Saturday, October 19, 2013

Devastation Drive-In 3-D — 'The Slime People' (1962)



Slime People

No. Enc.:  3d6 (10d20)
Alignment:  Chaotic
Movement:  75' (25')
  —Burrow:  30' (10')
Armor Class:  4
Hit Dice:  15
Attacks:  2 or 1 (2 claws, or by unique spear)
Damage:  1d8 / 1d8, or 4d6
Save:  L13
Morale:  10
Hoard Class:  XXII
XP:  6,900

As The Ancients relentlessly consumed the planet's fossil fuels, they devised fantastic technologies to unearth new reserves of gas and oil...

...which lead them to explore—and despoil—the subterranean bowels of the earth...

...WHERE AWAITED A MONSTROUS, PREHISTORIC RACE INTENT ON CONSUMING THE ANCIENTS IN TURN!!!

Slime people are scaly, slimy, semi-shaggy, subterranean bipeds.  Their heads, necks, and backsides are lined with armored plates, and long, wet fur dangles from their arms and torsos.  

Slime people possess self-sealing, nigh-invulnerable skin, making them completely resistant to conventional firearms, explosives, pollutants, and all but one kind of melee weapon: piercing spears.  A slime person's skin doesn't seal from spear-based injuries, and suffers damage as normal...and a successful strike with its race's own unique weaponry kills it instantly.

Despite being a seemingly Stone Age culture, slime people were capable of defeating The Ancients advanced armies with nothing more than their aforementioned spears.  They accomplished this task by enveloping entire cities in walls of impenetrable (to humans and their technology, that is) fog, after which they'd capture the populace and drag it beneath the earth...never to be seen again.

Slime people are dependent on their special fog to survive above ground; without it, they suffocate within 1d6 rounds.

Mutations:  Enhanced Vision (Night), Frailty ("Fog Dependency") [D], Frailty ("Spear Sensitivity") [D], Natural Armor (Extreme), Unique Mutation ("Self-Sealing Skin")















Artifact:  Fogwall Generator

To safely venture on the earth's surface, slime people employ 15' diameter, techno-organic fogwall generators that discharge thick, vision obscuring vapors.  The contraptions and their techno-organic membranes somewhat resemble oversized toadstools.  One generator can release enough fog to cover dozens of square miles (both horizontally and vertically) that envelops an entire city.  Any human stuck in the "fogwall" suffers a -4 penalty to sight-based Ability Checks and ranged To Hit rolls.  The outer perimeter "edges" of the clouds are also hardened and completely impenetrable (even to atomic bombs!), so no one can enter or exit the barrier.  Temperatures within the fogwall are 20-30 degrees less than outside.

Of course, slime people are unimpeded by any ill effects of the fogwalls, and the can traverse freely (although leaving the confines of the vapors will expose them to the surface atmosphere, which suffocates them).

Bewilderingly, ordinary table salt destroys the hardened fogwall edges.  Sprinkling salt where the vapor touches the ground disrupts the wall's integrity, making it permeable to person and vehicle alike.

In the Mutant Future, many cities would pay handsomely for their own personal protective fogwall generator...though that'd make them vulnerable to incursions by slime people.... 








Friday, October 18, 2013

Devastation Drive-In 3-D — 'The Green Slime' (1968)




Slimenoid

No. Enc.:  1d6 (See Below)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  7
Hit Dice:  8
Attacks:  2 (2 pincers + shocks)
Damage:  1d10 + 3d6 / 1d10 + 3d6
Save:  L4
Morale:  10
Hoard Class:  None
XP:  4,060

With the aid of fantastic devices and wondrous starcraft, The Ancients explored the farthest reaches of the cosmos...

...UNTIL VICIOUS CREATURES RENDERED THEIR TECHNOLOGIES UNTO JUNK BY CONSUMING THE VERY ENERGIES THAT POWERED THEM!!!

Slimenoids begin their life cycles as photosynthetic, protoplasmic blobs (ranging from a few inches in length to several feet in diameter) found on rogue asteroids, runaway comets, and crash-into-able planetoids.  They grow innocuously on rock formations and in stagnant pools, and easily survive the rigors of space.  But when in the presence of technology (landing craft, sensory equipment, environmental suits, etc), slimenoid globs covertly slither into whatever nooks and crannies will hide them.  They lurk until taken back aboard starships...

...where they infest electrical systems and power sources, feeding and morphing  into deadly, man-sized bipeds!  These adult slimenoids sport one cyclopean eye and dozens of smaller ones, nigh-useless limb-stumps, and flailing, sparking pincers that generate such intense electrical jolts that the surrounding air fills with a 20' radius of obscuring smoke (inducing a -2 To Hit penalty by ranged foes).  Those immune to electrical attacks only suffer clawing damage.

Like their larval forms, adult slimenoids can survive in the open void of space, and they cling to external spaceship / -station surfaces.  They also leech electricity and power supplies, draining artifacts dry in 1d4 rounds and power plants, reactors, conduits, engines, etc. in 1d6 turns.

Clearing a slimenoid infestation is an extremely perilous situation, as the creatures reproduce via droplets of their own blood.  Each 5 HP of damage done to a slimenoid births an entirely new adult in 1d4 turns.  A single injured slimenoid can overrun a massive space station in hours.

Only cleansing fire prevents new slimenoids from manifesting...but every single spatter must be thoroughly burned away.

Mutations:  Epidermal Photosynthesis, Reflective Epidermis (Electricity), Unique Mutation ("Hemo-Breeding")






















AFGTD BONUS CONTENT!!!



This is the B-side to the original radio spot 45 record...which I happen to own, I say ever so smugly!  (Ok, ok...it was released on a CD back in 1990 on an album that truly changed the course of my existence.  Available here!)




Thursday, October 17, 2013

Devastation Drive-In 3-D — 'Q' (1982)


Quetzok

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  90' (30')
         —Fly:  300' (100')
Armor Class:  3
Hit Dice:  15
Attacks:  5 (4 claws, 1 bite) or 3 (2 claws, 1 bite)
Damage:  1d10 / 1d10 / 1d10 / 1d10 / 3d6, or 1d10 / 1d10 / 3d6
Save:  L8
Morale:  9
Hoard Class:  XV
XP:  3,300

The skies of The Ancients were filled with fantastic crafts of plastic and steel, of  polymer and resin, and citizens gazed upward in wonder...

...UNTIL WONDER TURNED TO TERROR AS THE SKY WAS USURPED BY A WINGED NIGHTMARE THAT RAINED BEAK AND CLAWS, BLOOD AND DEATH UPON THEM!!!

Quetzoks are massive flying reptiles that rule the skies over crumbling metropolises.  They are living, breathing thought-projections, beasts willed into existence (though not controlled) by deranged cults of bloodthirsty psionicists.

Airborne quetzoks are confoundingly stealthy, Surprising on 1-5 on 1d6, and pouncing on their victims with all 4 claws and beak.  Grounded specimens only get 2 claw attacks.  A To Hit roll of 19-20 with a bite means the quetzok Swallows its prey whole.

Quetzoks often carry living victims back to their lairs, as any given specimen has 2d4 gore-spattered nests hidden within its territory, each sporting a single egg just on the verge of hatching....

Mutations:  Mental Barrier