#indie london
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zoezoegr · 1 year ago
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Francis
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wh0-is-lily · 7 months ago
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'Marijuana,' (1968) & 'LSD and the Hallucinogens,' (1970)
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failbettergames · 4 months ago
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sometimes i forget
that in the modern realm of games, fallen london is nigh unique for being:
free
ad-free*
browser playable
literally if you own anything that can get on the internet, you can play fallen london in it. people used to play it in the browser inside Eve online.
and you never have to pay for it. notwithstanding, about 6% of our players spend on the game eventually. which is a BONKERS number versus every other free game i’ve seen numbers for.
*there’s one (1) advert but it’s a static image that links to more of our games in the same universe, so i’m choosing not to count it. in the context of “watch this video to get 50 dollarydoos” it does not register at all.
anyway, play fallen london
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captvreme · 2 years ago
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flourahl · 11 months ago
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videogamepolls · 2 months ago
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Requested by @dawn-path
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anim-ttrpgs · 2 months ago
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Wolfman Player Character Rules in Eureka: Investigative Urban Fantasy
Eureka has six playable "monster" types, and about ten total supernatural character options all together. Each supernatural trait is taken basically as if it is a normal trait like the ones you have been seeing us post. You cannot give a character more than one supernatural trait--and from what you are about to read, you probably wouldn't want to. Playing monsters is recommended for "advanced" players only, people who like a lot of "crunch" in their games, as require you to keep track of a lot more mechanics than playing a normal human.
Here is the Wolfman Trait. This is going under a Read More because it's long as hell but we really hope that you will check it out and comment. This is, like, the whole entire ruleset for playing a wolfman in Eureka.
Wolfman/Loup-Garou (Monster Trait)
[Snoop: A snoopette with wolf ears and tail. snoopette so that people will not think that a wolfman has to be a man literally.]
The wolfman, or loup-garou, is a creature often referred to as a werewolf. While this is not an incorrect assessment (the term “loup-garou” just means werewolf, and in fact the term “werewolf” just means man-wolf), Eureka: Investigative Urban Fantasy uses the terms to make a distinction between two similar but different variants of the legend. The “werewolf,” found on page XX as a Mage Power, refers to the werewolf or warwilf of ancient and medieval Europe, while we use wolfman or loup-garou refer to what most people from the present day think of as a “werewolf,” a societal conception which owes a small part of its origin to legends from French Louisiana and Quebec, and the rest to Hollywood films.[1]
[1 off to the side in the final formatting] Despite the misnomer, most wolfmen will probably just call themselves werewolves. 
Like with other monsters in Eureka, becoming a wolfman is not as simple as just being bitten or scratched by one. It may be something which runs in one side of the family, or for some a whole new affliction which one will have to learn and deal with on their own. In the worst of cases, it is both.
Transformation
Every wolfman has three forms, which they can shapeshift to and from at will when not debilitated by a weakness. This counts as a supernatural ability and in combat it takes an Action.[1]
[1 off to the side in the final formatting] Inside you there are two wolves...
Unless forcibly transformed by the full moon or total loss of Composure, the wolfman still remains in control of themselves while in any form.
Human Form
This is the default, “normal” form of the wolfman. They appear to be a regular person. The only abnormality is a +1 Contextual bonus to Senses rolls involving smell.
When the wolfman is in this form, in each new Scene, the wolfman’s player rolls a hidden D6. On a 6, they will privately message or signal the Narrator, and the Narrator will call for “The Creeps” at the next available opportunity, without revealing that it is the result of having a wolfman present. Players and investigators alike will wonder what is so anxiety-inducing about this clean office building or peaceful elevator ride. Add +1 to any The Creeps Composure roll by investigators who are friends with the wolfman and are aware of their wolfmanism.
Anthropomorphic Wolf Form
During character creation, choose one of the following four options. This will always be your wolfman’s anthropomorphic form.[1]
[1 off to the side in the final formatting] A deadlier form has many advantages, but also means deadlier rampages when the wolfman inevitably loses control. 
Anime Wolfgirl
This form most resembles a “normal person,” except for the wolf ears and tail. They also have claw-like nails[3], and sharp canine-like teeth inside an otherwise normal-seeming mouth, allowing them to deal Penetrative Damage with unarmed melee attacks.
In this form, the wolfman is considered to have superhuman strength, has a +2 Base bonus to Athletics, a +1 Base bonus to Stealth and Close Combat, a +4 Contextual bonus to Senses rolls involving hearing, and a +2 Contextual bonus to Senses rolls involving smell. Superhuman strength, and the Athletics, Close Combat, and Stealth bonuses are lost when debilitated by a weakness, though they are still capable of dealing Penetrative Damage with unarmed melee attacks due to their claws.[1][2][4] 
[1 off to the side in the final formatting] This form allows the wolfman to walk around in public while still reaping the benefits of transformation. Most people will just think they’re a bit weird. They can wear a hat and tuck the tail into their pants if they want to attract even less attention.
[2. Off to the side in the final formatting] Small children or particularly childish adults may try to pull the tail.
[3 off to the side in the final formatting] A steel file is required for filing these nails down, they tear up lesser files.
[4 off to the side in the final formatting] One disadvantage of this form is that, should the wolfman rampage like this, their crimes could be more easily linked back to them, since they maintain their identifiable human face.
In this form, the wolfman can keep their lupine features, such as their wolf ears and wolf tail, hidden under clothing such as under a hat or tucked into their pants. Whenever a wolfman in this form has a meal, or is on the receiving end of a successful Comfort roll, they must make a Full or Partial Success on a Reflexes or Stealth roll to suppress the urge to noticeably wag their tail.
The pointed teeth are quite easy to spot for anyone looking directly into the wolfman’s mouth, especially when they speak. Wolfmen may want to cover their mouths when they speak directly at someone, disguising it as scratching their nose or some other innocuous action.[1] Of course, they could also easily pass them off as well-made dental prosthetics.
[1. Off to the side in the final formatting] The wolfman’s player should mention this in descriptions but not draw too much emphasis to it.
When the wolfman is in this form, in each new Scene, the wolfman’s player rolls a hidden D6. On a 6, they will privately message or signal the Narrator, and the Narrator will call for “The Creeps” at the next available opportunity, without revealing that it is the result of having a wolfman present. Players and investigators alike will wonder what is so anxiety-inducing about this clean office building or peaceful elevator ride. Add +1 to any The Creeps Composure roll by investigators who are friends with the wolfman and are aware of their wolfmanism.
Buff Anthroform
This is your more typical Hollywood werewolf. A wolf’s head, hair all over, but otherwise mostly human body structure. This form will typically be at least a foot taller than the wolfman’s human form, and cannot speak human language.
This form has 9 Penetrative and Superficial HP.
In this form, the wolfman is considered to have superhuman strength, has a +4 Base bonus to Athletics, a +2 Base bonus to Close Combat, a +1 Base bonus to Stealth, and a +4 Contextual bonus to Senses rolls involving both hearing and smell.
The wolfman also has claw-like nails in this form, and a large and powerful jaw. The wolfman can use their jaw to make Grab attacks. So long as the target is grabbed by the wolfman’s jaw, they automatically take 2 Penetrative Damage each time it is the wolfman’s turn with no roll needed. The wolfman can still perform other actions while Grabbing a target with their jaws and, so long as the target is smaller than them, their movement is unimpeded.
This form maintains opposable thumbs, and can manipulate objects and use tools and weapons just as a regular human could. However, the shape and size of their hands confers a -1 penalty to Firearms and Close Combat when using weapons.
Lupine Anthroform
This form is more grotesquely proportioned than the Buff Anthroform, and more closely resembles a human-like wolf than a wolf-like human. In this form, the wolfman primarily moves on all fours, but is still capable of walking upright if necessary. This form will typically be at least a foot taller than the wolfman’s human form when standing at full height, and cannot speak human language.
This form has 9 Penetrative and Superficial HP.
In this form, the wolfman is considered to have superhuman strength, has a +3 Base bonus to Athletics, a +2 Base bonus to Stealth and Close Combat, a +4 Contextual bonus to Senses rolls involving both hearing and smell. Due to their lengthened tendons and legs, they also have a +4 Acceleration bonus.
The wolfman also has claw-like nails in this form, and a large and powerful jaw. The wolfman can use their jaw to make Grab attacks. So long as the target is grabbed by the wolfman’s jaw, they automatically take 2 Penetrative Damage each time it is the wolfman’s turn with no roll needed. The wolfman can still perform other actions while Grabbing a target with their jaws and, so long as the target is smaller than them, their movement is unimpeded.
This form maintains opposable thumbs, and can manipulate objects and use tools and weapons just as a regular human could. However, the dramatically altered shape and size of their hands confers a -2 penalty to Firearms and Close Combat when using weapons.
Monstrous Anthroform 
This form resembles and moves like the Lupine Anthroform in shape, but at a massive scale. Were they to stand upright at full height, they would measure at least twelve feet head-to-toe, and cannot speak human language.
This form has 13 Penetrative and Superficial HP.
In this form, the wolfman is considered to have superhuman strength, and has a +6 Base bonus to Athletics, a +2 Base bonus to Close Combat, a -2 penalty to Stealth, and a +4 Contextual bonus to Senses rolls involving both hearing and smell. Due to their lengthened tendons and legs, but also their tremendous weight they have no Acceleration bonus.
The wolfman also has claw-like nails in this form, and an enormous and powerful jaw. This form’s claws deal 2 Penetrative Damage rather than 1, and 4 Penetrative Damage when superhuman strength is factored in. This form can also make a Vehicle Attack using their Athletics divided by 2 (rounded up) instead of Driving.
In this form, the wolfman can use their jaw to make Grab attacks. So long as the target is grabbed by the wolfman’s jaw, if the wolfman chooses, they automatically take 4 Penetrative Damage each time it is the wolfman’s turn with no roll needed. So long as the target is human sized or smaller, The wolfman can continue to perform other actions while Grabbing a target with their jaws and their movement is unimpeded.
Rather than deal the 4 Penetrative Damage, if the wolfman is Grabbing a target of human or smaller size in their jaws, they may make a Hold attack to simply eat them whole.[1] For a target swallowed alive, depending on the context and circumstances, the Narrator may simply declare them as good as dead and not make any rolls. If a wolfman tries to shift to a smaller form with a whole person in their stomach, the person is just dead if they weren’t already, and the wolfman makes an Athletics roll. Don’t worry about this if it’s been more than 4 Ticks since ingestion. 
Full Success: Wolfman takes 4 Superficial damage per person.[2]
Partial Success: Wolfman takes 8 Superficial damage per person. 
Failure: Wolfman takes 4 Superficial damage per person. 
[1 off to the side in the final formatting] If you’re wondering how many whole human bodies they can stomach at once, the answer is several, but also within reason. 
[2 off to the side in the final formatting] If the wolfman is shifting into a form that has damage reduction, then this damage can be reduced. Otherwise, if they shift into regular human form, they take the full damage.  
If it makes the most sense to actually roll this out, apply the Drowning/Suffocation rules to the swallowed target. While in the stomach, they count as Held. If armed with a small piercing blade or a small firearm, they can attempt to attack the wolfman from inside, dealing normal damage. In this case, a Partial Success on a Firearms attack will still hit for full damage, and a Failure would fail to correctly operate the firearm and pull the trigger under these conditions. To escape, a victim will have to succeed at two Escape attempts, the first to reach up to the wolfman’s mouth and count as Grabbed, and the second to escape the jaws. Attacking or trying to Escape will count as exertion for the purposes of the Drowning/Suffocation rules.
This form maintains opposable thumbs, and can manipulate objects and use tools and weapons just as a regular human could, at least if that regular human was gigantic. However, they gain no benefit to damage from utilizing melee weapons that are meant for human-sized hands, and cannot operate human-sized firearms at all due to their size. Apply a -3 penalty to any attempt to use weapons.
Full Wolf Form
During character creation, choose one of the following four options. This will always be your wolfman’s full wolf form.
Ordinary Wolf
This form is an ordinary wolf, standing about 3 feet at the shoulder. This form has no thumbs, and can not speak human language.
In this form the wolfman has a +1 Base bonus to Close Combat, a +4 Base bonus to Stealth, and a +4 Contextual bonus to Senses rolls involving hearing and smell. This form also has +4 Acceleration.
This firm’s only effective means of attack is with their jaws. The wolfman can use their jaw to make Grab attacks. So long as the target is grabbed by the wolfman’s jaw, they automatically take 2 Penetrative Damage each time it is the wolfman’s turn with no roll needed.
This form does not have superhuman strength, but their bonuses are not lost upon being debilitated by a weakness.
Bigger Wolf
This form resembles an ordinary wolf, but much bigger than is natural, standing about 5 feet at the shoulder. This form has no thumbs and cannot speak human language.
This form has 9 Penetrative and Superficial HP.
In this form the wolfman has superhuman strength, a +2 Base bonus to Athletics, a +2 Base bonus to Close Combat, a +2 Base bonus to Stealth, and a +4 Contextual bonus to Senses rolls involving hearing and smell. This form also has +4 Acceleration.
This form’s only effective means of attack is with their jaws. The wolfman can use their jaw to make Grab attacks. So long as the target is grabbed by the wolfman’s jaw, they automatically take 2 Penetrative Damage each time it is the wolfman’s turn with no roll needed.
Even Bigger Wolf 
This form resembles an ordinary wolf, but far, far larger than is natural, standing about 7 feet at the shoulder. This form has no thumbs and cannot speak human language.
This form has 13 Penetrative and Superficial HP.
In this form the wolfman has superhuman strength, a +4 Base bonus to Athletics, a +2 Base bonus to Close Combat, a -2 penalty to Stealth, and a +4 Contextual bonus to Senses rolls involving hearing and smell. This form also has +2 Acceleration.
This form has two effective means of attack, a Vehicle Attack using their Athletics divided by 2 (rounded up) instead of Driving, and their enormous jaws. The wolfman can use their jaw to make Grab attacks. So long as the target is grabbed by the wolfman’s jaw, they automatically take 4 Penetrative Damage each time it is the wolfman’s turn with no roll needed. As long as the target is smaller than them, their movement is not impeded.
Biggest, Baddest Wolf
This form resembles an ordinary wolf, but enormous, standing about 9 feet at the shoulder. This form has no thumbs and cannot speak human language.
This form has 17 Penetrative and Superficial HP.
In this form the wolfman has superhuman strength, a +6 Base bonus to Athletics, a +2 Base bonus to Close Combat, a -4 penalty to Stealth, and a +4 Contextual bonus to Senses rolls involving hearing and smell.
This form has two effective means of attack, a Vehicle Attack using their Athletics divided by 2 (rounded up) instead of Driving, and their enormous jaws. The wolfman can use their jaw to make Grab attacks. So long as the target is grabbed by the wolfman’s jaw, if the wolfman chooses, they automatically take 4 Penetrative Damage each time it is the wolfman’s turn with no roll needed. So long as the target is of human size or smaller, the wolfman can continue to perform other actions while Grabbing a target with their jaws and their movement is unimpeded.
Rather than deal the 4 Penetrative Damage, if the wolfman is Grabbing a target of human or smaller size, they may make a Hold to simply eat them whole.[1][2] For a target swallowed alive, depending on the context and circumstances, the Narrator may simply declare them as good as dead and not make any rolls. If a wolfman tries to shift to a smaller form with a whole person in their stomach, the person is just dead if they weren’t already, and the wolfman makes an Athletics roll. Don’t worry about this if it’s been more than 4 Ticks since ingestion. 
Full Success: Wolfman takes 4 Superficial damage per person.[3]
Partial Success: Wolfman takes 8 Superficial damage per person. 
Failure: Wolfman takes 4 Superficial damage per person. 
[1 off to the side in the final formatting] If you’re wondering how many whole human bodies they can stomach at once, the answer is several, but also within reason. 
[2 off to the side in the final formatting] Wolfmen who have been eating people while in any of their larger forms should think about the contents of their stomachs before they revert back to a smaller form. Shifting straight from the massive wolf form to the basic human form with a bunch of half-chewed bones and body parts inside could cause massive damage to the wolfman’s insides! Better to at least spend some time in the partially transformed state, which has the muscular strength and resiliency to handle such contents taking up so much space inside. 
[2.1. Off to the side in the final formatting] Crunch!
[3 off to the side in the final formatting] If the wolfman is shifting into a form that has damage reduction, then this damage can be reduced. Otherwise, if they shift into regular human form, they take the full damage.  
If it makes the most sense to actually roll this out, apply the Drowning/Suffocation rules to the swallowed target. While in the stomach, they count as Held. If armed with a small piercing blade or a small firearm, they can attempt to attack the wolfman from inside, dealing normal damage. In this case, a Partial Success on a Firearms attack will still hit for full damage, and a Failure would fail to correctly operate the firearm and pull the trigger under these conditions. To escape, a victim will have to succeed at two Escape attempts, the first to reach up to the wolfman’s mouth and count as Grabbed, and the second to escape the jaws. Attacking or trying to Escape will count as exertion for the purposes of the Drowning/Suffocation rules.
Scent Tracking
While in any form except Human, wolfmen are capable of Scent Tracking. (See p.xx “Scent Tracking”.) 
Just Built Denser
The weight does not seem to entirely add up, but wolfmen are still a whole lot of wolf wrapped up in a human package. In any form including Human, once per Scene, the wolfman may “no-sell” an incoming attack (or some other source of damage), reducing the amount of Superficial Damage they take from any source by 6. Alternatively, instead of reducing Superficial Damage, they may instead choose to ignore an effect that would physically move them (such as a shove). This does not protect at all against Penetrative Damage. If a wolfman “no-sells” an attack by an investigator, that investigator must immediately make a Fistfight Composure Roll. For an NPC, this would be -1 Morale. Being the biggest person around does have its drawbacks, though - in any situation where weight or size would be a problem (such as squeezing through a tight passageway or crossing a delicate rickety bridge), this character automatically fails (e.g. they can’t squeeze through the passageway or cross the bridge without breaking it).[1] In addition, this density makes them liable to sink like a brick in water. Apply a -3 penalty to any roll that involves trying to stay afloat in water.
[1. Off to the side in the final formatting] A wolfman with the Just Built Different Trait can do these things twice per Scene.
Super Sniffer(?)
In all forms including human, wolfmen gain +1 additional Investigation Point for any Investigative Roll involving the smell of something.
Additionally, in any form except Human, the wolfman is able to engage in Scent Tracking. (See p.XX) [move the scent tracking stuff from vampire into chapter 7 later]
Unstoppable
In any form except Human, wolfmen take half-damage from all damage sources, the only exception being HP that results from loss of Composure. If a wolfman wears armor that protects against whatever is dealing the damage, this damage is halved again, for one quarter damage, rounding up. Apply a -2 modifier to attacks against the vampire from 1-damage weapons.[1]
[1 off to the side in the final formatting] A wolfman’s Flesh is extraordinarily dense and durable.
Healing
Unless the person performing first aid is a veterinarian or something, apply a -2 modifier to any Medicine rolls to heal any wolfman form except for Human and Anime Wolfgirl.
In any form except Human, so long as they are not debilitated by a weakness, a wolfman’s flesh will regenerate.[1] They recover 1 point of Superficial and Penetrative HP once a day, so long as they are not debilitated by a weakness.
[1  off to the side in the final formatting] They also regain 1 Superficial HP per night of rest just like mundane characters.
Additionally, so long as they are not debilitated by a weakness, in any form except Human, if they took damage to either HP type during an instance of combat, they restore 1 HP of the same type as soon as the combat is resolved.
So long as they are not debilitated by a weakness, in any form except Human, a wolfman may take 1 Action to reattach a severed body part at the stump and have it work again good as new after 1 turn.
So long as they are not debilitated by a weakness, in any form except Human, if a wolfman’s Penetrative HP is full, instead of recovering Penetrative HP from any of the above rules, they recover from one Grievous Wound, permanent or not.
So long as they are not debilitated by a weakness, in any form except Human, a wolfman may spend 1 Eureka! Point to instantly recover all Superficial and Penetrative HP, and from all Grievous Wounds. This takes 1 action.
Unkillable
So long as they are not debilitated by a weakness, in any form except Human, if a wolfman is reduced to 0 Penetrative HP, they do “die” instantly, but they will not stay “dead” permanently, barring specific circumstances. (See: How to Kill a Wolfman p.Xx) Their body will regenerate within a matter of days or weeks. A “dead” wolfman investigator is removed from the current adventure same as a regular dead investigator, but may return and be played in any subsequent adventure.
A wolfman whom has been reduced to 0 Penetrative HP does not heal from first-aide or any of the other rules mentioned under “Healing.”
Revival
So long as they are not debilitated by a weakness, in any form except Human, a wolfman that has been reduced to 0 Penetrative HP and “killed” for the adventure may spend 2 Eureka! Points to revive with 1 of both types of HP, but only once a minimum of 5 Scenes have passed. A wolfman may instead spend 3 Eureka! Points to revive instantly, so long as they have been “dead” for at least 1 round.
That Time of the Month (Wolfman True Nature)
[Snoop: A snoop with wolf ears and wolf tail hunched over transforming beneath a full moon.]
Wolfmens’ sleep is not particularly restful; they regain no Composure Points from sleeping. However, they will still take Flat Composure Damage if they do not sleep. Wolfmen will take Flat Composure Damage normally if they skip meals, and eating three meals a day will still regain them Composure Points like normal. 
Flat Composure Damage from Skipping Meals = Yes (lose 1 extra Composure)
Composure restoration from Three Meals a Day  = Yes
Flat Composure Damage from Skipping Sleep = Yes
Composure restoration from Full Night’s Sleep = No[1]
[1. Off to the side in the final formatting] Disruption of regular sleeping patterns can bring out the worst in people, and greatly exacerbate existing mental conditions.
The wolf inside wolfmen has a ravenous appetite and a taste for human flesh. While in any form except Human, whether voluntarily or not, making a meal of a human will restore 1 point of Composure. This will restore 2 points of Composure if the victim is alive for all or most of the ordeal.[1] All or most of the body must be consumed in one sitting in order to restore this Composure, otherwise it doesn’t do any more than normal food.
[1. Off to the side in the final formatting] Wolfmen may also voluntarily transform and hunt humans if they want to sate their hunger and avert the risk of a random rampage, or if they just enjoy it.
Normal Food
If a wolfman skips a daily meal, they lose 1 additional point of Composure. Additionally, in any form, wolfmen must eat an exceptionally large amount of food to sate their hunger. Apply a -2 modifier to any Wealth roll to buy food for a Wolfman. Food budget for a wolfman costs 2WP instead of 1WP.
Rampaging
When a wolfman reaches 0 Composure under any circumstances, they will involuntarily transform and go on a rampage, repeatedly attacking and devouring any living thing in their path. The wolfman will feel the need to constantly be on the move and seeking out new prey. The Narrator makes the decisions on where the rampaging wolfman goes and what they do, but it is the wolfman’s player who will describe it and roll any necessary dice.[1][2][3]
[1. Off to the side in the final formatting.] This is really more like a Weakness but we are putting it in the True Nature category just to even things out.
[2 off to the side in the final formatting] They may unconsciously attempt to seek out familiar places. 
[3 off to the side in the final formatting] This is one of the only times where it is appropriate for a Narrator to determine the actions of an investigator. However, for any attacks or skill checks made, the player of the investigator must still roll the dice. 
While rampaging, all Base bonuses granted by the wolfman’s current form become Contextual bonuses.
Involuntary Transformation
When the wolfman is involuntarily transforming, regardless of what form they are already in, roll a D6. On a 1-4, the wolfman will rampage in the larger of their two wolf forms. On a 5-6, they will rampage in the smaller of the two.[1]
[1. Off to the side in the final formatting] If you aren’t sure which form is larger, consider the Full Wolf Form to be larger.
Resisting Rampage
For any Skill check rolled while the wolfman is rampaging, 1 or more of their Eureka! Points may be spent, adding an extra D6 for each Eureka! Point spent. Drop all but the two lowest dice instead of the highest.
For 3 of their Eureka! Points, a wolfman may force themselves to run in a particular direction of their choice.
Snapping Out of It
Wolfmen will rampage non-stop for a period of 24 hours or 20 Ticks, until they are restored to 7/7 Composure, or until they are Fully Incapacitated. Afterwards they will pass out, and wake up in Human form. They will have only a hazy recollection of what they have just been through, but will have to make a Death Composure roll with an exacerbating factor if they killed anyone.[1]
[1 off to the side in the final formatting] Don’t worry about how much human meat a wolfman can stomach in one rampage, the answer is a lot. They have very fast metabolisms, which go into overdrive when transformed.
Full Moon
Once per Scene, when their eyes are exposed to direct moonlight,[2] the wolfman must make a Composure roll with a modifier decided by the phase of the moon and intensity of the exposure.[1]See the chart below.
[1. Off to the side in the final formatting] Most people are very sensitive to changes in ambient light levels at night. It can affect one’s quality of sleep.
[2 off to the side in the final formatting] It is very unlikely that wolfmen have any magical connection to the moon, but very likely that they assume they do.
Add +1 to this Composure roll if the wolfman is wearing something to shield their eyes, such as sunglasses.
Add +1 if the night sky is cloudy.
At the start of the adventure, roll 2D12. This will be the number of nights until the full moon. The full moon will last for 3 nights in a row.
Nights Until Full Moon
25-27 Nights -3
22-24 Nights -1
19-21 Nights +1
16-18 Nights +3
13-15 Nights No Composure roll.
10-12 Nights +3
7-9 Nights +1
4-6 Nights -1
1-3 Nights -3
Full Moon -5
Wolfing People Down
If a wolfman’s forms include one or more of the following forms, at the start of each adventure the wolfman’s player may choose to roll 3 times on the Monster Stomach Contents Table.
Buff Anthroform
Lupine Anthroform
Monstrous Anthroform
Bigger Wolf
Even Bigger Wolf
Biggest, Baddest Wolf
The results are leftover objects accidentally swallowed while ravenously devouring their last several victims. Write these items in the wolfman’s inventory but mark that they are in the stomach. In any form except Human, the wolfman may attempt to spit one of these objects out with a Full Success on an Athletics roll with a -5 penalty applied. Regardless of success or failure, this causes the wolfman 1 Superficial Damage and takes an Action.
Bane of Wolves (Wolfman Weakness)
Silver
In any form including Human, silver causes burning and irritation to the wolfman’s skin on physical contact, as well as weakening and debilitating them, rendering them unable to benefit from any power or ability denoted so above. They also have a -4 penalty applied to all Skills.[1]
[1 off to the side in the final formatting] Remember that while transforming is a supernatural power, merely existing in a transformed state is not. Contact with silver does not cause a wolfman in a transformed state to suddenly become human, in fact, it means they can’t.
Silver Bullets
Silver is a particularly soft metal. A bullet made of silver, or even just plated in silver, when penetrating a target at high velocity is likely to shatter within the body and leave small pieces of silver residue behind.[1] Each time this character is shot with a silver bullet, look at the physical dice that were rolled. If they are both odd numbers or both even numbers, the bullet does leave a bit of silver in the body and the character is considered to be in physical contact with silver for all rules purposes until these pieces are dug out.[2][3]
[3 off to the side in the final formatting] Silver can also kill a wolfman. See p.XX “How to Kill a Wolfman” below.
[1 off to the side in final formatting] At the time of writing this, a single, fireable, professionally manufactured silver bullet costs $150+Shipping.
[2 off to the side in the final formatting] To be perfectly clear, this is not about modifiers or cumulative value of the dice. If you roll the dice and see two odd numbers or two even numbers on the physical dice, that is when there are bits of silver left in the body. For D12s, silver is left in the body if any D12 in the roll shows an 8 or a 9, even if that specific die did not cause a hit–so long as another D12 in the same group did cause a hit. 
Silver Hollow Points
Silver hollow point bullets will always leave what counts as a single piece of silver stuck in the body.
Silver Pellets
Silver shotgun shell pellets, flechettes, or other weapons which hit with numerous pieces of silver at once will always leave silver stuck in or clinging to the body.
Silver Melee Weapons
Silver melee weapons must be stuck in and left in the wolfman’s physical body in order to fully debilitate them.
Digging Silver Out
Silver lodged in the wolfman’s physical body will obviously be in contact with them and debilitating them indefinitely until it is removed. These can be carefully surgically removed with professional medical aid, or dug out hastily by the wolfman (or someone else) on the spot. For a wolfman to rip or cut silver out of their body on the spot, they must take an Action and cause 1 Penetrative Damage to themselves to remove a single piece, or 2 Penetrative Damage to remove every piece at once in the case of multiple pieces, such as silver shotgun pellets.[1]
[1. Off to the side in the final formatting] This damage is not reduced by their innate damage reduction, the values present already account for that.
Wolfsbane
Aconitum, also known as aconite, monkshood, and wolfsbane, is a poisonous purple flower which is dangerous to humans but particularly potent to wolfmen. In extremely, extremely low doses, it may have minor therapeutic benefits, but anything more can turn deadly. If ingested or added to the bloodstream, it will cause Lethal Poison to regular humans and wolfmen alike, but wolfmen will take 1 additional point of damage per instance of damage from the poison, and the damage is not affected by their damage reduction.[1]
[1. Off to the side in the final formatting] Wolfsbane may also cause Non-Lethal Poison if a small dose is absorbed through the skin.
Irritant Weapons
Irritant weapons, such as pepper spray, will immediately impose a (Superficial) Injury roll upon Wolfmen, regardless of the actual damage done. The result of this Injury roll will always count as one degree of success lower than the actual result.
How to Kill a Wolfman
While in Human form, anything that would kill a normal human will also permanently kill a wolfman.
In any form, poison from wolfsbane can permanently kill a wolfman.
In any form, if the final blow to a wolfman’s Penetrative HP is done with a silver weapon, or done while the wolfman is otherwise in physical contact with silver, then death will be permanent.
Decapitation will kill a wolfman permanently.
Total incineration or otherwise complete destruction of the body will render a wolfman permanently dead.
A wolfman with the Not Finished Yet Trait will die permanently at the end of the adventure if they go below the Penetrative HP threshold as stated in the Not Finished Yet Trait.
Misc. Tells
Smell
Wolfmen will have to go to great lengths of hygiene to not always smell like a wolf.
Tapetum Lucidum
A wolfman’s eyes will appear normal at first glance, but under low-light conditions, they will reflect light like an animal’s eyes.
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1111iza · 2 months ago
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source
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scavengedluxury · 4 months ago
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cupid-http · 2 months ago
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pretending i’m okay and everything’s fine when really i just want to be Mrs. Alex Turner & go on tours with him & have late night conversations with him about anything and everything
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project-sekai-facts · 6 months ago
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Which countries do you think vbs are going to go after surpassing rw?
Some of the streets in the new sekai area are said to be based on Mexico (from a photobook Kohane saw), Hamburg, Boston (both places Toya has been), and Argentina (probably in part due to football, it was in Akito's chapter). In Kohane's chapter, it's said that the music playing in the street she's in is latin, but no country is named. India is also referenced. I think those would be pretty interesting in all honesty, and they already built some connections between them and the members, except An.
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zoezoegr · 8 months ago
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Animations I did of my band to promote our first gig
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theunderestimator-2 · 2 months ago
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Primal Scream in Soho, London, summer 1987, photographed by Stephen Parker in front of an original Sex Pistols poster for a July '87 Record Mirror feature, most likely to promote the "Gentle Tuesday" single followed by their debut album "Sonic Flower Groove".
gigsinscotland.com: "…On its initial releases, Primal Scream were a group of '60s revivalists crafting hooky, guitar-driven pop songs. The band signed to Creation in 1985, and over the next year they released a pair of singles. However, the band didn't really take off until the middle of 1986, when Gillespie left the Mary Chain and guitarists Andrew Innes and Robert Young joined the band. "Velocity Girl," a rush of jangly guitars, was a B-side that wound up on NME's C-86 cassette compilation, a collection of underground pop groups that defined the U.K.'s mid-'80s indie pop scene. The band's debut, Sonic Flower Groove, fit into the C-86 sound. After the band rejected the initial version recorded with Stephen Street, they re-recorded it with Mayo Thompson, and the record was finally released in 1987 on Creation subsidiary Elevation…"
loudersound.com: "The first Primal Scream album was financed by major label money (…) Soon after the release, co-founder and guitarist Jim Beattie left the band and the psychedelics were traded for a darker mission. Interestingly, this early tone was adopted by dozens of indie contenders and the Stone Roses perfected it for the age of Madchester. Bobby Gillespie was elsewhere by then, determined to rock…"
(via & via)
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failbettergames · 11 months ago
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any games you'd recommend? could be for any reason! (similarity to fallen london, you know the people who made it, you just think it's neat, etc.) besides your own, of course, I already own all of those :)
Yes, here's a list of all of the games we talked about in our newsletter last year:
Birth: an adventure puzzle game about constructing a creature from spare bones & organs.
Scarlet Hollow: an immersive, episodic horror-mystery.
Egypt: Old Kingdom: a strategy simulator of the Great Pyramids period.
The Past Within is a fun, eerie way to spend an hour with a friend.
The Pale Beyond: high stakes on the frozen wastes, Sunless Sea feelings. 
King of the Castle: medieval monarch party game.
Stray Gods: an urban fantasy, musical visual novel featuring the gods of Greek myth.
Vampire Survivors: so moreish.
Knotwords: extremely satisfying crossword-anagram-puzzle game.
The Banished Vault: so gorgeous it actually makes us a bit cross.
Astronaut the Best: an anarchic comedy about assembling a team of hapless astronauts. 
El Paso, Elsewhere: supernatural neo-noir shooter, in which you must destroy the villain you loved - even if it means dying yourself.
Thank Goodness You're Here: may be the only game that’s more British than the ones we make.
The Fabulous Fear Machine: pulpy horror narrative strategy.
WORLD OF HORROR: Junji Ito-adjacent roguelike.
Lies of P: tickles your Fromsoft fancy. 
The Lamplighters League: essentially 1930s supernatural XCOM 
Tails Noir (formerly known as Backbone): gorgeous, bleak, compelling and unsatisfying in equal measure. 
Mediterrea Inferno: a spicy story about finding yourself after isolation.
DotAGE: manage a village where the Village Elder has helpfully precise visions of the future.
Slay the Princess: the princess is very bad and you have to kill her. 
VR remake of The 7th Guest: very fun, silly and far less punishing than the original. 
Astrea: Six-sided Oracles: interesting dice-and-deckbuilding system. 
Return of the Obra Dinn: truly a modern classic.
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soulmuppet · 4 months ago
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We're having a party, and you're invited!
Paint The Town Red launches this October and we’ve planned something a little bit silly and self indulgent to celebrate. We're heading to the Arcanist's Tavern in London for a night of roleplaying games, undead festivities and bloody cocktails.
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Located in the heart of Shoreditch, the Arcanist’s Tavern is a tabletop gaming cafe with immersive fantasy decor & custom built tables for TTRPGs & Wargaming. The venue serves food and drinks, and has crafted a special Paint The Town Red cocktail just for the evening.
Every attendee will get a free copy of the Paint The Town Red Quickstart and a slot to play in one of the 2.5 hour gaming sessions with one of our guest star GM's. What's more both @JellyMuppet and @JohanNohr will be in attendance.
Vampire costumes are optional but encouraged. Our adventure will be set in Victorian London, but you may be much older.
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alxyax2 · 9 days ago
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U [K]now?
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