#RPG – Actual Fucking Monsters

I’m currently working on a couple of things, Metacards (systemless RP prompts to encourage roleplay and verisimilitude) and Actual Fucking Monsters, my spasm of disgust against the humanisation of monsters and the ‘pussification’ of vampires, werewolves and other monstrosities, inspired in part by Nightbreed (Cabal) and intended as a reaction to the lack of actual fucking horror present in most modern horror RP, TV series, films and so forth.

Rules can only do so much, the way you play a game – or are encouraged to – can also make a huge difference. In the advice section I lay out five ‘pillars’ that are meant to guide playing Actual Fucking Monsters.

Push the Envelope
Every player, including the Games Master, should be seeking to push the envelope of horrific and stomach-churning action that takes place in the game. In a time when so many games are bending over backwards to be overly considerate about people’s feelings and to protect them, this is meant to be like a roller coaster or a horror film. It’s meant to terrify and disgust each other – for fun.

There are Consequences
Everything you do in the game will come back to bite you on the arse in some way. You eat a child to fill your satiation? The mother tracks you down, even when the police give up. People see your monstrous visage and it goes viral on the internet. The sheriff comes after you, then the state police, then the feds, then monster hunters and witch burners. Everything you do comes back.

There is no Redemption
This isn’t a story about redemption or a cure. There is no spiritually pure path and probably no insight into the lore of your people. It is a downward spiral into despair and death and an inevitable bad-ending. This is Near Dark, not Interview with the Vampire.

Everyone is Awful
Nobody is good or pure or nice in this world. Every cop is a womaniser, a racist or an alcoholic. Every parent beats their children or never sees them. Every friend is a betrayer, every lover will cheat on you, everyone is out for themselves or out to get you. If you scratch the surface there’s nothing but darkness beneath.

Everyone Dies
There’s no ‘winning’ in this game. There’s no grand adventure. The world is reactive to everything you do and eventually, it all catches up to you. That’s the story here, and you ‘win’ by being an antihero, transgressing morality, pushing buttons and dying a spectacular death.

#RPG – Soon… (soon being a relative term for me)

AFMfront

Grimdark – Possessed Armour

lynton-levengood-dread-champions-of-the-order-of-the-blackened-sun-x1600
A suit of animated armour, possessed by an evil ghost. The faint and shadowy form of the wearer can be made out, between the joints and interwoven with the armour itself which takes on a darker hue – like aged iron.
Medium Undead, Lawful Evil
AC 18 (Natural Armour)
HP 33 (6d8+6) [Grimdark HP 8
Heroism (Villainy) 2
Speed 25 ft.
Str 14+2, Dex 11+0, Con -. Int 11+0. Wis 11+0. Cha 11+0.
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#Starfinder – Starfinder Month Bonus: TurboHitler

robohitler_by_deimos_remus-d97j1yqTurboHitler

Some evil transcends space, time and even the barriers of reality. Turbo Hitler is but one manifestation from the Liga der Unendlichen Nazis (League of Infinite Nazis) who constantly probe at the barriers between realities from Vampire Himmler’s Transdimensional Fortress Wewelsburg. Many a hapless world has fallen to fleets of saucers bearing the crooked cross, the howling madness of the were-macht or the legions of storm-giant troopers.

Turbo Hitler is but one manifestation of the Infinite Fuhrer, albeit a dangerous one. Resurrected by the elixirs of Herbert West when a dead German corporal was brought to his trench-lab, the undead Hitler spent weeks in No-Man’s Land feasting on the bodies of the fallen until he recovered his senses.

Decapitated in a climactic battle with Iron Joe’s gorilla-soldiers the still-living head was spirited away as the remnants of his Reich fled across the dimensions in Wewelsburg, finally settling in a dead reality to rebuild – and be rebuilt.

***

The absolute madman.

Challenge accepted.

Etc.

There’s an adage in gaming, ‘if you stat it, they will kill it’. So, let’s kill (turbo) Hitler.

***

Lawful-Evil
Construct/Undead (technological/Cybernetic) Envoy
CR: 25

Str: +7, Dex: +5, Con: -, Cha: +15, Int: +8, Wis: +12

Initiative: +5, Speed: 25 ft.

Fortitude: +19, Reflex: +21, Will: +26

EAC: 42
KAC: 43
Prismatic Forcefield: 50 temp HP, Fast Healing 10, Fortification 100 (infinite effective power)
Mk2 Spell Reflector

Resolve: 8

Hit Points: 650

Attacks:
Mech Stomp +39 Melee, 12d12+32
Panzerarme +37 Ranged, Range 100 ft, 20 rounds, 25d6 P, 20 ft radius.
Pop-Out Heavy MG Secondary Weapon +37, Range 120 ft, 100 rounds, usage 4, Analog, Automatic.

Special Abilities:
Darkvision 60 ft, Low-Light Vision, Construct Immunities, Unliving, Undead Immunities.
True Expertise (Improved Get ‘Em) – Resolve spend effect for free (Envoy Ability)
Sustained Determination (Envoy Ability)
Hidden Agenda (Envoy Ability)
Draw Fire (Envoy Ability)
Long Range Improvisation (Envoy Ability)
Skilful
anime_hitler_by_rebelofgod-dajd932Crush (As standard melee attack, but after leaping onto the target, pins them)

Skills:
Sense Motive: +47
Bluff: +47
Intimidate +47
Culture +42

Profession (Demagogue/Cha) +42

#RPG Foul Humours for the OSR RELEASED! – Schlocktoberfest

BUY IT HERE

The OSR has become something of a home for the grotesque, the strange, the disgusting and the horrible. Whether that be the deadly oddities and horrors of Lamentations of the Flame Princess or the pecularities of Carcosa – not the mention the many other fringe products – there seems to be a home for the vile, unsettling and surreal.

Some of the things that cause the most visceral disgust and reaction in people are bodily fluids – spit, blood, urine and more. Slimes and oozes have always been a big part of fantasy gaming and combining these with the wilder, darker sides of magic and the compulsion to shock and disgust players who come under attack by these things can combine to create some potentially powerful monsters and dark spells.

Enjoy these ‘Foul Humours’, created from human excresence.

Rough as Toast
‘Rough as Toast’ is my imprint for ‘cheap and nasty’ products. Things that are a bit more experimental, silly or ‘hit and miss’ where a lot of money can’t be spent or risked on a bit of an ‘out there’ idea. If you see that marker, you know you’re getting something a little ‘whacky’ or uncertain, but you will probably get some fun out of it.

Schlocktoberfest
The Pulps were churned out at a massive rate of knots. Strange and silly ideas thrown at the wall to see what stuck. Occasionally some of those ideas turned out to have legs – legs that are still carrying them nearly a hundred years later. My intent with Schlocktoberfest (prevously just a sale some years back) is to just throw a bunch of monsters, ideas and other bits and pieces at the ‘wall’ and see what sticks. Maybe something will.

MotSP: Things and Stuff I

There’s a lot of mobile and tablet games out there with some great art. Fantasica is one, Fatal Frontier is another. Playing Fatal Frontier I thought its Borderlands-ish, Heavy Metal-ish style was well suited to MotSP, so I found a wiki for the game and grabbed some images off it to inspire some creativity.

Alpha_Rot_FigureKlordog 10xp
Close Defence: 12
Ranged Defence: 12
Armour: 1
Hit Dice: 1 (4hp)
Initiative: +0
Movement: 12m
Attacks: 1/+1
Damage: 1d6
Saves: 5
Traits: Fast, Killer Instinct, Natural Weapons, Scales

Alpha_Rot_v2_Figure

Klordog Alpha 25xp
Close Defence: 12
Ranged Defence: 12
Armour: 1
Hit Dice: 2 (9hp)
Initiative: +0
Movement: 12m
Attacks: 1/+2
Damage: 1d6
Saves: 5
Traits: Fast, Killer Instinct, Natural Weapons, Scales

Klordogs are clawed, blood-drinking creatures trained as guard dogs on many worlds. Sleek and muscular they look more dangerous than they are as their barrel-shaped bodies are vulnerable to being pierced, contaminating their blood and other organs with half-digested food-blood and bacteria.

Machinations: Space Pirates! A Monster Sketch

Captain Bringdown and the Lustrous-Less Crew of the Merry Widow

Captain Bringdown
3 Hit Dice (24 hit points – Boss)
Attack: +3 (Cutlass D6, Blaster Pistol D6)
Defence Class: 15
Armour: 1d6
Saves: 6

Captain Bringdown is the captain of The Merry Widow. A pirate starship crewed by robots (he doesn’t trust people – they want to share the loot). His key weapon is an ExoTech device that can channel negative energy through the main gun. This causes a lingering listlessness and depression (Spirit save to resist) that the crew take advantage of in their attacks and raids.

Special: Captain Bringdown can sacrifice one of his robot crew to take a hit for him, once per turn.

PIR-8
1 Hit Dice (8 hit points – Boss)
Attack: +2 (Cutlass D6, Blaster Pistol D6)
Defence Class: 12
Armour: 1d8
Saves: 6

Captain Bringdown’s second in command, PIR-8 is programmed to be the best possible first mate. Obsequious, loyal, butt-kissing and willing to die for his captain. He is all these things but only because he is programmed to be.

Special: PIR-8 can bolt other members of the crew to his chassis to heal hit points of damage or to provide a temporary boost to his hit points.

The Crew
1 Hit Dice (1 hit point – Goon)
Attack: +1 (Robo-Fist D4, Blaster Carbine D8)
Defence Class 12
Armour: D6
Saves: 6

A motley assortment of cobbled-together robots that tend to jerk, spasm and get suck on the letter ‘R’.