Thursday, December 3, 2015

PUTRID PLUNDER: HYPNO-COIN


Hypno-coins (manufactured by a variety of unsavory folks) allow use of the Puppet Power [Savage Worlds Deluxe, p.115] up to three times per day.

Users must win an opposed Spirit vs Spirit contest, and wielders with the Persuasion skill get a +2 to the roll.


Wednesday, December 2, 2015

PUTRID PLUNDER: JAY CO. SNAKE BOW TIE™


The wearer of Jay Co.'s Snake Bow Tie™ can conjure and control a venomous snake [Savage Worlds Deluxe, p. 140] for a single combat once per day.

When the battle ends, the snake slithers back up to its housing.  Any successful Called Shots To The Head directed at the wearer irritate the snake sumthin' fierce, and it adds insult injury to injury by biting its master!

Comes in cobra, mamba, gaboon viper, and rattler varieties.

Tuesday, December 1, 2015

PUTRID PLUNDER: IMAGINEERING WEREWOLF FANGS™


The wearer of red, plastic Imagineering Werewolf Fangs™ inflicts STR +d6 biting damage.

Anyone that survives a Fang-related combat must make a Vigor roll. Those that fail contract Rabies, and gain the Bloodthirsty and Mean Hindrances... which is usually disadvantageous for the wearer!

Monday, November 30, 2015

CREEPMAS IS COMING, THE GRUE IS GOING SPLAT!!!



It's that time of year again...CREEPMAS!!!

http://www.creepmas.com/

Over the next 13 days, The Haunted Spookshow Of Channel X will showcase a sinister selection of scarifying (and sorta shoddy) stocking-stuffers to stupefyingly stun your PCs.  They'll be turning on each other for this sweet, sweet loot in no time!!!

So savor their selfishness—as a GM, you've earned it.  Seasons greedings!

Monday, November 16, 2015

IT'S MY THING — ADARO


Adaro


STR:
7 (105)
WPR:
7 (105)
DEX:
3 (45)
PER:
4 (60)
AGL:
5 (75)
PCN:
4 (60)
ATT:
1 / 90%
WND:
15
MV:
L 100, W 200






Experience:
1500




The sinister adaro (singular and plural) are imperious aquatic entities that claim the waters of the world as their kingdom, and all living things as their cattle.  They are amphibious blue humanoids with gills, webbed extremities, fin-like crests atop their skulls, and prominent protrusions (either bladed like a sawfish’s, or pointed like a swordfish’s) jutting from their foreheads.

Adaro suffer Stamina damage as normal, but only take wounds from blessed, enchanted, or silvered weapons, or electricity-based attacks.

Adaro control water psychokinetically, and use it like Telekinesis [Cryptworld, p. 30; substitute PWR for WPR] to move it or objects within.  This costs 15 WPR per use.  And for 20 WPR, they can summon schools of 5d10 carnivorous flying fish that attack as large birds [p. 54] and inflict up to moderate damage.

Adaro Powers

Hydro-Control:  In addition to the abilities above, adaro can manipulate water to create a number of effects.  This requires a specific PWR check, and costs 50 WPR.

S =
Light fog covers a 100’ radius for 2d10 minutes.  All attacks suffer a -15 modifier.
L =
Heavy fog obscures a 300’ radius for 4d10 minutes.  All melee attacks suffer a -25 modifier, and ranged attacks a -50 modifier.
M =
Heavy rains pelt a 500’ radius for an hour.  Visibility is reduced to zero; all melee attacks suffer a -50 modifier, and ranged attacks are impossible.  Movement is quartered.
H =
Storms deluge a 1000’ radius, with the same effects as M above, plus lightning strikes, geysers, and / or whirlpools.  The Crypt Master should determine the specific damage(s) involved.
C =
A mighty wave crushes everything in a quarter-mile radius, inflicting Catastrophic damage.