Showing posts with label Festival of Fright. Show all posts
Showing posts with label Festival of Fright. Show all posts

Wednesday, October 31, 2012

Trick Or Treat! Smell My Feet!

Happy Mutantween everyone!

In honor of this most creepy of holidays, I decided to have my own Mutantween Trick-or-Treat right here at The Savage AfterWorld! In a bowl next to the front door, I have the following treats for 11 lucky mutants:

5 trick-or-treaters will each get a Savage AfterWorld dice!
5 trick-or-treaters will each get a PDF copy of my recently released Deviant Database!
And one extra-special lucky trick-or-treater will get the Deviant Database both in PDF and hardcopy print formats as well as a Savage AfterWorld dice to add to their dice bag!

To qualify for a treat, just post in a Comment to this blog entry with your email contact in the Comment. Feel free to "de-Spambot" it in any way you wish, ie, name (at) whatever (dot) com or something. (See my email address over there in the right-hand column.) That's all it takes. When I have 11 responders, I'll randomly give out the "treats." You might get a book, you might get a dice, or you might get the Good Package. It's that simple. To keep things fair, only one Comment/entry per person. If I see a dupe entry, I toss 'em both, so reply only once. Also, don't enter multiple times under different names/accounts. That's just an ass thing to do. Next up, this is open to folks worldwide, as I'm happy to ship globally. I'll update this thread when we have all 11 trick-or-treaters, and I'll contact everyone via email with what they found in their goodie bag. (I'll also get addresses for mailing physical items at that time.)

So put on your costume, have your parents hide in the bushes nearby, screw up some courage, and ring the doorbell!

EDITED TO ADD: OK, I've turned off the porchlight and I'm hiding from any further visitors. And here's what everyone found in their goodie bag!

Savage AfterWorld Dice: Tetsubo; Steve Balrog; "Anonymous"; Michael Bolam; mwschmeer
Deviant Database Electronic Version: Justin Issac; Danjou's Hand; Robert; Storyteller1976; brink
And the Whole Kit-n-kaboodle: Ironbeaver

Tuesday, September 25, 2012

Monstrous and/or Mutated Mondays Throughout October!

To celebrate the Halloween season, Tim Brannan over at The Other Side Blog is gathering all RPG bloggers together to participate in the Monstrous Monday blogfest on October 29. When that day rolls around, expect the blogosphere to explode with creeping, crawling, cretinous creatures!


But I really like the Halloween season, and I want to do more than just one day's worth of monsters! Normally I spend the week of Halloween on my personal "Festival of Fright" series of blog posts. This year, taking my cue from Tim, I plan on treating every OTHER Monday in October as Mutated Monday!


So stay tuned as, every Monday in October, The Savage AfterWorld brings you a new Mutant Future denizen!

Monday, October 31, 2011

[Festival of Fright] Contest: The Stars Are Right!

For the Halloween edition of this year's Festival of Fright, I'm giving away a softback print copy of Goblinoid Games' Realms of Crawling Chaos. This Cthulhuesque supplement is fully compatible with Mutant Future, with new races, creatures, and rules for psionics. What better way to frighten your mutant PCs than by having a Great Old One stomping through the ruins!

To enter, just post in a Comment to this thread with your email contact in the Comment. Feel free to "de-Spambot" it in any way you wish, ie, name (at) whatever (dot) com or something. (See my email address over there in the right-hand column.) That's all it takes. Sometime later today, I'll take everyone who commented and will randomly draw a winner from the list. It's that simple. To keep things fair, only one Comment/entry per person. If I see a dupe entry, I toss 'em both, so reply only once. Also, don't enter multiple times under different names/accounts. That's just an ass thing to do. Next up, this is open to folks worldwide, as I'm happy to ship globally. I'll update this thread when the contest has ended and when a winner has been drawn and contacted.

EDITED TO ADD: And we have a winner! Of the 12 folks who entered, the lucky winner chosen by random d12 die roll is...well...I'm not sure how to pronounce "8afec12a-040d-11e1-8cfb-000bcdcb5194" so we;ll just use the first bits of his email address and claim "Stephan.LH" as the winner! Stephan, I've sent you an email telling you how to claim your prize. And thanks to everyone else for playing!

Sunday, October 30, 2011

[Festival of Fright] Dangerous Encounter: Dusk Of The Dead

This encounter best takes place on the road as the PCs travel to their next adventure. They should hear gunfire coming from up ahead. When they arrive on the scene, they'll find a man standing over another man laying face-up in the road. The standing man will be seen shooting the prone one in the head. There will be another victim laying nearby, a spreading pool of blood forming under their head. The man, panting heavily will look up when he hears the party approaching. When he sees their weapons (or if they make any noise), he'll wave them silent, trying to keep them quiet.

"Shhhh! You'll attract more of those!" he'll say, pointing to the dead men. "The dead walk in this area, and you need to be alert for them!" The two dead men are covered in blood with several obvious bite wounds on their arms and neck.

If the PCs ask, the man will explain that his name is Darion and that he and his family live in a nearby farmhouse. He was out gathering firewood when he says he heard groaning nearby. He says he stumbled across two of the Walking Dead (MF rulebook, pg. 101) and was just finishing them off when the party arrived.

"And where there's two, there must be more nearby! C'mon! My home is this way!" He'll point to an overgrown trail leading off the road while he also checks the ammo in his pistol. Satisfied that he's got plenty left, he'll begin running up the trail, motioning for the party to follow.

Darion is only telling half the truth. Yes, there are Walking Dead in the area. It just happens to be Darion and his family. Darion and his "family" are Walking Dead who happened to retain their human intelligence after they turned. Knowing they would be destroyed when discovered, Darion moved his small zombie clan to the isolated farmhouse. To keep the zombie virus from spreading out of his control, he and his family feed, then shoot their victims in the head to keep them from rising. When the party arrived, Darion had just finished off two unfortunate victims he had attacked on the road. And the PCs arrived just in time to feed the rest of his family.

Darion plans to lead the PCs back to the house where his clan lies waiting. They have not fed in a while and are borderline feral with hunger. However, the Mutant Lord should keep in mind that these are intelligent Walking Dead who have managed to survive this long through guile and subterfuge. When the party arrives, the the "family" will be seen cautiously looking out of the home's windows. "They're with me!" Darion will shout. "Let us in! There are Dead about!" The family (his "wife", "brother", "uncle" and two teen "sons") will eagerly unbolt the door and welcome the party.

Walking Dead (6) (AL C, MV 120' (40'), AC 8, HD 5, #AT 2 (rend/bite), DG 1d6/2d6, SV L4, ML 7, mutations: none)

Darion and the family will make a big production of barring the door and watching out the windows for other "zombies in the area." The family will try to separate the party. ("You stay here at the front window, and you come upstairs with me.") When the PC's guard is down, that's where they will attack. Darion is the only one armed with a pistol, but he will hesitate to use it as his ammo is running low and he plans to use the bullets on the PCs once they've been defeated, eaten, and before they turn as well.

This encounter could potentially turn very deadly, so the Mutant Lord is encouraged to give the PCs every opportunity for heroic life-saving actions. Perhaps one of the family could snap under the pressure and attack the party prematurely before they are separated. Or the party could hear moaning and groaning from the basement and, upon inspection, they find a future victim tied up for future feeding.

If things go badly, Darion will abandon his family and escape. He could become a threat if not tracked down as he may create a massive Walking Dead army just for revenge upon the PCs. These newly created zombies may not have Darion's intelligence, meaning the zombie plague could run wildly unchecked throughout the Mutant Future!

Wednesday, October 26, 2011

[Festival of Fright] Notorius NPC: "Mort" the Mortician Bot

"Mort" the Mortician Bot
4th Level Synthetic

STR: 13 --- INT: 14
DEX: 15 --- WIL: 15
CON: 9 --- CHA: 16
HPs: 50 --- AC: 6
Mutations: increased sense (smell), force screen, quick mind

Somewhere on the outskirts of a ruined city is a long-ago-forgotten funeral home -- dilapidated and run down. Its caretaker -- a mortician bot named "Mort" -- sat silently for decades, waiting to be of use again. A few months ago, Mort's circuitry reactivated for a self-diagnostic and something went wrong. When Mort's circuitry reactivated, a small electrical spike caused a causal loop in his programming. He now views every living thing as a potential "client."

Mort's back in business.

Mort initially kept himself busy by embalming and mounting birds and small animals. As he became bolder, he "serviced" larger creatures and the occasional traveler he'd encounter on the nearby trails. Mort is now lurking near villages and towns close by, catching folks tilling the fields or tending their herds and bringing them back to his funeral home for processing. But Mort's not evil; he just has a job to do.

Mort is very hard to attack head-on as his increased smell enables him to detect when he's about to have company. He can also use this sense to detect and find hidden clients. His quick mind gives him a 100% chance to determine if someone is lying to him. And mental attacks are difficult as an attacker must successfully roll three times to have a mental attack succeed. He also has a built-in force screen that he can raise if he feels the "dearly departed" is being particularly troublesome. Mort has a +1 to hit/damage bonus due to his STR and his CHA gives him a -1 Reaction Adjustment.

Mort is not a skulking villain looking to kill villagers. He sees himself as providing a much-needed community service. He takes pride in his work and will be highly insulted if his motivations are brought into question. He may even show off his "displays" to anyone interested. Little do they know that he has already selected them as the next clients who will benefit from his services.

Mort should come across as creepy, but initially harmless. He's charismatic, pragmatic and fairly straightforward when discussing what he used to do for The Ancients. "But I no longer prepare the Dearly Departed for their final destination," he'll sadly tell the party. He'll then sweep back a curtain, revealing his collection. "I prepare those who have not yet departed," he'll state as he reaches for a scalpel and embalming needle. "So who's first?"

[Festival of Fright] Ancient Armory: Silver Shamrock Masks

Silver Shamrock masks are simple rubber face-coverings that come in three styles: a pumpkin head, a skull, and a green-faced witch. These disguises were used by The Ancients during the Festival of Fright to frighten others and hide their identities while they extorted "treats" from the community. But these masks are even more sinister than originally realized, as the creator of the masks had a much more nefarious purpose for them. The masks -- created by Conal Cochran, president of Silver Shamrock Novelties -- were designed to bring about the End of the World.

Each Silver Shamrock mask has a small label located on the back of the head. Underneath this label is a small microchip with a small sliver of Stonehenge embedded in the circuitry. This combination of high science and occult witchcraft will cause the wearer of the mask to suffer ahorrid fate when a specific signal is sent to the chip. When this signal is sent via radio waves or broadcast signal, the chip sends out a transformative ray directly into the wearer's skull. The brain dissolves into a festering pile of goo, pus, and ichor. Within this fetid mass will hatch a swarm of deadly insects and vermin which will pour out of the mask, attacking all within range. Cochran wished to bring about the End of the World via the masks, but was stopped before he could put his plan into effect.

In the Mutant Future, the true nature of these masks is still unrealized. Some of the pumpkin masks may be kept by and worshiped by Pumpkin Men (MF rules, pg. 90). The party may encounter Tricker Treaters wearing them on their nefarious rounds. Regardless, the true nature may indeed be known by these villains. Picture a Pumpkin Man ritual where they sacrifice a victim to their Pumpkin God using one of these masks and a tape recorder with an Ancient recording of the signal...

Five more days 'til Halloween... Halloween... Halloween... Five more days 'til Halloween... Silver Shamrock!

Tuesday, October 25, 2011

[Festival of Fright] Savage Menagerie: Gill-Man

No. Enc.: 1 (1d6)
Alignment: Neutral
Movement: 120' (40'); Swimming 120' (40')
Armor Class: 4
Hit Dice: 5
Attacks: 2 (claw/claw)
Damage: 2d6/2d6
Save: L3
Morale: 8
Hoard Class: IV

Gill-men are amphibious humanoids thought to be the so-called "missing link" -- the point at which water-breathing creatures evolved the ability to breathe air and survive on land. They are fully amphibious, able to breathe both water (through a set of large gills on their necks) and air (with a fully developed set of lungs). Gill-men possess superhuman strength, so they can lift heavy objects with ease as well as throwing around a foe they're fighting. They possess large webbed claws and feet, allowing them to swim underwater as fast as they can run on land. Their claws are quite sharp, and with their increased strength, will do 2d6 points of rending damage in combat.

Gill-men are solitary creatures; only one is usually encountered at any given time. However, rumors circulate of small "nests" or lairs of Gill-men in which 1d6 lay in wait. These lairs are found in underwater caves or grottos, accessible only through an underwater entrance in a freshwater lake, river, or lagoon. Gill-men do not usually attack interlopers unless they fell threatened or are attacked themselves. They may lurk and silently watch the strangers, but will make no motion to interfere as long as they are not molested. However, if they feel threatened, they will use their knowledge of the area to cut off the party from the outside world before starting their attack.

Mutations: water breathing, increased strength

Friday, October 14, 2011

The Festival Of Fright Returns On October 25

A broken moon stares down at the Blasted Earth like a shattered eye. The spidergoats bleat in the darkened distance and a chill wind whistles through the barren scorched trees. There are whispered rumors that the Ancient Dead walk the lands at this time of year. The rumors are correct.

The Festival of Fright returns on October 25 this year for one week. Lock the door to your bomb shelter. Arm yourself with garlic, silver bullets, pitchforks, and torches. And wait for the cleansing sun of November 1 to wash away the terror.

BOO!

Sunday, October 31, 2010

[Festival of Fright] Savage Menegerie: The Great Pumpking

No. Enc.: 1
Alignment: Chaotic
Movement: 180' (60')
Armor Class: 3
Hit Dice: 13
Attacks: 3 (2 claws,bite)
Damage: 2d6/2d6/2d8
Save: L7
Morale: 10
Hoard Class: XXII

The Great Pumpking is a giant plant mutant worshiped by Pumpkin Men (MF rulebook, pg. 90). It is unknown if The Great Pumpking is a godlike deity, a supernatural entity, or just a unique gargantuan creature. Regardless of its background, The Great Pumpking is a monstrous entity that is as evil as it is large. Only one has ever been encountered in the Mutant Future.

The Great Pumpking is well over 20 feet tall, made up of ropy, throny tendrills and vines, topped by a large pumpkin head. It attacks with two claw-like hands for 2d6 hit points each. It can also bite with a thorn-laden mouth for 2d8 hit points of damage. The Great Pumpking can also fire a devistating blast of radiation from its gamma eyes for 9d6 hit points of radiation damage.

The Great Pumpking is found only in pumpkin patches, usually near the lair of Pumpkin Men. It is said that the rituals and chants known by Pumpkin Men will call forth The Great Pumpking, but only at midnight during the Festival of Fright. Pumpkin Men offer up sacrifices to The Great Pumpking to curry favor and protection. If a party encounters a Great Pumpking, they will also have to deal with the 5d6 Pumpkin Men followers who have called it into existance.

Mutations: gigantism, natural vegetal weapons, optic emissions (gamma eyes)

Saturday, October 30, 2010

[Festival of Fright] Notorius NPC: "Sam"

"Sam"
8th Level Mutant Human (probably)

STR: 17 --- INT: 14
DEX: 16 --- WIL: 15
CON: 16 --- CHA: 10
HPs: 58 --- AC: 1
Mutations: precognition, teleportation, mental barrier

Not much is known about "Sam," who is the recognized leader of the Tricker Treaters. What is known is that he is a coldblooded killer in the body of a child.

"Sam" appears to be a small child dressed in a pair of "Footie" pajamas. Over his head, he wears a simple mask made out of a burlap bag with two big black buttons sewn on for the eyes. He can be found carrying a trick-or-treat sack and/or a large lollipop in the shape of a jack-o-lantern. "Sam" never talks and remains utterly silent.

"Sam" can best be described as "The Spirit of Halloween," for he enforces the rules and rituals of the Festival of Fright. It is said he appears to one town or village one night of the year to watch over the populace as they celebrate the Festival. If he sees violators (not being generous to Tricker Treaters, not wearing masks and costumes, blowing out the candle in a jack-o-lantern), it is said he will exact revenge against those.

"Sam" is almost supernaturally fast and strong. He receives a +2 to hit bonus, +4 damage bonus, and he receives 2 attacks per combat round. He is hard to fight mentally as he has a permanent mental barrier in place. Physical combat is also difficult as "Sam" can teleport out of harm's way, and his precognition gives him advance warnings of grievous injury.

When "Sam" is first encountered, it may be almost humorous in nature as "Sam" does not seem to be very menacing. However, if "Sam" is crossed or insulted, his true nature should be revealed. "Sam" is -- at heart -- a demonic creature of sadistic intent. Oddly enough, treating him as a childlike trick-or-treater may be enough to make him break off his attack. It's been said that simply offering him some candy may make him forget his vengeance-fueled attack and he will wander off, happily munching the sweets offered to him.

"Sam" appears courtesy of the movie "Trick R Treat."

Thursday, October 28, 2010

[Festival of Fright/Thundarr Thursday] Savage Menagerie: Werewolves

No. Enc.: 3d6 (3d10)
Alignment: Chaotic
Movement: 180' (60')
Armor Class: 5
Hit Dice: 4
Attacks: 2 (bite/claw)
Damage: 2d4/1d6
Save: L4
Morale: 8
Hoard Class: XX

Just as they "exist" in most fantasy tropes, Werewolves also exist in the World of Thundarr the Barbarian. However, unlike the "classic" idea of a Werewolf, the man-beasts from The Brotherhood of the Night differ greatly.

Werewolves appear to be a humanoid creature with the characteristics of a large wolf. They are covered in brown or grey fur, have pointed ears and claws, and fangs. Unlike a wolf, Werewolves have yellow slitted eyes and a thick mane of hair around their head, giving them an almost-feline-like look. They are rarely found in small groups, preferring to hunt and travel in larger packs. A Werewolf attacks by biting and clawing, dealing 2d4 and 1d6 hit points respectively. They have enhanced sight and enhanced hearing, giving them an almost supernatural ability to track their prey.

However, the bite of a Werewolf does not pass along the lycanthropy curse. All Werewolves are created by their "pack leader," a powerful Werewolf who can create new Werewolves just by touching a victim. (If a Werewolf pack is randomly encountered, there is a 20% chance that the pack leader will be accompanying them, though there is a 60% chance he will be found in their lair.) This pack leader should be 2HD larger with a +2 bonus to hit. If he is able to grab and hold a victim, the victim should save versus stun attacks or be transformed into a Werewolf under the control of the pack leader. However, this condition can be broken and reversed upon exposure to a naturally occurring substance such as wolfsbane or the waters of an enchanted spring. It is left to the Mutant Lord to determine the antidote to the lycanthropy.

In the episode "The Brotherhood of the Night," the pack leader Zebon was trying to grow his pack large enough to capture and convert the wizard Infernus. Once the wizard was under his thrall, he planned to use his massive army (along with the wizard's power) to rule the world. Once Thundarr tossed him into a healing spring, he reverted to a wolf form rather than a human form, which could mean that he was a mutant wolf all along.

Mutations: enhanced sight, enhanced hearing

NOTE: This creature was inspired by the episode "The Brotherhood of the Night" from the Ruby Spears post-apocalyptic cartoon series "Thundarr the Barbarian." Stay tuned for more of Thundarr Thursday!

Wednesday, October 27, 2010

[Festival of Fright] Dangerous Encounter: Living Nightmare

To run this encounter properly, the Mutant Lord will previously need to have some idea as to who (or "what") frightens the PCs. It can be a particularly villainous foe they encountered, a monstrous mutant they barely defeated, or any large creature they have heard rumors of that they have shown hesitancy to meet. ("Boy I hope we never run into one of those!")

When this encounter begins, the PCs should find themselves in some central public location such as a town square, tavern, or marketplace. There should be some concerned excitement bubbling up nearby as the townsfolk in the crowd begin to talk excitably. The PC should catch snippets of conversation: "She just wandered in...thought she was dead...her poor parents must be relieved...!" If the PCs ask around or investigate, they'll get the following information:
"About three weeks ago, a small girl disappeared from the village. No one knew if she was taken or if she just wandered off into the woods. It was assumed she had been dragged off and eaten by one of the creatures lurking in the ruins nearby. Her parents were inconsolable. However, about an hour ago, she wandered into the village! She seems to be healthy and unharmed, but there's something...wrong about her. She just stares off into the distance--never blinking, never speaking..."
The parents are happy to talk with the PCs (they're just delighted their child is back) and will let them meet with the girl if desired. The child, named Haester, sits silently in a chair, staring wide-eyed off into space. She seems almost robotic or hypnotized, devoid of emotion. If the PCs talk to her gently and ask what happened to her, she'll slowly turn her head to them and blandly remark, "The Grizzold took me to his house." The parents will act surprised, explaining that "the Grizzold" is a made-up monster from a fairy-tale her parents used to tell her. (If asked for a description of the Grizzold, the Mutant Lord is encouraged to describe the most horrific creature he can imagine. The PCs may later encounter "the Grizzold" if they're freaked out enough at the description!) Upon further conversation, Haester will describe the old ruined house about 5 miles away where "the Grizzold" kept her. She will also warn about his "mean dogs" before she shuts down completely. If the PCs aren't curious enough to investigate on their own, the village's town council will offer them a handsome reward to deal with this monster before another child is taken.

When the PCs arrive in the area, they should see an old dilapidated mansion on a hill. (The Mutant Lord is encouraged to play this up as the classic "haunted house" scenario, with the wind whipping up, night falling, and a blood-red full moon in the sky.) As they approach the house, a pair of Kamatas (MF rulebook, pg. 78) will charge from the underbrush and attack.

Kamata (2) (AL C, MV 180’ (60’), AC 5, HD 5, #AT 3 (2 claws, bite), DG 1d8/1d8/1d6, SV L3, ML 9, mutations: energy retaining cell structure, increased sense (smell))

Once the creature's "pets" are dealt with, the PCs can enter the house. Unbeknownst to the party, a Fear Feeder has taken up residence in an old dilapidated mansion. The extra-planar creature feeds on fear, terror, and horror, and it takes the shape of whatever terrorizes its victim the most. As the victim cringes in horror, the Fear Feeder consumes the negative energy until it has drained a victim of all its Willpower. Once drained and emotionally broken, it releases its prey and goes to find a fresh source of fear. (Fear Feeders are particularly fond of childhood traumas.)

Fear Feeder (1) (AL C, MV 120’ (40’), AC 3, HD 6, #AT 2 (claws plus special), DG 1d8/1d8/WIL drain, SV L6, ML 10, mutations: mental phantasm (unique), emotional vampirsm (fear))

The Mutant Lord should have the PCs slowly investigate the house, looking for "the Grizzold." Since the Fear Feeder is a shadowy creature, it will hide in the corners and the darkness, looking for an opportunity to take the shape of a new horrific being to terrorize its new "playthings." The Fear Feeder will try to attack the party individually rather than as a group, so it will wait until they separate before striking first. Once the nature of the Fear Feeder is discovered or once it looks like the fight is going against it, it will attempt to flee the area, hoping to find another location near another village with children.

Tuesday, October 26, 2010

[Festival of Fright] Savage Menagerie: Prometheoid

No. Enc.: 1
Alignment: Neutral
Movement: 90' (30')
Armor Class: 5
Hit Dice: 9
Attacks: 1 (hand or weapon)
Damage: 3d6 or as weapon
Save: L5
Morale: 10
Hoard Class: VII

Prometheoids are the end results of twisted medical experiments trying to learn the secrets of immortality and cheating death. A Prometheoid is a stitched-together collection of human (and mutant) body parts which is then somehow brought back to life through science or mutation (or magic if your campaign has it). Prometheoids are also known as "Conglomerate Men," "Reanimated Dead," or the more colloquial nickname "Frankenstein."

Prometheoids are huge, often standing more than 8 feet tall. (It is said that their creators make them bigger so it's easier to work on them.) Due to their size, Prometheoids have a form of the increased strength and increased constitution mutations. They can deal 3d6 damage in unarmed combat, and if they use a weapon, it's 3d6 plus whatever damage the weapon deals. Prometheoids are immune to damaging effects from poisons or radiation. They also do not age (explaining why a Prometheoid created in the past could still be wandering the wastelands).

If a Prometheoid is the result of an experiment performed prior to the Final Wars, the creature will not have any other mutations or abilities. If, however, the creature was created in the Mutant Future, the Mutant Lord should bestow 1d4 additional physical mutations upon the creature. (It is assumed the creator used mutated body parts in the Prometheoid's creation.)

Mentally, a Prometheoid can be one of two minds: It can be a mindless grunting killing machine, rampaging against life itself. Or it can be an intelligent, yet twisted, tragic figure who feels that its existence is cursed and damned. It is left to the Mutant Lord to determine the story behind its creation and its motivation in the world.

Mutations: increased strength, increased constitution, special (see description)

Monday, October 25, 2010

[Festival of Fright] Furtive Faction: Tricker Treaters

Group Goals and Beliefs: To test the charitable nature of strangers. To judge the worthiness of "treaters" and to "trick" those who do not measure up.

Identifiers: Tricker Treaters are children (or possibly small adults) wearing tattered, shabby clothing and a single, simple mask. They may be carrying a bag or sack with them. They never speak, except for the phrase "Tricker Treat," which are the only words you will hear them utter.

Group History: According to legend, during the days of the Festival of Fear, small children would be sent into the world at night, begging for tribute. The children, wearing masks to hide their identities, would approach a stranger and utter the chant "Tricker Treat" while thrusting an open bag or sack at the stranger. The stories say that those who gave worthy gifts to these children would be blessed with good fortune throughout the year. Those who refused or offered small rewards would be punished -- or "tricked" -- for their miserly ways. If a Tricker Treater approaches you, you'd better have something of value to give to them. If you refuse or shortchange them, they'll wander off silently to plot their "trick."

Game Information: Since the days of the Final Wars, the original intent of the Halloween Trick-or-Treat tradition has been warped into a pseudo-religion. It is now viewed as a test of integrity and generosity. Those who pass are left unmolested. Those who fail are deemed unworthy of existence and will "tricked" i.e. killed. These "tricks" usually come in a form similar to the harmless pranks of yesteryear. However, instead of having eggs thrown at their house, the "tricked" may wake to hear live grenades crashing through a window. Instead of releasing a pig in the "tricked" house, they may find a hungry, angry hideous boar. Tricker Treaters see themselves as the final judge of mankind's true character, and they take that responsibility seriously and with bloody intent. It is rumored that their leader, known only as "Sam," is a very powerful mutant who violently enforces his interpretation of the Laws of the Festival of Fright.

Sunday, October 24, 2010

Seven Days Celebrating The Festival Of Fright

Pull on your masks and grab your trick-or-treat bags. Beginning tomorrow, your post-apocalyptic Mutant Future PCs will discover that mutated creatures and twisted atomic abominations are the LEAST of their problems when this annual Festival of Fright rolls through their village. Seven days of ghosties, ghoulies, long-legged creepies, and Things That Go Bump In The Night, leading up to a special Halloween-themed encounter on October 31.
Boo!