Inspiration from the children's section

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Inspiration from the children's section

Postby seneschal » Tue Oct 13, 2015 1:55 pm

For quick and dirty inspiration, you can't beat children's books. Here are a couple that might make good Cryptworld scenarios:

Justin Richards, The Invisible Detective: Shadow Beast, 2003

Something is killing pets, and maybe people, in the sewers of 1930s London. Meanwhile, thieves have tunneled in to a bank vault, ripping apart barred gates with seemingly superhuman strength but leaving expensive valuables behind. Art Drake, 14-year-old son of a police inspector, and his friends investigate. Seventy years later, Drake's grandson encounters similar mysteries in modern London. Parallel mysteries running decades apart; not sure how you would do that in a game, but the two story lines complement and feed off each other.

Andrea Beaty, Attack of the Fluffy Bunnies, 2012

I've mentioned this one before. It is a spoof of monster movie cliches but again we have youthful protagonists up against genuinely challenging if goofy creatures from beyond. Kids stuck at isolated summer camp? Check. A "meteor" falls nearby? Check. Adult camp counselors disappear then return acting strangely? Check. Fellow campers disappear, period? Check. The fact that the protagonists are monster movie buffs adds to the fun.

Any short reads you think would fit the bill? (No, Stephen King's Cycle of the Werewolf aka Silver Bullet is not a children's book! :x )
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Re: Inspiration from the children's section

Postby segeorge » Thu Oct 15, 2015 8:04 pm

seneschal wrote:
Justin Richards, The Invisible Detective: Shadow Beast, 2003

Parallel mysteries running decades apart; not sure how you would do that in a game, but the two story lines complement and feed off each other.



I've read and enjoyed some of Richards' older Doctor Who novels.

For the longest time, I had in mind a scenario that takes place in the past that would have a sequel in the present. The original idea was to run the past adventure; then eventually do the sequel with the same players running contemporary characters. I think if I did it now (or if I were running a game based on that book’s plot), I’d start with contemporary characters, then when the major plot reveal that links it to past happened, I’d have the players roll up historical characters to run that part of the adventure in our next session. That part could be concluded or run to a cliffhanger that would link up again with the present. You could go back and forth, alternating the time and location with each session. That actually sounds like a lot of fun – if you want to run a game based on the book here, count me in! :)



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Re: Inspiration from the children's section

Postby seneschal » Tue Oct 17, 2017 3:45 am

Fluff

Alien refugees from a distant galaxy, Fluffs are sneaky and aggressive creatures that subsist on sugars but enjoy bullying and devouring other life forms just because. Unfortunately they resemble terrestrial rabbits; their white fur is actually a network of microtubuals for absorbing sugar molecules. They have large blue hypnotic eyes. Because their native environment contains plenty of nutrients they never had to develop technology but can figure out and use human equipment. As they consume increasing quantities of sweets they grow in ability and size, acquiring speech and exercising unusual powers. A fully saturated Fluff is an 8-foot biped able to make 30-foot leaps and deliver painful slaps with its floppy ears.

Initial form

STR 1 (15) WPR 2 (30)
DEX 2 (30) PER 2 (30)
AGL 5 (75) PCN 5 (75)
STA 2 (30) PWR NA
ATT 2/45% WND 11
MV L 225

Saturated form

STR 7 (105) WPR 6 (90)
DEX 3 (45) PER 3 (45)
AGL 6 (90) PCN 5 (75)
STA 6 (90) PWR 100
ATT 2/98% WND 15
MV L 250

Experience: 800

Fluff Powers

Leaping: A Fluff can leap 30 feet horizontally, 15 feet vertically.

Swirly Eyes: As per the vampiric Mesmerize power, Cryptworld Page 71.

Illusory Appearance: Fluffs can't actually change their physical shape but they can broadcast a mental illusion of their last victim's image, enabling them to mingle with prospective future prey. The effort costs -20 WPR for the duration of the illusion with no further cost to maintain. It takes one round to set up the psychic disguise. The Fluff must then roll a PWR check on Column 3 of the Action Table.

S = Failed illusion. The image may fade in and out, details of the disguise are patently incorrect, and any attempt to speak or act like the copied individual are laughable.

L = Flawed illusion. The image may pass cursory inspection but a closer look will reveal that something is "off" somehow. The supposed human's speech or mannerisms are odd, and he may cast a giant rabbit-shaped shadow in well-lit areas. -10 vs PCN rolls.

M = Acceptable illusion. The visual appearance is correct but voice and actions are imperfect. Fluff can pass if it keeps things short and doesn't talk too much. -20 vs PCN rolls.

H = Convincing illusion, reasonable impersonation. -30 vs PCN rolls.

C = Excellent impersonation, even the victim's mother could be fooled. -40 vs PCN rolls.
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