Showing posts with label Things. Show all posts
Showing posts with label Things. Show all posts

Thursday, August 10, 2017

Sketchbook Of Grotesqueries Updated -- Now With 21 THINGS For Cryptworld

(Today's my birthday, but YOU get a present!)

I have updated The Sketchbook of Grotesqueries yet again, and it now contains 21 unique monsters for your Cryptworld campaigns!

https://drive.google.com/open?id=0Bx4gJKAyO5ALQ3djQ25NV0lVU3cBloody Bones
Bloody Mary
Carnivorous Swarm
Cut-Up
 Diabolic Structure
Flotsam
Gravedigger
Gutpile
Humansquito
Krampus
Mirror Dweller
Murdermatronic
Puppeteer
Screaming Skull
Slender Man
Smiley Face
Snallygaster
Strix
The Tooth Fairy
Werestag
White Noise

Sunday, December 4, 2016

[Cryptworld] New Thing: Diabolic Structure

A possessed property for Cryptworld

DIABOLIC STRUCTURE

STR: NA --- WPR: 5 (75)
DEX: NA --- PER: NA
AGL: NA --- PCN: 6 (90)
STA: NA --- PWR: 140
ATT: 1/* --- WND: Special
MV:  NA

Experience: 1,000

Once of the largest -- and deadliest -- supernatural threats ever encountered, a Diabolic Structure is often mistaken for a typical abandoned haunted house. But the truth is that the structure isn't haunted; rather it is a living, breathing, shape-shifting creature that preys and feeds upon those unlucky enough to find themselves within its walls.

A Diabolic Structure does not spontaneously "appear". Rather, a pre-existing structure is possessed by demonic forces and animated as the demon's new host body (see Demon, CRYPTWORLD rulebook, pg. 57). For a demon to create a Diabolical Structure, some great evil act must occur on the premises (typically several murders). Once the property has the demon's attention, the process of possessing of the house takes several decades to accomplish. Any residents are driven away via unexplained noises, unsettling visions, and weird "accidents" that befall those who live there. Once the house is abandoned, the demon can truly take over the building, creating the Diabolic Structure. The Diabolic Structure has near-complete mastery over its entire "body" as it can see and hear nearly anything that happens within its walls.  Once transformed, the demon has a new purpose -- to feed on the willpower of unsuspecting victims.


The Diabolic Structure feeds on the willpower of its victims by creating horrific visions that saps the very lifeforce of those trapped within. The demon uses its reconstruction power to manifest situations that will trigger Fear Checks in the victims. Any Willpower lost via failed fear checks are absorbed by the Diabolic Structure where it is converted into the thing's Power. (EX: If 13 WIL points are lost, 13 points are added to the creature's PWR score up to its maximum of 200 points.) As long as the Structure remains demonically possessed, this Willpower loss is PERMANENT. If the demon inhabiting the Diabolic Structure is driven away, any lost WIL will be restored to the victim at their usual recovery rate. The Diabolic Structure will toy with the victims as long as possible before outright killing them as its the fear that feeds it -- not their death. It's been said that some victims have been kept alive for years by a Diabolic Structure, letting them rest and heal within their "prison" before starting the horrific process again.

The only way known to defeat a Diabolic Structure is to banish the demon within the house by speaking its "true" name. As part of the demonic ritual of creating a Diabolic Structure, the demon must place its true name someplace visible within the house. It can be as subtle as an artist's signature in a painting or a title on a book's spine in the library. If a victim recognizes the name for what it is and identifies the demon by saying that name aloud, the demon will be driven from the home permanently.

Diabolic Structure Powers
Reconstruction: The demon possessing the Diabolic Structure can reform any surface (wall, floor, or ceiling) to suit its demonic purposes. It will use this ability to scare and frighten its victims. (The CM should determine the Fear Check level for each new fright -- typically on column 3 or 4 for mild frights and column 5 or 6 for horrific visions.) And WIL lost will be absorbed into the thing's PWR score, replenishing any spent PWR. Each use of its reconstruction power costs 10 points of PWR

The Diabolic Structure can form new doorways or remove existing ones. New pieces of furniture or objects can be formed. Foul nightmare creatures can be created and animated. Stairs can become a slide. Floors may open up, dropping victims into the basement. Mouths may appear on the walls, taunting the victim, or a large eye leers at them from the ceiling. However, because any new constructs must be formed from part of the Diabolic Structure's "body," the creature cannot create any "free-standing" illusions; in other words, there must be contact made with a surface of the Diabolic Structure. So a giant spider crawling along the walls is possible, but a bat flying through the halls is not. If anyone tries to pick up or lift an object within the Diabolic Structure, they will find the item "struck" in pace. (In actuality, the item is part of the Structure itself.) The Diabolic Structure will endeavor to hide its nature, as its the uncertainty that causes fear in its victims.


Monday, October 31, 2016

Sketchbook Of Grotesqueries Updated And PERMANENTLY Available!

Happy Halloween! Last year on this date, I unveiled my Sketchbook of Grotesqueries -- a Cryptworld mini-supplement that collected the things that have appeared here at The Savage AfterWorld in 2015. The Sketchbook was available only on rare occasions -- maybe once or twice over the year. However, starting today, the Sketchbook is now PERMANENTLY available for download! I have also updated it, adding TWO NEW THINGS to the supplement!

The Sketchbook of Grotesqueries now contains these 19 unique monsters for your Cryptworld campaigns:

https://drive.google.com/file/d/0Bx4gJKAyO5ALRjVjTVB3UVlkYUU/view?usp=sharingBloody Bones
Bloody Mary
Carnivorous Swarm
Cut-Up
Flotsam
Gravedigger
Humansquito
Krampus
Mirror Dweller
Murdermatronic
Puppeteer
Screaming Skull
Slender Man
Smiley Face
Snallygaster
Strix
The Tooth Fairy
Werestag
White Noise

Feel free to download and share this free Cryptworld monsters supplement! I hope you enjoy it, and Happy Halloween!

Friday, September 16, 2016

For 24 Hours, Cryptworld On Sale And The Sketchbook of Grotesqueries Is Back!

Cryptworld is Drive Through RPG's Deal of the Day! For the next 24 hours, the PDF of Cryptworld is only $4.77! If you've been trying to decide whether to check it out, now's the time to do it!

And, to entice new players (and reward current fans), I'm making The Sketchbook of Grotesqueries available again for 24 hours! I have compiled 17 Cryptworld things that have appeared here at The Savage AfterWorld into a handy booklet for use at your gaming table! The Sketchbook of Grotesqueries contains these 17 unique monsters for your Cryptworld campaigns:

Bloody Bones
Bloody Mary
Carnivorous Swarm
Cut-Up
Flotsam
Gravedigger
Humansquito
Krampus
Puppeteer
Screaming Skull
Slender Man
Smiley Face
Snallygaster
Strix
The Tooth Fairy
Werestag
White Noise

UPDATE: The 24 hours are up! Sorry you missed out. 

Sunday, February 14, 2016

[Cryptworld] New Thing: Murdermatronic

After a few games of Five Nights at Freddy's, I felt compelled to created this nightmarish THING...


++++++++++++++++++++

A Robotic Reaper  for Cryptworld
MURDERMATRONIC
STR: 5 (75) --- WPR: 1 (15)
DEX: 3 (45) --- PER: 2 (30)
AGL: 3 (45) --- PCN: 3 (45)
STA: 5 (75) --- PWR: NA
ATT: 1/60% --- WND: 15
MV:  L 75†

Experience: 500

Murdermatronics are manmade robots that have been reprogrammed to kill. These murderous automatons -- also called "killbots" -- have no intelligence of their own. They are mindless killing machines set forth to slaughter all they encounter. A murdermatronic never spontaneously comes to "life"; rather the creature is created by the machinations of some THING behind the scenes.

Any man-made, human-sized robot can be reprogrammed to become a murdermatronic -- holiday display mannequins, life-sized children's toys, and theme park dark ride characters, for example. The most frightening ones encountered are those used as audio-animatronic entertainment at themed restaurants. Their wide-eyed glare and rictus grins are childhood nightmare fuel.

A murdermatronic attacks by grappling with its opponent, attempting to crush them with its mechanical strength. (Treat as unarmed combat damage.) If the murdermatronic succeeds with an "H" result or better, the killer robot has successfully grabbed hold of the victim in a crushing hug. (The defender can do nothing when pinned except try to free himself. (See Wrestling skill, Cryptworld rulebook page 18). On the next attack round, the murdermatronic's jaws will open, revealing razor-sharp metallic teeth which it will use to bite the pinned victim for armed combat damage with a 20% bonus modifier.

Murdermatronics are not true "THINGs", but rather reprogrammed minions of more dangerous THINGs that are using these devices to terrorize and spread mayhem. For example:

  • A murdermatronic can be created by a gremlin through the use of its deadly device power (Cryptworld rulebook, page 61).
  • A demon can take possession of the robot, causing the machine to go on a killing rampage (Cryptworld rulebook, page 57).
  • The robot could be haunted by a ghost (Cryptworld rulebook, page 60) or controlled by a puppet master (Cryptworld rulebook, page 66), who is using it as a vessel for its revenge.
  • A mad scientist may use its master of life and inventor's spark powers to animate the killing machine (Monsters Macabre, page 24).

Regardless of how the murdermatronic came to "life," the PCs should be aware that -- once defeated -- there is a bigger threat lurking somewhere in the shadows.

Wednesday, January 6, 2016

[Cryptworld] New Thing: Mirror Dweller

A Demonic Doppleganger for Cryptworld
MIRROR DWELLER
STR: * --- WPR: *
DEX: * --- PER: *
AGL: * --- PCN: *
STA: * --- PWR: *
ATT: * --- WND: *
MV:  *
* = All attributes, abilities, and skills should be identical to the original.

Experience: 750

When someone suffering from intense negative emotions makes contact with a cursed or haunted mirror, that person could accidentally summon a mirror dweller. The mirror dweller is an exact duplicate of someone from our world. However, this doppleganger is twisted and evil of purpose, and its only intention is to replace its “positive world twin.”

Once the mirror dweller is summoned, the creature will lay in wait just on the other side of the mirror’s plane, waiting until no one on the "positive side" of the mirror is present. (In fact, someone could spy the mirror dweller lurking in the reflection “behind them” only to turn and see no one in the room with them!) Once alone, the mirror dweller will pull itself through the mirror's plane, entering our world as if through a window or doorway. The mirror dweller will then seek out its positive-world twin with intent to overpower, subdue, and replace its opposite. Once caught and subdued, the mirror dweller will hide their counterpart away, locking them up and keeping them alive as the mirror dweller steps in to take over their counterpart's life in the positive world. A mirror dweller will never knowingly kill their counterpart, viewing it as similar to "suicide." (They have no such qualms about killing family and friends though!)

Once the mirror dweller has taken over their counterpart's existence, it will set about sowing seeds of disquiet and destruction. Friends and family will see their "friend" acting inappropriately with ever-growing acts of self-destruction. The mirror dweller may commit crimes, up to and including murder, knowing that -- if discovered -- it can re-enter the mirror world and leave its positive world counterpart to take the fall.

For all purposes, a mirror dweller is nearly identical to the original individual. It has the same abilities and skills as the person it seeks to replace. Although it has its own sense of "identity," the mirror dweller will also have the memories of the original it seeks to replace, so it will easily blend in with its counterpart’s family and friends. However, a keen-eyed observer may notice slight changes in their friend's behavior, i.e., they're now left-handed, they don't recognize their new pet, they now smoke or bite their nails, etc.

If a mirror dweller is suspected, the thing will likely release its captive twin, then re-enter the mirror realm, leaving its counterpart to suffer the consequences. Killing a mirror dweller or breaking the portal mirror will banish the creature back to its own dimension. Mirror dwellers are always duplicates of their human counterparts – there has never been an encounter with an animal or thing.

Friday, October 30, 2015

Sketchbook Of Grotesqueries No Longer Available...

Happy Halloween! As an appropriately creepy treat for today, I have compiled 17 Cryptworld things that have appeared here at The Savage AfterWorld into a handy booklet for use at your gaming table! The Sketchbook of Grotesqueries contains these 17 unique monsters for your Cryptworld campaigns:

Bloody Bones
Bloody Mary
Carnivorous Swarm
Cut-Up
Flotsam
Gravedigger
Humansquito
Krampus
Puppeteer
Screaming Skull
Slender Man
Smiley Face
Snallygaster
Strix
The Tooth Fairy
Werestag
White Noise

However, this offer was available only for Oct. 31, 2015, and the Sketchbook has become nothing more than a ghostly fleeting memory of Halloween Past. Sorry!

Thursday, October 29, 2015

[Cryptworld] The Month Of Things: Screaming Skull

A Caterwauling Cranium for Cryptworld

SCREAMING SKULL
STR: NA --- WPR: 8 (120)
DEX: NA --- PER: 3(45)
AGL: NA --- PCN: 6 (90)
STA: NA --- PWR: 130
ATT: 1/* --- WND: 0*
MV:  NA

Experience: 1,000

A screaming skull is a form of ghost (Cryptworld rule book, page 60) that remains tethered to the last remnant of its former self -- its severed skull. (The skull can be said to be "haunted" by the restless spirit.) The creature has a supernatural attraction for a specific location that held great meaning to it during its life, usually a beloved home or residence, although it could also be a favorite club, a friend's house, etc. In death, the spirit has a need to be anchored to that location for all eternity, and it will bring down great vengeance on those who dare to remove it from its favorite "haunt." Those who reside at the location usually have inherited the skull along with instructions to always keep the skull at hand lest it voice its hellish displeasure.

There are two kinds of screaming skulls that could be encountered: passive and active.

Passive screaming skulls are satisfied with their existence as long as they remain within the confines of their preferred haunt. These skulls prefer to be placed on public display, for example, resting in the center of a dining room table as a macabre centerpiece or sitting on a fireplace mantle for all to see. (To keep the peace, the skull's owner allows this grim relic to remain on display.) If the screaming skull is ever removed from the confines of its haunt, the skull will begin wailing and screaming at random intervals soon after being removed. This terrifying caterwauling usually terrorizes the thief into returning the object. However, if the skull is not returned to its former residence within the first 24 hours, it will lash out at the person who removed it with its Shriek of the Accursed power. It will continue to use this power once a day against its kidnapper until that person is dead or until it is returned. If the person who removed the screaming skull dies before they can return the grisly artifact, the screaming skull will suddenly "reappear" at its proper haunt within the hour.

Active screaming skulls are angry that they have not crossed over and horrified that they remain locked into their vessel. These screaming skulls truly do "haunt" their preferred locations by their constant wailing and moaning. The amount of noise the screaming skull will produce varies: some will constantly whimper and cry without stopping, whereas others will scream and shriek once every couple of weeks for a few ear-splitting moments before going silent again. These screaming skulls must also remain in their preferred haunt, although they are not as picky when it comes to their location. Their owners have been known to seal them behind brick walls, hide them in closets and desk drawers, or tuck them away in steamer trunks in the basement or attic. Although the constant caterwauling can be lessened with these methods, it can never be completely silenced. As with the passive skulls, an active skull will attack anyone who removes it -- usually the location's owner, now desperate for any respite from the shrieking. The screaming skull will curse the victim with its Shriek of the Accursed before it suddenly reappears at its proper haunt. (It will not wait for the victim's death, as it simply wants to return home.)

Screaming skulls cannot be attacked in the typical fashion. Any blows visited upon the skull will be ineffective as the skull can reform itself even from catastrophic damage. The only way to destroy the screaming skull is to give the residing spirit rest by rejoining its skull with the rest of its body. But even if the location of the body is known, the skull will not allow itself to be removed form the premises without attacking. Usually the best course of action in dealing with a screaming skull is to leave it alone.

Screaming Skull Powers

Shriek of the Accursed: When the screaming skull uses this power, it opens its jaw as wide as it can and releases a soul-shattering scream of anger, fear, and anguish. All within hearing range must make a fear check on column 6 and suffer the results of the terrifying wail. The person who removed the skull that the skull has specifically targeted will also hear the shriek, regardless of where they are in relation to the skull's location. (Even if they have thrown the skull into a well and driven off, they will hear the skull's shriek as if the skull were beside them.) The targeted victim will immediately take Medium Damage as per a successful Armed Combat Result (2d10 x 2 STA and three Wounds). Finally, upon hearing the shriek of the accursed for the first time, the target victim's LUCK score will drop to 0 permanently. This is usually enough to prompt the remover into returning the skull to its rightful location as quickly as possible.

Friday, October 23, 2015

[Cryptworld] The Month Of Things: Strix

An Avian Abattoir for Cryptworld

STRIX
STR: 5 (75) --- WPR: 3 (45)
DEX: 5 (75) --- PER: NA
AGL: 7 (105) --- PCN: 7 (105)
STA: 4 (60) --- PWR: NA
ATT: 3/90% --- WND: 14
MV:  L 75 F 225 (L 75† when human)

Experience: 1,000

A strix is a lycanthropic “were-raptor” that takes the form of a half-man/half-bird of prey. During the period of a new moon, the strix – which typically resembles a human -- will transform into the hybrid man-bird thing in 3d10 rounds. It will retain this form for the duration of the new moon’s phase. (The strix will usually make arrangements while human to explain away the 3-day absence – a sudden illness, away on vacation, on a business trip, etc.)

In its monstrous form, the strix’s bird-half typically resembles a hawk, vulture, or owl, although other forms of bird are possible. (A strix cannot fully transform into a bird of prey.) The strix sprouts large wings enabling it to fly with ease. Its hands and feet become razor-sharp talons, and its head transforms into that of its avian species. A strix is able to see equally well during the night as it does during the day, making it particularly dangerous during the new moon phase. The strix usually attacks from the air during a moonless night, letting loose with an ear-piecing shriek as it drops from the sky onto its prey. It will claw and tear at its victim with its talons and beak, rending the victim as it feeds. If a victim survives a strix attack, they must make a WIL save or they will inherit the curse, becoming a strix at the next new moon phase.

A strix in either of its forms regains Stamina as if one column higher. It heals 2 Wounds with each day of rest; 4 if receiving medical treatment. Just as with werewolves (Cryptworld rule book, page 72), silver bullets deal +5 Wound boxes of damage with any successful attack. In its human form, a strix will seek out and live at the highest point in the area – a mountain ridge, a big city high rise, a chain of hills, etc.

Thursday, October 8, 2015

[Cryptworld] The Month Of Things: Bloody Bones

A Gruesome Ghoul  for Cryptworld

BLOODY BONES
STR: 4 (60) --- WPR: 3 (45)
DEX: 3 (45) --- PER: 3 (45)
AGL: 3 (45) --- PCN: 3 (45)
STA: 6 (90) --- PWR: NA
ATT: 1/53% --- WND: 15
MV:  L 75†

Experience: 700

A bloody bones appears as a skeletal creature covered in blood and gore that glistens wetly. Loose strips of muscle and tendon hang from its skeletal body, and a pair of lidless eyes glare from its eye sockets. Although it could be mistaken for a skeleton or zombie, a bloody bones is much worse.

A bloody bones is form of The Created (Cryptworld rule book, page 56). Although constructed from bones, flesh, and tissue as though it were a composite man, the bloody bones is brought to life through magical means, usually an arcane ritual or deal made with demonic forces. One animated, the bloody bones is locked into servitude of the one who created it. The bloody bones will obey the first order given to it by its creator. (This request is usually one of murderous revenge.) Once its task is completed, however, the hold its master had is broken, and the bloody bones regains its free will. Since it was brought to life to cause terror, it continues in this vein once freed.

A free-willed bloody bones sows mayhem, terror, and discord, delighting in the fear its visage causes. Its favorite victims are children, teasing and terrorizing them for weeks and months at a time. To enhance the fear caused, the bloody bones allows its prey to catch fleeting glimpses every few days, appearing at a distance or at a window. It may torment a cherished pet, threaten to harm the child's parents, or commit acts of deranged mayhem that only the "chosen" child witnesses. Sightings of a bloody bones is usually attributed by children to "the boogeyman," which is another of the bloody bones' many other identifiers. Since it keeps itself well-hidden during this tortuous time, players may have to set a trap of sorts to bring the roaming bloody bones out into the open.

A bloody bones attacks through the use of its bony claws and teeth, savagely biting and rending its victim (treat as armed combat). A bloody bones takes normal Stamina and Wound damage from physical attacks. Once it has been taken to zero Wounds, the bloody bones collapses in a bloody heap to the ground. The creature will reform in 1 hour unless its bones are sprinkled with holy water to purge the blasphemous magicks that initially formed the thing.

Saturday, October 3, 2015

[Cryptworld] The Month Of Things: Carnivorous Swarm

An Insectoid Threat  for Cryptworld

CARNIVOROUS SWARM
STR: 4 (60) --- WPR: NA
DEX: NA --- PER: NA
AGL: 3 (45) --- PCN: 3 (45)
STA: 4 (60) --- PWR: NA
ATT: 1/53% --- WND: 0*
MV:  L 100   F 200 (if applicable)

Experience: 750

A carnivorous swarm is a massive collection of flesh-eating insects driven into a berserk feeding frenzy. A carnivorous swarm can be triggered by any number of factors: exposure to mutagenic toxins or radiation, control by some nefarious outside force, or simply "nature runs amok".  Fortunately, a carnivorous swarm isn't an intelligent force, as the mass moves upon insectile instinct alone. However, due to the nature of the threat, the carnivorous swarm is very difficult to escape or hide from -- and deadly if it engulfs its prey.

The CM should first roll 1d10 to determine what insect makes up the carnivorous swarm. (* denotes flying insects.)

1. Ants
2. Beetles
3. Centipedes
4. Cockroaches
5. Spiders
6. Flies*
7. Locusts*
8. Mantis*
9. Mosquitos*
10. Wasps/Hornets*

Upon first seeing a carnivorous swarm, it will appear as a darkened mass flowing over and engulfing every surface. If the carnivorous swarm is made up of flying insects, it will appear as a quickly moving black cloud. A carnivorous swarm has only one purpose -- to feed upon anything and anyone it encounters. The vermin making up the carnivorous swarm will eat anything -- plant or animal -- swarming over the hapless victim and stripping them down to bones in minutes. (The victim may die quickly of suffocation before being consumed -- if they're lucky.) If a carnivorous swarm is made up of centipedes, spiders, or wasps/hornets, these insects will use their natural poisonous venom to kill their prey. The CM should roll 1d10 to determine the poison lethality of the carnivorous swarm and have the PC roll a poison check upon any successful attack to determine the outcome.

Since the carnivorous swarm is a mass of individual insects, the thing does not take Wound damage from any attack. If a carnivorous swarm is taken to 0 STA, the individual insects making up the swarm will scatter in various directions, losing cohesion and no longer swarming as a mass. A carnivorous swarm takes half-damage from any ranged projectile weapon as well as bladed handheld weapons, and takes full STA damage from any attack made with a bludgeoning weapon, as well as from fire or cold. A land-based carnivorous swarm is unable to cross a body of water, although flying swarms are unaffected. It is left to the CM to determine if the carnivorous swarm takes damage from any water-based attack.

Thursday, October 1, 2015

[Cryptworld] "Monsters Macabre" Now Available For Purchase


"Monsters Macabre" for CRYPTWORLD is now available for purchase!

Monsters Macabre is the new 64-page sourcebook for CRYPTWORLD -- the new Pacesetter horror RPG -- featuring:

* 71 new THINGS that haunt the night
* 10 new unsettling powers
* A complete adventure featuring one of the new creatures
* Rules for monster PCs
* Guidelines for creating your own THINGS
* Optional rules for variable weapon damage
* Tables for generating random monster hunting organizations

"Monsters Macabre" is also compatible with the entire Pacesetter library of games -- both old and new --  including Rotworld, Timemaster, and Majus!

http://www.rpgnow.com/product/155950/Monsters-Macabre-Cryptworld
http://www.drivethrurpg.com/product/155950/Monsters-Macabre-Cryptworld

[Cryptworld] October Is "The Month Of Cryptworld THINGs!"



In October, CRYPTWORLD fans, fiends, and minions will enjoy a ton of support for Pacesetter's horror RPG! Here are just a few preliminary peeks at what's rising from the grave in the next 30 days!

** Monsters Macabre -- the new CRYPTWORLD supplement -- will be available for purchase by the general public in October! New things, new rules, and new adventures await inside the 64-page book, which will be available in electronic PDF, paperback, and hardback. Kickstarter supporters and reviewers have great things to say about the newest addition to the CRYPTWORLD line, so be sure to watch for announcements of its availability!

** Every Saturday in October here at The Savage AfterWorld, we'll unveil a deadly new thing ready for use in your horror-fueled CRYPTWORLD campaigns! And with five Saturdays in the month, that means five new cryptids will be unleashed! (And there just may be some"thing" extra crawling out on October 31st!)


** Want to play CRYPTWORLD with me in person? Then sign up for one of my games being run at Ohio's Con on the Cob from October 15-18 and Michigan's U-Con Gaming Convention from November 20-22. The games I'm running throughout the season include:

CON ON THE COB EVENTS
Condition Critical -- Dr. Howard Eastman has called a press conference at his remote research facility to announce a medical breakthrough that will “eradicate human illness and suffering forever.” But, what if the cure proves to be worse than the disease?
Unquenchable -- Three days ago, a group of hunters failed to return from their annual deer hunt. Your team has been brought in to assist in the search. But there seems to be an undercurrent of unease amongst the searchers. Is there something sinister lurking in the forest?

U-CON EVENTS
Wasted -- It's a raucous Saturday night at "Sweet Oblivion," the roadhouse on the outskirts of town. But this night of revelry will turn to horror when Death stops in for a nightcap. Can you survive The Night of The Living Dead (Drunk)?

** And finally, I've been working on a new Pacesetter-related project that will be unveiled in October. No announcements yet, but I'll leave you with this teaser image...

Monday, September 7, 2015

[Cryptworld] New Thing: Snallygaster

An East-Coast Cryptid  for Cryptworld

SNALLYGASTER
STR: 8 (120) --- WPR: 4 (45)
DEX: 6 (90) --- PER: 2 (30)
AGL: 5 (75) --- PCN: 3 (45)
STA: 6 (90) --- PWR: NA
ATT: 1/98% --- WND: 16
MV:  L 50 F 100

Experience: 900

The snallygaster is a cryptid commonly encountered in the northeastern United States, primarily in the Maryland/District of Columbia area. The creature is described as a large flying reptile-like monster. The snallygaster is large enough to easily pick up and fly off with men and livestock, though it prefers smaller game and human children to feed upon.

The snallygaster's beak is described as metallic and able to bite through most hardened substances. Within its mouth is a set of tenticles that is uses to grasp and subdue prey. (It is theorized that these tendrils are actually numerous prehensile "tongues".) Once grappled, the snallygaster flies off to its hidden burrow with its prey in order to feed. (A snallygaster's burrow has a 10% chance of containing 1d10 eggs.)

The creature is somewhat lumbering when on the ground due to its size, but it makes up for its lack of speed when in the air. The snallygaster has a tough leathery hide that repels most bludgeoning attacks (a 20% penalty when attacking it with a blunt object). At the turn of the century, sightings of the snallygaster were so prevalent that President Theodore Roosevelt planned an expedition to capture such a creature. (There are whispered rumors that President Roosevelt was successful, and a stuffed and mounted specimen of the monster is on display somewhere within the White House.)

Urban legend says that a snallygaster flew over an moonshining operation at the turn of the century, and the fumes from the still overcame the creature which came crashing down. It was quickly dispatched as it lay overwhelmed on the forest floor. ICSX members theorize that strong alcohol fumes might be able to subdue the creature. Although sightings of the creature are rare nowadays, DAPA agents have a standing order to monitor for the monster's return due to its proximity to Washington DC.

Sunday, July 19, 2015

[Cryptworld] New Thing: Humansquito

A Biohazardous Bloodsucker for Cryptworld

HUMANSQUITO
STR: 4 (60) --- WPR: 1 (15)
DEX: 6 (90) --- PER: 2 (30)
AGL: 6 (90) --- PCN: 5 (75)
STA: 3 (45) --- PWR: NA
ATT: 1/75% --- WND: 12
MV:  L 75† F 75

Experience: 800

A Humansquito is a grotesque hybrid of man and mosquito. The humanoid insect stands about 7 feet tall and has insectile features such as multifaceted eyes, a chitinous exoskeleton, and a pair of insect wings enabling it to fly. The THING's eyes are especially adapted to see images on the infrared scale, enabling it to detect any heat sources (such as prey) with ease. The most frightening feature of a Humansquito is its long, sharpened proboscis which it uses for feeding, draining a victim of every last drop of blood in mere seconds.

A Humansquito is created when a human is bitten by a mosquito carrying mutated DNA. This genetic error is usually triggered by radioactivity exposure, feeding from biohazardous waste, or ill-advised genetic tampering by scientists. The infected mosquito passes along its genetic traits when it bites its victim. The physical changes start to manifest in the THING within the first 24 hours, as the victim's body begins an agonizing metamorphosis. Even before the victim's physical changes start to surface, the future Humansquito might have an overwhelming craving for blood -- attacking small animals or even humans in a deperate attempt to quench its hunger. Within 48 hours, the skin will transform into a hardened insect exoskeleton; the eyes will bulge and become more like an insect's; and two large membranous wings will shred out from the shoulderblades. At 72 hours, the metamorphosis will be complete, and the Humansquito will fly into the world, looking for victims.

The Humansquito will make its lair in locations that are warm and damp such as swamplands and bogs. In a more urban setting, garbage dumps and landfills will appeal to the Humansquito. When it spies a victim, the Humansquito will mindlessly fly down to attack. (It will not wait to surprise or stalk its prey, working on insect instinct at this point.) It will attempt to subdue and grapple its prey (with an "H" result or better on an unarmed combat attack roll). Once it has its prey held down, it will try to sink its proboscis into the victim's chest to begin feeding. This attack requires a successful "C" result on an unarmed attack roll. If successful, the spear-like tube strikes its target's heart, instantly killing the victim. The Humansquito can drain the prey of blood within 1 minute, at which point it flies off, bloated and sated. A Humansquito must feed once each week before it begins to weaken.

NOTE: The Humansquito is a specific version of the Brundle to show you how to customize a Cryptworld THING into a new cryptid threat!

Wednesday, June 24, 2015

[Cryptworld] New Thing: The Tooth Fairy

A Demented Dentist for Cryptworld

THE TOOTH FAIRY
STR: 4 (60) --- WPR: 2 (30)
DEX: 4 (60) --- PER: 3 (45)
AGL: 4 (60) --- PCN: 5 (75)
STA: 3 (45) --- PWR: NA
ATT: 1/60% --- WND: 12
MV:  L 75†

Experience: 800

The Tooth Fairy is a murderous fiend who covets and collects the teeth of his living victims. No one who has encountered The Tooth Fairy has lived to tell of the encounter. No one is certain what he looks like either, although whispered rumors say that he is a tall, thin, pale man with sunken eyes. They say when he comes for you, he's wearing his trademark leather apron and face mask that conceals his identity, also giving him the appearance of a monstrous dentist.

The Tooth Fairy has a hidden lair that he has set up much like an oral surgeon's office. A decrepit dentist chair (with restraints) sits under a glaring medical lamp. A rolling tray filled with rusty dentist's tools is at hand, as well as powered tools such as a drill and grinder. The Tooth Fairy also has various anesthetics and sedatives at his disposal that he uses to sedate a victim to bring back to his "office." However, he won't begin his craft on a sedated patient, as The Tooth Fairy desires them to be clear-headed for the procedure.

For several agonizing hours, The Tooth Fairy slowly and laboriously removes the victim's teeth, placing each one into a small individual jar filled with alcohol to preserve it. He extracts only those teeth that are pristine and unmarred -- no caps, crowns, or those with fillings. Once he has taken all of the collectible teeth he can from his agonized patient, The Tooth Fairy has no further use for the victim and uses his tools to kill them in the chair. He them dumps the body miles away from his office. When the police find a mutilated body with several teeth surgically removed, they can be certain The Tooth Fairy has struck again.

NOTE: The Tooth Fairy is a specific version of the Harvester to show you how to customize a Cryptworld THING into a local urban legend and threat!

Sunday, May 17, 2015

[Cryptworld] New Thing: White Noise

A Sonic Spirit for Cryptworld

WHITE NOISE
STR: NA --- WPR: 7 (105)
DEX: NA --- PER: 5 (75)
AGL: NA --- PCN: 5 (75)
STA: NA --- PWR: 120
ATT: 1/* --- WND: 0*
MV: F 75 (incorporeal)

Experience: 1,000

White Noise is a malevolent spirit whose only physical manifestation in the material world is in the form of audible sound waves. This rare form of Ghost (CW Rulebook, page 60) is never seen or felt -- only heard. Because of this, White Noise is often misidentified as eerie sounds or unexplained noises. The thing's evil presence may not be discovered until it has claimed several victims.

As explained, White Noise has no physical form that can be seen nor is it capable of moving objects in the physical plane. But what White Noise does have is several audible powers that it uses to disorient and terrify a victim. (See White Noise Powers below.) White Noise usually has the same motivations as a Ghost, often desiring revenge against a living victim whom the creature viewed as having wronged it in life. However, White Noise may also settle in as a form of "protector" to someone the Ghost viewed as important to it in life, using its abilities to drive away those it sees as undesirable to its "friend."

As with a Ghost, White Noise cannot be physically harmed. Since it is sound-given-form, White Noise can be "captured" by activating an audio recording device when it is present. Roughly 30 seconds of captured sounds made by the White Noise will be enough to permanently trap the spirit in the recording medium. Playing this recording at a future time will be enough to release the now-enraged spirit. It is rumored that DAPA HQ has a soundproof vault filled with hours of White Noise recordings from decades of investigations.

White Noise Powers

Ventriloquism: White Noise can make any sound it desires (other than a human voice) be heard within 200 feet of the creature's location. Examples include a gunshot coming from another room, footsteps coming up the stairs, or snarls and growls under the victim's bed. Each usage costs 5 WIL and may prompt a minor Fear check (no more than Level 2).

Mimicry: At a cost of 10 WIL, White Noise can perfectly impersonate and speak in any voice it has heard for up to 5 minutes, mimicking it perfectly. White Noise often uses this ability to lure a victim to a secluded location to better attack them in solitude. ("I'm in the next room! Come here!") It may also use this power in conjunction with ventriloquism (above) to cause one victim to attack another. (Luring one victim to a room with mimicry, while terrorizing someone within with ventriloquism into thinking a monster was about to enter.)

Silence: At a cost of 5 WIL per minute, White Noise can cause complete and utter silence to descend upon an area of 50' radius. The White Noise is, however, immune to this effect, allowing it to use any of its other powers effectively while everything else is silent.

Feedback Shriek: The White Noise releases an ear-piercing cacophony of sound, as if human screams were mixed with microphone feedback and static interference. This mind-melting sonic blast costs 30 WIL and affects all within 100', requiring a specific PWR check versus the hearer's current WIL score with the following results:
S = The victim is stunned and cannot act for one round.
L = The victim is stunned for 1d10/2 rounds, temporarily deafened for 1d10 minutes, loses 1d10 STA, and takes one wound.
M = The victim is knocked unconscious for 1d10 minutes, temporarily deafened for 1d10 hours, loses 2d10 STA, and takes two wounds.
H = The victim is knocked unconscious for 1d10 hours, rendered permanently deaf in one ear, loses 3d10 STA, and takes three wounds.
C = The victim drops into a coma-like state for 1d10 days, is rendered permanently deaf, loses 4d10 STA, and takes four wounds.

Sunday, April 26, 2015

[Cryptworld] New Thing: Flotsam

An Aquatic Blob for Cryptworld


FLOTSAM
STR: 5 (75) --- WPR: NA
DEX: NA --- PER: NA
AGL: 4 (60) --- PCN: 3 (45)
STA: 4 (60) --- PWR: NA
ATT: 1/68% --- WND: 0*
MV: W 125

Experience: 750

A Flotsam is a form of Space Blob (CW rulebook, page 69) found only in bodies of water. The creature normally floats on the surface of the water, appearing as nothing more than a tar-black oil slick about 10 feet in diameter. Observant persons may see the "slick" moving against the wind or current, seemingly under its own power. Only when it detects someone has entered the water with the thing swoop in for the kill -- swimming with amazing speed and engulfing its prey in a thin viscous slime.

Fortunately, a Flotsam's reach is limited only to the body of water is lurks in. Those on shore or out of reach of the water (rafts, boats, etc.) cannot be attacked by the Flotsam. However, the Flotsam is very patient. It will lurk nearby for days if necessary until it can strike. Anything touching the water -- a finger, a foot, even hair -- will be engulfed by the incredibly strong, quick goo, and the victim will be pulled into the water and to their doom.

A Flotsam attacks by enveloping its victim, quickly dissolving them with strong digestive acids while it feeds. (Treat as acid damage on the armed combat results.) If the victim is reduced to 0 Stamina, they have been completely consumed by the Flotsam. Each victim a Flotsam digests increases its body mass by 1 foot. A Flotsam takes full damage only from fire and electricity attacks, but are immune to nearly all other forms of damage.

There are rumors of ancient gargantuan Flotsam hundreds of feet across lurking on the ocean's surface -- the result of hundreds of years of feeding on shipwreck victims and other oceanic disappearances, but these tales are thus far unfounded.

Wednesday, April 1, 2015

[Cryptworld] New Thing: Cut-Up

A Killer Clown for Cryptworld

CUT-UP
STR: 3 (45) --- WPR: 5 (75)
DEX: 5 (75) --- PER: 3 (45)
AGL: 5 (70) --- PCN: 3 (45)
STA: 3 (45) --- PWR: 70
ATT: 2/58% --- WND:12
MV: L 75†

Experience: 1,000

The Cut-Up is a form of Psycho Killer (CW rulebook, page 66) who dresses like and takes on the persona of a typical circus clown. They can appear as a circus clown, jester, joker, harlequin, mime, or any garishly-garbed comic character. However, the Cut-Up's make-up will be smeared; his clothes tattered and soiled,; and a smell of death lingers wherever its grinning rictus-like face leers. Is it thought that a Cut-Up takes on its clownish appearance as a way of spreading a perverse sense of "joy" as it spreads chaos, as well as terrorizing those who have retained a childhood fear of clowns.

Like a Psycho Killer, Cut-Ups are driven by an insatiable bloodlust and need to kill. However, the Cut-Up is manically joyful when committing these foul acts of violence, laughing and joking as it attacks a victim. A Cut-Up is incredibly agile and dexterous, able to perform amazing feats of balance and dexterity. A Cut-Up will often use clowning props, gags, and devices to commit its murders. It may juggle knives shortly before sending all three flying at a victim. A pie in the victim's face may contain a highly corrosive acid. Or the Cut-Up may crush the victim's head with an oversized mallet. The Cut-Up always uses the trappings of comedy while killing as a way of "slaying" his audience..."knocking them dead", so to speak.

Cut-Up Powers

Maniacal Laughter: The high-pitched maniacal laughter of a Cut-Up is so unsettling, it can cause listeners to be paralyzed with fear. Using this power requires a successful PWR check and costs the Cut-Up 10 WPR. All who can hear are required to make general WPR check with a -20% penalty. Failure will paralyze the victim in fright for 3 rounds. The Cut-Up will often attack his frozen victim during this time.

Hammerspace: The Cut-Up can reach into any one of his many pockets and bring out any weapon he desires much like a cartoon or comic book character -- even items that would be impossibly large or improbably problematic for the Cut-Up to carry. For example, the Cut-Up could reach into his pocket and pull out a pitchfork, a rifle, a bomb, anything the Cut-Up can imagine. Using Hammerspace is very taxing for a Cut-Up as he's warping the fabric of reality and bending the laws of physics. It takes one round to pull a weapon from Hammerspace, costs a Cut-Up 50 WPR, and he must make a specific check versus his PWR score. His level of success determines the size of the weapon he would be able to produce from this extradimensional space "behind his back":
S = Small -- The weapon can be something small and handheld with no moving parts, such as a knife or pair of brass knuckles.
L = Little -- The weapon can be something small and handheld with moving parts such as a handgun or stick of lit dynamite.
M = Moderate -- The weapon can be something that fits in two hands with no moving parts such as a sword or pitchfork.
H = Huge -- The weapon can be something that fits in two hands with moving parts such as a rifle or beartrap.
C = Colossal -- The weapon can be something impossibly large with moving parts such as a Civil War cannon or howitzer.
Note that any weapon pulled from Hammerspace is temporary and will fade out of existence and disappear after 5 rounds.

Sunday, March 22, 2015

[Cryptworld] New Thing: Puppeteer

A Macabre Manipulator for Cryptworld

PUPPETEER
STR: 3 (45) --- WPR: 6 (90)
DEX: 4 (60) --- PER: 4 (60)
AGL: 3 (45) --- PCN: 6 (90)
STA: 3 (45) --- PWR: 90
ATT: 1/45% --- WND: 12
MV: L 75†

Experience: 800

The Puppeteer is an evil mental manipulator who creates and controls human "puppets" as its mindless thralls. The Puppeteer uses these minions to sow discord, commit murders, and spread chaos for its own devilish amusement. It uses its puppets for all interactions with others as the Puppeteer is wildly xenophobic, avoiding contact with the "outside world" as much as it can. It leaves its lair for only two reasons: to retrieve a victim for use as a new puppet, or to flee when discovered.

A Puppeteer creates a new puppet by abducting a victim and imprisoning them in its lair. They then torment them over several weeks, subjecting them to its Usurp Willpower ability. These hallucinations cause the victim to give up all hope, causing their Willpower to eventually drain away. When the victim's Willpower is reduced to 0, their spirit is broken, and the Puppeteer can attempt to use its Create Puppet power. If successful, the victim's essence is destroyed, and they are forever a mindless shell to be manipulated by the Puppeteer. (Use stats for Zombies, CW rulebook, page 72, for all puppets.)

A Puppeteer's dominion over its puppets is absolute as they have become an extension of itself. Anything he wishes or wills, they will do. He can see through their eyes; hear what they hear; taste, touch, and smell what they do. A Puppeteer can control up to five puppets simultaneously, and its range of control is thought to be limitless, although a puppet must return to the Puppeteer's lair once a month for "upkeep". Because of this limitation, a Puppeteer usually keeps its puppets close at hand. The lair of a Puppeteer will have 2d10 puppets that it has created over the years.

However, a Puppeteer will sometimes have one puppet under control in the "outside world," doing its bidding undercover, by manipulating events and people to further the Puppeteer's unsavory goals. Friends and family of the puppet may not be aware that the victim's soul is gone, replaced by that of the Puppeteer.

When the Puppeteer grows tired of its game, or when its outside world goals are met, it will send its puppets out in waves to cause as much destruction and chaos as they can. Mass murders, catastrophic destruction, and other atrocities will be committed by the rampaging puppets as the Puppeteer orchestrates the carnage from afar -- before starting again with a new collection of puppets.

Puppeteer Powers

Usurp Willpower: Once per week, the Puppeteer subjects its imprisoned victim to mental hallucinations, visions, and nightmares that gradually drains the target's Willpower. The attack costs the Puppeteer 20 WIL and requires a specific PWR check versus the column corresponding to the victim's current WIL. If successful, a feeling of overwhelming hopelessness and despair will affect the victim. They will lose WIL as per the results below. This WIL cannot be regained unless the Puppeteer fails its check at some point during the process:
S = The victim loses 1 point of WIL from their current WIL score.
L = The victim loses 1d10/2 (round up) WIL from their current WIL score.
M = The victim loses 1d10 WIL from their current WIL score..
H = The victim loses 2d10 WIL from their current WIL score.
C = The victim loses 3d10 WIL from their current WIL score.
Create Puppet: Once a victim's Willpower is reduced to 0, a Puppeteer removes all remnants of the victim's mind (their thoughts, memories, personality -- all vestiges of what makes them uniquely human), leaving behind an empty, hollow shell. The Puppeteer must spend 1 full day uninterupted with the victim, forcing its will into the newly created puppet. The process requires the Puppeteer to make a general PWR check at a cost of 50 WIL. If successful, the victim becomes a new puppet for the Puppeteer to control. If unsuccessful, the Puppeteer must wait for one week to try again. The victim may be able to regain his lost WIL during this time.