Thundarr Struck

Transcription

Thundarr Struck
Thundarr Struck
Living Low Adventure 001ce by Thom Shartle
Convention Edition
The heap has an opportunity to mount an expedition into the Underwhere.
The only problem is their potential patron is many yorts away in Bottom Saloo.
Luckily the slog skooner “Thundarr Down Undarr” is getting ready to depart
from Floom to Bottom Saloo and is hiring additional guards. The heap will
help fend off a price-o-corn attack and then track down the missing First
Bait’s Suit (so the Thundarr can be steered!)
This adventure is meant as an introduction into Low Life Redredged and the
Whole Hole Living Low Campaign and should take a standard four hour convention time slot for novice characters.
The Gist
With a prospective job in Bottom Saloo, the heap
takes working passage on the Thundarr Down
Undarr, a slog skooner headed there from Floom. On
the third day of an eighteen day journey, while the
Thundarr Down Undarr is dropping anchor for the
night, they are attacked by a marauding band of Aerial Price-O-Corns. The heap handily beat back the
raiders, but the Slog Skooner’s First Bait disappears
in the ruckus. The heap has to get back the First Bait
(well actually just her suit) or the Thundarr Down
Undarr ain’t goin’ no where...
A Tale of Two Beginnings…
This adventure has two beginnings. This is the CE
(Convention Edition), truncated for use in a four
hour convention session slot and starts with the heap
boarding the slog skooner. The other version (SE or
Standard Edition) allows the Heap to wander around
Floom before boarding the Slog Skooner.
Slog Skooners Ho!
Read Aloud:
A new posting on the “Activities and Opportunities” board at
the Mutha Oith Underwhere Explorer’s Societe’ Lodge in
Floom had drawn your heap’s attention. Uster the Damp
famed for pioneering dammit binding in Bottom Saloo, is hiring expeditions into the Underwhere to try and set up trade
relations with “The Crusty Ones” a group of Underwhere
dwelling croach artisans whose metal work is highly sought
after. It seems to be a job well suited to you, your only problem was getting to Bottom Saloo.
Lucky for you the Thundarr Down Undarr is currently docked
in Floom and ready to launch for Bottom Saloo. The Thundarr’s Kaptin Gr'fz'q'lomp is known to have a soft spot for
M.O.U.E.S. members, having befriended Phyllin MacKrakin
and Zlozz Kirpanski its founders, rumored to have created the
Societe’ on that very vessel!
You followed the cobblestone road out of town, round a low
lichen covered hill and caught your first glimpse of the Slog
Docks…
The side of a hill has been chiseled off and a series of plank
platforms built along the top to accommodate Slog Skooners
pulling up to load and off-load their cargos of goods and passengers.
Two of the slips are currently occupied. One with a hundred
yort single masted Giant Slog and another with a much larger
Enormoslog sporting two masts, easily two-hundred and fifty
yorts long.
your right. It opens into the 27 x 36 yort bunkroom. Hammocks
are slung one over the other around the walls and in the center
of the room. You are each assigned a bunkroom and a box in
one of the two cupboards for personal items. The porter bids
you good luck and scurries away.
Gang planks extend from the hill top to the plank platforms
attached to the backs of the slogs. Blinders cover their eyes
and great chains secure them to the cliff face.
Cranes swing back and forth from the docks to the skooner
cargo holds. Stevedores can be seen scurrying across the slogs,
jockeying cargo into position, guiding passengers to their
staterooms, grooming the slogs (and the passengers) or pitching bails of shredded fungus into the slog’s gaping maws.
The heap should get their gear stored (ask them what
You make your way up to the docks, the gang plank to the
larger of the skooners bears a sign identifying it as the
“Thundarr Down Undarr”, leaving for Bottom Saloo on the
morrow.
fore to the steering house
they keep on their person) and then seek out the
First Bait.
To get to the wheel house, the heap needs to travel
steering system.
Read Out Loud:
When you open the stout door to the wheel house, currently
unlocked, you are assailed by the sounds of a large wrench
being banged against the huge drums of the steering mechanism and a horc swearing colorfully in at least three different
languages. She turns away from the machinery she was
working on and throws the wrench up to her shoulder.
A broad shouldered Fungal wearing a colorful outfit festooned
with sashes and braids of metallic thread is standing on the
deck at the other side yelling orders to various crew peeps
through cupped hands, a sheaf of rolled up scrolls tucked under one arm.
“What der you want?”, she grumbles at you I “can’t yer see
I’m busy?”
The players are greeted by Gr'fz'q'lomp the Fungal
about their credentials and after some back and
forth agrees to hire them: Room and Board plus 10
which houses
all the gears and kontraptions used to maneuver the
You cross the wide sturdy gang plank swaying gently fifty yorts
above the packed ground below.
Kaptin of the Thundarr, when they board. She asks
Appendix 5.1 A
Bigarm will settle down if told they were sent by the
Kaptin and why. She becomes positively amiable (for a
clams a day.
horc), and points up with her wrench.
Read Out Loud:
Read Out Loud:
The Kaptin waves down a harried looking steward and tells him
to take your heap to the Crew’s billet and get you set up with
bunk-age. She then turns to you and tells you to get settled in
and then report to First Bait Croach in the wheelhouse for your
ship board assignments.
Looking up, you notice a set of worn metal rungs stapled into
the mast that lead up to a reinforced hatch in the roof of the
steering house. The wind whips around you as you climb up
out of the steering house and ascend the mast. After climbing
up a bunch of yorts worth of rungs, you find a hatch in the
floor of the platform above. The hatch swings open easily (it
is unlocked) and you are confronted by a croach with a clipboard.
The porter scurries across a wide rope and plank bridge connecting two platforms on the slog’s back and then through a
small square room with stout reinforced doors controlling travel between the fore and aft platforms, motioning absently for
the heap to follow him. He darts through the propped open
double doors on the aft superstructure.
You follow him into the short hall and through the first door on
Evidently Crandal is expecting them. Looking at his
clip board, he assigns each peep in the heap a job.
Roll once for each player on the assignments chart
(Appendix 6) and read the passage to them.
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Have the peeps report to their stations and give each rounds movement from the sterncastle.
a run down on what the position does and use that as Read out loud for anyone with a raise:
a way to tell them more about the day-to-day opera-
One by one five great black apparitions bearing a striking
resemblance to great, bloated, flying esophagators, touch
down on the roof of the sterncastle just long enough for a
Give them time to explore the Thundarr and ask
small hunced figure to drop off. They then flap away into the
them if there is anything specific they want to acnight. The figures are draped head to toe in black—their excomplish during the journey. The Heap has two days
act nature is difficult to make out, but you think you see the
of travel in which to explore the Slog Skooner, mingle glint of drawn weapons!
tions of a Slog Skooner (See Appendix 8).
with the crew and passengers and in general get stuff
done.
Screams and cries for help can be heard coming from
By the Prickling of my Thumb… Something Wicked this Way Comes!
are being attacked! Deal the cards at this point and
go to combat rounds.
As the second day’s travel comes to an end, the heap
can see the awesome sight of the Speculum ahead
where it spans the Bunn Skrak.
The Hench Flew Sky Thugs will be on the top floor
(Appendix 5.2) one each in rooms M, N, L and K shaking down the passengers for valuables under threat
of loaded crossbows. They will fire immediately at any
Read Out Loud:
As the Thundarr Down Undarr eases to a stop on a wide plateau that looks like it has been used this way many times in
the past. The crew begins scurrying to their appointed tasks;
feeding, grooming and otherwise tending to the slog and in
general preparing for the oncoming night. Ahead can be seen
the mighty speculum. A mighty edifice of greenish stone and
blue-grey ossified mushroom stalks that spans the Bunn Skrak
at its widest point, built almost 200 years ago. To Holewence,
the Bunn Skrak extends on into the growing gloom and
Holeward it opens up to empty into the Keister itself.
Give the heap some minor tasks to complete such as
helping fasten down the great hawsers used to hold
the slog skooner in place and then inform them they
hear the dinner bell sound announcing evening slops
is being served in the crew mess hall
the second floor of the stern castle—the passengers
Appendix 5.1Q
armed peeps they see and then call for retreat. This
is a smash and grab they do not intend to cross
blades with armspeeps if at all possible. Upon the call
to retreat, xXy'gnzZZakkK (Bravely covering them
from up on the roof) will have his contanimatronic
creations attack the defenders while the Hench Flew
retreat up the ladder and through the hatch in the
roof of small room Q on level 2. There are a wuss and
a Feck shadowing each Hench Flew that will facilitate their escape to the roof.
The Price-o-corn’s contanimatronic aerial mounts
swoop down and scoop up the hench flew Minions
and wing off up the length of the Thundarr.
.
Read out loud For anyone in position to see them fly away:
As the flying contanimants and their passengers wing away,
the lead figure on a slightly more imposing mount, circles
back and dives across the front of the Thundarr and then
swings back around to join the rest of the group as they flap
away holewence along the Bunn Skrak to be lost in the shadows of the craggy landscape in the distance.
Notice (-2 to anyone without a way to see in the dark): a success earns them a notion that something big (larger than peep
size) is flying lazily through the air at the edge of their vision. A
raise and they note five something's moving in formation in a
spiral toward the Thundarr Down Undarr. The heap is two
3
moss encrusted mountains your heap comes across a narrow
trail leading up to a thin ledge with a decent sized cave
mouth. A faint luminescence can be seen within.
Listen: Success means you hear Crandal’s plaintive plea for help
slowly fading away to holewence
After the dust settles, the Kaptin finds the heap and Climbing (-2): (See Climbing SWD: 24)
orders them to track down Crandel and the suit back At the Cave Mouth, Read out loud:
from the Aerial Price-o-Corns.
Your heap makes the treacherous climb to the cave mouth
above. You discover the faint light emanating from the cave is
Read out loud:
coming from clumps of glowing toadstool shaped fungus,
Kaptin Gr’fz’q’lomp comes up to the heap, a worried expresgrowing on the floor and walls of the cave.
sion on her face…
The stench of putrescence wafts from deeper within the
“They took Crandal! Seems he was ...well forgotten, hanging
cave—no roll required!
in position after we dropped anchor. No one bothered to reel
Knowledge (Underwhere): A success provides the information
him in. ‘Spose its not the first time, but this time those
that these ’shrooms are Luminous Bluem, common in the Unbastages made off with him! Normally if something hapderwhere and the main source of light there in.
pened to the First Bait, We’d promote someone who… err… fit
in the suit and be off. Problem is Crandal was in the suit when
they took him! If you don’t get the suit… err and Crandal..
Back, Thundar tain’t goin’ no where!”
Frankly, xXy'gnzZZakkK’s lair is poorly guarded. He
doesn’t expect anyone to find it so no great effort
has been made to guard it. Clumps of Luminous
Please sir… Have You Seen My
Bluem (marked “A” on the map) light up 30 yort (5” / 5
Croach?
squares) sections of the lair, so the heap probably
won’t need to provide light.
This last section is not a combat operation, though
many heaps will try that—they should get SPANKED
The reason xXy'gnzZZakkK grabbed Crandal was he
by xXy'gnzZZakkK and his contanimants. Reference
mistook him for an abused contanimant (and you
the lair map in appendix 5.6.
KNOW how he feels about that!) (He doesn’t like it—
not one… little… bit!)! He was in fact “rescuing” the
Fortunately xXy'gnzZZakkK isn’t particularly blood
contanimant and now that he has a croach in a suit—
thirsty nor particularly interested in harming the
has no idea what so do with him.
Heap. The heap’s first task will be to find
Currently, Crandal (and his suit) are dangling from a
xXy'gnzZZakkK’s lair.
rope tied to a stalactite on the ceiling of chamber “J”
over the refuse pile in its center.
Tracking: a success allows the heap to find a trail of cast off
offal leading in the direction the Sky Defilers flapped away in
(Holewence along the near side of the Bunn Skrak). It will require five total successes (including raises) to track the droppings to xXy'gnzZZakkK’s lair. A check may be made once per
hour of searching.
Map 5.6 Detail
a) Clumps of Luminous Bluem that illuminate 30
yort / 5” / 5 square sections of the lair.
b) Normal Sky Defilers. They pretty much just lay
After Five Tracking Successes, Read out loud:
there. They will ignore the heap completely. If
Your bumbling err… diligent efforts lead you across the lichen
covered hills to the start of the Dimplestacks. Not far into the
one is destroyed, xXy'gnzZZakkK will be alerted
to their presence and show up in 5 rounds.
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tack the group and shout loudly for the Wuss just
c) Precious—xXy'gnzZZakkK’ special contanimant
up the passage to go warn xXy'gnzZZakkK.
minion. If any peep gets within 3 yorts of Precious, it will turn to face them and speak to them
in Guttermouth.
Knowledge (Language Guttermouth): With a success, read them
the following.
The putrescent mass quivering before you screams out in
Guttermouth, “Hey Guido, Go tell the Boss Man We Got Visitors!”, and then it attacks.
Knowledge (Language Guttermouth): With a success, read them
the following.
In a harsh guttural voice, The oversized Sky Defiler grumbles
you in Guttermouth, “Why do you intrude in this place? You
don’t belong here!”
Draw Cards and throw down!
f)
This is a place for dialog. If the heap responds
A Wanker (see appendix 2) —xXy'gnzZZakkK’s
muscle, will act to keep xXy'gnzZZakkK safe.
reasonably, and tells precious that they are here
for Crandal, Precious will look thoughtful for a
moment and then advise them they need to go
and ask xXy'gnzZZakkK. Precious doesn’t think
g)
xXy'gnzZZakkK.
j)
The Stables, where the Sky Defilers are parked.
k) Hench Flew Barracks. Any of the four Hench
it will be a problem, but can’t really let them take
Flews who survived the raid will be here. The
Crandal (who is dangling there moaning—
chests and casks in this chamber contain 50 clams
obviously alive) without permission.
per heap member.
If no one in the heap speaks Guttermouth and
l)
they try and cut Crandal down, Precious will half
xXy'gnzZZakkK’s Lab. If the heap some how
manages to not allow xXy'gnzZZakkK’s to be no-
heartedly try and prevent them by imposing it’s
tified, they will find xXy'gnzZZakkK working at
bulk (without attacking) between the heap and
his lab. He will be non-plussed, probably ask one
Crandal. If the heap attacks Precious it’s on! Pre-
of the heap to hand him a vial.
cious will attack and yell out in Guttermouth for
someone to get the boss. In this case
Description of xXy'gnzZZakkK to Read Aloud:
xXy'gnzZZakkK will arrive in 6 rounds.
Before you stands a hunched over flew, madness gleams in
his eye (the left one if you have to know). Like the Hench
Flews he wears a black jumpsuit, only the sign on his chest
reads “The Boss”. He calmly sets down the amalgamation of
bone and gristle he was working on and turns to face the
heap, taking in each in turn.
d) A Wuss (see appendix 2). There are 6 Wusses living
through out the lair. If a peep gets within 3” of a
Wuss, they will attack a random peep in the heap
using Stink Smack. After the attack it will attempt to break away and go find xXy'gnzZZakkK
With all four hands on his hips (well where his hips would be.
Flews legs are so short they don’t really have any) and in a
high pitched squeaky voice asks “Well?”
to warn him. They will do the same (warn
xXy'gnzZZakkK) if they make a notice roll while
combat ensues near by.
If attacked xXy'gnzZZakkK will come at them
e) A Kanker (see appendix 2) set there by
full bore as will his wanker. If the heap enters in-
xXy'gnzZZakkK as a guard. The kanker will at-
to a conversation with him, and just asks for
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Crandel back, he will think about it a moment and
have four days downtime while repairs are underway. She gives
you each the 140 clams owed for the first seven days of work
and suggests you check out Stan’s Belt—Best cannibalistic orgery in town and a great see food buffet!
then offer to sell them Crandal for 10 clams.
j)
xXy'gnzZZakkK’s chambers. Searching the various casks, crates and chests will turn up 1,503
Each character will receive their bonus (20 clams) if
clams
applicable, a weeks pay of 140 clams and an additional
Outro
level of the skill associated with the task they rolled
on chart 6.1. If they don’t already have the skill, they
The heap has an opportunity to complete this adven-
receive it at d4.
ture with very little combat. Unless they spaz out and
start trashing xXy'gnzZZakkK’s lair, xXy'gnzZZakkK
Allow 10 minutes at the end of the session for players
will be fairly reasonable. If there is a Contanimator
to provide detail about their interlude activities to
among the Heap or someone in the heap does or says
be included in the Boss Report!
something that indicates they have Underwhere
knowledge in his presence, xXy'gnzZZakkK will invite
them all to stay for tea. The Hench Flews clear a
space and set up a table with chairs, prepare them
tea and biscuits and serve them in xXy'gnzZZakkK’s
quarters.
After a rather pleasant interlude where they will discover xXy'gnzZZakkK is VERY knowledgeable asbout
the Underwhere, he will bid them good evening (he
has a busy schedule tomorrow) and tell them they are
free to go. The Hench Flews will cut down Crandal
for them who is VERY confused at this time and
wave bye-bye from the cave mouth.
Upon returning Crandal (and the suit) to the Thundarr Down Undarr, Kaptin Gr'fz'q'lomp will hail them
as heros and give them each a 20 clam bonus!
Read the following out loud as the transition to the
next adventure.
Read Aloud:
After a week of travel, the Thundarr Down Undarr drops anchor
outside the pink fields of Somewhat Unusual for badly needed
repairs after a spar was snapped off in an unfortunate mishap
involving a cliff, a hamster and too much skotch. Kaptin
Gr'fz'q'lomp gathers the crew together and tells you all you
6
Appendix 1: NPP’s
Kaptin Gr'fz'q'lomp
d10, Shooting d6
(Wild Card)
Pace: 6, Parry: 6, Tough: 8
seasoned female fungal
Attributes: Agility d10, Smarts d6,
Spirit d6, Strength d6, Vigor d6
Skills: Boating d10, Climbing d6,
Driving d10, Fighting d8, Gambling
d6, Intimidation d6. Repair d6, Riding d10, Shooting d10
Pace: 6, Parry: 7, Tough: 5
Hindrances: Arrogant (Maj.), Phobia (Giggities—Min.), Vow (Hunts
(Wild Card)
Hindrances: Bloodthirsty, Mean,
Loyal
Edges: Goodsporesmanship, Dan-
Attributes: Agility d6, Smarts d8,
Spirit d6, Strength d4, Vigor d12
Edges: Craftspeep, Spit, Loogey
Hawker, Real Big Guy
Skills: Contanimating d12, Fighting
d4, Flying d8, Intimidation d8,
Racial Abilities: Buttkicker, Gurgi- Knowledge (Language: Guttertation, Slimy, Tough Ass Mofo
Background: Horc rigger who has
served a long time onboard the
Thundarr.
Character Sheet Download
thar Great White Snack Cake!,
Min.)
Flew Aerial Price-o-Corn
mouth) d6, Knowledge
(Underwhere) d10, Notice d8, Persuasion d6, Shooting d8, Stealth
d10, Survival d8, Tracking d6
Pace: 6, Parry: 4, Tough: 8 PP:
20/40
Powers: Armor, Barrier, Blast,
Krew Peeps
Bolt, Conjure Contanimant,
Darksight, Defile, Fear, Invisibility,
ger Sense, Dead Shot, Kaptin
novice various crew-peeps
Krunch (MOUES Edge), Marks-
Attributes: Agility d6, Smarts d4,
man, Tubpuddler
Spirit d4, Strength d6, Vigor d8
Racial Abilities: Gleaning the
Skills: Boating d6, Climbing d6,
‘tinct, Unkeen Peepers, Spores:
Fighting d6, Gambling d4, Repair
Miasmic
d4, Shooting d4
Gear: Shiny Spy-Eye, Scizz, Poo-
Pace: 6, Parry: 5, Tough: 6
Finger of Love (Heal 12 Wounds
Hindrances: Junkie (Min)
per Day), Price-O-Corn
Edges: Tubpuddler
Racial Abilities: Four Arms, Wary
ways around Keister Island.
Racial Abilities: By Race
Gear: Five Sky Defilers (Flying Con-
Character Sheet Download
Gear: Scizz, Poo-Flinger.
Bigarm Bends-a-smelf
Background: Stalwart krew plying
Horc rigger (crewpeep)
land.
Flinger.
Background: The Kaptin is an Old
Salt AND Pepper plying the SLog-
Skills: Boating d8, Fighting d8, Intimidation d8, Notice d6, Repair
Hindrances: Arrogant (Maj.),
Don’t Bother Me! , Righteous Indignation (Min: Regarding Flight)
Edges: AB: Contanimator, Contanimaster, Contanimaniac, Glowy
the SLogways around Keister Is-
tanimatronic Minion Mounts),
Four Hench Flews
Background: Dove into Contanimating as a solution to the Flew
racial desire to regain flight. He
Attributes: Agility d8, Smarts d6,
Spirit d6, Strength d10, Vigor d12
Slumber
raids travelers along the route be-
xXy'gnzZZakkK, The
Sky Defiler
tween Floom and the Speculum to
further fund his crusade to bring
flight to Flews everywhere. He also
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Appendix 1: NPP’s (cont.)
is intolerant to the abuse of Con-
Gear: Spear (STR+d6), Warmitten
tanimants (they ARE peeps too—
(STR + d8), Crossbow (15/30/60 2d6)
right?).
Background: xXy'gnzZZakkK’s
He will generally conjure a Wuss
loyal minions. Each is dressed in a
and a Feck to accompany each
black jumpsuit with white letters
minion on a raid—They will facili-
emblazoned on their chest denot-
tate the Hench Flew’s escape,
ing their position “Hench Flew #1”,
when they are leaving.
“Hench Flew #2”, etc
xXy'gnzZZakkK prefers to use his
Slumber power liberally to get
what he wants—he isn’t particular-
Precious
ly interested in hurting peeps, but
xXy'gnzZZakkK’s personal Sky De-
he will be more forceful if neces-
filer Flying Contanimatronic Min-
sary to continue funding his cru-
ion
sade.
Attributes: Agility d10, Smarts d8,
Note xXy'gnzZZakkK is also ex-
Spirit d4, Strength d12, Vigor d12
tremely knowledgeable in the Un-
Skills: Fighting d12, Contaminating
derwhere and would make a valua- d10, Intimidation d8, Notice d10,
ble ally!
Tracking d6
Character Sheet Download
Hench Flew
Pace: 12 (Fly), Parry: 8, Tough: 8
Hindrances:
Edges: Flight (12”/turn), Huge,
Flew Aerial Price-o-Corn
Doom Boom
Attributes: Agility d8, Smarts d4,
Racial Abilities: Contanimant, Im-
Spirit d6, Strength d8, Vigor d8
munities
Skills: Fighting d8, Flying d8, Intimi- Gear: Armor +2 (All), Bite (STR +
dation d6, Shooting d8, Stealth d8, d8)
Survival d4, Tracking d4
Background: xXy'gnzZZakkK’s
Pace: 6, Parry: 5, Tough: 6
Personal mount and the prototype
Hindrances: Don’t Bother Me (-1
for the other Sky Defilers. A
Charisma)
Edges: Multi-Dexterous, Price-o-
bloated construct made from the
bloated carcass of a Esophagator.
Corn
Racial Abilities: Wary, Four Arms
8
Appendix 2: Beasts
Feck
Wild contanimant. Fecks are almost indefinably grotesque. Their small, blubbery
bodies are ridged and rippled, bulging
with unctuous vapors and undulating rolls
of greasy sludge. They aren’t particularly
large or imposing, just gross, sort of like
flatulent crescent rolls.
Attributes: Agility d4, Smarts d10,
Spirit d10, Strength d4, Vigor d12
Skills: Knowledge (Dirty Jokes)
d10, Notice d8
Pace: 2, Parry: 2, Tough: 8
Special Abilities
Contanimant, Immunities, Jokes
mounts for his Hench Flews. cre-
tion, Slime, Splooge, Smash
ated from decomposing esophaga-
(STR+D6), Squirt (4”, If struck Vig-
tor carcasses, stuffed with Oily
or –2 or 3d6 damage and +2 to hit)
Boid guts with a varied assortment
of wings stapled on their sides)
Attributes: Agility d8, Smarts d4,
Spirit d4, Strength d10, Vigor d10
Wuss
Tracking d6
Wild contanimant. The least mighty of all
contanimants, wusses are spirits of stink
and flatulence. They appear as little wisps
of gelatinous vapor with pudgy arms and
eyeless faces.
Pace: 10 (Fly), Parry: 7, Tough: 7
Attributes: Agility d4, Smarts d4,
Skills: Fighting d10, Contaminating
d10, Intimidation d8, Notice d8,
Special Abilities
Flight (10”/turn), Huge, Doom
Boom (4 x 48” cone as Fear Spell—
Using Contanimating Skill), Contanimant, Immunities, Armor +2
(All), Bite (STR + d8)
Kanker
Spirit d10, Strength d4, Vigor d4
Skills: Fighting d4+2, Notice d4
Pace: 6, Parry: 5, Tough: 4
Special Abilities
Contanimant, Immunities, Fly (6”),
Small (-2 to Hit), Smell Manipula-
tion, Stink Smack
Wild contanimant. Kankers look like giant Wanker
lumpy tumors with spindly, gnarled limbs,
Wild contanimant. Lewdness, indecency,
and broad, many-eyed noggins. Their
and humiliation are what wankers are all
every crease, fold, and orifice drips with
about. They’re basically just oozing
greasy, faintly luminous, viridian pus.
mounds of undefinable splooge with a
Attributes: Agility d10, Smarts d6, couple of squat legs and a single leering
Spirit d12, Strength d10, Vigor d12 eye.They typically wear underpants just
so they have something to rip off while
Skills: Fighting d8, Notice d10,
exposing themselves to unsuspecting
Shooting d10
passersby. Wankers are vulgarity personified.
Special Abilities
Contanimant, Immunities, Disease, Attributes: Agility d10, Smarts d6,
Spirit d12, Strength d6, Vigor d12
See-in-the-Dark-O-Vision, Smash,
Squirt
Skills: Fighting d8, Notice d6,
Shooting d10, Stealth d10
Sky Defiler
xXy'gnzZZakkK’s minions, created
based on Precious as aerial
Pace: 6, Parry: 6, Tough: 8
Special Abilities
Contanimant, Immunities, Excava-
9
Appendix 3: Loots
HENCH FLEW—Each Hench Flew will have 3d6
clams, a spear (STR+d6), warmitten (STR + d8), and a
Crossbow (15/30/60 2d6) with 2d6 quarrels.
Ransacking the Hench Flew Barracks (Appendix 5.6
K) will yield roughly 50 clams per peep in the heap.
XXY'GNZZZAKKK—Has 47 clams in a small sack
tucked into the waist band of his jump suit, a half
dozen reaks of various types secreted about himself.
Ransacking the Hench Flew Barracks (Appendix 5.6
M) will yield roughly 1,503 clams.
10
Appendix 5: Maps
5.1 Thundarr’s First Level
A—Steering House—This structure holds
the gears and pulleys used to manipulate
the steering system including the boom
the First Bait hangs from and the mouth
bit yankers.
B—Steering Gears (See above)
C—Foredeck—This is a small platform in
front of the Steering House. This is
where the First Bait gets hooked up to
the gear used to dangle her, and a winch
system to pull her up and out and then
later down and back.
D—Climbing Handles—basically giant staples hammered in the Mast.
E—Uber Flingers—Giant flingers used to
hurl various forms of foulness. Used in
defense of the Slog Skooner or in
Skooner to Skooner combat
F—Double Wooden doors
G—Gangway—A long ramp used to board
or leave the Slog Skooner. The main method of doing so (there are also two cranes
that are used to move cargo and in a
pinch passengers). While in motion, the
gangway pivots up parallel to the deck,
raised by a crane on top of the Postern.
H—Short Stop—a small room, usually
containing a couple of bored guardpeeps.
It contains egress up to the Oily Boid’s
Nest.
K—Reinforced Single door
L—Reinforced Double Door
M—Kaboom Kannon—Shoots big holes in
things wanting to eat the Skooner and her
Krew. Relatively short range (80 yorts),
but packs a heck of a wallop!
N—Crew Common area—A bunch of
hammocks the crew sleeps in.
P—weapon racks
Q—Crew Mess
R—Secure Storage
S—Pantry—Cooking supplies
T—Kitchen
U—Really, really Secure Storage
V—Crew Head
W—Stair way up to B on the second level.
DOWNLOAD MAPS!
11
Appendix 5: Maps (cont.)
5.2 Thundarr’s Second Level
A—Main Cargo Area—Two levels tall (I
forgot to label it on the Level 1 Map… so
it’s here alright??? Are we done now????
B—Stairway down (to W on the First
Floor).
C—Kaptin’s Day Room
D—Kaptin’s Vault of Lewts
E—Kaptin’s Bedchamber (Bow—Chikee–
Bow-Wow)
F—Passenger Suite Bed Chamber (For a
Clammy guest)
G—Passenger Suite Day Room
H—Passenger Room
J—Croach Class Common room—Each
passenger gets a hammock and each pair
of passengers shares a cupboard
K—Passenger Room
L—Passenger Room
M—Passenger Mess
N—Passenger Lounge
P—Passenger Heads
Q—Ladder up to the roof (Leads to
Hatch D)
R—Reinforced Door
S—Double Wooden Door
T—Wooden Door
DOWNLOAD MAPS!
12
Appendix 5: Maps (cont.)
5.3 Thundarr’s Third Level
A—Forward Lookout Platform
B—Reinforced Door
C—Wheel—(for steering))
D—Hatch opens up to the climbing handles leading down to Level 1 D
E—Crane—Hand cranked by two burly
krew peeps
F—Climbing Handles up to the fourth
level
5.4 Thundarr’s Fourth Level
A—Oily Boid’s Nest
B—Hatch opening up to Climbing Handles
F on level 3
DOWNLOAD MAPS!
13
A
Appendix 5: Maps (cont.)
D
M
5.6 xXy'gnzZZakkK’s Lair
A—Phosphorescent Fungus (30 yort illumi-
A
K
nation)
D
D
A
B—Sky Defiler
D
C—Precious
A
D—Wuss
E—Kanker
F
F—Wanker
G—xXy'gnzZZakkK
A
J—Stables
A
L
A
G
K—Hench Flew Barracks
L—xXy'gnzZZakkK’s Lab
M—xXy'gnzZZakkK’s Chamber
A
D
DOWNLOAD MAPS!
A
A
A
E
A
D
A
C
J
A
B
B
B
B
14
A
Appendix 6: Charts
6.1 Shipboard Duties
Roll
Duty
Description
Read Aloud When Assigned
Reward
d8
1
2
Boomer’s
Cleaning and maintaining
Crandel looks you up and down, scratches where his chin would be + 1 Level
Mate
the ship’s weapons. You
and evidently comes to a decision, “Boomer is short a mate, why
of Shoot-
even get to shoot the Uber
don’t you see if he can git you squared away on one of the ship’s
ing*
Flinger and the Kaboom
gunz. Look fer him ter be cleanin’ one of them and see if yer can
Kannon!
lends a hand.”
Far Peeper You spend yer time in the
“Yer seems ter have a fine set ‘o peepers. Reports ter Far Peeper
+1 Level of
Falls-a-lot up in the Oily Boid’s Nest.”
Notice*
You help the Rigger fix
Crandal point’s back down the hatch you came up through,
+1 Level of
stuff!
“Bigarm Bends-a-Smelf down below could use a strong arm with the Repair*
Boid’s Nest watching fer
trouble!
3
Rigger’s
Mate
rigging. Report to her down in the wheel room.”
4
Crandal raises an eye brow when you present yourself. “O you’ll
+1 Level of
the First Bait’s outfit span-
do !, he says, “You’re MY bitch! After we finish here, follow me to
Crafting*
gly and up to snuff
my cabin, my uniform needs mending.”
First Bait’s You slavishly work to keep
Bitch
(washing, pressing and burnishing)
5
Assistant
You work in the warehouse
Crandal says to you, “Report to Twelve Finger Willie. You can help
+1 Level of
Stevedore
helping the Stevedore
out in the cargo hold. Look for him there.”
Street-
“keep track” of the invento-
wise*, +50
ry (he deals you in for a
Clams
cut!)
6
Surgeon’s
Assistant
7
3rd Assis-
Help the Ship’s Surgeon
“Crocadillo Octiturtle, the Thundarr’s surgeon can always use an
+1 Level of
deal with the whiney pas-
extra hand managing the whiney passengers. Look for him in the
Healing*
senger’s imagined ills.
loung, level twso of the postern.” Crandal tells you.
You spend your days (and
“Third Assistant to the Steward’s Assistant for you!” Crandal in-
+1 Level of
forms you, “Look for Steward Harold Happypants in the passen-
Persuasion
* If tant
they to
don’t
the skill,
they the
gain paying
it at d4.
thehave
nights)
keeping
Steward’s
passenger’s happy!
ger’s mess or the galley.”
You get to help steer!
Crandel pats the large wheel mounted on a post in the front left
+1 Level of
corner of the wheel house. “Your post will be here, helpin the
Driving*
Assistant
8
Steer’s
Peep’s Assistant
styerrer steer.”
Steererer
6.2 Toughness Reference
Feature
Toughness
Wooden Door
8
Reinforced Door
10
See Savage Worlds Deluxe (SWD) Pg 71 for
“breaking objects” rules
15
Appendix 7: Edges, Hindrances and Racial Traits
AB: Contanimator
Arcane Background: Contanimator—(LLR:
143)
Buttkicker
price.
Contanimant
Contanimants can be summoned, controlled, and bound by the actions of contanimators.
Horcs with this Edge add a +1 to all
Fighting, Shooting, or Throwing rolls
made with a particular individual weapon
(one with which they have a special rela- Disease
tionship). This works just like the TradeAnyone touched by a kanker must make a
mark Weapon Edge, but without the skill
Vigor roll at -2 or immediately break out
requirements. (LLR: 126)
in boils and gooey scabs. This causes no
actual damage, but lowers the victims
Charisma by 1 for 2d6 days.
Contanimaniac
quires an opposed Strength roll. A victim
of an active wanker Excavation has his
Pace reduced by half and a -2 penalty to
all physical actions. Oofos are immune to
Excavation and peeps with the Strumple
Edge take no damage from such assaults,
although they still suffer the penalties.
Anyone subjected to a wanker’s Excavation must make a Vigor roll with a penalty
equal to the number of consecutive
rounds of contact. Failure means the victim has contracted a terrible rotting disease (-1 die of Agility, Strength, and Vigor
every day until one goes below d4 and
the victim croaks). The disease can be
cured with a successful Contanimating
roll and the distilled slime of a different
wanker.
You may share your bennies with any
contanimatronic minions of your own
creation. Also, your Power Point expendi- Don’t Bother Me!
Four Arms
ture is halved (round up) when creating
Something about flews just sort of rubs peeps
minions using the Contanimate power.
the wrong way. It’s like a weird mix of pity and Flews have four arms. They can wield a weapContanimaster
You may make a Persuasion roll to influence the reactions of contanimants as if
they were regular NPCs. When dealing
with contanimants, modifiers for Charisma work in reverse (-2 Charisma gives
you +2 Persuasion).
Craftspeep
You gain a +2 bonus to all Crafting rolls
made in your personal workshop, which
this Edge gives you (you’re welcome).
Yep, you have a personal workspace,
complete with the tools and materials
needed to create 2d8 of whatever it is
you make (or more, according to the
Boss). Additional raw materials for more
can be nabbed for half the normal selling
disgust. As a result, they begin with Charisma - on in each one, if they so choose, but normal
1.
multi-action and off -hand penalties apply.
They receive a +1 bonus to Climbing rolls and
to Strength rolls when grappling, lifting, or
pushing (assuming all four arms are being
Doom Boom
used).
4 x 48” cone as Fear Spell—Using Contanimating Skill
Gleening the 'tinct:
When within a realm infused with the gubertinct (The Soul Patch, The Phesterance, any
other place the Boss decides) a funguy may
Excavation
attempt to gleen a secret from the hidden
Wankers always knock at the back door, if colors, as described on TWH: KI page 197.
you know what I mean. They attack by
Since funguys don't have to inhale
burrowing into a victim in the most obpottyspronge spores in order to perceive the
scene manner imaginable, passing
gubertinct, they can do so without suff ering
any of the hallucinogenic or aphrodisiacal eff
through clothing and armor as if such
things were imaginary. Anyone penetrat- ects of such business. They may simply roll on
the Epiphany Chart once per day.
ed by such an assault takes Str+d8 dam-
age initially and 2d6 damage each round
until the wanker is removed, which re
16
Appendix 7: Edges, Hindrances and Racial Traits cont.
Glowy Finger of Love
Junkie (Min)
Price-O-Corn
An oofo with this Edge can use his glowing finger to heal anyone he touches
(including himself). He can heal two
wounds per day for each die of Spirit he
possesses.
You are totally addicted to something. It
could be just about anything, from booze
to lovin’ to Chopping Block chili, but if
you don’t get your fix at least once a day
you suffer a cumulative -1 penalty to all
rolls for each day until you do. This penalty tops out at -2 for a minor Hindrance
As one of the many the scourges of the
Big Drink you may roll a d8 for your Wild
Die instead of a d6 while onboard a boat
of any type. You also have a +2 bonus to
any Vigor rolls made to resist seasickness
or drunkenness.
Gurgitation
A horc can store up to 2 yorts (pounds) of
jazz in his gullet for each die of Vigor he
possesses (12 yorts at d6, 16 yorts at d8,
etc…) and regurgitate the material at will.
Only half the weight of swallowed objects
counts toward his encumbrance. Sharp
objects must be sheathed or otherwise
bundled to prevent injury to the horc.
Living creatures can survive inside a
horc’s gullet as long as they can hold their
breath.
Immunities
Since they are literally made of such
things, contanimants are immune to all
poisons and diseases.
Real Big Guy
Kaptin Krunch
Due to your large size, you begin with a
This edge represents the knowing how to d6 Strength instead of a d4. You may adKaptin a Slog Schooner! With this edge, a vance your Strength up to d12+2. Edges
might raise this as high as d12+4. On the
peep can use their Driving skill as their
downside, you are considered Large and
Slog Schooner Piloting roll (If you don’t
creatures smaller than you gain a +2 bohave this edge – it’s an untrained
roll!).This edge also encompasses guiding nus when attacking you.
the creation of a Slog Schooner – knowing how to put it together, distribute
loads, feed and maintain it. Depending on Righteous Indignation (Min)
the activity, different skill rolls will be
You are always spouting the gab about how
allowed.
your religion is better than everyone else’s
+10 modifier to correctly secure a captured Slog. Peeps who try and pilot a Slog
Schooner without this edge make all skill
rolls as unskilled. This Edge Comes with a
Fancy Katpin’s Hat!
Jokes
Fecks are awesome joke tellers. Unfortunately, they don’t have mouths, so they
“speak” by squirting out filthy bubbles of
eructant vapor. When the bubble bursts,
the resulting belch sounds like a joke or
riddle. It would be cool if it wasn’t so
gross. Anyway, anyone who hears such a
joke must make a Spirit roll or be Shaken
by laughter. Contanimators often summon Fecks to entertain at parties.
Loogey Hawker
and how they’re all going to suff er for eternity while you bask in the glow or suckle the
teat of whichever gawd you worship. You
can’t keep it in. As a result, you suff er a -2 to
Charisma when interacting with anybody who
follows a faith other than your own. Furthermore, you fi nd it distasteful to enter a temple
or any other area sacred to another faith. You
must pass a Spirit roll at -2 in order to do so or
suff er a -2 penalty to all rolls made within.
Spitting no longer counts as an action for
you. You also gain a +2 bonus to your
Shooting roll when spitting.
See-in-the-Dark-O-Vision
Multi-Dexterous
Kankers can see in the dark like it ain’t no
thang.
You ignore the standard -2 penalties for
using any of your off-hands, since all your Slime
hands are equally adept and you don’t
Any physical attack against a wanker has
actually have any off-hands.
a 50% chance of sliding ineffectually from
17
Appendix 7: Edges, Hindrances and Racial Traits cont.
its gooey coat, leaving the wanker unharmed. Splooge: A wanker can squirt a
stream of vile, glistening slop from its
eye. Such a stream may strike a single
target as far away as 6” using the wanker’s Shooting roll. Anyone hit must make
an opposed Spirit roll (using the wanker’s
Spirit) or be overcome with ecstasy and
Shaken. If the wanker wins and gets a
raise, the victim has a -3 penalty when
Parrying Excavation attacks by a wanker
until his lust is sated (usually by surviving
the wanker’s excavation attack; normal
lovin’ won’t do).
Smell Manipulation
Wusses can alter the scent of anything
within their range of vision. They can’t
create overpowering smells, but they can
make one thing smell like something else.
Miasmic: These spores create a
misty cloud that fi lls the area, creating fog-like conditions and imposing a -2 penalty to all physical actions on anyone within (except the
funguy, who can see normally). Such
a cloud lingers for 2d4 rounds.
Squirt
Spit
A kanker is able to squirt glowing acidic
goo at one target within 4”. Anyone
You’re especially good at expectorating.
With one well placed gob you can tempo- struck must make a Vigor roll at -2 or take
rarily blind or incapacitate a foe. Spitting 3d6 damage. Attacks against peeps struck
by this attack gain a +2 bonus until it
has a range equal to your Vigor in yorts
wears off (2d4 hours).
(d6 = 6”, etc…). Spitting causes no damage, counts as an action, lasts for one
round, and uses your Shooting skill. If you
hit your opponent he must make a Vigor Stink Smack
Slimy
roll (at -2 if you got a raise). If he fails, you Wusses attack by flying into the noses of
You are one slick mutha! Your body, or at
get the drop on him in the next round. If their opponents. Anyone thusly struck
least a significant portion of it, is covered
he rolls a 1 (on his ability die or his Wild
must make a Vigor roll or be Shaken.
in a glistening coat of mucus, ooze, or
Die) you get the drop on him and he is
some other slippery goo, giving you a +4
blinded for one round (-6 to physical acbonus to Strength rolls when opposing a
tions).
Tough Ass Mofo
grapple, and a +2 bonus to Agility rolls
made to escape bonds or fit through
Because horcs are such bullies and tough
small openings.
guys, they begin with a d6 Vigor instead
Spores
of a d4, which could potentially be raised
As an action, a funguy may emit a cloud of
as high as d12+4 through advancement.
spores
from
the
gills
under
his
cap.
There
are
Small
Wanna fight about it?
Being tiny little wisps, wusses are hard to
hit. Larger opponents have a -2 penalty
when attacking them.
Smash
Kankers attack by ramming foes with
their crusty bodies or punching with their
dangly arms. Str+d6.
several types of such spores, which fi ll a medium burst template centered on the funguy,
and each funguy has access to a single type
(decided at character creation). Opponents
within a spore cloud may attempt an Agility
roll at -2 to move to an adjacent square and
possibly avoid the eff ects. Funguys are unaff
ected by their own spores, but not those of
other funguys. When blasting spores, a funguy
makes a Vigor roll, with the spores lingering
and retaining potency for a number of rounds
equal to twice the result. Creatures caught
within a cloud must make the relevant trait
roll each round until they leave the area or it
dissipates.
18
Tubpuddler
Your seafaring lifestyle earns you a +2 to
any Boating, Climbing, Knowledge, or
Survival rolls made while on a boat.
You’re also familiar with various ports
and coastal towns, earning you a +1 bonus to Streetwise rolls made in such places.
Unkeen Peepers
Appendix 7: Edges, Hindrances and Racial Traits cont.
Although they can perceive the gubertinct, a
funguy's vision tends to get a bit blurry after a
few yorts. As a result, they suff er a -2 penalty
to attack or notice anything more than 4”
away.
Wary
Flews are particularly adept at avoiding danger. They have the Danger Sense Edge (Notice
at -2 to avoid surprise attacks) and a +1 bonus
to Parry.
19
Appendix 8: Slog Skooners
Slog Skooners are great land con-
is set loose! Then it REALLY gets
All Slog Skooner’s will have at
veyances not unknown in even the
exciting! The Slog heads out int0
least one Hold, a secure storage
most remote corners of Mutha
the wilds full speed ahead, smash-
area to carry cargo. The vessel will
Oith. Due to their great size and
ing through all obstacles in its way! have as many cargo holds as the
the durability of the slogs they are
based upon, they are a (relatively)
safe way to travel across the face
of Mutha Oith.
crew can find places to put them
Eventually the slog gains enough
fatigue that it stops (OR all the
crew are shaken loose and fall to
and since this is a growing critter,
they might spring up all over the
place. Many cargo holds feature
some kind of crane or block and
Steering a Slog Skooner involves
their death) and the slog is consid-
elements of boating, driving and
ered broken. Now the team brings
riding depending upon the situa-
in all the rest of the construction
tion and her Kaptin should be
materials and builds up the rest of The Bunkroom is a very important
competent with all three skills!
the structures on its back.
Building a Slog Skooner is an ad-
Common to all Slog Skooners is a
venture in its own right! First the
Steering House which contains
team needs to track down a suita-
the mechanisms used to steer the
ble slog. The size of the slog will
slog. This is a combination of a
dictate how big the superstruc-
gigantic bit in the slog’s mouth and
ture starts out. It may grow with
a long yard arm stretched out in
the Slog over time. Once a slog
front of the Slog that the First
has been tracked down, the team
Bait is dangled from. The combina-
needs to trap it and chain it down
tion of yanking the slog’s head to
in place.
the side and a shiney morsel moved
With the slog held in place, the
first loads of construction materials need to be transported to the
site and the superstructure built
on its back. A series of interlock-
in the direction travel is desired,
usually (but not always) has the
critter headed in the right direction. The Steering house is usually
at the base of the forward mast.
ing platforms, usually constructed
The Wheel House is an enclosure
of thick follicle planks, form the
high up on the forward mast. From
base that all the rest of the struc-
this room, the Kaptin issues or-
tures will be built on. Huge follicle ders—distributed throught the
masts are driven into the beast’s
vessel through a series of long
back to later provide the riggings
metal tubes. The wheel house has
(this makes the slog cranky!)
the wheel in it used through a
Now comes da' FUN part! You
clear out all yer kit, the crew
boards her and lashes down and it
whole crap ton of reducing gears
to manipulate the steering mechanisms (often called “the steering
wheel”).
20
tackle on the roof to facilitate
loading and unloading cargo.
feature of a Slog Skooner. Given
the size of the Oith and the long
distances traveled, the crew generally makes their home on the
Slog Skooner. General crew share
a common bunkroom filled with
stacked hammocks. Small locked
drawers or chests are provided for
the crew to keep valuables in. The
ships officers may have private or
shared private quarters depending
on the size of the Slog Skooner. In
addition, a mess hall and kitchen
to feed them. The Kaptin always
has a private room, usually luxurious and ostentatious (in a good
way).
Larger Slog Skooners will include
Passenger Facilities to supplement
their income. Passenger facilities
may include Croach Class (a common passenger sleeping area similar
to the bunk house), private rooms
or any combination of them. Usually a separate dining room is available for the passengers and ofton
some kind of lounge or observato-
Appendix 8: Slog Skooners cont.
ry. The bunk house and passenger
ryone else what to do. It takes
maintain and fire the ship’s weap-
compartments are usually in the
more than one peep to steer and
ons. As the weapons usually shoot
sterncastle—the aftmost struc-
maintain a Slog Skooner, the
some kind of REALLY big missile,
ture, this way they don’t have to
Kaptin coordinates them all.
they tend to be strapping sorts
make accommodations for “waste
Kaptin must have Boating, Driving
that like big bangs! Shooting is the
disposal”. The head consists of a
AND Riding skills which will direct- main skill of a Boomer.
platform suspended behind the
ly impact how the Slog Skooner
slog with a whole to poop in. On
performs. In most cases, rolls for
classier Slog Skooners the platform success in operating a Slog
may be enclosed. This gives new
Skooner will be made using the
meaning to the term “Holewence”.
Kaptin’s skill level, not the actual
Believe it or not, there are critters
out there big enough to take a
crew member who performs the
action.
Each of the mast’s on a Slog
Skooner are topped with a platform or small room—the Oily Boid’s
Nest. The Far Peeper’s job is to sit
up there while the slog is in motion
and watch for obstacles, both geographic and hungry, that might be
hunk out of a giant slog. On top of The First Bait, is another really im-
in the Skooner’s way. They then
that there are also bands of really
inform the Kaptin who takes ap-
portant role on the Skooner. With-
brave (or stupid) Price-o-corns that out a competent First Bait, it
propriate measures. A good Notice
have been known to (attempt to)
would eb a lot more difficult, nigh
skill is paramount to be a Far Peep-
weigh lay a Slog Skooner so many
on impossible to steer the skooner
er.
Slog Skooners have Ship’s Weapons in the direction you actually
in mounts scattered around the
WANT it to go! The main require-
superstructure. Generally they are
ments for the First Bait is they fit
open air affairs where the weapon
in the suit! The first bait suit is
is mounted on a pivot and can be
covered with shiny streamers, se-
brought to bear on an arc—usually
quins and rhinestones. The First
to the sides and rear. Slog Skooner Bait (wearing the suit) is dangled
weapons very rarely point forwards. from a rope out on a long yard arm
Generally weapons tend toward
out in front of the Slog while it is
Kannons like the Mega-Doom
in motion. On que, the First bait
Boomer or Kaboom Kannon or Flin- wiggles and cavorts to attract the
hers like the Dammit Deliverer.
Slog Skooner Crew
The Kaptin is usually also the owner. The Big Cheese, the Grand
Poobah, the Most Illustrious Potentate and any other really im-
Slog’s attention and get it to
“chase” them in a specific direction. When not on duty baiting the
slog, the First Bait acts as the
Kaptin’s assistant and rightappendage peep and or wopeep.
The main criteria for selecting the
The Rigger and Rigger’s Mates care
for the structure of the slog
Skooner. They maintain the cables,
hawsers, planks, cogs and mabobs
that make up the Slog Skooner and
make it go. Repair skill is REAL
important to a Rigger, Crafting also comes in useful!
Cargo is the mainstay of the Slog
Skooner’s economy. The Stevedore
loads, unloads and generally takes
care of the cargo whatever that
might be. They also are in charge
of the Skooner’s supplies—if you
need something or need to acquire
something—that’s the peep to see!
Stevedore’s often have a fair
portant titles you can think of that First Bait is they fit in the suit, but amount of Streetwise.
implies the Kaptin is in charge.
being able to make a decent PerThe guy turning the wheel in the
Kaptin rules the Slog Skooner with form roll helps.
wheel house the direction the
an iron probe. The Kaptin tells eveKaptin tells him to go, is the
The Boomer and Boomer’s Mates
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Appendix 8: Slog Skooners cont.
Steer’s Peep. Pretty much that’s
what they do… but it’s really important so… well there you have it.
Cook—a Slog Skooner travels on
it’s stomach (literally) and so do the
crew peeps aboard her
(figuratively), Crafting (Cooking) is
useful for making grub that the
peeps can get down their throat
holes.
Most Slog Skooners that carry passengers in some capacity, have a
Steward aboard. They generally
manage and massage the passengers
and convince them they are having
a good time (Tell your friends!). A
decent Persuasion skill can be really important to a Steward.
Lastly Poop happens on a Slog
Skooner. And when it does it often
involves the loss or mangling of one
or more limbs. To that end having a
Surgeon on board can be quite advantageous. The (of course) find
Healing skill to be quite helpful.
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