Showing posts with label Pacesetter. Show all posts
Showing posts with label Pacesetter. Show all posts

Sunday, April 14, 2019

"Unskilled" Skill Attempts In Cryptworld/Timemaster/Rotworld

So you're playing Cryptworld (or Timemaster or Majus or Rotworld -- any of the Pacesetter-brand RPGs) and you want to perform an action you're unskilled at. For example, someone needs immediate surgery, but your character doesn't have the Medicine skill. Or the pilot is killed and you're the only one who can land the plane, but you don't have the Pilot skill. Well, the section on "Exclusive Skills" (CW rules, pg. 16) makes the consequences clear:
EXCLUSIVE SKILLS
Characters can use most weapons without having skills for those weapons; they just use their Dexterity or Unskilled Melee score as the base chance for success. Not all skills work this way; many cannot be used unless characters actually have the skill. Such skills are called exclusive. Characters without exclusive skills may never, under any circumstances, attempt to perform actions that require these skills.
Sounds pretty dire, doesn't it? So, in the examples above, the patient dies and the plane crashes. Even the original Pacesetter games have similar limits under the section "Unskilled Attempts to Perform Skills.". But that's kind of a hardline approach, and it's a rule I've had to work around in play.

"So none of us took the Pilot skill!?"

An "exclusive skill" simply means that the PC was never properly trained in that field. They didn't go to school, they have no training, and they've never practiced. But can they try it? Sure, but the odds will be incredibly stacked against them. Here are a few ways to approach it though:

METHOD 1: DOING A LOT OF MATH
In Chill 1e (page 14), they suggest calculating the skill base for the unskilled character, adding adjustments for skill levels, then dividing by 10 (rounding down) to give a percentage for the PC to fumble their way through it. So, for example, the History skill is calculated by PCN plus WPR divided by 2. So someone with a Specialist-level Skill with PCN of 60 and WPR of 70 would have a History skill of 80 (60+70/2=65, then +15 for Specialist level.) But for someone who is unskilled in History, the chance for that PC would be only 6. (60+70/2 = 65, then 65/10 = 6.5 or 6). So they'd have a 6% chance to recall something they may have heard on TV or in a classroom about the historical information at hand. Pretty rotten odds, but it beats "never, under any circumstances".

METHOD 2: USE ABILITY AND LUCK SCORES FOR MINOR ROLLS
I've used this system for non-life-threatening skills, such as Forgery, Investigation, Tracking -- something where there is no chance of injury in case of failure. For these I'll allow the PC to roll a check versus an appropriate Ability, so Forgery might use DEX, Investigation and Tracking might use PCN, etc. However, behind the screen, I would make a hidden roll versus that player's LUCK score. That roll would determine how well they fake their way through the unskilled task. So if they succeed their roll, but the LUCK roll is a failure, they may not realize that they still failed until it's too late. (The forgery is discovered to be fake; their investigation gives them incorrect info; they follow the tracks in the wrong direction.) If the LUCK roll is a success, I treat it as a specific check to determine just how well they succeed. The lower the roll, they better they did.

METHOD 3: USE A SKILL YOU HAVE IN PLACE OF A SKILL YOU DON'T HAVE
This is the system I use at home and at conventions. I stress to my players if they can JUSTIFY how one of their skills is appropriate to a situation, I’ll allow it. So instead of a Demolitions skill roll to cobble together some makeshift explosives, I’ve had a player use their Chemistry skill. Need to get past that keypad-locked door, but you don't have the Security Devices skill? No problem, as I've allowed players with the Computers skill or the Electronics skill use their abilities for that same situation. Heck, I’ve given accountants a chance to discover clues using Accounting, as they explained, "My highly analytic mind can find patterns where others may not see them." If the player can describe how their skill can be used in any situation -- as long as it makes sense in some way --I’ll allow the roll.

For your next game, don't be so hung up on the exclusivity of skills. Allow the players some leeway, and use one of the systems I've described to give them a chance to succeed. Otherwise, this may be the end result if someone doesn't take the Stunt Driving skill...

Thursday, August 18, 2016

AVL Scarefest--A Halloween Weekend Of HORROR Gaming--Invites Gaming Ghouls To North Carolina!

The full moon parts the clouds on a chilly fall evening. Tucked someplace in the North Carolina mountains is a secluded camp retreat. A rustic cabin sits empty...dark....unsettlingly quiet. It's the Halloween season -- the time when the monsters come out. You steel up your nerve, enter the cabin...and enjoy three solid days of horror gaming mayhem!

Asheville Scarefest runs from October 21 through 23 at the Montreat Conference Center in Black Mountain, North Carolina. The organizers embrace this time of year by hosting and encouraging a schedule of horror-themed roleplaying. Call of Cthulhu? Check. Dread? Check. Deadlands? Check and check. (Even Ghostbusters is making an appearance!) This genius idea of a game convention originally started off as a Pathfinder Society-specific yearly gathering focusing on horror-themed fantasy adventures. Last year, the organizers opened it to any and all game systems with a focus on keeping the horror "alive". Horror adventures for D&D. Horror adventures for DCC RPG. Horror adventures for Pathfinder. And horror adventures for horror RPGs. Click here and take a look at what's available thus far for three days of terror-fueled gaming. (And the GM cutoff doesn't happen for another month!)

The location of Scarefest only adds to the atmosphere of the weekend. The Montreat Conference Center is a secluded mountain resort, and attendees will be staying in a "rustic" lodge. Let me set the stage...
Why do I get an "Overlook Hotel" vibe from this photo?

Oh-so-inviting residential lodging.
The event is nicely priced. $20 gets you a weekend pass for everything. Lodging is very reasonable (though rooms are going fast), and -- due to the isolation and difficulty running out for a bite -- a weekend meal plan for $70 will make sure you're fed throughout the convention.

The con is a smaller regional one (last year's attendance was under 200), but it's getting bigger and they've got at least one out-of-towner interested enough to make the trip -- yours truly.

Oh, and I shall be running some games too at this terror-filled weekend. And what better way to celebrate the season than by running several Cryptworld adventures during the weekend?

Maybe a few horror-themed boardgames would be fun during the downtimes. I may bring Betrayal at House on the Hill and Are You a Werewolf, in fact. And who might be up for a midnight game of Nightmare?
YES MY GATEKEEPER!

As always, I'll be live-blogging from the event, so stop by The Savage AfterWorld during Scarefest to catch up on what's going on. Or, better yet, join us for three days of horrifically fun gaming!

Saturday, August 15, 2015

Nightmares Surfacing For Cryptworld's "Monsters Macabre" Supplement

A new update at the "Monsters Macabre" Kickstarter page confirms that artwork is starting to come in for Cryptworld's new supplement! Dan Proctor has posted some of Mark Allen's terrifying artwork for the book, which is on target for release next month. It's very exciting to see the newest book in the Pacesetter LTD line of games taking form. Those of you who submitted new THINGS for the book, and those of you who supported the Kickstarter, take a look at what creatures are crawling out from the shadows:




Tuesday, April 14, 2015

[Timemaster] Postage Due for Timemaster Available For Download

According to today's Google Doodle, today is the 155th anniversary of the Pony Express. On this day in 1860, the first westbound letter of the inaugaral run of the Pony Express was successfully delivered.

Or was it?

Interestingly, one of my convention-run Timemaster adventures -- "Postage Due" -- takes place on this very date in history! In my adventure, the mail DOESN'T get through on that fateful night. Time Corps agents are sent back to April 14, 1860, to investigate and ensure that the inaugaral run of the Pony Express succeeds as history shows.

So rather than noodling around with today's Google Doodle, how about saddling up, traveling back in time, and putting history back on the correct path?
Click the links below for the game script, pre-gens, and rules the PCs should keep in mind when traveling throughout continuum! Saddle up, pardners!

Time renegade Quinton Kensey awaits your arrival!


Tuesday, January 20, 2015

Mutants, Monsters, Time Travellers, And Ghosts Coming To Iowa's Gamicon Omega Next Month

In 30 days, the 2015 convention season officially starts for Your Friendly Neighborhood Sniderman! First stop of the year -- Gamicon Omega in Iowa!

Gamicon Omega will be held February 20-22 in Iowa City, IA, at the Downtown Sheraton Hotel. This year's event is the 24th for the longest-running Iowa gaming convention, featuring RPGs, card games, board games,an auction, cosplay, dealer's hall, game library, and more! Dan Proctor of Goblinoid Games / Pacesetter and fantasy artist Tyler Walpole are this year's guests of honor at the event.

Yours Truly will be co-manning the GG booth as well as running numerous games at the convention, so be sure to stop by and sign up! Here's what I have planned:

Postage Due: Timemaster
An undelivered letter in mid-1800 America has thrown the timeline into chaos. What does this single piece of correspondence contain that makes it so critical to future events? Time Corps agents will be dispatched to the point of incursion to ensure the mail goes through!

Condition Critical: Cryptworld
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? 

Weed World: Mutant Future
Within the last month, the growth of all forms of vegetation has visibly accelerated, threatening to overrun and choke off your tiny post-apocalyptic village. Does an Ancient children’s bedtime story of “The Devil’s Greenhouse” and the mutated plantlife lurking within hold the key to surviving this floral horror?

Ragnarok-A-Bye Baby: Ghostbusters
Judgment Day may be at hand!  In the center of all the chaos and destruction, one place seems untouched – The Wee Tots Nursery School. Could this be the Antichrist’s day care center? The Ghostbusters are mobilized to save the world (and perhaps change a diaper or two)!

And Dan will be running Mind Masters of Zeta Herculis for Starships and Spacemen 2E as well!

As always, I'll be live-blogging from the event so be sure to stay tuned to The Savage AfterWorld next month for daily "you are there" missives from Gamicon Omega! (And if you're nearby, stop by and toss some dice with us!)

Friday, January 16, 2015

[Cryptworld] Hansels and Gretels: A New Monster Hunting Society

Hansels and Gretels

The fairy tales and fables are true. Those legends and myths read about in picture books and presented as bedtime stories are based on true events that occurred many generations ago. Even now, a crone may be luring children into her brightly colored "candy" house where she cooks and eats them. A large wolf currently stalks the local park, attacking any women who happen to wear red. A dwarf has been spotted stealing babies from those parents unable to guess his true name. And, yes, boogeymen lurk under every bed and in every closet.

And for every storybook monster, there is a storybook hero.

Every generation, a handful of those "attuned" to these mythological monsters are born -- fewer than 20 every 100 years. These few are somehow aware of the true nature of these legendary creatures and are compelled seek them out and destroy them. In obscure texts of forgotten myths, these heroes are referred to as "Hansels and Gretels", named after the first legendary monster hunters who dispatched of a troublesome witch.

Hansels and Gretels are often unaware of their talents until after reaching puberty. At that time, they may start to take notice of clues and signs that others don't pay attention to: a shadow that moves independently; eerie howling in the distance; a footprint that couldn't possibly be made by any living thing. As they grow older, Hansels and Gretels begin to realize that monsters are real and they're everywhere. And as the only ones aware of the vil, it is up to them to act.

Just as they can sense the undercurrent of the supernatural, Hansels and Gretels are able to recognize one another as "attuned", and they often band together to draw upon each others' skills and abilities to root out and destroy these legendary monsters. One interesting side effect of this attunement: Children younger than 10 are also somewhat attuned to the nature of mythological monsters, seeing through the veneer of the banal and recognizing evil for what it is and where it lurks. However, as they age, they eventually grow out of it and are unable to "see" these monsters for what they are. Also, children are able to identify Hansels and Gretels for who they are. Children will often seek out the assistance of these monster fighters to combat the things they've seen.

"The grown-ups don't believe there's a monster watching the playground, but you know they're real," they say.

Because the monsters of fairly tales and myths are adept at keeping their true nature away from the eyes of the world, Hansels and Gretels must also keep their monster hunting activities hidden. Hansels and Gretels who are identified by the supernatural denizens often find themselves hunted by these creatures. And if a Hansel or Gretel is caught assaulting "that nice old lady who lives at the edge of town", they'll be hard-pressed to justify their actions by claiming she's a witch.

(This society is inspired by the movies The Brothers Grimm and Hansel & Gretel: Witch Hunters, and the TV show Grimm.)

Tuesday, December 2, 2014

Form-Fillable PC Sheets For All Current Pacesetter RPGs

The Cryptworld form-fillable player character sheets I cobbled together were such a big hit, I thought I'd go ahead and take care of the entire current Pacesetter line! Click the links and/or the sheets below and you can download a form-fillable character sheet PDF for your favorite current Pacesetter game!

http://tinyurl.com/qelwh8g

http://tinyurl.com/qc9j2oa

http://tinyurl.com/pax3e5d

http://tinyurl.com/q7og2tu

Tuesday, November 4, 2014

Michigan's U-Con Starts Next Week! Are You Game?

 

Hey gang,

Just a reminder that Michigan's U-Con Gaming Convention starts next week and runs November 14-16! I'm really looking forward to my first time at this just-across-the-Ohio-border convention and am looking forward to a rollickin' good time. Got lots on my plate for the convention, including:
  • I'll be manning the Goblinoid Games / Pacesetter LTD booth in the Vendor's Hall, so stop by and see what we have for sale! Labyrinth Lord, Mutant Future, Cryptworld, Rotworld, and a dozen other titles and supplements will be available for purchase. (Ask nicely and I'll run you through a quick Pacesetter adventure of your choice!)
  • Enjoy old-school games? This year's U-Con hosts an OSR track filled with classic games (and games that embrace such gameplay), such as Swords & Wizardry, Dungeon Crawl Classics, Labyrinth Lord, Mutant Future, AD&D 1e, Tekumel, OSRIC, Cryptworld, Stars Without Number, and Mutant Crawl Classics! Come getcher old school on!
  • I'll be running two games during the event: Friday at 8 p.m., it'll be Mutant Future, "Gimme Shelter III: Down to Earth" -- NOW HIRING: Barter John needs six scavengers to investigate last month's meteorite impact crater. Rumors of extraterrestrial infestation are to be ignored. Any retrieved artifacts will be split 60-40. And Saturday at 8 p.m., it'll be Cryptworld, "Forget-Me-Not" -- Recent murders are identical to those committed by the "Paul Bunyon Butcher" 40 years ago. However, the original killer remains behind bars. Has a copycat surfaced, or is it something more sinister?
  • Kinda unclear on what the OSR is, exactly? Stop by Friday at 6 p.m. for a roundtable discussion titled "What Is This OSR Thing Anyway?" as Doug Kovac, Jim Wampler, Bill Barsh, and I discuss what the OSR means to each of us.

The U-Con Program Guide is now available for download if you'd like to see what's going on...or what you're going to miss! And if you can't make it, stay tuned here at The Savage AfterWorld as I'll be live-blogging from the event each day with news, reviews, tales, and photos!




Tuesday, October 21, 2014

Cryptworld, Chill, And Other Pacesetter Horrors Discussed On The Dead Games Society Podcast


Chad and Michael of The Dead Games Society interviewed Your Truly a few weeks ago for the DGS Podcast. And today the podcast went live. It was a great interview and great fun to do. If you'd like to know a bit about the Pacesetter Action Table system, my history with Chill 1e, and how Cryptworld was developed and created, tune in and enjoy!

Thursday, May 22, 2014

[Cryptworld] The Secret Of Transpacific Flight 810

Enough time has passed since Cryptworld's release that I'm ready to share an "easter egg" I tucked into "Red Eye," the introductory adventure found in the rulebook. To keep from spoiling anything for players who have not yet taken a ride on Transpacific Flight 810, I'll play it cagey by presenting the hidden in-joke by way of a puzzle to solve. Here you go:

The first and last name of the THING lurking in "Red Eye" can be rearranged into a three-word phrase.

_ / _ _ / _ _ _ _ _ _ _

Originally, this was going to figure into the plot of the adventure. But I eventually scrapped that idea, although I retained the name of the THING for my own amusement.

Wednesday, March 26, 2014

Goblinoid Games / Pacesetter To Be At Con On The Cob Oct. 16-19

Hey there future Con on the Cob attendees! Be sure to stop by Booth 13 in the Vendor's Hall as Goblinoid Games / Pacesetter will be in attendance! Labyrinth Lord, Mutant Future, Starships and Spacemen, plus all of the old and new Pacesetter games will be well represented and available for purchase! See you October 16-19!

Wednesday, March 5, 2014

Cryptworld Wants "The Monsters Under Your Bed"

Hey gang,

Just wanted to remind you that Goblinoid Games is now accepting submissions for their new Cryptworld supplement! Current plans are for a release in the late summer/early fall, so the deadline is approaching faster than a pack of ravenous Ankle Biters. If you have a favorite Thing you'd like to share with a Fearful World, click the link and download the Submission Guidelines. And if you're hesitant because you've never statted up a Pacesetter monster before, the guidelines offer some helpful suggestions on how to create your own Things for Cryptworld.

Looking forward to seeing what crawls out from under your bed!

Friday, February 28, 2014

My Personal "Star Ace: Adventures In Space" Hardback Volume

I have been trying for a few years now to acquire a boxed set of Pacesetter's Star Ace RPG (for less than the crazy-nuts prices it's going for on eBay and Amazon). Not only to round out my Pacesetter RPG collection, but also because I owned it as a kid, and the "space opera grand adventures" setting really struck a chord with me.

So, a bit of inspiration hit. I purchased the Ronin Arts version (the current rights-holder) from Drive Through RPG and had the whole thing printed as a one-off, print-on-demand, hardback volume by Lulu. Boom -- my very own hardback copy of Star Ace.






Friday, February 14, 2014

Submissions Being Accepted For New CRYPTWORLD Supplement

Goblinoid Games is now accepting submissions for a future supplement that will feature new THINGS and Unsettling Powers for the CRYPTWORLD RPG! If you'd like to participate, download the Submission Guidelines at this link:

Submission Guidelines for the new CRYPTWORLD Monster Book

Tuesday, February 11, 2014

CRYPTWORLD wins Diehard Game FAN 2013 Tabletop Gaming Awards

I just found out that Cryptworld took two runner-up awards for the Diehard Game FAN 2013 Tabletop Gaming Awards!

The awards are:
Best Remake/Re-release: First Runner Up - Cryptworld
Best Art: Second Runner Up - Cryptworld

Read more about it here! Congrats to Goblinoid Games and Pacesetter!

Wednesday, January 22, 2014

[Cryptworld] 7 Days of Things, Day 7: Manananggal

A Vampiric Thing from the Philippines for Cryptworld


MANANANGGAL
STR: 6 (90) --- WPR: 5 (75)
DEX: 4 (60) --- PER: 3 (45)
AGL: 7 (105) --- PCN: 6 (90)
STA: 6 (90) --- PWR: NA
ATT: 2/98% --- WND: 16
MV: L 75†  F 75

Experience: 1,500

The Manananggal is a legendary vampire from the Philippines that feeds solely on sleeping, pregnant women. The Manananggal is capable of severing its upper torso from the rest of its body, sprouting wings to fly into the night, trailing its internal organs underneath. In fact, manananggal literally means "one who separates himself" in the Tagalog language.

A manananggal can be either male or female, and appears quite normal during the daylight hours -- perhaps even passing as a respected member of the community. At night, however, the manananggal will return to its lair where it will literally tear the top half of its torso from the rest of its body. While its lower half remains immobile, the upper half will fly into the night, looking for prey. The manananggal will find a sleeping, pregnant woman (usually someone they've encountered during the day) and will feed on both mother and unborn child. The manananggal does not have fangs like a traditional vampire, rather it uses a long, barbed, hollow tongue to pierce the flesh and feed directly from the hearts of first the mother, then the unborn child. After the first successful attack versus a victim, the manananggal will begin to feed, automatically dealing damage as per a heavy wound each consecutive round to the victim. Once sated, the manananggal returns to its lower half and rejoins with it, becoming whole once again.

Although a manananggal doesn't have the traditional powers of a vampire, it does have similar weaknesses. It is repelled by the smell of garlic and cannot cross an unbroken line of salt if it fails a general WPR check. Thorny branches are traditionally draped around windows and doorways as a deterrent, as the manananggal will avoid snagging and tearing its exposed entrails on them. Sprinkling salt, crushed garlic, or ashes on the severed lower half will kill a manananggal as it takes two wound boxes of damage for every 10 minutes it is unable to rejoin once the sun rises. Other symbolic, regional weaknesses the manananggal may have include daggers, vinegar, and certain spices (CM's discretion).

After feeding, the manananggal will usually leave the mother alive, however the child will be "touched" by the manananggal's venom and will become one of the creatures once it reaches adulthood. But convincing the victim that her unborn child will grow up to become a monster and should be destroyed is not often fruitful.

Monday, January 20, 2014

[Cryptworld] 7 Days of Things, Day 6: Redcap

An Mythological Celtic Thing for Cryptworld

REDCAP
STR: 3 (45) --- WPR: 3 (45)
DEX: 4 (60) --- PER: 2 (30)
AGL: 4 (60) --- PCN: 7 (105)
STA: 3 (45) --- PWR: NA
ATT: 1/53% --- WND: 12
MV: L 200†

Experience: 600

A Redcap is a demonic goblin who is murderously territorial. A Redcap stands 2 to 3 feet tall, has shining red eyes, pointed nose and ears, and hawk talons for hands. A Redcap is usually dressed in tunic and leggings as well as two traditional items of clothing: iron-shod boots and a long cloth cap that he stains red with the blood of his victims, giving the creature its name. A Redcap community usually contains 2d10 of the creatures.

Redcaps are xenophobic creatures, making their homes in isolated areas far from any society. Favored locations include long-abandoned manors and castles, and cavernous cave systems. Redcaps are fiercely protective of their privacy and violently territorial if they feel their boundaries have been broached, an area of a 10-mile radius. Anyone who enters the Redcaps' domain will find themselves stalked and hunted by the wily goblins who will attack to kill the invaders at the first opportunity. Considering a Redcap wears heavy iron boots, it is surprisingly quiet as well as quick, moving as fast as a dog or wolf when sprinting. A Redcap can track a victim within its domain with 100% accuracy, breaking off the pursuit only when its prey once again leaves the area as a Redcap will steadfastly refuse to cross the border to The Outside Lands. A Redcap prefers to attacks it victims with a long iron pikestaff, aiming to pierce the heart, or major vein or artery. The Redcaps will gather around a victim as he bleeds to death, taking turns dying their caps in the flowing blood as they celebrate their "victory" over the invader.

A Redcap can be held at bay by the reciting of Bible verses, as reciting the Holy Word causes the creature great pain and discomfort. Because of this, it is thought that Redcaps are an offshoot of Demon (Cryptworld rulebook, page 57) but this theory has not been confirmed.

Sunday, January 19, 2014

[Cryptworld] 7 Days of Things, Day 5: Bloodoak (AKA: Vampire Vine, Devil's Snare)

A Man-Eating Plant Thing for Cryptworld


BLOODOAK
STR: 4 (60) --- WPR: NA
DEX: 4 (60) --- PER: NA
AGL: 5 (75) --- PCN: 3 (45)
STA: 3 (45) --- PWR: NA
ATT: 2/68% --- WND: 12
MV: NA

Experience: 500

"Bloodoak" is a general term referring to a class of large, tree-like, carnivorous plants. A Bloodoak can range from 15 to 40 feet in height, is found in any climate, and can look like any common tree from the area. However, the Bloodoak's upper limbs are instead writhing tendrils, each well over 20 feet in length, and covered with sharp, barbed thorns. The Bloodoak uses these vine-like tentacles to lash out and grasp its prey. It then lifts the victim to the top of the boughs, while its thorns tear and rend the victim's body.

At the top of the Bloodoak's trunk is an orifice that passes for a "mouth." Once the victim has stopped moving (whether dead or unconscious), the vines shove the body into its mouth, the orifice closes and seals shut, and the tendrils hide themselves amongst the branches again, leaving no sign of the struggle. Once inside the Bloodoak, the victim is digested by powerful acids over 24 hours until nothing remains. The Bloodoak absorbs the dissolved corpse, and any undigested materials (metals, plastics, etc.) are expelled at the base of the Bloodoak's trunk -- enticing "bait" for a future victim.

A Bloodoak's tendrils grapple in the same manner as the Wrestling skill (Cryptworld rulebook, page 18). With a successful attack with an "H" result, the victim is "Held" by the Bloodoak and takes normal "H" result unarmed damage each round. The victim will be unable to perform any other action other trying to free himself. He can free himself if 1) he wins initiative and passes a general Unskilled Melee, Wrestling, or Martial Arts check, all with a -20 modifier, or 2) another party successfully attacks the Bloodoak with a called shot to the tendril(s) holding the victim. If the Bloodoak successfully grapples with a "C" result ("Constricted"), the victim has a -40 modifier to break the hold, and takes "C" result unarmed damage each round.

A Bloodoak is not an intelligent creature, only reacting and attacking out of instinct. It is "rooted" in place and is easily avoided if you stay out of reach of its tendrils. However, once it has hold of you, it is unlikely that you will escape its grasp.

Saturday, January 18, 2014

[Cryptworld] 7 Days of Things, Day 4: Fetch

An Irish Supernatural Thing for Cryptworld


FETCH
STR: NA --- WPR: 7 (105)
DEX: NA --- PER: 6 (90)
AGL: NA --- PCN: 6 (90)
STA: NA --- PWR: 130
ATT: 1/* --- WND: 0*
MV: F 75 (incorporeal)

Experience: 1,000

A Fetch is a malevolent spirit that, due to envy and jealousy of the living, wishes to return to life itself. It does this by visiting, appearing to, taking over, and eventually replacing a chosen victim.

When a Fetch first chooses its future "host," it begins a process of possession that takes a full month to complete. The Fetch uses this time to observe its victim, examine their mannerisms and personality, and eventually duplicate every nuance of the host.

  • The first phase begins on the night of a new moon. The Fetch will begin haunting its victim, fleetingly seen out of the corner of the eye. It will be hard to determine if a haunting is happening or not, as the Fetch will take care to stay out of sight of all but the intended victim, who may catch glimpses of the lurking spirit. It is during this phase that the Fetch is observing its victim, learning all that it can.
  • The second phase begins when the moon begins waxing until it reaches the first quarter. The Fetch will begin appearing to the intended victim. Only the victim will see the Fetch as a shapeless, formless spirit in the mirror, standing in a doorway, floating over the bed at night, etc. The Fetch will have a vaguely human shape at this point. However, no one else will be able to detect or see the Fetch as it begins to reenter the world of the living.
  • The third phase of possession occurs on the night of the full moon. The victim will again see the Fetch, but now the spirit will appear as a ghostly duplicate of the intended victim. The Fetch may speak to the victim, taunting them in the victim's own voice. As the Fetch begins anchoring itself to the living world, others may now be able to see the Fetch, usually close friends and family of the intended victim.
  • The fourth phase begins as the moon begins waning into the third quarter. The Fetch will attempt to forcibly possess and control its future host using its Usurp Physical Form power. If unsuccessful, the Fetch will try again on the next night. If successful, the Fetch will interact with the living world in the body of its victim. Since the Fetch has spent the better part of the month learning about its victim, the likeness will be uncanny. The Fetch will leave upon sun-up, and the victim may not have any recollection of anything they did while the Fetch was in control.
  • The fifth and final phase occurs when the moon is once again new. The Fetch will attempt to possess the victim one last time using its Usurp Physical Form power. If unsuccessful, the Fetch will be temporarily banished to the realm of the dead for 1d10 months. If successful, the victim's soul is forced out and irrevocably destroyed, and the Fetch will take over the victim's body and life. Friends and family may notice a new quirk, habit, or manner of speaking, but there will be no other tell-tale signs that the Fetch is now permanently in control.

A Fetch can be stopped if it can be shown that it had its chance at life and it is now over. This can be achieved by showing the Fetch evidence of its life and death, ie, a headstone, its grave, a family member who recalls them in life, or a cherished possession it once possessed. This may prove difficult, as it must be determined who the Fetch once was when it was alive.

Another way to stop the Fetch is to keep it from possessing the intended victim on the final night. If successful, the Fetch will be temporarily banished back to the realm of the dead. It is theorized that, if the victim flees the area on that last night, the Fetch will appear, but have no vessel to inhabit. It will then spend 1d10 months in the Afterworld, searching for the same victim, starting the process again on the first night of a new moon. A victim may be on the run for the rest of his/her life until the Fetch is destroyed or the Fetch successfully possesses its new "home." There are folktales of Fetches that have taken over the bodies of newborns without their parents ever suspecting, but these are the stories nightmares are made from.

Fetch Powers
Supernatural Touch: Similar to a Ghost (Cryptworld rulebook, page 60), a Fetch can make contact with an opponent and deal physical damage to him. It uses the opponent's unskilled melee score as the column for resolving damage. On a C result, the opponent is chilled to the marrow and unable to move for one round.

Usurp Physical Form: A Fetch uses this power to drain the victim's WPR and wrest control of the host's body. This possession usually lasts only one night, however, on the final night of the Fetch's "process," this control is permanent if successful. It costs the Fetch 40 WPR for each attempt. The Fetch must make a specific PWR check versus the column corresponding to the victim's current WPR. (Any WPR lost by the victim is regained at 5 points for every hour of rest as the Fetch's attacks weaken the victim's resistance to future usurpation attempts.)

S = The Fetch will inhabit the body of the victim, but the victim remains in physical control. The victim will hear voices, threats, and taunts in their head as the Fetch tries to unsuccessfully wrest control. The effect lasts for an hour, at which time the Fetch leaves. The victim will be shaken, but will not suffer any WPR loss from the internal conflict with the ghostly inhabitant.
M = The Fetch will inhabit the body of the victim until sunrise, having full physical control. However, the victim will be completely aware of what's happening, but will be powerless to stop it. The victim will suffer 1d10/2 WPR loss from the ordeal.
L = The Fetch will inhabit the body of the victim until sunrise, having full physical control. The victim will have no idea that they were under the Fetch's control, but they will recall fitful dreams and visions of their time as the Fetch's puppet. The victim will suffer 1d10 WPR loss from the encounter.
H = The Fetch will inhabit the body of the victim until sunrise, having full physical control. The victim will have no idea that they were under the Fetch's control and will have no recollection of the ordeal. The victim will suffer 2d10 WPR loss from the ordeal.
C = The Fetch will inhabit the body of the victim until sunrise, having full physical control. The victim will have no idea that they were under the Fetch's control and will have no recollection of the ordeal. The victim will suffer 3d10 WPR loss from the ordeal.

Friday, January 17, 2014

[Cryptworld] 7 Days of Things, Day 3: Wendigo

A Native American Thing for Cryptworld


WENDIGO
STR: 7 (120) --- WPR: 4 (60)
DEX: 6 (90) --- PER: 4 (60)
AGL: 6 (90) --- PCN: 6 (90)
STA: 4 (60) --- PWR: NA
ATT: 1/105% --- WND: 14
MV: L 75†

Experience: 800

The Wendigo is evil creature that is the embodiment of cannibalism brought on by famine and starvation. It is found in the northern U.S./Canadian wilderness and appears as a tall stag-like creature that walks upright. It is emaciated with taut, rotting skin pulled over exposed bones; eyes and cheeks that are sunken and hollow; and what lips it once had are tattered and bloody, as if the creature chewed them off itself.

The Wendigo is ravenously carnivorous, as it is in a constant state of starvation. Any animals the creature encounters will be pursued, subdued, and eaten without pause. The hunting grounds of a Wendigo will be eerily quiet and without life as the forest's creatures know better than to enter the area. A Wendigo has a particular fondness for human flesh though. Any humans caught by a Wendigo will be incapacitated and dragged back to its cavernous lair where it will attempt to fatten them up. As the only food available in a Wendigo's cave are the scraps from previous human meals, it will force the victim to consume human flesh, going so far as to force it into their mouth. This horrific ritual lasts a week, until such time as the Wendigo is ready to eat the victim. If a victim succumbs to the consumption of the foul feast but is able to instead escape the Wendigo's clutches, they will eventually develop a craving for human flesh, becoming ravenously cannibalistic themselves, until they eventually transform into a new Wendigo.

A Wendigo takes Stamina damage as normal during combat, but does not take wound damage from ordinary weapons. When a Wendigo is reduced to zero Stamina, the creature transforms into a cold arctic wind and rushes into the air and away from the area. The Wendigo will reform in 24 hours. As a creature of colder climates, there are only two known ways to permanently destroy a Wendigo. If an icicle pierces it heart, the creature will be killed. A Wendigo is also very susceptible to fire and will take normal wound damage from any flame-based attacks.

(NOTE: There are many varieties of Wendigo in the myths and legends. This was the version that I thought was a good monstrous fit for Cryptworld!)