A Field Guide To Doomsday Presents... Devastation Drive-In (2011) (2018 Reformat)
A Field Guide To Doomsday Presents... Devastation Drive-In (2011) (2018 Reformat)
Devastation
drive-In
A Spooky Celluloid Supplement for Gamma Worlds,
Mutant Futures, and Post-Apocalyptic Wastelands
Justin S. Davis
2011
Blame UHF-Era Monster Movie
Marathons, Fangoria Magazine, and
Unsupervised Visits To The Video Store.
~1~
~2~
Beachteeth
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 15’ (5’)
—Burrow: 30’ (10’)
Armor Class: 0, or 9 (see below)
Hit Dice: 7
Attacks: 1 (bite)
Damage: 3d6 + special
Save: L4
Morale: 11
Hoard Class: VII, VIII
XP: 1,140
It's taken centuries for the oceans to recover from the damage
inflicted by the The Ancients, and the beaches are once again pristine and alluring...
...BUT CERTAIN DEATH AWAITS THOSE WHO DARE TROD UPON THE SHIFTING,
SHIMMERING SHORES!!!
Beachteeth (both singular and plural) are 15'-20' long annelids that dwell beneath coastal sands. Ambush
predators, they lie in wait for unsuspecting prey to walk atop them...which they then suck down into their
inescapable maws.
With a successful hit, a beachteeth latches onto the feet of its prey, and slowly gnaws it to death from the
bottom up. Each round, the victim takes an automatic 3d6 damage, and is dragged downward 1' into the
sands. When the dragging depth exceeds the victim's height (typically around 6', at the end of 6 rounds), the
victim perishes instantly due to a combination of being eaten alive and suffocation.
Escaping from a beachteeth is next to impossible. Not only is there really no way to hurt the submerged
creature (they have an effective 0 AC when underground), but any damage that does manage to get through
is split equally between both the beachteeth and its vulnerable victim!
When not hunting, beachteeth lair in seaside ruins or ocean caves, where they surface to store
regurgitated kills for later re-consumption. They must surface to disgorge their stomach contents, and
this is when they're vulnerable, having an effective surfaced AC of 9.
During the summer months, beachteeth spawn 4d6 eggs beneath the sands, which hatch in 1d4 weeks into
1 HD young.
Mutations: None
~3~
~4~
Hemogobbler
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 5
Hit Dice: 9
Attacks: 3 or 1 (2 fists, 1 peck, or weapon)
Damage: 2d4 / 2d4 / 1d10, or by weapon +2
Save: L7
Morale: 10
Hoard Class: VI, IX
XP: 1,700
Hemogobblers are powerful, 6'-7' tall beings with the bodies of men and the feathered heads of
fanged turkeys. They prowl impoverished
communities and slums in search of the only
substance that can keep them alive: the
tainted blood of addicts and junkies.
Ordinary, “pure” blood is toxic to a
hemogobbler.
~5~
~6~
Disease: Carnovirus
Save Modifier: -5
Infection Duration: 1d3+1 days
Affected Stats: STR -3, DEX -3, CON -3,
INT -1
Damage Per Day: 1d10 + special
Of all the Ancient bioweapons, perhaps the most demented is the carnovirus, a genetically
modified contagion spread through poultry meat and eggs.
In Pure Human males, the disease manifests much like common influenza, with fevers, aches,
nausea, and general weakness.
But in Pure Human females...oh, heavens, the poor human females! They, too, suffer the flu-like
effects...but also become spontaneously pregnant, and ready to deliver at the end of the 1d3+1 day
duration.
And what they deliver is a nightmare. On 1-5 on 1d6, an infected woman gives "birth" to an 18"
long, blackish-green, slime-encrusted, hard-shelled egg, and then she falls into a coma. The egg
hatches into an infant 1 HD carnosaur (see below) in 1d4 hours, which grows to full adulthood in
1d4 days.
On a 6 on 1d6, though...the egg hatches inside the infected woman, and the reptilian beast gnaws
and rends its way through her abdomen to freedom. Death of the host is instantaneous.
The only cure for carnovirus is an injection of the original viral serum, which can be found hidden
in the depths of military installations, biolabs, or automated chicken hatcheries and/or processing
plant.
~7~
~8~
Carnosaur
No. Enc.: 1d4 (1d8)
Alignment: Neutral
Movement: 165’ (55’)
Armor Class: 5
Hit Dice: 4
Attacks: 3 (2 claws, 1 bite)
Damage: 1d6 / 1d6 / 1d8
Save: L3
Morale: 11
Hoard Class: None
XP: 245
Rumors persists that, if provided with enough food, a carnosaur will ultimately grow into a full-
sized tyrannosaurus rex [as per p. 100 of the Labyrinth Lord Core Rules]....
~9~
~ 10 ~
Bleast
No. Enc.: 1 (1d4)
Alignment: Neutral
Movement: 60’ (20’)
Armor Class: 7
Hit Dice: 6
Attacks: 3 (2 claws, 1 bite)
Damage: 1d10+4 / 1d6-4 / 1d4
Save: L3
Morale: 8 (or 11)
Hoard Class: None
XP: 820
Bleasts are freakish, 7'-8' tall ovines with hefty frames covered in matted, mangy wool. No one knows if
they evolved from sheep, or if sheep devolved from them...or how mankind factors into the genetic mix, as
the creatures possess just enough throwback human DNA to provide primitive intelligence and
empathy. Such genetic anomalies also warp their limbs, making the creatures ponderous and clumsy;
consequently, bleasts suffer -2 to all To Hit rolls, and one
claw always does more damage than its stunted fellow.
Three times per day, a bleast can exhale a 15' long, 15'
wide cone of Class 4 phosphorus gas, to which it (and all
other bleasts) are immune. And when reduced to 0 Hit
Points, a bleast in its death throes expels its gaseous
reserves into a lethal Class 13 cloud 25' in diameter.
~ 11 ~
~ 12 ~
Fangbaby
No. Enc.: 1 (1d3)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 2
Hit Dice: 4
Attacks: 3 (2 claws, 1 bite)
Damage: 1d6+2 / 1d6+2 / 1d10
Save: L4
Morale: 11
Hoard Class: None
XP: 245
Fangbabies are some of the most tragic—and horrific—denizens of the Mutant Future. These creatures
have bulbous heads, pallid skin stretched too tightly over their frames, razored claws, and needle
teeth. They are agile and spry, and can leap and pounce like primates.
Fangbabies are born to those exposed to overwhelming environmental hazards. If a pregnant Pure Human
fails any 3 Saving Throws Versus Radiation, Poison, Energy, or combination thereof in the same day, there
is a 30% chance that the offspring will be born as a fangbaby.
Most authorities attempt to slay newborn fangbabies the instant they're delivered, but the confused,
frightened creatures always fight back...and gain +3 To Hit and +3 Damage per attack within the first hour
of birth. They are never a threat to their parents.
~ 13 ~
~ 14 ~
Fangfreak
No. Enc.: 1d4+1 (1d4+1)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 5
Hit Dice: 12
Attacks: 3 (2 claws, 1 bite)
Damage: 1d12 / 1d12 / 2d8
Save: L12
Morale: 11
Hoard Class: VII
XP: 3,600
…AND MULTIPLY!!!
Wild fangbabies congregate in small groups for protection, and in a mere 4-5 years, grow into
fully mature fangfreaks. These primitive,
hulking beings are ferocious when
threatened, and have no compunction against
devouring their fallen foes. They are also
brutally cunning, which is only enhanced by
their mind-reading abilities.
~ 15 ~
~ 16 ~
Composi-Dog
No. Enc.: 1 (1d4)
Alignment: Neutral
Movement: 420’ (140’)
—Climb: 45’ (15’)
Armor Class: 6
Hit Dice: 5
Attacks: 1 (bite)
Damage: 2d4+6
Save: L4
Morale: 10
Hoard Class: None
XP: 1,400
Since the dawn of time, humanity and canines co-evolved for mutual benefit...
...until the day that the beasts advanced far past their human masters...
Composi-dogs are the end results of demented Ancient science intended to create the ultimate protector
animal. They resemble ordinary mastiffs...but they are far, far more, indeed, as their genetic code is an
unholy chimeric stew.
Composi-dogs' physical strength rivals that of bears and tigers...and speaking of big cats, they can climb
vertical surfaces like jaguars, and run as fast as cheetahs. Composi-dogs see as well as owls; they bound
over obstacles like jackrabbits; they camouflage themselves like chameleons. Rattlesnakes are even
included in their genetic heritage, as the horrible hounds can both distend their jaws to swallow small prey
whole, and excrete a Class 6 poison (which manifests as corrosive bodily waste).
As if their physical abilities weren't terrifying enough, composi-dogs are uncannily intelligent. They
can open doors and windows with ease, and disable vehicles and machinery by cannily finding—and
chewing through—critical components. They
even understand up to a dozen different languages...but
whether they decide to obey is a different matter entirely.
~ 17 ~
~ 18 ~
Octaman
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 75’ (25’)
—Swim: 75’ (25’)
Armor Class: 8
Hit Dice: 10
Attacks: 5 (4 tentacles, 1 bite)
Damage: 1d8 / 1d8 / 1d8 / 1d8 / 1d4
Save: L10
Morale: 10
Hoard Class: VII
XP: 3,800
In the arid wastes of the Mutant Future, a watery oasis is a rare treasure, indeed...
The rubbery, aggressive octamen lurk in isolated bodies of (fresh, or polluted) water located in scrublands,
arid hills, and deserts. They fiercely guard their territories, and attack any intruders on sight...and will
trudge miles through the grit and brush to hunt those that escape their clutches.
An octaman lashes out with 4 powerful tentacles. If any 2 successfully strike the same target in the same
combat round, the victim must make a Saving Throw Versus Stun, or be knocked unconscious for 1 full
Turn. And an octaman's Body Adjustment mutation automatically activates any time it
makes contact with water (including rain and bottled liquids).
Octamen lapse into a fugue state if they are exposed to strobing/moving lights—flashlights, camera
flares, warp-field weapons being waved back and forth, etc.—for 2 consecutive combat rounds (during
which the creatures still attack). After the last "flashing action" of the 2nd round, they are effectively
Confused, and rendered helpless for 1d6+1 rounds afterwards.
~ 19 ~
~ 20 ~
All-Terrain Piranha
No. Enc.: 2d6 (4d10)
Alignment: Neutral
Movement: 3’ (1’)
—Fly: 120’ (40’)
—Swim: 150’ (50’)
Armor Class: 4
Hit Dice: 1
Attacks: 1 (bite)
Damage: 1d8
Save: L2
Morale: 12
Hoard Class: None
XP: 16
In times of war, The Ancients flooded the rivers and lakes of their foes with all manner of baleful
beasts...
An unholy blend of piraña, grunion, and flying fish, the 2' long, dark-hued, all-terrain piranha is
yet another aquatic abomination unleashed by the Ancient bioweapons program known
as Operation: Razorteeth.
While perfectly at home in any type of water—fresh, salt, and even polluted—they often take to
the air to hunt terrestrial prey. All-terrain piranhas can survive indefinitely on land, and often lurk
in ambush from inside the carcasses of half-devoured victims.
Ancient canisters of all-terrain piranha eggs may still be buried in the muck and mire of the Mutant
Future. Woe be to any settlement whose waterways become infested...!
~ 21 ~
~ 22 ~
Grodiak
No. Enc.: 1d4 (1d4)
Alignment: Neutral
Movement: 135’ (45’)
—Swim: 60’ (20’)
Armor Class: 5
Hit Dice: 9
Attacks: 3 (2 claws, 1 bite)
Damage: 1d10 / 1d10 / 1d12
Save: L6
Morale: 12
Hoard Class: VII
XP: 4,500
Grodiaks are gruesome, hulking ursines that stand a towering 15' tall, and they walk—and sprint—
exclusively on their hind legs. Their hideous bodies are riddled with sores and growths, and their skin
sloughs off in rancid sheets.
The beasts are relentless combatants. Not only do grodiaks get +1 To Hit with all attacks, but they squeeze
their prey for an additional 3d6 damage if both claws successfully hit in the same round. They can also
hold their breaths for up to 1 hour underwater, and
fight without hindrance when submerged.
~ 23 ~
~ 24 ~
Setting Seeds: Robot Monsterpocalypse
Once The Ancients unlocked the secrets of atomic energy, it was only a matter of time until they
discovered the most powerful weapon in the known universe: the Cosmic Ray! Intergalactic
beings known as the Ro-Mans took notice, however...
...and decided that it was necessary to neutralize the threat posed by homo sapiens...
An entire Mutant Future setting can be designed around an apocalyptic invasion from space by the
Ro-Mans. The ape-bodied mechanoids hail from the farthest reaches of space, and wield
wondrous technologies that seemingly defy all scientific laws and principles: teleporters, infinite-
distance sensors and communicators, planet-eradicating weaponry, and even time machines.
In one potential Mutant Future, the Ro-Mans landed and laid waste to entire cities with their
calcinator beams (or C-Rays), which instantaneously caused all of Earth's cities to crumble, and
all life forms "above lepidoptera level" within to perish.
The only defense against the effects of the calcinator beam is an inoculation from an extremely
rare antibiotic serum that makes the recipients immune to all diseases...and, inadvertently, to death-
rays from space. So, those given the injections are now the last people on the planet, eking out
meager existences in the ruins of civilization...all the while hiding from the Ro-Man hunters sent
to exterminate them!
~ 25 ~
Ro-Man
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 60’ (20’)
Armor Class: -2
Hit Dice: 350 hp
Attacks: 2 or 1 (2 fists, 1 beam)
Damage: 2d10 / 2d10, or special
Save: L20
Morale: 10
Hoard Class: XVI, XVII, XIX, XXI, XXII
XP: 20,000
A Ro-Man can detect and focus on any and all sentient life on a planet, right down to the specific
location of any given individual. It is immune to all attacks and damage from any man-made
weapon ("the arms of the entire world tried and
failed..."), and all forms of disease, poison, and
energy. And one cannot forget
their individual calcinator rays, which burst forth
in a 100' radius and kill everything larger than a
moth not treated with a special vaccine...with
no Saving Throw allowed. Ro-Mans are immune
to the effects of their fellows' C-Rays.
~ 26 ~
Ro-Man – Great Guidance
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 60’ (20’)
Armor Class: -4
Hit Dice: 550 hp
Attacks: 2 or 1 (2 fists, 1 beam)
Damage: 3d10 / 3d10, or special
Save: L20
Morale: 11
Hoard Class: XVI, XVII, XIX, XXI, XXII
XP: 40,000
First, a Great Guidance's C-Ray not only has twice the radius, but it is powerful enough to instantly
slay a Ro-Man.
Second, a Great Guidance can unleash cosmic tube rays, which open vortices into the prehistoric
past and draws forth 2d10 dinosaurs into the present. These reptiles berserkly devour every living
thing—animal and vegetable—they encounter.
And, lastly, a Great Guidance can bombard a planet with "cyclotronic vibrations" strong enough
to "knock [it] out of the universe." These beams can vibrate an Earth-sized body to dust in only
3d4 rounds.
All of the above powers have no maximum range, and can be broadcast across space, and through
communications media (vid-screens, etc.).
Unfortunately, the computers governing the Great Guidances are the most advanced in the cosmos,
so appeals to emotion, reason, or philosophy go ignored. Great Guidances are beings of pure
intellect and drive, and never fall prey to human manipulations.
~ 27 ~
~ 28 ~
Environmental Hazard: Slithis
As the nuclear plants of The Ancients fell to disuse and disrepair, they began to leak radioactivity
into the sky, the soil, and the water...
...and not only did the liquid absorb the powerful atomic energies...
Slithis is a protoplasmic "organic mud" found downstream from Ancient nuclear power plants. It
is both organic and inorganic, and emits slight Class 1 radioactivity. (Prolonged, long-
term exposure, however, causes tumors, deformations, and even death.)
Pools of slithis are passive hazards much like tarpits...but those that fall into their depths not only
drown, but are also absorbed and assimilated upon death. Bacteria; algae; animals; humanoids: all
are incorporated into the slithis...and the slithis then takes on its victims' characteristics!
When a slithis pool has absorbed 25 HD of living things, the goo coalesces into
a monstrous, ambulatory, carnivorous...thing. All manner of mutants can arise from slithis
[meaning the Mutant Lord can use it as a default, all-purpose monster maker], but the most
typical result is an amphibious humanoid with an overpowering hunger for flesh and blood....
~ 29 ~
~ 30 ~
Spawn Of The Slithis
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 75’ (25’)
—Swim: 45’ (15’)
Armor Class: 3
Hit Dice: 10
Attacks: 2 + special (2 claws)
Damage: 2d6 / 2d6, + special
Save: L7
Morale: 12
Hoard Class: None
XP: 3,800
~ 31 ~
~ 32 ~
Man O’ Were
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 75’ (25’)
—Swim: 75’ (25’)
Armor Class: 7
Hit Dice: 9
Attacks: 2 (2 claws)
Damage: 1d8 / 1d8, + poison
Save: L8
Morale: 10
Hoard Class: XV
XP: 3,100
...TO CREATE THE ULTIMATE TREACHEROUS, LECHEROUS FUSION OF MAN AND MAN-
OF-WAR!!!
Men o' weres are cunning strategists, and often set traps,
sabotage vehicles and buildings, and attack from
ambush. Their claws inject Class 17 poison, but the
poison is slow-acting, so those struck get 2
separate Saving Throws to avoid death [if failing the first
roll, the victim can roll again to Save for half damage].
~ 33 ~
~ 34 ~
Astro-Zombie
No. Enc.: 1d3 (1d6)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 2
Hit Dice: 12
Attacks: 1 (strangle, or melee weapon)
Damage: 3d6, or by melee weapon +5
Save: L12
Morale: 12
Hoard Class: XVI, XIX
XP: 6,000
But through some flaw in the creation process, one human trait
remains in an astro-zombie: the overpowering desire for wanton
violence against Pure Humans. This manifests through
strangulation (which does automatic choking damage each round
after a successful hit until either the victim or astro-zombie is killed)
or frenzied hacking and bludgeoning with the closest available
weapon (usually a crowbar, scalpel, or machete). Consequently,
Ancient rogue nations often utilized astro-zombies as assassins
and soldiers.
~ 35 ~
~ 36 ~
~ 37 ~
Contaminoid
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 120’ (40’)
—Burrow: 30’ (10’)
—Ooze: 30’ (10’)
Armor Class: 2
Hit Dice: 10
Attacks: 3 or 1 (2 claws, 1 bite, or 1 tongue-lash
Damage: 1d10+4 / 1d10+4 / 1d12+4,
or 1d10 + special
Save: L12
Morale: 11
Hoard Class: VIII, IX, XIV
XP: 8,700
Centuries after The Ancients themselves had faded into oblivion, the
toxic seeds of their downfall still lay dormant deep within the earth...
In close quarters, contaminoids are savagely strong and brutal...but they're just as deadly
at range, for their forked tongues can shoot out a distance of 30'. If a contaminoid
successfully hits with its tongue-lash, the victim can be dragged in for a free biting attack,
or strangled at range for 1d10 automatic damage per round (escaping requires severing the
tongue by doing 15+1d6 damage against it). However, if the creature hits with its tongue
with an Attack Roll of 18-20, the target must make a Saving Throw Versus Death. Success
means strangulation as above...but failure indicates immediate decapitation.
~ 38 ~
The beasts are strictly nocturnal, as direct sunlight disintegrates their skin at a rate of 2d6
damage per round. They lair in hidden underground ruins and containment facilities,
and litter their dens with reminders and tokens from their former lives. Some
contaminoids even visit their former families in the night, without incident...leaving only
a slime trail as evidence of their presence.
~ 39 ~
~ 40 ~
Boogen
No. Enc.: 1d3 (1d6)
Alignment: Neutral
Movement: 75’ (25’)
—Burrow: 15’ (5’)
Armor Class: 4
Hit Dice: 5
Attacks: 5 (4 tentacles, 1
bite)
Damage: 1d4 / 1d4 / 1d4 /
1d4 / 1d8
Save: L3
Morale: 11
Hoard Class: VI, XII
XP: 1,250
Deep within the frigid earth, strange creatures have been sealed away since the time of The Ancients...
The boogens are subterranean beasts the size of hogs that dwell deep within mines and natural caves, but
they surface (often burrowing up through the floors of residences) when deprived of food. They possess
squat, round bodies encased in hard carapaces, toothy maws, and multiple flailing tentacles.
Of a boogen's tentacles, the front 4 end in piercing spikes, and they can lash targets up to 15' away. If any 2
tentacles successfully strike the same target in the same round, said target is grappled and drawn into the
boogen's mouth for an automatic biting attack.
The boogens take only half damage from melee weapons and conventional firearms.
Mutations: Echolocation, Extra Parts (Tentacles), Increased Caloric Needs [D], Natural Armor
(Extreme), Reflective Epidermis (Cold)
~ 41 ~
~ 42 ~
Environmental Hazard: Cindercloud
The atomic detritus of The Ancients gave rise to many of the abominations of the Mutant Future...
There is nothing that terrifies the Mutant Future's remaining Pure Human populations more than
the roiling, creeping miasmas known as cinderclouds. They leak from the most antiquated and
dilapidated of Ancient reactors, and can vary in size from several hundred feet wide to,
horrifyingly, miles in diameter.
Cinderclouds have no impact on flora, animal fauna, or materiel...but any Pure Human youth 15
years or younger caught inside its borders transforms into a cinderkid (see below) upon failure of
a Saving Throw Versus Death. Pregnant Pure Human women must also make a Saving Throw
Versus Death, or give birth to infant cinderkids at term.
When a cindercloud envelops a region, the resulting cinderkids unite to kill off every person and
animal they encounter. And even if the besieged adults survive the experience, they are faced with
the dreadful realization that, with the loss of all their offspring, their own future is just as dead....
~ 43 ~
Cinderkid
No. Enc.: 1d6 (3d8)
Alignment: Chaotic
Movement: 45’ (15’)
Armor Class: 8
Hit Dice: 3
Attacks: 2 (2 claws)
Damage: 1d8 / 1d8, + special
Save: L5
Morale: 12
Hoard Class: None
XP: 185
Cinderkids are nigh-indestructible, being immune to the effects of all blunt trauma, firearms,
toxins, diseases, and Mental Mutations. Upon being beaten or shot, they are knocked backwards
to the ground, but then arise unharmed at the end of the very next round. Chopping off both of a
cinderkid's hands—which requires a "called shot" and a To Hit roll of 18-20—will kill it
instantly. (Note that both hands must be removed, as a one-handed cinderkid can still latch on for
base damage plus 1d12 continual damage per round.) Obviously, dismemberment will eliminate
a cinderkid threat.
The creatures have no need to eat or respire, but may somehow absorb sustenance through their
hands during the burning process.
While cinderkids' physical abilities are impressive enough, it is their cunning that makes them
truly dangerous. Aside from pale skin, dark eyes, vacant smiles, and blackened fingernails,
they look just like ordinary children...and they use their innocent appearances to lull adults into a
false sense of security. They never run or make overtly threatening gestures; all they do
is methodically walk towards adults with arms extended for seemingly loving hugs. Cinderkids
can vocalize, but generally only make single exultations ("Mama!" or "Daddy!" , or the first names
of those they recognize) so as to lure unsuspecting adults to their doom. They also feign
helplessness when encountering armed resistance, and cower in fear to manipulate the sympathies
of their foes, only to lash out at first opportunity. They remember how to do routine physical tasks,
like open doors and windows, and climb vertical surfaces (like trellises).
~ 44 ~
Perhaps the most horrible thing about cinderkids is that their favorite victims are their own
families. They normally congregate and attack in packs, but individuals will break off to visit
their former homes and massacre those that love them most...
~ 45 ~
~ 46 ~
Disease: Starslime ("Space Leprosy")
Save Modifier: -4
Infection Duration: See Below
Affected Stats: STR +5, DEX -3, CON +5, INT -2 (per day), CHA -All
Damage Per Day: See Below
As the Ancients took to the stars, they beheld wonders never before seen by human eyes...
The disease dubbed starslime is a hideous condition contracted by space travelers who pass through
planetary rings during times of intense solar activity. The eerie combined radiations set off an unstoppable
chain reaction of cellular degradation...and the only panacea is the consumption of living humanoid flesh!
An infected subject begins to dissolve at the rate of 2d8 Hit Points per day; however, this damage can be
counteracted by devouring a corresponding amount in Hit Points [represented as doing equivalent damage
with biting attacks] from Pure Humans or Mutant Humans.
Starslime victims leave slimy residue on anything and everything they touch, and their features and digits
slough off. As their appetites rage out of control, their mental faculties fade at a rate of -2 INT per
day. Bizarrely, an infected individual becomes stronger and tougher, and immune to all damage from
conventional firearms. They also emit Class 1 radiation, and can be tracked with Geiger counters.
If still alive at the end of 3 days, the subject begins to take an additional—and cumulative—1d8 damage
per day [ex: 5 days of infection = 5d8 damage per day] as the decomposition accelerates. It takes an ever-
increasing amount of raw meat to offset the disease, and eventually becomes impossible to keep up.
The ultimate fate of those poor souls infected with starslime is melting into a sloppy pile of blood-
sludge. The only blessing? The disease isn't communicable...at least, not yet....
~ 47 ~
~ 48 ~
Meltman
No. Enc.: 1 (1d3)
Alignment: Neutral
Movement: 90’ (30’)
Armor Class: 3
Hit Dice: 14
Attacks: 3 (2 fists, 1 bite)
Damage: 1d8+ / 1d8+ / 2d6+ (see below)
Save: L14
Morale: 11
Hoard Class: None
XP: 4,200
~ 49 ~
~ 50 ~
Killer Shrew
No. Enc.: 1d8 (3d6)
Alignment: Neutral
Movement: 150’ (50’)
—Burrow: 30’ (10’)
Armor Class: 7
Hit Dice: 2
Attacks: 1 (bite)
Damage: 1d6 + poison
Save: L1
Morale: 11
Hoard Class: None
XP: 47
Killer shrews are aggressive, nocturnal rodents the size of 50-100 pound canines. Shaggy fur covers their
bodies, and fangs dripping Class 17 poisonous saliva jut from their snouts.
Not only do the beasts scour the landscape in a perpetual hunt for food, but they breed at a mind-boggling
rate: young shrews reach full reproductive maturity just 2-3 weeks after birth. A male/female
pair can spawn a ravenous rodent regiment that reduces a region to ruin in just a few short months...and as
food supplies dwindle, they turn to cannibalism...and ultimately hunt livestock and human victims.
Accordingly, many communities in the Mutant Future pay premium bounties for killer shrew carcasses.
Mutations: Increased Caloric Needs [D], Enhanced Vision (Night Vision), Toxic Weapon (Venom)
~ 51 ~
~ 52 ~
Environmental Hazard: Stuffsludge
Despite The Ancients' rapacious gobbling of unhealthy, processed, food-like products, they were always
searching for a miracle food—a perfect food—that was nutritious, delicious, and painless to prepare...
...and they believed they found it upon unearthing The Stuff. They began devouring it by the bucketful, but
as they discovered far too late…
The subterranean substance known as stuffsludge is a collective microorganism that bubbles up from
beneath the earth in non-desert and non-urban environments. It appears as a gurgling puddle of viscous
white liquid, and any mammal who stumbles upon it must make an Ability Check Versus WIL at a -2
penalty. Those that fail are compelled to lean down and taste the substance...and the sweet, euphoria-
inducing flavor makes them settle in and shovel mass quantities into their mouths.
Unless dragged away by those not under the stuffsludge's influence, the eater will gorge themselves for 2d6
turns. At the end of that period, they must make a Saving Throw Versus Stun at a -3 penalty, or become
infected with stuffsickness (see below).
While stuffsludge typically appears topside in small pools, its mere presence often indicates massive
deposits deeper beneath the site. In fact, vast subterranean lakes of stuffsludge lurk in the bowels of the
earth....
~ 53 ~
Disease: Stuffsickness
Save Modifier: -3
Infection Duration: See Below
Affected Stats: STR +2, DEX +2, CON +5, WIL -7
Damage Per Day: none (See Below)
Stuffsickness is the term describing infection by the parasitic stuffsludge microorganism, which
literally devours its host alive. Those thus infected are nicknamed stuffies.
Victims of stuffsickness initially experience numerous positive effects: elation and increased
sense of well-being, beneficial weight loss, heightened energy levels, and an elimination of the
need for sleep. They look and feel better than at any other time in their lives.
Personality changes set in 2d4 days later, however. The infected become militant advocates of
stuffsludge and the consumption thereof, and foist the substance on others at every
opportunity. Before long, they give up other comestibles entirely, and eat only stuffsludge at
each and every meal...and, ultimately, they cease all other activities but eating. They just consume
serving after serving after serving...
...unless directed by the parasite—which has an intelligent will of its own—to unearth and collect
more quantities of stuffsludge for mass distribution. These automatons are allowed to
perform more complex tasks like digging, drilling, pumping, packaging, and driving in order to
spread stuffsludge far and wide.
~ 54 ~
The parasite systematically digests the host's innards, and at the end of the 2d4 day period, the
infected effectively gain both the Pain Insensitivity and Pain Sensitivity Physical Mutation
Drawbacks. The bizarre combination means that the infected have no awareness or regard of
injury to their persons, but also suffer double damage from all attacks due to the hollowing-out of
their bodies. Stuffies also gain the Metaconcert Mental Mutation. They can speak, act, and
coordinate attacks as one over long distances.
The most horrifying aspect of stuffsickness is that once the mutations are acquired, the host is little
more than a skin-husk...and at this point, the accumulated stuffsludge can burst forth from the
mouth as a fully-formed stuffiend. The host must make a Saving Throw Versus Death when the
stuffiend erupts, with success indicating that their body lies dormant until the creature slithers back
inside to resume control and activity...and explosive, gory death upon failure.
Any mammalian Pure Human, Mutant Human, Mutant Animal, wildlife, and/or monster is
susceptible to stuffsickness. The only cure is forced withdrawal through diet change (which takes
2d6+2 weeks), powerful Ancient antivirals, or immersion in a regeneration tank [see p. 126 of the
Mutant Future Core Rules].
~ 55 ~
Stuffiend
No. Enc.: 1 (1d4)
Alignment: Chaotic
Movement: 60’ (20’)
Armor Class: 6
Hit Dice: 10
Attacks: 1d4, or 1 (1d4 tendrils,
or immersion)
Damage: 1d10 per tendril, or special
Save: L5
Morale: 10
Hoard Class: XII + 2d6 foodstuffs
XP: 5,900
Stuffiends are masses of stuffsludge grown large and strong enough to escape their host
bodies. They appear as creeping, white, gooey masses that resemble nothing less than
Ancient dairy desserts.
Stuffiends are intelligent, and desire nothing less than the infection of every living mammal
in the Mutant Future so as to unite all creatures under one giant collective hive-mind.
In combat, stuffiends lash out with acidic tendrils. If they successfully strike twice in the
same round, their target is force-fed a gullet-full of stuffsludge, causing an additional 2d6
suffocation damage and a stuffsickness infection with a failed Saving Throw Versus
Stun. They also use their Empathy
and Fragrance
Development Mutations to force
opponents to cease their attacks
and instead start gulping down parts
of the stuffiend's own mass....
~ 56 ~
only be physically harmed by fire, electricity, chemical contaminants, and energy
weapons. For Mental Combat, stuffiends possess WIL scores of 14-21 (13 +1d8).
Terrifyingly, individual stuffiends can merge into one gigantic composite entity. This
veritable tidal wave of stuffsludge can shatter barriers and containment units, and wreak
havoc against many targets at once. [It is up to the Mutant Lord to determine the
exact Movement, Hit Dice, Attacks, Damage, and Experience Points of such a massive
creature.]
~ 57 ~
~ 58 ~
Skintruder
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 90’ (30’)
Armor Class: 3
Hit Dice: 3
Attacks: 3 (2 claws, 1 bite)
Damage: 1d6 / 1d6 / 1d8
Save: L3
Morale: 12
Hoard Class: None
XP: 70
The Mutant Future gives rise to all manner of deadly viruses and illnesses...
Skintruders are strong enough to rend their way through solid steel, possessing a 20 STR for the
purposes of breaking doors, gates, and machinery. And their bites are fatal, as their saliva contains
a Class 20 toxin that causes a victim's blood cells to replicate a thousandfold, resulting in
throbbing, overinflated veins that erupt in an agonizing geyser of gore 3d4 rounds after a failed
Saving Throw Versus Poison.
~ 59 ~
The end…?
~ 60 ~