Bespoke Bogeymen

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The following is a template and set of Generator Tables to create unique humanoid monsters. While designed for the Ghastly Affair role-playing game, the system is easily adaptable for any Old-School rpg. The essential idea is that most Bogeymen are people transformed into ageless but sterile beings compelled to punish those who perform certain deeds, or enter into certain areas. Some are unique and solitary, other exist in gangs or hordes. The treatment is very much influenced by the original 17th century version of “Beauty and the Beast” by Gabrielle-Suzanne Barbot de Villeneuve, where the Beast was cursed to his condition by his Fairy godmother, whose amorous advances he rejected. Of course, when one is dealing with humanoid monsters it is impossible to get out of the shadow of Tolkien’s “Orcs” – although one does well to remember that “Orcneas” are mentioned in “Beowulf”, “Orco” is simply the Italian form of “Ogre”, and “Red Orc” was a figure representing the wild and untamed energy of America in the prophetic poetry of William Blake. I think the approach presented here at least sidesteps the perennial “baby Orc” dilemma, or any conflation of humanoid monsters with indigenous (or otherwise marginalized) people.

Bogeyman

A frightful, semi-human creature compelled to kill transgressors or trespassers.

Creature Class: Monster
Number Appearing: 1, Gang of 2d12, or Horde of d100 x d6
Initial Impression: An odd humanoid whose appearance seems intended to instill fear. See Appearance and Characteristics of a Bogeyman below.
Size: Varies. See Appearance and Characteristics of a Bogeyman below.

Perversity: 2d6+8
Disposition: Aggressive or Goading
Charisma: 3d6 | Intelligence: 3d6 | Wisdom: 3d6
Strength: Varies by size (See below) | Dexterity: 3d6 | Constitution: 3d6
Speed: 9 walking. (16 flying if Bogeyman has wings.)

Armor Class: Varies. See Appearance and Characteristics of a Bogeyman below.
Hit Dice: 3 hp to 3 HD if in a Group, 2 HD to 8 HD if solitary. See Appearance and Characteristics of a Bogeyman below.
Attacks: 1 (weapon, or claws and/or bite)
Special Abilities: Sense Transgression, Nightvision, Peculiar Ability (See Special Abilities of Bogeyman below.)
Weaknesses: Debilitating Fear
Assets: None
Afflictions (Possible): Horrible Body Odor, Noisy, Slow Runner. See Appearance and Characteristics of a Bogeyman below.
Preternatural Powers: 1 possible, usable once a day. See the Preternatural Power of a Bogeyman table below.

Natural Habitat: Ruins, caverns, catacombs, hidden and disused rooms in grand houses and castles, dark forests, forlorn swamps, wastelands, deep closets, underneath grand beds
Level: Equal to Hit Dice.

Bogeyman are once-human Monsters that vary widely in their appearance and abilities. They often hide in dark and forgotten places, issuing forth to attack those who commit forbidden acts, or trespass into forbidden places. Some Bogeymen are solitary, and unique in appearance. On the other hand, gangs – and even hordes – of similar-appearing Bogeymen might be found inhabiting wastelands, underground caverns, trackless forests, and other deserted areas. While solitary Bogeyman are notably tougher than those in found in groups, hordes of Bogeymen have been known to overwhelm and destroy entire villages. Such groups of Bogeymen are sometimes (erroneously) called “Goblins” if they are individually diminutive, and “Orcos”, “Orcneas” or simply “Orcs” if they are larger.

Bogeymen are wholly unnatural beings, and do not age. Although sterile, they come into being by various strange ways. Some are the product of curses placed upon bandits and raiders, especially those who despoiled holy places. Some were former humans warped by exposure to the strange radiations of the Underworld, or by contact with bizarre stones fallen from the sky. Others are the offspring of human mothers experimented upon by deranged alchemists. Some were condemned to monstrosity merely to satisfy the perverse curiosity of some twisted sorcerer. Others were transformed by the witchcraft of a jilted lover. And some were produced by the abominable mating of Terrestrial Demons and animals.

A Bogeyman can easily be mistaken for a Fairy Bugaboo, Terrestrial Demon, or Beast Man – and the four types of beings often associate together. Unlike Fairies, however, Bogeymen cannot grant Boons, and cannot enter the Fairy Otherworld. While a Boogeymen may be able to use a single Preternatural Power, they do not have the wide range of Powers possessed by Fairies and Terrestrial Demons. Also, they cannot be summoned with the Summon Spirit effect (but can be conjured with Conjure Monster). And unlike a Beast Man, whose body might combine the features of a human and a single animal, a Bogeyman’s form might seem like composite of several different creatures.

Most Bogeymen who were once human only faintly remember their previous life – and as the years turn to decades and centuries, even those memories fade completely. Those Bogeymen who were born to their condition, however, have no experience of any other existence, and so tend to be especially cruel and malicious.

Life as a Bogeyman is a kind of living hell, from which there are only two releases – death, or Redemption by a True Innocent. If the Bogeyman’s Perversity is reduced below 10 by association with a True Innocent, they will be transformed into an ordinary human being – thereby regaining their original appearance, memories, and personality if they had not always been a Boogeyman.

Special Abilities of Bogeymen

Sense Transgression
Every Bogeyman (or horde of Bogeymen) is compelled to punish a particular act. This act will either be the one that resulted in the Bogeyman being cursed to their current condition, or will be in some way related to it. A Bogeyman can can sense whenever someone commits that act within a 3 mile (1 league) radius. The Bogeyman will be able to flawlessly track those who committed the act, inevitably finding and attacking them.
• For example, a Bogeyman who once was the faithless spouse of a Witch will be able to sense whenever an act of marital infidelity has been committed. The Bogeyman will be compelled to travel as quickly as they can to murder the couple – unless the Bogeyman is killed first.
• Similarly, a group of Bogeyman who centuries ago offended a Fairy Queen might be compelled to kill anyone who steps foot in a certain forest.

Use the Generator Tables below to determine the Bogeyman’s targeted transgression, according to their origins.

d100 This Solitary Bogeymen was… And so now they find and kill…
1 – 4 born to a mother experimented upon by a Mad Scientist (or Alchemist). anyone who uses a Mad Invention.
5 – 8 born to a mother was cursed by a Witch she had offended. mothers who abandon their children.
9 – 12 born to a Witch who cursed her offspring to spite their father. fathers who abandon their children.
13 – 16 created just to satisfy the curiosity of bored Magician. anyone who enters the Magician’s lair without permission.
17 – 20 created surgically by a perversely curious Mad Scientist. anyone who enters the Mad Scientist’s laboratory (or its former site).
21 – 25 the offspring of a Terrestrial Demon and an animal. anyone who is cruel to animals.
26 – 29 a thief who stole from a Magician. anyone who steals.
30 – 33 someone who stole from a Church or Temple. anyone who steals from a holy place.
34 – 37 a landowner who evicted a Witch from her home. landowners who raise rents excessively.
38 – 41 a Usurer who forcibly took a Witch’s possessions to repay her debts. anyone who collects interest on a debt.
42 – 45 a beautiful woman (or handsome young man) who spurned the love of a powerful Fairy. anyone who breaks a promise to a lover.
46 – 48 a handsome young man (or beautiful woman) who spurned the love of a powerful Witch (or Warlock). anyone who breaks a promise to a lover.
49 – 51 a fugitive who sought shelter in the Underworld and was mutated by its strange radiations. anyone who enters the cavern or tunnels where the Boogeyman dwells.
52 – 55 a Mad Scientist (or Alchemist) whose experiments upon themselves went horribly wrong. anyone who enters the Mad Scientist’s laboratory (or its former site).
56 – 59 the patient of a Mad Scientist (or Alchemist) experimenting with a bizarre drug. anyone who uses a Mad Invention.
60 – 63 a noble who offended a Witch. anyone who disturbs the Witch’s grave.
64 – 67 a noble who refused shelter to a Saint. anyone who disturbs the grave of the Saint.
68 – 71 a Libertine who seduced the daughter of a Witch or Warlock. anyone who seduces and abandons an innocent.
72 – 75 a child who was caught spying upon a secretive Witch. anyone who spies on their neighbors.
76 – 79 a child who stole candy (or baked goods) from a Witch. children who greedily eat too many sweets.
80 – 83 the unfaithful spouse of a Witch or Magician. anyone who is unfaithful to their spouse or lover.
84 – 87 the lover of Witch or Magician’s unfaithful spouse. anyone who is unfaithful to their spouse or lover.
88 – 91 a missionary who destroyed a place sacred to the Fairy Folk or Old Gods. anyone who comes near the site.
92 – 96 a hunter who poached from a sacred forest. anyone who enters the woods.
97 – 100 the disobedient child of a Witch or Magician. children who disobey their parents.

d20

This Gang or Horde of Bogeymen were… And so now they find and kill…

1

invaders who defiled a holy place. anyone who steals from a holy site.

2

bandits or brigands who assaulted the son (or daughter) of a powerful Witch. anyone who commits armed robbery.

3

mercenaries in the employ of an evil Magician, who decided to transform them. anyone who enters the Magician’s lair without permission.

4

the patients of a Mad Scientist (or Alchemist) experimenting with a bizarre drug. anyone who uses a Mad Invention.

5

villagers who abused a missionary sent to convert them. anyone who mistreats a member of the clergy.

6

villagers who offended a Fairy Queen or King. anyone who trespasses on to a certain hill, mountain, field, or patch of woods.

7

villagers who abandoned the Old Gods and were cursed by the last, dying priest (or priestess). anyone who disrespects a now ruined monument or temple of the Old Gods.

8

villagers exposed to a strange meteorite. anyone who crosses the old borders of the former village.

9

villagers who resorted to cannibalism during a famine. anyone who wastes food.

10

villagers who drank from a well contaminated by the noxious slime of a now slain Worm Dragon. anyone who tries to use the well.

11

a noble family who conspired to commit an outrageous crime, and were cursed in revenge. anyone who assaults a descendant of the person originally injured.

12

a noble family who offended a Witch. anyone who disturbs the grave of the Witch.

13

a noble family who refused shelter to a Saint. anyone who blasphemes.

14

refugees who sought shelter in the Underworld and were mutated by its strange radiations. anyone who enters the caverns where they now dwell.

15

all fathered by the same Terrestrial Demon upon a herd of animals. anyone who is cruel to animals.

16

the ruffians sent by Usurer to collect a Witch’s debt. anyone who collects interest on a debt.

17

a gang of Grave Robbers who stole the body of a Warlock’s child. anyone who enters the now cursed burial place.

18

a group of children who once made fun of a Saint, Prophet, Witch or Magician. anyone who disturbs the grave of the person who cursed them.

19

deserters who betrayed their country and were cursed by the Court Magician. anyone who enters the country with hostile intent.

20

a group of children who spied on a Fairy gathering. anyone who spies on their neighbors.

Nightvision
A Bogeyman can see in conditions of low light with the same ability as a cat. Note that a Bogeyman cannot see in absolute darkness unless they have the Preternatural Ability Darkvision.

Peculiar Ability
Every Bogeyman has one Special Ability unique to itself (or its group). This Peculiar Ability is often carried over from the Bogeyman’s former life, or relates in some way to the Bogeyman’s origin. If the Bogeyman are in a horde, they all have the same Peculiar Ability.

d12

This Boogeyman’s Peculiar Ability is…

1

Berserk Rage.

See the Section “Reading The Creature Entries” in Chapter 2 of the “Ghastly Affair Presenter’s Manual”.

2

Capturing.

As the Bandit Class Special Ability.

3

Heat Vision.

See the Section “Reading The Creature Entries” in Chapter 2 of the “Ghastly Affair Presenter’s Manual”.

4

Poison.

See the Section “Reading The Creature Entries” in Chapter 2 of the “Ghastly Affair Presenter’s Manual”. Poison is in the Boogeyman’s bite, claws, or tail stinger, as seems appropriate.

5

Profession.

As the Everyman Class Special Ability. Determine a Profession randomly with a d8:

1 = Aristocrat.

2 = Burglar.

3 = Farmer.

4 = Goodwife.

5 = Hunter.

6 = Miner.

7 = Musician.

8 = Soldier.

6

Regenerate 1 HP per Round.

Fire damage cannot be regenerated. The Bogeyman must be burned or beheaded to be permanently killed.

7

Sneak.

As the Libertine Class Special Ability.

8

Squeeze into Tight Spaces.

Like a rat, the Boogeyman can squeeze its body through openings and into cracks that seem much too small for it. As a general rule, the Bogeyman only needs ¼ of the space otherwise required for a being of its size.

9

Prodigious Strength.

Strength rating of 19.

10

Superior Hearing.

See the Section “Reading The Creature Entries” in Chapter 2 of the “Ghastly Affair Presenter’s Manual”.

11

Superior Sense of Smell.

See the Section “Reading The Creature Entries” in Chapter 2 of the “Ghastly Affair Presenter’s Manual”.

12

Water Breathing.

This is a natural ability, and not a Preternatural Power. The Boogeyman has gills, or other bodily means of breathing underwater.

 

Weakness of Bogeymen

Debilitating Fear
Every Bogeyman (or gang of Bogeymen) is terrified of a particular item, symbol, or creature. If confronted with the object of their Debilitating Fear, a Bogeyman must make an immediate Morale Check or flee the area, not stopping until they can no longer see what frightened them.
• Of course, those Bogeymen who have Perversity scores of 15 or higher are also subject to the power of Faith, like any other beings of supernatural evil

d100

This Bogeyman may flee is confronted with…

1 – 35

sunlight.

36 – 37

a pure white bird.

38 – 39

a pure white dog.

40 – 41

a pure black dog.

42 – 44

a pure white cat.

45 – 46

a pure black cat.

47 – 50

a religious symbol or icon.

51 – 54

someone singing religious hymns.

55 – 56

a clergy person.

57 – 58

a pure white horse.

59 – 61

salt thrown at them.

62 – 65

a weapon of pure iron.

But not one of steel alloy.

66 – 67

a redhead boy.

68 – 69

a redhead girl.

70 – 72

an oak tree or branch

73 – 75

a rowan tree or branch.

76 – 78

garlic.

79 – 81

sage.

82 – 84

holly.

85 – 87

mistletoe.

88 – 90

pure running water.

But not stagnant or dirty water.

91 – 94

a Bible (or other holy book).

95 – 97

a pentagram.

98 – 100

a hexagram.

Preternatural Power of a Bogeymen

Determine the Bogeyman’s Preternatural Power using the following Generator Table. If the Bogeyman are in a gang or horde, they all have the same Preternatural Power. This Preternatural power is usable once per day.

d100

This Bogeyman’s Preternatural Power is…

1 – 56

nothing; they posses no Preternatural Power.

57 – 58

Alter Self.

59 – 60

Bewitch Cattle.

61 – 62

Blast Crops.

63 – 64

Cause Fear.

65 – 66

Create Flame.

67 – 68

Curse.

69 – 70

Darkness.

71 – 72

Elf Stroke.

73 – 74

Ghost Lights.

75 – 76

Ghost Sound.

77 – 78

Inflict Disease.

79 – 80

Pass Without Trace.

81 – 82

Phantasmagoria I.

83 – 84

Putrefy Food and Drink.

85 – 86

Read Minds.

88 – 89

Shower of Stones.

90 – 91

Sleep.

92 – 93

Spider Climb.

94 – 95

Steal Milk.

96 – 97

Stinking Cloud.

98 – 99

Ventriloquism.

100

Curse of the Bogeyman.

Similar in most ways to the Preternatural Effect Create Werewolf. If the victim fails their Saving Throw, they will transform into a Bogeyman the next night. If the Curse came from a member of a Bogeyman gang or horde, the new Bogeyman becomes a one of that group, with the same abilities and basic appearance.

 

Appearance and Characteristics of a Bogeyman

 

Basic Anatomy of a Bogeyman

d10

This Boogeyman is… Hit Dice

(If part of a Gang or Horde)

Hit Dice

(If a Solitary Bogeyman)

Str. Rating

1

barely 2 feet tall… 3hp 2 HD 7

2 – 3

half-human sized… 3hp 3 HD 8

4 – 5

slightly shorter than an average person… 1 HD 4 HD 10

6 – 7

human sized… 1 HD 5 HD 12

8

somewhat taller than an average person… 2 HD 6 HD 14

9

seven feet tall… 2 HD 7 HD 16

10

a full eight feet high.. 3 HD 8 HD 18

d20

..and…

1

pinkish,

2

stark white,

3

grey,

4

brown,

5

black,

6 – 9

green,

10 – 12

reddish,

13

blue,

14

orange,

15

yellow,

16

purple,

17

spotted,

Roll again for base color and spot color, ignoring results of 17 or higher.

18

striped,

Roll again for base color and stripe color, ignoring results of 17 or higher.

19

mottled,

Roll again twice to determine mottled colors, ignoring results of 17 or higher.

20

piebald,

Roll again to determine a base color, ignoring results of 17 or higher. Bogeyman is that color, with large patches of white.

d10

…with a…

1

gaunt…

2

wiry…

3

slender and slippery…

4

muscular…

5

overgrown…

6

bloated…

7

flabby…

8

wrinkled…

9

seemingly undeveloped…

10

malformed and asymmetrical…

d20

..body that is… Base Armor Class

1 – 4

completely hairless… None

5 – 6

covered with human-like body hair… None

7

covered in patches of mangy, matted hair… None

8

covered in course, stiff hair like a tarantula… None

9 – 10

covered in shaggy hair… 1

12

scaly, like a snake… 1

13

covered in carp-like scales… 2

14

shaggy on its torso, scaly on its extremities,… 1

15

shaggy on its torso, covered in carp-like scales on its extremities,… 1

16

shaggy above its waist, scaly below its waist,… 1

17

shaggy below its waist, scaly above its waist,… 1

18

covered in crocodile-like scutes,… 2

19

slimy.. None

20

warty… None

d12

…and apparently…

1 – 5

male.

6 – 10

female.

11

androgynous.

12

genderless.

 

Clothing of a Bogeyman

d20

They wear… Additional Armor

1

no clothing at all on their body. None

2

tatters and rags. None

3

just a tunic, with no pants. None

4

a tunic and pants. None

5

a tunic, pants, and a cloak. None

6

animal hides. +1 point

7

just a cloak. None

8

just pants. None

9

just a breastplate.

25% chance breastplate is of ancient make.

+3 points

10

just a breastplate and pants.

25% chance breastplate is of ancient make.

+3 points

11

a breastplate, cloak, and pants.

25% chance breastplate is of ancient make.

+3 points

12

a breastplate and cloak (but no pants).

25% chance breastplate is of ancient make.

+3 points

13

a chainmail hauberk. +3 points

14

a chainmail hauberk and a cloak. +3 points

15

a scale mail hauberk. +3 points

16

a scale mail hauberk, and a cloak. +3 points

17

piecemeal and mismatched plate armor. +4 points

18

armor made of various repurposed items. +2 points

19

armor made of various repurposed items, with a cloak. +2 points

20

a parti-colored jester’s outfit. None

 

Face of a Bogeyman

d20

Their face is…

1 – 2

roundish,…

3

conical, the top of the head coming to a distinct point,…

4

squarish,…

6

long,…

7

prognathous,…

8

squashed,…

9

completely malformed and asymmetrical,…

10

emaciated and corpse-like,…

11

pig-like,…

12

frog-like,

13

lizard-like,…

14

rat-like,…

15

dog-like,…

16

simian,…

17

bear-like,…

18

bird-like,…

19

on a lump between the shoulders, with no apparent neck,…

20

set directly into their chest, without any apparent head.

Do not roll on next sub-table. Skip ahead to the table Eyes of a Bogeyman.

d20

…and on their head they have… Additional Armor

1

no hair, hat, or adornments of any kind. None

2

short, human-like hair. None

3

long, human-like hair. None

4

mangy patches of hair. None

5

a conical hat None

6

a long and floppy conical hat. None

7

a leather skullcap. None

8

a metal skullcap. None

9

a broad-brimmed helmet. +1 point

10

a conical helmet. +1 point

11

a completely enclosing helmet.

25% chance helmet is of ancient make.

+1 point

12

a leather boot for a helmet. +1 point

13

a hood. None

14

a hood that completely obscures the face in shadow. None

15

one short horn sprouting from the forehead. None

16

one long horn sprouting from the forehead. None

17

2 small horns sprouting from the forehead. None

18

2 ram-like horns sprouting from the sides. None

19

2 antlers sprouting from the sides. None

20

conical horns sprouting from the forehead. None

 

Eyes of a Bogeyman

d100

They see with…

1 – 10

a single eye…

11 – 89

two eyes…

90 – 93

three eyes…

94 – 95

four eyes..

96

five eyes…

97

six eyes…

98

seven eyes…

99

eight eyes…

100

no apparent eyes.

Skip the next two sub-tables and proceed to determine the Bogeyman’s Nose.

d12

…which resemble…

1 – 4

any other person’s,…

5

a wolf’s,…

6

a bird’s,…

7

a lizard’s,…

8

a frog’s,…

9

slits (or a slit),…

10

two small orbs sunken deep in their sockets,…

11 – 12

saucers (or a saucer),…

d12

and are/is…

1

otherwise human-like, with a brown iris.

2

otherwise human-like, with a blue iris.

3

otherwise human-like, with a green iris.

4

yellow and toad-like.

5

green and cat-like.

6

completely black.

7

completely white.

8

completely green.

9

completely red.

10

completely blue.

11

glowing red.

12

glowing green.

 

Nose of a Bogeyman

d20

Their nose is…

1

just two slits.

2 – 3

snub, with the nasal openings forward.

4 – 5

flattened.

6 – 7

hooked.

8 – 12

long and pointed.

13 – 14

pig-like.

15 – 16

bat-like.

17 – 18

dog-like.

19

an elongated, hanging snout.

20

a prehensile, elephant-like trunk.

 

Mouth of a Bogeyman

d100

Their mouth is…

1 – 10

like that of an ordinary person, and proportional to their face.

11

proportional to their face, but with receding lips that leave the teeth and gums constantly exposed.

12 – 15

filled with broken, rotten teeth.

16

filled with broken, rotten teeth left constantly exposed by severely receding lips.

16 – 19

filled with many sharp teeth.

Can attack with bite instead of a weapon.

20

filled with many sharp teeth left constantly exposed by severely receding lips.

20 – 23

rat-like, with large and sharp incisors.

24

oddly small.

25 – 26

oddly small, with many sharp teeth.

27 – 30

notably wide, with protruding canines.

32 – 33

notably wide, with protruding canines, and receding lips that leave the teeth and gums constantly exposed.

34 – 37

notably wide, with upward-pointing tusks.

38 – 39

notably wide, with upward-pointing tusks, and receding lips that leave the teeth and gums constantly exposed.

40 – 45

enormous.

45 – 46

enormous, with receding lips that leave the teeth and gums constantly exposed.

47 – 50

enormous, with protruding canines.

51 – 52

enormous, with protruding canines, and receding lips that leave the teeth and gums constantly exposed.

53 – 57

enormous, with upward-pointing tushes.

58 – 59

enormous, with upward-pointing tushes, and receding lips that leave the teeth and gums constantly exposed.

60 – 61

flanked by a pair of short, elephant-like tusks.

62 – 64

like the mouth of a crocodile – filled with sharp teeth, but having no lips.

65 – 72

seemingly locked in a wide, perpetual smile.

73 – 79

seemingly locked in a deep, perpetual frown.

80 – 85

human-like, with a protruding tongue.

86 – 89

a beak like a songbird’s.

90 – 93

a beak like a bird of prey.

Can attack with bite instead of a weapon.

94 – 95

like that of a lamprey.

Can attack with bite instead of a weapon.

96 – 97

flanked by insect-like mandibles.

Can attack with bite instead of a weapon.

98 – 99

a sharp proboscis.

Can attack with bite instead of a weapon.

100

apparently missing.

 

Ears of a Bogeyman
Skip if Bogeyman has no apparent head.

d20

Their ears are…

1 – 2

like those of an ordinary person.

3 – 4

human-like, but disproportionately large.

5

human-like, but disproportionately small,

6 – 9

human-like, but pointed.

10 – 12

long and pointed.

13

bat-like.

14

rat-like.

15

deer-like

16

hound-like.

17

elephant-like.

18

fan-like.

19

trumpet-like.

20

not apparent.

 

Arms and Hands of a Bogeyman

d20

Their arms are…

1 – 6

proportioned like an ordinary person’s,..

7 – 8

long for the creature’s body,..

9

short for the creature’s body,..

10

thin and undeveloped,..

11 – 13

thin and wiry,..

14 – 16

overdeveloped,..

17

two arms of unequal length and development,…

18

also bat-like wings that fold back against the forearm,..

19

also feathered wings that fold back against the forearm,..

20

actually just a single arm projecting from their chest.

Or from between their shoulders if they have no apparent head.

d20

…and their hands have / hand has…

1 – 2

five, human-like fingers.

3 – 4

five, clawed, human-like fingers.

5

three stubby fingers.

6

three long fingers.

7

three stubby fingers that end in claws.

Can attack with claws instead of a weapon.

8

three long fingers that end in claws.

Can attack with claws instead of a weapon.

9

four stubby fingers.

10

four long fingers.

11

four stubby fingers that end in claws.

Can attack with claws instead of a weapon.

12

four long fingers that end in claws.

Can attack with claws instead of a weapon.

13

five stubby fingers.

14

five long fingers.

15

five stubby fingers that end in claws.

Can attack with claws instead of a weapon.

16

five long fingers that end in claws.

Can attack with claws instead of a weapon.

17

six stubby fingers.

18

six long fingers.

19

six stubby fingers that end in claws.

Can attack with claws instead of a weapon.

20

six long fingers that end in claws.

Can attack with claws instead of a weapon.

 

Legs and Feet of a Bogeyman

d20

Their legs are…

1 – 4

human-like, and proportional,..

5 – 6

human-like, but disproportionately long,..

7 – 8

human-like, but disproportionately short,..

9 – 10

human-like, but disproportionately thin,.

11 – 12

human-like and overdeveloped,..

13 – 14

dog-like,..

15

bird-like,..

16 – 17

goat-like,..

18

frog-like,…

19

one human-like leg, and one peg-leg,..

Bogeyman has the Affliction “Slow Runner”.

20

actually just a single, thick leg,..

d20

…with feet that are…

1 – 3

clad in pointy-toe shoes.

4 – 5

clad in leather boots.

6

clad in iron boots.

7

human-like, and clad in sandals.

8

human-like and unshod.

9

human-like and unshod, but backwards.

10

unshod, clawed and three-toed.

11 – 12

unshod and dog-like.

13 – 14

unshod and bird-like.

15

unshod and camel-like.

16

unshod and elephant-like.

17

horse-like hooves.

18 – 19

cloven hooves.

20

also hands, and unshod.

 

Tail of a Bogeyman

d12

Behind them you can see…

1 – 6

no apparent tail.

7

a rat-like tail.

8

a dog-like tail.

9

a pig-like tail.

10

a lizard-like tail.

11

a long and thin tail, tipped with a stinger.

12

a prehensile, monkey-like tail

Weapon and Possession of a Bogeyman
Note: each member of a Bogeyman gang or horde might have their own particular Weapon and Possession.

d100

This Boogeyman is armed with a…

1 – 3

sack filled with rocks,

4 – 6

sharpened antler,…

7 – 9

rough club made from a tree limb,…

10 – 12

monstrous femur bone,…

13 – 15

sharpened horse jawbone,…

16 – 18

heavy chain,…

19 – 21

set of large, sharpened pincers,…

22 – 24

mancatcher,…

25 – 27

scourge,…

28 – 30

spiked club,…

31 – 33

morning star,…

34 – 36

meat cleaver,…

37 – 39

spear,…

40 – 41

halberd,…

42 – 43

poleaxe,…

44 – 47

hand axe,..

48 – 50

battle axe,…

49 – 51

short sword

52 – 54

dagger,…

55 – 56

set of 2d4 throwing knives,…

57 – 59

pickaxe,…

60 – 62

maul,…

63 – 65

pitchfork,…

66 – 69

spiked mace,…

69 – 71

sling with 3d6 bullets,…

72 – 73

flail with a single spiked ball,…

74 – 75

flail with a multiple spiked balls,…

76 – 79

large, rusty axe,…

80 – 83

rusty, notched sword,…

84 – 86

saw-toothed sword,…

87 – 89

bow and arrows,…

90 – 91

small crossbow,…

Or a pistol.

92 – 94

large crossbow,…

Or a musket.

95 – 97

giant scissors,…

98 – 100

blowgun,…

d100

…and has a(n)…

1 – 2

net.

3 – 4

set of manacles.

5 – 6

bottle of wine.

7 – 8

eye-patch (roll again if Boogyman has only one eye)

9 – 10

metal brace on one leg.

11 – 12

earring (roll again if Boogyman has no apparent ears)

13 – 14

empty leather sack, large enough to fit a small child inside.

15 – 16

leather ball.

17

pet tarantula.

18

pet rat.

19

pet snake.

20 – 21

lantern.

22 – 23

torch.

24 – 25

oil lamp.

26 – 27

spiked belt.

28 –29

a wide leather girdle.

30 – 31

spiked collar.

Roll again if Boogyman has no apparent neck or head.

32 – 33

severed human hand that they wear on a cord around their neck.

Roll again if Boogyman has no apparent neck or head.

34 – 35

shield.

+1 to Armor. 25% chance shield is of ancient make.

36

set of pan pipes.

37

flute.

38

drum.

39

whistle.

40 – 41

chain worn around their body.

42 – 44

large bloodstained napkin.

45 – 46

extremely soiled handkerchief.

47 – 48

dirty spoon.

49 – 50

child’s doll.

51 – 52

bag of rocks.

53 – 54

bag of gemstones.

55 – 56

bag of copper coins.

57 – 58

bag of silver coins.

59 – 60

bag of gold coins.

61 – 62

bronze finger ring.

63 – 64

gaudy (but worthless) ring.

65 – 66

jeweled ring.

67 – 68

golden ring.

69 – 70

copper ring.

71 – 72

silver ring.

73 – 74

small bag filled with human teeth.

75 –76

small bag filled with finger bones.

77 – 78

small bag filled with marbles.

79 – 80

small bag filled with locks of human hair.

81 – 82

small bag filled with dried toadstools.

83 – 84

small bag filled with candy.

85

a small dried toad on a string.

86 – 87

book.

88 – 89

deck of playing cards.

90 – 91

pair of bone dice.

92 – 94

smoking pipe.

95 – 96

human skull turned into a drinking cup.

97

spoon carved from a human femur.

98

flute made from a human femur.

99

double-sided drum made from the tops of human skulls.

100

lute.

 

Another Memorable Characteristic of a Boogeyman
Note: All members of a Bogeyman gang or horde will likely have the same Memorable Characteristic.

d100

You also notice that…

1 – 3

they smell sulfurous.

Bogeyman has the Affliction “Horrible Body Odor”.

4 – 6

they smell like garbage.

Bogeyman has the Affliction “Horrible Body Odor”.

7 – 9

they smell fishy.

Bogeyman has the Affliction “Horrible Body Odor”.

10 – 12

they smell like a goat.

Bogeyman has the Affliction “Horrible Body Odor”.

13 – 15

they have a urine odor.

Bogeyman has the Affliction “Horrible Body Odor”.

16 – 18

they have a fecal odor.

Bogeyman has the Affliction “Horrible Body Odor”.

19 – 21

they smell like rotten meat.

Bogeyman has the Affliction “Horrible Body Odor”.

22 – 24

they have a musky odor.

Bogeyman has the Affliction “Horrible Body Odor”.

25 – 27

they have an earthy smell.

Bogeyman has the Affliction “Horrible Body Odor”.

28 – 30

they have a rancid smell.

Bogeyman has the Affliction “Horrible Body Odor”.

31 – 33

they smell like mildew.

Bogeyman has the Affliction “Horrible Body Odor”.

34 – 36

they smell like onions.

Bogeyman has the Affliction “Horrible Body Odor”.

37 – 39

they have a sharp, acrid smell.

Bogeyman has the Affliction “Horrible Body Odor”.

40 – 42

they smell like stagnant swamp water.

Bogeyman has the Affliction “Horrible Body Odor”.

43 – 46

they have a surprisingly agreeable smell.

47 – 49

they emit no odor whatsoever.

50 – 52

they have a bandaged wound.

53 – 55

they are constantly twitching.

56 – 58

they are constantly scratching themselves.

59 – 61

they have an awkward gait.

62 – 64

they gambol about playfully.

65 – 67

they constantly whistle and hum.

Bogeyman has the Affliction “Noisy”.

68 – 70

they often make a noise like a crying baby.

71 – 73

they are constantly coughing and wheezing.

Bogeyman has the Affliction “Noisy”.

74 – 76

they are extremely flatulant.

Bogeyman has the Affliction “Horrible Body Odor”.

77 – 79

their mouth is encrusted with gore.

80 – 82

they constantly drool.

83 – 85

their nose is constantly running.

86 – 88

they spit when they speak.

89 – 91

their nose whistles when they breathe.

92 – 95

their joints pop and crack when they move.

Bogeyman has the Affliction “Noisy”.

96 – 98

they constantly gnaw on a bone.

99 – 100

a strange buzzing noise surrounds them.

Bogeyman has the Affliction “Noisy”.

 

Voice of a Bogeyman

d20

When they speak, their voice is…

1 – 2

quite ordinary,…

3

ordinary, but with a pronounced lisp,…

4

human-like with a recognizable foreign accent,…

5

human-like, but with a peculiar accent,…

6

nasal,…

7

whiny,…

8

screeching,…

9

buzzing,…

10 – 11

deep and booming,…

12 – 13

hoarse,…

14

phlegmy,…

15

croaking,…

16

a whisper,…

17

a serpentine hiss,…

18

droning and monotone,…

19

sad,…

20

sleazy,…

d20

…and their speech is…

1 – 2

filled with obscenities.

3

surprisingly erudite.

4 – 5

insulting and belittling.

6 – 7

constantly threatening

8

ridiculously flowery

9 – 10

direct and curt.

11 – 12

an endless stream of lies.

13

filled with riddles.

14 – 15

always rhyming doggerel.

16

halting and stuttering.

17

boring and repetitive.

18

punctuated with giggles.

19 – 20

pure nonsense.

Preferred Food of a Bogeyman

d20

Although can potentially eat almost anything, they prefer to consume…

1 – 5

the transgressors they find and punish.

6

horses.

7

dogs.

8

rats.

9

worms and insects.

10

frogs and salamanders.

11

candy and sweets.

12

beer.

13

wine.

14

infants.

15

children.

16

young men.

17

young women.

18

rotted human flesh.

19

eyeballs.

20

tears and sweat (which they lick from frightened people).

Boo!

The Nephil Warrior– A Ghastly Affair Class for Dark Fantasy

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Long-time readers of this blog may remember that I have previously posted a Nephilim race for use with the Castles & Crusades RPG (also included in the free PDF “Races and Classes of Lore“). The original test sessions of Ghastly Affair in fact included such things as Nephilim and Changelings as playable options. They were eliminated in the interests of simplicity, and a tighter focus on the historical 18th century setting. Along with the previously posted Chivalric Knight Class, the Nephilim Class expands the scope of Ghastly Affair further into the realm of Dark Fantasy.

NEPHIL WARRIOR

You are the descendant of a fallen angel and their human lover. Perhaps you had a human mother and an angelic father. Or, you may be the scion of a long line of Nephilim like yourself, all (or most) of your ancestors having the mingled blood of humanity and angel-kind. Either way, you are far taller, stronger, and more passionate than ordinary people – whom your kind often regard with contempt.

The typical Nephil (singular) cuts an impressive and intimidating figure, standing between seven and eight feet tall, with a well-formed body and intense eyes. Nephilim (plural) tend to dress in as grand and eye-catching a manner as possible, often wearing large amounts of the most expensive perfume they can obtain. Indeed, everything they do tends to grandiosity, excess and ostentation. They live in overly large houses, eat excessive portions of overly-spiced food, drink enormous quantities of alcohol, and take prodigious amounts of strange drugs. They often love to hunt – the larger and more dangerous the game, the better. Some even develop reputations as great heroes. A Nephil in love may literally attempt to move mountains for their beloved. On the other hand, Nephilim are known to murder entire families over the slightest insults. Most recognize few (if any) limits to their own behavior, shamelessly taking whatever they want from “lesser” humanity.

Once, the Nephilim ruled a great empire built on the labor of enslaved people. But, one by one their cities fell to incessant war, infighting, and ecological collapse brought on by the over-exploitation of resources. Now most of the once mighty Nephil Empire is wasteland and dust. It is said that the powers of Heaven had a hand in the fall of the ancient Nephilim – sending prophets to inspire their slaves to rebellion, and striking down their grand palaces with pillars of celestial flame. Indeed, the Angels bear no love whatsoever for the Nephilim – even for those few who are not as vain, arrogant, and immoderate as the rest of their kin.

Since the souls of Nephilim are not welcome in Heaven, they tend to linger on Earth. Dead Nephilim often become Vampyres, Phantoms, Wraiths, and Restless Specters, and the ruins of the Nephilim’s ancient cities are haunted by the unquiet spirits of their former rulers. Living Nephilim whose Perversity become Prodigious (a rating of 20) may degrade into Ogres, or mutate into true Giants.

Use the Nephil Warrior Class to create characters inspired by such legendary figures as Goliath, Nimrod (“a mighty hunter in the face of The Lord”), and the Anakim. A Nephil in the Ghastly Age might be inspired by such figures as Minski (from “Juliette, or the Prosperities of Vice”), or the so-called “Potsdam Giants” regiment of Frederick the Great’s army.

Nephil Special Abilities

Berserk Rage
Any time after suffering damage in a Fight, you may enter a Berserk Rage, with the following benefits and drawbacks:

  • You gain a +3 Bonus on all Attack Checks with hand-to-hand weapons (but not artillery weapons).
  • You gain a +3 to your Damage Bonus with hand-to-hand weapons (but not artillery weapons).
  • Your opponents get a +3 Bonus on Attack Checks if they attack you hand-to-hand.
  • You must continue attacking until all of your opponents are dead or out of reach.

Danger Bonus (+1)
You get a +1 Bonus on all Ability Checks and Saving Throws in times of Danger, such as Fights, Chases, and Escapes.

Feat of Strength
Once per day you can can increase your effective Strength by 3 points, for one Round per character Level.

Intimidate (+1)
You get a +1 Bonus on all attempts to intimidate others into a desired course of action.

  • You may attempt to Intimidate any kind of non-Undead creature, including Animals, Monsters, Fairies, and Spirits.

Supernatural Nature
Your character’s unique ancestry grants you many of the benefits (and some of the drawbacks) of being a Spirit.

  • You can use any weapon to attack creatures which are normally damaged only by silver and/or enchanted weapons.
  • You can touch, grab, and hold Incorporeal and Ethereal creatures.
  • You can use any weapon to kill creatures that normally require special conditions to kill (such as Vampyres).
  • You can freely and safely use weapons and items normally usable only by Spirits (such as an Angel’s sword).
  • You are subject to all Preternatural Effects which target Spirits (including Bind Spirit, Banish Spirit, and Summon Spirit).
  • If your Perversity is 15 or higher, you are subject to the Power of Faith.

Nephil Weaknesses

Enmity of Heaven
To the powers of Heaven you are a revolting abomination, a degradation and perversion of angelic grace.

  • You may never employ the Power of Faith, regardless of your Perversity.
  • You may never benefit from any Preternatural Effects created by Angels, or resulting from Pacts with them.
  • You may never benefit from a True Innocent’s Grace of Heaven or Inspiration of the Virtuous.
  • All Angelic beings are automatically hostile to you.
  • No Angelic being will aid you under any circumstances.

Extreme Emotions (-1)
The depth of your love, hate, envy, joy, panic, and melancholy far exceeds that of ordinary people.

  • You suffer a -1 Penalty on any Ability Check to restrain or control your emotions.
  • You suffer a –1 Penalty to all Saving Throws against Fascination effects.
  • Any Penalties inflicted on you by Fascination effects are doubled in value, and all such effects affect you for double their normal duration.

Suggested Assets

Beautiful/Handsome, Brave, Fast, Good Shot, Intimidating, Lucky at Love, Musical, No Fear of … (something frightening), Resistant to Cold, Resistant to Disease, Sharp Eyes, Sharp Hearing, Skilled (a Profession or Avocation), Tracker

Suggested Afflictions

Addicted to… (substance), Bad Judge of Character, Bad Memory, Creepy Presence, Easily Fooled, Hated by Animals, Horrible Manners, Impatient, No Head For… (a common field of knowledge), Unlucky at Love

Initial Ability Adjustment

Strength +2 (No maximum rating), Constitution +2, Wisdom -2

Hit Points

  • d12 Hit Points at 1st Level.
  • You gain an additional d12 Hit Points every time you advance a Level.

Damage Bonus by Character Level

1st Level: +1
2nd Level: +2
3rd Level: +3
4th Level: +4
5th Level: +5
6th Level: +6
7th Level: +7
8th Level: +8
9th Level: +9
10th Level: +10

Typical Starting Equipment (Pre-modern Ages)

  • “muscle” cuirass (steel breastplate formed to resemble a muscular chest and abdomen), or scale mail shirt.
  • impressively plumed helmet.
  • steel greaves (highly decorated with reliefs).
  • large round shield (emblazoned with a colorful design).
  • purple tunic.
  • tiger (or lion) skin, worn as a cape.
  • vial of musky perfume.
  • golden necklace.
  • gold and ruby signet ring.
  • spear.
  • colorful personal banner, to be attached to spear.
  • sword.
  • longbow.
  • 20 arrows in a decorative quiver.
  • net for catching game.
  • blowing horn taken from an enormous bull.
  • salted meat of a Giant Animal you have slain.
  • wineskin, filled with strong wine or beer.
  • smoking pipe, and ball of hashish.
  • pouch of Datura seeds.

Typical Starting Equipment (Ghastly Age)

  • jacket (or gown) of two-toned shot silk.
  • breeches (or petticoat) of purple silk.
  • neckcloth (or fichu) of scarlet silk.
  • white wig with strands of silver woven in.
  • black hat with peacock feathers.
  • painted hand fan depicting the Tower of Babel.
  • gloves embroidered with gold.
  • vial of heavy perfume.
  • golden necklace.
  • gold and ruby signet ring.
  • ornate dress-sword (or ornate parasol with a concealed sword blade)
  • ornate dueling pistol.
  • flask filled with brandy.
  • vial of laudanum.
  • smoking pipe, with hashish.
  • pouch of Hallucinogenic Mushrooms from the New World.
  • book of impious and atheistic philosophy, with numerous blasphemous annotations.
  • journal detailing every slight and insult suffered, for later vengeance.
  • pencil.
  • invitation to the salon of a well-known collector of curiosities.
  • small shaker filled with a personal spice blend.
  • Phaeton”-style carriage, with two pure-white horses.
  • 500p in silver and gold coins.

Advancing in Levels

  • 10 Experience Points to attain 2nd Level.
  • 4 additional Experience Points needed to attain each Level after 2nd.

 

VARIATION: DEMIGOD WARRIOR

The children produced by the mating of humans and Pagan Gods are often similar to Nephilim. To replicate a classical Demigod Warrior (such as Hercules, Orion, or Gilgamesh), replace the Weakness “Enmity of Heaven” with the Demon Hunter’s Weakness “Nemesis”. A Demigod’s Nemesis is not necessarily a creature of supernatural Evil, however, but can be any powerful being (including an Incarnation) that both stalks, and is stalked by, the Demigod.

 

VARIATION: NEPHIL ARTIFICER

The Fallen Angels who fathered the first generation of Nephilim taught their children how to build many strange devices, the archetypal forms of which exist eternally in the Sixth Heaven (or Garden of Diligence). Those children became the original Nephil Artificers, and it was they who designed the legendary Tower of Perplexity (or Babel) as a way to storm Heaven.

  • To make a Nephil Artificer, replace the Special Ability “Berserk Rage” with the Mad Scientist’s “Mad Inventions”.

Speaking of Ghastly Affair…

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One of the fourteen best Horror RPGs? I’ll take it!

From Terry Herc games:

Beyond the Veil: Exploring the 14 Best Horror RPGs

Beyond the Veil: Exploring the 14 Best Horror RPGs

Wandering Fantasy’s discussion of gaming in the world of the Gormenghast novels concludes with a pair of new Ghastly Affair classes!

From Wandering Fantasy:

Roleplaying Ramble – ‘Titus Groan’ and ‘Gormenghast’ by Mervyn Peake. PART THREE Running It and Reading Around It.

It seems there’s (un)life in Ghastly Affair yet!

And a heartfelt “Thank You” to both Terry Herc Games and the Wandering Fantasy blog.

The Engine of Oracles Random Generator Deck – Download Now for FREE

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The Engine of Oracles Random Generator Deck is a FREE set of 60 double-ended cards that you can print out and assemble at home. Included with the card files are two different versions of the card back design – one in Color, and one in Black and White. Also included are both Color and Black and White versions of the tuck box. All you need is 100 lb card (or “cover”) stock, a printer that can handle card stock, a set of scissors (or a precision craft knife), and some glue for the tuck box.

Each card has a “Heads” and “Tails” end. You simply use the applicable result from the end that happens to be upright and readable when you draw the card.

The upright left hand column shows the results for the roll of a d4, a d6, a d8, a d10, a d12, a d20, or a d30. To replicate a d%, simply draw two cards and read the d10 rows together.

The right hand column shows results for a d2 roll, a Coin Flip, an Odd or Even determination, a d3, the roll of a dF (+, blank, or -), and a Rock/Paper/Scissors throw. Also on the right hand side is a row for determining the Hour of the day or night, and the Minute or Second (numbered from 00 to 59).

The cards are particularly useful for running Live-Action versions of games designed for Table-Top play, since the cards can be drawn in situations where it would be inconvenient (or impossible) to roll dice. In games with combat Initiative systems, they can be used to easily track the order in which combatants act. And unlike using a random number generation app, the Generator Cards will not drain any charge from your phone!

The Gamemaster might deal each Player a “hand” of three to five cards at once, face up, and let them choose which card to use when a random determination is required. The Player must then use the result from the end of the card that is upright and readable from their point of view. Once a card is “played” in this manner, it is removed from the Player’s hand and returned to the deck. Once all the cards in their hand are played, the Player is dealt a new one. This can result in interesting strategic decisions, with a Player perhaps choosing to deliberately fail certain actions in order to insure success later.

Download this prototype version for FREE here, or in the Downloads Section.

Random Generation of 1970s Boogie Vans

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The fully-customized Boogie Van is perhaps the most iconic image of 1970s car culture. Such vans could be any color imaginable, often sporting airbrushed images of wizards and fantasy creatures. Inside, the carpeted or upholstered interiors might feature everything from waterbeds to quadraphonic sounds systems. They were vehicles made for partying – and loving – on the road!

Gamemasters using The Uncanny Highway setting can use these tables to randomly determine (or select) the characteristics of any Boogie Vans encountered by the PCs. Players, of course, can use these table to design the most bitchin’ Boogie Van for their PCs.

Boogie Van Body Style

d4

The body is a…

1

flat-faced cabover design…

3 – 5

short-hooded design…

6

full-hooded design…

d20

…with…

1

swing-out front cab doors, a hatchback rear,…

2

swing-out front cab doors, two swing-out rear doors,…

3

swing-out front cab doors, one swing-out side door, two swing-out rear doors,…

4

swing-out front cab doors, one swing-out side door, a hatchback rear,…

5

swing-out front cab doors, one gull-wing side door, two swing-out rear doors,…

6

swing-out front cab doors, one gull-wing side door, a hatchback rear,…

7

swing-out front cab doors, swing-out doors on either side, two swing-out rear doors,…

8

swing-out front cab doors, swing-out doors on either side, a hatchback rear,…

9

swing-out front cab doors, two swing-out doors on one side, two swing-out rear doors,…

10

swing-out front cab doors, two swing-out doors on one side, a hatchback rear,…

11

swing-out front cab doors, gull-wing doors doors on either side, swing-out rear doors,…

12

swing-out front cab doors, gull-wing doors doors on either side, a hatchback rear,…

13

swing-out front cab doors, one sliding side door, swing-out rear doors,…

14

swing-out front cab doors, one sliding side door, a hatchback rear,…

15

swing-out front cab doors, sliding doors on either side, swing-out rear doors,…

16

swing-out front cab doors, sliding doors on either side, a hatchback rear,…

17

swing-out front cab doors, two swing-out doors on one side, two swing-out rear doors,…

18

swing-out front cab doors, two swing-out doors on one side, a hatchback rear,…

19

swing-out front cab doors, two swing-out doors on either side, two swing-out rear doors,…

20

swing-out front cab doors, two swing-out doors on either side, a hatchback rear,…

d12

…and a…

1 – 7

normal suspension.

8 – 9

high suspension.

10 – 11

lowered suspension.

12

lowered front, with larger wheels in the rear.

 

Boogie Van Paintjob

d20

The overall color of the van is…

1 – 2

white,…

3

black,… 25% chance of sparkling glitter paint.

4

silver,…

5

gold,…

6

brown,…

7

cherry red,… 25% chance of sparkling glitter paint.

8

flame red,… 25% chance of sparkling glitter paint.

9

deep red,… 25% chance of sparkling glitter paint.

10

deep blue,… 25% chance of sparkling glitter paint.

11

sky blue,… 25% chance of sparkling glitter paint.

12

green,… 25% chance of sparkling glitter paint.

13

lime green,… 25% chance of sparkling glitter paint.

14

orange,… 25% chance of sparkling glitter paint.

15

flame orange,… 25% chance of sparkling glitter paint.

16

teal,… 25% chance of sparkling glitter paint.

17

purple,… 25% chance of sparkling glitter paint.

18

violet,… 25% chance of sparkling glitter paint.

19

yellow,… 25% chance of sparkling glitter paint.

20

red, white, & blue;… 25% chance of sparkling glitter paint.

d20

…with…

1

no other decoration. Skip “Airbrushed Design(s) on a Boogie Van”.

2

a differently colored bottom. Roll again on previous table to determine color. Skip “Airbrushed Design(s) on a Boogie Van”.

3

a differently colored roof. Roll again on previous table to determine color. Skip “Airbrushed Design(s) on a Boogie Van”.

4

a gradient to another color. Roll again on previous table to determine color. Skip “Airbrushed Design(s) on a Boogie Van”.

5

pinstriping. Roll again on previous table to determine color. Skip “Airbrushed Design(s) on a Boogie Van”.

6

racing stripes. Roll again on previous table to determine color. Skip “Airbrushed Design(s) on a Boogie Van”.

7

blue flames. Skip “Airbrushed Design(s) on a Boogie Van”.

8

red flames. Skip “Airbrushed Design(s) on a Boogie Van”.

9

yellow flames. Skip “Airbrushed Design(s) on a Boogie Van”.

10

a geometric design in a contrasting color. Roll again on previous table to determine color. Skip “Airbrushed Design(s) on a Boogie Van”.

11

Native American-inspired decorations. Skip “Airbrushed Design(s) on a Boogie Van”.

12

a checkered design. Roll again on previous table to determine color of squares. Skip “Airbrushed Design(s) on a Boogie Van”.

13

an overall paisley pattern. Skip “Airbrushed Design(s) on a Boogie Van”.

14

an airbrushed design on one side. Roll on next table.

15

an airbrushed design on both sides. Roll twice on next table.

16

a differently colored bottom, and an airbrushed design on one side. Roll again on previous table to determine color. Roll on next table.

17

a differently colored bottom, and an airbrushed design on both sides. Roll again on previous table to determine color. Roll twice on next table.

18

a differently colored roof, and an airbrushed design on one side. Roll again on previous table to determine color. Roll on next table.

19

a differently colored roof, and an airbrushed design on both sides. Roll again on previous table to determine color. Roll twice on next table.

20

a differently colored bottom and roof, as well as an airbrushed design on both sides. Roll again on previous table to determine color. Roll twice on next table

 

Airbrushed Design(s) on a Boogie Van

d100

Airbrushed on this side of the van is/are…

1 – 4

an American flag

5 – 6

a bald eagle.

7 – 8

a cowboy.

9 – 10

a sexy cowgirl.

11 – 12

a wizard.

13 – 14

a dragon.

15 – 16

a wizard & a dragon.

17 – 18

a phoenix.

19 – 20

a beach scene.

21 – 22

a mountain scene.

23 – 24

an Aztec warrior.

25 – 26

an Aztec woman. 25% chance the woman is topless.

27 – 28

a Native American man in a warbonnet.

29 – 30

pyramids.

31 – 32

Egyptian gods.

33 – 34

a Kung Fu fighter, with apparent Chinese writing. 75% chance the characters are meaningless (or laughable) to anyone who actually reads Chinese.

35 – 36

an African warrior.

37 – 38

a bikini babe.

39 – 40

a fantasy warrior woman. 25% chance the woman is topless.

41 – 42

a fantasy barbarian.

43 – 44

a scene of Alice in Wonderland.

45 – 46

a mushroom forest.

47 – 48

a griffin.

49 – 50

a demon.

51 – 52

a cosmic scene.

53 – 54

a space warrior.

55 – 56

a female space warrior. 25% chance the woman is topless.

57 – 58

a sexy witch. 25% chance the witch is nude.

59 – 60

a futuristic city.

61 – 62

a Flying Saucer.

63 – 64

Bigfoot.

65 – 66

a robot.

67 – 68

a sexy female robot.

69 – 70

a desert sunset.

71 – 72

a unicorn.

73 – 74

a parrot.

75 – 76

a Peace sign, and the words “Make Love Not War”.

77 – 78

Jesus.

79 – 80

Jesus waving an American flag.

81 – 82

stylized flowers.

83 – 84

“Keep on Trucking”.

85 – 86

“Smoking!”.

87 – 88

“Jesus Saves”.

89 – 90

“American Dreamer”.

91 – 92

“California Dreamer”.

93 – 94

“The Joker”.

95 – 96

“Transcontinental Toker”.

99 – 98

“Boogie Mobile!”.

99 – 100

“Crime-Solvers Inc.”.

 

Exterior Accessories

d100

On the exterior you see

1 – 4

no major modifications,…

5 – 8

a long CB radio antenna,…

9 – 12

rear louver windows,…

13 – 16

zoomie pipes.,…

17 – 20

side pipes.,…

21 – 24

a roof rack.,…

23 – 28

a roof rack and side ladder.,…

29 – 32

a hightop roof,…

31 – 36

a roof rack and side ladder,…

37 – 40

a bicycle rack,… 75% chance of 1d4 bicycles being on the rack.

41 – 44

a motorcycle rack,… 75% chance of a motorcycle being on the rack.

45 – 48

a bubble sunroof over the cab,…

49 – 52

a rear spoiler,…

53 – 56

a long CB radio antenna, and rear louver windows;…

57 – 60

a long CB radio antenna, rear louver windows, and zoomie pipes;…

61 – 64

a long CB radio antenna, rear louver windows, and side pipes;…

65 – 68

a long CB radio antenna, and a roof rack with a side ladder;…

69 – 72

a long CB radio antenna, and a rear spoiler;…

73 – 76

a long CB radio antenna, and a hightop roof;…

77 – 80

a long CB radio antenna, and a bicycle rack;… 75% chance of 1d4 bicycles being on the rack.

81 – 84

a long CB radio antenna, and a motorcycle rack;… 75% chance of a motorcycle being on the rack.

85 – 88

a long CB radio antenna, a hightop roof, and a bicycle rack;… 75% chance of 1d4 bicycles being on the rack.

89 – 92

a long CB radio antenna, a hightop roof, and a motorcycle rack;… 75% chance of a motorcycle being on the rack.

93 – 96

a long CB radio antenna, and a bubble sunroof over the cab;…

97 – 100

a long CB radio antenna, a bubble sunroof over the cab, and a rear spoiler;,…

d20

…and towards the rear there are…

1

surprisingly, no bubble windows.

2

round bubble windows .

3

square bubble windows.

4

diamond-shaped bubble windows.

5

heart-shaped bubble windows.

6

bubble windows in the shape of a cross patee.

7

oval bubble windows.

8

rectangular bubble windows.

9

rhomboid bubble windows.

10

triangular bubble windows.

11

bubble windows in the shape of playing card spades.

12

teardrop-shaped bubble windows.

13

five-pointed star bubble windows.

14

four-pointed star bubble windows.

15

pentagonal bubble windows.

16

octagonal bubble windows.

17

bubble windows shaped like cannabis leaves.

18

bubble windows shaped like rabbit heads

19

bubble windows shaped like symbol for Mars.

20

crescent moon-shaped bubble windows.

 

Tires and Hubcaps of a Boogie Van

d6.

The tires are…

1

solid black,…

2

whitewall,…

3

white striped,…

4

red striped,…

5

gold striped,…

6

emblazoned with a white manufacturer’s logo,…

d6.

…and the hubcaps are…

1 – 2

dog-dish.

3

spinners.

4

magwheels.

5 – 6

unexceptional.

 

Boogie Van Hood Ornament

Skip this table if the Body design is “cabover”

d100

The hood ornament is

1 – 30

standard for the make and model.

31 – 32

a unicorn.

33 – 34

a unicorn’s head.

35 – 36

a Pegasus.

37 – 38

a dragon.

39 – 40

a dragon’s head.

41 – 42

eagle.

43 – 44

an eagle’s head.

45 – 46

a lion.

47 – 48

a lion’s head.

49 – 50

a tiger.

51 – 52

a tiger’s head.

53 – 54

a stag.

55 – 56

a stag’s head.

57 – 58

a jumping dolphin.

59 – 60

a wizard.

61 – 62

a wizard’s head.

63 – 64

a wizard’s head with a marijuana joint in his mouth.

65 – 66

a Native American man in a warbonnet.

67 –68

the head of a Native American man in a warbonnet.

69 – 70

a knight in armor.

71 – 72

a muscular barbarian warrior with an axe.

73 – 74

a fat and jolly Buddha.

75 – 76

a meditating Buddha.

77 – 78

a wing.

79 – 80

a flying saucer.

81 – 82

a raygun.

83 – 84

a bikini-clad woman.

85 – 86

a nude woman.

87 – 88

the symbol for Mars.

89 – 90

the symbol for Venus.

91 – 92

a smiling sun.

93 – 94

a smiling crescent moon.

95 – 96

a rocket ship.

97 – 98

a cannabis leaf.

99 – 100

a hand holding a marijuana joint.

 

Inside the Cab of a Boogie Van

d20

Hanging from the rear-view mirror is…

1

apparently nothing,…

2

a pair of fuzzy dice,…

3

a tree-shape air freshener,…

4

a cannabis leaf-shaped air freshener,…

5

a flower-shaped air freshener,…

6

an air freshener in the cutout shape of a State,… Texas, New Jersey, etc.

7

a set of dog tags,…

8

a small piece of wood with the owner’s name burned into it,…

9

a cross,…

10

a small angel figurine,…

11

a skull & crossbones,…

12

a Star of David,…

13

a rosary,…

14

a Catholic scapular,…

15

a chaplet of Buddhist prayer beads,…

16

a pair of woman’s panties,…

17

a small American flag,…

18

a small set of windchimes,…

19

a small American flag,…

20

a Christmas ball ornament,…

d20

…on the dashboard there is…

1

nothing of note,…

2 – 3

a CB radio receiver,…

4

a radar detector,… Roll again if before 1969.

5

a rubber duck,…

6

a small cactus in a pot,…

7

a figurine of Jesus,…

8

a figurine of the Virgin Mary,…

9

a figurine of a Catholic saint,…

10

a jolly Buddha figurine,…

11

a meditating Buddha figurine,…

12

a figurine of dancing Shiva,…

13

a figurine of Venus,…

14

a figurine of a nude woman,…

15

a figurine of a bikini-clad woman,…

16

a figurine of a Hula-dancing woman,…

17

a small plastic dinosaur,…

18

a Bible,…

19

a small copy of the “Bhavagad Gita”,…

20

a copy of “White Line Enlightenment” by Guru Sri Jimmy Bob of the Asphalt Ashram,…

d20

…and the steering wheel is….

1 – 12

normal.

13

a chain.

14

a heart.

15

an octagon.

16

an orobouros.

17

a ship’s wheel.

18

spoked like a bicycle wheel.

19

velvet-covered.

20

fur-covered.

 

Back Interior of a Boogie Van

d20

The back interior walls and ceiling are…

1 – 3

natural (or beige) colored,…

4 – 6

brown,…

6

cherry red,…

7

deep red,…

8

blue,…

9

powder blue,…

10

green,…

11

olive green,…

12

yellow,…

13

mustard yellow,…

14

purple,…

15

violet,…

16

magenta,…

17

pink,…

18

white,…

19

tiger stripe,…

20

leopard print,…

d10

…and are apparently…

1

wood paneling,…

2

faux wood plastic,…

3

molded fiberglass,…

4

shag carpeting,…

5

padded vinyl,…

6

crushed velvet,…

7

padded, crushed velvet upholstery,…

8

faux fur,…

9

leather,…

10

padded leather upholstery,…

d20

while the interior floor is…

1 – 3

natural (or beige) colored,…

4 –7

brown,… stained if wood.

8

cherry red,…

9

deep red,…

10

blue,…

11

powder blue,…

12

green,…

13

olive green,…

14

yellow,…

15

mustard yellow,…

16

purple,…

17

violet,…

18

magenta,…

19

pink,…

20

white,…

d12

…and apparently…

1 – 2

wood.

3

wood, with a Persian rug.

4

wood, with an Indian rag rug.

5

wood, with a sheepskin rug.

6

linoleum.

7

short-pile carpet.

8

deep-pile carpet.

9

shag carpeting.

10

padded upholstery.

11

padded, crushed velvet upholstery.

12

padded leather upholstery.

d100, 1d6 times.

The back interior accouterments include:

1 – 3

a twin-sized bed*. 50% chance of a waterbed. Roll again if there is already a bed.

4 – 5

a full-sized bed*. 50% chance of a waterbed. Roll again if there is already a bed.

6 – 10

a crushed velvet sofa*.

11 – 20

a leather sofa*.

21 – 22

a ceiling mirror.

23 – 24

a dog bed and bowl. 75% chance dog is present.

25 – 26

a bong table.

27 – 28

a built-in waterpipe.

29 – 30

a cafe table.

31 – 32

bench seats with storage underneath.

33 – 34

a small bar.

35 – 36

a mini-refrigerator.

37 – 38

a lava lamp.

39 – 40

a rotating cylindrical lamp that says “The Bar is Open”.

41 – 42

a chandelier.

43 – 44

black velvet posters.

45 – 46

a black light lamp.

47 – 48

divider curtains.

49 – 50

window curtains.

51 – 52

a beaded curtain.

53 – 54

wooden spindle pillars.

55 – 56

mirrors.

57 – 58

a portable TV set.

59 – 60

a sunroof.

61 – 62

an incense burner.

63 – 64

a record player.

65 – 66

an eight-track player.

67 – 68

quadraphonic speakers.

69 – 70

a shortwave radio transceiver.

71 – 72

a Ham radio transceiver.

73 – 74

a small tabletop pinball machine.

75 – 76

artificial potted plants.

77 – 78

a magnetic checkers/chess set.

79 – 80

a gun rack with 1d4 rifles.

81 – 82

a small shelf with 1d4 books on Eastern philosophy. 10% chance of finding a book that, if read completely, will raise a PC’s Psychic Ability by 1 point. This is one time only increase.

83 – 84

a small shelf with 1d6 counter-cultural books and magazines. 10% chance of finding a book that, if read completely, will increase a PC’s Style and Grooviness by 1 point. This is one time only increase.

85 – 86

a small shelf with 1d4 self-help books. 10% chance of finding a book that, if read completely, will increase a PC’s Willpower by 1 point. This is one time only increase.

87 – 88

a small shelf of 1d4 mystery and crime books. 10% chance of finding a book that, if read completely, will increase a PC’s Finding & Noticing by 1 point. This is one time only increase.

89 – 90

A small shelf of 1d4 occult books. 25% chance of finding a book that contains a random Magical Ritual.

91 – 92

a guitar amplifier.

93 – 94

a guitar (acoustic if there is no amplifier)

95 – 96

a hanging mirrorball.

99 – 98

a Buddha statue.

99 – 100

a hanging American flag.

* If a bed or sofa is not present, the rear interior has 1d4 standard car seats.

 

The Secret Stash

d20

Stashed….

1 – 4

in the glove compartment…

5 – 6

under the dashboard…

7 – 8

under the driver-side seat in the cab…

9

under the passenger-side seat in the cab…

10

within a secret compartment in cab ceiling…

11

within a secret compartment in the back interior wall…

12

within a secret compartment in the back interior roof…

13

within a secret compartment under the back interior floor…

14 – 15

within one of accouterments in the back interior…

16

under the chassis…

17

in the front driver’s side wheel well…

18

in the front passenger’s side wheel well…

19

in the back driver’s side wheel well…

20

in the back passenger’s side wheel well…

d100

…is/are…

1 – 15

d12 ounces of unrolled marijuana.

16 – 36

d20 rolled marijuana joints.

37 – 38

d6 ounces of purple Space Weed, grown by Extraterrestrial stoners and brought to Earth to expand planetary consciousness. 50% chance the van is currently being pursued by Secret Agents and/or Men in Black.

39 – 40

d6 ounces of super-potent marijuana, grown as part of a secret Government experiment.

41 – 44

a photograph of a dead loved one.

45 – 49

a touching letter from a lost love.

50 – 47

a personal journal.

48 – 49

a set of lockpicks.

50 – 54

d20 pornographic instant photographs.

55 – 56

d6 photographs of Strange Creatures. Use the appropriate tables in The Uncanny Highway.

57 – 58

d6 photographs of U.F.O.s. Use the appropriate tables in The Uncanny Highway.

59

d6 photographs of a person, with a figure of d100 x d100 dollars written on the photographs(s). Driver is either a Gangster, or a Demon Hunter.

60 – 64

d10 pornographic magazines.

65 – 69

d20 tabs of LSD

70 – 73

d6 ounces of cocaine

74

d100 x d100 dollars in unmarked, non-sequential bills.

75

d20 uncut diamonds in a velvet bag

76 – 77

2d4 fake identification cards and driver’s licenses.

78 – 80

nunchucks.

80 – 84

a loaded revolver.

85 – 89

a loaded, sawed-off shotgun.

90 – 91

a loaded submachine gun.

94

an athame. Driver is either a Witch/Warlock, or studying to become one.

95

a magic wand. Driver is either a Magician, or studying to become one.

96

a secret code book. Driver is actually a Secret Agent. d12: 1–3=KGB, 4=CIA, 5=MI6, 6=The Mossad, 7=Cuban DI, 8=Chinese MSS, 9=French DGSE, 10=NSA, 11=Office of Naval Intelligence, 12=Defense Intelligence Agency.

97

an Extraterrestrial ray-gun. 50% chance Driver is actually an Extraterrestrial in disguise. Otherwise, gun was taken from a U.F.O crash site.

98

a roll of duct tape, a large knife, a length of rope, a stretch-out woman’s stocking, and a pair of handcuffs.

100

a bag filled with human teeth.

Join us on Randomworlds Discord Chat This Sunday Afternoon at 1PM Central Time

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Just wanted to let everyone know that Wendy Rosalsky and I will be on the Randomworlds Discord Chatroom this Sunday the 7th, at 1 PM Central Time. (That’s 2 PM Eastern Time, 12 Noon Mountain Time, and 11 AM Pacific Time.)

We’ll be talking and answering questions about our new Groovy-Era road-crawl setting The Uncanny Highway, and The Ready Rules of the Road RPG system. If open-world road tripping across the strange United States in the Swinging Sixties and Groovy Seventies sounds like your bag, you’ll want to check it out!

If you don’t already have a Randomworlds chat account, sign up here: https://discord.com/invite/mCntYas

The Ready Rules of the Road Player’s Version – PDF now Available on DriveThruRPG

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Breaker One-Nine! If you’re going to ride on The Uncanny Highway, The Ready Rules of the Road Player’s Version is your bag! It’s your ticket across the strange United States of the Swinging Sixties and Groovy Seventies, on a highway where even the weirdest American legends are true. If you are just running a Player Character on the Uncanny Highway (and not GMing or playing Solo), you only need this PDF to get started on your trip down legendary U.S. Route 28.

The Ready Rules of the Road – Player’s Version includes:

  • An introduction to the Uncanny Highway setting.
  • Easy, step by-step rules for character generation.
  • Character concept tables to quickly determine your character’s name, astrological sign, occupation, and motivation.
  • Character templates to create Truckers, Psychics, Parapsychologists, and everybody in-between!
  • Groovy-Era Equipment lists.
  • A light, but versatile rules system that can handle everything from car chases, to picking up a one-night-stand.
  • Complete rules for creating (and avoiding) Paranormal Effects.
  • Character advancement rules.
  • An example of game play.
  • A sidebar of Groovy-Era slang.
  • The Uncanny Highway Playlist.
  • The Ready Rules of the Road Character Sheet.

Plus, the entire text is released under the ORC license, so you can create your own extensions and modifications.

If you already have the free Play-Test Version of the Ready Rules of the Road, this is the full-release Player’s Version. There are some differences in terminology between the two versions, and procedures have been streamlined and improved.

Note: The Ready Rules of the Road concern the same themes as the exploitation, horror, science-fiction, action-adventure, and psychedelic movies that played in drive-in theaters and urban grindhouses during the 1960s and 1970s. This game is not meant for anyone too young to watch one of those movies!

If you are going to Gamemaster or play Solo on the Uncanny Highway, get The Uncanny Highway – Blue Plate Special Edition PDF (which also includes the complete Ready Rules of the Road).

The Uncanny Highway – Blue Plate Special Edition PDF Now Available!

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The Uncanny Highway is a complete tool kit for a psychotronic road trip across America, in the Groovy Era of bell-bottoms, boogie vans, and 8-track cassettes!

Game Masters and Solo Gamers get everything they need to create a sandbox-style road-crawl through the gonzo United States of the Swinging Sixties and Groovy Seventies. Dig it!

  • Includes The Ready Rules of the Road, a compact but complete roleplaying system suitable for both one shots and multi-session play – alone, or with a group.
  • Or, use the Uncanny Highway with with any RPG that can handle games set in the 1960s and 1970s.
  • You get clear, step-by-step procedures for both group adventures and solo play.
  • Over 340 logically arranged Generator Tables allow for a completely Player-directed trip through Weird Americana.
  • Roll randomly on the Generator Tables, or use them as selection lists to inspire your own creativity. Supports a minimal-prep play-style that lets the GM spontaneously detail the Uncanny Highway in the course of game play.
  • Over 12,000 miles of road, in 140 Sections of Highway stretching across the weird and wonderful U.S.A.
  • Geographical information is provided for each Section of Highway, along with overviews for eight distinct regions of the continental United States.
  • Historical sidebars help you bring the Groovy Age to the modern world.
  • Infinitely reusable and replayable.
  • A complete system of fill-out Road Maps and Location Record Sheets creates a living, persistent, and consistent world.
  • Completely cross-referenced and hyperlinked, with a text-centered layout designed for fast reference of necessary information.

Players on the Uncanny Highway experience life as the truckers, bikers, runaways, journalists, musicians, parapsychologists, hippies, vigilantes, psychics, fugitives, and assorted lost souls stranded together on a road where every American legend appears to be true. Far-out!

  • Investigate truck stops filled with shocking secrets, have one-night-stands at haunted motels, and wonder where that isolated gas station gets the meat for its “famous” barbecue.
  • Visit small towns and trailer parks filled with eccentric characters and potential adventures.
  • Puzzle over wacky billboards, investigate mysterious abandoned cars, visit heartbreaking roadside memorials, and stop at strange mystery spots where cars roll uphill.
  • Have CB radio conversations with passing truckers, and find out why you should always look under your mattress!
  • Go to the drive-in and see “Machine-Gun P.T.A Versus Dracula”, read in-game newspapers, watch strange pirate TV stations, or listen to firebrand preachers on the radio.
  • Visit amusement parks staffed by androids, and see roadside museums filled with oddities.
  • Have a meal at a roadside diner shaped like a giant hamburger. Its probably not just a front for the K.G.B.!
  • Encounter hook-handed killers, strange cryptids, bizarre extraterrestrials, and the famous creatures of American legend.
  • Run screaming from roadside houses inhabited by murderous cults, and escape old churches turned into secret government laboratories.
  • Learn what the farms on the highway are really growing!
  • Pick up prophesy-spouting vanishing hitchhikers – or thumb your way along the road yourself.
  • Shop at roadside souvenir shops where you can definitely buy more than you bargained for.
  • Wonder why it sometimes rains fish and foreign coins.
  • Feel the romance of the open road.

This Blue Plate Special Edition of The Uncanny Highway has minimal artwork derived from Public Domain sources, and is offered at a special price to give you the full Uncanny Highway experience – without costing all your bread! And it’s released under the ORC license, so you can build your own extensions and modifications. Bitchin’!

The Uncanny Highway concerns the same themes as the exploitation, horror, science-fiction, action-adventure, and psychedelic movies that played in drive-in theaters and urban grindhouses during the 1960s and 1970s. It is not meant for anyone too young to watch one of those movies!

Available now on DriveThruRGP!

https://drivethrurpg.com/product/472509/The-Uncanny-Highway–Blue-Plate-Special-Edition

 

The Genre(s) of the Uncanny Highway

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Long time readers of this blog might remember that I originally conceived of the “Uncanny Highway” as a setting for GROOVY Ghastly Affair (a planned expansion to my Gothic RPG “Ghastly Affair”). As the setting evolved, however, I wanted it to reflect Groovy Era America in all its crazy glory, and not be confined to just places and situations that could be pigeonholed as “Gothic”. To the extent that it reflects any single genre, the Uncanny Highway is therefore best described as “Psychotronic”.

The critical term Psychotronic was coined by writer Michael Weldon, inspired by the movie “The Psychotronic Man”. It designates the type of movies that played in the urban grindhouses and suburban drive-ins of America, especially in the 1960s and 1970s (and into the 1980s). Some “Psychotronic” movies fall more or less comfortably within the Horror genre – other might be best classifiable as Sci Fi, Crime, or Fantasy. Other genres falling under the broad umbrella of the Psychotronic include Road Trip movies, Biker movies, the Nudist and Roughie films of the 1960s, Action films (especially those centered around cars), the Vigilante and Revenge movies that were especially popular in the 70s, and Psychedelic movies. Often, these movies mixed genres in unexpected ways – as in the Satanic Horror Biker movie “Werewolves on Wheels”. What all Psychotronic movies have in common is that they exist outside of “respectable” cinema. The typical Psychotronic film was made independently, with little in the way of budget. Although dismissed as “exploitation” by established critics, these so-called “trashy” films could often deal with themes every bit as important or challenging as the major studio films playing in regular theaters.

Encounters on the Uncanny Highway might be alternately horrifying, mind-bending, funny, and heartbreaking. There is no single story to be told, or even “right” way to run the setting. One group might decide to be a group of outlaw bikers raising hell from town to town. Another group might be a collection of lost and lonely souls wandering the road in search of real human connection. The first group may want to experience every bit of Seventies-tastic sleaze that the GM can throw at them. The second group, on the other, hand may be more interested in interacting with quirky NPCs, and prefer to avoid scenes of violence and degradation. The setting can be run either way (and many other ways as well). Rolling randomly on the Generator Tables can create a wild ride of Extraterrestrial cashiers, Vanishing Hitchhikers, and cannibalistic farmers – but by using the tables as selection lists, one can just as easily use the Uncanny Highway for pure role-playing in an Altman-style world of ordinary people dealing with extraordinary circumstances.

Here’s two lists of movies to help you better understand the genre(s) of the Uncanny Highway, and the possible range of encounters that PCs might experience there. The first list consist only of movies made in the Groovy Era itself, before 1980. The second list consists of post-1980 movies that deal with the same themes. The flicks here range from grisly horror films to offbeat comedies. Many (especially those made after 1980) are even major studio ventures.

Pre-1980 Movies

200 Motels
Angels’ Wild Women
Billy Jack
Cannonball
The Car
Carnival of Souls
Convoy
Crash! (1976)
Desperate Living
Dirty Mary, Crazy Larry
Duel
Easy Rider
Eaten Alive
Every Which Way But Loose
Faster Pussycat! Kill! Kill!
Hell’s Bloody Devils
Hideout in the Sun
Moving Violation (1976)
Night of the Living Dead
Phantasm
Pink Flamingos
Psycho
The Psychotronic Man
Race with the Devil
Satan’s Sadists
She-Devils on Wheels
Smokey and the Bandit
Something Weird
The Stepford Wives (1975)
The Getaway (1972)
The Great Texas Dynamite Chase
The Texas Chain Saw Massacre
The Trip (1967)
The Wild Angels
Tourist Trap
Truck Stop Women
Up in Smoke
Vanishing Point
Walking Tall
Werewolves on Wheels
White Line Fever

Post-1980 Movies

Bad Times at the El Royale
The Blues Brothers
Breakdown (1997)
The Cannonball Run
Children of the Corn
Crash (1996)
Death Proof
The Devil’s Rejects
Fear and Loathing in Las Vegas
Freeway (1996)
The Funhouse
Gas, Food, Lodging
Halloween III
Harold & Kumar Go to White Castle
The Hitcher
House of 1,000 Corpses
Kalifornia
Knightriders
Lost Highway
Maximum Overdrive
Monster
The Mothman Prophesies
My Own Private Idaho
National Lampoon’s Vacation
Natural Born Killers
Near Dark
Nope
Pee-Wee’s Big Adventure
Phantasm II
Plagues & Pleasures on the Salton Sea
Strange Invaders
Southbound
Thelma & Louise
Things are Tough All Over
To Wong Foo, Thanks for Everything! Julie Newmar
U Turn (1997)
Wild at Heart
X

A Sneak Peak at the Uncanny Highway Road Maps

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Fundamental to the “road-crawl” system to be presented in “The Uncanny Highway” book are a series of four directional “Road Map” forms. (Scroll down to see examples of each form.) There is a “North – South” map, a “Northeast – Southwest” map, an “East – West” map, and a “Northwest – Southeast” map. Each Road Map sheet is divided into 10-mile Stretches.  Spaces are provided on the forms to record the special Road Feature of each Stretch, and any Roadside Attractions present. Road Features can be anything from a train trestle passing overhead, to an entire Small Town. Roadside Attractions can range from Truck Stops to haunted Houses.

These Road Map forms allow Game Masters to keep track of the characteristics of each Section, and facilitate a spontaneous, improvisational and immersive style where the players can decide to visit or ignore anything they want. A central design goal of “The Uncanny Highway” is providing a structured system by which a group can sit down and play with little to no preparation – defining the setting, encounters, and plots as they go. Just use the appropriate Generator Tables (selecting or rolling randomly), write down the results in the spaces provided, and an easily referenceable schematic is created. Maximum groovy choices for Players, minimum headaches for GMs!

I’ve given you a “filled-out” example of each directional Road Map form. Notice how the “North –South” map form used for Section NJ 1 has its last four Stretches scribbled out. That’s because the Section is only 60 miles long, rather than 100 miles (like most Sections of the Uncanny Highway). See the little “highway shields” on the form? The one at the southern end of Section NJ 1 indicates that the road connects to Section NJ 2, which uses the “Northeast – Southwest” Road Map.

Notice the space for “Notes” on the form for Section NJ 2. It indicates that the Section ends in a bridge crossing the Delaware River, and that travelers will have probably have an encounter with the Jersey Devil. “The Uncanny Highway” contains a complete breakdown of each Section’s length, orientation, Predominant Terrain, and peculiar characteristics – including which legendary creatures are endemic to which Section.

The example below of the “East – West” Road Map defines Section KS 1, in western Kansas. Notice how there are fewer entries in the boxes for each Stretch, than is the case for Sections NJ 1 and NJ 2? That’s because Kansas is in the “Western Prairie and Rocky Mountains” region of the United States, and less densely populated than New Jersey (in the “Northeast” region). “The Uncanny Highway” book will show you the suggested number of possible Roadside Attractions, based on geographical region.

Last, there’s the filled-out “Northwest – Southeast” Road Map form for Section NV 4, in southeastern Nevada. Notice that, like Section NJ 2, this Section has particularly frequent creature encounters – in this case with Extraterrestrials.

These Road Maps work in conjunction with the custom Record Sheets for the various Roadside Attractions, Small Towns, Encounters and media outlets of the Uncanny Highway. But that’s a post for another time!

The Uncanny Highway” is scheduled for release in print and PDF later this year.

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