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victorluvsalice · 3 months ago
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Hi all -- I'm on vacation this week, and I wanted to share with you some shots of my trip earlier today to Roger Williams Park Zoo to look at their "Dragons & Mythical Creatures" exhibit! This is a special exhibit running until August 11th where they've set up a bunch of simple animatronics of various mythical creatures from around the world around their Wetlands Trail path. The animatronics are a bit goofy, as you can probably see from the above pictures, but they were still fun to look at, and I had a good time going through and looking at them all with my folks. :) In order of their appearance in the photoset above, we have --
-->An alicorn (winged unicorn) right at the entrance
-->A siren by the lake -- they actually had three mermaids, but the other two were the traditional lovely ladies, so I decided to prioritize getting a picture of the one with the goofiest smile XD
-->Your traditional European dragon, who roared with glowing eyes
-->The Aztec god Quetzalcoatl, depicted in feathered serpent form wrapped around a pyramid
-->The Ninki Nanka, a West African beast with the face of a horse, the neck of a giraffe, and the body of a crocodile, which lives in muddy mangroves and according to the Limba people in Sierra Leone, causes thunder and lightning -- as you can see, this one has a horn for extra value
-->An Egyptian Sphinx sporting the traditional Egyptian funerary mask for pharaohs -- honestly, between that technicolor mask and the way it was wiggling its head, it was one of the most off-putting exhibits there
-->A Japanese kappa, a mischievous creature that here appears as a turtle standing upright with a vicious-looking beak and a divot on the top of its head -- I believe that divot is supposed to hold water, and if you can trick them into bowing to you, the water will flow out and they'll lose a lot of their powers
-->A Japanese Kasa-obake, which is an old and neglected umbrella that has picked up a spirit and become a mischievous ghost with a long tongue and a single eye. ...I will admit, I immediately accused it of being a Pokemon. XD
-->A traditional griffin, with the white feathered head, wings, and talons of an eagle and the body of a lion -- I especially like this one because it includes feathered ears as well, something you don't see on a lot of griffins -- but that you do see on the GRYPHON in the original Alice books!
-->A yeti -- who you may recognize as Bumble from the Rankin-Bass stop motion Christmas films, because apparently the park couldn't resist
-->FUCKING CTHULHU. With his head out of proportion to the rest of his body. If you're wondering what the hell he's doing here, Roger Williams Park Zoo is in Providence, Rhode Island, which just so happens to be the birthplace of HP Lovecraft. I guess they felt they had to. XD
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mirrormirror-bytherose · 1 year ago
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Babette, have you ever read The King in Yellow? If you've an interest in stories about beings and events beyond mortal comprehension, it may just be up your alley!
Previously
"Ooh! I have not! Let me check the library!"
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[The following morning]
"Plumette? Plumette, are you in-- ah! You have been missing for hours!"
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"Let me tell you about the book I just read!"
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oneknightstand-if · 4 months ago
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A Completely Normal Rest Stop
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Update 4: Chapter 2 Part 2 - The Rest Stop
Featuring...
Merlin's Guide to Minor Enemies
A bucketload of owed texts & e-mails to the MC
Decisions of great import... just where are you sleeping in that motorhome during this Among Us game?
Shopping? Fleeing? Stalking Merlin? Chapter 2 wedding proposals? ̵S̵a̴b̷o̴t̸a̷g̵e̵ ̵t̷h̴e̶ ̷m̸o̵t̵o̴r̷h̸o̷m̷e̶/̷ Actually having a completely normal time because you sidestepped all the spooky shenanigans? (But what fun would the latter be?)
A ton of branching everywhere in the second part of this update, so try replaying again with a few different choices.
A̴ ̴C̴o̶m̴p̷l̷e̵t̷e̴l̴y̵ ̶N̴o̷r̸m̴a̶l̵ ̵G̴a̴s̸ ̶S̵t̵a̷t̷i̶o̷n̸ ̵S̴t̸o̷p̷
Nothing to see here but a completely normal gas station & convenience store at a completely normal rest stop. Moving along now.
Play the Updated Beta Test
(Since there were bugs & typos reported throughout Chapter 1 & 2, your current saves are probably going to reset to the beginning of each section of the game. If things get too wonky, you might want to try restarting from the beginning.)
*If you're getting error messages or the start screen isn't showing Version 0.22, please clear your browser's cache.
Additional Word Count (Sans Code): 200,000+
Additional Word Count (With Code): 285,000+
New Total Word Count (Sans Code): 815,000+
New Total Word Count (With Code): 1,120,000+
Average Playthrough: ~65,000+ words
Note: You can view the game code on my site the same way you do on Dashingdon just add /scenes to the end of the URL.
Next Update
Merlin's Guide to Minor Neutrals
MC may appear on TV! This might not be a good thing. And they aren't the only one, cameo appearances from a future RO
Get hit with your first mass spell of nondemonic origin
Counteract with participation in your first multiuser spell
Attempt to summon Cthulhu. Dance the macarena. Have the consequences of your own inaction potentially bite you in the arse-- I mean what?
RO #4 finally appears.
Also quick reminder that the Alpha Build of the game on Patreon updates as I complete each section, so is currently on Chapter 2-3.
Link to New Polls on the Update (Which don't auto close in a week like the Tumblr ones)
More (Fiddly) Info on the Update Behind the Spoiler Cut...
The Update Also Includes...
Added section where the devil's mark is found if you change into short sleeve clothes right before packing up to leave
Added more neutral way of deciding not to claim dibs on a past Camelot incarnation
Added more flavor text regarding the vending machine in the fencing club route
Fixed continuity bug regarding your mask while exploring the empty city
Fixed continuity bug with Adrian's text messages in the Fencing Club route (Again!)
Added Fou and Petit Cru as default names for the Arthurian lore references to the default pet names
Fixed reference to nonexistent pet at the start of the book club route (which won't be finished for awhile)
Fixed some behind-the-scenes bugs with variable incrementing
Changed brave_sir_robin & merlin_warn to numerical variable instead of true/false (might cause bugs with prior saves that triggered those flags)
Fixed a bunch of typos and smaller bugs that I've completely lost track of at this point, but pretty much guarantee every section got re-edited
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anim-ttrpgs · 2 months ago
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What to Play Next with Eureka.
So, now that the pay-what-you-want/free Eureka: Investigative Urban Fantasy beta has over 400 downloads at the time of writing this (wow!) and has been up for about 3 weeks, I’m sure at least some people have already played Horror Harry’s Haunted House, the free tutorial adventure module we included with the beta download, and are excited to play more!
To that end, I’ve quickly thrown together a non-comprehensive list of adventure modules to run using Eureka, and where you can find them.
Adventure modules, if you’ve never used them, are a lifesaver for GMs. (And also they’re a different thing from those railroady “adventure paths” and crappy 5e adventures that you might be familiar with.)
Official Eureka Adventures
You can find official Eureka: Investigative Urban Fantasy adventure modules on our Patreon page. Supporting us is what makes Eureka, and our ongoing promotion of many other TTRPG creators, possible.
Horror Harry’s Haunted House
This is an official Eureka adventure module that comes free with the beta linked above. It is a super low-stakes “tutorial” adventure that sees the PCs solving a “murder” in an interactive escape room. The point of this scenario is to be a short and fun way for players to learn the mechanics of Eureka: Investigative Urban Fantasy without risk of their characters dying.
FORIVA: The Angel Game
This is an official Eureka adventure module by A.N.I.M. currently available only to patreon subscribers. Set in the year 1999, this adventure involves the PCs investigating a mysterious threat targeting teenagers.
The Eye of Neptune
This is an official Eureka adventure module by A.N.I.M. currently available only to patreon subscribers. Set on a skeleton-crewed oil rig in the height of the Covid-19 pandemic, this adventure puts the PCs in a tense situation as members of the crew start to disappear one by one...
Free Call of Cthulhu Adventures
Since we have not had the time (yet) to build up a robust library of official Eureka adventure modules, Eureka: Investigative Urban Fantasy has been playtested the most by using Call of Cthulhu adventure modules, and it is designed to work well with them. In fact, in many cases it actually plays them better and smoother than Call of Cthulhu itself!
Chapter 7 of the Eureka rulebook covers how to convert an adventure module from another game for use with Eureka, and its super easy! The only thing that will need to be adjusted will be the HP values of monsters and we have a formulae for that.
What's In The Cellar, a super short adventure where the PCs will investigate a mysterious cellar.
Scritch Scratch, there's rats.
The Derelict, set in the modern-day in the icy waters of the North Atlantic, the thought of a substantial salvage reward drives the investigators to attempt to rescue the a stranded ship, but in doing so they attract the attention of a strange and deadly monster. 
The Lightless Beacon, the ivestigators are unfortunate passengers on a ship heading for Rockport, Massachusetts, on Monday, April 12th, 1926, the night of the new moon. Due to a malfunction at the lighthouse on Beacon Island, their ship founders on nearby rocks, forcing the investigators to take to a small lifeboat and head to Beacon Island for refuge in the growing storm.
Dead Boarder, a murder investigation, which centers on the discovery of a body in a locked room.
Paid Call of Cthulhu Adventure Modules
Even though they aren’t exactly “indie,” just about any non-WotC company that makes TTRPGs is an ally against the monopoly crushing the entire hobby and art form of TTRPGs, so we would love it if you could support them as well as supporting us. Eureka: Investigative Urban Fantasy wouldn’t exist without Call of Cthulhu, and especially not without Call of Cthulhu adventure modules! In fact they’re like one of the only “big” names out there that still regularly puts out adventure modules, which seem to be a lost artform seemingly everywhere else despite once being being absolutely synonymous with GMing. They’ve been making new official Call of Cthulhu adventure modules consistently for like forty years, and buying and playing these will encourage them to keep doing that.
New Tales of the Miskatonic Valley (pack of adventures)
The Reeling Midnight, by Tom Lynch. introduces Investigators to Arkham's truly decadent party scene. (I've played this one, pretty good.)
Wasted Youth, by Christopher Smith Adair, explores the roots of juvenile delinquency, culminating in a wild chase through the wilderness.
Spirit of Industry,by Oscar Rios, takes Investigators to the village of Dunwich, where they explore old murders and an ancient mystery.
Proof of Life,by Keith Herber, is a tale of extortion and madness in the Lovecraft Country town of Foxfield.
Malice Everlasting,by Oscar Rios, expores Kingsport and old grudges.
The Night War,by Kevin Ross, sees the author of Kingsport, City in the Mists, revisit his creation when a veteran of the Great War is suddenly haunted by deadly nightmares.
A Mother's Love, by Seth Skorkowsky, author of the Valducan series, takes us to the hidden town Innsmouth, with all its squalor, dangers, and dark corruption in a brand new scenario for New Tales of the Miskatonic Valley, 2nd Edition. (I've played this one, pretty good.)
The Things We Leave Behind (pack of adventures)
Ladybug, Ladybug, Fly Away Home, by Jeff Moeller. The investigators search for an abducted child in suburban Cleveland, Ohio, where time becomes a serious concern.
Forget Me Not, by Brian M. Sammons.  An accident in a TV truck in rural Michigan sees the investigators awake in a ditch with no recollection of how they got there.
Roots, by Simon Brake. Inquiries into a missing teen will teach the investigators that some mid-west communities prefer to be left alone.
Hell in Texas, by Scott Dorward. After a suicide at a church's east Texas Halloween haunted house, strange events threaten the lives and sanity of all those in the vicinity, including the investigators.
The Night Season, by Jeff Moeller, shows that fandom in Anchorage, Alaska, can go too far when reality begins to shift.
Occam's Razor (pack of adventures)
A Whole Pack of Trouble - a group of film students have gone missing while shooting a found-footage style movie over college break. 
Eye of the Beholder - five days ago, a young woman disappeared while working on an art project.
Frozen Footsteps - A Wendigo-obsessed professor heads off to Michigan's Upper Peninsula for some rare (for him) fieldwork and discovers far more than he bargained for.
Dark and Deep - A snuff film is making the rounds in which a woman is mauled to death by a Deep One. Are the film's establishing shots enough to track down the lighthouse was filmed at and get to the bottom of things?
Visions from Beyond - A late-night voicemail left by a friend/relative in need of immediate help followed by them not answering their phone 
The Watchers - the investigators are contacted by a single woman who lives alone and is being watched by unknown people.
A Cleansing Flame - Bodies are being discovered, burned to death, with no known fire starter/accelerant present.
Does Love Forgive? (pack of single-PC adventures)
Love You To Death, Chicago: February 15th, 1929. It’s a cold winter’s day when the investigator’s good friend Hattie May appears in their office at the detective agency. Her beloved pet dog, Highball, is scheduled to be destroyed later today and she needs the investigator’s help getting him back from the Chicago Police Department. It doesn’t sound like too difficult a task, does it?
Mask of Desire, New York: September, 1932. The investigator, together with their two close friends Anna Konrad and Lucas Reston, has been invited to a party at wealthy—and notorious—socialite Madame de Tisson’s swanky apartment on the Upper West Side. Anna is somewhat distracted by her audition tomorrow for Nancy Turner, the famous jazz orchestra conductor. What is the link between the audition and a mysterious parcel that arrives the next day? And, why do so many people seem to be interested in the contents of the parcel?
Night Mother's Moon (stand-alone adventure), investigators are New York City’s street homeless who come together to solve the mystery of something that is stalking and killing the members of their community. (Playing this one with Eureka right now actually.)
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inkyvendingmachine · 11 months ago
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T'was The Night Before Crisis... Season 4, Episode 1
💀 Call of Cthulhu: Haunted Hijinx Masterpost 💀 Call of Cthulhu Season Four Masterpost (Coming Soon)
Warning: This campaign is an edited version of  a Call of Cthulhu scenario from the Tales of the Crescent City book. While a lot has been changed, there IS spoilers for it throughout these posts.
WE'RE BACK. After over a whole heckin year of 10000 RP logs, we have returned with our final season of Cthulhu! It's been not just a year out of game, but a little over a year worth of in game time has passed too, and they boys are indulging in a chill, at home seasonal celebration... for now! Surely nothing weird will happen, nothing ever does around holidays for these boys obviously.
:)
Happy Holidays!
Art Credit: @inkdemonapologist : sketching + inking @inkyvendingmachine : concept + colouring
A week. Two weeks. A month. A season. A year.
A whole year and a couple of months go by without any crazy outside force trying to rid the boys of… anything really. The time isn't exactly calm or empty… but compared to recent events, for a while, things were… kinda normal?
Well, except for when Joey got Peter to help him meet with Y secretly to prevent the gang from continuing to mess with JDS, or when Sammy and Henry realized mid tennis match that a version of Henry had slashed him right through the center. Or how the Prophet can just pop out now without ink. And how Susie has been brought in on all this, and perhaps brought in on even more than just the supernatural content as her bonds with Sammy and Joey grow tighter. And how Peter is actually moving to New York City now and ends up visiting Jack just as Beans goes missing and now there’s many little Beans kittens. And the summoning spell to ask the spirit that helped them in Haiti what will become of Sammy and Prophet. And the other summoning spell for Prophet to get his instructions from the Masked Messenger. And Sammy still can't tell where he's going half the time after uncovering some of Prophet’s memories. And Joey is still a bit hesitant to leave the studio if not being actively distracted. But other than that! It's been normal!!
And the boys have made it all the way to Christmas. Joey's received some parcels in the mail, from the Fowlers and Nicole. The Fowlers actually sent each of the helpful boys uh… 1000$?? That's a thousand. EACH. IN THE 1930s. For helping out… which I guess if stuck eternally in soul lake hell, wouldn't have that money anyways. But still, that's quite a lot for the time.
Meanwhile, Nicole has had time to move on from her heartbreak, and is ready to start a new chapter in her life, and as thanks, leaves Joey both the keys to her old apartment (the lease being paid up for a few years already) and to her previous car, with a guarantee she's giving these things up for better, not to worry about her. And totally not because maybe all the occult scratches and bullet marks in the wall makes the apartment hard to rent, or the fact that her car is an extremely recognized Mercedes, or that both of these assets were hounded by gangs for a bit after her magical mistakes…
It probably is actually all out of good will and appreciation, and these things will come in useful, especially if they do need to deal with more mafia or what have you. Joey doesn't need them tracking Henry's car home to his family or back to Jack's house.
With those gifts out of the way, the actual holiday is spent in Jack's house, with a big potluck meal. This holiday celebration includes a small group of friends and their families, namely, all the people Jack has befriended and also would be okay with the Lurker partying with em. The event goes well, Sammy gets to play through the night, Henry’s children get to hang out with a real Bendy and also a buncha newly grown-up cats, Henry gets to eat as many cookies as he wants… 
That… slows down when Henry sees a yellow sign in a ribbon. But as soon as he tries to not lose his entire cool and freak out, it disappears… the ribbon was just a ribbon the entire time. Perhaps golden ribbons shouldn't be their normal holiday decor… 
Meanwhile, Peter feels eyes on him and decides to move away from the window maybe, especially because it feels like he suddenly knew exactly which star in the sky holds Carcosa at the same time… surely a fine coincidence to have happened at almost the same time. But nobody else is acting weirdly, sooooo.
The night wraps up, with Susie and Norman heading out first, followed by Henry and his family. Sammy also heads home after being socially exhausted and desperately needing his alone time, and Peter helps Jack clean up some before heading out too. Jack heads to bed, only to find an already asleep Joey with a Spark sprawled on top of him, probably after he “closed his eyes for a moment” a little earlier. 
The next day, there's technically work, but it's a short day because what's actually happening is a charity auction and party. A collection of “originals, signed by the creators” has been donated to help raise money for relief efforts in a few warring European countries, as well as the “entertainment” for the evening (Bendy cartoons, of course), courtesy of JDS, which means of course all the stars who signed the auctioned items were invited to the party as well.
Yes, even Sammy. 
(And also Jack, Henry, Susie, and Joey of course.)
The event is being held at a yacht club, advertised to the wealthies of the city midst the great depression, with live music playing and glittering evening wear, and uh. Denis.
Y'know, Denis?? That rich guy from NOLA who invited us to the masquerade?? That Joey casually name dropped his legal name to in order to keep him from tracing himself and Sammy back to JDS, when they didn't know who or how dangerous their initial information gathering was.
Anyways, a quick little talking him in circles by Joey corrects that past mistake, as well as gets him the information that Denis is actually related to one of the people who put the entire event together. Ha. Good to know.
Of course it's difficult to shake him afterwards, since Joey is one of the few people Denis knows all the way up in New York. At least Joey actually has a fancy car to talk about now.
Meanwhile, in the quietest, emptiest corner he could find, Sammy notices something odd about the song that's currently being played live. It sounds familiar, and while surely there's been some Bendy music played this evening…. This particular song is not that. But it WAS composed by Sammy.
In NOLA.
When he was improvising with some random music on the street while hanging out on the balcony of his and Joey's hotel room. Properly freaked out by having a song from a very scary time literally come back to haunt him, Sammy runs to find someone, (Joey is still busy with Denis), and comes across Jack first. But before he can fully explain, the entire party is interrupted.
Chatter turns into hushed confusion as some pale man up near the front starts speaking in tongues. It's hard to tell if he's trying to perform some ritual or just incoherently rambling, but it doesn't matter! Because very quickly there’s a gunshot!!
And the Prophet? He's awake. He knows what that gunshot was. He's been waiting for this.
It has begun.
Of course the entire party breaks out in panic once the gun goes off. Joey doesn't know what sort of Eldritch nonsense was happening up front, but upon scanning the crowd and noticing Jack and Sammy together, beelines for the snack table to grab Henry and search for Susie.
As everyone is being rushed out, some of the boys manage to notice that not all of the panic is simply from the mad ramblings and sudden bullet, but also we've got some people in the crowd bleeding from their eyes. How festive!
Upon getting outside, the Yacht club is of course already being surrounded by security and the police, as the sudden gun shots quickly alerted locals to the nonsense going on. Nobody is allowed to bolt until an investigation is conducted and people are questioned, but of course Joey managed to sweet talk his way over to a telephone to make a very important quick phone call.
To one Peter Sunstram! 
Turns out, between all their arguments, there are a few things they can agree on, which includes quietly spying on suspicious parties even though they should probably not be doing that if they actually wanna be safe but surely everyone will understand when they find out IT'S FINE.
Anyways Peter’s been keeping an eye on Y, and earlier in the day Y seemed to be performing some ritual before having some kind of … breakthrough? Revelation? Peter had told Joey of it, and in good faith Joey agreed to keep an eye out for WEIRDNESS, hoping that Y was upholding his promise to not be interfering with JDS anymore. But now this episode seems to have specifically happened, right at their exact event for the evening, so Joey does his best to pass along as much info as he can in that moment to Peter. As well as set up a backup plan in case anything else happens to them before they can escape the Yacht Club.
After some interviews with the police though, they’re allowed to go free. Listening to other partygoers' recollections they’re able to pick up a few more names here and there – the one who fired the gun up front by the bandstand is said to be another local gangster by the name of Johnny Nero, and the band playing on that bandstand one Red Leverett and the Jumps – but no evidence that really points the crew in any sort of serious lead. (including more commentary by Denis wHY ARE YOU STILL HERE UR NOT PART OF THE GROUP)
So having managed to collect everyone together, including Prophet returning Sammy to the front for the interview thank the lord (not that one)(not that one either)(maybe that one) the JDS crew head over to their very safe and secure hide away to talk about what just happened: that’s right, they’re going to Peter’s apartment.
And staying there through midnight! Listen, the last time weird shit started happening like this, everything popped off at midnight and there were panics all around. It’d be nice to know where people were this evening. And while they’re all sitting around waiting for that to pass, Henry and Peter can even talk about the really weird things that happened last night! Yknow, where Henry saw the yellow sign for a moment and Peter felt something watching him from space? Those very normal Christmas activities?
The group also gets informed about how Peter maybe has been keeping an eye on the Y that still hangs out in the city, and how Y was excited over some weird ritual. While he goes over that and also Joey and Peter guiltily kinda admit to their secret spying tendencies, Henry gets info from Linda when he calls to explain why he’s not home yet and how he won’t be home for a little while still. She’s remembered some research that crosses over with the prophecies they had gotten a month or so after the last big event like this. And Jack and Sammy bring up how they had been theorizing over who’s and what’s in the prophecies… for instance, that which the Phantom seeks, who bears already the scars of following the Mender’s lead….
Is it Peter? He followed Jack into the weird ghosty world. Is it Joey? He’s followed the Mender in other ways, and also literally bears scars caused from Jack’s healing. Or is it somehow Y?? Who seems… involved in this somehow, despite promising he wouldn’t be fucking around with stuff that might step on JDS’s toes again.
With no real conclusions, but midnight having come and past, people start to head home. Joey has someone drop him off at the studio, as after weirdness happened with any sort of occult stuff he’s interested in checking in on Bendy and the Stone. Since, those tend to be targets for this kinda creepy thing. Bendy is perfectly fine though, and hardly even noticed anything going on… So Joey picks up some of his notes and… finds himself unable to leave the studio. For some reason it just seems like the wrong idea… so he spends all night up researching, unsettled by how many non-leads he has into what will possibly happen next. It’s starting to feel like Haiti again, knowing that something bad is coming but really having no idea where to fortify with this information.
But he does have something new… 
He has plenty of things new now, including his dream spell. 
Peter’s not the only one who can spy, and while Joey is sure he’d hit some kind of barrier trying to peek in on Y’s dreams… just knowing whether the man was still alive, or possessed by some eldritch nonsense seemed like a good place to start. Maybe his excitement at the ritual earlier was coincidental…
The thing is, defying all reason, Joey’s able to step into Y’s dream just fine somehow.
This is probably not something he’ll regret doing later, surely.
[Next Episode] (not yet released)
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inkdemonapologist · 10 months ago
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!!!!!!!!!!! New Cthulhu Season has started!! this time featuring:
The band at our fancy party started playing a song that Sammy INSTANTLY recognised as his own improv, played a year and some change ago from the balcony of a New Orleans hotel to calm his nerves, which really should not be turning up perfectly replicated here and unsettled him so much that he ended up trying to communicate this to Jack in the LEAST CLEAR WAY IMAGINABLE
we got a supernatural partycrasher at the fancy party which means wE GOT PROPHET IN A SUIT!!! FANCY PROPHET FOR JUST A FEW MINUTES!! his previously prophesied warning of what was to come included the phrase "a report that silences the tongue of ythill," which is apparently what this was, and he got SO EXCITED about the appearance of this weird man making people bleed from the eyes that he booted Sammy from the front to take it all in. THE TIME IS FINALLY AT HAND!!!
i also have a lil smattering of out-of-context quotes from session 1 if ur into that sort of thing: here under the cut!
[Sammy is played by me, Joey is played by Boo (inkyvendingmachine), Henry is played by Maf (inkcryptid), Jack is played by Mochi (whatyouwantedmetosee) and Thren (haunted-hijinxer) is our GM!]
[Jack] Aw, there's no snow in the year before, so probably no snowball fights for Christmas, [GM] Well, we can invent our own, that's fine. [Sammy] It's the ONE difference! IDENTICAL TO OUR WORLD, except for on December 25th there was snow, don't worry about it. [GM] And tape recorders! [Sammy] There's tape recorders, and there was snow on December 25th, 1934. [Sammy] AND ALSO CTHULHU IS REAL. But other than that it's exactly the same. [GM] That's it, just those little things. [Henry] A minor detail.
[GM] Another question: Christmas is on a Tuesday, does the Studio get days off? [Joey] In the Cthulhu universe, yes… And It's All Henry's Fault.
[Jack] Anyone who failed their Sanity gain checks in '35 -- it's the anticipation. [Sammy] Yeah, it's just driving you absolutely bonkers that this prophecy still hasn't happened, can it go ahead and get it over with? I hate having this hanging over my head! [Sammy] And if you PASS your sanity check, and gained sanity, it could be that you're just INCREASINGLY IN DENIAL. Like, you know what? Maybe he forgot!
[Jack] Jack's the most likely to keep up with these poor people we keep roping into our nonsense! [Joey] Hey, HEY! [Jack] "Welcome to the group! You're only here for a little bit, but have some trauma! Trauma for you! And trauma for you! BYE"
[Sammy] We're like Absol. We're not CAUSING the trouble, but it IS in our wake, constantly. [Jack] Absol is 100% a modern teenage Joey Drew's fursona. [Joey] ….Yeah…
[Henry] Is it an easier apartment to get to, for Joey, than the one he has? [Joey] That is a really good question. [GM] It has ONE flight of stairs, but it doesn't have ten zillion flights, so I mean, it's better, probably! It DID have an evil ritual in it,
[Jack] *reading the inflation calculator* $1,000 in 1935 is… 22 thousand.. and a half… dollars????? [Joey] GREAT! *claps* STUDIO'S FUNDED! :D [Jack] Joey, no, [Sammy] You can do that with YOUR money, [Joey] I mean, that IS what's going to happen to Joey's money, Joey's just going to immediately dump it into the studio. Grant gets a LOVELY holiday present where suddenly, the numbers are not in the red anymore! [GM] This is how Grant doesn't become the final boss. [Sammy] Is that a present? IS THAT A PRESENT??? Grant looks at the numbers and they're suddenly bigger? WHAT'S HAPPENING [Jack] Sounds like a tax nightmare… he assumes his mind is broken, he's gone delusional, [Sammy] Joey's not thinking about how this affects TAXES he's just like, OH BOY! More money! Grant'll work that out. :) [Joey] Yeah! :D
[Sammy] Oh wow, mistletoe's been around for a while. [Sammy] …I say, as if mistletoe, the plant, is newly invented,
[Jack] We need to even the playing field; Henry's the highest, we need to drag him down to our level!
[GM] Let's say it's just you guys, and Peter and Susie, and Norman took off. [Sammy] Aw, don't wanna stay late? Old man, gotta get to bed? [GM] Maybe not if people are saying THAT at him,
*after finding a major ice rink was not built until 1936* [GM] Well, maybe everyone can do that when they DEFINITELY survive and come out victorious next year! :) [Sammy] ….survive?! Nothing's happened! It's a CHRISTMAS PARTY. [Jack] I HOPE we're surviving the Christmas Party, the food's not THAT bad, is it? [Henry] We solved your Christmas puzzle! [Jack] The Christmas Puzzle is how much food can we trick Joey into eating by handing it to him,
[Jack] Oh no, Spark's gone to… CATCOSA…. !
[Sammy] That's fine, Disney still hasn't caught up with us, so. [Jack] Well they're havin' this whole weird issue with like, ink and cultists, it's a bit weird… bunch of the staff started going missing…? [Sammy] *laughing* The entirety of Bendy and the Ink Machine happens, just OVER THERE. We averted it so now Disney has to do it.
[Henry] I will say, Henry's been a little uneasy all day. This doesn't affect anything, it's just for flavour. [GM] But he is in a really nice suit! [Sammy] Well THAT's why he's uneasy. They had to smooth his hair, and he's in a whole suit, [GM] In a vest that actually fits, [Henry] Unrecognisable. [Jack] Who is this stranger?
[GM] Make spot (hidden) checks! [Jack] *whispering* I hope it's Norman. [GM] Both of you spot a familiar face, before he's able to come accost you -- it's not Norman, it's Denis! [Sammy] oh gosh. [Joey] Well… I don't know if that's better or worse than my initial guess of Avedon,
[GM] He greets you all cheerful-like, "fancy meeting you here!" sort of thing-- [Sammy] Sammy still doesn't shake his hand. [GM] --he knows you as Joseph, doesn't he? [Joey] Oh no…. Joey was trying to hide his name in New Orleans… [Jack] That's fine, it's all about reinvention!
[Sammy] You know how in the Illusion of Living, Wally comes up and Joey randomly starts talking about how he's a great guy and a hard worker, and you're like, we were talking about something else ten seconds ago Joey PLEASE stay focused, [Sammy] Anyway, I'm imagining that but with Peter?
[Sammy] The Studio just had a big release last year, and I just got this really nice car! and *mumbling* those events aren't actually connected, BUT!! Through the power of leaving out the middle bit, you can assume they are!
[GM] Sammy, make a listen check! [Sammy] EXTREME SUCCESS, I rolled a THREE. [GM] Oh cool! Make a sanity check! [Sammy] oh no,,, [Joey] *Mario voice* HERE WE GO!
[Sammy] Sammy is gonna look at Joey, see that Joey is like…. in the midst of a conversational manoeuvre, and go, run try to find Jack. I don't know if he'll GET there, but, [GM] He can at least locate Jack, I would think, unless Jack is in a back room kissing boys or whatnot!
[GM] This guy is wearing a really severe, matte black suit, and has unnaturally white skin, his hair is black and very oiled in a severe widow's peak-- [Jack] It's him! Bendy Inkmachine!! [GM] I'm reading this description RIGHT from the book, I need you to know that.
[GM] The music's also definitely come to a stop, while all this was going on. And then there's a gunshot! And now there's just a big, yknow, panic, like you get! [Jack] Avedon's here! [Sammy] There'd be more French-accented yelling if Avedon were here. [Joey] I like how we're just going to end up willing Avedon into this scenario by making repeated "Avedon's here" jokes, [Jack] I mean, I've been trying to do the same with Norman, but it's either not working, or we haven't rolled Spot high enough to find him yet!
[GM] You guys get interviewed and asked what you saw, and what happened! [Sammy] …hang on, I gotta roll a check. [Sammy] *rolls* … OKAY COOL Sammy's back. [Joey] *laughing* Sammy interview, or Prophet interview? [Sammy] They were going to get a REALLY interesting interview if I rolled better on willpower!
[GM] Do you suppose Joey would've helped Susie shop for a dress that she could conceal a firearm in? [Joey] [Joey] sURE! [Joey] I mean I feel like, "would Joey help Susie shop for a dress," stop the sentence there: absolutely yes. There's other things to consider with dress? Well that just makes it a fun challenge now!
[GM] The police ask you what you saw. What do you tell them, about your experiences this evening? [Sammy] Sammy didn't see a lot. There was some commotion and a gunshot. [Joey] Yeah, I think Joey's just going to report that he just heard commotion happening up front, and quickly decided that he wasn't interested in commotion!
[Henry] Who was it who saw people with bloody eyes? [Sammy] Uh, that was Sammy, he's not mentioning that part.
[Jack] *rolls* Normal success for Jack. [Henry] *rolls* Hard success! [Sammy] *rolls* EXTREME success, I rolled a ten! [Joey] *rolls* …what's the fumble point, again?
[GM, as Denis] "There was a yellow sign at the Mardi Gras party last year! I thought it was a lucky charm, but I guess… it wasn't? I had a friend who said it wasn't, actually. You should watch out for those signs. Yes." [Joey] *so tired* Okay, that's… that's fine… [Henry] "Very helpful, thank you." [Jack] (This guy's great, can we keep him?) [Joey] (NO.)
[Henry] Henry is going to have so much anxiety. Like, just in general, but over this, too. [Sammy] "going to"??? [Henry] *laughing* No, you're right. What I'm learning is that Henry CAN slide into being mostly even-headed about crises, but he has to have a moment of "Oh God, oh fuck, oh geez" first. [GM] I think Peter does that in reverse. [Sammy] Yeah, that makes sense -- Sammy just shoots straight for "OH COOL, WE'RE GOING TO DIE!!!"
[GM] How much do you suppose these boys are up on vernacular and slang? [Henry] Henry might've picked up something from his kids, that's all I've got [Sammy] That's cute… Henry knows what yeet means... [Joey] I WAS ALSO GONNA SAY HENRY KNOWS WHAT YEET MEANS,
[Sammy] I do appreciate Jack being the one to notice that the prophecy might be a pun.
[Sammy] What do we even DO with this? What do we do next… [Joey] *muttering* That's what I've been trying to think of for the last like… half hour, Sammy…! [Joey] This isn't Joey-voice, this is just me-voice. [Jack] Yeah, Joey would never admit weakness in front of Peter Sunstram. [Joey] Yeah. Correct.
[Jack] Well if anyone else wants coffee, Jack might end up makin' some! [Jack] You know, that 11:30 coffee.
[Sammy] "Well, if he plays clarinet, let us know." [GM] Peter tips his head as if he's thinking of looking that up -- not looking it up, looking into it! [Jack] Yeah, just google it, Pete! What are you waiting for! [GM] On his cell phone, [Jack] You gotta pull out your Bendyphone! [Sammy] JDS is responsible for all anachronistic devices.
[Jack] Is It An Insanity Or Is It Just The ADHD
[Joey] Is Joey gonna make stupid decisions…? [Sammy] JOEY,,, [Sammy] Augh, I should've gone with him, [Joey] *rolls* *starts cackling maniacally* [Jack] *deadpan* Oh gee I wonder what the result is, [Joey] *audibly grinning* Joey might try to dream spell… Y? [Sammy] WHAT?! [Henry] Joey what are you doing…. [Sammy] JOEY DREW!!!
[Henry] I roll to see if Henry's "Joey's Doing Something Stupid" senses are tingling [Joey] Yeah, I think it's fair for Henry to have a "Is Joey Doing Something Stupid" sense that goes off fifty percent of the time, [Sammy] It's NOT USEFUL because it's ALWAYS HAPPENING,
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lesterwillington · 1 month ago
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We Need a Lovecraft Musical (or play, I would not mind a play)
I love eldritch horror and weird fiction and I love musicals so I might sound biased, but I need this to happen. Technically, there are a few that exist, but I can find very little detail about them. So, what I'm asking the universe for is some sort of Lovecraft stage musical adaptation (preferably something from the Cthulhu Mythos) that recieves a major professional production somewhere in the world (like off-west end or off-broadway or chicago or something, I would love regular west end and regular broadway but I am trying to manage expectations here, kinda). Also, we just need more mainstream horror theater stuff in general. There isn't much of it, and what does exist mostly have been financial and critical failures. Now, you may be asking, "aren't Lovecraft's works famously unadaptable? why not just leave them as short stories and novels? also he was a pretty bad dude should we even be adapting his work at all?", and to that I say: 1. HA, if you really think that, you are a COWARD, a FOOL, and a SCOUNDREL! People thought Dune was unadaptable and now it is a critically acclaimed franchise with at least 2 movies as well as an upcoming tv show and a third movie in development. So, people that say things like that are dumb. Plus, that's mostly in reference to film adaptations anyway, which I can understand for Lovecraft's works. He mostly relies on the audience's imagination for the horror, he tries to get them to fear something they can barely begin to understand. It's hard to translate that into film because film is inherently a visual medium (mostly). However, theater almost always relies on the audience visualizing more than what is really on stage, so I think it fits Lovecraft's works perfectly, especially because of how short most of them are. You can really take your time to flesh out the world and characters if you wanted to. Or just do like, a one-act thing. That woks too. 2. I understand leaving them as their original works, but I think the theatrical experience can elevate the experience of the written works or at least get the audience to see them in a new light. I think an ideal theatrical adaptation would leave the audience extremely unsettled, but wanting more. And they can get more by reading Lovecraft. So, I don't think it's too much of a problem. 3. I'm terribly sorry but like 95% of old, white guy authors were bad people and I think it's reasonable to be able enjoy and appreciate what they made while also condemning who they were. Plus, it's not like Lovecraft or his estate is making any money off this because his works are public domain babyyyy. But yes I need this to happen desperately and I'm afraid it won't. I'm heavily considering trying to make something myself (because the works are public domain and I am a writer), but I have a lot on my plate right now (including an In Trousers screenplay that I have mentioned in a post or two) so I have no idea when I'd be able to really work on it and try to fully realize it. Plus, I have zero connections in the theater world so getting a major production for it would be extremely hard. I still think it's cool, though. Let me know what you guys think. Is it possible? Or are his works better left as they are?
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vintagerpg · 1 year ago
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Much like Call of Cthulhu, I adore pre-written Delta Green scenarios but have very little desire to write my own. While I enjoyed reading The Labyrinth, which present a number of organizations to build a homebrew campaign around, and even includes guidance on how to structure those campaigns, it did not ultimately make me think “I could do this.” ARCHINT (2021), on the other hand, got my ol' GM brain juices bubbling.
This is a book of eleven artifacts of novel variety. There’s a stained knife (its the stain thats the artifact, really), there’s a bit of code, there’s a machine made out of junk that shouldn’t do anything at all (but does), there’s a bootleg copy of an old B-movie. In a perfect bit of example-making, the talisman that is central to the plot of A Victim of the Art is included, so you can see exactly how a full scenario can bloom out of a single enigmatic object. As seeds, they’re near perfect. But they are also, like all Delta Green material, still enjoyable in their own right, as micro fictions, these little atmospheric artifacts of a larger, more horrible fictional world.
It’s almost infuriating, really, how so many fantastic ideas can be elegantly arranged in such a small number of pages. How dare it be this good?
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probablyfunrpgideas · 9 months ago
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Idea: a series of Call of Cthulhu adventures where the PCs encounter the violent aftermath and found-footage style evidence of summoning rituals. It seems that the government tried to cover up and study the eldritch activity, but their laboratory was similarly overwhelmed by creatures beyond our comprehension, which they couldn’t contain.
One such creature - one of many - is a frighteningly intelligent shapeshifter, and it seems to understand human culture fairly well despite having a language and mindset that appears to revolve around texture. It hunts by ambush, using static electricity to grab its prey with impossible force and then absorbing fluids and nutrients through its skin. Currently, its goals include gaining access to more important places and shapes, so it can learn and feed more easily. It also wishes to eliminate anyone who might recognize its existence and similarity to the classic D&D Mimic.
What other old-school monsters could be truly frightening in the right context? Aboleths are pretty eldritch already, but I think there’s some good mileage in the Xill, which hops between dimensions and puts its terrible eggs inside of people, Alien-style. Or what about finding a lab full of headless bodies, victims and hosts of the vicious Vargouille?
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beardedmrbean · 8 months ago
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Bad Dragon is suing SinSaint over copyright infringement of their dildo designs. What I want to know is, can you copyright the shape of a dog's dick? Because if you can, you shouldn't be able to.
I did knot need to hear about this one.
one more pun
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TSG is gonna be one of the more reputable sources for this one
MARCH 25--A manufacturer of “fantasy-themed sex toys” has accused an upstart Brooklyn, New York firm of knocking off its distinctive designs, according to a federal lawsuit alleging that the defendant has infringed on copyrights for dildos such as “Spritz the Seadragon” and “Tyson the Water Buffalo.”
In a March 20 complaint filed in U.S. District Court in Arizona, Bad Dragon Enterprises contended that its “sculptural” products have been illegally copied by SinSaint, which is headquartered in a Coney Island warehouse and advertises that all its “Ethically Manufactured” toys are “made in Brooklyn, USA.”
Bad Dragon, which noted that it has had “significant commercial success” in the adult toy field, alleged that SinSaint has been selling the duplicative dildos through its website and other trade channels, including the recent AVN Adult Entertainment Expo in Las Vegas (where the new firm’s exhibitor booth was next to that of the all-nude Palomino strip club).
The lawsuit identifies 13 separate dildos that Bad Dragon claims have been copied (and renamed) by SinSaint, which was incorporated in New York last year. The colorful silicone toys feature scales, tentacles, suction cups, and other design elements meant to mimic the genitalia of dragons, sea creatures, and other fantastical characters.
Some of the Bad Dragon products that SinSaint is accused of swiping are “Kelvin the Ice Dragon,” “Stan the T. Rex,” and “Vergil the Drippy Dragon.” SinSaint has not been accused of pirating other Bad Dragon offerings like “Jason the Demogorgon” or “Cuttlefish of Cthulhu.”
According to the lawsuit, SinSaint’s counsel last month stated that the company had begun removing “some of the allegedly infringing listings for product redesign.” This response, Bad Dragon contended, was “unacceptable,” adding that it “continues to be harmed by Defendant’s ongoing, unlawful conduct.”
The Bad Dragon complaint seeks an order enjoining SinSaint from continuing any further alleged
copyright infringement and seeks “disgorgement of all of Defendant’s profits” related to the artificial penises. The company may also seek statutory damages of up to $150,000 for each of the dildos in question.
For more than a decade, Bad Dragon has sought trademark and copyright protection for various product lines. While often successful, the firm’s application to trademark its “Cum Tube” was abandoned after a government attorney rejected the ejaculating dildo because the “applied-for mark consists of or includes immoral or scandalous matter.” The application included a very NSFW image, which can be found on the U. S. Patent and Trademark Office website.
According to an August 2023 trademark application, SinSaint’s owner is Oleg Semenenko, 50, a resident of Brooklyn’s gated Seagate community. Semenenko lives less than a mile from SinSaint’s warehouse, which shares an address with GlobMarble, an industrial molds business for which Semenenko is listed as “manager” in a separate trademark application filed this month.
In a brief interview today, Semenenko was asked how a dildo firm grew out of his original business. “We work with rubber,” he replied. Semenenko dismissed Bad Dragon’s claim that its products were unique and original: “How can octopus hand can be your idea?” (4 pages) ____________________________________________
Hope the judge that did the recent trump case gets this one, even though I know that's basically impossible, just the thought of making him listen to hours of testimony about how these rubber fantasy dildos are protected by copyright or trademark law, or something like that is funny to me.
It's not a revenge thing wanting it, just a keep him humble thing. I know you think you're hot shit now, so here listen to these arguments for a bit.
Totally different note, I'm wondering how long until the discourse starts up, or if it has already started up, where using horse dildos is either bestiality or a gateway to bestiality because what with the way people treat cartoons of fictional people I can't imagine it's far off or not already here.
Look to japan for the tentacle ones.........
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hermit-searching · 8 months ago
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One thing I think is funny about Donatello is he is absolutely unhinged no matter which iteration.
Like, yeah Rise Donnie is probably the most overt version of completely unhinged Donatello because he'd chug Uranium and fistfight Cthulhu. And you have whatever is going on with 2012 Donnie and that version of April 😨. But I would like to bring up some of the absolutely hilarious unhinged things some of the other Donnie's have done.
87 Donatello:
-has a personality altering ray that caused so many shenanigans but he kept anyways
-frequently talks about how he wishes he was a regular turtle with no higher thought
-was electrocuted once which convinced him he was Batman then proceeded to try and off Shredder on his own (and almost succeeded)
-literally just makes things blow up for fun
-if at first brains don't succeed, violence is the answer. (he's got a temper than can rival most Raphael's)
-he likes being in jail
03 Don:
-nearly drove himself insane trying to save his dad from cyberspace
-saw some rabbit making googoo eyes at his brother and chose violence.
-also makes bombs and missiles for fun
-Raph's #1 enabler (you'd think it's Mikey but no. Mikey eggs Raph on a ton but no. it's Don. they're the og disaster twins)
07 Donnie:
-bro works IT. That's it. That's the post lol.
I'm not familiar with the comics, IDW or Mirage, so I can't really comment on them. But I'm pretty convinced Mirage Donatello would be a war criminal.
Also Bayverse isn't included because I hate them.
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probablygoodrpgideas · 1 year ago
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Narrative Permission
People can do a lot of different things and RPGs are usually not concerned with making up rules for every single possible action anyone could take.
There are some actions that are neither so common that it can be reasonably assumed that anyone can do them nor are they something that the game system concerns itself with.
Languages and artistic skills are pretty common examples that less complex systems usually don't bother with. In cases like this, your background could give you the narrative permission to use these skills.
For example, if your Scoundrel character in Thirsty Sword Lesbians is a musician you have the narrative permission to play a song to impress the Baroness while other characters might not. Functionally, you are still just rolling +Heart for an Entice move, but you can flavour it differently.
Another type of narrative permission can be found in Call of Cthulhu.
While your skills are obviously mostly there so you can roll skillchecks, they can also grant various kinds of narrative permissions.
For example, while regular driving explicitly doesn't require a skill check, you're (usually) still going to require narrative permission through skill investment to drive anything that isn't a car. For example, if you want to drive around in some kind of construction vehicle like an excavator, you're gonna need a couple of skill points in heavy machenery, even if you don't need to roll to drive it (again, assuming regular driving. If you're in a desperate fight against a dark young and try to hit it with an excavator despite not having any experience controlling one, go ahead and roll for it)
High levels in skills can also give you narrative permission to know a guy. An average investigator probably isn't going to know any professors of physics but if you have a high education stat, you might know someone.
Equipment in CoC is also mostly done through narrative permission. While you might name some important items explicitly during character creation, most possesions in the game are handled by asking "Would it be reasonable for someone like this to have this?"
Does the 1920s student own a truck capable of transporting a bunch of crates full of evidence? Probably not. Does the 1930s smuggler? Of course.
In ICON, there are many cases where narrative permission plays an interesting role.
Obviously they only matter for narrative play because in tactical combat, what you can and can't do is pretty strictly defined. However, your abilities in tactical combat can influence your narrative permissions.
A spellblade with various teleport abilities has narrative permission to teleport. Depending on the GM, this may increase effect or decrease risk on some Traverse checks, or it might even remove the need for them entirely.
But this can only get you so far. If you didn't put any points in Smash, no amount of arguing about being a Collossus who can do all kinds of cool Smash-adjacent things in combat is going to make it so you have more than 0 Smash in narrative. You need to select your narrative skills in a way that supports the fantasy of your character, including their tactical combat fantasy.
Also there is your narrative gear, which isn't supposed to represent every single piece of equipment your character posses, just the stuff that really matters, and which broadly falls into two categories: Things that are listed there so you don't have to argue about whether you have it (e.g. light sources, rations, a tent) and things that are supposed to inspire you (e.g. single-use flash bomb, copious sweets)
Both exist to grant you narrative permissions, but the first category is more about making sure you have narrative permissions you probably would have had anyway in a system without gear tracking (such as previous editions of ICON), the second category can actually expand your narrative permissions or give you new ideas for things to do.
Without your gear explicitly mentioning you have these things you might have never even gotten the idea of using a flash bomb to escape the guards, or use sweets to calm down a child. But even if you had gotten the idea on your own, explicitly calling out that you have these things can save a lot of time on trying to convince your GM that you have them.
However, the flipside to this is that having a gear system like this makes the gaps stand out more. I keep bringing up not having to convince your GM that you have something, but if there is something that you feel like you should have but that isn't listed in your gear, the existence of the gear system might make it harder to convince them that you should have it.
The system is an interesting middle ground between gearing systems that make you track everything you have (e.g. dnd 5e) and one that barely makes you track anything (e.g. CoC)
Are there any intersting examples of narrative permission you know?
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cantheykillmacbeth · 10 months ago
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Skeletron from Terraria could kill Macbeth.
Yes, Skeletron from Terraria could kill Macbeth!
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Though the lore of Terraria is a bit scarce, there are many heavy implications that connect almost every major boss of the game to the eldritch deity Cthulhu, who is referred to with either masculine or neutral pronouns. Skeletron in particular is said to be part of Cthulhu's skeleton that was ripped out of his body during a war, which then became animate through sheer force of rage. Skeletron (as well as the other bosses ripped from Cthulhu) is referred to as a separate entity from Cthulhu entirely, with it/its pronouns being used exclusively.
This definitely applies Skeletron for the Gender Clause and Birth Parent Clause at the very least, and while its initial inception would certainly count for the Unconventional Birth Clause (being a piece of a skeleton getting ripped out of your father's body and then becoming independently animate only after your father retreated to the moon sounds like a pretty esoteric birth to me), it gets a bit more... complicated with what we see within the actual game.
You see, in Terraria, when you want to fight Skeletron, you have to interact with an NPC who is simply known as the Old Man at the entrance to the world's dungeon. He explains that he is under a curse from Skeletron, and asks you to break said curse by defeating it. Agreeing (under the right conditions) will cause Skeletron to violently erupt out of the Old Man's body in a giant blood splatter, ripping him apart from the inside. ((The Old Man comes back from this somehow. It's never explained. Don't worry about it.)) Now, one could potentially make the argument that this... eruption would count as a "birth" under Shakespeare's definition of the term. And, unfortunately, if we deny this, then we're going to need to make a much more specific way to define "birth" for our purposes that excludes Skeletron and C-section babies while simultaneously including births that result in the death of the birthing parent.
Looking to previous posts I've made, a somewhat similar situation is the Xenomorph, with the whole chest-burster situation. At the time, I had quite confidently said that they apply for the UBC, and nobody seemed to really bat an eye at that; plus, I would probably still stand by that decision. So, while it's ultimately debatable, I'm going to say that Skeletron erupting out of the Old Man does not count as a "birth" for our purposes, and therefore Skeletron's initial inception will be counted for the UBC instead.
Sorry for that overly-long explanation that ultimately just led back to the same conclusion.
Thank you for your submission!
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anim-ttrpgs · 4 months ago
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Some History of Eureka: Investigative Urban Fantasy
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Brandon and I have played a lot of TTRPGs, from nearly every edition of Dungeons & Dragons to half-finished playtests of things you’ve never heard of. Our history with TTRPGs is a love story, but one pockmarked with frustration. We found ourselves enjoying D&D 3.5’s vast character creation options, but wishing it focused more on  grounded characters and historically informed combat; being drawn in by Call of Cthulhu’s horror and existential dread, but disappointed in its investigation mechanics for actually getting the investigators to those moments of horrifying revelation; being intrigued by Monster of the Week’s juxtaposition of both normal and supernatural PCs (for horror and/or comedy), but finding its lack of character options and reliance on genre tropes a hindrance; being unable to find anything that would be good for a S.T.A.L.K.E.R. inspired TTRPG campaign. We eventually found the OSR movement and AD&D1e and 2e to be far closer to what we wanted on the medieval fantasy front, but we still had nothing on the modern horror or urban fantasy front, and Shadowrun is… Shadowrun.
So, with around 20 years of TTRPG experience between us, we set out to make the game we wanted a reality.
The story of Eureka: Investigative Urban Fantasy’s creation really starts in late 2021, when Brandon asked me to help playtest a very early rough draft of an investigative horror game he thought up. Living isolated, impoverished, and unable to find work in England at the time, I readily agreed. Noticing that the game didn’t have a combat system and desperate to set my mind to something constructive in between tedious job applications, I offered to write a combat system for it. I soon had to use the last of my money to move back home to Louisiana where I eventually did find work despite a variety of health issues, and continued to work on Eureka as a system for our personal use.
As 2023 drew near, it became clear that my current job wasn’t going to be a permanent career, and I needed a fall back plan. Work towards making Eureka: Investigative Urban Fantasy a professional release began in earnest, with Brandon and I founding A.N.I.M. a few months later. It was initially set to go to Kickstarter in April of 2023, then May, then June, but each time we realized it just wasn’t ready. No one had ever heard of us, and we wanted to break into an industry and customer base increasingly financially hostile to any TTRPG that wasn’t D&D5e compatible. We needed to build an audience, and build a greater appreciation for independent and small-budget TTRPGs within the community at large.
Thanks to some assistance from one of the team members from Tuesday Knight Games (makers of Motherhship), the first beta copies went public in September of 2023 to a splash of instant (relative) success, and the A.N.I.M. TTRPG Book Club was founded on Discord two months later, a community dedicated to buying, playing, and analyzing less well-known TTRPGs - which includes almost everything except Dungeons & Dragons 5th Edition.
Ash became friends with us through the book club, and after offering an increasing amount of assistance, joined the team proper in January of 2024, adding much needed copy-editing skills as well as another 15 years cumulative TTRPG experience.
The Kickstarter campaign for Eureka: Investigative Urban Fantasy launched on April 10th, 2024, was fully funded within 3 hours, and by the end of the campaign had reached a total of $15,455, 486% of the goal. That is where we are at now, working every day to put the finishing touches on the game and complete the stretch goals to the best of our ability before our tentative deadline of January 2025.
This is a far more ambitious project than a super-small team like ours should have attempted for our debut game, but with a mix of talent, luck, skill, and a whole lot of help, we have somehow managed to pull it off. We think the resulting game is a deep, robust, professional-quality TTRPG that provides a one-stop shop and extensive toolbox for any investigative or mystery game you’d like to run. A dark and moody noir, a classical British whodunnit, the lighthearted sleuthing hijinks of Scooby-Doo, Eureka does it all.  (You can also get the latest PDF for FREE for a limited time by joining the A.N.I.M. TTRPG Book Club!)
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Elegantly designed and thoroughly playtested, Eureka represents the culmination of three years of near-daily work from our team, as well as a lot of our own money. If you’re just now reading this and learning about Eureka for the first time, you missed the crowdfunding window unfortunately, but our Kickstarter page is still the best place to learn more about what Eureka: Investigative Urban Fantasy actually is, as that is where we have all the fancy art assets, the animated trailer, links to video reviews by podcasts and youtubers, and where we post regular updates on the status of our progress finishing the game and getting it ready for final release.
Beta Copies through the Patreon
If you want more than just status updates, going forward you can download regularly updated playable beta versions of Eureka: Investigative Urban Fantasy and it’s adventure modules by subscribing to our Patreon at the $5 tier or higher. Subscribing to our patreon also grants you access to our patreon discord server where you can talk to us directly and offer valuable feedback on our progress and projects.
The A.N.I.M. TTRPG Book Club
If you would like to meet the A.N.I.M. team and even have a chance to play Eureka with us, you can join the A.N.I.M. TTRPG Book Club discord server. It’s also just a great place to talk and discuss TTRPGs, so there is no schedule obligation, but the main purpose of it is to nominate, vote on, then read, discuss, and play different indie TTRPGs. We put playgroups together based on scheduling compatibility, so it’s all extremely flexible. This is a free discord server, separate from our patreon exclusive one. https://discord.gg/7jdP8FBPes
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thydungeongal · 2 months ago
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What are your favorite pursuit/chase mechanics? I found the 5e chase rules to be laughably lackluster, and while the Pf2e chase rules do a decent job of capturing a cinematic feeling, it is essentially a series of skill challenges and falls a bit flat at higher levels ime
I've quite enjoyed the chase rules from Eureka: Investigative Urban Fantasy by @anim-ttrpgs (which by their own admission are heavily inspired by the chase rules in Call of Cthulhu, so that might be worth looking into!) because they add a sense of dynamism into chases. Ultimately the rules are somewhat finely grained, but they add a bunch of unpredictability into the proceedings: there is a whole random obstacles table that the Narrator is encouraged to roll on to spice up the chase, and some of the options there allow characters to create new obstacles for their pursuers!
I feel there is something to be said for simplicity sometimes, and that's ultimately what the pursuit rules for B/X D&D do: characters simply move their full movement rate, most monsters stop pursuit if they lose line of sight, characters can drop treasure or food to distract monsters, and characters can also create obstacles while still moving at their full rate. The rules for pursuit and evasion in the wilderness are a bit more abstract, basically including a bunch of rolls that take into account the size of both groups, relative speeds, terrain and so on. They are less high speed chase rules and more "the heroes have realized that the forces of Mordor are approaching them and they most hide and flee."
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sootchild · 4 months ago
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What's Rana's story? She seems like a classic Dnd-ish monk but in a Call of Cthulhu setting.
Out of all the character, you've asked about the one with the most drawings and the most gushing.
Rana Hassan is actually a Call of Cthulhu: Masks of Nyarlathotep investigator. She is Egyptian and a dancer by trade living in our 1920s.
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IRL the game took like I think a year and a half to complete and during that time we'd have little hiatuses, and I'd go stir crazy for my game fix and would draw, and draw, and draw. Inevitably I started drawing AUs of the characters. Including a DnD AU:
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In our game Rana and Everett (her eventual husband) had an antagonistic relationship.
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There was a misunderstanding where Everett assumed upon meeting her at the Blue Pyramid Club that Rana was a prostitute. So she got petty and started to pick on him by hitting on him. She thought he was in on the joke and was enjoying the game, that it was just some fun courtship. Ends up he wasn't in on it and was offended that she'd play with his emotions.
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So the DnD AU, Rana is hired as Everett's bodyguard as he is working on finding information on how to stop Nyarlathotep and his forces. They occasionally join up with the others on bigger quests but they stay as a duo mostly cause they can more easily get in and out of strongholds.
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This isn't like strict DnD world, so the classes don't work out perfectly with like 5e or Pathfinder. I'd say that they start out at like lvl 8 together. In which case Rana starts out fully as a Monk but she soon after takes some Cleric levels with her goddess being Bastet, so she can heal Everett. In the CoC game she did make a deal with Bastet in order to give some of her own sanity to Everett because he was getting dangerously low towards the end of the game. This is also why their first borns, the triplets, are cats. As a fertility goddess, Rana's fertility was the best thing she could offer. In the case of DnD AU, it just means that their first borns will be Tabaxi.
Everett is a Wizlock so like Wizard (5) and Warlock (3), his patron is Nodens AKA "Water Daddy". Was a long running joke that Everett kept summoning his sugar daddy Eldritch entity. Everett's job in the guild is to find information about rituals and how to stop them.
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Their relationship plays out similar to the original universe, except they do start out with a sexual relationship. When Rana expresses her love for Everett, he freaks out and fires her. Though a few weeks later when their own missions overlap they get back together. You can find the thumbnail comic about their fallout and reunion on my Ko-fi.
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TLDR; Yeah it is basically a DnD world with a Call of Cthluhu setting.
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