Showing posts with label O.G.R.E.S.. Show all posts
Showing posts with label O.G.R.E.S.. Show all posts

Sunday, July 12, 2020

Night Shift: Goodbye Kitty




"Remember Halloween 3?  The one without Michael Meyers.  Yeah, that one.  Well, I was reading about this toy company that is owned by Satanists and these demonic toys they're selling.  Who's Chucky? Child's what? Stop talking about Chucky I'm trying to tell you...where did I read this? It...it  was on 7chan, but so what? Kids.  Are.  Dying.  By demon kitty toys."


Just because a supernatural evil is ancient doesn't preclude it from adapting, even flourishing in our modern era. Lilith is that kind of person, smart, enigmatic, charming, even conventional. She has long taken an interest in modern corporations and thoroughly enjoyed the films of the '80s. A few years ago she found herself on the Board of Directors for Kenbro, the largest toy manufacturer in the world. And in a fit of wine-dark humor, she decided to take inspiration from Halloween 3 and Child's Play to create and distribute cursed toys. She had her worshipers perform unspeakable rites to both prepare the way for the I Luv U Kitty doll to become an overnight sensation and bind each doll to a bakeneko cat kami. She even picked a holiday to unleash the bakenekos inside each doll, December 25th instead of Samhain's night.

Now the delicious part, will those, poor, dumb altruistic hunters she put on the trail of her plot stop it in time? She honestly doesn't care. Eternity can be so boring and every once in a while you just have to stir some shit up.


Common Goodbye Kitty Abilities:

• Enhanced Senses: A Goodbye Kitty sees and hears on 1-4 on a d6.

Goodbye Kitty For Night Shift: Veterans of the Supernatural Wars
No. Appearing: 1-6
AC: 5
Move: 50 ft.
Hit Dice: 1
Special: Two attacks (claw and claw)


XP VALUE: 15

Wednesday, July 8, 2020

Night Shift: Penaggal Spell



Centuries ago, the leader of the Viridescent Ixora witch Coven, Noor Binti Shukri, was being investigated by a family of witchhunters known as the Silver Hounds. The Hounds mistakenly murdered Noor's eldest daughter, Aiesha, in their attempt to destroy the Coven. Noor was consumed with rage but was determined to destroy this family without endangering the rest of her family and Ixora. She convinced all of them to flee their village to the South, while she headed North. She used the time she had before the Hounds found her to create the penaggal spell. Through sheer will she destroyed the witchhunters and found her way back to the Coven, passing along the secret of the new spell before succumbing to her wounds.



Penaggal (3rd level spell):
When this spell is cast, the caster must be sitting within a bath of vinegar and they are able to detach their head and organs from their body until dawn. They gain the abilities and statistics of a penaggal below. If they do not return to their body by dawn they begin taking 1d6 per turn and if they are reduced to 0 hit points this way their head and organs ignite and their body breaks down into vinegar in 1d6 hours. 


Common Penaggal Abilities
• Cackle: All penaggal can cackle which causes fear in any that hear it.


• Garrote: All penaggal may make an Attack roll at -3 and if they hit they have wrapped their organs around their target's neck and they begin to choke their victim. Until the target is able to succeed at a Strength Saving Throw they cannot break free and take damage equal to 2d6 and keep the better roll at the end of their turn.

• Flight: All penaggal can fly at a speed of 50ft.

• Spellcasting: Penaggal cast spells as Witches equal to their Hit Dice.


• Vulnerability (Silver): Normal weapons do not harm hags. Only weapons forged of silver, or supernatural attacks, can harm them.

Penaggal

No. Appearing: 1
AC: 2
Move: 50ft.
Hit Dice: 7
Special: Cackle, Garrote, Flight, Spellcasting, Vulnerability (silver)

XP VALUE: 320

Friday, July 3, 2020

Night Shift: Sasquatch



Jason Vey and Timothy S. Brannan's Nightshift: Veterans of the Supernatural Wars was fulfilled weeks ago and I've been remiss in not posting about it. I've been alternating between reading through it and Max Brooks' excellent Sasquatch horror novel, Devolution.

The novel made me remember being a kid in the '80s when Bigfoot wasn't some gentle herbivorous primate hiding from humankind. It made me think of Legend of Boggy Creak, Snowbeast, and In Search Of when we didn't have the internet. Instead, the novel draws on some of the more terrifying encounters I read way back when. The humans of Greenloop encounter a terrifying troupe of Sasquatch's and I decided to write them up for Night Shift and the O.G.R.E.S. System.

There are legends of primates living in the wilderness all over the world, apart from humankind, but watching, always watching. As humanity spread all over the globe and created new and terrifying weapons to kill one another, these creatures, once our predator began to hide from us, choosing to hunt easier prey. But as humankind has altered their woodland homes some of these creatures have been forced to hunt us for prey...and a lone human is rarely the match for a troupe of Sasquatch.

Common Sasquatch Abilities:

• Strong and Fast. Sasquatch gain +2 to initiative rolls, and add half again their hit dice to attack rolls. They also deal 2 dice of damage on attacks, keeping the better.

Sasquatch For Night Shift: Veterans of the Supernatural Wars
No. Appearing: 2-12
AC: 7
Move: 50 ft.
Hit Dice: 3
Special: They can hurl a rock dealing 2d6 damage and keeping the best of the two.*


XP VALUE: 50


* This write-up assumes Cinematic play. In Gritty games treat the damage like a firearm and in Realistic games treat damage as 4d6 totaled.

Pocket Dark Sun: Dune Reaper & Gaj

Dune Reaper: "The reaper prowls the sandy wastes in wild packs, leaping from dunes to ambush and impale its prey on its scythe like l...