Showing posts with label Horror. Show all posts
Showing posts with label Horror. Show all posts

Thursday, July 2, 2026

I'll Tell You What I Want, What I Really, Really Want

I am currently running three campaigns. 

One is a bi-weekly game of Star Trek Adventures that my players and I have titled Star Trek: Prosperity. This campaign has been going on for nearly twelve years of real time. It features four players, plus myself as Gamemaster, and is set in a version of The Original Series Era that has run considerably longer than the first Star Trek TV series lasted on television. 

I love this campaign. My players appear to love it. It just keeps going.

The other two are, as mentioned the other day, Superhero games;

One is My Hero Academia: Hero Helpline; basically the premise of the video game Dispatch set in the universe of My Hero Academia. I'm using a Japanese fan-made TRPG called 'Plus Ultra'.

The second is The Legion of Superheroes: Legion Outpost, a Champions 4th Edition campaign following an expansion team of DC Comics' 31st Century Superheroes, The Legion of Superheroes. 

These two are fun. Definitely fun. There are ideas in both of them that I think are interesting to explore. That said...are these the games I really want to be running? Well...

Allow me to start by saying, I don't mean for this post to imply I'd rather be running one of the following campaign concepts instead of any of the ones I'm currently GMing.

OK...wait. No, that is kinda what I'm saying. The RPGs below are what I'd really love to be running if I could run anything I wanted and had people who wanted to play them. Except Star Trek: Prosperity. I would want to run one or more of the campaigns I'm about to discuss in addition to continuing with Star Trek: Prosperity. That doesn't mean I am unhappy with the games I'm currently running, just that these are my current 'dream campaigns'. 

The problem is...I don't know that the games I want to run are ones my current groups of players want to play, especially for a prolonged period of time. They might say yes to a one-shot and truly have a great time with it but I don't think they see the ongoing potential of the ones I'm going to talk about. 

Maybe some do. Hmm. OK. With that...

Ghostbusters




Yeah, I've definitely been slimed by the news of the upcoming Netflix animated series Night Shift but a desire to run a long term Ghostbusters campaign always haunts the back of my mind. 

I love the idea of characters who aren't exceptionally adept or particularly professional facing off against foes beyond their 'pay grade'. At the same time, the PCs do have some special skills and gear to level the playing field (pun intended) and the wits and determination to take down far more powerful adversaries. 

I'm also particularly found of the system I've homebrewed to run Ghostbusters, really a kitbash of the original WEG RPG, InSpectres, and the Year Zero mechanics from Free League's ALIEN game. Add in some of the customizable elements my groups and I have added over the years  - things like unique Proton Packs, alternative Ecto Vehicles, and the PCs' Headquarters - and I really think the game, and the players, would get the most out of an extended campaign, instead of just the occasional one-shot.

The Adventures of Horai Academy!!


This is a game near and dear to my heart that I honestly haven't run in roughly 30 years. And to be clear, even back then I only ran 6 sessions. I'd never run it before that and I haven't had the opportunity to run it again since. どうしたの?

Not only do I love the premise, best described by my friend Ray as, 'Crazy Japanese High School - The Roleplaying Game', but I also feel it has simple, interesting rules that make it a breeze to run while maintaining a certain amount of mechanical depth. Not too much mechanical depth I suppose but just enough to keep me engaged and allow for the kinds of stories and actions the game intends to create. 

Man, I have to do a dedicated post on this game. It's history and current incarnation are absolutely fascinating.

Anyway, I am once again in an Anime/Manga mood and this game would absolutely satisfy my craving for Japanese pop culture and fandom influenced gaming. 

The Smurfs




I haven't run or played The Smurfs Roleplaying Game in a while now and I REALLY miss it. Moreover, I desperately want to produce an ongoing campaign. Not only have I been eager to do this for some time now but I have so many ideas for putting one together that they're burning a hole in my smurf!

In addition to exploring the fun characters that players keep coming up with, I want to continue expanding the world/setting, bring in both new and classic adversaries, and incorporate the base-building element of developing your Smurf House. 

I seriously think a long term Smurfs campaign could be the best Medieval Fantasy RPG you're going to get from me. Hopefully I'll get the chance. Smurfs crossed.

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Barking Alien




Sunday, June 28, 2026

Yes, Have Some

Ghostbusters again? So soon?

Well yes! We have an update on the new animated streaming series and I got to run a one-shot of my homebrew/kitbashed Ghostbusters AD for some very special friends last week. What better reasons do I need? 




Ghostbusters: Night Shift

New information and some concept visuals for next year's animated streaming series Ghostbusters: Night Shift were unveiled by Ghost Corps, Sony Entertainment, and Netflix at the annual Annecy International Animation Film Festival and here's what we know: 

The story takes place in New York City in 1994, five years after the events of Ghostbusters II. A new supernatural menace arises and a group of scrappy, young New Yorkers find themselves in the middle of the madness. Some aspects I find particularly interesting are the Proton Packs being cobbled together, the Terror Dog Puppy, and their vehicle, the Ecto-94.

Check out the details here and here. More info keeps trickling out and GB fans are all over the scant data we have, so expect further in-depth analysis coming in the next fews days [and beyond]. 




While I find some of the creative choices a bit peculiar, I am intrigued. I like some of the character ideas and how they get their equipment, as well as the descriptions of the few paranormal entities mentioned. They sound honestly scary and while the creative team has assured us that the series is most definitely a comedy, I'm personally happy to hear the ghosts will be appropriately spooky.




I've got a positive feeling about this so far. It's not exactly what I was hoping for but its premise is interesting enough to peek my curiousity. I am also just happy to see the franchise expanding. Ghostbusters has always been a universe ripe for expansion, as evidenced by the Real Ghostbusters animated series, the original West End Games RPG, and of course the various Ghostbusters Fan Clubs. 

Speaking of which, check out WhoYouGonnaCall.Org for a listing of over 320 Ghostbusters Franchises worldwide. It isn't complete however, as I noticed none of the Japanese franchises are listed. Very likely the site covers the greater connected Ghostbusters fan community and the Japanese, for example, don't connect with the American groups all that often.

On the subject of Japanese Ghostbusters fans...




My friend Yasa, whom Barking Alien readers may remember from our games of Goblin Slayer, Meteor City - Star Rainy Days, and his running of our co-designed adventure for Ghostbusters: Tokyo Ghost Research, has been in California for two weeks visiting relatives. His first time in the USA in many years as I understand it.

With the two of us being in more reasonably related time zones, it seemed a shame to waste the opportunity to play something together [over Discord]. We actually got in two games, the latter of which was Ghostbusters AD - my homebrew/kitbash of West End's original, InSpectres, and the ALIEN RPG by Free League. 

We had four players with myself as GM and set the game in Yasa's hometown of Chiba City in Chiba Prefecture, Japan. Everyone had a blast and I'll probably do a full write-up of it in the near future. 

This definitely won't be my last Ghostbusters post this Summer.

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Barking Alien





Sunday, June 7, 2026

Something Strange in Your Neighborhood

Well...it's been a minute, huh?

Sorry for the long hiatus but I really needed a break as my personal, professional, and yes, creative endeavors required my full attention. Don't worry, everything is good.

This blog is, after all, something I primarily do for fun and because [without it] my constantly bubbling ideas would eventually overflow and drive me quite mad if I didn't write them out somewhere. While very important to me, it doesn't 'pay the bills' if you know what I mean, and Real LifeTM must come first.

Although...more on that below. 

Yesterday was Ghostbusters Day! In truth, tomorrow is the actual anniversary of the release of the original film, while yesterday was the Ghostbusters Day Event held annually in NYC at the Firehouse of Hook and Ladder 8. Although I was unable to attend in person this year, I did keep up on the announcements and news coming out at the event, with the most interesting thing [to me] by far being Ghostbusters: Night Shift - a Netflix Animated Series coming out in 2027. Check out the logo!


Personally, I really like it. Classic but with a twist!


While we don't have a lot of solid information about it yet, we do know that the showrunners are Ben Hibon and Elliott Kalan. They were joined by Ghost Corps executive producers Jason Reitman and Gil Kenan to announce the series at yesterday's event.

Furthermore, its been revealed that the show is being done by Flying Bark Productions, the studio that gave us Rise of the Teenage Mutant Ninja Turtles and Stranger Things: Tales from '85

This news makes me feel it's as good a time as any to announce a new project I'm working on; I will be producing an RPG System Agnostic collection of paranormal perps for use with your favorite games related to capturing, containing, and creatively counteracting pesky poltergeists titled, 'Hosts of Freaky Ghosts'!


Based on my various past posts about spooky scallywags from my previous paranormal policing campaigns, this is largely going to be a PDF of enemies - and possibly an ally or two - for West End's Ghostbusters RPG, Memento Mori's InSpectres, Ewen Cluney's Spooktacular, and with a little work, any such similar game using a like-minded premise and your rules of choice. I will be putting in up on DriveThruRPG hopefully in time for Halloween of this year.

A note about the art - potentially:

I've developed a technique in which I draw the ghosts by hand, upload them into one of several AI Art Generators, get a 'new' image, then spend an hour or more modifying the result to my liking using Photostudio, occasionally redrawing it quite a bit. In a way these are certainly AI slop images but they are AI slop images sourced from my own original illustrations. Which, let's be honest, are also slop. 

Is it OK to use these in my product that's going to be for sale? What does everyone think? I really like how it comes out in the end and it saves me time as I'm never happy with my own art and can spend hours and hours on the smallest piece redrawing it because it isn't 'perfect'. Often, I'm still not pleased with it in the finished art. Curse my somewhat talented but neurodiverse brain chemistry!

Using the method I have described, I get images I really like, though the ethics of it are very gray in my mind. I am prone to still seeing these pictures are AI and therefore unethical regardless of how much of it is my own work. If even 1% of a given images isn't really mine, do I have any right to call it an illustration I made? Certainly I can't receive money for it. Right?

Let me know what you think in the comments and please be civil and constructive. I don't won't to produce something people aren't going to like on the grounds that I've used AI at all. I respect that view. I am only considering it because its my own art the programs are trained on. 

I appreciate your time and thoughtful input. 

Later days,

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Barking Alien





Sunday, January 11, 2026

31 Days / 31 Characters - FUMIKA WATANABE

Another of my favorite games to come out in the past few years in the independent Japanese TRPG 'Tokyo Ghost Research'. 

For the most part, I have used it to run a variation on Ghostbusters but in its original form it is a more generic 'Supernatural Office Comedy' game created by Seiji Nakata of Story Engine Lab. A fan-made or 'doujinshi' Tabletop Roleplaying Game in which investigating the paranormal is the job of a small Japanese corporation with overworked employees, obnoxious bosses, budget limitations, and other juxtapositions between the mundane world of business and the spooky world of exorcising ghosts.  

I've made characters for this game before but its one of the rare RPGs where I enjoy the process so...let's meet our Employee:




Character: Fumika Watanabe

Fumika is made up of fumi meaning 'Writing' or 'History/Record' and -ka 'Fragrance/Aroma' or 'Beautiful/Splendid'. Watanabe combines 'Crossing Over' and 'an Area or Border'. My idea for her name aludes to a 'Record of Crossing Over The Border', as in crossing over from the world of the living to that of the dead.

AKA: None

Player: Possibly me, possibly an NPC. 

System: Tokyo Ghost Research
 
Nature: Created for this Challenge

Gamemaster: None yet. Possibly me. 

Circa: January 10th, 2026

Origins: As noted above, I did this one just for fun because I like this game and oddly, creating characters for it. 




Backstory: A former employee of Japan's National Diet Library (the Japanese government's equivalent of the US's Library of Congress), Fumika Watanabe was recruited to the Tokyo Ghost Research company by her college roommate who was already working there. Prior to joining TGR, her roommate was one of the few people in the world who knew that Fumika had the Psychic Ability to summon the aid of a spiritual being. This talent combined with her excellent administrative skills made her a perfect choice for TGR's General Affairs Department.

Overview: As a child, Fumika was scolded by adults and teased by other children about her 'imaginary friend'. She generally hid the fact that this entity never went away and helped her quite a bit throughout high school and college and the passing of her father. She has since learned that the being is a Ghost-like Yokai similar to a Niji-Mitama. It likes her and enjoys helping her in exchange for being told stories about her everyday life. If she is threatened or made anxious by her relationships or job it can become an Ara-Mitama and become rough and violent. It will threaten the cause of her anxiety unless she directs it otherwise.  

I came up with this idea because normally the job of a General Affairs character isn't 'out in the field' but rather gets stuck in the office as the voice of 'the guy/gal in the chair' that assists the team. I figured she could and would definitely do that but in emergencies she'll call on her spirit friend for help. Then I could play the Yokai a little during encounters with the paranormal phenomanon the other PCs are dealing with.

The Highlights: Choosing 'Causal Existence'  allows for her ability to summon the Mitama. You wouldn't normally see a General Affairs Employee with this which is why I chose it. 

I also like her Previous Work Experience being essentially 'worked at the Library of Congress'. This gives her an excuse to know how and where to get additional information on whatever Project she's working on. 

Game Info:






Notes: None right now. I would definitely like to get to know her better.

It wasn't my intention but after I finished her I realized she kind of resembles Ichiko Yoruhime, a character from The Adventures of Horai Academy!! who I posted for a previous 31 Days/31 Characters Challenge from back in 2024.

Legacy: Like Notes, I have nothing yet in this category. I hope I get to play her though some day. She seems like she'd be fun to play.




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Barking Alien




Sunday, October 19, 2025

The Chamax Plague: Evolved Edition

As it turns out, October is a terrible month to plan a series of themed blog posts. 

I should've known this of course; based solely on the last few years, the number of entries each October is usually quite dismal. I keep hoping I'll have the free time to write and post but it just doesn't happen nearly as much as I'd like. 

*Sigh*

Have you seen Alien Earth? I have and I really enjoyed it. It got me thinking about the Chamax from Traveller. Well...my version of the Chamax that is.



SPOILERS FOR DOUBLE ADVENTURE 5
If you plan to play either of these as a player, you may want to skip this post.


The Chamax are an alien species from the Traveller Double Adventure #5: The Chamax Plague/Horde, a supplement for the Traveller RPG that was published by Game Designers' Worship in 1981 containing two pre-made scenarios, both of which are centered around the Chamax, vaguely spider-like creatures the size of very large dogs. The Chamax have an empathic sense that draws them towards other living things. Although they can be killed by gunfire and other mundane means of causing damage, when they die they release acid from sacs within their bodies that damage or destroy anything it hits including themselves.

Hmm. That sounds familiar. Too familiar...

Being me, the general idea of these adventures inspired me to redesign the scenarios and, more importantly, the aliens depicted within them. I rebuilt the Chamax and ran The Chamax Plague and Horde using my variants to great success. I have subsequently run my versions of these two adventures a dozen times over the years and had my Chamax appear in other sessions here and there another half dozen times. 

Each and every time my players have told me that these Chamax scare the living crap out of them. One of my fondest Traveller memories is having the Chamax appear in a holographic game that essentially amounted to 'holodeck paintball'. When one of the PCs 'killed' a hologram Chamax and its new 'special feature' went off, the player jumped out of his chair. At the end of that session my players applauded these horrible beasties and how frightening they were, even though they weren't 'real' Chamax. 

As this October rolled around I started to think...

With Alien Earth expanding the list of known extraterrestrial species that exist within that universe, wouldn't it be cool to convert the Chamax to the ALIEN RPG and finally get the chance to share this creature design with all of you? 

This will be the a two-parter, the first focusing on The Chamax themselves and the second going over changes I made to the original adventures. 

Without further ado, here's my take on these classic critters...

Part I: The Chamax Plague




Let's start with The Chamax:

These creatures evolved on the planet Chamax (which I usually give a more classic stellar designation as well, such as HD-169916 D or Kau Borealis Delta or something), a world that is especially cold, wet, and windy by Earth standards. As such, the apex predator that arose blurs the line between various familiar Terran creatures including amphibious turtles, crustacreans, and a kind of pseudo-arachnid (a number of properties and behaviours resembling those of spiders but they are not actually spiders).




Averaging roughly 5 and a half feet/1.71 meters in length and approximately 4 and a half feet/1.4 meters wide. From bottom of the central and rear legs to the top of their highest dorsal fin/spike, they stand 4.6 to 5 feet/1.4 to 1.52 meters high. An adult Chamax of this size weighs 600 pounds or 272 kilograms. 

Chamax live over 100 years and continue to grow throughout their lives. In addition to increasing in size and weight, the number of fin/spikes on their dorsal shells increases as well. Their shells get harder and thicker along with the way and a great many adult Chamax are highly resistant to small arms fire.(Pistols, Shotguns, Hunting Rifles). Don't worry, an M41A Pulse Rifle will do just fine (Usually. Definitely after two or three shots). 




Chamax have several other interesting adaptions and features they make them extremely dangerous to pretty much anything that lives. It's internal musculature and claw structure is sufficient for a Chamax to crush metal and cut through the door of most civilian vehicles. Bein struck by its front claw/arm will send the average person flying, probably with a cracked rib at the very least. This level of body strength and the species' compact form enables the creatures to move extremely fast over flat terrain and surprisingly well over rough and rocky ground. 

The Chamax are omnivorous, though they focus on eating meat, consuming vegetation only when it gets in the way. They have three mouths located on the 'front' of their lower body; one positioned vertically between the other two which are placed at slight angles. Their teeth and jaws are 'rotary', turning as they bite and chew in a fashion not unlike a cross between a blender and a crushing machine. Chamax chop and grind their food into a virtual smoothie.




Capable of going into a form of suspended animation by slowing some body functions and altogether ceasing others, which allows the creatures to survive long periods of draught, lack of food, harsh weather conditions, and other adversities. With this ability and the capacity to instinctively adjust their internal body pressure, Chamax can actually lie in the sand just the surface of the water half a dozen to a dozen meter from shore to suddenly awaken and attack when prey comes close enough. 

That brings us to the Chamax's senses; the creatures primary means of detection is to feel vibrations, be it through the ground below them, through the air around them, or even movements through water. While sensitive to movement, these creatures are not able to discern any details in this way and as such rely on their 6, small, red eyes to define what is it that is making the perceived motion. These eyes are well adapted to seeing in extremely low light conditions and underwater. It is unclear at present whether or not Chamax can 'hear'. They pick up the vibrations certainly but do they perceive sound in the same way that we do? Unknown at this time. 

Finally, their aforementioned 'Special Feature'...

I got rid of the 'acid sacs' because it made them too much like the traditional Xenomorphs from the Alien franchise. Instead, they have 'Reproductive Sacs' located on the undersides of their bodies. As a Chamax ages, miniscule amounts of DNA and nutrients are injected into these sacs, with the process getting stronger and faster as the years wear on. This means that even as an old Chamax weakens and deteriorates, all the purest, most robusted genetic material is going into the Reproductive Sacs and sadly, few nutrients are going to or being absorbed by the rest of the Chamax's organs and systems. 

The Reproductive Sacs contain dozens upon dozens of small eggs, roughly the size of a grape, swiming in an extremely protein rich, phenomenally sticky, thick, and viscous goo. When a Chamax dies or is killed, the sacs burst, shooting the highly adhesive goop in all directions. The 'goal' of the creature (which is instinct driven) is to spray the egg filled slime at other creatures, particularly prey animals or particularly stupid predators. Moments after contact with a warm body, or any warm surface really, the eggs with begin to hatch and eat their way through the slime and whatever its attached to. 

There are four sacs, two smaller ones towards the front and two longer/larger ones starting behind their front claws/arms (as detailed in the image below). The sacs pop at soon as the Chamax dies and with considerable pressure, shooting its ultra-sticky, blood plasma looking molasses outward up to 6-8 feet from the body. The material stays 'wet' and sticky as long as it hits a warm surface. If it strikes a cool surface like the planet's cold, damp ground, it will harden within a few minutes and all the eggs will go inert. The eggs don't 'die' immediately but will eventually become nonviable (usually within 45 minutes to an hour) turning from a pale pinkish-white to an off-white, pink-tan color. 

Ventral/Underside View of a Chamax
Although officially identified as 'Front' and 'Rear',
the 'Rear' sacs as more accurately on the sides.


So...

You fire your Pulse Rifle into the attacking Chamax and you manage to kill it. Suddnely, SPLORCH! The Egg Sacs bust and coat your boots and lower legs in reddish-pink vomit glue. You turn to help your fellow soldiers and see Smitty is in trouble. You run over, raising your weapon and taking aim when you suddenly feel a sharp pain in your ankle. Then on your big toe. Then your heel. You fall over as you look down and see a bunch of tiny, chestnut-sized Chamax eating through your footwear, pants, and yeah, your legs and feet. Removing them, heck, removing your boots or pants is extremely difficult as the gunk is essentially a mix of tomato sauce, syrup, and crazy glue. 

My working stats and mechanics:




Nice huh? OK, those are The Chamax. Coming soon...what to do with them.

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Barking Alien




Sunday, October 5, 2025

Who's Who and What's That

Variation of the Ghostbusters Logo based on
the operning of 'The Real Ghostbusters'
Design by That's Art Folk


The book 'Who's Who and What's That' - an up-to-date copy of which is located in the Ghostbusters Firehouse Library; specifically in the second bookcase, third shelf, dead center - is a resource for the occult and paranormal community that is more accessible to the layman than the rarer and more obscure Spate's Catalog or Tobin's Spirit Guide

The tome serves as a highly useful reference to those interested in identifying the wide variety of spectral entities and supernatural miscreants one can encounter in the defense of our world from theirs. With Halloween approaching, it is very likely your Ghostbusters franchise is about to get really busy. The information in this book should be be quite helpful, so we here at The Home Office would like to point to a few key entries that our research tells us are likely to pop up...

It has been established in our own Ghostbusters canon that the weeks leading up to Halloween get busier and busier, often culminating in a major incident around October 31st. While you never know what might manifest during this time, there are certain beings more likely to appear than others. 

***

Note that Who's Who and What's That introduces some additional and alternative Descriptors applicable to the Ghostbusters CDI System.

Conditional: A wide ranging Descriptor that covers any entities who manifest when a specific condition is met. The criteria can be nearly anything, from 'Appears in the evening of the first day of Autumn, usually at sundown, every year', to 'Whenever someone says the ghost's name three times'. Sometimes referred to as Triggered, this Descriptor can be seen in the description of The Fall Bearer (aka The Ghost of Rottinghume Manor), as well as below. 

Paired: Most PKE Manifestations appear singularly, one being appearing by itself. On occasion, multiple ghosts will appear simultaneously or come into being separately and then gather together. In specific instances, there will be ghosts that only appear in a group; none of the individuals can or do appear without the others. This type of manifestion receives the Descriptor Grouped. A less common but notable variation of this is Paired; when two entities appear together and only together. Paired Ghosts have a connection with each other that makes tougher to deal with in unison. Remember the Scoleri Brothers? They're a perfect example of Paired paranormal beings.

Tempered: Rare Descriptor indicating a spectral being who places a self-imposed limit on the nature or amount of damage and chaos it causes. This sort of entity will only create mayhem up to the point of its own choosing. 

Examples of this would be a ghost who tries to terrify everyone except small children, whom it shows kindness towards, or one that screams and throws things so long as no one is looking at it.

Sometimes the criteria it has set for itself is subtle or at least not especially obvious at first (such as Sweet Tooth - see below).

These beings should not be confused with those who deserve the Descriptor Constrained or [less commonly] Restricted. These ghosts are limited by some being or condition outside themselves. 


***

The Halloween Hater




AKA: The Ghost of the Grand Market Mall T-Mart, Foresaken Clerk
CDI: Focused, Conditional Repeating Phantom or a Class IV Full-Roaming Fog.

The Halloween Hater is a ghost with a grudge against the holiday and her goal is to take the fun out of the spooky season every year it comes around. In life it is believed she was a Puritan Woman by the name of Foresaken Clerk (an earlier version of the name Clarke, generally referring to a scribe). She was critical of her Irish and Scottish neighbors, specifically angered by their annual All Hallow's Eve celebrations. Each year she would dress up in festivity appropriate garb and sabotage the holiday activities. She was finally caught by a young Irish girl who pointed out Foresaken was participating by pulling 'tricks' on her kinfolk, all while in disguise. Flustered and infuriated, Foresaken ran back home but accidentally fell in a ditch, hit her head on a rock, and died. 

Fast forward to modern times and the popular discount department store T-Mart, taking up a large portion of the Grand Market Mall, is haunted by Foresaken's ghost, which appears every year as soon as Halloween themed candy and costumes go on sale. Her main goal is to either damage the display and merchandise or frighten away customers. Things have escalated in the last two years as a new manager thought of using Foresaken's presence as a means of bringing people in to the store. 'Don't be a Halloween Hater!', say signs showing an illustration of Foresaken, 'Come to T-Mart, your one-stop Scary Fun Shop!'.

Foresaken is not amused.

The Halloween Hater appears as a full-torso apparition that looks like a Puritan Woman in her early 20s. She wears clothing typical of New England Puritan women of the late 16th or early 17th century. The ghost has no clear feet, as is typical of full-torso entities, and instead 'ends' in a dimly glowing fog. Her head covering hides the exact spot where Foresaken's skull collided with the stone that did her in. The horrible wound beneath is visible when Foresaken uses her Frightening Visage ability. One important detail is that she appears with a journal or diary of some kind, one which she will do anything to protect. The Halloween Hater will not let anyone touch this book, whatever it is. 

In addition to transitioning into a Terrifying Visage and being able to Physically Push things, Foresaken has a rather limited but strangely effective psychokinetic ability, Psychokinetic Trip. This causes anyone targeted to trip over nothing and fall prone if the Halloween Hater gets more Successes than the person's Athletics Attribute. Note, this is not 'if she gets more Successes than the target does when they make an Athletics roll'. This is more Successes than the target's stat. For example: If she tries to trip Professor Gabriel Zimmerman, she needs to roll 3 or more Successes, as his Athletics stat is 3. He does not get an Athletics Defense Roll as the attack is invisible and essentially comes from nowhere.

Now, if he knew an attack was coming and he decided to run, Foresaken would have to get 6 or more Successes as Zimmerman has the Signature Skill 'Run' at 6 Dice and that would be an appropriate defense. Again, not a Defense Roll but a better chance of avoiding the attack and its effects. It's less about distance and more about Foresaken being able to concentrate on a clear target. 




Scenario Idea: A local female celebrity of some kind (influencer, musican, politican)  comes into the T-Mart to buy some Halloween stuff for herself and maybe some friends or her kids. The Halloween Hater goes crazy! Foresaken keeps tripping the woman and anyone she's with, frightening them and pushing displays on top of them. Turns out the woman is a descendant of the Irish girl who pointed out Foresaken's hypocrisy almost 200 years ago. 

Sweet Tooth




AKA: The Candy Counter Ghost
CDI: Focused, Tempered, Non-Terminal Repeating Phantasm or a Class V Free-Roaming Vapor

First appearing in Brooklyn, NY around the end of the 19th Century, the 'Candy Counter Ghost', later dubbed 'Sweet Tooth', became the bane of the numerous immigrant candy makers who established New York as the [now unsung] capital of the candy world. As more and more confectioners came to New York City and set up shop, the menace of the gluttonous Sweet Tooth ghost grew greater and greater.

This Phantasm traditionally appears and wrecks havoc in candy stores or sweets factories, eating everything in sight from jujyfruits to junior mints, then suddenly stopping and disappearing once again. This has been its pattern for decades.

A few renowned occultists in the late 30s surmised that this particular Vapor ate as much as it liked but never so much as to completely eliminate its food source. That is to say, it never consumes so much candy that any of the confection crafters is preys on are forced to go out of business. Still, it haa hurt the livelihoods of a great many people and continues to do so whenever it reappears.

Personally, I would lean into this and have the entity wrestle with the paradox; it loves candy and will consume all it can but not too much 'cause then there won't be any candy and the candy makers will go away. At the same time, there is sooo much candy! Why not eat it all! Oh wait... It's enough to drive a Reoccurring Phantasm mad! 

Many of Sweet Tooth's appearances across the past 100+ years have been random, however it's guaranteed to show up during candy focused holidays such as Christmas, Easter, and especially Halloween.

The Candy Counter Ghost resembles a typical Class V Vapor upon first manifesting; the entity is off-white in color and appears to be made of soft chewing gum, taffy, or stale marshmallow. As Sweet Tooth consumes candy he begins to take on blotches of color as if stained by the lollipops and gumdrops he's eaten. Sweet Tooth also gradually increases in size during its treat consumption rampage.

Another side effect, and one that relates to Sweet Tooth's only unique supernatural ability, is that its Ectoplasmic Residue becomes thicker than average, turns pink and/or lime green, and extremely sticky. The Phantasm uses this syrupy slime to hinder or trap pursuers. In addition to passing through things and leaving Ectoplasm behind, Sweet Tooth is able to project it forward, downward, or backwards out from its lower torso. (Opponents Slimed are at a -1D penalty to all rolls for one round per Sweet Tooth's Successes using Extra Sticky Slime in addition to normal Slime rules). 

While Sweet Tooth always appears during Candy-centric holidays, it isn't considered 'Conditional' because it appears randomly at other times as well. 




Scenario Idea: A posh new Candy Pop-Up Shop opens and its taking a lot of customers and money away from a veteran, Mom-and-Pop confectioner whose been around since the early 20th century. The latter finds an incantation in an old book that enables them to summon Sweet Tooth and sick'em on the competition.

Trick and Treat




AKA: The Terrible Trick or Treat Twins
CDI: Paired Non-Terminal Repeating Spectres or Class Vs Free-Roaming Masses

These two peculiar paranormal perps were difficult to classify but were eventually given the designation of Class Vs (Class Five-'S') They seem to manifest as sentient, mobile Halloween costumes, usually simple bedsheet ghosts, roughly the size of middle school children. They possess a faint green glow (like glow-in-the-dark' toys from the 80s) that is much more easily seen at night (like glow-in-the-dark toys from the 80s). Note that they have feet and wear rubber soled boots or perhaps high-top sneakers. In addition to their costumes and footwear, the 'Twins' (as they are often called) carry plastic Jack O' Lanterns often filled with candy. Note that these are real, not Ectoplasmic, though everything else about them is. 

The exact origin of these two entities is a mystery. They first started to appear in urban and suburban areas along the Eastern Coast of the United States during the mid-to-late 1930s. They disappeared following the Great Depression, with no known reports of them again until well after World War II. Since the early 1970s they appear in a far wider range of geographic areas, though exclusively within the continental USA. 

When the Sun begins to set on the night of October 31s, these two ghosts will appear amid all the other local trick or treaters and try to blend in with the crowds. They will never go more than a few feet from each other, tend to lag behind largely groups, and rarely speak or interact with anyone durings these times. When they do their voices sound like raspy male children around 12 years of age. They keep their sentences short and use a limited vocabulary. 

Trick and Treat's M.O. is to wait under there is no one else in front of a house or apartment and then knock on the door saying, 'Trick or Treat' in unison. If they are given candy, they give the person a nod or slight bow before leaving to the next house. On occasion, Treat has even been known to say thank you.

If they are given anything else...fruit, money, chapstick..they will stand in front of the person for an awkwardly long moment in complete silence before slowly walking off. Trick will then egg the house, throw toilet paper all over it, or some other suitably childish 'revenge'. Now, if they are given nothing, the consequences can be much more severe. Trick has been known to let all the air out of someone's tired, stick rocks up their tailpipe, leave flaming ectoplasm poop on the person's doorstep, and in one instance 'he' dropped fireworks down their chimney into an active fireplace.

The response is also effected by how the person in the home is perceived. If they give nothing but explain they are poor, retired and can't easily get to the store, or some other reasonable excuse, Trick is much more lenient. If the person in the house is nasty to the pair in any way, Trick's actions will scale up accordingly. 

On some occasions, Treat will feel bad for someone who has very little but gives the pair some sort of candy, even if its a single chocolate kiss or life-saver. When this happens, he will leave them candy! Usually it is a lollipop or candy bar. 

Both Trick and Treat have the ability to Manifest Objects from seemingly nowhere and can Physically Move things roughly equivalent to what the average adult Human can lift and move. 




Scenario Idea: Trick and Treat enter an area where no one seems to be home. Trick wants to wreck havoc, Treat wants him to wait. Finally they discover a Halloween Party for the neighborhood kids and their families being thrown at your Ghostbusters HQ. The Twins will knock and if invited in, they'll participate in the fun a little before disappearing and leaving behind a bunch of candy. If barred from entering, scrutinized, or otherwise made to feel unwelcome, Trick will cause all manner of chaos - up to and including shutting down the Power Grid!

That's all for now. Remember Ghostbusters, Another Ghost, Another Dollar.

Who ya gonna call?

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Wednesday, October 1, 2025

Spooky Wishes and Pumpkin Spice Dreams

HAPPY HALLOWEEN!

It's October and you know what that means! It's time for all the jumpin' jack o' lantern, ghastly, ghoulish, freaky fun we can muster here at Boooing Alien! Muwahahaha!


Ain't she a Scream?


What's up my Beastly Buds and Paranormal Pals? I've got a ton of hearty horror and spooky silliness planned for this 'Ectober', including but hopefully not limited to: 

Campaigns and One-Shots I Have Known returns with creepy campaigns and spectral scenarios of Halloweens Past.

Some frightfully funky game ideas, like Scare Score and Morbid Curiousity.

Material for my homebrew Ghostbusters RPG including new Ghosts, new Ghostbusting Gear, and even some Adventure Ideas! 


Fortified with Essential Violence and Ministers!


Last year I had big Halloween blogging plans that amounted to a lot of nothing. Dead on Arrival one might say.

This year I began prepping a few months back so I should (hopefully) have enough material to really make a go of it. Last year's Halloween will Rise from the Dead and Stalk the Living, this time for sure!

Expect to see other posts as well, those of a non-Samhain nature that is, as I still have a few things on my mind from before the coming Spooktacular.

So get out your cauldron, surround yourself in a cloud of darkness, and light a candle inside that pumpkin.

Barking Alien is going full-on Haunted Mode!




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Sunday, August 24, 2025

The Cat's Out of The Bag

Well, well, well...

Look what the Cat dragged in. 




Footprints in the Night (夜の足跡 - Yoru no Ashiato) is a Japanese Tabletop Roleplaying Game published by Kadokawa Shoten. It was written by Toichiro Kawashima and produced by Adventure Planning Bureau. Cover and numerous interior illustrations by Kujo. The game was released on January 20, 2023.

It probably comes as no surprise given my blog's name and mascot that I am more of a Dog person than a Cat person but I do love Cats. A number of friends of mine are definitely of the Feline Fan persuasion and it was with them in mind that I decided to take a look at this TRPG. In doing so, I discovered a game I find rather intriguing. 

Unlike a decent number of JTRPG titles that I've covered on my blog in recent months, this one isn't a doujinshi or fan-made product. In fact, it isn't even an 'indie' game. Kadokawa is arguably the largest publishing company in Japan and one of the top RPG producers.


Don't hate me 'cause I'm beautiful.


Footprints in the Night is considered a 'mainstream' release, or at least as mainstream as a TRPG product in Japan can be that isn't Call of Cthulhu or Sword World. I understand its popularity falls somewhere between a well-received independent title and a 'cult favorite'. Nonetheless, I was able to find a number of reviews, blog posts, and even actual play videoes without difficulty and I'm just an English speaking American with curiously using Google.

The premise is simple; the players play Cats and as we all know, Cats rule the world. As such, they have taken it upon themselves to protect the Day World of Humanity from the Night World of Spirits and the Supernatural, which usually manifest in the form of The Yona, otherworldly, paranormal beings often out to make trouble. Cats are uniquely capable of moving between the worlds of Day and Night and they use this advantage to thwart the Yona during the Cats' Night Patrols. 


Official Character Sheet. Currently working on a translation. 


Player Character Cats (also known as PCs or 'Player Cats') fall into three categories: Domestic, Stray, and Lost.

A Domestic Cat is one that has a home with one or more Humans who take care of its needs, though the Cat believes it is the one that ensures the well-being of their Humans. Stray Cats may see them as pampered and even weaker than themselves but 'Pet' Cats understand the world of Humans better than the Strays do.


Domestic Cat


Stray Cats live out in the world on their own without the assistance of Human Beings. There are of course some people in the neighborhood who will leave out food and water. On occasion these individuals will give the Cats some attention and affection. Strays that partake in this sort of hospitality are sometimes called 'Community Cats'. Stray Cats are a hardy bunch and are quite adept at surviving under difficult circumstances.


Stray Cat


The final category is a little peculiar. There are certain Cats that aren't really cats at all. Some are stuffed animals, others are 2D illustrations and still others are small figurines. These Lost Cats are magical in nature, a special sort of 'Night Magic' that only Cats are privy to. Interestingly, the term 'Lost' has another connotation in the game and the although the two may be connected, they are quite different. More on that some other time. 

 
Lost Cat


Cats are governed by their Feelings: Moods that dictate or more accurately influence their actions on a given night. Sometimes you can use your Feelings to your advantage, other times you need to fight against them to accomplish things. The use of an in-game currency called Motivation allows you to counteract your Mood, as well as initiate certain special abilities.

Feelings Chart:
Randomly roll 3 Feelings at the start of the session to determine your PC's Temperament that night.
It's more Cat nature and instinct then conscious decision.


A group of Cats (a PC 'party') is known as a Gathering. Cats generally patrol Territories, which in an urban environment is likely an apartment complex or city square. It could also be an entire small town depending on your campaign setting.




During the Cats' late night patrols, the Cat's follow certain Rules of Cat culture. They are:

No. 1: Claiming Territory
No. 2: Protect Humans
No. 3: Protect your Dignity
No. 4: Indulge in your Sense of Adventure!
No. 5: Be vigilant at night.
No. 6: Don't worry about the little things

Honestly, I love this. (WARNING: Mini-Rant Coming...) Number 4 is an in-game reason to not be such an overly cautious coward, which I find to be common these days among those who've been raised on adversarial, OSR games of yore. Nothing bores me more. This is reinforced by Number 6, 'Don't worry about the little things'. Sure, details matter in many cases but don't get so bogged down in them you can't take walk down the street without Batman levels of prep. Cats don't. 


Stray Cat Strut

 
Like many Japanese TRPGs, Footprints in the Night utilizes a very specific scenario structure. 
Session flow (as it is often called) proceeds as follows: 

Introduction Phase: Describe the trigger for the incident or night's activities.

Night Patrol Phase: Investigate the incident and interact with NPC(s).

Event Phase: An important event occurs in the scenario.

Combat Phase: Help someone or drive away the enemy.

Conclusion Phase: Assess the outcome of the incident and any effects it has on the future.

As someone whose games are very free form, the Japanese approach to scenario design is both fascinating and somewhat off-putting. At the same time, it does help me make sure I have a general idea of what should, or at least could, occur during a given session. It is an aspect of my beloved JTRPGs I struggle with but also...like?

I am still going through the game and the translation process isn't a quick or easy thing for me. It'll take a little while until I have a fully playable version of it. There are definitely other elements of the game I'd love to go into now, such as Taboo Words and Nyarrative, how Death works in the game, and much more but I think I will take a Cat Nap (see what I did there?) and cover more once I'm a little further along in my English Adaption as it were. 

For now I'm out of here like a Cat in a room full of rocking chairs...

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