Wednesday, August 10, 2016

Mutant Preview

Alphas: roll 1d10+6 for each

Power- Physical ability. Every odd point improves tohit/damage. Even points improves RAD saves. Helps determine your HP.

Skill
- Mental and motor acuity. Every odd point improves AC. Even points improve TEK saves. Determines Utility use.

Will- Awareness and force of personality. Odd points improve XP and Rabble, even points improve BIO saves. Acts as Psychic Defense.

For every point below 10 you suffer an associated penalty instead.


Betas: Roll 1d12


1-6
Omega Men
1d6 HP per point of Power
1d4 unarmed strikes
1d4 Omegas
-1 to all saves for each Omega


7-9
Pod People
1d8 HP per point of Power
+1 to all saves
Extra 3/6 Utility


10-12
Roboids
50 HP but their HP never improves with advancement.
1 Omega
+2 AC
+2 to TEK saves, -2 to BIO saves
Food and water penalties halved, never receive bonus for extra rations




Gammas: Choose One


Doctor
Can apply 1d6 healing with improvised tools, 2d6 with first aid kits

Magus
May use magic items
Know 1 Spell per even Skill over 10 (CONSTANT)
Cast 1 Spell

Psycho
Telepathy
+2 to Psychic Defense (CONSTANT)

Rover
Cannot be surprised (CONSTANT)
Roll Hide twice (CONSTANT)

Scavenger
Roll for Loot twice (CONSTANT)
Roll for Technology twice (CONSTANT)

Warrior
+2 to hit and damage (CONSTANT).


Saving Throws


RAD- Radioactive energy, magical energy, alien power sources, other environmental hazards. BASE 17

TEK- Traps, forgotten and cutting edge technology, ‘Omegas’ from cyborgs and roboids. BASE 15

BIO- Omegas from living creatures, diseases, poisons, and all psychic effects. BASE 13


Rabble & Reactions



For every odd point of Will above 10 you can successfully command one Follower, be they servants or pets or employees. This also confers a bonus to influencing the desperate Rabble of the wasted world, improving their reaction to you. Every point of Will below 10 confers a -1 penalty to this roll. Otherwise rolls are conducted on 1d10:

1: Hostile and immediately aggressive
2-4: Hostile
5-7: Non hostile
8-9: Friendly
10: Enthusiastic Friendship

A GM may roll a Reaction against the Rabble table when you encounter a being who may or may not be a danger to you. This is entirely their discretion.


Utility Dice



Choose one Utiliyu to rate 3/6, one to rate 2/6, all others rated 1/6. You have a # of Utility Dice equal to your Skill, and you must spend one any time you want to benefit from a Utility or when commanded to do so. When you run out of your Utility Pool you can still roll a Utility but take an exhaustion penalty to all Saving Throws equal to the rating of the Utility you use, e.g. Pushing an expended 2/6 Utility exhausts you to the point where you take -2 to Saving Throws until you get a night's sleep.

Gamma- Use a Gamma feature that is not Constant.
Hide- Avoid detection or make movements without being noticed, like pickpockets or ventriloquists
Seek- Look for something specific, or specifically look for hidden things
Destroy- Force open doors, disable traps or hazards, figure out how to kill a strange thing
Past- Know what something from pre-Cataclysm was, or know who someone was, or know the history of post-apocalyptic world.
Wasteland- Finding your way, identifying poisonous flora and water, identifying certain creatures.
Fitness- Jumping, Climbing, Swimming, Endurance.
Talking- Communicating in the many half-languages of the survivors and cargo cults of the ruined future, convincingly bullshitting someone into doing what you want to do.


Omega Flux


Whenever you use an Omega effect that is not CONSTANT you must also make a Saving Throw determined by what Alpha is associated with that Omega. On a failed save you lose the ability to safely use that Omega until you have restful sleep. You can later attempt another Saving Throw to attempt to Push a Spent Omega where success means you have jumpstarted your abilities. Failure on a Push means you reroll that Omega and gain a new Omega in its place.

Rolling a 1 when using any Omega prompts a Saving Throw.


Technology Check


Whenever you find a piece of fantastic technology you must make a TEK Saving Throw to see if you have any idea what it might do and whether it is functional. A character may only roll against TEK once for a given object. A successful roll means you can make a further TEK Saving Throw to figure out how to use it. Some objects may require other TEK Saving Throws in order to repair, reload, recharge, or even use.

If you find Junk out in the world you can make a TEK Saving Throw during your next rest to attempt to fashion it into a crude weapon. Doing so negates any HP recovery you would normally receive during this period, even if the check is unsuccessful.

TEK Saving Throws never work for mystical objects. You just have to take a big chance when you try to use those.


Loot


Whenever you have successfully defeated an enemy or claimed a lair you may roll for Loot. This is a 1/6 chance of discovering potable water, edible food, batteries, ammo, crude weapons, astounding tech, sacred writings, magical relics, or other shiny objects, including Indisputable Currency. On a success you’ll always get at least something. When you roll for Loot always roll 1d6 and 1d10; if your Loot roll is successful you've already got your result for what you found.


Healing and Death



You die like hell when you drop to 0 HP. Stopping for a hearty lunch allows you to regain 3 HP. Getting a night of restful sleep (even including watches) nets you 1d6. A full day of rest in relative luxury allows you to regain 2d6 but there is usually some fungible cost associated with such decadence.

Finding a first aid kit or other medical supplies allow you to restore 1d6 HP, fully expending the usefulness of the kit or supplies. Doctors of course can heal 1d6 with improvised Junk tools and 2d6 with proper equipment.


Armor, Encumbrance, and Movement


No characters begin with armor apart from natural armor. Armor that is worn (excluding rudimentary shields made out of stop signs and stuff) can provide a protection bonus up to the character’s Power -10 (minimum 1). Wearing more protective armor Encumbers a character. This would mean, for example, that a character with Power 14 could wear up to 4 pts. of armor before being encumbered, and a character with Power 9 would not be able to wear any armor without being encumbered.

Movement is 120’/60’ per Move. A character can double this on their initiative if they don't do anything else, or they may attempt to double it and retain their other actions with a successful Fitness Utility  roll. An Encumbered character halves all these values.

A character may carry a number of items (including makeshift shields) equal to their Skill -10 before being Encumbered. Again, this means a character with Skill 14 can have a total of 4 items (weapons, med kit, shield, and grappling hook for example) without being encumbered, while a character with Skill 8 may only carry a Sharp Stick without being encumbered.

All of this means that you won’t be able to carry much food and water. Just as well, because that would make you a target. You still need to have at least 2 meals and 3 cups of water each day. If these needs are not met you suffer a penalty to all Saving Throws equal to your missed rations, up to -5 per day. If you have the luxury of receiving more than this bare minimum of water and food each day you gain a bonus to saves for each additional food and water ration.


Warfare


Before any combat begins you check to see if any Gammas or Omegas will affect the order of play. You also see if either party is surprised (2/6). If a benign NPC or creature of less than average intelligence is involved they may have a different reaction to the party so roll for that if you feel like it. But MOSTLY, Initiative is checked by rolling 1d20 against the GM (i don’t know Gamma Magus?), highest result wins. Most things will involve some kind of d20 or d6 roll.

A player uses her Initiative to move, do a trivial thing like pick something up or open a door or draw a weapon, and then do one Thing. Things may be: making an Attack; using Gammas, Omegas, or Utilities; taking an additional movement; any other more complicated thing. These are all resolved for a side in the order listed.

When you roll a 1 while using an Omega it prompts a Saving Throw.

When you roll a 1 while making a ranged weapon attack you have to either make a TEK Saving Throw (for advanced gear to avoid backfire) or roll a second attack roll with all bonuses against a target of the GM’s choice, who will always be the worst-case-scenario target.

When you roll a 1 while making a melee attack you open yourself up to an attack by your enemy, who may take an additional swipe at you even if they have acted this round. You also trigger an attack if you enter an existing melee without attacking, or if you leave melee range without Retreating (which uses up your movement).

Whenever you roll a 20 while attacking you may make another attack of that kind (melee or ranged). Rolling a 20 on a Saving Throw or Omega Flux check just means you're fine...for now.

Your AC has a base of 10 and is then modified by armor, Skill, Betas, Omegas, and situational bonuses. Your Psychic Defense always equals your Will and is further modified by Gammas and Omegas.


Advancement
  1. 0
  2. 100
  3. 200
  4. 400
  5. 800
  6. 1600
  7. 3200
  8. 6400
  9. 12800
  10. 25000
…………..+50000 every level after.

Each level Omega Men gain 1d6HP and Pod People gain 1d8HP. You also roll on this table to see what additional benefit if any you gain:

1-5: No Benefit
6-20: Power Increase
21-35: Skill Increase
35-50: Will Increase
51-70: 1 Utility Point
71-80: +1 AC
81-90: +1 Psychic Defense
91-95: Evolve past Omega Drawback, otherwise No Benefit
96-99: New Omega
100: New Omega and Roll Again

Remember that for every odd number over Will 10 you gain 5% extra XP. That is a character with Will 16 gains 15% bonus XP, and can reach level 2 with 85 XP.

Thursday, July 28, 2016

The House Always Wins

So the rules of D&D aren't the boss of you.

The rules say I can be a Genasi. I hate Genasi.

More than Klingon-Orcs, Dragonborn, or the adopted Gnoll, Genasi really represent a trend in certain D&D thinking that became pervasive over the edition and supplement bloat and looks downright epidemic if you ever look at anything like the current 5e wiki (or, to an extent, the FRACAS): taking something that might be a fearsome and dangerous element of the world, something which should at least be rare and surprising and wondrous, and scaling it down to a safe and balanced form that is knowable, freely abundant from the player side of things, and at worst just misunderstood or troubled. If you're going to have dragons in your game you want them to be a big deal, right? Or even Dragon Men. It's harder to get that if your tent-mate is also part dragon herself.

Genies and djinn have even less to do normally in a game, usually present as just fancy elemental lads or introduced as a glorified plot device. I'm not even a great fan of using these guys in games because any elemental magic and wish granting that can be done by them seems like it would be cooler coming out of a dragon, right? But if I am going to use them then I want it to be a big deal that the players met a djinn. It becomes less of a big deal if this big impressive mystical creature is basically "two of Steve's guy taped together." The opposite also holds true: if I'm not going to make a place for Dr. Pepper in my game I'm sure not going out of my way to include Mr. Pibb, no?

There's other reasons they annoy me (races built around class features, how most exotic demihuman options end up being animal people or element people) but I'll stay on topic...

The rules don't say I can be a Kappa. To those rules I say, fuck off Water Genasi: I am one. This is all without changing a single thing in the way the race is written. If I wanted to I could decide that Air Genasi and Aasimar suck so much they need to be combined into one thing, make them beings of corporeal light and color, make a whole new kind of guy I can be. If I wanted I could look at an Earth Genasi and turn them into a reasonable Fungoid. I could even look at Fire Genasi and decide that they're even more useless than normal, since they're almost exactly Tieflings who I already don't love, making them an element-man version of a monster-man built around innate spellcasting. I could look at them and spit them out lukewarm...or I could make them work for me.

The rules don't say I can be a Domovoi, the little house spirit who lives under the hearth and throws a big ol' fit when the people who live in his house piss him off. Posing as the master, moving things around, making noises in the night, rarely glimpsed, something not a demon or a real god but something you beseech and honor. Something who bars evil spirits and crooked people from your home and protects it from disaster. Something that dusts the mantel and waters the plants when you forget, keeps careful accord with the mice, a spirit who talks to the ghosts in your shithouse and the demons who tend your barn.

To that shit I say my name is Ded, short for Dedushka, you may call me Grandfather. So far everyone just calls me "the domovi." So I fucking did it without changing a single thing.

I'll go you one better: the rules say no one wants to be race-as-class any more, you need to be a different thing. NOPE. I'm not a domovoi bard or a domovoi dragon sorcerer. I am domovoi, and my primary goal is to just grab little bits of whatever I have to in order to get the abilities a powerfully vested and fully venerated domovoi from a hale and loving home should have. That means mixing up classes. That means, since this is a newer-edition ruleset, even looking through feats. But my CLASS is always DOMOVOI. I can show you the math and the breakdown if you want but I haven't even made any shit up. Everything is by the book and above board.

The rules say I cast Unseen Servant to rotate the blades of the windmill for me. No I don't: I forfeit the actions and other things that such a spell would require, sure, but I track that myself. What I ACTUALLY do is knock on the windmill with my stick and talk to the house, convincing it to take me up to the next floor. The book says I cast Detect Magic and there's a rainbow aura that tells me its school. That doesn't happen. I can SMELL magic. Fiendish magic smells like Red Hots cinnamon candy, necromancy smells like rotten eggs, demons smell like motor oil. Do I use a cantrip to snuff the flames in a room? Fuck that, I crawl all over and lick em up like a lizard and I eat them.

The rules say I have certain random personality traits. That's fine, but I get way more mileage and a more well-rounded character from using my Muppet Maker.

The book says I have a spiritual connection that powers all my abilities, a connection to some higher remote god. Instead I am a spirit like unto an incredibly minor god. My spiritual connection is to the people who live in my home, and to the friends who make my little pop-up hose (I paid 4x the fanciest tent price to basically have a Fisher Price playhouse I can assemble) FEEL like home. They 'worship' me with their respect and appreciation and with raising tea in my honor, tea I brew with my bare hands.

Certainly the minmaxy Build Bros on any given forum would call me not optimized. To them I say I am entirely optimized. I am a custodian spirit and caregiver whose affection for peaceful creatures and instincts to protect those in danger are paramount. I have never slain the tiger but I have helped to win the day.

I pay for every kind of spellcasting focus and holy symbol and stuff possible and put it all into one big stick, a piece of wood used to bar the door against nighttime invaders and evil spirits. I find myself in a land of vampires and that's fine by me because I and my kind are the reason vampires can't just barge in uninvited. We block the way to evil spirits.

I don't have magic armor. I don't have a magic weapon. I don't have a magic ITEM. I have an old, old, pipe and even though I never have any tobacco I'm always smoking like a chimney.

My flesh is like floorboards, once polished but now splintering with strain and age the longer I am away from my home. There are even little nails holding it to my muscles, and places where the boards meet. I'd be just shorter than an elf at full height but I am "evolved" for sweeping and firetending, so my resting position is a painfully stooped crouch that puts me only at the height of a halfling. My clothes are moth-eaten curtains and threadbare tablecloths; they are ripped clothes and sodden quilts, which I am slowly repairing over time with the needles I pull from my mustache. My teeth are decorated ceramic. My bushy hair and beard has the consistency of broom-straw choked thick with dirty cobwebs. My fingers and toes are long, with extra joints, and my nails are charcoal. My eyes are deep-recessed and shine like smoldering embers. I own a cat.

And I am here to be the HELL out of that guy, and beyond that to help everyone else be a little bit more awesome.

The D&D we play is always better than the D&D we PURCHASE. Never play a game (or play with a DM) who insists that you live up to them. Live up to yourself, and do it in a way that makes them want to live up to you. The rules will never catch up to you. Do not scorn them, no, but pity them, and do not wait for them.

Tuesday, July 26, 2016

1d20 Torches

1. If you act like you're setting it in a sconce the torch will float in thin air for up to 5 minutes before it realizes it should fall down.
2. Light is as bright as a candle from a distance, as bright as a campfire for 60'.
3. Oily rags and burning bones, will stay lit until dropped and then never work again, make a random encounter roll (or an extra one) for every round of exploration; this is the torch Harrison Ford uses.
4. You can control how long the torch becomes, up to 100' or down to 1', neither extreme is recommended.
5. Wartorch: 1d4 bludgeoning +1d4 fire +save vs Death on a successful hit. Failed save means target catches fire and takes 1 damage first round, 2 damage second round, 4 damage third round, etc. Rolling a 1 on a tohit roll means you catch fire and take that ongoing burn. Targets on fire can spend 1 round extinguishing flames unless they've been on fire for more than four rounds: then they need water or something drastic or else they just burn.
6. Burns blue.
7. Burns "darkvision."
8. Waterproof but can easily be blown out or put out by dropping.
9. Can only be lit using water.
10. Only works underwater.
11. Acts as daylight for certain undead.
12. Will always tell you how many creatures are looking at it.
13. Burns green.
14. Shows invisible things.
15. Burns dark, spreading shadows.
16. A matched set of torches you can light each of them and use it like magical FaceTime.
17. Save vs posion when lighting: On a success you immediately know this is a toxic burn and can put it out before affected. Otherwise you lose 1 Intelligence each 10 minutes the torch is lit. If you have greater than Wisdom 12 you notice this, otherwise you don't. When you reach Intelligence 0 you stop moving, the torch goes out, and you're basically a mushroom now. In most systems I think this also means you're dead.
18. Holds onto your hand and you can't put it down, even when ambushed by bad guys, unless you douse it in water.
19. Fake fire. Doesn't burn.
20. Anything in the fire's light is made fertile, even if normally infertile. Includes men. Includes rocks and shit.

Wednesday, July 20, 2016

frggn' SKELETON CLOUD

Skeletons smashed to bits by adventurers cannot be raised. They are bone meal. Skeletons that fall into acid or are eaten by a dragon cannot be raised. They become loose chemicals.

Skeletons who are disintegrated by magical force like fire, lightning, and especially skeletons reduced to crusty frozen microparticles, can be raised in noncorporeal fashion.

Skeleton Clouds are clouds made out of one or more skeletons who were animated magically and later de-substantiated. Their health, attack values, and other particulars are exactly as a Skeleton would be in your game with four exceptions:
  • They are not just resistant to piercing and slashing damage they in fact take no damage from physical attacks except from magic items, when they take normal damage. This cuts both ways and they cannot wield weapons or affect you physically without being fortunate enough to have a special power (below).
  • They are immune to being turned by Clerics and holy types under Name Level.
  • They can do anything that fog can do including get through doors and cracks and keyholes and stuff.
  •  10% have the ability to inflict a static charge on anybody passing through them, doing 1d4 damage, half on a Petrify save. 10% can inflict 1d4 cold damage with their spectral touch, half on a Petrify save. 5% can do both. All Skeleton Clouds leave you covered in dusty, sooty moisture. Scrolls and spellbooks have a 5% chance of running (cumulative for every Skeleton Cloud affecting you this round) and all torches/lanterns are doused and all firestarting equipment is too wet to work.
The thing with Skeleton Clouds is that nobody really controls them. The sublimated dead are too vaporous for necromancers to wrangle and too much mortal soil for druids and elementalists to affect. The other thing is that an individual Skeleton Cloud may in fact be composed of multiple smoggy skeletons. This makes all their actions erratic as the skeleton decides with itself how to behave: remember, there are probably adventurers in there, too. Skeleton Clouds have both Moral 6 and Morale 12, and are both LN and CE if you care about that sort of thing. Track this with pennies, flipping them over every round and (for convenience sake) apply to all Skeleton Clouds in the area. Skeleton Clouds are rare and solitary in deep dungeons but in castles, near monster lairs, and within the wizard's keep they keep cockroach rules and if you see one you're INFESTED.

The best way to fight them is to scatter them with some elemental breeze magic, dispel them over time (like Insect Swarms), or throw some sawdust or some flammable aerosol in them and watch their natural static charge blow them up. That is incredibly fun.

Finally, why not just air elementals? Because air elementals are always terrible and never shaped like skeletons and not made of thousands of dead people they're just from a universe where breezes act like pissy teenagers.

Skeleton Clouds can also rain blood but this has no effect other than giving me A HUGE ERECTION.

ANTIGENCON Useful Game Data

Here are all the games I'm going to run and a bit more info about each. DO NOT sign up here, sign up when the G+ signup is posted sometime next Mon or Tues. Follow me on G+ to make sure you don't miss it. I am running at least 1 game a day. If you have any questions hit me up but remember you DO NOT SIGN UP HERE, you just click the NAME OF THE GAME and follow the link to its individual G+ Event listing.

THURSDAY August 4, 10PM GMT/6PM EDT
3 hrs

Suckburg: A DuckTales/Darkwing Duck Post-Apocalypse Game

Custom Mutant Rules
4 Players
No FLAILSNAILS, Pregens provided
Hangouts game, only audio required

Black magic gone wrong burned the world 1000 years ago and only those within the protective energy dome around Duckburg were spared...spared, but not unchanged. Emerged after a century in Cry the world has changed yet again, and that just won't do: put things back to the way they USED to suck and shape the world into YOUR kind of dystopia.

WHAT YOU NEED: Standard set of polyhedrals or a good die result generator. Microphone. Camera optional. Knowledge of how to work Hangouts; if you haven't used Hangouts before give it a test run before the night. Something far less than complete ignorance of the Barks/Rosa Duck books, DuckTales tv show, or Darkwing; Something far far less than encyclopedic expertise about same.

MORE INFO: We'll take a 10 minute break at the 1:50 mark, otherwise hit the head or refill your bev as needed while we keep rolling. This game began as minor mods to Mutant Future but got out of hand. If you're expecting d20s to-hit rolls, saving throws, hit dice, armor class, levels, xp, race/class, don't worry: you are still on safe ground. We will begin play no later than 5 minutes after the posted start time if we have 3 players. If someone cancels or doesn't show up or has technical difficulties I'll tag in an alternate if and only if an alternate is waiting already. The pregen you start with will be determined by random roll and if anybody dies during the session I will offer them a replacement character by just going down the list of the remaining pregens in order.

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FRIDAY August 5, 6PM GMT/2PM EDT
3 Hrs


TSR Marvel Super-Heroes (Done Wrong)
4 Players
No FLAILSNAILS, Pregens provided, previous MSH-Gone-Wrong characters permitted
Hangouts game, only audio required
The Green Room hasn't brought you here to stop the power mad despot of a hostile monster nation. You're here to appease the scouring cosmic arbiter by bearing witness and stopping the murder of a murderer.

WHAT YOU NEED: Percentile dice. This table sitting handy to you, on a printout or on your monitor. A vague familiarity with TSR's MSH might help you but I'm doing so much of it my way that it might hinder you as much. A knowledge of Grant Morrison's Doom Patrol or Warren Ellis' Planetary would help, same with Jack Kirby's 70s output.

MORE INFO: We'll take a 10 minute break at the 1:50 mark, otherwise hit the head or refill your bev as needed while we keep rolling. You want to read more about my MSH Done Wrong rules go here. If you want to create a character of your own or you want to learn more background for this game go here. That second link also includes 3 examples of character creation. IF YOU MAKE YOUR OWN CHARACTER YOU HAVE TO GET IT APPROVED BY ME BEFORE THE SESSION BEGINS. This is mostly just me double checking your math. NO travel powers unless I approve them.

We will begin play no later than 5 minutes after the posted start time if we have 3 players. If someone cancels or doesn't show up or has technical difficulties I'll tag in an alternate if and only if an alternate is waiting already. You'll be able to choose your pregen from a list. In the event that you are killed you won't be handed a replacement character, you'll take over as one of my villainous henchmen instead.
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SATURDAY August 6, 11:59PM GMT/7:59PM EDT
3 Hrs


Feng Shui (technically Feng Shui 2; archetypes provided)
4 Players
No FLAILSNAILS
Hangouts game, only audio required

In a swinging 60s Hong Kong equal parts Run Me Shaw and Lorenzo Semple Jr. men and women of all nations, races, and creeds gather for a voyage to the Chinese mainland. Paying your respects to Master Po is near the top of the agenda...right after finding out what killed him!

WHAT YOU NEED: 3d6 of one type (black, red, gem, pips) and 3d6 of another type (white, blue, opaque, numerals). I'll be using black and white and that's the language I'll be using: black for the positive dice, white for the negative dice. I'll be tracking all shots so that if time demands it I can fudge them slightly to get everything done in time; not only do you not need a shot counter handy, DO NOT use one. A familiarity with Shaw Brothers style HK flicks would be helpful but not essential.

MORE INFO: We'll take a 5 minute break at the end of every "day" of the weekend, otherwise hit the head or refill your bev as needed while we keep rolling. The Archetypes eligible to be played will be the Exorcist Monk, Karate Cop, Martial Artist, Masked Avenger, Old Master, Sifu, Spy, Sword Master. We won't be doing any trait swapping. Each type may only be used once, with the exception of the Old Master and Martial Artist. Obvious I think but to be clear: Master Po trained and mentored people all over the world so if you want your Karate Cop to be black gay and Canadian knock yourself out. We will begin play no later than 5 minutes after the posted start time if we have 3 players. If someone cancels or doesn't show up or has technical difficulties I'll tag in an alternate if and only if an alternate is waiting already. In the event that you die you don't get a new character but hey....stick around, there's still stuff for you to do.
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SUNDAY August 7, 6PM GMT/2PM EDT
3 hrs

WEG Ghostbusters (pregens provided)
4 Players
No FLAILSNAILS, pregens provided.
Hangouts game, only audio required

The kids call him Long John, a psychic golem of manmade nightmare who has ripped through to the material plane. To catch a ghoul you have to think like a ghoul, so the franchise calls in some favors with the REAL Ghostbusters: if anyone can help them understand how fear stalks the mind of a child, the Boogieman Can.

WHAT YOU NEED: Just a whole big mess of d6, but actually not even those because I will be rolling all the dice. Other than that the best tools would be a vaaaaague understanding of Atlanta and the Real Ghostbusters. Only a vague familiarity though because honestly I know a 30 year old cartoon better than the city I lived in for like six years and I am far from any wiki-editing aficionado.

MORE INFO: We'll take a 10 minute break at the 1:50 mark, otherwise hit the head or refill your bev as needed while we keep rolling. There will be a small, quick element of pregen customization at the beginning of things. You get to choose your pregen. We will begin play no later than 5 minutes after the posted start time if we have 3 players. If someone cancels or doesn't show up or has technical difficulties I'll tag in an alternate if and only if an alternate is waiting already (alternates and people who show up after the posted start time, we will not wait for you to customize your guy, you will have to do it on the fly and we'll meet you back at HQ). You probably will not be hospitalized in the course of the adventure but if you are then you can take over controlling a couple of the ghosts.
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Monday August 8 1AM/SUNDAY NIGHT 9PM EDT
3 hrs

D&D Basic/Expert
3-6 Players
DEAD FLAILSNAILS CHARACTERS ALLOWED ONLY
Hangouts game, only audio required.

The honored dead and greatest bastards are all being ferried to a new and darker afterlife, to be built upon the ash of the waking world! You must conspire to prevent this apocalypse while at the same time sabotaging one another as you all attempt to jump ship and escape to the land of the living!

WHAT YOU NEED: A dead FLAILSNAILS character; that is a character who played in more than one DM's campaign, who was created and maintained as FLAILSNAILS legal, who died. Standard polyhedrals. Flexibility regarding your abilities and the game rules as required to make things manageable.

MORE INFO: We'll take a 10 minute break at the 1:50 mark, otherwise hit the head or refill your bev as needed while we keep rolling. Magic-User types (psions, warlocks, etc) only have access to the spells they had memorized when they died and cannot relearn spells unless their spellbook (or equivalent) was formally buried with them. Cleric types (paladins, druids, etc) have no spells but are immune to their own Turn Undead; they can plead for 1 spell per level if their holy symbol was formally buried with them and their resting place consecrated. Nobody has the weapons, armor, magic items they owned in life unless they were formally buried with them. If you're not sure whether you would have such an item or resource available to you because that was too long ago, guess what: you don't. Other race or class abilities or mutations or special stuff like blue mage powers, you still have all of that. 

Remember that this mission will be threefold: cooperate to survive the ship of the dead, cooperate to stop the apocalypse this ship will cause, and fuck each other over so you can win the ONLY loot or reward this session has to offer: one more day of life in a world close enough to your own/the one you died in that you can reach it by nightfall. Dawn the next morning brings your death unless you use the 24 hrs provided to you to somehow prevent it. Even if your character died beyond all normal physical recovery this is your soul being dragged from the hells-across-worlds and given flesh, so anything is possible. We will begin play no later than 5 minutes after the posted start time if we have 3 players. I won't tag in any alternates although people can drift in and out as other dead spirits or make cameos using their own dead FLAILSNAILS characters. If you die you are not given a new character, you're assigned a bad guy to use to bedevil your former allies; your old character is now dead even to death, and he has no more soul to even recover from the underworld. If you survive the game without making it back to the land of the living your soul is still intact and you can try again next year.