Tuesday, July 8, 2014

SLEAZE FEATURE: 'TEENAGE HOT-ROD WEREWOLVES FROM MARS!' (2004)



When I did my big tribute to the glories of Planet Motherfucker and other psychotronobilly games, there were some I plum forgot existed.  Reorganizing my bookshelves reminded me there's a few more.

Like Teenage Hot-Rod Werewolves From Mars!, a d20 Modern minigame featured in EN World Gamer #2.

From the intro, by author Corey Reid:

"Teenage Hot-Rod Werewolves From Mars is...designed to recall the classic science fiction and horror films of the 1950s....  The players take on the roles of assorted Teenage Monsters:  misunderstood youths who nevertheless are always there to answer the call of danger and save their beloved town from the Attacks Of Otherworldly Menaces!"

That sounds plenty Planet Motherfucker-ful right there, itellyuhwhut.  (Except for those "answer the call of danger" and "save their beloved town" parts, obviously.)

The general assumption is that PCs had ordinary teenage lives in the all-American burg of Summerville before turning monstery, so they start with backgrounds (as d20 Occupations, with appropriate Ability mods) like Good Kid, Bad Kid, Delinquent, and Brainiac.  There's a pointed difference between the middle pair, as Bad Kids "aren't criminals or anything, but...always sneaking out after dark [and] putting frogs in [their] sister's lunchboxes", while Delinquents amp it up with switchblades, mother's tears, and general no-goodnikery.  Cute.

Next come the five character classes, where players decide to be "stompy, googly, oozy, bitey, or howly" as, respectively, Teenage Frankensteins, Teenage Martians, Teenage Swamp Monsters, Teenage Vampires, or Teenage Werewolves.

Excuse me while I type "stompy, googly, oozy, bitey, or howly" again.  Gives me the giggles.

Classes follow the obvious beats:  Teenage Frankensteins are bruisers.  Teenage Martians [blow the "used to be normal" thing right out of the water, as they're actually invaders from space...but the good kind] are techie-psychic wizards with "mini-Martian" animal familiars.  Teenage Swamp Monsters are outright D&D druids.  Teenage Vampires are facemen / skill-jockeys.  Teenage Werewolves are stab-machines [that seem overly complicated and crunchy due to multiple forms, accidental transformations, etc].







The accompanying Class art is delightful.  Love the peatnik [I TOTALLY JUST MADE THAT UP!!!] and Olivia Newton-Jaracula [DITTO!!!  I AM HILARIOUS!!!].

There are no Teenage Mummies.  A tragedy!

For those that care about such things, each class progresses from levels 1-10, with generally a Feat or Special Ability granted at each level.  HP are d6 for the skill-ier ones, d8 for the fight-ier ones, and d10 for the obvious one.  There seems to be no attention to balance (Teenage Martians and Swamp Monsters have a ton spell-like mojo going on), which is dandy.  There's rules for Angst and Embarrassment (which capture the particular social hazards of being teenagers first and monsters second), and tweaked Skills to make them more appropriate to the time period.  Like, Computer Use gets over half a page of text and charts and Difficulty Classes and such, but boils down to "it's a gymnasium-sized box with lights and dials that answers one question only...and maybe not correctly".  And Hot-Rod handles racing for pinks and fast chases and sounds really fun on paper,  yet devolves into boring Skill Checks.  I totally like the intent, but the d20-ness really clunkies it up.

You can't have a 1950s monsterfest without The Townsfolk, and there's a section on how to handle them...which is a wholly unsatisfying "treat the entire town as one single NPC and resolve its / their reactions with Diplomacy checks".  Yuck, yuck, yuck.  I get that it's a minigame with limited pages, but man, that is terrible.

Another thing.  There's no detailing how Teenage Monsters are supposed to—in the context of the setting as designed, I mean—interact with The Townsfolk.  If the PCs were normal and then creature-fied, are they secret vigilantes?  Social pariahs?  Blatant superheroes?  With light-hearted fluff like this, the answer should obviously be "whatever equals maximum fun", but there is a huge disconnect between the goofy setting motifs and the framing ruleset.  And it wasn't helped by this thread, where the designer suggests the default assumption is The Townsfolk are "blissfully ignorant" of the mayhem around them...which makes any kind of codified Diplomacy interactions and the aforementioned Embarrassment mechanics totally weird.

I'm clearly over-thinking this.

The text rounds out with some bits about Combat [my summary:  "It's the '50s, so don't run around with machine-guns and swords, and don't hack-n-slash your way through everything."  Like, really?  Does this actually have to be explained?], and two new foe monsters:  Yer Basic Martian (the bad kind) and Brain In A Vat.  Also cute.  The monsters, I mean.

You can find a map of Summerville and a PDF'd version of the long-gone-from-the-original-host-proper web enhancement (with NPCs, a travel guide for Summerville, and more) in that same forum thread. Worth a look.




Teenage Hot-Rod Werewolves From Mars! is a slick little vehicle, lovingly created...but woefully hampered by the underlying engine.  It's begging to be rejiggered for...oh, I dunno...Savage Worlds, maybe?  Go that route, and there's even a Teenage Frankenstein template all ready to go.

Or, hell, just play THRWFM! with the original rpg for teenage monster hijinks.


No, not that one, you freaks.  The OTHER one.



Final Review Score:  3.5 Jamesensteins out of 5.

Monday, July 7, 2014

PLANET MOTHERFUCKER'S MOST WANTED: JOEL TYPE-OSTEEN


Charismatic unholy-roller Joel Type-Osteen is the founder and pastor of Stakewood Church, aka The Oasis Of Blood.  He's handsome, effusive, sincere, and the farthest thing from "savage bloodsucker of the night" that you can imagine...which makes him infinitely more disturbing than your average dracula.

Type-Osteen's particular feel-good brand of god-bothering caters to those restless dead who seek salvation from their sanguinary natures...and it seems to work, as Stakewood parishoners are kinder, gentler, and far less homicidal than the norm.  Another thing:  his flock is utterly immune to the adverse effects of wooden weaponry.  Must have something to do with the church's freaky "stakehandling" rituals.

Many find Type-Osteen inspiring; others think he's got schemes (above and beyond the typical sins of televangelistic excess) that'll shake Planet Motherfucker to its core.  I mean, just look at the dude—prettyboy is clearly hiding something.  And the Satanists are just dying to bring Type-Osteen down.  Could mean serious bank for enterprising PCs, and a surefire way to get in good with the Infernal Powers.

Stakewood Church's symbol is a stylized bat-winged crucifix.  Still Christian iconography, but tweaked enough to prevent unpleasant undead side-effects.

Joel Type-Osteen
Seasoned (30 XP)
Race:  Vampire [p. 11 of Savage Worlds Horror Companion]
Attributes:  Agility d6Smarts d8Spirit d8Strength d8Vigor d8
Skills:  Fighting d6, Notice d6, Knowledge (That Old-Time Religion) d8, Persuasion d10, Stealth d4, Streetwise d6
Derived:  Charisma 2Pace 6Parry 5Toughness 8
Hindrances:  Code Of Honor, Greedy (Minor), Pacifist (Minor)
Natural Weapons:  Claws (Str +d6)
Racial Abilities:  as Vampire (except no Weakness: +4 damage from wooden weapons)
Edges:  Charismatic, Command, Command Presence, Filthy Rich, Inspire, Natural Leader, Rich
Gear:  Bible, LimousineRolex, Wooden Stakes By The Crate

Tuesday, July 1, 2014

PLANET MOTHERFUCKER'S MOST WANTED: FLO FRANKENBERRY


Florence Jean "Flo" Frankenberry is the only waitress irascible restauranteur Mel Sharkles  hasn't run off over the years.  Good thing she's so sassy and stubborn (and spiteful), because The Offal House would fall apart without her.

Yeah, the furious fuchsia formaldehyde'd filly keeps patrons and Mel alike in line via sheer force of personality...and when her saucy charms and razor wit aren't enough to rein 'em in, Flo administers the violence.  She's simply the best damned server-slash-bouncer in this world and the next.

You know Flo's dander is up when she bellows, "Kiss my gristle!!!"  Probably a good time to run, unless you like a side of dismemberment with your entree.

Flo Frankenberry
Race:  Patchwork Woman [p. 10 of Savage Worlds Horror Companion]
Attributes:  Agility d6Smarts d6Spirit d10Strength d10Vigor d10
Skills:  Fighting d6Knowledge (Waitressing) d6Notice d6, Persuasion d8Taunt d8, Throwing d6
Derived:  Charisma 2Pace 6Parry 6, Toughness 9
Hindrances:  Big MouthQuirk (Brassy)
Edges:  Charismatic
Racial Abilities:  as Patchwork Woman
Gear:   Beer Bottle Of Opportunity (STR +d6), Stabbin' Pen (STR +d4), Serving Tray (as Medium Shield), Hairspray By The Industrial Drum

Saturday, June 28, 2014

CHARACTER ARCHETYPE: FINAL GAL OR LAST LAD STANDING

Through some combination of clean living, virtuous pluck, and crazy-stupid karma, you faced down a living nightmare that tore through your loved ones like a hatchet through wet toilet paper.  You came through relatively unscathed, all things considered, and now courageously aid others in similar straits.  You're hyper-vigilant and ready for anything...and never caught alone in the dark.

Yeah, you totally lucked out.  Things could've been so much worse...


Final Gal or Last Lad Standing (Well-Adjusted Version)
Attributes:  Agility d6Smarts d8Spirit d8Strength d4Vigor d6
Skills:  Fighting d6, Healing d4, Investigation d4, Lockpicking d4, Notice d10, Shooting d4Stealth d8
Derived:  Charisma 0Pace 6Parry 5, Toughness 7 (2)
Hindrances:  Cautious, Heroic, Loyal
Edges:  ElanLuck
Gear:  Kitchen Knife (Str +d4)Flare Pistol (range:  3 / 6 / 12, damage:  2d6+1, RoF 1, Shots 1), Heavy Sweater (as Chain Sleeves and Vest, +2 Armor), Backpack, Candle, Cell Phone, Flashlight, Lighter, Whistle












...like they ended up for you, you poor bastard.

Sure, your body survived that unfathomable horror, but your sanity sure didn't.  Nope, it checked out and ran shrieking for the hills, leaving you helpless to clean up a life left broken and literally bloodied.  You're a jittery bundle of nerves, substance abuse, and night terrors...

...but those terrors better beware, because you're ready this time.  Oh, yes—fuckers won't know what hit 'em.


Final Gal or Last Lad Standing (PTSD Version)
Attributes:  Agility d6Smarts d6Spirit d8Strength d4Vigor d6
Skills:  Fighting d8Lockpicking d4Notice d8Shooting d6Stealth d6, Taunt d6
Derived:  Charisma 0Pace 8Parry 5, Toughness 7 (2)
Hindrances:  Habit (Major)JumpyTouched (Minor)
Edges:  Fleet-FootedHard To KillLuck
Gear:  Kitchen Knife (Str +d4), Brass Knuckles (Str +d4)Ruger (range:  10 / 20 / 40, damage:  2d6-1, RoF 1, Shots 9, Double Tap, Semi-Auto)Straightjacket (as Chain Sleeves and Vest, +2 Armor)BackpackCamo Fatigues, Crowbar, FlashlightHammer, Handcuffs, Lighter, Oil (x5), Rope (10'), Shovel









Thursday, June 26, 2014

PLANET MOTHERFUCKER'S MOST WANTED: WANTON LAVEY



Satanic barbarian warlord of the wastes, Wanton LaVey combines the the might of King Kong, the interests of Attila The Hun, the style of The Death Dealer, and the temperament of a rabid, 400-pound wolverine.  He has no use for bargaining with infernal powers like your typical hellevangelist; no, he doesn't plead with demons, but brutalizes them into submission.  Defy him, if you hate living.

Wanton LaVey doesn't drive, he rides...rides the biggest, nastiest critter he can find.  You've been warned.

And just because he could, dude once forced Conan to cry, "By Wanton!"  Cold.  Blooded.

Wanton LaVey
Attributes:  Agility d8Smarts d4Spirit d6Strength d8Vigor d8
Skills:  Fighting d12, Intimidation d6, Riding d8Throwing d8
Derived:  Charisma -2Pace 6Parry 8Toughness 7 (1)
Hindrances:  Mean, Overconfident, Stubborn
Edges:  Berserk
Gear:  Battle Axe (Str +d8), Leather Armor (+1 Armor), Steel Helmet (+3, covers head)