Monday, March 10, 2014

Land Shark Company for IHMN



It's not often you can make reference to separate events in popular culture, occurring decades apart.  Rising to the challenge, I present a combination of the 1970's Landshark skit from SNL and the 2013 made for cable movie Sharknado ( my daughter and son in law made me watch the latter,  that's my story and  I'm sticking to it.)
 
Land Shark Company


This is a whimsical take on a 'Sharknado' style monster based company for use in games of IHMN.   Nothing is meant to be 'realistic' but I did try to keep the honor in the mechanics.  It could be used with some cultists if you'd rather think of the background as an demon rather than a mutation, albeit Dr. Munro might have considered this after a bad batch of seafood.

Of course we need the Land Shark as the kingpin in the company.  So:




Land Shark:
Pluck:  3+  (16) 
Move 6" plus 3"  (2) (he's big)
FV 4+  (16)  (between his teeth and his temper)
SV  0 (he does not need to throw things)
Protection  11 (16) (sharkskin suit)
Leadership 3+ (9)  (would you say 'no' to him?)
Swimming  (2) (Obviously, would not be much of a shark...)
Terrifying (10)  ( look at 'im, need I say anything?)
Fearless (10)  ( not afraid of anything)
Numb (10) (Cold blooded)
Berserker (5)
Land Shark total: 96
 Of course every leader needs followers...there are two types, sharks and cutists.

Sharks
Pluck 5+ (3)
Move 6" plus 3"  (2)  (to keep up with the big guy)
FV 3+  (7)
SV 0
Protection 11 (16) (sharkskin suit)
Swimming  (2) (Obviously, would not be much of a shark...)
Fearless (10)  ( not afraid of anything)

Shark total: 40


The swimming attribute actually allows the sharks and the Land Shark to move in water or on land.   The ideal terrain for the gang would be 'the Docks,'  a small boat, a coastal area. 
 
So far, there is no Victorian feeling for the crew, so we need the assistance (as does the Land Shark need recon )  of a cult of Shark worshippers, of course. 

Cultists: 
Pluck:  5+ (3)
Move 6"
FV 0 
SV  0
Protection  8 (1) (Heavy Robes)
Leading cultist can take Cloud men's minds (8), Harden(8),  Erudite Wit (5) ;  Pluck for the leader can be increased to 4+ (4)
Cultist can have knife (3) or Sacrificial (large) Knife (3) or a pistol (3)

Leading Cultist Pluck 4+, Cloud men's minds (8), Harden(8),  Erudite Wit (5), knife for a total of 32

 
 Leaders can be either male or female, on of the few places for equality of sexes in the period. This obviously puts them outside the circle of decent society. 

Cult member with knife  total 7
Cult member with pistol and knife total 10
Unarmed cult member total 4



  It is assumed either the cultists call the Land Shark from a chanting circle, in which he appears with the accompanying sharks.  Obviously it would behoove the opposed companies to prevent the chant from taking place.  The Leader simply needs to have the cultists in a chant circle, and pass an unmodified pluck roll for the Land Shark and friends to appear. 

 Of course, if the leader dastardly sacrifices a cult member, the sacrifice would increase the Pluck roll by 2.  Sacrifices can be male or female, but are almost always portrayed as a female, newly recruited to the fold.




Saturday, March 8, 2014

Views reach 28000 tonight

Thanks for all of you who regularly  check in to see what's new.   And the thoughtful comments. There was a little bit of family business to take care of this week before I blog, an the quantity had dropped off. 

I hope to get in a game of IHMN tomorrow with Greg, and will update on how that went....as well as a home grown 'company' for the IHMN setting you may find amusing.