Wednesday, December 21, 2016

Level Nine Ink Formulas

One more preview of Ink Formulas for the reader, this time it's the ninth level spells.

Level 9
Astral Spell
Five measures of Chthonic Salts melted in and equal amount of Concentrated Morphean Plasma.
An Angel Plume with a Platinum Pent-tip is required to scribe a scroll with this ink.

The ink brewer should take caution not to use Diluted or Rarefied Chthonic Salts as this will result in the Astral form being unable to return to the body without outside assistance

Six Measures of Ethereal Syrup, Three Measures Purified Morphean Wax, and One measure of Aged Leviathan Jelly.
An Ostrich Plume soaked in extract of lotus blossom is used to pen a scroll with this ink.

The scribe of this scroll may replace one measure of Ethereal Syrup with Denatured Cerebral Salts gathered from the cranium of a wizard dead for at least thirteen years and in so doing the target of this spell will be hounded by a simulacrum of that wizard while trapped in the maze.

Two Measure of Cerebral Oil, Two measures of Purified Cerebral Salts, One Measure of Ethreal Essence, and Five Measures of Evaporated Demonic Umbra.
A Roc Plume is required to pen this scroll.

Up to three measure of Evaporated Demonic Umbra can be replaced with Aged Titanic Jelly but it doubles the chance of the wrong creature being summoned and typically it will be answered (in this case) by an angry elder titan.

Meteor Swarm
Three measures of Agitated Sanguine Earth, Six Measures of Celestial Salts, and One measure of Intensified Draconic Ichor.
A Griffon Plume is required to scribe a scroll.

The measures of Agitated Sanguine Earth has been successfully replaced with Pulsating Lunar Plasma but the quill used to scribe the scroll must have a Diamond Pen-tip in this case.

Monster Summoning VII
One measure each of Fresh Draconic, Necrotic, Elemental, Demonic, Verminous, Titanic,and Leviathan Oil mixed with Three Measures of Chthonic Earth.
A Roc Plume is required to pen a scroll with this ink.

As a variant the three measures of Cthonic Earth may be replaced with three single measures of the ash from three individual members of a specific type of monster and the scroll when used will only summon a member of that species of creature.

Power Word Kill
Three measures each of Necrotic Bile, Aged Necrotic Oil, and Denatured Celestial Essence, and One Measure of Pulsating Demonic Umbra.
An Angel Plume is recommended but not required to scribe this spell.

Please note that while any Plume may be used to scribe the spell scribes that have attempted to do so with a Manticore Quill have been found dead after scribing.

Prismatic Sphere
One measure each of Purified Sanguine Pigment, Purified Melancholic Pigment, Purified Choleric Pigment, and Purified Phlegmatic Pigment must be mixed with Six measures of Calcified Morphean Essence.
A Parrot Plume with a Platinum Pen-tip is required to pen a scroll with this ink.

Caution: if a non-purified pigment is used in breaking this ink  he spell will function but it will not contain 1 to 4 of the outer colors (1-Red, 2- Red and Orange, 3- Red, Orange, and yellow, 4- Red to Green).

Shape Change
Nine measure of Wax are used in brewing of this ink one each nature as follows:  Draconic, Lunar, Elemental, Ethereal , Chthonic, Essential, Morphean, Titanic, Verminous, and Leviathan. All are mixed together  thoroughly and reduced in Agitated Draconic Bile.
The scroll must be penned with a Manticore Quill dipped in mercury.

It is possible to replace the Agitated Draconic Bile with Universal Solvent but the fumes created by this process will render any who inhale them to be immune to beneficial transmogrification (polymorph and shape change) for up to a year after contact.

Time Stop
Three measure of Reduced Lunar Oil, Three Measure of Agitated Titanic Bile, Three measures of Evaporated Morphean Umbra, and One Measure of Shaved Leviathan Integument.
The scroll must be penned with a Platinum tipped Angel Plume.

One measure of Agitated Titanic Bile may be replaced with One measure of Aged Cthonic Earth but in doing so the user of the scroll may not enter or exit the area of the Time Stop during the duration of the spell.

One Measure each of Fresh Sanguine Salts, Denatured Cerebral Plasma, Crystalized Lunar Jelly, Rarefied Ethereal Dew, Infused Essential Essence, Concentrated Elemental Umbra, Condensed Demonic Mucus, Aged Celestial Syrup, Shavings of Calcified Morphean Essence, and Denatured Leviathan Ichor.
The scroll must be written with a Roc Plume dipped in Orachalcum and bearing a Diamond Pen-tip.

A Wish Scroll may be penned with a petrified Efreeti or Djinni finger crafted into a pen using a brass knife specially crafted for that purpose and then (the brass knife) reshaped into the ink bottle to hold the ink for at least one year prior to use. If the aforementioned is done properly the Wish spell cast from the scroll will not incapacity the user of the scroll after use and the wish is unlikely to turn against the user of the scroll, any Djinni or Efreeti will be aware of the manner the scroll was worked and react poorly to any who use it or the results of the wish.

Tuesday, December 20, 2016

Level One Ink Formulas

A preview of a yet to be named supplement for Swords & Wizardry and other compatible RPGS. The complete work will include all the spells from Swords & Wizardry complete, I'll post notice here when the whole work is published.

 Level 1

Charm Person
One measure each Sanguine Pigment and Phlegmatic Salts.
Must be penned with a Peacock Plume.

It has been reported that using Melancholic Wax in place of the Phlegmatic Salts has doubled the   duration of the spell but the target tends to need constant attention and is prone to fall into a stupor of brooding.

Detect Magic
One measure each of Lunar Powder and Cerebral Jelly
It is recommended that the scroll be penned with a Parrot Plume, other avian plumes have been reported to be functional but at a disadvantage to the initial scribing of the scroll.

Hold Portal
One measure each of Choleric Earth and Melancholic Salts.
Any Plume may be used but it must hold a copper pen tip.

Some ink brewers have reported success in increasing the effectiveness of the spell by mixing a double batch (requiring twice the ingredients above) with an additional measure of Elemental Oil.

Two measures of Celestial Essence.
The scroll must be scribed with an Owl Plume.

A scroll with an inferior casting of Light may be possible if one measure of Celestial Essence is replaced with a measure of Draconic Bile if Celestial Essence is of limited supply.

Magic Missile
One measure each of Draconic Ichor and Elemental Salts.
An Eagle Plume is normally needed to successfully pen the scroll.

If a Manticore Quill is used in place of Eagle Plume the first Magic Missile thrown will inflict 2 additional points of damage but the attempt to scribe the scroll will be at a disadvantage.

Protection from Evil
One measure each of Celestial Power and Necrotic Earth.
An Owl Plume is required to scribe this scroll.

If an additional measure of Celestial Powder is used in the brewing of the potion the duration of the spell when cast from the scroll will be increased by 50%.

Read Languages
A measure of Cerebral Gum mixed with a measure of Ethereal Pigment is needed to brew the ink for this spell.
An Owl Plume is required to scribe the scroll.

Read Magic
One measure each of Cerebral Salts and Lunar Dew.
An Eagle Plume is normally required to scribe this scroll.

If an Owl Plume with an Electric Pen-tip is used to scribe the scroll the user of this will gain a temporary+2 bonus to resist a curse or hostile magics placed on a magical work.

One measure of Elemental Earth and Ethereal Oil.
Any Plume may be used but it must be used with a Bronze Pen-tip.

If an Angel Plume is used the spell will serve to provide AC 2[17] against both missile and melee attacks.

One measure each of Lunar Powder and Morphean Essence.
An Ostrich Plume is required to pen this spell.

If the pen tip is dipped in an additional measure of Lunar Powder (which is entirely used) while scribing the scroll the duration of the spell will be extended by 50%.

Saturday, December 3, 2016

My 2nd Grader's First Computer Game

My 2nd grader has made his first computer game. It's a simple 2d shooter all whipped up by my son.  It's not slick,it's not complicated, it's not polished but it's ALL by him.  It will only run on windows machines but hey it's his first game.

I'm a proud dad.

Tuesday, November 22, 2016

Playing with Number Cubes

You can get blank dice and little label stickers from educational supply stores to make your own dice. But making the same dice that are commercially available is probably pretty pointless an alternative is of course to make your own.

D3:  Most obvious of all is the 1d3 that’s 1 to 3.  Just label 2 faces with 1, 2 faces with 2 and 2 faces with 3 and you’ve got a d3 that requires no division during play, it’s easy to read and roll too.

H3: This is a High rolling d3, it will generate 1 to 3 but usually a 3.  Label 1 face H1, 2 faces H2 and 3 faces H3.  The H is so no one rolls tis dice by accident. It’s to generate a weighted result that still falls inside the range of 1 to 3.

L3:  This sis a low rolling d3, it will generate 1 to 3 but usyally a 1. Label 3 faces L1, 2 faces L2, and 1 face L3.  The L (as H above  is to keep people from rolling the wrong dice).

Now wait a minute, what good would a L3 or H3 be? For weighted results (I said that above right). One use is damage by punching and kicking in OSR style games. .  L3 for barehand, d3 for gauntlet  or kicking with a shod foot, H3 for Cestus.

C6: Clipped 6. No 1’s or  6’s on this die . 2 faces get C2, 1 C3, 1 C4 , and 2 C5

K6: A Fat Clipped 6.  No 1’s of 6’s but weighted to the middle. 1 face gets’s a K2, 2 faces get a K3, 2 faces get a K4, and one face gets a K5.

F4: the Fat 4.  I’s a d6 but it rolls 1 to 4 and it’s satin the middle. so 1 face is F1, 2 faces are F2, 2 faces are F3 and 1 face is F4.

S4: the Short 4. it rolls 1 to 4 but weighted to get a 1 or 2 so  2 faces get a1S, 2 faces get a S2, 1 face gets an S3. 1 faces gets and S4.

T4: the Tall 4  it rolls 1 to 4 but weighted to get a 3 or 4 more often,  Label 1 face T1, 1 face T2, 2 faces T3, and 2 faces T4.

There you a bunch of different ways to use number cubes to change the ranges your RPG campaign uses.

For chart & table fanatics the number cube dice conversion table.
die roll

Extra bonus, minor weapon damage table.
Small Knife
Belt Knife
Unarmed hand
Shod Foot
Walking Stick
Long Dagger

Monday, November 14, 2016

Solider Aper Paper mini-concept

As a related part of the Simian Savanna I want to make some paper miniatures for the various sorts of apes and mutants. I'd like to produce a few pdfs of the paper minis and offer them for sale (inexpensive or PWYW) on drivethruRPG but i'm not too sure about the trade dress issues.  The sample fellow here is pretty classical and maybe the straight classical look will be freebies distributed differently from the main line.  I imagine soldier apes dressed a bit more like Napoleon wars era might give it a unique and tradedress free look. 

For now the classical gorilla soldier:

Click for full size which is 150 DPI and would be about 2 inches tall if printed at 100%.  
Good idea, bad idea?  Want to see the Napoleonic look or is that bonkers? Maybe WW2 style?

Monday, November 7, 2016

Return to the Simian Savanna Part-I

A while back I made two posts for the Simian Savanna an rpg setting for campaign where apes have taken over a world ruined by the madness of mankind and his technology. With the release of Apes Victorious I'm working on adapting and completing those original materials to that rule set.

Here as preview and reference is my encounter list before incorporating entries from Apes Victorious.  Working on a stat-list for each entry for each terrain type.

Ape Patrol
Ape WorkParty (mixed apes)
Chimp Farmers
Chimps Scholars
Chimp Hippies
Bald Chimp Mystics
Shaved Chimp Cultists
Chimp Peddler
Chimp War-party
Baboon Marauders
Barbed-wire Baboon Fanatics
Baboon Gypsy
Baboon Scouts
Orangutan Savant
Orangutan Inquisitors
Orangutan Tricksters
Orangutan Bandits
Orangutan Swordsape
Gorilla Pacifists
Hooded Gorilla Militia
Gorilla Gladiator
Gorilla Lumberjack
Gorilla Marksman
Gorilla Hunting-party
Gorilla Savages
Gibbon Messenger
Gibbon Miner
Gibbon Skirmisher
Gibbon Grease Monkey
Gibbon Hobo
Enlightened Sasquatch Warrior

Ape Mutants
Octorang Freaks
Scorporilla Type-I (has sting)
Scorporilla Type-II  (has stings for forelimbs)
Scorporilla Type-III- (sting, pincer-forelimbs, heavy armor)
Four-armed Cyclorilla
Winged Monkeys
Man-Ape Cannibals
Man-Ape Throwbacks

Pygmy Tribesmen
Pygmy Shaman
Pygmy Sorcerer (Frauds or Psionics)
Painted Pygmy Cannibal Cultists
Pygmy Wanderers
Pygmy Peddler
Albino Cannibals
Albino Cultists (Reveal their inner-selves to the divine radiance)
Albino Reconstructions
Albino Luddites (Must destroy all technology that ruined the world)
Amazon Man-hunters (Liberated groovy muscle women)
Amazon Huntress
Amazon Hoplites
Amazon Bikers (Reject established Amazon society)
Simple Devolved Humans
Ravenous Devolved Humans
Kor Scout (mutant/augmented military brigades, believe themselves to be the new men)
Kor Sniper
Kor Commando
Kor Trooper
Lost Astronaut/Sleeper
Pampered Eloi
Eloi Assassin
Eloi Empaths
Eloi Vampires
Morlock Hunchbacks
Albino Morlocks
Shaggy Morlocks
Pink Morlocks
Morlock Brutes

Cyborgs and Created
Simian Cyber Slaves
Mutant Radio-drones
Wired Quislings
Patchwork Rejects
Patchwork Immortal
Trashmass (animated junk pile)

New Folk
Floating Brain
Octon Explorers (Octopus men)
Octon War-Party
Octon Scientist
Death Turnips (sentient plantmen)

Mutant Horrors
Wolf Rats
Dreaded Mole
Army Moles
Rad Bats
Creeping Grats
Toxic Grats
Blade Bats
Sting Bats
Giant Grat
Giant Scorpions
Two-Headed Snapper
Bog Squid
Albino Sewer Gator
Muck Whale
Ash Crab
Shrieking Roaches
Razor Roach
Yellow Spitting Ants
Green Zombie-Ants
Green Zants  (green ant zombie)
Orange Rust Ants
Purple Stinging Ants
Gaunt Lapper
Giant Armored Skunk
Spiked Sloth
Cactus Ogre
Sentient Triffid
Crawling Scum (slimy skin of evil)
Huge Moth
Ravenous Clawed Grub
Penguin Swarm

Terrain types

Simian Savanna  (maybe have a Ape City and Pastoral Prefecture subytpes)
Melted Wasteland
Twisted Jungle
Rust Wastes/Rubblescape (may or may not have separate tables)

I'm straying a bit from classical apes orthodoxy with this stuff by lumping in a bunch of sci-fi stuff from the 60's and 70's  sci-fi literature, comics, film and tv.  The Simian Savanna will have a broader scope where the Apes are competing with other species beyond the remnants of man who are second-class citizens (at best) and not entirely apart from the Ape society just yet. The Simian Savanna is a bit more like the Apes TV series and Marvel Apes comic "Terror" story-lines with some Omega-Man, Kamandi and Hercules Unbound thrown in.

Thursday, November 3, 2016

Stranger Owlbears

The Owlbear is an iconic monster of fantasy RPG. The beast mixes the body of a bear with the features of an owl making it strange creature indeed but a creature with a strangeness that is not expanded upon to enhance it's value it play.  Here with stats provided as per swords and wizardry are some variant Owlbears to add to a campaign and make Owlbears more interesting and deadly. The varieties need not all be present in the campaign and one may serve well as the default standard for Owlbears to beef up the reputation of this iconic monster as appropriate for the campaign.

Shrieking Owlbear
Shrieking Owlbears have the body of a bear, but a beak and facial features of an owl. The shrieking owl bear pounces from hiding with a startling shriek that will paralyze all that hear it within 30’ (that fail to save vs paralysis if not immune to fear)for 2-5 rounds. On an attack roll of 18+ or any attack vs a paralyzed victim the shrieking owl bear grabs and mauls the victim for an additional 2d8 points of damage.

 Shrieking Owlbear: HD 5+1; AC 5 [14]; Atk 2 claws (1d6), 1 bite (2d6); Move 12; Save 12; AL N; CL/XP 6/400; Special: Paralyzing shriek, hug for additional 2d8 if to-hit roll is 18+ or victim paralyzed.

Bounding Owlbear
Bounding Owlbears are sleeker and quicker varieties of owl bear that can climb with uncanny ability often leaping on prey from unexpected perches. A Bounding Owl bear may leap or jump down as far as 40’ as part of a attack,or charge move.  If a Bounding owl bear successfully strikes a man-sized or smaller victim while bounding the victim may be knocked prone and pinned beneath the Bounding owl bear until it leaves or is forced off, it is +4 to hit pinned victims.
On an attack roll of 18+ or any successful attack vs a pinned victim the bounding owl bear will maul it’s victim for an additional 2d8 points of damage.

Bounding Owlbear: HD 5+1; AC 5 [14]; Atk 2 claws (1d6), 1 bite (2d6); Move 12, Climb 9; Save 12; AL N; CL/XP 6/400; Special: Maul for additional 2d8 if to-hit roll is 18+ or vs pinned victim.

Uncanny Owlbear
Uncanny Owlbears have the body of a bear, but a beak and eyes of an owl. If anyone is unlucky enough to meet the gaze of an uncanny owl bear they must save vs paralysis or be frozen in place for 10-60 minutes. On an attack roll of 18+ (natural roll), the owlbear grabs its victim and mauls it for an additional 2d8 points of damage. Uncanny Owlbears prefer to drag paralyzed victims back to their lair to dismember and dine on them in peace. Only a sick or controlled Uncanny Owlbear would attack more than one paralyzed victim unless it was defending it’s lair or young.

 Uncanny Owlbear: HD 5+1; AC 5 [14]; Atk 2 claws (1d6), 1 bite (2d6); Move 12; Save 12; AL N; CL/XP 6/400; Special: Gaze, maul for additional 2d8 if to-hit roll is 18+ or victim paralyzed.

Witchlin Owlbear
Witchlin Owlbears appear much as their kin but they have a mysterious aura of power and magic about them.  If a Withclin Owlbear saves vs a spell (or other targeted magic) the spell is reflected back at the caster due to the weird magical energies it is infused with (which also give it an improved save vs spells). On an attack roll of 18+ (natural roll), the owlbear grabs its victim and hugs it for an additional 2d8 points of damage.

Withclin Owlbear: HD 5+1; AC 5 [14]; Atk 2 claws (1d6), 1 bite (2d6); Move 12, Climb 6; Save 12 (10 vs spells); AL C; CL/XP 6/400; Special: Maul for additional 2d8 if to-hit roll is 18+.

Murmuring Owlbear
Murmuring Owlbears have the body of a bear and the facial feats of an Owl. The murmuring owl bear constantly murmurs and babbles causing fear and distraction in those near it, anyone within 60’ of a murmuring owlbear that isn’t silenced must save vs confusion or be unable to act meaningfully until the owlbear harms them directly or slays a companion. On an attack roll of 18+ (natural roll), the owlbear grabs its victim and mauls it for an additional 2d8 points of damage.

Murmuring Owlbear: HD 5+1; AC 5 [14]; Atk 2 claws (1d6), 1 bite (2d6); Move 12, Climb 9; Save 12; AL N; CL/XP 6/400; Special: Confusion, Maul for additional 2d8 if to-hit roll is 18+ or vs pinned victim.

Thursday, October 6, 2016

Elementals Are Boring

This post here discuss how elementals are boring, and they are. So are lot's of other monsters that have no consequence to the campaign, the link mentions a cool way to make sure there is a consequence even a brief one, when using a tool to upset the fabric of reality.

What are elementals anyway beyond a fragment of reality, just an incomplete sliver of what is and can be. All the genuine responses of an elemental should be rooted in their elementalness. A fire elemental is all about fire just like gravity is all about gravity, no one ever seems to spend much time wondering about the goals of gravity but it's always there, it's a building block of reality. Elementals are an embodiment of a predictable and known force. What is ultimately important and interesting about elementals is how they are used by DM's and players.

All monsters and NPCs are no better than what is put into them by the people playing the game. I'm a fan of monsters but the place of each should be considered if one wants to have a complex and involved campaign.

That fire elemental is pretty boring, if it is going to have a conversation at all it's likely (almost certainly) going to be about fire. Setting you on fire isn't good or bad to a fire elemental, it's all about fire. The consequences of the presence of the fire elemental is the interesting part.


I should have gotten more of this into my reply over at the blog in question but I didn't want to be rude and double post.

Wednesday, October 5, 2016

One-Post Clown'pocalypse Survival Horror Mini-RPG

Can you and your fellow cast of PC's survive the Clown’pocalypse? Will they survive to the inevitable sequel?

Ability scores-
Players get 7 points to build a character. Put pts in each score.
Cool- Ability to keep it together and not freak out
Run- How fast you are
Shoot- how well one shoots guns and hits with other ranged attacks
Brawl- how well one fights in hand-to-hand combat
Brains- how clever, smart and perceptive one is

HP- players have 2dice worth of hit points + per point of Cool and Brawl. When damaged you lose HP, when HP reach 0 a player character is dead.

DF- defense factor = 2+ Run + Brawl

Weakness- every character has a weakness or phobia that will screw thing up for them, the player is free to pick such as Acrophobia, Afraid of Clowns, Sex addict, Drug fiend (or anything else that fits). A player gets bonus points in each scene their character can overindulge or over react  Havign a character Afraid of Clowns is probably not all that bright in this game.

Doing Things-
when a player character tries to do something and the GM isn't sure if it would be immediately successful the player rolls 2 dice + the relevant ability score and tries to roll over the DS (difficulty score) set by the GM. (usually a score from 7 to 12)

Hitting Things-
players attack clowns and the deranged by trying to roll over a foes DF. 2dice + shoot to hit something with a gun. 2dice+ brawl to hit something in Hand to hand combat. 2dice+ Brains to hit something with a clever trap or gimmick.

Getting Hurt and Infection-
when players are hit by foes they suffer 1dice or more damage (which is reduced from HP). If a 6 is ever rolled during a clown attack the PC is infected and will become helpless in 1die scenes from fever and then turn into a clown in 1die-1 scenes after that. (the GM makes these rolls in secret)

Hurting Clowns-
Clowns don't usually have HP like players do. Clowns have a Body score. Any time a die of damage equals or beat the body score roll on the Clown damage chart to see the effect of the damage. only check once for an attack except for explosives.

Die Roll
Clown Damage
Poked n Eyes, the clown will squint and wail, it is stunned until end of next turn.
Nose Beep. This is hilarious, the clown will be stunned till the end of the turn. All witnesses must make a laughter check.
Clown Falls Down. the clown will be knocked prone and helpless until it can get up at the end of any following turn it isn’t hit. When it first falls down anyone nearby but the attacker must make a laughter check.
Foot Flattened. -1 to clown speed.
Disemboweled Clown. Everyone but attacked must make Freakout chek 1st time they see this. If the clown attempts to make a balloon animal out of intestines there is a 50/50 chance any witness must make a laughter check.
Head popped like a Baloon, Clown Destoryed.

Freaking Out!
Whenever something really gross or spooky happens a PC/NPC has to check against freaking out. Roll 2 dice  add Cool to the roll and consult chart for the results
Freak Out Result
5 or less
Lose-It/Collapse. Character is totally useless and must be dragged about for 1 die-1 of scenes
6 or 7
Panic. Must move away from all Clowns for next 1dir worth of turns,
Hesitate. No actions until end of next turn.
Drop things in hand.
Stagger/Jump Back. Not much happens unless falling or bumping into things in these scene could be bad.
Scream. Obviously reveal location and could attract other Clowns.
Stayed Cool. 

Special equipment might offset freaking out as many as 3 times in a game but this is up to the GM. Booze could offset freaking out to a point and then make it far worse.

Players start with equipment appropriate to the scenario set by the GM.
Only 1 piece of equipment will be available to a player in a sequel per level.
Players can sensibly collect equipment during a feature as it unfolds.

Attack Damage
Punch 1 die HTH
Knife 2 dice HTH
Bat 3 dice HTH
Machete/Sword/Axe 4 dice HTH
Chainsaw- 5 dice HTH
Low Calibre gun, thrown weapon 1 die
Med Calibre gun, Bow 2 dice
High Calibre gun 3 dice
Shotgun 4 dice
Dynamite stick 2 dice
Grenade 3 dice
Plastic explosive 5 dice
Seltzer Spray- 2 dice, temporary to people
Pie- 3 dice, temporary to people
Bucket of Glitter/Confetti- 4 dice, temporary to people
Rubber Chicken/Balloon Sword/ Goofy Mallet- 2dice HTH, temporary to people

Features,Scenes and Turns-
A Feature is an entire  Clown’pocalypse adventure (or session). A sequel is a new feature with new and surviving characters. A Feature should be playable in an evening but can stretch into 2 or 3 if players and GM are willing to do so.
A Feature can progress like a film or open RPG session as the GM feels is appropriate.

A scene is an encounter or situation in an extended encounter set up by player actions or GM decision. A scene has multiple turns and can have a clear objective such as "The Players have to run from the car into the house".

A turn is when the player get to do something it's usually a single action sometimes more can be done, sometimes an action can tie a PC up for the rest of the scene.

Run Away-
If players try to flee Clowns before an encounter they must roll 2dice + Run vs the Clowns rolling 1 die + speed to get away. This is usually only done once a scene.

Escaping from hand to hand combat without suffering any attacks from Clowns requires a roll of 2 dice +Brawl vs 2 dice + speed for Clowns.

Avoiding a Surprise attack from a Clown is 2dice+Brains vs 1dice+ Speed of Clown.

Levels and Experience-
Every 10 kills (or bonus point) a Player gains a level and gets to add a point to an ability score. A multi kill of 2 or more Clowns in a single attack is only counted as 2 kills towards experience. A Pc can only level up in the beginning of a scene they are active during and may level up no more than 3 times per feature.

Some Types of Clowns-
Mime- Defense 4, Body 3, Speed 1, React- 0
Hobo Clown- Defense 5, Body 2, Speed 2, React- 0
White Face - Defense 5, Body 3, Speed 2, React 1 (noisy clown a bunch can freak PCs out or possibly cause them to make a Laughter Checl)
Fat Clown- Defense 4, Body 2, speed 1, react 0 (destruction causes toxic bile to spray all nearby , PCs must save on DS-6 Brains check or become infected)
Auguste- Defense 7, Body 4, Speed 3, react 3 (can taunt: must make freak-out check  at -4)
Rodeo Clown- Defense 4, Body 4, Speed 4, react 3
Bumbling Clown- Defense 6, Body 6, Speed 2, react 1 (rolls 2 dice of damage)
Evil Clown- Defense 8, Body 5, speed 4, react 5 (can direct attacks of other Clowns, can taunt: must make freak-out check DF-7)
Famous Clown- Defense 9, speed 3 , react 6; Sharp witted-clown. They have 2dice +12 HP (same rules as PC wounds and can use weapons, control nearby Clowns and Cause Laughter.)

The scene after a player is hurt they can use bandages/medicine to recover 1/2dice worth of lost hit points after DS-6 Brains check . Resting for a scene restores 1 HP. No resting while nearby Clowns are groaning or taunting.

Clown Reactions
Roll 2dice+react score for Clowns encountered to see how they react to PCs unless the GM has designed a special encounter.
2d6 +Clown React score
Clown Reaction
The Clowns seem oddly distracted by something else and don't pay you any attention this scene
There is a 1 in 6 chance the clowns will do something funny.
The Clowns seem confused by the stimulus of fresh meat (roll again next turn)
The Clowns are surprised by the walking talking meat before them, they stand there for a turn salivating and attempting bad jokes(roll again next turn)
The Clowns stumble and cavort onward ready to attack
The Clowns howl, laugh, and prance as they attack. More clowns are sure to be attracted to the scene.

Clowns are occasionally funny, sometimes unnaturally funny. If something funny happens all that witness it must make a Laughter Check. PCS and NPCs rolls 2d6 adding Cool and Brains.

Laughter Result
5 or less
Gut-Buster, character helpless until shaken out of it and suffers 2d6 damage at the end of turn following incident
6 or 7
Break-Up, character helpless for next  1die turns,
8 or 9
Wet Pants, character laughs so hard they wet their pants. This increases the chance of clown encounters in following turns and makes it impossible to hide from clowns until cleaned up.
10 or 11
Cackle, helpless until end of turn, increases chance of clown encounters in following turns.
Chortle, anyone hiding will reveal themselves if they chortle.
Giggle, a soft harmless laugh
Dead-pan, no reaction

PCS are immune to laughter for the remainder of a feature if they have witnessed the death of 3 or more other PCs so far during the feature.