Saturday, October 10, 2015


Terrordactyls are bipedal, winged reptiloids that lair in mountainous cavern complexes.  Vicious and territorial, they attack any and all flyers (including vehicles) that enter the airspace around their dens...and carry away victims for later consumption!

Terrordactyls shimmer radiantly upon ending a Teleport move.

While their own tribal culture is primitive, terrordactyls are obsessed with music and its assorted media forms, and hoard instruments, albums, cassettes, digital players, and even studio recording equipment.

Attributes:  Agility d10Smarts d4Spirit d6Strength d10Vigor d8
Skills:  Fighting d8Intimidation d8, Knowledge (Music) d6Notice d6, Repair d4Stealth d6
Derived:  Pace 8Parry 6, Toughness 8 (2)
Special Abilities
  • Armor +2:  Thick, leathery skin.
  • Beak & Claws:  STR +d6.
  • Fear -2:  A terrordactyl's savage squawks trigger Fear checks at -2.
  • Flight:  Flying Pace of 12" and an Acceleration of 6".
  • Teleport:  Terrordactyls can disappear and instantly reappear up to 24" distant [see p. 45 of the Super Powers Companion for specifics].

[Inspired by The Scooby-Doo Show episode #19, "Hang In There, Scooby-Doo" (1977)]

Friday, October 9, 2015


Skelemen are freakish extraterrestrials with bony indigo frames topped by an enormous, unblinking eye.  They are mute and utterly silent in motion, and equally at home on land and in water. Skelemen see right through holograms, mirages, and illusions.

Skelemen navigate the spaceways in craft of their own design, and they are experts at scavenging, repairing, and piloting vehicles of any and all varieties.  In fact, their primary motivation seems to be procuring and hoarding such transports (particularly planes) for reasons unknown.

Skelemen travel in trios, and larger groupings always comprise multiples of three (six, nine, etc).

Attributes:  Agility d8Smarts d10Spirit d8Strength d6Vigor d6
Skills:  Boating d10, Driving d10Fighting d6Intimidation d6, Lockpicking d6Notice d8, Piloting d10, Repair d12, Shooting d6Stealth d10, Swimming d10
Derived:  Pace 7Parry 5, Toughness 8 (1)
Special Abilities
  • All-Seeing Eye:  Immune to Illusions and like effects.
  • Aquatic:  Pace 10.
  • Armor +1:  Bony build.
  • Claws:  STR +d4
  • Depth-Vision:  Ignores penalties for Dim and Dark lighting.
  • Fear -2:  A skeleman's cyclopean visage triggers Fear checks at -2.
  • (Very Little) Skin, And Bones:  +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage; immune to gas-based attacks.

[Inspired by The Scooby-Doo Show episode #26, "A Creepy Tangle In The Bermuda Triangle" (1978)]

And for the Mutant Future version, click here!

Thursday, October 8, 2015


Wax phantoms are lumbering, moaning hulks formed from photosynthetic protoplasm.  No restraint can bind them, as they flow through (or outright shatter) bonds with ease.  They leave goopy footprints in their passing.

Wax phantoms are nigh-invincible.  They can instantly seal wounds and re-attach severed limbs, so conventional melee weapons and firearms are useless.  Chemicals, diseases, and gas-based attacks also have no effect.  Explosives and intense impacts just disperse the creatures, and lasers / heat / fire melt them to a liquid state from which they'll eventually reform.  Cold, electricity, and psionics are really the only ways to combat wax phantoms.

Unnervingly artistic, wax phantoms entomb kidnappees in the creatures' own to create ghoulish galleries of ghastly "statuary".  They cheerily explain every step of the process to their victims.

Wax Phantom
Attributes:  Agility d6Smarts d6Spirit d8Strength d12+4Vigor d12+2
Skills:  Fighting d10Intimidation d8Notice d6
Derived:  Pace 4Parry 7, Toughness 13
Special Abilities
  • Amorphous:  Only Shaken by select attacks; no wound penalties; immune to poison and disease.
  • Fear -2:  The drippy menace of a wax phantom triggers a Fear check at -2.
  • Invulnerability:  Wax phantoms can only be harmed by cold, electricity, and psionics.
  • Large:  Attackers add +2 to any attack rolls.
  • Size +4:  Wax phantoms are 9'-tall (and essentially ably just as wide wide) slabs of brutality.

Inspired by Scooby-Doo, Where Are You! episode #25, "Don't Fool With A Phantom" (1970).

And for the Mutant Future version, click here!

Wednesday, October 7, 2015


Willawaws are bloated, bioluminescent owls that thunderously rocket through the skies.

Willawaws are psychically attuned to all avians (normal, mutant, and humanoid) in their territory, and see and hear at will through the birds' senses.  And if a linked creature screeches a PCs name in an approximation of human speech, that character invariably becomes the willawaw's next victim!  Legend says that anyone who observes a willawaw in flight also becomes a target.

Willawaws are hoarders, and stockpile artifacts, objets d'art, and junk.  Their cave-iaries are overstuffed with their prey's loot, and that acquired by their otusoid minions [see below].

Attributes:  Agility d6Smarts d8Spirit d8Strength d12+3Vigor d12
Skills:  Fighting d8Intimidation d8Notice d12
Derived:  Pace 0Parry 6, Toughness 12
Special Abilities
  • Fear -4:  A willawaw's glow, turbine-like noisiness, and overall reputation trigger Fear checks at -4.
  • Fearless:  Willawaws are immune to Fear and Intimidation. 
  • Flight:  Willawaws have a Flying Pace of 24", an Acceleration of 12", and Climb 3.
  • Large:  Opponents add +2 to any attack rolls.
  • Night-Sight:  Ignores penalties for Dim and Dark lighting.
  • Savage Claws:  STR +d6, AP 1.
  • Size +4:  Willawaws are corpulent, boat-sized birds.

Otusoids are stocky, flightless owl-men that unwaveringly procure fresh meat and treasure for their willawaw masters.  They are fearless hunters, trackers, and scavengers, and unrelentingly storm domiciles and strongholds in pursuit of their quarry.

Left to their own devices, otusoids are creepy, dead-eyed voyeurs that never, ever blink.

Attributes:  Agility d8Smarts d6Spirit d6Strength d10Vigor d10
Skills:  Climbing d6Fighting d8Intimidation d8Notice d10Stealth d8Tracking d12
Derived:  Pace 7Parry 6, Toughness 9
Special Abilities
  • Fear -2:  Otusoids' blank stares trigger Fear checks at -2.
  • Fearless:  Being really fearsome and intimidating makes them, um, immune to Fear and Intimidation.
  • Night-Sight:  Ignores penalties for Dim and Dark lighting.
  • Size +2:  Otusoids are burly, 7'-tall brutes.

Inspired by The Scooby-Doo Show episode #25, "Watch Out!  The Willawaw!" (1978).

And for the Mutant Future version, click here!

Tuesday, October 6, 2015


The feral space-apes are extraterrestrial, 7'-tall bipeds with slick, purple hides mottled with neon green. They sport wicked claws that inject poison that triggers allergic reactions marked by an outbreak of green nodules, and catatonia.

Space-apes hatch from 6" eggs found in rocks procured off-world, or that fall to earth on meteoroids.  The monkey-sized, brachiating hatchlings reach adulthood in a mere 24 hours.

Interestingly, adult space-apes suffer from vertigo, and avoid heights (any altitudes 20' above ground)  at all possible.

Attributes:  Agility d12+1Smarts d4Spirit d6Strength d12+1Vigor d10
Skills:  Climbing d12Fighting d10Intimidation d8Notice d6, Stealth d8Throwing d6
Derived:  Pace 12Parry 7, Toughness 10 (1)
Special Abilities
  • Armor +1:  Rubbery, sinewy build.
  • Fear -2:  A space-ape's freaky appearance triggers Fear checks at -2.
  • Poison -4:  Space-apes secrete a vicious Knockout toxin from their claws.
  • Savage Claws:  STR +d6, AP 2.
  • Size +2:  Space-apes are 7' of sleek, splotchy muscle.
  • Weakness:  Adult space-apes suffer a -4 to all Skill checks when on elevations above 20'.

Inspired by What's New, Scooby-Doo? episode #3, "Space Ape At The Cape" (2002).

And for the Mutant Future version, click here!