Saturday, October 31, 2015

"WHAT'S NUKED, SCOOBY-DOOMSDAY?" — GHASTLYNAUT


Ghastlynauts are 8'-tall, armored, skull-faced horrors from beyond the stars.  Their bone-chilling cackles are the soundtracks of nightmares, and their helms flash hellish red in syncopation with their wails.

The beings feed on fear.  Though plodding and ponderous, ghastlynauts stalk inexorably and unerringly towards their quarry, and emit both a pulsing glow and low-frequency hum while doing so.  That said, hiding does no good, for they always find you...and you'll always know they're coming!!!

Ghastlynauts can take control of electricity-based machinery, vehicles, and artifacts and operate them from afar, no matter the condition of the contraption.  Control extends to only one device at a time, and said gadget must remain within a half-mile radius to function.  Ghastlynauts also surround themselves in combat with 3d6 illusory duplicates that mask their true location on the battlefield.  All opponents with visual senses (including robots) are susceptible to the effect.

Ghastlynauts travel in dilapidated "haunted saucers" that are essentially rocket-powered spookhouses.




Ghastlynaut ("Space Kook")
Attributes:  Agility d6Smarts d8Spirit d12Strength d12Vigor d12
Skills:  Fighting d8Intimidation d12+2Notice d10, Piloting d8, Stealth d6Tracking d10
Derived:  Pace 5Parry 7, Toughness 16 (6)
Special Abilities
  • Armor +6:  Metallic spacesuit.
  • Fear -6:  Ghastlynauts are spookiness incarnate, and trigger Fear checks at -6.
  • Fear Itself:  Immune to Fear and Intimidation.
  • Fists:  STR +1d6.
  • Holographic Duplicates:  With an action, can create 6 Extras, as per the Duplication power [Super Powers Companion, p. 26].
  • Night-Sight:  Ignores penalties for Dim and Dark lighting.
  • Not Subtle At All:  Characters get +4 to their Notice rolls to perceive a ghastlynaut.
  • Overriding:  With a Spirit roll, can take control of one electrically-powered gadget, machine, or vehicle within a Large Burst Template, no matter the device's condition.  Control lasts until ghastlynaut releases it, or moves to another item.
  • Size +2:  Ghastlynauts are 8' of built like tanks. 
  • That Laugh—Oh, That Laugh!:  With an action, all targets within a Medium Burst Template centered on the ghastlynaut must make a Spirit roll at -4 or be Shaken.
  • You Can Run...:  Ghastlynauts get a +6 to Notice and Tracking rolls when pursuing victims.














[Inspired by Scooby-Doo, Where Are You! episode #15, "Spooky Space Kook" (1969)]

Friday, October 30, 2015

"WHAT'S NUKED, SCOOBY-DOOMSDAY?" — CUTLER



Congregating near "graveyards" of sunken ships and beached hulks, cutlers are the soggy, centuries-dead corpses of Ancient aquanauts reanimated by colonies of intelligent algae.  Their quasi-living husks pulse with unholy radioactivity.

Cutlers feed on the fluids of their victims, which they leech through weedy, vampiric tendrils.  A cutler with prey in its coils may still pummel other targets without penalty.

Cutlers can be communicated with via telepathy, but their dark thoughts are peppered with salty expletives from both human vernacular and the secret language of plants.



Cutler
Attributes:  Agility d6Smarts d6Spirit d8Strength d10Vigor d12
Skills:  Fighting d8Intimidation d8Notice d6Stealth d6Swimming d8
Derived:  Pace 5Parry 8Toughness 11 (3)
Special Abilities
  • Alien Intelligence:  Not susceptible to Fear, Intimidation, or Tests Of Will.
  • Aquatic:  Pace 8.
  • Armor +3:  Rubbery suit, plus thick overgrowth.
  • Constriction:  With a Fighting attack, a cutler may entangle and immobilize its victims in strands of leeching seaweed.  The round it strikes and each round thereafter, the cutler inflicts STR +1d4 crushing damage and 2d6 desiccation damage.  After the first round, the target may make a Strength roll at -2 to break free; other characters may attempt to free the victim with a Strength roll -4.
  • Fear -2:  A cutler's garish glow triggers Fear checks at -2.
  • Invulnerability:  Immune to fire-, heat-, and radiation-based attacks.
  • Luminosity:  Those targeting a cutler at range get +2 to Attack rolls.
  • Radioactive:  Anyone within a Small Burst Template centered on a cutler must make a Vigor roll each round just as if they were in a high-radiation area [Savage Worlds Deluxe, p. 89].
  • Sonar:  Ignores any and all obscurement penalties; can sense in a 360° radius, negating Gang Up bonuses.












[Inspired by Scooby-Doo, Where Are You! episode #2, "A Clue For Scooby-Doo" (1969)]

Thursday, October 29, 2015

"WHAT'S NUKED, SCOOBY-DOOMSDAY?" — WENDIGHOST



Wendighosts are burly, 8' tall, satan-browed bipeds that terrorize mountainous forests and polar climes.  Shaggy white fur makes them almost invisible in the snows.

Highly intelligent, wendighosts are proficient with Ancient tools and artifacts.  And they are straight-up the most malicious and bloodthirsty beasts in the Scooby-Doomsiverse, as they've been known to hurl crushing barrels, lob explosives, pitch enemies off cliffs, and even tie kidnapped victims to lumber-mangling buzzsaws!



Wendighost
Attributes:  Agility d8Smarts d10Spirit d8Strength d12+4Vigor d12
Skills:  Climbing d8Fighting d12Intimidation d10Notice d8Stealth d10, Throwing d10, Tracking d6
Derived:  Pace 6Parry 8, Toughness 12 (2)
Special Abilities
  • Armor +2:  Insulated from the cold.
  • Claws:  STR +d6.
  • Crushing Hug:  A wendighost that hits with a raise pins his victim, doing an automatic 2d6 damage per round.  The target may only attempt to escape on his action, which requires a raise on an opposed Strength roll.
  • Fear -4:  A wendighost's frigid, floating fury triggers Fear checks at -4.
  • Fearless:  Immune to Fear and Intimidation.
  • Levitation:  Flying Pace of 12 and Climb 0.
  • Immunity:  Immne to cold and cold-based attacks and effects.
  • Night-Vision:  Ignores penalties for Dim and Dark lighting.
  • Size +2:  Massive and muscular.
  • Sweep:  May attack all adjacent characters at -2.










[Inspired by Scooby-Doo, Where Are You! episode #17, "That's Snow Ghost" (1970)]

Wednesday, October 28, 2015

"WHAT'S NUKED, SCOOBY-DOOMSDAY?" — GATOR GHOUL




Gator ghouls are bipedal crocodiloids that haunt toxic swamps and polluted bayous.  They are master skulkers and leering voyeurs, and have a propensity for blackmail, extortion, and espionage.

Gator ghouls relish visceral combat, but treacherously blind their foes before melee.

The unforgiving freaks never forget a slight.


Gator Ghoul
Attributes:  Agility d8Smarts d8Spirit d8Strength d10Vigor d10
Skills:  Climbing d6Fighting d10Intimidation d10, Investigation d6Notice d10Stealth d10, Swimming d8
Derived:  Pace 6Parry 7, Toughness 12 (4)
Hindrances:  Habit (Voyeur, Major), Vengeful (Major)
Special Abilities
  • Armor +4:  Scaly hide.
  • Aquatic:  Pace 8.
  • Blinding Eyes:  Gator ghouls discharge blinding light from their eyes in a Medium Burst Template.  Those affected must make an Agility roll at -2 to avert their gaze and avoid the effect (or -4 if the gator ghoul got a raise on the attack roll).  On a failure, victims are Shaken and -2 to Parry until their next action.  If the victim rolls a 1 on his Agility die (regardless of the Wild Die), they're Shaken and fully blind until recovering from being Shaken. Blinded victims suffer a -6 penalty to all Trait rolls that require vision and have their Parry reduced to 2.
  • Claws & Jaws:  STR +d8.
  • Eye-Bolts:  Gator ghouls fire beams at 12 / 24 / 48 range that inflict 2d6 damage; RoF 2.
  • Fear -2:  A gator ghouls primordial perversity triggers Fear checks at -2.
  • Night-Vision:  Ignores penalties for Dim and Dark lighting.
  • Improved (Tail) Sweep:  May attack all adjacent characters at no penalty.
  • Tail Slap:  Gator ghouls lash out with their tails, doing STR damage and forcing victims to make a Vigor roll at -2 or be Shaken and unable to recover for 1d6 rounds.








[Inspired by The Scooby-Doo Show episode #3, "The Gruesome Game Of The Gator Ghoul" (1976)]

Tuesday, October 27, 2015

"WHAT'S NUKED, SCOOBY-DOOMSDAY?" — VOLTERGEIST



Voltergeists are the sizzling psychic manifestations of those killed via electrocution. The hostile beings appear as portly, plodding, 8'-tall bipeds composed of crackling energy.  Despite their incandescence and noisiness, voltergeists are bizarrely stealthy.

Voltergeists can burn through any obstruction.

Voltergeists feed on electricity, and absorb it from any contraption they contact.  They also hate mechanical devices in all their forms (including robots), and target them for destruction after dealing with living opponents.




Voltergeist
Attributes:  Agility d6Smarts d6Spirit d8Strength d12Vigor d12
Skills:  Climbing d6Fighting d10Intimidation d12Notice d6Stealth d10
Derived:  Pace 4Parry 7, Toughness 10
Special Abilities
  • Burning Touch:  STR +d8,
  • Electricity Leeching:  Voltergeists feed on electricity.  With a Touch Attack, they completely drain all electrical devices, rendering them useless until repaired.
  • Fear -2:  A voltergeist's sizzling menace triggers Fear checks at -2.
  • Incandescent Shielding:  Anyone who attacks and hits a voltergeist hand-to-hand suffers an automatic 3d6 damage.
  • Incineration:  Voltergeists can burn through any obstruction, with simple locks and doors taking a round and thicker walls and barricades up to 1d6 rounds.
  • Invulnerability:  Immune to all but psionic- and magnetism-based attacks, and all adverse environmental effects.
  • Size +2:  Stout and stocky.
  • Sizzle-Vision:  Ignores penalties for Pitch Darkness.










Inspired by The Scooby-Doo Show episode #4, "Watt A Shocking Ghost" (1976).

And for the Mutant Future version, click here!