Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Sunday, December 2, 2018

Slashmonger Fraymaker Extraordinaires

Crypts-n-Creepies is a living game and constantly being updated. A lot of the new stuff is in note form and being swapped into formats for mass release. All of this will become a newer version of the game. I bring you now...

Slashmongers are the masters of fray making. They prefer to leave logic to the likes of soft headed babies who always seem to be putting off the inevitable well-placed spear through an offending thorax. There simply is not an issue which the cold hard edge of sharpened steel cannot solve. Just look at those limp necked part-time crypt openers with their shiny pocket orbs and shrink-wrapped iron rations. They always seem to be under foot squinting into their palms every time giant spikes begin shooting out of the walls! If it weren't for old fashioned feral instincts driven hard by battle drenched hormones, the whole lot of them would be just be another layer of random crypt detritus. Sometimes the slicing of a few random necks, the grinding of few vertebrae or the squelch of cartilage is the most efficient way to cut through all the mumbo jumbo. They may grumble about hugging trees and climate change a little, but once they start pawing through all that swag they will at least step to the side the next time a pit starts opening up under everyone's feet. 


SLASHMONGER
Grid/Title/PHP
Ruckus
Riskola %
1
Shank Foddre
As Species*
1
10
2
Chisel Chest
+2d10
2
20
3
Anvil Biter
+4d10
3
30
4
Rubber Neck
+6d10
4
40
5
Warrior
+8d10
5
50
6
Mangler
+10d10
7
60
7
“Lord of Dissected Body Parts”*
+13d10
9
80 baby!


Slashmonger 7th Grid Title Generator
1
Lord








of
Dissected
Body
Elements
2
Master
Atomized
Organism
Bits
3
Marquis
Divided
Beastial
Portions
4
Overlord
Broken
Structural
Parts
5
Maker
Hewn
Bipedal
Units
6
Artisan
Sundered
Fleshy
Extremities
7
Virtuoso
Chewn
Anthropoid
Leavings
8
Architect
Hacked
Mortal
Lumps
9
Specialist
Shaved
Organic
Particles
10
Champ
Impaired
Corpulent
Fragments
11
Creator
Butchered
Plump
Surplus
12
Stud
Maimed
Ethnologic
Scraps

Ruckus shows the number of attacks the persona can make each   Na-nuta. Attack’s are made by throwing a d20 and exceeding your foe’s Armor + Nimbality (see “Combat”). Additionally, Ruckas can be used as a defensive action which reduces an attackers chance to land a hit. When used this way adjust the Slashmongers Armor + Nimbality by also adding their current grid factor. Ruckus may be set aside to be used defensively later in a combat na-nuta (in cases when the Slashmonger wins Scroll/Pincer/Ingot). Leftover Ruckus cannot be saved and used in future Na-nutas.

Riskola % is best described as a heap 1% poker chips. The Slashmonger may wager any portion before rolling a percentile die to increase their chance of success (up to 99%). If the result is a fail, the Riskola is simply lost. The Crypt Lord can rule that the expenditure of any Riskola was “Quite Pithy” and if the action is deemed successful the user may roll a d100 and reclaim the number rolled up to the amount spent. At the start of the next PEOG (Proverbial Evening Of Gaming) Riskola automatically resets back to starting number. Riskola may not be used to increase d20 rolls to hit in combat.

Fray Style is a unique form of artistic expression in the art of fray making. Some employ a cross handed grasp in order to spin their weapon windmill style. Some can hock a poisoned luggie on their arrow tip just before release. Still others have appropriated the fancy footwork from a really sick Michael Jackson video. Slashmongers are encouraged to embellish their mundane attack roll with verbose descriptors. This serves to enhance the flavor of the game. If the Slashmonger believes that any one of these embellishments is particularly good during the PEOG, they may (with the Crypt Lord’s guidance) create a Signature Move. The effect should then be recorded on the person’s sheet and can be used again thereafter. (Note, the other professions do not have the same mastery of fray making and instead pick combat moves from a list of “Combat Arts”. This is because they are weak and stupid like spineless worms). Only one Signature Move may be created each PEOG. A Slashmonger may only have as many Signature Moves in their repertoire as they have Force Factors. Use the list below is a guide to create Signature Moves:

Fooglee Shuffle (Attack/Mace)
Hold weapon low while skipping backwards. Follow up with sudden weapon flick under the targets chin followed by reverse action on an arc downward. Weapon should make as much contact as possible. Call out an odd number. If rolled the attack inflicts double damage. If the FS is used subsequently this PEOG the number stays the same.

Mao’s Bow (Attack/Sword)
Engage your opponent in mock resignation. Bow reverently and intone subservience. This will stoke your resolve to thrust your blade further into the imperialist foe’s organs. This is an especially vicious attack against creatures who’s dogma you find particularly inferior to your own. If the CL buys your argument that this is the case gain a bonus to hit equal to your grid factor.

Nitrous Smack (Attack/Sword, hard targets only)
With a an obnoxious flick bounce your weapon off your foe several times as if you were playing them like a snare drum. If you score a hit no damage is inflicted, but your opponent loses one of their attacks for this and the following Na-nuta.

Wee Piggy Feint (Any Attack)
Snort like a pig. Use first the left nostril followed by the right. Now draw energy from your inner Swine-Ka in order to punctuate this exhortation sharply. At the same time feint a high lunging attack. If a hit is scored this means that you were able to stomp on the targets foot for 1d4 PHP damage. More importantly the target must drop any single item of your choice.

Coiled Serpent (Any Weapon/Defence)
In this defence wait for your foes attack by crouching low, both knees above your head. Unwind yourself like a spring when your opponent strikes and attempt to deflect the blow. If successful in repelling this attack you may immediately leap over them and attack from behind with a +2 bonus to hit!

Shazbott’s Flourish (Sword/Attack)
Begin by slowly tracing a rune in the air with your weapon tip. Make a big deal out of it for all to see. Now, cut the rune on the exposed flesh of your foe. When a hit is scored it only inflicts 1d6 php damage (no MP bonuses, or skill). However, it reduces their Force Factors by 1d4. It is rumored that knocking your victims FF to zero wipes out their will to fight...

Iz and Iznott (Bow/Attack)
Become hypersensitive to all that is not the target. By completely blocking this sensory input from your active synapses you will be able to hit the mark. The Crypt Lord will award a bonus based on how well the act of discharge is acted out in front of the assembled group. A bonus to hit may not exceed the users grid factor 

Criss Cross Ricochet (Thrown Staff/Attack)
The staff is lobbed while semi-squat which introduces a disturbing wobble during flight. It will bounce and arc sideways wildly.  On a hit it fouls itself in the victims locomotive appendages. This only inflicts ¼ damage however, the target’s Nimbality is reduced by 4 for 2d4 Na-nutas.
   
Two Handed Weasel (Grenades/Attack)
This ridiculous throw starts with knees bent. The bomb is launched two handed from below the anus. The thrower gets a +4 bonus to hit. If the result is a miss double the distance off target.

Mono-Handed Loogi (Dagger/Defence)
A copious phlegm ball is hacked up. If a successful Nimbality check is made it can be quickly deposited on the blade. Use the difference of the roll and Nimbality to determine the amount that users “to hit” value is increased.

Dizzgussting Flesh Eater: After a long fray some Slashmongers get a little peckish. And look… freshly spilt organs lying around going to waste. This is the perfect time to think green and use your ability to feast on your foes organs.  Besides, there is something about the expression on your comrades faces when you rip off and choke down a chunk of your foe’s steaming liver. This will affect the members of your group differently. One troupe member will be completely disgusted and your Force Factors to them suffers a minus equal to your grid factor. On the other hand, there is that other trouper that digs the whole thing and is affected exactly the opposite. Both should be chosen at random.

But wait, there’s more. Once the flesh has been consumed there is a chance that it will have one of the following effects:

01-69: YLB-No effect.
70-80: Heals 2d12 PHP. Don’t get used to rolling this one.
81-95: Imbiber affected by random poison (core rules, page 117).
96: Drugged vision. The narrative of this vision is created in alternating sentences by the Crypt Lord and any other player selected at random. This state lasts as long as it takes to construct it in RL. While under its effect the SM is incapacitated and may only sit/sweat/stand/drool/urinate. Some part of this vision may...you know.
97: Diarrhea. Lucky you! The user’s system besieged by constant pressure that must be relieved d4 times at random times during the PEOG. The CL should feel free to select the occurrences in some suitibly random fashion. When one of these comes on the DFE has 2d6 na-nutas to find a suitable offal receptacle for the explosive burst. Each episode lasts 3d6 mi-nutas and the target suffers 1d4 php loss if they do not have some form of entertainment, such as a crystal feed or scroll to distract them.
98: Total Healing. You are instantly healed of all chronic health issues, all curse(s) lifted and all poisons nullified. Your PHP damage is wiped clean. All the bad stuff is purged. Ah, but where does it go?   
99: Vomits up all that gum you ate as a kid: As it exits the oral cavity, compressed gasses in the mass form and cause it to expand. It will then rip itself from the DFE’s oral cavity and take on life, becoming a creapazoid invented on the spot by the Crypt Lord.
00: Gain ability of creature consumed (as delineated by the Crypt Lord).

Is it worth it?

Embrace the Reaper: Most of us find succumbing to death and the state of unbeing troubling. Slashmongers however, get a thrill by pushing their experiences to the edge. It is only natural that in order to enjoy the bounty of existence one should also try a little death. When the user’s body drops to zero PHP they may choose to keep functioning somewhat “normally” instead of collapsing in a useless heap. While “mentally deceased” the Reptilian Brain keeps the physical operations of the lifeless body going. This is simulated by selecting at random any other person to be in control of the Slashmongers body and actions. While in this state their Cerebral Energy, Nimbality and Force Factors are reduced by 75%. Any further damage sustained in this state will leave permanent marks as decided by your friendly Crypt lord. Embrace the Reaper lasts 1 Mi-nuta per grid factor. If the Slashmonger fails to get their PHP above zero before this time elapses they die, like totally for real. There is another issue with ETR, in that 1 in 20 (statistics vary) of Slashmongers like it too much. The randomly designated driver (see above) rolls versus your Insanity Factor to see if your body will resist revivification efforts.

Fire Bad: Fire hot, fire burn. Hot feeling good, crisping flesh bad. No, pain so bad it good, but bad because it make you lose PHP, fire bad. Not bad if you like dancing lights. Fire not bad, fire good. No wait, I’m confused, fire bad? It hurt to think. I stop now. Ha ha, made you look. Set fire to yourself slowly and sustain 1d4 damage on the first Na-nuta, 2d4 on the second, 4d4 on the third and so on. This idiotic spectacle is instantly mesmerizing to all present and they will stop whatever it was they were doing to watch you be consumed by flame.

Gwarrr Parrrrtay: By yelling “Gwarrrr Parrrrtay!” every Slashmonger within earshot is compelled to join the user to join in a spontaneous warrior orgie of feasting, wanton destruction, bad singing, alcohol swilling, profuse sweating and shaft dancing. The user may attempt this once per Proverbial Evening Of Gaming and has a cumulative 5% per grid of attracting revelors. It will be up to the swarthy Crypt Lord to determine just how many warriors come out of the woodwork in the area. Heavy metal is not optional.




Gwarrrr Party Matrix

Size
Rumors
Learned
Cost & Destruction

Healing
Other
Desired Effect

Length
2-6
1
1d500hgp
1d6
20%
2d6 Gn
7-24
2
1d12x1000
2d6
40%
4d6 Gn
25+
3
2d12x1000
3d6
60%
6d6 Gn

Cross index size to find the Gwarrr Party details. They are a way to learn some rumors, heal some PHP and have some other effect as determined by the user (and approved by the CL). Note, if the destruction cost is not paid promptly, assume those affected will take appropriate action against the offending persona.

Rat Brain: You are able to employ your Rat Brain (a smaller organ below the reptilian brain) and lock in any single thought, perception, idea or mood for one PEOG. Once your will on this matter has been determined it cannot be significantly affected by magic, divine or mundane means for the rest of the PEOG. Your standard thinking is otherwise unaffected. Or so they say. 

Pucker Up Wound: Once per combat you may simply ignore the PHP damage of one hit from an opponent by spending a single Ruckus point.

Smash Thing Now: Warriors are creatures of action and lust. They can flip a mental switch and embolden their natural maniacal mistrust of civil society, social order, government and giant carved idols. By focusing this latent energy onto inanimate objects, they are able to summon vast muscular power to topple, smash and otherwise destroy overly large things. It allows the Slashmonger to affect seemingly larger things than their Feat % would normally allow. It goes without saying the Crypt Lord is the final judge on what can be affected. STN can be used a number of times equal to grid factet per PEOG. 

Voice of Command: In battle a warrior may bark out commands and if followed by other player personas they gain a +1 or +5% (as applicable) to carry them out.  Remember that a combat Na-nuta is but 6 seconds long and whatever is said can only be that long.  Commands must be specific, not "attack", but  "Xerocks cut the Donn's leg off" or "Bob jump over that stone idol".

War Host: A Slashmonger is able to call a War Host once each year.  They will attract 1d20 creatures at first grid, 2d20 at second, 4d20 at 3rd and so on. The War master better have a good reason for calling these warriors together or else there will be trouble.

Weapon Lore: The Slashmonger is the explicit bon vivant in the care and maintenance of the tools of military engagement.  All warriors can repair a broken weapon or armor piece in 1 Na-nuta flat if they can roll a d100 equal to or less than ten times their grid factor.  All that is needed maybe are some vine scraps, duct tape, sock, or chewing gum (all the great warriors chew gum).  A warrior is nervous about letting the uninitiated touch their weapons.  Careless handling of these instruments leaves oils behind that can ruin the finish.  True warriors are uncomfortable using the same main weapon as someone else in an adventuring troupe because they will constantly bicker about who's is bigger, longer, thicker, etceteras. Additionally, you are able to weaponize anything you touch. The Crypt Lord will furnish appropriate stats as needed.

Raspy Bar Voice: If you want to make sure that everyone is paying close attention to your words you can speak in low whisper. logically speaking louder and more clearly would seem to make more sense, but you know, this game is kinda whacked. While using this ability people will visibly strain to figure out what you are saying. You may repeat what you are saying as long as you rasp while doing so. It is not possible for any other creature to interrupt while you are speaking thusly until you are finished.


Stalwarts will have noticed that 1st grid Slashmongers PHP "is by species". The PHP base for personas from now on will be done this way to reflect a new logic for the game.

Enjoy and keep on Crypt'n. Creep'n? Ug.


Thursday, August 18, 2016

God's Workbench Part 4. Designing a New Encounter System (2 of 2).


In part 3,  we talked some theory and settled on movement rates for the Troupe. Time to unveil the remainder of the encounter subsystem. Oh joy!

I have a thing for dodecahedrons, so this new system would be built around them. (d12’s are used profusely in Crypts and Creepies, so it seemed natural). I wanted the players to be able to make some choices about how they would move overland. It boiled down to speed and visibility:



Thus, TSV = Troupe Speed & Visibility. TSV is made of two combined factors. When its time for an encounter check, roll a d12.  If the result is equal to or less than the TSV an encounter occurs.  At the moment I use “common sense” to assign the values to the adventure troupe, so a typical group is normal/normal, or 2 + 2 = TSV/4. If they are all ninjas and moving slowly, they are a TSV/2. If it’s a whole clan of Ruprecht wannabes running around yelling “Oklahoma, Oklahoma, Oklahoma”, then they are an TSV/8.    

How often do you check?  This way:


Land is the most common form of movement in the game.  I wanted encounters to seem random, so no bell curve, just a 1-20.  This way the numbers will be all over the place.  Remember, it’s a check to see if there is an encounter, not a bonafide encounter. On average, you will make a check every 10.5 miles traveled. A troupe with a TSV/4 will have 3 - 4 encounters every 100 miles traveled.  Ninjas (TSV/2) will have a 1 or 2, and the Ruprechts (TSV/8) about 8. For Air and Sea the checks are more infrequent. The logic is you are moving faster and there is just less to encounter. Resting or sleeping outside, basically warrants a check.

The object of the system is to be simple and make sense, so you can remember how to use it. I’ve used it a couple of times, it seems to work just fine.

Whooo. Encounter tables next up:


Early on in this series I talked about how I like to make forms. They are cheats really, just to get things going. They also help when you get stuck. They are not gospel. Here is my encounter worksheet. Since I made these for myself, not everything is explained, so here goes.  Top box is what/where it is. In this case, the land of Pewlon. When an encounter is indicated, a d12 is rolled to determine if the encounter is common, uncommon or special (the three blocks on the left). There are two ovals (x - x) on top for the for the range (remember, your rolling a d12). In this case I decided 1 - 9 is common, 10 - 11 is uncommon and 12 is special. Another d12 roll in that box pulls out the specific encounter. (Biodiversity, is really for city encounters).  To the right is a list of typical motives (some are weighted or more unique to certain areas) and are nudges to setting up encounters.  The bottom has a shorthand version of the encounter system. My system is set up with empty slots to slot in creepazoids as they are created.


This is a crib sheet of the details of encounter. The 8 ovals (on the far left of each encounter listing) are spots for the consecutive d20 rolls (movement on land).  For each I make a d12 check vs the troupe’s TSV. If a d12 result is equal to or less than the troupes TSV an encounter occurs and I circle that number and note the encounter particulars to the right. These crib sheets are great for sand boxes. I roll up a swath beforehand. It allows me to do more role playing when the crunchy bits are worked out beforehand.

Lastly there is this thing:


This stages the encounter based on the troupes TSV.  If you take the ninjas (TSV/2), you will be using the green 1 - 3 column. Because the ninja troupe will be moving stealthily and slowly,  a roll of 1 - 8 (out of 12) means they will be more in control of the encounter situation. This means spotting them first, picking the terrain for the encounter and so on. There is still a chance they can roll that 12 and basically "blunder" into the encounter just like the Ruprechts of the world. This really makes encounters much more dynamic.

For some encounters I need more details worked out, for these I have this baby:


(Its really just a piece of graph paper?) You will notice this one is set up like a miniatures game.  In this example the troupe was leaving Pewlon, but Iphy (Her Most Lofty Preponderant Zwink) had learned that the troupe had the phial of Tubor extract (one of the 3 ingredients for the poison antidote she so desperately needs). Her plan is first to ask “nicely” and if that fails bring out the velvet hammer. Because Pewlonians have a way of dealing with this, I gave it some thought and set things up. It doesn’t take much to lay it out. I learned the hard way that I am terrible of doing this kind of stuff on the fly.

This is my encounter toolbox. It’s still a little rough, but so far has worked very well.  Next time, designing countries.

Sunday, August 14, 2016

God's Workbench Part 3: Designing a New Encounter System (1 of 2).


I needed a good method to generate random encounters. I am have been putting a lot of energy into this fantastic world, let's get it right. I tried to recall how it was done in D&D1e. I vaguely remember rolling a d6 a twice a day. If it was a 1, go to the appropriate terrain/monster table.  Here's what the DMG really says:


Use the upper unnamed table determine the level of civilization you're in. Next, consult the “Frequency Of Encounter Chance Time Checks” by cross indexing the time of day with the type of terrain you're in. (What’s the difference between plain and scrub?  What about forest and hills together?) If there's an X in the column you need to make a roll to see if there is an encounter. To make the actual check either roll a d20, d12 or d10 based on the level of civilization (from the unnamed table above). A result of “1” indicates there is an encounter. I will never stop loving my DMG for its unparalleled ability to be f***ing byzantine as possible (“FBAP”). Based on the scant space given for random outdoor encounters, they must have been considered ancillary to the game. (Interestingly however, while exploring underground in a dungeon, there are no rules on how to check for wandering monsters - no time interval or chance given of occurrence. I checked the player's handbook and the monster manual. Nothing. Pretty odd, given that there are pages and pages of tables in the DMG to generate random monster encounters based on the level underground.)


I have just burned up 45 minutes looking for information on 5E’s outdoor random encounter system. All I found were these 2 pages of number bashing that will supposedly help the DM to create balanced encounters. Really? Honestly, no one, except paid authors writing modules for D&D are going to use this. I bet they will even fudge the results. More searching only got me I people’s questions on forums about outdoor encounters and some clunky home brew systems...but nothing else. If you can’t find a popular game system’s core mechanic...that’s a problem. Enough D&D.

The focus of Crypts-N-Creepies is crypt bashing. Time spent traveling back and forth to the various enclaves of doom was seen as time wasted.  As belaboured in the rule book, “the main play of the game is opening crypts for inspection and removing swag product for economic reinsertion”. Traveling overland and having random encounters was purposely truncated to keep the “Proverbial Evening Of Gaming” from getting bogged down fighting randomly generated creepazoids. I opted for simplicity and created an abbreviated overland travel system which was intended to recreate the flavor of traveling. Well...things change and I have decided to take a step back, in order to go two steps forward. Movement rates overland are intertwined with encounters, so might as well rethink this as well.  Deep breath.


Here are two abstract theories of encounter systems.  Let’s call this first type the “Set Up” model.  It wants to be a close simulation of the real world.  Monster populations are located on the map beforehand.  As players explore and get closer to these fixed locations, the more likely they will encounter the monsters that live there.  So if the #1 on the map is a ruin where four Urk's are holed up, when you go there, bingo!  #8 is an abandoned temple complex and home to 53 Blue Boldies.  And so on. 

There are several big issues with this approach.  The biggest is that you, as creator, will never have enough energy to fill it.  Or the space to record it.  Or find what you need when you need it. It’s a lot of damn work, no getting around it.  Second, design it and I promise the players will avoid it.  Consciously or unconsciously.  Never fail.  The model represents a snapshot in time and doesn't take into account that creatures will be moving around visiting their aunts and so on.  Well, you could make tables for this…. But again more unnecessary complexity.


I call this second model the “On Demand” system. Areas of the map are defined with boundaries and within them random encounters are generated from a table. The table is made in such a way as to offer up typical encounters for that area. The areas size may range from hundreds of square miles to a single small hill. So, if a random encounter is called for in the Red Forest, the table for this zone is used to generate the random encounter. This model defines the world in broad strokes.  

The huge advantage with the “On Demand” model is the Crypt Lord can come up with generalizations to define areas, thus liberating him/her from having to design everything in excruciating detail. There is a level of abstraction with this, as things magically appear as you need them.  This flies in the face of realism that some players prefer, but it’s important to remember that RPG games are narrative based.  Besides, who needs more work to do?  One flaw of this model is that the encounters, because they must come from a generalised matrix can seem a little cookie cutter after a while.

A third issue, is both of these systems handle essentially only one facet of encounters, namely, how often to check, the chance of occurrence and what the monster is.  Neither of these models (or existing RPG encounter systems) help you with much anything else. What is the actual terrain?  What are the relative distances between you and the other parties?  Can one see other first and hide before being seen?  What if your group is super stealthy?  Or obnoxiously loud?  What about generating an encounter that is part of the game narrative?  Or an encounter type that is outside what is “typical” for the aera?  The game systems I have seen pretty much leave this up to you.  I don’t know about you, but I would like a little more structure to bounce off of. Here’s my wish list for the new encounter system design:


An encounter matrix with results that ranges from typical to special.

Status of the encountered creature, such as what it’s doing, mood, etc.

Take into effect what players are doing, how stealthy, loud and their speed traveling.

Provide some details of the physical setting of the encounter.

How encounter can be rolled into the current narrative.

Be easy to use (this one’s a killer).


It’s starting to take form.  Let’s refer to the players while traveling as a “Troupe”.  I find having an odd term like this helps in keeping things clear.  When you use the word “troupe” (unlike party, or level for that matter) everyone knows we are talking about a group of crypt openers moving overland.   So let’s go back to the overland travel rates.  I’ll need to make a table showing traveling speed based on a number of variables.  Notice that a troupe must choose to travel at one of three speeds, cautious, normal or hustling.  This is not an a new idea, but I was reminded of it because I’m playing Blucher (a hot new Napoleonics game).  In it units can move at different speeds (having different effects during play).  Lastly, I searched the web and found a good discussion on movement rates to use as a guide.  You can find it here:  



Here is the first component of the new random encounter system, the overland movement table.  I know it looks a little complex.  It’s not bad and you only need it once.  Basically the troupe will move the speed of its slowest member.  The races are on the left.  Let’s say we have a troupe of 3 Humes and a Welf.  Welfs are faster, but the Humes will slow him/her down.  Looking at Humes we have three speed choices, slow, normal and hustling.  In general, moving slow means you are searching or encumbered, normal is what usually takes place, and hustling is at a fast trot which will sacrifice noticing things and so on.  These speeds will factor into how the encounters work, later on.  It also gives the players some control over how thier encounters can turn out.  There is a second part to this table, astute readers will have noticed that movement rates mounted and employing veyances are not shown.  I’ll finish up random encounters in the next part.

BTW, this will be incorporated into the newest edition of the popular Crypts-N-Creepies rule book.