Friday, October 24, 2014


More spooooooky loot in the Hallowmask collection!

Hallowmask:  Devil

The wearer...

) ...gains Persuasion d8 and +4 to all corresponding rolls
) ...gains +4 to resist heat-related environmental effects
) ...gets saddled with the minor Cautious and Habit ("Chainsmoker") Hindrances

Thursday, October 23, 2014


More spooooooky loot in the Hallowmask collection!

Hallowmask:  Gorilla

The wearer...

) ...gains Climbing d6 and +4 to all corresponding rolls
) ...gains Indimidation d6 and +4 to all corresponding rolls
) ...gets saddled with the major Curious Hindrance

Wednesday, October 22, 2014


Hallowmasks are the vanquished remnants of particularly nasty ghostumes.

Each imbues certain abilities when worn (which vanish immediately when removed).  And a mask's mojo only works if its elastic headband is intact; break the strap, and the item is powerless until replaced.

Yeah, lotsa luck finding usable rubber and / or staples on Planet fact, taking a band from another functional Hallowmask is the usual method of repair.  A dreadful dilemma, indeed!

Hallowmask:  Wolfman

The wearer...

) ...grows claws that do STR +d6 damage
) ...gains Tracking d6 and +4 to all corresponding rolls
) ...gets saddled with the major Bloodthirsty Hindrance

Monday, October 13, 2014


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....

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!