Thursday, February 9, 2023

KAMEN ENEMY. Setting: CANNIBAL CRUSADE. A world of super-powered monsters dying for it to end.

CANNIBAL CRUSADE. is a setting made using the ideas found in my I Am The Weapon Pitch: KAMEN ENEMY. Check out the IATW Core Rules.

(Nihei's Abara)

CURSE: Reliance on sapient brains. Enemies must consume at least 1 sapient brain a week. If this is done to an innocent human or Enemy, the consumer loses all current XP. There are no innocent Wishers.

THEME: Enemies are a physiological response and/or adaptation to the setting's Antagonist group: The Wishers.

AESTHETIC: Enemies are the marriage between id and ego; flesh and spirit brought together in grotesque fashion. The Enemies refer to their monstrous super-form as their Nature and their human form as their Nurture. When transformed, they appear to be a manifestation of the Enemy's addiction, interest, phobia (whatever is the strongest/most important to the person's identity.) 

A pyromaniac punk’s skin turns to ash and they pop and crackle like a walking firework with a constant aurora-vibed mohawk-shaped smoke cloud looming overhead, an arachnophobe cheerleader turns into a gross arachnid-woman with several crooked leg-like spikes sticking out her back - all topped with adhesive pseudopod flesh pom-poms.

(Devilman Crybaby)

GIMMICK: Enemies can obtain a "Revealer;" a sheet of milky liquid crystal that, when placed on wrapped on an Enemy's body part, partially reveals that Enemy's monstrous form. There exist methods of developing "Hard-Revealers," gloves tailor-made to reflect and be worn on the Enemy's right hand. This can be used to tear an Enemy's skin off and trigger a full, temporary, transformation. 

(Soul Calibur's Nightmare)

ANTAGONISTS: The Wishers were ordinary people given the ability for a single wish to come true and, regardless if there were once good people among them, their moment of absolute power corrupted them completely. Their power now ranges from benign and silly to overwhelming and world-defining based on their insight in the moment of wishing.  A pervert who wished for an army of women to worship them may just well have that and be able to spawn them forever up to a certain number; they would be relatively insignificant compared to the person who wished to be on top of the world and puppeteers all of China at a political and geographic level from inside their secret North Pole base. It's a monkey's paw in the favor of the Wishers to the detriment of the rest of the world. 

The Wishers own the world and know that the Enemies exist to undermine them. They have enacted the global Common Enemy act and have unified all human organizations, government and private, to hold frequent Revealing Sessions on their citizens, customers, and employees. There is mass hysteria in the streets and simply accusing someone else of being an Enemy or consorting with them is enough for one to be taken away or killed on the spot. The Wishers can always make more people. 


(Wishmaster 2)

SCOPE: Enemies cannot sit in one place or else they will risk being found out. Even those living in the country are eventually discovered by drones or roving military/police units. As a result, the PCs must agree on a method of travel. Whether RV, motorcycle gang, horse-drawn caravan, etc. They need to agree on a nomadic form of travel. CANNIBAL CRUSADE. will see the PCs (assumed to be heroic do-gooders that fight for justice despite the circumstance) traveling from place to place, state to state, country to country, hunting down Wishers and dealing with their corruption. It is likely that a weaker Wisher will take control of the power vacuum of the freed city, however, so most of the fighting is bleak but at least an Enemy gets their meal for the week.

(Ben 10)

SETTING ADDITIONS: 

RIGHT-HANDS: CANNIBAL CRUSADE.'s form of Sidekick. Right-Hands are people who have seen the horrors of the Wishers and have been convinced that the quest of the Enemies is the noble course of action. They live to help feed their bound Enemy and benefit from a few powers. The process of becoming a Right-Hand involves both the Enemy and the prospective Right-Hand severing their right arm up to the elbow and the Enemy eating the Right-Hand's severed sacrifice. The Enemy's severed limb then dissolves in a pit of black goo but quickly grows back, now capable of transforming into a Hard-Revealer at-will. The Right-Hand's sacrifice does not grow back but is replaced by an ethereal version of their Enemy's Hard-Revealer. Despite its appearance, it is solid and acts as a normal hand. It's also an eyesore and marks you as a filthy Enemy-sympathizer. Be discreet. 

Right-Hands are available as a playable character option and can be chosen as a Contact but they will not be actively assisting you in battle. Instead they are your caretakers, drivers, medics, researchers, scouts, etc, when between Wisher Hunts.

(Jagaaan)

ADVANCEMENT: XP can only be earned by the killing & eating of Wishers. It cannot be spent on the purchase of new powers, only improving existing attributes, skills, and powers. Instead, an Enemy must consume the corpse of a rival Enemy whole in order to Assimilate their power-set. Doing so also makes the Enemy multiplicatively more voracious. If an Enemy owns 2 Power-Sets, they must consume 4 sapient brains every week. 3=9; 4=16; etc. If an Enemy Assimilates a power they already own, then its Power Level is now equal to the higher of the two + 1. If the Assimilated Enemy possessed multiple Power-Sets, it only counts as 1 when Assimilated into the Assimilating Enemy. You may starve yourself. Lose a level in Calm for every day that passes after the 7th without getting your fill. At 0 permanent calm, you have lost your mind to your hunger and the Enemy becomes Feral. Make a new character. 


REVEALERS: While they are often grown from the bonding of Enemy & Right-Hand, there exist rumors of Hard-Revealers being artificially manufactured in Wisher Revealer-Tech labs. There is always a slight addition to all Hard-Revealers that isn't present on the typical Enemy's inherent Nature: tiny retractable hollow hooks at the tips of the fingers. One may hook into the flesh of an Enemy and pump milky Revealer Fluid just slightly beneath the skin. This permeates the entire body, making the Enemy's Nurture appear to be a giant walking blister ready to pop. The hooker then tears away this veritable skin-suit, Revealing the whole of the Enemy's Nature for a number of minutes equal to the Revealed Enemy's Calm. Enemies recharge their Natural Revealer Fluid once a day but can force-recharge it by consuming a sapient brain or drinking a canister normally utilized by artificial Hard-Revealers. Eating a standard Revealer sheet will do nothing to recharge this fluid. A standard Revealer sheet reveals a body part for 1 minute before becoming inert. 

(2006's Silent Hill)

CHARGEN: 

ENEMY. 

As I Am The Weapon but:

All Enemies have the Secondary Form AND Armor - Husk (Secondary, Roll for Level.) If you randomly get either Powers during character creation, you can choose to reroll the result. If you take Husk a second time, it always upgrades to Primary. Describe the appearance of your Nature and what part of your body needs to be Revealed in order to use a Power at its full strength for every Power. When not Revealed, that Power operates at its minimum Power Level as written. If you rolled its minimum Power Level, increase it by 1 for its Revealed level. Your entire body must be Revealed in order to benefit from your Armor - Husk. Without a Hard-Revealer, it is impossible to undergo a full transformation.


RIGHT-HAND.

You are bound to an Enemy. You always know approximately where they are and are them for the sake of super or magical senses tracking or learning about you. Feral Enemies may not want to slurp your shit if you smell like a badass.

Who is your Enemy?

Another PC? Alright. Pick one of their powers and roll for level. If you rolled higher than your Enemy's Power Level, they raise their level to meet yours. 

An NPC? Why are they not with you? Have the Wishers captured them and you're trying to get them back? Either roll on the First Round Starting table for your Enemy-given Power or build your NPC Enemy with the Host and choose a Power from their list. 

When/if your Enemy Assimilates a new power set, pick 1 of your Enemy's newly obtained Powers to add to your list & roll for its level. 

Have you failed and let them die? You are a Black-Hand and do not have Enemy-given Powers anymore. Black-Hands are effectively ghosts; their ethereal right hand having grown a spider-web of black veins to signify their failure, they cannot be tracked by mortal or super means and cannot not age but have inherited their Enemy's brain consumption (whatever the Enemy's Rate was upon death.) Failing to do so means death.

Both Right and Black-Hands have the Telekinesis power. In their case, they force their ethereal hand from their body and use it to do Telekinesis things. 

(Jagaaaaaaaaaaaaaaaaaaaaan)

HUMAN.

Sure, play a normie. Have 2 boosts. You can spend 1 or both of these on Gimmicks instead. You always suffer a lost throw when resisting the powers of the Wishers. Good luck. 



Friday, February 3, 2023

I Am The Weapon Pitch: KAMEN ENEMY.

Kamen: Japanese for masked. Phonetically close enough to "common."


As mentioned in my I Am The Weapon review, I am a big fan of the henshin hero motif. KAMEN ENEMY. is a list of ideas that help capture the world building tropes and power sets found in dark Japanese superhero media. From here on, "Enemy" is the term I will be using to describe characters that fit the bill of "dark henshin hero." KAMEN ENEMY. exists as an extended Pitch for I Am The Weapon. That game is necessary for not only its base system but also to develop the suggestions found here.

KAMEN ENEMY. assumes PCs still operate as fighters for justice.  

(Nihei's Abara)

Primary tropes include: 

MASQUERADE. 

All Enemies transform into a monstrous form but can safely stay in an unassuming weaker human form. Some may be stuck or unable to revert to their human form but this is a minority of Enemies.

All PCs, and potentially some NPCs, will have the Secondary Form power by default and additional Powers are typically reliant on being in your Secondary Form to be used. Many henshin heroes in media are often assumed to be super strong/agile/durable inherently while in their Secondary Form so consider whether or not that is the case when making your KAMEN ENEMY. setting. You can make it static among all existing Enemies (everyone gets Enhanced Agility d20 when transformed) or create a range (okay, roll your transformed Agility: d12 to d20+d20; d12=not Enhanced but faster than most humans). 

(Kamen Rider: Black Sun)

CURSE. 

There is something intrinsically wrong with being an Enemy that makes them feel that they should not be. This is often something so horrible that all Enemies are hated by society or otherwise could be if word got out

When defining your settings' Enemies, give them a shared curse and decide whether or not the public is aware of their existence. Common dark superhero curses:

HUNGER

There is something that your Enemies must do. This hunger is monstrous either due to the extreme quantity that must be consumed (if relatively mundane) or the inherently despicable act of of doing so. Common examples include:

Cannibal. The Enemies are parasites. They must eat humans in order to live, be this blood, flesh, or brains. 

Psychic-Vampire. The Enemies are trolls. They quite literally feed off of extreme emotion and need to cause emotional distress or elation in order to live themselves, this results in frequently detatched manipulation.

Highlanders. There can only be one Enemy. They live to kill one another and the world is their gigantic Battle Royale and damn the human who gets in their way.

Destruction. The Enemies are entropy. They exist to destroy the world. Breaking down buildings, forests, anything that has taken time to build, they feel an instinct to break. 

Gluttony. The Enemies are voracious. They burn calories 1000x a normal person and eat whatever they can get their hands on.

Debt. The Enemies aren't their own. They are being controlled by another party and currently exist to serve it. 

Failure to sate one's hunger should result in death or insanity. 

(Kamen Rider: Amazons)

RAGE. 

Your Enemies are cursed with an extremely short fuse. This could mean stubbing their toe on a bad day can cause them to flip shit and destroy their own home, or it could be triggered by certain weakness. A reminder of the event that turned them into what they are, the presence of their weakness; or yeah, just losing their cool. If going the weakness route, a failed Calm check in response to their trigger means they act as if they've just hit 0 Calm until they can successfully Calm Check out of it; assuming they weren't already at 0 Calm. If your Enemies simply have a short fuse: frequently use Calm checks at being slighted, insulted, or receiving the slightest of set-backs.

PREJUDICE.

The world hates your Enemies and wants your Enemies to hate it. It wants your Enemies to give them a reason to pull the trigger and end them. This could be due to the Enemy's Hunger or Rage if those are a part of your setting or due to bad publicity, a few bad apples, or biological instinct (ex: humans think the natural smell of Enemies is revolting). No matter what it is, the players know it is unfair and they fight for coexistence - other Enemies may disagree. 

(Werewolf: the Apocalypse)

ORIGIN. 

There is typically a unifying origin that links all Enemies of a single campaign. They're all cyborgs; they're all the hosts of alien frogs; they're all amnesiac dimension-hoppers; etc. This should be the bulk of the Enemies of a single campaign. There may be "guest characters" that have a different power origin but those should be an infrequent novelty.

AESTHETIC. 

Like with origin, the aesthetic of all Enemies should have a common factor. They're all cyborgs designed to turn into human-animal hybrids; the alien frog forces a grotesque manifestation of their ego;  the dimension-hoppers adopt a fascination with a mundane human repair tool and meld with it. 

When deciding your Enemies' Aesthetic, consider a Tag that all Enemies begin with that they must pick a starting Power from. The human-animal hybrids begin with the Animal Tag. The ego manifests as Mutant or Psionic-Tagged powers. The repair tool aliens begin with a Tech-Tagged power. 

(GARO)

GIMMICK. 

Your Enemies should have a central thing that they interact with to trigger their transformation. This could be interacting with a (normally) readily available item; shouting of a phrase; striking of a pose; recalling a traumatizing thought; all of the above; etc. Whatever it is, it exists to cement the unifying origin of the Enemies of your setting and could help define their weaknesses. Captain Marvel/Shazam can't transform if he can't speak. Don't make it too painful to do gameplay-wise; a KAMEN ENEMY. game assumes transforming at least every session. 

(Kamen Rider: Amazons)

ANTAGONISTS. 

Like with the Enemies themselves, their antagonists should be unified in Origin & Aethetic. Perhaps they're Enemies themselves, simply unhinged; the Thematic/Aesthetic opposite of your Enemies; the creators of the Enemies now trying to exterminate or control their defiant experiments; completely divorced from the Enemies and their own entity entirely; a force the Enemies exist to purge. The antagonists should all fight under the same flag with a few powerful outliers occasionally causing trouble for the Enemies. They could be limited to a local threat (deranged mole-men terrorizing the local town,) country-spanning (a shady business conducting vile monster-making experiments,) or globe-threatening (dark gods from beyond reality looking to corrupt or replace those in power.)

(The Guyver: Bio-Booster Armor)

SCOPE. 

It is important do define how much of the planet has been changed due to the existence of the Enemies. If the entire world knows that Enemies exist, it does not necessarily mean that the game will go from the US to Japan, it just opens the door for characters to reasonably involve such far away locations in their backgrounds or the threats of Antagonists. Conducting inhumane experiments in a small town and the players dealing with its fallout and protection is a more than valid Scope and game. If the players, in this same example, hear that wildly different things are happening in the big city not far from them and want to take their powers there and deal with an issue that doesn't even involve their Enemy Origin, you're on your way to naturally expanding your setting. 

(Digital Devil Saga)


INSPIRATION. 

JAPAN.

Kamen Rider: Amazons & Black Sun.

Garo

Bio Booster Armor Guyver's 89 OVA. 

Digital Devil Saga. 

Nihei's Abara.

Jagaaan. 

Devilman: Crybaby.


US.

Nightbane by Palladium.

Werewolf: the Apocalypse.

The Incredible Hulk '78 TV Series.