Sunday, December 4, 2016

[Cryptworld] New Thing: Diabolic Structure

A possessed property for Cryptworld


STR: NA --- WPR: 5 (75)
AGL: NA --- PCN: 6 (90)
STA: NA --- PWR: 140
ATT: 1/* --- WND: Special

Experience: 1,000

Once of the largest -- and deadliest -- supernatural threats ever encountered, a Diabolic Structure is often mistaken for a typical abandoned haunted house. But the truth is that the structure isn't haunted; rather it is a living, breathing, shape-shifting creature that preys and feeds upon those unlucky enough to find themselves within its walls.

A Diabolic Structure does not spontaneously "appear". Rather, a pre-existing structure is possessed by demonic forces and animated as the demon's new host body (see Demon, CRYPTWORLD rulebook, pg. 57). For a demon to create a Diabolical Structure, some great evil act must occur on the premises (typically several murders). Once the property has the demon's attention, the process of possessing of the house takes several decades to accomplish. Any residents are driven away via unexplained noises, unsettling visions, and weird "accidents" that befall those who live there. Once the house is abandoned, the demon can truly take over the building, creating the Diabolic Structure. The Diabolic Structure has near-complete mastery over its entire "body" as it can see and hear nearly anything that happens within its walls.  Once transformed, the demon has a new purpose -- to feed on the willpower of unsuspecting victims.

The Diabolic Structure feeds on the willpower of its victims by creating horrific visions that saps the very lifeforce of those trapped within. The demon uses its reconstruction power to manifest situations that will trigger Fear Checks in the victims. Any Willpower lost via failed fear checks are absorbed by the Diabolic Structure where it is converted into the thing's Power. (EX: If 13 WIL points are lost, 13 points are added to the creature's PWR score up to its maximum of 200 points.) As long as the Structure remains demonically possessed, this Willpower loss is PERMANENT. If the demon inhabiting the Diabolic Structure is driven away, any lost WIL will be restored to the victim at their usual recovery rate. The Diabolic Structure will toy with the victims as long as possible before outright killing them as its the fear that feeds it -- not their death. It's been said that some victims have been kept alive for years by a Diabolic Structure, letting them rest and heal within their "prison" before starting the horrific process again.

The only way known to defeat a Diabolic Structure is to banish the demon within the house by speaking its "true" name. As part of the demonic ritual of creating a Diabolic Structure, the demon must place its true name someplace visible within the house. It can be as subtle as an artist's signature in a painting or a title on a book's spine in the library. If a victim recognizes the name for what it is and identifies the demon by saying that name aloud, the demon will be driven from the home permanently.

Diabolic Structure Powers
Reconstruction: The demon possessing the Diabolic Structure can reform any surface (wall, floor, or ceiling) to suit its demonic purposes. It will use this ability to scare and frighten its victims. (The CM should determine the Fear Check level for each new fright -- typically on column 3 or 4 for mild frights and column 5 or 6 for horrific visions.) And WIL lost will be absorbed into the thing's PWR score, replenishing any spent PWR. Each use of its reconstruction power costs 10 points of PWR

The Diabolic Structure can form new doorways or remove existing ones. New pieces of furniture or objects can be formed. Foul nightmare creatures can be created and animated. Stairs can become a slide. Floors may open up, dropping victims into the basement. Mouths may appear on the walls, taunting the victim, or a large eye leers at them from the ceiling. However, because any new constructs must be formed from part of the Diabolic Structure's "body," the creature cannot create any "free-standing" illusions; in other words, there must be contact made with a surface of the Diabolic Structure. So a giant spider crawling along the walls is possible, but a bat flying through the halls is not. If anyone tries to pick up or lift an object within the Diabolic Structure, they will find the item "struck" in pace. (In actuality, the item is part of the Structure itself.) The Diabolic Structure will endeavor to hide its nature, as its the uncertainty that causes fear in its victims.

Tuesday, November 15, 2016

Apes Victorious RPG Now Available In Print At Lulu! "damn dirty apes" are ready to take their place on your hardcopy gaming shelf! Goblinoid Games’ newest RPG, "Apes Victorious" is now available in hardcopy paperback format at Lulu! If you've been waiting to hold a physical copy of this thrilling new role-playing game of astronauts trapped on a planet where apes are the dominant species, now's your chance! The paperback hardcopy of Apes Victorious is just $12.99 and is also available in PDF for less than $5.

Tuesday, November 1, 2016

Attack Of The NaGaDeMon (National Game Design Month 2016)

It's November 1st and time to get your Great Gaming Project underway and completed! While others churn out a novel during NaNoWriMo, I prefer to focus my efforts during the National Game Design Month, or "NaGaDeMon." In 30 days, you are encouraged to imagine, design, write, and play a game of your own design. It can be anything: a board game, a video game, a card game, or an RPG.

I always look forward to NaGaDeMon as it pretty much forces me to focus on some long-ignored project and get that Bad Boy wrapped up and in your hands. For this month, I'm focussing all of my efforts to get Issue 2 of the Creepy Comic Conversion wrapped up and in your hands:

 And once I've finished up this Cryptworld offering (which should only take a day or so of focused "get'er done"), I plan to finish out the month with Issue 3 hot on its heels. And here's the planned cover/concept for the third CCC:

So sound off in the comments if you plan to participate this year! It's always great to see who's working on what. And NaGa DeMon is a great way to get motivated to actually produce something for your favorite game!

And here are a few places you can go for more information:

The NaGa DeMon website
The NaGa DeMon facebook page (NaGa DeMon's founder)

Monday, October 31, 2016

Sketchbook Of Grotesqueries Updated And PERMANENTLY Available!

Happy Halloween! Last year on this date, I unveiled my Sketchbook of Grotesqueries -- a Cryptworld mini-supplement that collected the things that have appeared here at The Savage AfterWorld in 2015. The Sketchbook was available only on rare occasions -- maybe once or twice over the year. However, starting today, the Sketchbook is now PERMANENTLY available for download! I have also updated it, adding TWO NEW THINGS to the supplement!

The Sketchbook of Grotesqueries now contains these 19 unique monsters for your Cryptworld campaigns: Bones
Bloody Mary
Carnivorous Swarm
Mirror Dweller
Screaming Skull
Slender Man
Smiley Face
The Tooth Fairy
White Noise

Feel free to download and share this free Cryptworld monsters supplement! I hope you enjoy it, and Happy Halloween!

Saturday, October 29, 2016

Trick-Or-Treat Giveaways! WINNERS ANNOUNCED!

Happy Halloween folks!


I have a few items here in the Snider-Cave that I've been hoarding for a special occasion. I figured Halloween was as good a time as any! I've been taking entries (in the Comments below) and the following folks won the following prizes!

Copies of Battle Slots go to Allen Bray and Matt Schmeer!

The PolyHero Dice Set goes to Scott Mob!

And the Insanity Dice from the Dark Cults Games goes to Peter Schweighofer!
Folks, send me your mailing address to gameagain at gmail daht cahm and I'll get your prizes in the mail! Happy Halloween!

Monday, October 24, 2016

AVL Scarefest Day 3 And Wrap-Up: Final Thoughts On My Horror-Gaming Weekend

Howdy gang, and welcome to my final thoughts on AVL Scarefest, North Carolina's horror-themed gaming con I just got back from. Scarefest ran through Sunday with more gaming goodness offered to folks, but I had an 8-hour trip back home I needed to complete, so I left a bit earlier Sunday morning, missing on on any events for that last day.

One thing I thought was a great idea I'm sorry I missed was the Sunday Gaming Brunch -- breakfasty goodies were provided that Sunday morning while the various judges and refs ran 1-hour mini-adventures and boardgames, giving the attendees a quick "taste" of games and RPGs they might not otherwise try for several hours. There were samples of D&D 5e, Dread speed-rounds, Call of Cthulhu, many boardgames, and other "try-em-you-light-like-em" offerings. I would have liked to try my hand at some of those, but needed to cut out early.

I'm thrilled that my games of Cryptworld were as well-received as they were. I had two (nearly) full tables, and everyone who played really grasped the Action Table System pretty quickly. By the time Scarefest ended, I had several folks tell me they were going to pick up and run Cryptworld for their own home games. Glad to hear it! In fact, the Scarefest organizers were kind enough to post this to Facebook:

So how was Scarefest? It was awesome. It is one of the smaller events I've attended, but it's only in its second year, so it's still growing. It's fantastically organized and Amie and Michael Tracey put on a fantastic show. The location is beautifully amazing -- a secluded valley surrounded by mountains in the fall? The atmosphere was astounding. There was plenty of stuff to play with a great variety of games and systems. The boardgame check-out selection was fantatsic, and having an Artemis starship sim for folks to try was a nice touch as well. Scarefest was like going to a fantastic Halloween party -- WITH GAMING. How can it NOT be fantastic?

If I had anything to suggest, it would be the scheduled blocks. The games were scheduled in blocks of 5 hours, which (to me) is a LOT of time to run a typical game. Most other cons run them in 4-hour blocks which is adequate. Plus, with 5-hour blocks, you lose one whole extra game period. (5-hour blocks roughly run 8a-1p; 1-6p; and 6-11p; whereas 4-hour blocks roughly run 8a-12p; 12-4p; 4-8p; and 8-midnight.) However, Amie explained that, since this was originally a Pathfinder Society event, these 5-hour blocks are necessary for the games they run. Anyway, this is an incredibly minor point and the only issue I thought was odd, but hardly problematic to my enjoyment of the weekend.

In closing, AVL Scarefest absolutely deserves your attendance next year. It's a tightly run event with lots to offer and lots to do. The location is beautiful when the sun is up, and unsettlingly atmospheric when the sun goes down. And with every game having a horror theme during the Halloween fall season, it was a FANTASTICALLY fun time for a horror hound like myself. Totally worth the 8-hour drive, and I'll be there next year as well.

Saturday, October 22, 2016

AVL Scarefest Day 2: The Shambling Un-Dead And Unquenchable "Things"

Good evening everyone, and welcome to Day 2 of my blog reports from Scarefest here in North Carolina! Today started bright and early at 8 a.m. with wholesale slaughter in DCC RPG, with the carnage continuing in my early evening Cryptworld game. And here we go...
  • Got up this morning, got ready, scampered down for breakfast, and headed over to the convention facility. Very uneventful, and nothing to report there. But the fact that I didn't have any problems of goofy stuff happen was noteworthy, so I shared it with you here.
  • The Dead Character Graveyard had claimed another victim during last night's games, so there were about 7 or 8 character sheets posted in memorium of those who perished. We were about to shatter those figures... 
  • My first game today started bright and early, with the DCC RPG game "The Shambling Un-Dead." In this tournament game, our village had been cut off from The Outside World by a series of ley lines. And the dead had crawled from the grave to attack the hapless villagers. We got our zero-level characters, and my PC had a single hit point. We rolled initiative. I was to go last. The judge rolled an attack, and got me for three points, killing my character. So I died without getting a chance to do ANYTHING. And that pretty much set the tone.
  • By the time the game ended, we had fought an undead crocodile in the sewers, worm-gorged possessed priests, undead babies, and lots of lots of zombies. Each of us went through 5-6 characters, and the Dead Character Graveyard was a bright goldenrod in color by the time the game ended. Fantastic game and great fun!
  • Walked back to the room to drop some stuff off. Again, nothing to report. Snapped a few photos of the surrounding mountainsides. Beautiful location!
  • Needed to hurry back, as I had a group of Cryptworld investigators ready to brave the forests of Ohio to rescue some lost hunters in "Unquenchable." None of the players were familiar with the Pacesetter Action Table system, but they took right to it as we got started. I've run this scenario several times, so I won't recap the plot. But one of the more interesting events was when a player VOLUNTEERED to roll a fear check although it was unnecessary. Although he had encountered the thing before, he felt he was still shaken enough to merit the check. So I allowed it, he failed HORRIBLY, then ran screaming in a random direction, directly AT the thing that freaked him out. Another player opened fire on the thing to save his partner, and managed to accidentally SHOOT said partner in the leg, dropping him at the feet of the thing, which moved in to attack. Wow, THAT was an intense encounter. (They also learned that if you shoot a backpack filled with grenades, it'll make short work of everything without 100 feet.)
  • When we ended the game, I had several new Action Table converts. One had won one of the Cryptworld game packages and was eager to learn how to play. He had a great time, in spite of being shot in the leg. (Yup, same guy.) The other players also enjoyed the game, with one wishing to know more about Majus. More Pacesetter converts join the fray!
  • After the game ended, it was going on around 7 p.m. Stopped by the dining hall to grab a quick bite and came back to my room to relax for a bit and hammer out this blog post. I had plans to drop back and play a boardgame or something, but I think I'll hit the sheets early tonight to get up early tomorrow to prepare for the roadtrip back to Ohio. I'll stop by in the morning to say my goodbyes, play a quick game, and head out. So it's likely that this will be my final post direct from Scarefest. I'd like to thank the organizers for a great time, and I had an absolute blast gettin' my gaming scares going!
And here are a few final photos from Scarefest....

The board game selection was pretty amazing. No time to check it out today, but may find time tomorrow morning before heading out.

The Dead Character Graveyard, where players were encouraged to tack up the character sheets or a memorial page for the PC who died during the event. My Dread character from yesterday is in the upper left corner.

Our team of DCC players as we settle in to confront The Shambling Dead.

 By the time the game ended, we had FILLED that Dead Character Graveyard with more than 40 0-level funnel characters. It was a slaughter.

 And the winner of the tourney made it through four encounters without dying. Yes, living through four consecutive encounters was enough to take home the trophy!

Just thought this photo of the mountains from the inn was pretty amazing. Gorgeous location.