Posts Tagged ‘ horror ’

Nanny Death

For the past several months, about every other Saturday we’ve been playing Fate Accelerated. One of the nifty (if not the niftiest) thing about Fate Accelerated is that one can make up just about anything for use as a character. For example, let’s meet Nanny Death and her hell toddlers.

Nanny Death is an undead monster who disguises itself as a kindly woman, usually somewhat elderly and genteel. She infiltrates some unsuspecting family, taking great care of the children, earning everyone’s trust and even their love. Then, one evening after dinner, Nanny Death reveals her true nature, unleashes a pack of hell toddlers, and revels in a night of terror and bloodshed.

Nanny Death
“Stop screaming and eat your spiders.”

High Concept: Skull-Faced Nanny of the Damned

Trouble: Maternal Instincts

Other Aspects: Excellent References, I’m Already Dead, Necromantic Baked Goods

Approaches:: Careful – Strong (+3), Clever – Average (+1), Flashy – Mediocre (+0), Forceful – Average (+1), Quick – Fair (+2), Sneaky – Fair (+2)

Stunts:
* Face of Fear: Because I Embody Death, I gain a +2 to Flashily create an advantage or overcome an obstacle by invoking feelings of fear.

* No Place Like Home: Because I am Strongest in My Lair, I gain a +2 to Forcefully attack when I am at home.

* Reassuring Presence: Because I can Appear Harmless, I gain a +2 to create an advantage or overcome an obstacle when I Carefully disguise myself.

Pack of Hell Toddlers
Undead Flesh Eaters
Skilled (+2) At: Evading detection, playing horrifying games, tearing through flesh
Bad (-2) At: Acting in the presence of holy objects
Stress: Two boxes (3 hell toddlers per box)

April 22nd, 2016  in RPG No Comments »

Death Shuffles on Two Feet

One of the great things about Swords & Wizardry (and the original fantasy RPGs that inspire it) is the lack of pages and pages of detailed rules about how monsters function and are built. S&W embraces my favorite paradigm, which is that the rules for the players and their characters are not the same rules for Referees and their characters.

This paradigm facilitates introducing new monsters and variations of old monsters to adventures. The players probably know the stats for, say, a zombie. They’re right there in the book and are available on-line. What the players don’t know, however, is that this time the zombies their characters face should be handled with a little bit more care.

The Walking Dead

Zombies are mindless creatures. Their origins are uncertain. Some blame evil magic commanded by necromancers. Others hold a disease responsible. Another theory posits that Hell is full, and the souls of the damned are being released to make room. Whatever the truth, zombies pose a serious threat to any community.

A zombie attacks by grabbing, twisting, and tearing at flesh. If both hands hit a single victim, the zombie grabs hold and attempts to bite, requiring an attack roll with a +2 bonus and inflicting 1d4+1 points of damage if successful. Anyone bit by a zombie must make a saving throw to avoid suffering 2d4 points of damage per round until dead as flesh begins to corrupt, starting at the wound and spreading out from there. One who dies from a zombie’s bite rises as a new zombie 1d6 rounds later.

Zombies are most often unarmored, but they are typically encountered wearing whatever they wore at the moment of death.

Zombie: HD 2; AC 9 [10]; Atk 2 strikes (1d4); Move 6; Save 16; AL N; CL/XP 3/60; Special: deadly bite, grab (open doors check to break grapple), undead.

August 15th, 2015  in RPG No Comments »

Q Is for Querulous

querulous: (adj.) complaining in a petulant or whining manner

Nota Bene: Again a move away from Swords & Wizardry and Stars Without Number to focus briefly on a genuine Old School game. I’m back with Chaosium today for that esteemed company’s greatest game, Call of Cthulhu, using my 3rd edition hardback from 1986 for the first time in too long. The day after tomorrow I’m going to go way back again to TSR’s Top Secret.

Black-eyed children appear as preadolescents, but their eyes are solid black with no differentiation between sclera, pupil, or iris. Often, Black-eyed children can be seen playing games and singing the nursery songs in or near abandoned areas. Other reports claim these entities show up alone or in a pairs at people’s doors, usually at night. They avoid eye contact, looking down to hide their eyes. Black-eyed children tend to whine and sulk, and they have bad tempers.

Black-eyed children often attempt to talk a victim into allowing them entry into the home to use a telephone or to be safe from some unspecified danger. Other times, they approach strangers, asking for a place to stay or for an escort home. Victims cannot always refuse these requests, for black-eyed children seem to possess the power to compel obedience. When a black-eyed child attacks, it does so with savage ferocity and a strength that belies its size. At this time, the entity’s skin changes, becoming pallid and corpse-like.

Black-Eyed Child (Lesser Independent Race)

“Let us in,” came the whisper through mail slot, and despite the fearful chill down my back, I reached for the door’s lock.

Black-eyed children may attempt to compel nonviolent behavior through the semi-hypnotic power of their voices. A successful POW vs. POW roll resists the child’s words. It costs a child 1d4 magic points to use this ability.

Characteristics (Average)
STR 3d6+10 (20-21)
CON 2d6+6 (13)
SIZ 1d6+6 (9-10)
INT 3d6 (10-11)
POW 3d6+3 (13-14)
DEX 3d6+3 (13-14)
APP 3d6 (10-11)
Hit Pts 11-12
Move 8

Weapon (Attk%, Damage)
Fist/Punch (55%, 1d3+1d4)
Kick (45%, 1d6+1d4)
Weapon (30%, by weapon+1d4)

Armor: None
Spells: To determine spells known by a black-eyed child, roll 1d100. If the roll is higher than the child’s INT, it knows no spells. If the roll is equal to or lower than the child’s INT, it knows that many spells.
Skills: Climb 45%, Dodge DEX+10%, Hide 65%, Jump 45%, Listen 80%, Sneak 65%, Spot Hidden 50%
SAN: Meeting a black-eyed child’s gaze costs 1 SAN, but a successful SAN roll indicates no loss. Seeing a black-eyed child’s skin change costs 1d6 points of SAN, or no loss with a successful SAN roll.

April 19th, 2014  in RPG No Comments »

The Family That Slays Together…

When Andrej Cherno married outcast harridan Vilma, the newlyweds dedicated themselves to Seskoe*, the goddess of winter, witches, and creation. Andrej and Vilma have three daughters: Mária, the eldest; Anastázia, the middle girl; and Dorota, the toddler. All members of the Cherno family thrive on murder and terror. Andrej and Vilma plan atrocities as creative undertakings designed to both honor Seskoe and encourage the twisted development of their wicked daughters.

In order to protect their identities, the Chernos wear bizarre disguises when on their family outings. These outings include such foul deeds as arson, murder, abductions, and acts of terrorism. Andrej and Vilma are careful to ensure that their daughters all have a chance to contribute to the family’s activities.

Seskoe has granted special powers to the Chernos as rewards for their service:

• Andrej’s melee attacks are vampiric, inflicting an additional 1d4 points of damage. Andrej gains one-half of this additional damage as hit points, healing his injuries and even permitting him to increase his hit points beyond their normal amount (up to a maximum of 44 hit points). Andrej’s bonus hit points fade at a rate of 1d4 points every turn.

• Vilma can use Charm Person, Darkness 15-Foot Radius, Invisibility, Polymorph Self, Sleep, and Suggestion once per day each. Also once per day, she can summon an 8-HD ice elemental.

Ice Elemental: HD 8; AC 3 [16]; Atk 1 strike (2d8 plus Slow); Move 9; Save 8; AL N; CL/XP 9/1100; Special: immune to cold and non-magic weapons.

• Mária can transform herself into a cloud of chilly mist. In this form, she can fly, albeit slowly (speed 3), as well as flow through small spaces.

• Anastázia’s gaze paralyzes those who meet it. Her own family members are immune to Anastázia’s gaze.

• Dorota can backstab for double damage like a thief. She hides in shadows and move silently with a 75% chance of success.

*Seskoe turns water to ice, rain to snow, and sorrow to callousness. She is served by witches who seek to swallow life’s warmth. At the same time, Seskoe represents creation, but devoid of the light of inspiration. She creates without originality or love for her creations.

For Swords & Wizardry:

Andrej
Hit Dice: 5+4 (26 hit points)
Armor Class: 4 [15]
Attacks: 1 weapon (1d6 plus 1d4 vampirism)
Saving Throw: 12
Special: Vampirism
Move: 12
Alignment: Chaos
Challenge Level/XP: 6/400

Vilma
Hit Dice: 5+4 (22 hit points)
Armor Class: 4 [15]
Attacks: 1 weapon (1d8)
Saving Throw: 12
Special: Magic use, regenerate 1 hp/round
Move: 12
Alignment: Chaos
Challenge Level/XP: 7/600

Mária
Hit Dice: 4+3 (20 hit points)
Armor Class: 5 [14]
Attacks: 1 weapon (1d6)
Saving Throw: 13
Special: Gaseous form
Move: 12
Alignment: Chaos
Challenge Level/XP: 5/240

Anastázia
Hit Dice: 3+2 (16 hit points)
Armor Class: 6 [13]
Attacks: 1 weapon (1d6)
Saving Throw: 14
Special: Freezing gaze
Move: 12
Alignment: Chaos
Challenge Level/XP: 4/120

Dorota
Hit Dice: 2+1 (10 hit points)
Armor Class: 7 [12]
Attacks: 1 weapon (1d4)
Saving Throw: 16
Special: Backstab x2, stealth
Move: 12
Alignment: Chaos
Challenge Level/XP: 3/60

November 23rd, 2013  in RPG No Comments »

Day 17: My Animal/Vermin

When 3E hit the streets, the idea of monster types was introduced into D&D. As I mentioned yesterday, a monster type is sort of like a monster’s base character class. Its type defines the monster’s Hit Die type, most likely skills, common traits (such as the undead’s immunity to charm spells), and so forth. Among the types introduced to us was the vermin, which I’ve long found curious.

An animal is “a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture.” Vermin “includes insects, arachnids, other arthropods, worms, and similar invertebrates.” The difference? One has vertebrae; the other doesn’t. The vermin’s invertebrate status someone seems to mean that vermin are mindless, which means they have “[n]o Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Mindless creatures have no feats or skills.”

I’ve never understood this. Bugs might not be terribly bright, but the things that many of them can do certainly qualify as feats or skills. Clicking randomly on five or so vermin over at d20pfsrd.com confirms this. Five for five have skills listed. So, vermin “have no feats or skills” except when they do. That clear?

But I digress.

Today looks to be offering me two choices. First, I choose animal or vermin. Then, I choose my favorite example of that type. So, I choose vermin, and I choose giant spider. (Nota bene: Click on the picture to embiggen.)

Spiders are awesome. Let’s scour Wikipedia for 1d6 examples of arachnid awesomeness:

1. “Spiders are found worldwide on every continent except for Antarctica, and have become established in nearly every habitat with the exception of air and sea colonization.”

That’s right, GMs. You can almost always use giant spiders. They live everywhere.

2. “Unlike most arthropods, spiders have no extensor muscles in their limbs and instead extend them by hydraulic pressure.”

Whoa!

3. “Spiders use a wide range of strategies to capture prey: trapping it in sticky webs, lassoing it with sticky bolas, mimicking the prey to avoid detection, or running it down. Most detect prey mainly by sensing vibrations, but the active hunters have acute vision, and hunters of the genus Portia show signs of intelligence in their choice of tactics and ability to develop new ones.”

Emphases added to increase your terror.

4. “Spiders’ guts are too narrow to take solids, and they liquidize their food by flooding it with digestive enzymes and grinding it with the bases of their pedipalps, as they do not have true jaws.”

Please join me in screaming now.

5. “Spiders can generate pressures up to eight times their resting level to extend their legs, and jumping spiders can jump up to 50 times their own length by suddenly increasing the blood pressure in the third or fourth pair of legs.”

That’s right. Fifty times!

6. “A few species of spiders that build webs live together in large colonies and show social behavior, although not as complex as in social insects. Anelosimus eximius (in the family Theridiidae) can form colonies of up to 50,000 individuals.”

Anelosimus eximius lives in South America. I’m never going to visit South America. It’s not worth the risk of being mobbed by 50,000 spiders.

August 17th, 2013  in RPG No Comments »