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The thing about Cottagecore is that is a fetishized aesthetic of country life, divorced from labor and idealized by a primarily urban audience with a backward looking ethos of tradition. They are not prepared for the stresses of a rural life: farming; harvesting; tapping pumpkins to ensure none of them have been replaced with flesh; losing out on income by having to use one of your pigs in a blood sacrifice to paint protective sigils over your doors and windows; checking cracks and chimneys for the flesh-vines of the Pumpkin Lord; having to decide, before the Growth is complete, whether that's really your tradwife or an amassment of vines, leaves, and blood in the shape of your tradwife; ignoring their desperate pleas that "I'm me! No! No!" as you burn them alive, realizing too late you picked wrong; and the exploitative corporate nature of commercial farming in 2024. All seen through a deeply colonial lens, of course
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Zombies shouldn't growl or snarl, they should babble a mixture of incomplete word sounds and whole words or sentence fragments. Every zombie should sound almost but not quite like it's trying to tell you something.
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This one would of been a phenomenon mystery concept, however none of the phenomenon types really... felt right/fit it to me? It's essentially a big building, so it doesn't move. But having attacks is also weird to give it, idk.
The House always wins
People on the Vegas strip have gone missing, many believing that they got drunk and lost their way. The cause? A casino, the High Roller, has suddenly had a influx on winners, taking a trip to the penthouse suite to "spend the rest of their lives" at... or at least the last of their lives.
Monster: Aspect of Greed
Type: Parasite (motivation: to infest, control, and devour
The aspect of greed has taken over an existing casino, turning it into low stake high reward. It draws in new players with its low stakes and, those at are lucky enough to hit jackpot multiple times (which is once-twice daily), they are brought up to the penthouse. There the Aspect infests itself into the lucky winner, slowly draining them until they are nothing but dry husks. However, if they prove their worth they instead become the Staff, where they lead more people into the casino effectively giving it more prey.
Powers:
Addiction
Game Manipulation
Luck Detection
Weakness: The House Always Wins in the end... except when it doesn't. Much like gambling addicts, the Aspect of Greed will raise the stakes if it means the reward for itself is far greater. This will mean that it will take riskier bets, such as self-banishment if it loses a game. However, you HAVE to build up to it- it will not jump straight to that if it were just a normal game. Raise it over time, let it win some, get its ego up before the big bets.
Otherwise, using Big Magic in the casinos that circle around it will banish it out of the High Roller. However, this will mean the party is split as it sends minions out to stop the ritual once it knows what's going on.
Armor does not take into account for either- when it loses games it takes around 1-10 harm ignore armor depending on how high the stakes are.
Attacks:
Life-absorbtion- 2 harm close far ignore armor
It's a literal building (+3 armor)
Harm: 15 harm
Custom Moves:
Let the Games Begin- When the players challenge the Aspect, they will take turns on which game is being played. Meaning, the Aspect picks the game first, then the hunter, then back to the Aspect. It goes back and forth until theres one winner, and the hunter does have a chance to lose. All rolls will be done with Act Under Pressure because they ARE under pressure.
Only one hunter can challenge the Aspect to the game. However, that does not mean the other hunters cannot help in other ways as well. The Aspect's Staff will try to tilt the favor to the Aspect at any given chance. The Hunters not playing will have to keep an eye out and stop them before they do something to make the playing hunter lose. To the Aspect, so long as it's not the one cheating, it's not at fault. It will be annoyed if the playing Hunter uses that logic as well, but won't block it.
Addiction/Just One More Game...- The Hunters can easily fall under the influence of the Aspect should they play its random casino games. In order to snap out of it, they must roll Act Under Pressure.
On a 10+, they snap out of it. On a mix, they leave it alone but the temptation is there... they have -1 forward if they play another game (yes, that includes the challenge against The Aspect.) On a miss, they cannot stop playing, it's way too addicting! They have -1 ongoing while in the casino, including the final battle with the Aspect. Maybe one more spin will get them the jackpot...
Minion: The Staff
Type: Renfield (motivation: to push victims towards the monster)
People under the influence of the Aspect of Greed that weren't turned into husks. They lead people into the High Roller, scope out who has better luck, and then make sure they win so that they can go to the penthouse above. The richer the soul, the better luck they have.
Powers:
Game Manipulation
Soul Sight
Attacks:
9mm (2 harm close loud)
Brass Knuckles (1 harm hands small)
Harm: 5 harm
Custom Moves:
Game Manipulation: The Staff will turn the tides of a game no matter what, mostly subtly.
Bystander: Gamblers
Type: Victim (motivation: to unknowingly put themselves in danger.)
These are just random players in the casino. They do not know what they have got themselves into. They will more than likely refuse to leave with the hunters to go anywhere unless convinced that this area is not safe. Otherwise, they will slowly fall under the influence of the Aspect, continuously playing games until they hit their lucky streak and head up to the pent house.
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This one would of been a phenomenon mystery concept, however none of the phenomenon types really... felt right/fit it to me? It's essentially a big building, so it doesn't move. But having attacks is also weird to give it, idk.
The House always wins
People on the Vegas strip have gone missing, many believing that they got drunk and lost their way. The cause? A casino, the High Roller, has suddenly had a influx on winners, taking a trip to the penthouse suite to "spend the rest of their lives" at... or at least the last of their lives.
Monster: Aspect of Greed
Type: Parasite (motivation: to infest, control, and devour
The aspect of greed has taken over an existing casino, turning it into low stake high reward. It draws in new players with its low stakes and, those at are lucky enough to hit jackpot multiple times (which is once-twice daily), they are brought up to the penthouse. There the Aspect infests itself into the lucky winner, slowly draining them until they are nothing but dry husks. However, if they prove their worth they instead become the Staff, where they lead more people into the casino effectively giving it more prey.
Powers:
Addiction
Game Manipulation
Luck Detection
Weakness: The House Always Wins in the end... except when it doesn't. Much like gambling addicts, the Aspect of Greed will raise the stakes if it means the reward for itself is far greater. This will mean that it will take riskier bets, such as self-banishment if it loses a game. However, you HAVE to build up to it- it will not jump straight to that if it were just a normal game. Raise it over time, let it win some, get its ego up before the big bets.
Otherwise, using Big Magic in the casinos that circle around it will banish it out of the High Roller. However, this will mean the party is split as it sends minions out to stop the ritual once it knows what's going on.
Armor does not take into account for either- when it loses games it takes around 1-10 harm ignore armor depending on how high the stakes are.
Attacks:
Life-absorbtion- 2 harm close far ignore armor
It's a literal building (+3 armor)
Harm: 15 harm
Custom Moves:
Let the Games Begin- When the players challenge the Aspect, they will take turns on which game is being played. Meaning, the Aspect picks the game first, then the hunter, then back to the Aspect. It goes back and forth until theres one winner, and the hunter does have a chance to lose. All rolls will be done with Act Under Pressure because they ARE under pressure.
Only one hunter can challenge the Aspect to the game. However, that does not mean the other hunters cannot help in other ways as well. The Aspect's Staff will try to tilt the favor to the Aspect at any given chance. The Hunters not playing will have to keep an eye out and stop them before they do something to make the playing hunter lose. To the Aspect, so long as it's not the one cheating, it's not at fault. It will be annoyed if the playing Hunter uses that logic as well, but won't block it.
Addiction/Just One More Game...- The Hunters can easily fall under the influence of the Aspect should they play its random casino games. In order to snap out of it, they must roll Act Under Pressure.
On a 10+, they snap out of it. On a mix, they leave it alone but the temptation is there... they have -1 forward if they play another game (yes, that includes the challenge against The Aspect.) On a miss, they cannot stop playing, it's way too addicting! They have -1 ongoing while in the casino, including the final battle with the Aspect. Maybe one more spin will get them the jackpot...
Minion: The Staff
Type: Renfield (motivation: to push victims towards the monster)
People under the influence of the Aspect of Greed that weren't turned into husks. They lead people into the High Roller, scope out who has better luck, and then make sure they win so that they can go to the penthouse above. The richer the soul, the better luck they have.
Powers:
Game Manipulation
Soul Sight
Attacks:
9mm (2 harm close loud)
Brass Knuckles (1 harm hands small)
Harm: 5 harm
Custom Moves:
Game Manipulation: The Staff will turn the tides of a game no matter what, mostly subtly.
Bystander: Gamblers
Type: Victim (motivation: to unknowingly put themselves in danger.)
These are just random players in the casino. They do not know what they have got themselves into. They will more than likely refuse to leave with the hunters to go anywhere unless convinced that this area is not safe. Otherwise, they will slowly fall under the influence of the Aspect, continuously playing games until they hit their lucky streak and head up to the pent house.
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The Supersoldier Initiative
An experiment had begun, government funded and supported, yet never announced to the public or foreign powers. Those experimented on are those in prison and/or jail, those that the higher ups believe "would never be missed or noticed to be gone." Things were going well, until an accident at the facility made the experiments escape.
This mystery can take place in any location, but recommended in rural/near out of the grid areas.
Hooks:
Prisons/jails seem to be lighting their intake on inmates, unknown where they are going.
Professional companies will get receive word to keep an eye out for "escaped criminals", but only the higher ups will have the classified info as to what the criminals have become.
Normal citizens will see signs of destruction outside of town, such as broken down trees, shattered rocks, and docks destroyed. Wildlife animals may have been killed and consumned as well, their bodies left behind with unusual marks on it.
A body of one of the experiments is discovered and brought to the hospital, where it turns out its not dead.
Monster: Supersoldier Elite
Type: Beast (Motivation: to run wild, destroying and killing)
They're more beast than human now. The facilities top of the line experiment. Razor-sharp claws, huge jaw with multiple layers of teeth. It has no neck, the flesh of the shoulders going up to the head. The top of the head is incredibly hard, almost mithril-like. It's legs are thick to support the body, but very athletic/light.
Powers:
Razor-sharp claws that can tear through metal like napkins.
Hard head used for breaking stone or foundation.
Super fast.
Eagle-like sight.
Skin thick and durable.
Shark-like teeth.
Super Strength
Resistance to heat, acid, and electricity (grants an additional +1 armor to what its resistant to).
Adaptation.
Weakness: The scientists developed a failsafe for it should it escape- by exposing it to extreme cold, it will become sluggish and slow. It's resistances will be nullified as well, and its skin will become brittle. Exposing its muscle/inner tissue with a combination of electricity and acid it will explode into semi-liquid chunks.
Attacks:
Razor-sharp claws- 2 harm hand messy ignore armor
Hard head- 3 harm hand forceful ignore armor
Sharp teeth- 2 harm intimate messy restraining
Harm: 10 harm, +1 armor
Custom move:
Adaptation- If the Elite is struck multiple times by certain weapons, elements not listed in his resistances, or pure magic, it will gain a temporary resistance to it until the encounter ends. The only thing it will not gain a resistance to is ice.
Minion: Supersoldier Experiments
The lesser versions before the Elite. They are more human shaped and each has only one-two abilities compared to the Elite.
Type: Brute (motivation: to hurt and terrify)
Powers:
This is constant:
Super Strength
Then pick one - two per Experiment:
Razor-sharp claws that can tear through metal like napkins.
Hard head used for breaking stone or foundation.
Super fast.
Skin thick and durable.
Shark-like teeth.
Resistance to heat, acid, and electricity.
Eagle-like sight.
Weakness: Unlike the Elite, they still have some hint of humanity left within themselves. Find something that links them to their identity and they may snap out of their rampage.
Attacks:
Super-punch- 2 harm hand.
(if picked) Razor-sharp claws- 2 harm hand messy ignore armor
(if picked) Hard head- 3 harm hand forceful ignore armor
(if picked) Sharp teeth- 2 harm intimate messy restraining
(if picked) +1 armor
Harm: 6 harm
Minion: Sadistic Scientist
Scientists that want to see how this all goes down, taking notes about what each experiment they find does. Almost as if they wanted the accident that freed the experiments to happen...
They will do anything within their power to make sure the experiments live.
Type: Guardian (motivation: to protect the experiments, even if they kill them).
Attacks:
Laser Gun- 2 harms far quiet
Net Launcher- 0 harm close restraining
9mm- 2 harm close loud
Harm: 4 harm
Bystander: Frantic Scientist
Scientists that are trying to recapture the experiments and stop the sadistic scientists. Some may even be more concerned about the paperwork after the incident more than the lives potentially lost during.
Type: Witness (motive: to reveal information)
Bystander: The Police
Once helping the government with supplying jail/prison inmates for the Supersoldier Initiative, now they deny any and all involvement and will be more in the way than helpful.
Type: Busybody (motivation: to interfere in other people's plans) OR Official (motivation: to be suspicious)
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The Supersoldier Initiative
An experiment had begun, government funded and supported, yet never announced to the public or foreign powers. Those experimented on are those in prison and/or jail, those that the higher ups believe "would never be missed or noticed to be gone." Things were going well, until an accident at the facility made the experiments escape.
This mystery can take place in any location, but recommended in rural/near out of the grid areas.
Hooks:
Prisons/jails seem to be lighting their intake on inmates, unknown where they are going.
Professional companies will get receive word to keep an eye out for "escaped criminals", but only the higher ups will have the classified info as to what the criminals have become.
Normal citizens will see signs of destruction outside of town, such as broken down trees, shattered rocks, and docks destroyed. Wildlife animals may have been killed and consumned as well, their bodies left behind with unusual marks on it.
A body of one of the experiments is discovered and brought to the hospital, where it turns out its not dead.
Monster: Supersoldier Elite
Type: Beast (Motivation: to run wild, destroying and killing)
They're more beast than human now. The facilities top of the line experiment. Razor-sharp claws, huge jaw with multiple layers of teeth. It has no neck, the flesh of the shoulders going up to the head. The top of the head is incredibly hard, almost mithril-like. It's legs are thick to support the body, but very athletic/light.
Powers:
Razor-sharp claws that can tear through metal like napkins.
Hard head used for breaking stone or foundation.
Super fast.
Eagle-like sight.
Skin thick and durable.
Shark-like teeth.
Super Strength
Resistance to heat, acid, and electricity (grants an additional +1 armor to what its resistant to).
Adaptation.
Weakness: The scientists developed a failsafe for it should it escape- by exposing it to extreme cold, it will become sluggish and slow. It's resistances will be nullified as well, and its skin will become brittle. Exposing its muscle/inner tissue with a combination of electricity and acid it will explode into semi-liquid chunks.
Attacks:
Razor-sharp claws- 2 harm hand messy ignore armor
Hard head- 3 harm hand forceful ignore armor
Sharp teeth- 2 harm intimate messy restraining
Harm: 10 harm, +1 armor
Custom move:
Adaptation- If the Elite is struck multiple times by certain weapons, elements not listed in his resistances, or pure magic, it will gain a temporary resistance to it until the encounter ends. The only thing it will not gain a resistance to is ice.
Minion: Supersoldier Experiments
The lesser versions before the Elite. They are more human shaped and each has only one-two abilities compared to the Elite.
Type: Brute (motivation: to hurt and terrify)
Powers:
This is constant:
Super Strength
Then pick one - two per Experiment:
Razor-sharp claws that can tear through metal like napkins.
Hard head used for breaking stone or foundation.
Super fast.
Skin thick and durable.
Shark-like teeth.
Resistance to heat, acid, and electricity.
Eagle-like sight.
Weakness: Unlike the Elite, they still have some hint of humanity left within themselves. Find something that links them to their identity and they may snap out of their rampage.
Attacks:
Super-punch- 2 harm hand.
(if picked) Razor-sharp claws- 2 harm hand messy ignore armor
(if picked) Hard head- 3 harm hand forceful ignore armor
(if picked) Sharp teeth- 2 harm intimate messy restraining
(if picked) +1 armor
Harm: 6 harm
Minion: Sadistic Scientist
Scientists that want to see how this all goes down, taking notes about what each experiment they find does. Almost as if they wanted the accident that freed the experiments to happen...
They will do anything within their power to make sure the experiments live.
Type: Guardian (motivation: to protect the experiments, even if they kill them).
Attacks:
Laser Gun- 2 harms far quiet
Net Launcher- 0 harm close restraining
9mm- 2 harm close loud
Harm: 4 harm
Bystander: Frantic Scientist
Scientists that are trying to recapture the experiments and stop the sadistic scientists. Some may even be more concerned about the paperwork after the incident more than the lives potentially lost during.
Type: Witness (motive: to reveal information)
Bystander: The Police
Once helping the government with supplying jail/prison inmates for the Supersoldier Initiative, now they deny any and all involvement and will be more in the way than helpful.
Type: Busybody (motivation: to interfere in other people's plans) OR Official (motivation: to be suspicious)
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They are already selling data to midjourney, and it's very likely your work is already being used to train their models because you have to OPT OUT of this, not opt in. Very scummy of them to roll this out unannounced.
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I second not limiting yourself! I’m very new to the game (a first time dm for a first time motw campaign for me & my friends), and I’ve had so much fun with what I can do. I turned a Halloween costume into a wannabe slasher last mystery! Go wild. Just so long as you stick to the core tenets (aka have fun), you can do whatever you want forever
Yes!!! Do whatever you want forever!!!
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I made an SCP MotW world using the Codex. It's specifically set in the 90s and the way you're supposed to design monsters is to roll an RNG from 1 fo 2999 and use that article. If it's too safe or not enough for a mystery, roll again but include the one you got as some added spice.
Another rule change was changing The Mundane to The D-Class. Instead of one guy, you instead play 7 idiots where whenever you take harm one of them dies. You heal by either performing necromancy or by finding more D-Class to conscript into the group.
Ooo neat!!
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Oh hell yeah, Codex of Worlds has so much cool potential! They did a great job showing just how far you can vary the base MotW rules
Yeah! I literally had this thought dawned on me that the potential of it all is now nearly limitless lmao
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This'll also mean I might do a bit restructuring on the desktop site to include tags that link to those certain settings/playbooks... once I start posting them anyways
Damn you know what I just realized yall?
I can make mystery concepts for the specific settings/team playbooks from Codex of the World now.
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Damn you know what I just realized yall?
I can make mystery concepts for the specific settings/team playbooks from Codex of the World now.
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Here are some examples that I did that at least match with sci-fi/science experiments and slashers
Stuck in a Simulation- a long mystery/arc based on a rogue computer AI capturing victims/the hunters and keeping them in a simulated version of their world.
The Collective- a rat hivemind bent on making all under its control.
The Man Who Cried Cat- a cat was experimented on to become a hulking humanoid creature when under stress.
As for slasher, you can take my stat block for the Hash-Slinging Slasher and take out the ghosty bits to make it more like a normal killer.
I kind of do want to make more experiments gone wrong/escaped experiments/killer robots, though my mind tends to wander to the supernatural/fantasy kind of ideas. Maybe I might combine the two some day.
Question: is it possible to run an motw game with a more contemporary state with science experiments and ordinary human slashers as the monsters? I ask because Im unsure if motw is a purely folkloric/mythology/fantasy styled monster game
100% you can lol. One of the other examples in the main book is that of giving monkey robotic boosters/guns/parts. Never let anything restrict your imagination!!
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Question: is it possible to run an motw game with a more contemporary state with science experiments and ordinary human slashers as the monsters? I ask because Im unsure if motw is a purely folkloric/mythology/fantasy styled monster game
100% you can lol. One of the other examples in the main book is that of giving monkey robotic boosters/guns/parts. Never let anything restrict your imagination!!
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Community Monster #2- The Local Supermarket
A supermarket that seems to have appeared… or has it always been here? It's hard to remember. But Jenny next door said its great; the deals are affordable and the staff is really friendly. She's taking her kids with her to it now, and offered I go with too.She was right though, the staff is really friendly… but I cant seem to remember where I parked…
Type: Bubble (motivation: to keep inside things inside, and outside things outside)
Effects:
Entering the bubble creates an identical clone of the person who entered. The original person becomes trapped in the bubble. This clone has the original's memories but it's only motivation is to get more people to enter the bubble.
The phenomenon is centered on the local supermarket. People who go shopping there find that they cannot leave, as the parking lot endlessly loops them back to the store. Everyone who visits is trapped inside, and the store's stock is rapidly running out as panic overtakes the shoppers. Worse, there's more than just customers lurking between the aisles…
Weakness: The people who go missing are taken deep into the store's employee-only area and hooked into a horrific organic computing system, that uses them to maximize the store's profits and consumer exploitation. If the hunters remove all the victims from the system, the store and its clones rapidly deteriorate.
Custom: If a hunters are forced into the machine, they must roll Act Under Pressure to escape. On a 10+, they escape it with no issue. On a mix, they take 1 harm ignore armor the implants dig into their flesh and veins or tear out of them. On a miss, they are restrained and trapped there- the other hunters must free them in order for them to get out. If they try to use any move, they take -1 ongoing until they're freed.
Minion: The Employees
They only wish to keep the supermarket going nice and smoothly. They are overly friendly and seemingly nice, but if anyone attempts to escape they become rabid and almost feral-like. Eventually, they will lead shoppers to the Profit-Taker, a bio-mechanical super computer located in the "manager's office" below the store.
Type: Renfield (motivation: to push victims towards the monster)
Supernatural powers, if any: Stronger than humans, weirdly more durable, superhuman speed
Attacks: Razor-sharp nails (1 harm hand) Thick, rubbery skin(+2 armor)
Harm: 7
Weakness: The Supermarket's main source for maintaining order is its employees. The employees have extra strength and durability, however, are extremely sensitive to heat and flames. This is because they are extremely susceptible to getting fired. Using fire on them causes them to lose their armor.
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#4 is the highest, with #7 the second highest! Please give me a few days to put it all together into one big threat post! Expect it possibly Saturday if I don't get distracted!
Its been a year since the first community build-a-threat, lets do another!
Thats right! I'm doing another community build a threat! And with poll choices going up to 12 now, we should be able to fit all options in one poll!
So, lets start!
This will last a day, so vote when you can!
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Its been a year since the first community build-a-threat, lets do another!
Thats right! I'm doing another community build a threat! And with poll choices going up to 12 now, we should be able to fit all options in one poll!
So, lets start!
This will last a day, so vote when you can!
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