogferatu  ("Bloodhound")

No. Enc.:  1 (1d6)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  6
Hit Dice:  5
Attacks:  1 (bite)
Damage:  1d8 + drain
Save:  L6
Morale:  11 (6)
Hoard Class:  VII
XP:  950

In times considered ancient by The Ancients themselves, unholy beings stalked the darkness, hungering for the lifeblood of the living...

...and they sometimes had loyal animal companions to not only aid in their midnight predations, but to also simply ease the loneliness of unlife...

...BUT NOW THOSE PETS ARE BACK FROM THE GRAVE...AND THEY'RE HUNGRY!!!

The dogferatu (singular and plural) are intelligent, night-black, undead canines awakened from eternal slumber after their tombs and crypts (and the wooden stakes pinning them within) fell to post-apocalyptic disrepair.  They have but one goal:  to track down the descendants—mutated, or otherwise—of their former vampiric masters, and convert those individuals into vampires themselves so as to re-establish proper owner / pet relationships. Dogferatu often resurrect their former half-human / half-undead "handlers", with which they share telepathic bonds.  These ghoulish beings guard the dogferatu's coffins during the daylight hours.

To better aid its efforts, a dogferatu builds a pack by creating more of its kind through the traditional means:  mesmerism, followed by the draining of blood via bites with over-sized fangs. Cruelly, they target the loyal pets of their desired victims, and other trusted neighborhood animals.  The pelts of all canines thus transformed turn black and gray like their sire's, while retaining the same markings.

Pack leaders have WIL scores of 13+1d6; dog-thralls have 8+1d4.  Dogferatu are incredibly agile, with climbing abilities atypical of mortal hounds.

The supreme dogferatu leads with military efficiency, coordinating siege attacks against domiciles (which includes digging under the structures or through rooftops, and cleverly ripping out electrical wiring) and vehicles.  Dogferatu attempt to hypnotize their quarry, and then bite unimpeded, as such attacks don't require To Hit rolls.  Bites inflict initial 1d8 damage, then an automatic 2d6 damage per round from blood loss.  Any creature—man, animal, mutant alike—drained to 0 hit points rises as a blood-hungry undead the following day.  Those killed by mauling and savaging know true death.

A dogferatu is supernaturally tough, and regenerates 15 hit points per round from all but fire damage.  When it comes to weapons, only wood driven into a dogferatu's heart (via carved stakes, falls onto fences or jagged tree limbs, etc.) subdues the beast...and even then, it's not truly deceased, as removal of said wood revives the creature.  Dismemberment, incineration, and the scattering of ashes is the only true way to end a staked dogferatu threat.  Sunlight disintegrates the beasts after 3 rounds of exposure.

Dogferatu Morale drops to 6 in the presence of open flames and / or religious iconography.

Some dogferatu are shrewd enough to transform puppies into vampires, so as to continue their lineage in case their schemes go awry....

Mutations:  Empathy, Increased Balance, Mental Telepathy, Metaconcert























Thursday, October 3, 2013

Devastation Drive-In 3-D — 'Project: Metalbeast" (1995)





Artifact:  Bioferrin

When The Ancients discovered that the shapeshifters of myth were simply victims of a chromosomal infection, they manipulated the disease to create feral super-soldiers...

...who were further enhanced with an impenetrable synthetic skin...

...WHICH PROVED TO BE THE DEADLIEST OF MISTAKES WHEN THE BEASTS TURNED ON THEIR CREATORS!!!


Top View
Underside View

Bioferrin is a lab-grown "substitute skin" comprised of epidermal cells and metal fibers designed for burn and cancer victims.  The substance never made it to market, though, due to molecular instability—it usually turned as hard as steel within 4 hours of transplantation. Animal trials were complete failures.

But recognizing the potential benefits of impenetrable skin, the military stepped in...


...with captive werewolves in tow.  Turns out lycanthropes' unique physiologies adapted perfectly to the bioferric process, resulting in beings with skin that was both flexible and impervious to almost every form of injury.



This ultimately proved, shall we say, "problematic".




According to archival records, all bioferrin surgeries were performed on werewolves in their human forms.  Their lunar transformations and diurnal reversions didn't have any adverse affects on the subcutaneous metallic implants, nor were the movements of the creatures impeded in any way.

In the Mutant Future, certain automated subterranean laboratories still produce living sheets of bioferrin.  But the grafting process is lengthy (4d6 hours), dangerous, and agonizing, and requires a proper medical suite, skilled surgeons (but more likely surg-bots), and priceless equipment and supplies (laser-grafters, anesthesia, anti-rejection drugs, etc.).  There is only a 20% survival rate for Pure Humans and most Mutant Humans / Animals.  (It is unknown if Mutant Plants or Androids can accept bioferrin implants.)

Those that survive gain a natural Armor Class of 2, and suffer only half damage from attacks by conventional melee weapons and firearms.  Bioferrin also has insulating properties, resulting in only half damage from electrical- and fire-based attacks.  DEX and CHA scores are modified by -5.

That said, mutants with regenerative mutations (Acute Hyper Healing, Body AdjustmentRegenerative Capability) survive at a rate of 75%, and ultimately suffer only -2 penalties to DEX and CHA while gaining the benefits above.





Alloycanthrope  ("Metalbeast")

No. Enc.:  1 (1d3)
Alignment:  Chaotic
Movement:  180' (60')
Armor Class:  0 (see below)
Hit Dice:  14
Attacks:  3 (2 claws, 1 bite)
Damage:  2d8 / 2d8 / 2d6
Save:  L10
Morale:  10
Hoard Class:  VII
XP:  7,800

Alloycanthropes are blazing-eyed, muscle-bound, moon-shifting werewolves [see p. 85 of the Labyrinth Lord Core Rules] of the bipedal, lupine-featured persuasion. Their hides are lumpy and metallic, and jagged filaments sprout wildly from their heads and shoulders.  Immensely strong, the beasts rip through metal doors and walls with ease.  Oddly, alloycanthropes lack primary sexual characteristics in their bestial forms.

Alloycanthropes are nigh-impervious to conventional melee weapons and firearms, as they not only suffer half damage from the rare attacks that breach their armor, but regenerate 2d10 Hit Points per round.  Their bioferric implants are also heavily insulated, resulting in only half damage from electrical and fire attacks.

Silvered weapons, however, inflict x3 damage, and bypass the regenerative process.  If reduced to 0 HP from silver-based attacks, an alloycanthrope reverts into its human (albiet graft-covered) form, seemingly deceased...but the removal of the aforementioned silver weapons / ammo from the "corpse" jumpstarts it to snarling, furry life again in 1d6 turns. Advanced energy weapons and/or explosives are really the only methods with which to kill an alloycanthrope; when using them, treat the beast's AC as a 3 instead of a 0.

Alloycanthropes are almost always encountered in ruined military installations and secret bases.  They are usually recent escapees from cryogenic stasis, and starving for victims. Adventurers may still find dormant, human-guised specimens in their freeze-tanks, just waiting to be freed....

Mutations:  Increased Sense (Smell), Natural Armor (Extreme) (x4)












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