Tuesday, October 7, 2014

Devastation Drive-In: The Final Cut — 'The Hideous Sun Demon' (1959)



Sun Demon

No. Enc.:  1 (1)
Alignment:  Chaotic (See Below)
Movement:  150' (50')
Armor Class:  4
Hit Dice:  15 (See Below)
Attacks:  2 or 1 (2 claws, or 1 bludgeon of opportunity)
Damage:  1d10+2 / 1d10+2, or 3d6
Save:  L15 (See Below)
Morale:  10
Hoard Class:  XX
XP:  3,900

As the ancients unleashed the wondrous powers of the atom, they innovated technology, warfare, and medicine...

...AND ALSO CREATED HERETOFORE UNKNOWN ISOTOPES THAT TRANSFORMED MEN INTO DAYLIGHT-POWERED DEVILS!!!

Sun demons are Pure Humans afflicted with a bizarre, radiation-based affliction.  By night, they are by all appearances normal individuals of any ethnicity and Alignment, and they don't register as "abnormal" on medical devices.  However, when exposed to the sun's rays, they transform into reptilian, carnivorous brutes of savage strength, fury, and appetites!  This transformation takes 1d4 rounds, and requires direct sun to trigger; artificial lighting has no effect.  Once metamorphosed, the effect lasts until nightfall.  Active sun demons that enter darkened areas or structures still retain their beastly visage for the duration.

The hides of sun demons are thick and resilient, making the creatures impervious to all missile attacks (no matter the weapon) fired from Medium or Long Ranges.  Only shots made at Short Range have an effect, and damage is reduced by half.  Point-blank (within 3') missile strikes do full damage.  Melee damage also reduces by half.

The default sun demon is detailed above, based on an "average" Pure Human NPC.  To customize one based on a specific NPC, just add an additional +4 HD to the CON score (plus requisite HP) and +4 STR, subtract 5 from INT and WIL, and add the listed attacks to represent the bestial form.

Player Character Pure Humans have a 40% chance of becoming sun demons if they fail both 1 Saving Throw Vs. Energy and 1 Saving Throw Vs. Radiation in the same 4 hour span. That percentage increases by 15% for every consecutive failed Saving Throw Vs. Radiation over the duration.  Those affected gain the same HD / HP bonuses and stat penalties as above when changed.

Some sufferers of the sun demon curse become recluses, shielding the world at large from their monstrousness.  Others of a more wicked temperament relish the terror and destruction wrought by their savage halves.

Mutations:  Reflective Epidermis (Laser / Light, Fire / Heat, Radiation)












Monday, October 6, 2014

Devastation Drive-In: The Final Cut — 'Crocodile' (1981)


Tlalocodile

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  120' (40')
      —Swim:  150' (50')
Armor Class:  0
Hit Dice:  17
Attacks:  1 (bite, or tailslap)
Damage:  4d8, or 4d6
Save:  L9
Morale:  12
Hoard Class:  None
XP:  8,250

The Ancients were plagued by the numerous irradiated beasts unleashed by nuclear contamination of the waters of the world, and eventually defeated them all...

...BUT THEY WERE WOEFULLY UNPREPARED FOR A CREATURE THAT CONTROLLED THE DEVASTATING POWERS OF THE WATERS THEMSELVES!!!

A terrible atomic mutation of the standard giant crocodile [p. 68, Mutant Future Core Rules], tlalocodiles possess not only the physical might of their cousins, but also the psychic control over vast volumes of water.  The beasts generate whirlpools, tidal waves, and floods capable of leveling coastal villages, uprooting trees, and sinking mighty ships.  Tlalocodiles can even exert fine control over water pressure so as to crush those floating within it.

A list of tlalocodile attacks follows, but since so many effects are broad and environmental in nature, Mutant Lords should modify / hand-wave specifics [particularly in regards to "board control"] as they see fit.

)  Bite:  affects all victims in a 15' line; swallows on a roll of natural 17-20.
)  Tailslap:  affects all victims in a 20' long, 50' wide arc, and sends them flying 50' or more (perhaps requiring a Saving Throw Vs Stun or an Ability Check Vs DEX to avoid additional damage).
)  Hydrokinesis—Waves:  does automatic 3d6 damage per round to any and all targets (including buildings, vehicles, trees, artifacts, etc.) within a 500' radius of beast; moves living things and loose objects to any locale in same radius as dictated by creature.
)  Hydrokinesis—Whirlpools:  can create 1d3 50' diameter vortices within a 500' radius of beast; each does automatic 5d6 damage per round to any victims trapped within; may drag them to bottom of body of water for outright drowning.
)  Hydrokinesis—Mega-Bends:  all targets within a 30' radius of beast must make a Saving Throw Vs. Death, or suffer explosive decompression, dying instantly in a gout of gore; can be used every 4 rounds.

Like some other giant animal mutants, tlalocodiles can freakishly alter their sizes, becoming as large as trees or small enough to stealthily navigate tributaries and beaches.

Tlalocodiles only attack and feed every 3 days.  The lulls in between make perfect times to mobilize against them.

Mutations:  Control Weather (Modified), Density Alteration (Self)Neural Telekinesis (Modified)



Size-shifting!

Waves!

More waves!


Whirlpool!

Still More Waves!

Mega-Bends!

Sinking Boats In Bloody Tides!

Eating A Cow!

Eating A Single Person!


Friday, October 3, 2014

Devastation Drive-In: The Final Cut — 'This Island Earth' (1955)




Metalunoid

No. Enc.:  2d6 (3d6)
Alignment:  Neutral
Movement:  90' (30')
Armor Class:  2
Hit Dice:  9
Attacks:  2 (2 claws)
Damage:  1d8+3 / 1d8+3
Save:  L8
Morale:  10
Hoard Class:  None
XP:  4,500

As The Ancients ventured into the stars, they ran afoul of numerous extraterrestrial beings harboring ill intent towards Earth and its inhabitants...

...BUT NONE WERE AS FORMIDABLE AS A DOOMED RACE OF INSECTOID SLAVES WITH NOTHING TO LOSE!!!

Once ordinary intergalactic arthropods, metalunoids were uplifted into a semi-intelligent servitor species by a technologically superior (but morally bankrupt) race.  They are mute, 7' tall, hulking brutes with chitinous skin, wicked pincers, and throbbing, bulbous craniums. Though there is no clear evidence to support it, metalunoids may be psychic.  [Mutant Lords could grant the Metaconcert and / or Neural Telepathy mutations].

Metalunoids get +3 To Hit and +3 Damage in melee combat, thanks to their elongated arms and herculean strength (which proved useful in their former roles as sentries and manual laborers).  And if they successfully strike with both claws in the same round, metalunoids can freely squeeze their foes for an additional 2d6 damage.

Resilient and powerful, their Hit Points are doubled, as per their enhanced CON mutations. That said, when reduced to less than 30% of their HP totals, metalunoids become particularly sensitive to fluctuations in atmospheric pressure.  All attacks against them under such conditions do an additional +2 Damage per die.

Metalunoids encountered in the Mutant Future crash landed in escape saucers launched from their devastated homeworld, and they are scared, frustrated, hungry, and likely injured. Perhaps the PCs could aid the metalunoids in shaping their own destinies in the cosmos...?

Mutations:  Enhanced Vision (Night), Frailty ("Pressure Sensitivity") [D], Increased Physical Attribute (Constitution)












Bonus Metamorphosis Alpha Conversion!!!

Metalunoid

Number Usually Appearing:  1d4
Armor Class:  2
Movement (Yards / Turn):  10
Hit Dice:  9

Mutations:  Total Carapace

Metalunoid (extraterrestrial insect):  This lumbering biped has an armored hide, bulging eyes, savage claws, and a throbbing, distended cranium.  Slow and ponderous, metalunoids relentlessly stalk their quarry.

Metalunoids were menial laborers and guards for a hyper-developed (yet unfeeling and warlike) race on a long-dead world.  Any encountered on the Starship Warden are refugees that arrived via escape pod crashes, errant teleportation rays, and/or automated specimen-retrieval craft.  They are confused, exhausted, and aggressive, but may, perhaps, be bargained with.


Thursday, October 2, 2014

Devastation Drive-In: The Final Cut — 'The Burrowers' (2008)



Wokapi

No. Enc.:  1d6 (2d6)
Alignment:  Neutral
Movement:  75' (25')
 —Burrow:  30' (10')
Armor Class:  4
Hit Dice:  10
Attacks:  1 (claw)
Damage:  1d12
Save:  L5
Morale:  12
Hoard Class:  XV
XP:  6,600

As The Ancients despoiled the planet and drove herbivorous herd wildlife to extinction, predator species were left starving...

...AND A HERETOFORE UNKNOWN SUBTERRANEAN HUNTER TURNED TO THE ONLY FOOD SOURCE  READILY AVAILABLE:  MAN!!!

Wokapi (singular and plural) are wretched, nocturnal creatures that grotesquely resemble depilated human beings twisted into insectile shape.  Their nigh-featureless faces consist almost entirely of gaping, drooling maws sporting few pebble-like teeth.  Each forelimb ends in a long, savage hook.  Soil-displacing barbs dangle from their undersides.

Wokapi only surface from the bowels of the earth every "3 generations" (50-60 years) to hunt.  Under the cover of darkness, they stealthily emerge from their burrows and scuttle through the grasslands and savannas, Surprising on a 1-3 on 1d6.

Each attacks with a single whip-like claw-slash (which moves so fast, it gets a +2 To Hit) at their chosen victim's neck.  If any damage is dealt, during the next combat round, the wokapi disgorges a viscous glob of saliva at a range of up to 15' at the wound.  Those struck must make a successful Saving Throw Versus Poison or become instantly paralyzed.  Wokapi drag those rendered immobile away as soon as possible, and bury them about 2' under the dirt...

...where, over the next several long, agonizing months, the victims rot sleeplessly beneath the ground.  Once "softened" enough, the wokapi return to eat their living—and fully conscious!—quarry.

If, by chance, someone does make the Saving Throw Versus Poison, the victim isn't paralyzed...

...but instead comes down with a condition that mimics aggressive leprosy [p. 48 of the Mutant Future Core Rules] that induces symptoms (stat loss, etc.) every three days!  Wokapi let these "infected" escape, and patiently stalk (the creatures can scent those poisoned at a distance of several miles) from afar, waiting for them to keel over.  Such victims are seemingly dead, but actually paralyzed as above, and await the same grisly fates.

Wokapi spittle requires an open wound to enter a victim's bloodstream; its effects don't trigger if touched or ingested.

Wokapi are almost impossible to kill with conventional weapons, as they regenerate 1d10 HP per round from melee weapons.  And wokapi are outright immune to bullets, though persistent gunfire annoys them, and drives them away for 1d4 hours.  While doing no real damage, piercing weapons can immobilize a wokapi, pinning it in place.  Natural sunlight kills the creatures, melting them at a rate of 3d6 HP per round exposed.  Poisons and chemical agents also work as normal.

The wokapi have no use for material goods, and any "treasures" found in their presence are usually still being worn by inhumed victims!

Mutations:  Enhanced Sense (Smell), Frailty (Sunlight) [D], Know Direction, Toxic Weapon (Paralytic Spittle)