Monday, October 13, 2014

SUPERBEAST: GHOSTUME


With the susurrus of tattered plastic, mobs of garish ghostumes flutter across the Planet Motherfucker nightscape.  They glow garishly in the moonlit mists, reflecting an unholy neon mélange of freakish faces and phantasmagorical images.

And though mute, sometimes...if the wind is juuuust right...the maniacal laughter of long-dead children trails their passing.

Ghostumes mob their victims, bludgeoning with invisible fists, slicing with razored mouth-slits, and smothering with acrid vinyl.

When vanquished, ghostumes crumple to the ground in shredded, grimy heaps.  The strap-on masks that serve as their disembodied "heads" can sometimes be salvaged, and when worn, endow supernatural powers....


Ghostume
Attributes:  Agility d8Smarts d4Spirit d10Strength d4Vigor d8
Skills:  Fighting d8, Intimidation d10, Notice d6, Stealth d6
Derived:  Pace 4Parry 9, Toughness 7
Special Abilities
  • Construct:  Ghostumes get +2 to recover from being Shaken, take no additional damage from Called Shots, never suffer from Wound Modifiers / Penalties, and are immune to disease and poison.
  • Crinkly 'n Smelly:  Ghostumes suffer a -2 penalty for all Stealth checks.
  • Fear (-2):  Due to their nightmarish appearance, ghostumes induce irrational terror in their victims, penalizing Fear tests by -2.
  • Fearless:  Ghostumes are immune to Fear and Intimidation.
  • Flight:  Ghostumes drift / levitate at Pace 4 and Climbing 2.
  • Immunity (Flame Retarded):  Ghostumes are wholly immune to fire- and heat-based attacks.
  • Mouth-Slit:  Str +d4
  • Size -1:  Ghostumes are generally runty (averaging about 4' tall), and lose -1 Toughness.
  • Stun:  Ghostumes ferociously pummel and choke, and those struck must make a Vigor roll or be Shaken for 1d4 rounds.
  • Two-Dimensional:  Flat and lacking solidity, ghostumes get +3 to Parry and +2 Toughness.
  • Weakness ("I Got A Rock"):  Ghostumes can be driven away by fresh apples, religious tracts, pennies, and / or dual toothbrushes wielded like crucifixes.
  • Weakness (Treats):  A thrown handful of sweets sends ghostumes scurrying in its direction, distracting the creatures for 1d4 rounds and leaving them vulnerable.  Their Parry becomes 4 for the duration.  Note:  candy corns work best...and licorice never does!














Thursday, October 9, 2014

CHARACTER ARCHETYPE: CRIME CANINE

Planet Motherfucker is a cesspool of filth and vice, and you're just the hound to roll around in it to root out the stink.  And someone has to stop all those old farmers in monster costumes—when they're not actual monsters, that is—from scaring people off their land and buying it on the cheap.

You probably pal around with a gang of well-meaning but bumbling humans, and end up stuck with all the hard and scary work.  But they'd be helpless—and most likely dead—without you, so lucky for them you're on the case!



Crime Canine
Attributes:  Agility d6Smarts d8Spirit d6Strength d4Vigor d6
Skills:  Fighting d6, Investigation d8, Lockpicking d6, Notice d8+2, Stealth d6, Tracking d10
Derived:  Pace 8Parry 5Toughness 5
Hindrances:  Curious, Disability (No Opposable Thumbs, or Quadrupedal, or Speech Impediment)Loyal
Edges:  Alertness, Fleet-Footed
Gear:  Backpack, Camera, Flashlight, LockpicksMagnifying Glass, Rope (10') (x3), Toolkit, Whistle, $48 In Trap-Making Accessories and Assorted Sleuthing Paraphenalia







Tuesday, October 7, 2014

CHARACTER ARCHETYPE: WASTE WARRIOR

Hideous of visage yet noble of heart, you've burst from the grime and the slime to become the hero Planet Motherfucker needs!  You're a sewer sentinel...a garbage guardian...a refuse ranger...and you're scrubbing this shithole with a vengeance!



Waste Warrior
Attributes:  Agility d4Smarts d4Spirit d6Strength d8Vigor d10
Skills:  Damage Field d8, Environmental Protection d8Fighting d8, Survival d4, Throwing d6
Derived:  Charisma -2Pace 6Parry 7Toughness 7
Hindrances:  Heroic, UglyVow (Minor)
Edges:  Arcane Background (Super Powers)New Power
Gear:  Mega-Mop (or Battle Broom or Valiant Vacuum or...) (Str +d6, Parry 1Reach 1), Backpack, Canteen, Matches, Oil (x3), Toolkit$135 in trade goods (junk, knickknacks, and spare parts...but NO toilet paper or beer!)
Power Points:  20     Powers:  Damage Field (Toxic Aura), Environmental Protection (Toxic Filth)