Wednesday, October 13, 2010

Creature Feature 12: Iconovores

Hailing from the planes of Entropy, iconovores are a pestilent swarm of information-devouring memes. They are spread via communication - an intelligent being invested with iconovores will spread them to the next intelligence they communicate with. Thus, a book or other written message can sit for years, swarming with iconovores waiting for some hapless soul to glance within.

Once the memes are able to jump to a new host, be it a living mind or other form of communication, they annihilate the information contained in the old. A carrier's mind is often left in ruins, while the pages of a book might become blank. Often an unfortunate wizard has opened their spell book, only to watch it empty as iconovores invade their mind.

Iconovores have no physical presences on our plane. However, in the Ethereal they are visible within their host, as a mass of glowing tube worms constantly squirming through the synapses or glyphs they feed on. On the Ethereal they are quite defenseless, but will still damage the host if simply ripped loose. Only an instance death can promise the host's safety.

On the physical plane, destroying the host entirely will leave the iconovores floating free in the Ethereal. There they can try to infest ethereal creatures like Phase Spiders that can cross back to the physical and, with luck, communicate with something there.

Tuesday, October 12, 2010

Creature Feature 11: Trophy Ghoul

As evidenced by my being behind a day, I'm getting slammed with work this week. Thankfully, Steph Cherrywell has sent a few ideas to help out. This one's all Steph's.

Trophy Ghouls are created when the stuffed and mounted remains of animals killed for sport are raised. These undead beasts may be whole, or they may be only a part of the animal (like a mounted head). The later case can usually float, as can some smaller Trophy Ghouls such as fish. Pelts can become Trophy Ghouls - they move as if whole but can enfold and smother victims.

Art by Steph Cherrywell
COMBAT:
Trophy Ghouls often hold a grudge against their slayers, and will prefer them or their descendants over other targets. As former prey, however, they enjoy turning the table on any predator.

For the most part, the average Trophy Ghoul behaves much like a zombie - they are stiff and slow compared to living examples of their species, but hardy and strong. They retain the attacks they had in life. However, when destroyed they burst into noxious clouds of malevolent sawdust that hangs in the air, chasing down and choking the lungs of their foes in one last act of ill will. Fire will annihilate this cloud, and the Trophy Ghoul, for good.

Monday, October 11, 2010

Ghostbusters RPG Part 1: I tear up a little when everyone is cheering Lady Liberty

I'm a big fan of Ghostbusters. How big? I think the second movie is just as good as the first, and am offended anyone would think otherwise. That big.

Naturally, I loved the Ghostbusters video game that came out in 2009 - it was an absolute dragon's hoard of fan service. It expanded on all the little details of the films, the pseudo-science behind them and their uniquely humorous occult mythos (you get to fight a fuckin' sloar! Nobody roasted in it's belly that day I can tell you!). The slavish revisiting of every location from the first film did get a little tiring, but it was forgivable when they got away from it in the later half of the game. I do have some issues with the story (did we really need a new young love interest for Venkmen to sexually harass into submission?), but otherwise it was perfect.

Almost.

You see, at the end of the game there's a voiceover where your character (a nameless rookie) is sent to open their own franchise in another city. Now, back in the 8- and 16-bit days there were several shitty GB games, and a reoccurring theme was having to buy equipment and pick a model of car for the ECTO. Those games sucked, but the idea of building a custom Ghostbusters team stuck with me. What if you got to play that franchise - getting a building and vehicle, hiring a team? And all those things had pluses and minuses.

And what if, instead of a linear plot (the new game was a typical "hit all these stops on the way to save the world" structure), you answered calls from a variety of locations? A family thinks they have a poltergeist, a restaurant's staff is being driven off by black shapes... and of course you get paid when you succeed. Talking to my wife, I realized what I wanted was a Ghostbusters RPG.

Then I thought about the 80s. There was a pen-and-paper RPG for everything in the 80s. Licensed properties were hot - Teenaged Mutant Ninja Turtles, Star Wars, Marvel and DC comics, the list goes on. This continued into the 90s, actually - Men in Black jumps to mind. So what were the chances there was a Ghostbusters RPG?

100%.

And it is absolutely awesome.


LATER: Details on the Ghostbusters RPG, the revised rules known as Ghostbusters International, how to get a hold of them and why you want to.

We Interupt This Blog for a Very Important Message

It's National Coming Out Day. All you have to do is look at the news to see the pain LGBTQ people are put through every day, and yet there are slimebags like Carl Paladino that STILL incite anti-gay violence and harrassment.

As a straight ally, I am SICK OF IT. My wife is bisexual. Many of my friends and clients are LGBTQ. The thought of anyone DARING to treat them as anything less than human is enough to make me violent.

2010 has to be the year it stops. Every gay youth that kills themselves in despair, every person beaten, raped or murdered for being who they are, every lost job, every slur, every time the word "gay" is used disparagingly, all the stupid jokes... every last bit of it is a stain on the soul of Humanity. There must be no more tolerance for hate.

You don't have to be LGBTQ to come out today. I'm prepared to fight for my loved ones, my friends, my fellow human beings... if you feel the same, announce it somewhere today. Twitter, Facebook, your blog, with a can of spray paint, wherever. And the next time you witness heterosexism or homophobia, remember that silence is no longer an option.

Creature Feature 10: Glorpers

As undead horrors go, glorpers out-rival vampires for verisimilitude - they are entirely indistinguishable from the living. The only give away is the caution they must show against moderate impacts, and the appalling results should their caution fail. A glorper's body is a barely-contained mass of necrotic jelly, under intense pressure beneath the thin wall of force created by its own will to remain human. For this reason, glorpers move slowly, are terrified of dogs and children and avoid crowds and slippery surfaces. Some impacts will only partially burst them, and with enough feedings they can reconstitute the loss, but severe events like falling down stairs or being trampled will disperse them beyond what their will can reform. If the remnants of such unfortunates are not properly cleansed with purified water, they will remain conscious of their state for all eternity.

COMBAT:
Once a month a glorper must feed on enough subdued humans to satiate the necrotic jelly that forms it - otherwise the jelly destabilizes and the glorper cannot hold itself together. It feeds by draining constitution points as it seeps necrotic jelly onto the victim, melding with their own flesh and absorbing it. The glorper can let them live, but rarely does as few wish to spread their condition.

A glorper's jelly infects those that contact it with the condition. Each day they match their will against the infection; when they have failed enough times to equal their constitution they have fully succumbed and are now glorpers themselves.

Glorpers attack sleeping victims, always. If forced to fight, they will do so from a distance as they try to flee. A glorper is capable of launching one of the following as a missile each round - both eyes, the tongue, or as many fingers as it wishes. All burst on contact and risk infecting the target. The eyes do not leave the glorper blinded, but do instantly blind the target with no save for one day. The tongue makes the target mute for a day and nauseous for 5 rounds. Each finger does acidic damage. These limbs must all be regrown over the course of a month.

Any blow disables a glorper, but also splashes necrotic jelly five feet in each direction. Any blow dealing more that half its hit points will completely splatter it over a 10-foot radius. Pure water will dissolve it without this effect, in a one-to-one ratio.

Saturday, October 9, 2010

Creature Feature 9: The Redshifter

A Redshifter is an extraplanar entity that warps gravity and time. Time slows the closer you get to one. The creature itself is almost pure red, and the area surrounding it and anything or one approaching it become increasingly red, while the rest of the world gets bluer as you approach it. This effect is caused by light slowing down as it nears it, and speeding as it escapes.

This means that the entity has already done anything you see it doing. From nearby, you see those further away doing things they haven’t done yet. The being itself seems able to warp this effect at will. Additionally, the creature can create a gravitational focus in front of it to pull objects towards it or to “slingshot” them away by letting them orbit the point, then releasing them. It cannot select what is pulled and what isn’t, other than itself. Finally, sound completely vanishes within 30 feet of the creature.

Redshifters are best described as “alien.” Their actions are unpredictable and impossible to comprehend. They are equally as likely to attack as ignore entirely, but on the few occasions more than one has been recorded, all have sought to slay one another.

Art by Steph Cherrywell
COMBAT:
 A Redshifter affects time. Mechanically, this means a few things. Initiative is rolled, but is severely warped - every five feet of distance from the creature subtracts 1 from the roll. If the creature is not yet 30 feet from its last place of cover, players likely aren’t even aware of it yet and if they are, they are under blind-fighting rules until time catches up. Only those within 15 feet see it where it currently is. All others remain under blind-fighting rules, missing if they specifically target where they see it. If further than 15 feet away and ACTUALLY blinded, they simply stand no chance of striking it, as they can’t infer its “next” move based on where it last was, and it makes no sound.

Once a a round, the creature can force one attack or other action involving it to be rerolled. The first roll never happened - this is merely a reflection of how confusing navigating time around the creature is.

The Redshifter can use its gravitational focus to hurl small stones or other objects at deadly speeds. It can also reflect ranged attacks back at the attacker. This is harder to do accurately the longer the range (and therefore higher the speed) of the missile. Even rays and some other magic attacks can be thus deflected, but they require the most effort.

The other use for the focus is to disarm or even bodily drag foes forward. When created, all creatures and objects within 45 are dragged forward 10 feet. The Redshifter can’t maintain a single focus longer without risking being struck from behind.

Since this gravitational focus is not selective, it usually leaves a tight ball of debris in its wake, which falls to the earth afterwards. It is possible to fire a missile of some type at the Redshifter while its creating a focus to deflect or drag something else, and strike the Redshifter unerringly.

Thursday, October 7, 2010

Creature Feature 8: Opossum of the Grotto

(With thanks again to Kitty Lowrance)

Some say it’s only a myth, and others say it’s a real place. Still others believe it exists somewhere at the heart of every great swamp. It is a grotto, rising from the mist and the sludge to shelter a lone, albino opossum.

There are many who devout their lives to searching for this opossum, for it is said to be very wise and very magical. Some say it even holds sway over life and death, and can ferry souls back to this realm that seemed utterly annihilated.

However, to when the Opossum’s boon, one must first accept the Kiss. By kissing the Opossum, one is bound beneath an unbreakable geas to complete a task of the Opossum’s choosing. One cannot know what task they will be forced to do prior to the Kiss - if they are told to commit an atrocity they will have no choice but to carry it out. For this reason, only the foolish and the truly desperate seek the Grotto, and most die wandering the swamps long before they ever do.

COMBAT:
If attacked the Opossum will defend itself as an extremely powerful necromancer that favors direct attacks over summoning undead. However, it can and will summon various swamp creatures to aid it - will ‘o’ wisps, shambling mounds and rogue trents being most common. If slain, the Opossum’s influence over all those under the Kiss will briefly lift, until it returns in a new location months later, set on revenge.