Hot and cold running cotton candy

RyRy
edited May 2012 in Make Stuff!

Anorer

HD 12 (50 hit points)
AC 19
Attacks: Tentacles (14) 1d6 +12
Special: put-you-in-a-cage

Appears to be a squid and an octopus fused together, mouth-to-mouth, in a permanent embrace. Also has a stinger tail that can extend from the central form. Likes to put people and animals in cages, then either keep them, or sell them to bad people. Very polite, always says thank you when making transactions. Extremely graceful, accurate use of tentacles, which can be stretched down to tiny points. Very talented at black magic.

Comments

  • Oh! A Gary Larson calendar!

    I don't get it. I don't get it. I don't .... get it.
  • #D&D5E
  • RyRy
    edited May 2012
    Four best friends, and the man who threatens to knock them all down...
    A hospital, run by a talking horse, and its nurse, a mighty lion...
    A renowned doctor and a nurse, preparing for the birth of the heir to the Mushroom Kingdom...
    Mootlas, herded by caring goblins to carve out new underground homes...
  • RyRy
    edited May 2012
    When you speak Wienano and gesture wildly...
    10+ you are understood by everyone
    7-9 you are understood by people who speak Wienano, or French, but only if you obstruct foot traffic
    on a miss, no one understands you and you are hungry
  • this looks fun. how do i play?
  • When you create something using the language of a game, mark experience.
  • When you take something that a child said and make it into something for a game, mark experience.
  • edited May 2012
    Winter forest snake

    Body Points: 25
    Movement: 18
    Attack Melee: 13 / 2T (bite), 1T6 +3 (tail)
    Attack Ranged: -
    Defense: 8
    Natural Defense: 1
    Presence / Magical Defense: 3
    Magic: -
    Special Skills: Freezing breath (see below)

    The snake is four-legged and measures a full 16 yards from nose to tip of tail, and surprisingly quiet for its size. If it attacks it's usually because it hunts for food, or because it wants to defend its nest (a cave or burrow in the forest). The snake would rather eat horses than humans and does not stay for to fight if it can retire with a tasty snack. When the snake attacks with its tail, it is to trip opponents.

    The snake has an icy breath that can envelop its victims like a very cold smoke or fog. Those who are trapped in the smoke only have clear view for a few feet (-2 to attack in close combat, aiming a ranged attack is basically impossible). The smoke disperses after 1T6+2 rounds. It takes one round for the snake to use its icy breath. In the meantime, it can't do anything but defend itself.
  • (Here's something I found on an old site of mine when I was rummaging:)

    Dear Mr. or Ms. NYGMA:
    Thank you for submitting your DESIGN for an ELECTRONIC TOY, GAME, OR DEVICE.

    Unfortunately we cannot produce your ELECTRONIC TOY, GAME OR DEVICE at this time.

    Good luck in your future endeavors.

    Herbert Lando
    Schumacher Games, Inc.
  • Yrididheosis Heididisus
    Level 8 Disease
    The Yridithe bird carries a terrible virus that can infect many other species, most notably humans.

    Attack: +10 vs. Fortitude
    Endurance: improve DC 24, maintain DC 20, worsen DC 19 or lower
    The target is fully cured
    Initial: The target experiences smells like a whiff of poisonous fume
    2nd stage: The target must move 5 feet back for ever 20 feet moved in a straight line
    3rd stage: The target screams incoherently when attempting conversation of any kind
    4th stage: The target walks in circles screaming at least ten minutes out of every hour, or collapses in convulsions (also convulses while asleep, waking with the exhausted condition)
  • edited May 2012
    LYNDON JOHNSON
    Senate Majority Leader, Bitter Vice-President, President, Inspiration for Foghorn Leghorn

    Traits
    Master Legislator: Governance, Arm-Twisting, Vote-Counting, Keys to the Senate Cloakroom, Earmarks, [Secret Files]
    Texas Hill Country: Born in Meager Circumstances, Johnson City, Barbecue, Oil Money, Southwest Texas State Teachers' College
    The Chief: Big Man, Imposing, Arm-Clasping, Back-Slapping, Iron Gaze, Mean Streak, [Oval Office]

    Keys
    Key of the Politician: Hit this key when you pass a bill, defeat your political enemies or win an election. BUYOFF: Decline the nomination.
    Key of the Imposer: Hit this key when you bend someone to your will. BUYOFF: Let someone else win.

    Secrets
    Secret of Lady Bird: Once per session, you can re-roll failed dice if Lady Bird is part of the scene.
  • The mercenaries were ordered to return to Chile to gather more information, but soldiers loyal to the Chilean government prevented them from entering the country. The mercenaries tried to enter the country illegally, but were captured, tortured, and executed.

    President Allende of Chile notified the White House that he had already commissioned an excavation of the area, and that the mummy was the property of the Chilean people. Frantic, the administration ordered Section Zero to retrieve the mummy at all costs, lest it wind up in the hands of the Soviets.

    General Hiram West, head of SZ at the time, orchestrated a coup d'etat. On September 11, 1973, President Salvador Allende was overthrown in a US-backed military coup. Augusto Pinochet seized control of the government. However, when Section Zero troops finally located the ruins in the Atacama Desert, the mummy was gone. The ruins were clearly Inca in origin, and the writings found nearby indicated that the mummy was an entity known as a Lanshoi -- clearly a reference to the Lanshoi angel.
  • Goal: Eat Cheese. Danger: That wasn't cheese. Roll: 2d6
  • edited May 2012
    From The West Wing Role-Playing Game:

    When you engage in debate, either to object to a White House policy, or to support it against someone's objection, and your argument is based on one of the following principles, everyone who is party to that debate takes +100 XP. The principles are:
    • freedom
    • fairness
    • prosperity
    • public safety
    • national security
    • a higher moral purpose
    If your fellow players decide that your argument is especially didactic or preachy, they can give you an additional +100 XP bonus.

    As an optional rule, you can play with Aaron Sorkin's Personal Problems. Add the following principles to the above list:
    • everyone on the Internet is batshit bonkers
    • maybe we should just invade the Middle East already and call it a day
    • it's not workplace harassment if it's a compliment
  • -- Keep so busy praising my Jesus / Ain't got time to die.
    -- Sit down servant / I can't sit down.
    -- Wade in the water / God's gonna trouble the water.
    -- When I die (Hallelujah by and by) / I'll fly away.
  • “Our generation has effectively ushered in the teen suicide era. Never before in the history of this world have our teens been bombarded with harmful, negative influences aimed at the delicate, sensitive, easily swayed minds of our children. The healthy growth and development of our children is being hindered by violent fantasy role-playing games, rock music (which directs the kids to “get high, shoot-up, commit suicide and Satan worship”), pornographic literature, violent movies, and lastly — violent videos. What can be found in these things that build’s character, integrity and high ideals. [sic]” (Mary Dempsey, Pat Dempsey, and Pat A. Pulling, Dungeons and Dragons)
  • Green Globe of Gandarabis
    This diaphanous globe is made from a ceramic material. When two characters touch it simultaneously it will start to glow. At this time one character can transfer any desired amount of their Hit Points to the other, up to the where the receiving character is restored to maximum Hit Points.
  • Dog Prole

    HD 6 (30 hit points) AC 16 Attacks: Bite (1d6+4) pounce (2d6+4) Special: Mercantile

    This creature is neither a dog nor a prole, although it has a canine-like head atop its pear-shaped body. Ten spindly feet protrude from the bottom of its fat belly. However, due to powerful internal musculature the Dog Prole can adopt a quadraped form, wiring groups of its legs together and pouncing from spot to spot. Dog Proles are extremely greedy, although how they acquire hoards is unknown. Despite their intelligence and greed, or because of it, Dog Proles cannot tolerate others of their kind for long periods. Instead they often attract other semi-intelligent species as henchmen. Common examples of these henchmen are talking slugs and flying miasma eels.

  • edited May 2012
    From Synibarr II: Midnight Sunstone Bugaloo
    Maret Jonsdotter:
    Strength: 35,000 (average, human female, level N society) +0 bonus
    Ego: 120,009 (elevated, human female, level N socity) +3 bonus
    Tiger Ninjitsu: 450,106 (below average, human female, level N society) -1 penalty

    Create Herring (Tanngrisnir Factor: Broken Foreleg = Broken Fin ): N/A (Venderant Nalaberong) instanteous win, +2 vs. other V.N.

    Special Midnight Sunstone Ability: Stonemason (Material Benefit: House on the Blockula)

    [We all make mistakes sometimes, but it's cool when those mistakes lead to freedom of creativity.]
  • edited May 2012
    Elder daughters and sons of Okkarn.

    You've seen them with me at the greatfirem so it is time you understood: We recently received the first emissaries from Chachik Kach. Apparently they were actually on their way to Habberat, and only stopped at Okkarn Pehak because they followed the Kose too far south before it rejoined the Great North-East Road.

    Some of our words matched, but we mostly spoke in a pidgin Old Sarasinean (thank the Three Left Standing that we kept that tradition alive). We swapped tales of our respective Revered Ancestors, and were honored to create a dreamline from our village to theirs through the Closed Conscious.

    I memorized their stories, and added their Revered to our list-of-knots:

    Sakie
    Pashitur
    Ao
    Kevidjadj
    Tolan Te
    Djuk
    Brinnhadjam
    Leth Te

    Speak their names. Good. The rest of you will all hear their stories soon.

    I plan to escort Mathematical Supreme Spirit Hidj and the others to the enlightened capital Habberat tomorrow. I... Well, it's clear that their visit is one more of emergency than exploration and travel. Unfortunately, Sarasinean is failing us a little and I'm sure the lecturer-scholars at the Lyceum under Habberat will be able to assist. As far as I can tell, there is some kind of sickness or plague that originated in their capital of Coiur. They apparently are remote enough that it is not an immediate threat. However, by the dark glances and hushed whispers of Hidj and his close aide Drowning Moon Calendar Spirit Lekk, it must be some sort of problem of communication.

    What we understood was:

    A sickness created by "the greatest and last human kings of Coiur"?
    "They bear ten times the blood" was a term they kept repeating. This part was clear, but not the nuance in which they were using it.
    Sacrifice? No, Kheft, as far as I can tell this isn't a story of new sacrifice or some kind of shetani life-stealer. They were indicating that these greatest ones somehow had the... yeah, it's unclear to me as well, feel free to talk to them further later. The sickness may just allude to a problem with crops, like in our old sayings: "Tay'l" means both in both our words and Old Sarasinean.

    Whatever it is, it is driving more shetani and lessers to their village and causing unrest in their area. We've created the dreamline, so our village is now the sister of theirs, our fates tied. We will do what we can to help. I need some to come with me to Habberat, and some to stay behind to harvest the closed conscious.

    Hands? I have amulets enough for five...
  • A merit/talent/watchamacallit for the Swedish fantasy game Saga (rules reminiscent of Dragon Warriors, and a semi-historical setting influenced by Hârn).
    HEALER. The character possesses healing powers and can, through the laying on of hands alleviate and cure diseases and injuries. The ability takes its toll however:
    • The character may freely halt bleeding, relieve pain and heal simple fresh fractures.
    • In order to heal an old fracture that's healed incorrectly, cure minor ailments such as skin disorders and simpler diseases the character must pay one hit point*.
    • To heal injuries (restores 1d6 hit points for the receiver), or cure serious ailments such as pneumonia the character must pay two hit points.
    • In order to cure severe diseases that are normally considered incurable, such as plague or leprosy, the character must pay three hit points.

    To use the heal someone takes time, at least 10-30 minutes depending on the severity of the disorder, and the character feels faint afterwards. A healer is almost completely immune to disease (always escapes infection from even the most communicable diseases at 2-6 on 1T6), but can not be healed by magic and must therefore heal all hit points naturally. Those who possess this ability are sometimes proclaimed to be saints, or burned at the stake.
    * Charaters have 1d6+6 hit points, and they heal at a rate 1 per day if you've got the medieval Doctor House tending to your every need, 1 per week under basic medical care, 1 per 2 weeks if you just rest, and 1 per month if you're running around.
  • edited May 2012
    When you are exposed to the storms of Winter's King, roll+CON. On a 10+, you push forward through the wind and blowing snow. On a 7-9, choose 1:
    -- You are lost in the storm.
    -- You take 1 damage from hail and frost.
    -- You lose all your gear except what you wear and hold in your hands.

    When you brandish the iron sigil of Winter's King at ghosts, barrow-wights or wraiths, roll+WIS. On 10+, hold 3. On a 7-9, hold 1. Hold can be spent one for one, to repel or give simple commands to the undead.

    When you are touched by a ghost, roll+CON. On a 10+, its touch passes through you with only a slight pain. On a 7-9, you are frozen in place until the ghost who touched you has been destroyed, or otherwise relinquishes its hold over you.

    When you slip past the statues, roll+Dex. On a 10+, you escape their sightless gaze. On a 7-9, choose one:
    -- You see them coming. Take +1 forward.
    -- You make it past safely, but your final footfall awakens them.
  • Some rough notes toward an Apocalypse World mash-up:

    -At the beginning of every session, if you are a pawn of the Roach, draw a Roach Card at random and read the Command. You must complete this command before the end of the session.

    -When you are a servant of the Roach, take +2 ongoing. You may exceed any previously stated maximum bonuses. When you are working to fulfil the Roach's Command, take +3 to your roll instead.

    -At Session's End, if you have not accomplished the Roach's Command, take -1 ongoing to all rolls and do not receive any of the Roach's bonuses until you have fulfilled the Roach's bidding during the next session. In addition to repeating your failed task, you must draw and perform a new Command as per usual.

    -Add "Rid yourself of the Roach" to the list of standard improvements. So long as you serve the Roach, you may not take any of the expanded improvements.

    -When you rid yourself of the Roach's influence, choose one move that you already have from your playbook. Cross this move out. You no longer have this move. You may never have this move again.
  • edited May 2012
    I'm not currently making a Vampire World hack, because it would be too sad. But if I ever did make one, this would be part of it.

    When you become a vampire, you gain a hunger score of 0, a humanity score of 6, and you and your sire get 3 bond with one another.

    Hunger can go as low as -2, or as high as +3. Lower is better (for you and for everyone). Humanity goes from 6 down to 0, like a countdown clock. Higher is better.

    As a hard move, the Storyteller can cause a PC to feel the urge to frenzy. (Good times to do this: When the vamp acts under fire when interacting with a mortal and misses; when the vamp hunts and misses; when the vamp goes aggro on a mortal or seizes by force from a mortal and misses; etc.)

    Also, sunlight now counts as "harm as established". Maybe 1 wound for a few brief seconds' exposure, followed by annihilation.

    Session start. At the beginning of the first session, your hunger is 0. At the beginning of every session after the first, you gain +1 hunger.

    Sense pulse. Whenever you interact with a mortal while your hunger is +1 or greater, you act under fire. Whenever you smell the freshly shed blood of a living human being, no matter what your hunger score, you act under fire. (Usually, the fire is, do you feel the urge to frenzy?)

    Frenzy. When you feel the urge to frenzy, you can give into it, or you can resist it. When you resist it, roll+hunger. On a miss, you manage to compose yourself and remain in control of your faculties. On a 7-9, choose two. On a 10+, choose one.
    • You do not kill a mortal.
    • You slake your thirst. Reduce your hunger to -2.
    • There are no witnesses. (Watch out for Masquerade breaches!)
    When you give into frenzy, the MC may choose one of the above, two, all three, or none.

    The hunt. When you hunt, roll+hot. On a hit, you find a suitable victim, and have the opportunity to feed. On a 7-9, you get -1 hunger. On a 10+, you get -3 hunger. In either case, the victim suffers 1 wound.

    (I would also probably want some sort of move for growing a cult or following. I might use the hocus's fortunes move as a model, and it would cover the conceptual space of both Herd and Retainers.)

    Blood bond. When you drink the blood of another vampire, but do not kill it, it gains +1 bond on you. The vamp from whom you drink can choose to take a number of harm, and you reduce your hunger by the same amount.

    Diablerie. When you drink the blood of another vampire, and kill it in doing so, reset your hunger to -2, mark experience, and note that you are henceforth +tainted.

    You can use the supernatural power of Vitae to heal yourself. When you do, remove 1 wound and take -1 hunger.

    When you kill a mortal, take -1 humanity.

    When you watch over the people you've wronged, or make arrangements to see to their care, take +1 humanity. However, if you ever stop taking care of them, take -1 humanity again. (Note that revealing your nature to a mortal counts as a violation of the Masquerade, a capital offence among vampires. You will have to watch from afar or make arrangements discreetly.)

    When you confess your vampire nature to a mortal and tell them about all of the people you've killed, and that mortal freely offers you forgiveness, take +1 humanity. (You can't coerce or manipulate forgiveness out of them. I mean, you can force them to say "I forgive you", but you don't get +1 humanity for doing so. Also this almost always constitutes a Masquerade breach.)
  • RyRy
    edited May 2012

    Amulet of Despair:

    This appears to be a amulet of bliss, with additional jewels around the edge. Upon donning the amulet, a character's features appear to calm. Then their face separates into two halves, then falls from the front of the character's head like a wooden mask. There is no face beneath the mask, simply a layer of smooth skin around a breathing hole about two inches wide. Creatures left without the mask grow gaunt but do not die of starvation as one would expect. They are still somehow able see and hear their surroundings. However, they are melancholy and cannot be comforted.

    The disembodied faces are animate, but not intelligent. They do not communicate, although they affect a disapproving expression.

  • RyRy
    edited May 2012

    Design diary, day 11463: Affectation draft 70% complete. Capturing the disconnect between how people naturally think we think and how people really think remains difficult. Preparing scramble mechanic for next playtest. Player will affect emotion, and players write what emotion is being communicated on cards. Cards are then shuffled and dealt back - this is the emotion being perceived. Will test this, plus a variant where the acting player adds a card with what they're trying to convey, and takes one back like the rest, thereby scrambling self-perception. Will at the very least exceed Brinkley's 1999 game chef entry.

  • RyRy
    edited May 2012

    Threat: The Duke has arrived at the Baroness's castle, and is demanding to see her. The Duke is known for frequent fits of murderous rage. The Baroness is away at her sister's.

    Reward: The Duke throws money around constantly, tipping very well and occasionally buying large estates for noble folk he likes.

    Asset: The Baroness has always been able to calm the Duke in any circumstance.

    Problem: While the Baroness is away several of the serving staff have family members visiting in the estate.

  • edited June 2012
    Very many adventure about Giants

    Help! A giant has come to the neighborhood. As soon as you roll 4d6 and 1d20 the adventure begins!

    Adventurers are contacted by ...
    1. a frightened priest.
    2. the knight, who rules the area.
    3. an old, good and very superstitious friend.
    4. a drunken person at the inn.
    5. an anxious and farmer who has his farm in the area.
    6. an older adventurer claiming to be a giant hunter

    The giant came ...
    1. in stealth, few know about its presence yet.
    2. wandering during the night - the whole neighborhood could hear steps approaching.
    3. a long time ago, but has recently been brought out of its decades-long sleep.
    4. crashing through the forest, and started throwing boulders at the nearest castle or residence.
    5. a few days ago and have devoured at least two cows every day - soon, there won't be any left.
    6. from the far north and in its footsteps frost formed on the ground even though it is summer.

    The giant is ...
    1. lost and needs help getting back to his home in the mountains.
    2. angry because they started to build a church near his home, and church bells make it impossible to sleep.
    3. vindictive, for an adventurer from the area killed the giant's mother or father, over two centuries ago.
    4. starved after the harsh winter which recently released its grip on the giant's home area.
    5. in love with someone from the neighborhood.
    6. on the run from something.

    The giant has ...
    1. a taste for human flesh.
    2. made a friend in the neighborhood (1-2 child, 3-4 priest 5-6 a blind old recluse).
    3. a magic gold ring on his finger.
    4. forgotten its name.
    5. taken a prisoner.
    6. a child.

    The giants' name is:
    1. Berg
    2. Dagg
    3. Dis
    4. Duva
    5. Finna
    6. Frost
    7. Fura
    8. Gjalp
    9. Grid
    10. Hevring
    11. Ide
    12. Korpa
    13. Källa
    14. Rafnar
    15. Riste
    16. Sola
    17. Storm
    18. Svala
    19. Unn
    20. Vördur
  • A thin ribbon of gold can be spotted in the wall, and there is sign of recent mining activity.

    Once the wall is breached, water begins to pour into this room. The dungeon will fill up from the lower levels at the rate of 1 foot per hour.

  • When little girls become angry, their chins and noses are outlined in black and their hands become invisible. At this point, they cannot be harmed though they can be made angrier.
  • The creature appears to be a green lion, until you notice that its head is entirely covered in man-o-war jellyfish. Not even the slightest amount of its face is visible, and the mane is entirely made up of spines.

  • It can:
    Fill any amount of space
    Bite anything that would fit in a human mouth
    Hide anything from sight
    Flee instantly; the only way to stop it is thick triangle
  • Monastery maker
    So, the players suddenly exclaims that they seek out the nearest monastery? No problem! With a few simple rolls, you'll be done! Pick up some d6 and d20 and go.

    How big is the monastery?

    Roll 1d6, adjust with -1 if the monastery is very remote, +1 if the monastery is located very centrally, +1 if it is in a very fertile area.
    1. Small, newly founded 2 + d6 monks or nuns, 2d6 lay persons, one characteristic
    2. Small, established: 4 + d6 monks or nuns, 6 + d6 lay persons, two characteristics
    3. Small, growing: 6 + d6 monks or nuns, 4 +2 d6 lay persons, two characteristics
    4. Between Large, established: 8 +2 d6 monks or nuns, 10 +2 d6 lay persons, two characteristics
    5. Between Large and growing: 8 +3 d6 monks or nuns, 16 +2 d6 lay persons, two characteristics
    6. Large: 20 +2d20 monks or nuns, 30 +3 lay persons, 3 properties

    Who lives in the monastery?
    Besides monasteries for monks and nuns are also shared monastery where they share church, but not housing.

    1-2. Monks
    3. monks and nuns, a smaller proportion
    4. nuns and a smaller proportion of monks
    5-6. Nuns


    What characteristics distinguish the monastery?
    All monasteries are not the same, but are characterized by those who live and work there, or the environment. Roll one to three times on the table (according to the monastery's size). If you roll the same results twice the monastery is especially influenced by this feature (perhaps known throughout the kingdom), if you roll the same result three times, the monastery probably known all over the continent.

    1. Apiaries (produces honey, wax, mead)
    2. Brewery (produces beer)
    3. Runs a hospital (for lepers)
    4. Has a mine in fief
    5. Has been a quarry in fief
    6. Holds market week
    7. Corrupt (many in the monastery worship the dark lord)
    8. Skilled blacksmiths (produces goods of unusual quality)
    9. Famous composer (someone in the convent writes especially beautiful hymns)
    10. Surrounded by apple orchards (produces cider)
    11. Productive skriptorium (produces books and other manuscripts of good quality)
    12. Radical theology (abbot or abbess possibly in conflict with the bishop)
    13. Acting talents (some of the monks / nuns and lay persons put on mystery plays)
    14. Beautiful singing (abbey has an unusually evolved choir culture)
    15. Strong walls (the monastery has been built by particularly adept walls stonemasons and is particularly suitable for defense)
    16. Large fish pond (the monastery is known to keep it's monks / nuns well-fed)
    17. Large herb garden (grows medicinal plants)
    18. Receives pilgrims
    19. Vow of silence (only lay persons speak, abbot / abbess communicates in writing)
    20. Open convent school (convent receives students from wealthier families, or of unusual talent, not just aspiring monks or nuns)

    What's the abbot / abbess like?
    It is likely that the players feel important and want to meet the head of the monastery. Roll1d6 twice and we'll see what that person is like.

    1. Strict
    2. Portly
    3. Very old
    4. Taciturn
    5. Almost deaf
    6. Capricious

    and / but

    1. likes to joke
    2. skarpsint
    3. has a deep voice
    4. looks very earnest
    5. answers questions with questions
    6. greedy
  • Ask the player of the Discerning character to pick three: mighty, edible, ethereal, cherished, protective
  • The different classes change different stats depending on which alignment they currently have.

    Soldiers have to start with either Capitalist or Communist alignment.
    Communist-Capitalist = Fight-Life
    Good-Evil = Sense-Clout

    Barbarians have to start with True Neutral alignment.
    Neutral - Communist/Capitalist = Sense-Fight
    Neutral - Good/Evil = Life-Clout

    Shamans have to start as Neutral Good or Neutral Evil.
    Neutral - Communist/Capitalist = Clout-Life
    Good-Evil = Sense-Fight

    Scientists can start with any alignment.
    Communist-Capitalist = Clout-Life
    Good-Evil = Fight-Sense
  • edited January 2013
    Did I tell you all about my new AW hack in progress? It focuses on the tumultuous relationships of a roving band of cheese-eating flatulists in the 19th century Alsace. Guess what it's called.
  • Did I tell you all about my new AW hack in progress? It focuses on the tumultuous relationships of a roving band of cheese-eating flatulists in the 19th century Alsace. Guess what it's called.
    World of Le Pétomane?
  • Close. MünsterFarts.

    Just don't ask me what "strings" are in this game.
  • edited January 2013
    The Iron Harp
    Anyone who has heard the old songs from Calanor and Albion has heard of it. The Iron harp, or the black harp as it is also known. An instrument said to have been created during the reign of the druid king Aldroc.

    In the songs the harp is used to put listeners to sleep, raise a fog so cunning warriors can sneak up on their enemies, and to win a heart in a case of unrequitted love.

    What the songs don't say is that the black harp is just a harp made out of iron. There's nothing special about it at all apart from that. But just as the Sidhe can't handle iron objects, so does the music of the iron harp cause them discomfort or agony. Any Sidhe who hears the harp will come to it, hoping to make it stop. Whoever plays the harp can then negotiate for a favour from the Sidhe. How willing the Sidhe is to deal is decided by it's mood:

    Mood (roll 2d6):
    2. Angry (might attack or punish the one who played the harp)
    3-5. Unwilling (demands a high price – a beloved memory, or an emotion perhaps)
    6-8. Neutral (willing to negotiate further)
    9-11. Amused (demands a low price – maybe a lock of hair, un unwanted memory, or an item the person values)
    12. Helpful (asks only an insignificant gift - a kiss, a trivial item, or a single strand of hair)

    The probability that there is a Sidhe near for the iron harp to attract depends a lot on where you are. In cities, it is basically impossible, but in the wilderness – especially near pools of water – chances are better.
  • If you cannot pick it up, for it was not meant for your hands, weep.
    So long as you have wept longer and harder than any others, you are the Kingmaker.
    As Kingmaker, you can discard a token to declare someone else its True Heir.

    If you lose it in the wilderness, gain a token.
    Upon its recovery, you may elect to discard a token to give it +1 Fatal permanently.

    If you kill its True Heir, you become its True Heir.
    At this time, Your Shadow may elect to discard a token to splinter away (with implications attendant).

    It cannot be destroyed or contained by the contents of this world.
    If you destroy it, begin a new Chapter.
  • If its not nailed down, I can take it. And if I can pry out the nails, its not nailed down anymore.
  • I get what I want.
    I like what I get.

    (choose one.)
  • Gather your furs and feather around you until you are resplendent.
    You may come as far as water, but no further.
    In with the breath, out with the birth-push.

    Give up a means of communication, and make do.
    Mark experience.
  • edited January 2013
    When you first inherit The Doom, assign it a Rationality from Table 2.41 (Post-Paradigmatics).
    The Doom: CCRD 4, DCPT 4, STRC 5, DCNS 2, RFCN (Special).

    The Doom never rolls RFCN. Instead, if acting in accordance with its Rationality, first attempts fail and second attempts succeed.

    You can't fail STRC rolls while you have The Doom. When the dice would have you fail, mark the margin by which you would fail, succeed instead, and others add this as a bonus to their next DCPT roll against you.

    Fragilities: Blessing, Revision, Wound Location: Heart, Wound Location: Temple.
  • When you need to act, roll your Beetle. On a hit, you are not yet craven and broken. Act, beloved.

    Should this concern the social, and its hungry desire, add your Mantle.

    Should this concern passion, violence or sex, add your Wasp.

    Should this concern curiosity, language, or love, add your Moth.

    Regardless of the outcomes, the Hegemon tells you about the gears and wheels grinding you to dust.

    Regardless of the outcomes, the Eschaton offers up seduction and monstrosity.

    You may tell us what you do, but instead answer for the Chorus, what the fuck is the point?
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