Announcing the Changer, Helter-Skelter, and Gloomdoll

Nov 09, 2009 15:29

More MADCorp employee handbooks: the Changer, Helter-Skelter, and Gloomdoll.


CHANGER

This guy is wild. He gets along better with animals than with people. He’s spent so much time with them that he knows how to be like them. No, really. He can change parts of his body into animal parts. It’s kinda creepy.

Physique

Changers are either beefy or wiry. It’s a 50-50 shot, so roll even/odd to determine which.

Skills

Natural weapon.

This Change gives you a natural weapon, like jaws, claws, horns, or antlers. The Ref judges its reach: either shortest, short, or medium.

Using a natural weapon, your hand-to-hand attacks do damage on the When Animals Attack table, but are treated like brawling for all other purposes, including armor effectiveness.

Natural armor.

This Change gives you a thick hide, like a rhino, gator, or armadillo, for ARMOR +1, or a thick carapace like a crab or turtle for ARMOR +2 that counts as Heavy.

Insulation.

This Change gives you a layer of thick fur, down, and/or blubber to protect you from low temperatures. You will be unimpaired by the effects of cold.

Gills & fins.

This Change gives you gills to breathe under water, and fins for +1 to MOVE in water.

Venom.

This Change gives you poison glands and a stinger or fangs to administer the poison. Your glands hold 10 points of poison per job, no matter how many times you make this Change.

Specify when you are attacking with it, and make a HIT check as if attacking hand-to-hand. If you hit with it, no damage is dealt, but you may inject as much of your poison as you wish.

Prehensile tail.

This Change gives you a prehensile tail. It is strong enough to hang by, and is effectively a third hand.

Electric eel.

This Change gives you the electric organs of an electric eel. Upon contact, they deal -1 DAMAGE on the Electric table. There’s a 1-turn cool-down time afterwards.

Natural camouflage.

This Change gives you the ability to blend in with your surroundings, like a chameleon. This gives you +1 to be stealthy, and allows you to hide in plain sight.

Sticky hands.

This Change gives you sticky hands like a tree frog or insect, allowing you to scale sheer surfaces with a MOVE check.

Echolocation.

This Change lets you perceive by echolocation, like a bat or dolphin. Using this, you will be unimpaired by poor visibility.

Cannibalism

Is it really cannibalism if you don’t consider yourself human? Well, I guess that’s kinda academic.

Anyway, if you eat human flesh, it really gets your wild instincts up. You’re +1 to all rolls up through the next action sequence. Also, during this state, your Changes are instantaneous. Anybody who sees you chow down on someone is Harrowed (you might wanna tell your partners to look the other way).

Notes on your Changes

All of your Changes take 1 turn to perform, and last as long as you can ENDURE, or until you decide to end them deliberately. You can have more than one Change in effect, but each one after the first penalizes your ENDURE check by 1. If you bust one of those ENDURE checks, you not only revert to your normal form, but also suffer from fatigue.

Anyone except your buddies who sees you make an obvious change is Spooked. Your buddies are kind of used to it, but they still wonder if you’ve had your shots.

Proficiencies

Weapons: none.

Armor: none.

Holsters: none.

Traits

Brawler: +1 to fight or defend unarmed.

Top of the food chain: +1 to all rolls against animals

Slippery bastard: +1 when outrunning someone through winding/convoluted passages, when slipping past someone, or when struggling.

Sneaky bastard: +1 when sneaking or hiding.

When You Crack

When a Changer cracks it, he goes completely wild and transforms totally into an animal. This animal behaves just like the wild beast it is.

Starting Gear

A loincloth, if you want it.

Buddy Score Mods
+1 with other Changers. -1 with everyone else. Extra -1 with Snake Eaters.

HELTER-SKELTER

You can tell something’s wrong with this guy by the tense expression on his face all the time. That, and the occasional swearing for no apparent reason. His problem is that forces of incredible destructive power inhabit his body, and if he doesn’t keep ‘em in check, then it’s helter-skelter coming down.

Physique

Helter-Skelters are either wiry or scrawny. It’s a 50-50 shot, so roll even/odd to determine which.

Skills

Build up your firepower.

Spend 1 turn to build up 1 point of firepower. You can get larger amounts faster by consuming things that are flammable or explosive; the Ref judges the amounts, but for example, a box of matches or 1 ammo point worth of bullets will give you 2 firepower, whereas a tank of gasoline will give you 5. However, since this stuff ain’t exactly non-toxic, you must ENDURE or else suffer poison with points equal to the firepower you would have gained.

You can store up to 10 points of firepower, but if you have more than 5, you must ENDURE after each extended time or else release all of your stored power immediately.

Powerchild.

Any time you are hit with gun, explosive, fire, or electrical damage, some of its power is transferred to you: you gain 1 firepower.

Snap bang.

Make a HIT check to make a small, concentrated explosion against one target. He takes -1 damage on the Explosives table, but you may spend 1 point of firepower to increase it to +0.

This magic is keyed to the ritual of snapping something, like a matchstick or a toothpick. You can snap your fingers, but you get -1 to HIT.

Big bang.

You must spend 1 point of firepower to use this skill.

Make a HIT check to throw a big bang (explosive large) at a specified point. This is suitable for blowing up obstructions or large groups of people (preferably at a good distance). You can spend up to 3 points of extra firepower to increase the base damage by +1 each.

Like the snap bang, this magic is keyed to the ritual of snapping something, like a matchstick or a toothpick. You can snap your fingers, but you get -1 to HIT.

Whip up a conflagration.

This creates a big wave of flame that you can direct all over the room. For every person that you don’t want to hit with it, make a THINK check. That includes you. Everyone else takes damage on the Fire table, unless they can get out of the room.

You have a fire source to use this skill. A burning match will do the trick for -3 damage. Particularly large fire sources give you extra damage up to +3 (judged by the Ref); ex. -2 for a cigarette lighter, +1 for a can of gasoline, +3 for a full methane tank. Your fire source is completely burned up in the process of this spell. You may also spend up to three points of firepower to increase the damage by +1 per point.

Ignite.

Spend 1 firepower to cause a flammable object to spontaneously catch fire.

Breathe fire.

You must spend 1 firepower to use this skill.

Make a HIT check to breathe fire on someone, dealing +0 fire damage on a hit. By default, this is a shortest reach attack, but you can extend the reach by spending 1 firepower per step. You may also spend up to 3 extra points of firepower to increase the damage by +1 per point.

Snap flash.

Spend 1 firepower and clap your hands to create a blinding flash in the area. Everyone in the room who can’t ENDURE is dazed. You may spend up to 3 extra points of firepower to penalize these ENDURE checks by -1 per point. Your buddies all had their eyes closed because they knew what you were about to do, but all other partners must still ENDURE, unless you somehow informed them on the previous turn that you were going to do this (but, of course, you’ll be wanting to do that in a way that won’t inform your enemies).

Chain lightning.

Use this skill to throw an arc of electricity that bounces from one target to the next. It deals damage on the Electricity table. You have to make a THINK check for each target, or else it hits someone at random. You can stop it at will before the check if you don’t wanna press your luck.

For each target that it passes through, the lightning loses some of its potency; apply -1 to the damage each time. If the damage falls below -3, the lightning stops before hitting anyone else.

You need to hook yourself up to a source of electrical power for this. A 9-volt battery on your tongue will do the trick for -3 base damage, but bigger sources mean bigger damage (judged by the Ref); a wall socket is good for +0, and an arc welder is good for about +2. They also mean that you have to make an ENDURE check to avoid electrocution. The power that you draw to do this will burn out the source afterward.

You may also spend up to 3 points of firepower to increase the base damage by +1 per point.

Eye of the storm.

You are immune to the detrimental effects of smoke, dust, and heat, and never suffer battlefield confusion from explosions or gunfire.

Smokescreen.

Spend 1 firepower to fill the room with smoke, compromising visibility.

Flame retardant.

Make an ENDURE check to pass through fire without being burned.

More power!

When somebody uses a gun, explosive, fire, or electric weapon, you can spend up to 3 points of firepower to increase its damage by +1 per point. The weapon suffers Tear in the process. You can also spend firepower to make existing fires spread, or to cause Tear to activated electronics.

Proficiencies

Weapons: none.

Armor: none.

Holsters: 1

Traits

Fidgety: -1 when sneaking, or trying to be quiet or still.

When You Crack

When a Helter-skelter cracks it, he loses control over his power and goes up like the Fourth of July. It’s a large explosion (-1 damage at far range, +0 at near, +1 at close, +2 in your face). It sure is pretty, though.

Starting Gear

*            Weird clothes

*            Box of 20 matches

*            Pack of four 9-volt batteries

Buddy Score Mods

+1 with other people in weird clothes. +1 with Helter-Skelters and Crashers. -1 with Gloomdolls.

GLOOMDOLL

This child of the night has a pact with the powers of darkness. No, seriously, I mean it. He commands forces shadowy and spectral, and to him the night is as the day. Androgyny and makeup are part of the bargain; however, angst is optional.

Physique

Gloomdolls are either wiry, scrawny, or fat. Roll a d10 to determine which: 1-3 wiry, 4-7 scrawny, 8-10 fat.

Skills

Hair and makeup.

Your hair and makeup are done up in an androgynous yet spooky style. You have to maintain this in order to use your dark powers: if your look gets mussed up (for instance, if you get wet, or start sweating from fatigue), you have to fix it before you can use your powers. It takes an extended time and 1 material from your makeup kit to do this.

Raise an undead servant to do your bidding.

Make an THINK check to perform the ritual. If you bust, the ritual fails, and you suffer exhaustion. This normally takes an extended time, but you can do it hastily (in moderate time) at -1, or double-hastily (in quick time) at -2. No check is necessary at all if you make a human sacrifice.

Your undead servant is roleplayed by the Ref, but it cannot disobey a direct order from you if you take your turn to give the order. It makes all of its checks using the dungeon’s WEIRDNESS attribute. You can only have one undead servant at a time.

Anyone who sees your undead servant for the first time is Spooked, except your buddies; they’re kind of used to it, but they still think it smells bad. Also, anyone who is attacked by it for the first time is Harrowed.

Cast the area into darkness.

Make a THINK check to cast one room into total darkness. Lights still operate, but illuminate nothing. The penalty for poor visibility is changed to -2. This isn’t just everyday, average darkness; this is advanced darkness.

Spook stare.

As long as your hair and makeup are still okay, you can use this skill to Spook someone. You can’t use it more than once on the same person in the same action sequence.

Deliver a curse with a kiss.

Make a HIT check to kiss someone. The effect varies by the color of the lipstick you’re currently wearing:

*            Green: inflicts 5 points of poison

*            Black: Harrows the victim

*            Red: the victim starts bleeding, suffering a Severe wound

*            Purple: inflicts +0 damage on the Weird Magic table

*            Blue: the victim goes down, in a twitching fit

This skill can be done even while being grappled.

You have to reapply the lipstick between uses of this feat, which takes an extended time because you have to get it just right. You can, of course, do this at the same time that you fix your whole look.

Consult the spirits of the departed.

Make a THINK check to communicate with a ghost. If the ghost is not actually present, you must hold a séance, which takes an extended time. Ghosts cannot lie, but they can equivocate if hostile. They can only tell you things that they know, and they only know things that they learned in life. If you want to ask more than one question, you must make a check for each one. If you bust, the Ref is free to spring a WEIRDNESS check on you for crazy poltergeist shit, or ghostly attacks, or whatever other freaky shit he can think up.

Open a gateway to the Underworld.

Make a THINK check to do the ritual necessary for this. It normally takes an extended time, but you can do it hastily (in moderate time) at -1, or double-hastily (in quick time) at -2. No check is necessary at all if you have a human sacrifice.

The gateway stays open for five turns, after which you must ENDURE each turn to keep it open. You can close it deliberately at any time. But if you bust one of those ENDURE checks, you get sucked into the gateway, and it closes after you, trapping you forever.

The Underworld has a few uses. One is that you can store stuff just inside of it, and the ghoul retainers of the Underworld will watch over it for you until you return for it.

Another is that undead and phantom class monsters will be sucked into it, unless the Ref succeeds a WEIRDNESS check for each one that tries to resist the pull.

Another is that if the gateway closes while someone is inside it, they become trapped and lost in the land of the dead forever. (As for how that one’s useful, I’ll leave it to your imagination.)

Spike your hair with the blood of the innocent.

If you accentuate your hair or makeup with human blood, you get a +1 bonus to all your dark powers, until your look gets mussed up. It doesn’t actually have to be innocent blood, which is hard to come by, but if it is, you get +2 instead.

Spiderweb and lace.

You can conjure strong yet elegant strands of spiderweb and lace. Make a HIT check to wrap someone in it to hold them in place, as if grappled, until they struggle free or are cut loose.

Child of the night.

You are unaffected by darkness, and suffer no mental trauma from phantoms, the dead, or the undead.

Proficiencies

Weapons: anything tagged as spooky

Armor: none

Holsters: 1

Traits

Unsettlingly nonchalant: +1 when checking to see if you hesitate, panic, or suffer an ASD from mental trauma.

When You Crack

When a Gloomdoll cracks it, he opens up a gateway to the Underworld and closes himself in. He reappears at a later time - the worst time - as a lich. A hostile one.

Starting Gear

*            Spooky clothes

*            a spooky version of any non-big contact weapon (with, y’know, like, skulls and crows and candy-striping on it)

*            makeup kit (materials:10 refill:1cash)

*            enough lipstick for indefinite use

Buddy Score Mods
+1 with other Gloomdolls. -2 with everyone else, extra -1 with anyone in spooky clothes who isn’t a Gloomdoll (fuckin’ poseurs).
.

rpg design, madcorp

Previous post Next post
Up