Wednesday, October 16, 2024

The Yara-Ma-Yha-Who

By Fee Fi Fo Fin

Introduction

“Yara red, Yara pink, Yara knowing what you think.
Waiting quiet in a tree, watching you and watching me.
Yara small, and not much bright. But Yara has an appetite.
Wandering kids, walk with care. Or into Yara’s mouth you’ll stare.”

Blanca Martinez de Rituerto, 'Yara-Ma-Yha-Who'

The Yara-Ma-Yha-Who, or at least the version reported in publicly available records, is a niche but relatively popular Australian cryptid. This creature was first recorded by Aboriginal-Australian preacher David Unaipon in “Legendary Tales Of The Australian Aborigines”, a compendium of various myths published in 1930 (albeit this text would be credited to its white editor W. Ramsay Smith, and Unaipon would not receive recognition for its creation until 2001). 

Herein, it was described as a hunched, red-skinned humanoid bearing a loose resemblance to a frog, albeit with the additions of sucker-tipped fingers, a toothless mouth and an oversized head. The Yara-Ma-Yha-Who would ambush lone travellers, especially children, exsanguinating their blood through its suckers to weaken them, before devouring its victim whole with its prodigious maw. Those devoured by the Yara-Ma-Yha-Who were reportedly not killed, but instead regurgitated with bizarre mutations - shorter stature and reddish-tinted skin. Allegedly, if this disgusting process of regurgitation and consumption was repeated enough, the wretched victim would eventually be transformed into another Yara-Ma-Yha-Who.

And to those in the general public even aware of this old myth, this is the extent of their knowledge - a morbid, but entertaining cryptid story to tell around the campfire.

But for the men and women of ESPER (and perhaps Delta Green), these disgusting creatures are no mere folktale or ghost story. For them the Yara-Ma-Yha-Who, or at least an unnatural entity bearing a strong resemblance to its legend, is a terribly real threat. 

The Truth

The Fungi From Yuggoth have long since inhabited the Earth, mining rare metallic ores, warring with pre-human civilisations and performing unspeakable experiments upon unfortunate humans. Delta Green knows of their mining efforts within the Appalachian and Himalayan mountain ranges, as well as their nefarious puppeteering of their sister organisation, Majestic-12

However, there is a reason for Australia's own bevy of UFO sightings - the Mi-Go have had no small number of operations in the vast confines of the sunburnt country. One such endeavour was their research into the Great Old One Tsathoggua, the Sleeper of N’kai.

During their worship-placation of the slumbering bat-headed monstrosity, the Mi-Go were fascinated by the ichorous secretions of the Great Old One - mostly their capacity to spawn all manner of unspeakable creatures. The capricious aliens, hoping to harness such hypergeometric power, took many samples of Tsathoggua’s innumerable secretions to study.

And it was within a laboratory deep in the Warlpiri country of the Tanami Desert that the Mi-Go submerged human prisoners in great stone vats of black ichor - spawning the Yara-Ma-Yha-Who. It is unknown whether these perverse creations were deliberately seeded across Australia's forested areas, or if they escaped from the facility after the Mi-Go merely declined to maintain it.

But in truth, the providence of these monsters matters little to their wretched victims.

YARA-MA-YHA-WHO - Degenerate Ambush Predator and Spawn of Tsathoggua
STR 21 CON 21 DEX 14 INT 9 POW 10
HP 21 WP 10
ARMOUR: Thick reddish-brown skin like slimy bark (4 Armour)
SKILLS: Alertness 80%, Anthropology (Human) 20%, Art (Dance) 40%, Climb 90%, Melee Weapons 35%, Waddle Around Clumsily 30%, Stealth 80%, Unnatural 30%
ATTACKS: Improvised Bludgeon or Thrown Projectile (35%, 1D8 DMG)
Exsanguination (60%, pin and see LATCH AND DRAIN)
Vomit (75%, 2 targets, costs 6 WP, see REGURGITATE)
Consume Victim (special, target must be pinned, see DEVOUR)

DEVOUR: To successfully swallow a human whole, the Yara-Ma-Yha-Who must first succeed on an Art (Dance) roll to perform a series of bizarre, rhythmic body movements as it tilts back its head and shoves its victim down its gaping mouth. If conscious, its prey can oppose this roll with their STRx5, escaping its grasp on a success, so the Yara-Ma-Yha-Who prefers to weaken its prey with LATCH AND DRAIN before attempting to swallow them. This costs 1D6/1D20 SAN.

LATCH AND DRAIN: The Yara-Ma-Yha-Who latches onto its prey with an impossibly strong grip, exsanguinating their blood with hypodermic proboscises inside each of its suckers. Each needle is also laced with a potent muscle relaxant, further weakening the victim, who lose 1D6 STR every turn they are grappled. At 0 STR, they are rendered half-conscious and paralysed. The victim recovers 1 STR every hour, if able to rest safely.

REGURGITATE: If the Yara-Ma-Yha-Who fears for its life, especially when facing multiple opponents, it can vomit a spray of mucus at a range of up to 15m. This mucus has powerful amnestic properties, targets make an INTx5 roll at -20% or become disoriented due to sudden memory loss, being considered “Unaware” for the purposes of being attacked. They can repeat this INTx5 roll every turn, until they succeed or they are attacked. Even after succeeding, the victim suffers a -20% to all rolls for an hour. 

SANITY LOSS: 1/1D6

 

Corruption

The Yara-Ma-Yha-Who’s motivations for hunting humans are a mixture of recreational sport and reproductive urge. When it swallows a victim, the potent amnestics within their bodily fluids render them helpless as they are stuck inside a moist, black abyss with a inability to form even basic thoughts or recall the simplest memory. The Yara-Ma-Yha-Who keeps the victim inside their gut for approximately 24-hours, whilst drinking copious amounts of water. Somehow, the victim will not be suffocated during this traumatic process - perhaps its amnestic-mucus contains a heretofore unknown substance which sustains biological function.

After 24-hours of captivity, the Yara-Ma-Yha-Who will regurgitate the bewildered and weakened victim so that it may sleep. Particularly strong individuals may be able to escape during this brief reprieve, but the Yara-Ma-Yha-Who will attempt to hunt them down and swallow them again if it detects them fleeing. Some reports note particularly sadistic specimens deliberately allowing their prey to recover enough to escape, so that they may hunt them all over again. 

Each nightmarish day of digestion costs 1D6/1D20 SAN to the Unnatural. Every time a victim passes a Breaking Point due to this Sanity Loss, their body mutates and becomes more akin to the Yara-Ma-Yha-Who and at 0 SAN, the poor soul transforms into a Yara-Ma-Yha-Who. Even if a victim escapes before completing their metamorphosis, they would still be infected by Tsathoggua’s taint. They may even one day degenerate into worship of the Sleeper of N’kai.

Behaviour

The Yara-Ma-Yha-Who is most at home in heavily forested areas, like the lush rainforests of the upper reaches of the Northern Territory and Queensland. This is due to its impressive capacity for climbing and swinging through the treetops with its oversized sucker-tipped hands, and its penchant for ambushing its prey by jumping onto unsuspecting victims from above. On the flipside, the Yara-Ma-Yha-Who also has rather limited ground-based mobility, with its weak vestigial legs requiring it to clumsily stumble around using its arms to support itself, a mode of locomotion described by some witnesses as similar to the “waddle of a cockatoo”.

When it comes to hunting, the Yara-Ma-Yha-Who prefers unattended children as they are easiest to overpower and consume. However, the creature doesn’t strictly attack weakened targets and is quite happy to ambush isolated hikers, able to stuff even grown men into its salivating gullet.

Indeed, despite their preference for ambush tactics, Yara-Ma-Yha-Who are capable combatants. Prior to the introduction of firearms during the European conquest of the Australian continent, prospecting indigenous hunters of the degenerate creatures would need experienced fighters, well-armed with quality spears, woomeras and boomerangs, to have a hope of dispatching one. 

However, with the colonisation of Australia and the attempted genocide of many First Nations peoples, the oral history telling the true danger the Yara-Ma-Yha-Who has been lost. And while these perverted creatures have been pushed to the periphery of modern society, this means they once again disproportionately target rural populations of Aboriginal Australians. 

The isolation of disadvantaged rural communities, combined with their history of neglect from law enforcement, supplies the Yara-Ma-Yha-Who with ample hunting grounds for years to come.




Tuesday, October 15, 2024

Supplementary ESPER Pregens

 


Mellonbread's ESPER is a fan-organisation for Delta Green - a private Australian corporation that secretly recruits psychic wizards, 'Talents', to fight the Mythos in the Land Down Under. As an Australian myself, I'm quite fond of ESPER and I'd like to run more scenarios using them.

Mellonbread already has a few pregenerated characters spread throughout the faction write-up and his scenarios, which are all very good. However, there was still four unused psychic powers in the faction write-up. So myself and two members of the N@TO Discord, Tophat and Grandini, created a pair of Talents that use those powers, which I've compiled them into this blogpost.

Enjoy! 

Zoey Smythe

Zoey was the sort to get bullied throughout school. Badly. But when some bitch tried to “prank her” by setting her hair on fire during school camp, Zoey lost it - telling her to go die in a hole. Surprisingly, her tormentor obeyed - throwing herself into a nearby drainage ditch, cracking her skull and breaking her collarbone in two places. It was the best day in Zoey's life.

Never one for direct confrontation, Zoey stumbled across a means to monetise her powers when her elderly grandmother was victimised by a Bangladeshi scam caller. The psychic started calling major Australian companies - hypnotising office workers into giving her the keys of the kingdom. She even had good enough OPSEC to avoid the cops after the money was transferred.

At least until she tried to pull the same trick on ESPER’s CEO, Alexander Cross. Unaffected by her magic, Alexander had ASIO contacts backtrace Zoey’s IP address. After tracking down the terrified fujoshi, he gave her two choices; go to prison for wire fraud or work for ESPER.

Zoey chose the latter.

ZOEY “i_am_u4ic” SMYTHE - Girlfailure and Psychic Phone-Scammer
STR 11, CON 9, DEX 13, INT 14, POW 15, CHA 9
HP 10, WP 15, SAN 60, BP 45, Anxiety Disorder (It’s easier over the phone)
SKILLS: Accounting 50%, Art (Forgery) 40%, Bureaucracy 50%, Computer Science 60%, Craft (Electrician) 40%, Craft (Locksmith) 40%, Craft (Microelectronics) 60%, Criminology 50%, HUMINT 50%, Law 40%, Search 60%, Science (Mathematics) 40%, SIGINT 40%
ATTACKS: High-Powered Flashlight (65%, Opposed DEXx5 or -20% on Rolls for D6 Turns)
Swung Flashlight (40%, D4)
BONDS: Alexander “Alex” Cross (ESPER Mentor) 9
Margaret Smythe (Sickly, Naïve Grandmother) 9
Animal Kingdom (Black Hat Hacker Ring) 9
MOTIVATIONS: Outsmarting the opposition.
Correcting stupid people.
Sticking up for the little guy (me).
Kicking up your feet.

HYPNOTIC SUGGESTION: The Talent must overcome the target in an opposed POW test. On a success, the Talent pays 8 WP and D4 SAN, and the target obeys any command given by the Talent for a single turn. Commanding a victim to commit murder, suicide, or some other awful act costs the Talent the same SAN as it costs the victim.

PSYCHIC HEALING: This ability causes injuries to swiftly heal. The target recovers 1D4 HP every turn for 1D4 turns. The Talent must spend 6 WP, and it costs the Talent, the subject, and all witnesses 1 SAN each.

Zoey looks like an unkempt basement dweller with a permanent Snapchat filter on their face; constant abuse of psychic healing fixes dermatological her issues, enriches her hair and whitens her teeth. In spite of her slovenly appearance, this nearly makes her idiosyncratically attractive.

Unfortunately magic can’t fix terrible fashion taste, so Zoey still insists on wearing bulky, long-sleeved clothing (adorned with food stains and anime characters) no matter the weather. Whenever ESPER's contracts force her to go somewhere in the Outback, she borrows her grandmother’s big straw hat and slathers on a comical amount of SPF 50+.


Beau Nicholoson

Despite growing up poor in rural NSW, Nick was a real Renaissance Man in his youth. A talent for piano and a Chinese language degree let him travel across Oceania and Asia - living the high life through his artistic skill in Hong Kong, Singapore and Tokyo.

Unfortunately, an early diagnosis with a neuro-degenerative disease cut Nick’s travels short. Rather than seeking help, Nick spiralled into nihilistic hedonism and gambling - eventually collapsing in a hotel bathroom with no one to help him up. He only survived by a miracle - literally “willing” his cellphone into his hand so he could call for help. But soon after this bizarre event, he discovered his neurological disease gone into sudden remission.

Realising he had a new lease on life, Nick soon transformed into a true psychic con-artist by using his telekinesis to cheat at dice, roulette, pool and darts. ESPER discovered Nick from a police surveillance of an illegal gambling ring, who witnessed the 50-year-old cripple flee the premises, levitate a trash-can lid to block a thrown bottle and outrun a horde of enraged bikies.  

ESPER offered Nick a cushy consultancy gig, training for his psychic abilities and the chance to do some good in the world. He happily accepted.

BEAU “NICK” NICHOLSON - Debonair Bogan and Telekinetic Dice-Cheat
STR 13, CON 11, DEX 9, INT 11, POW 13, CHA 15 
HP 12, WP 13, SAN 52, BP 39, Alcoholism (Drink, fuck up, drink because you fucked up)
SKILLS: Alertness 50%, Art (Piano) 40%, Athletics 50%, Criminology 60%, Disguise 50%, Dodge 40%, Drive 50%, Firearms 40%, Foreign Language (Mandarin) 40%, HUMINT 70%, Law 20%, Melee Weapons 40%, Navigate 30%, Persuade 70%, Stealth 50%, Survival 30%, Unarmed Combat 50%
ATTACKS: Ornate Weighted Cane (40%, D8+1)
Over-Under Shotgun (60%, 2D8, 1/2 AP)
Ringed Fist (50%, D4+1)
BONDS: Joseph Krennel (ESPER Accounts Manager and Top Bloke) 15
Frankie Anna McDonald (Fellow Con-Artist) 15
Holly Weaving (Cougar Ladyfriend) 15
Lee Xianhong (Chinese Expat Antiquarian) 15
MOTIVATIONS: Keeping the good times rolling.
Doing it for the love of the game.
Seeing the looks on their faces.
Being generous.

TELEKINESIS: The Talent can move objects with their mind. This ability costs 1 SAN per round of use, and has several applications.
  • The Talent can lift and move objects at cost of 1 WP per 1 kilogram, or twice that if they want to move them especially fast (i.e. cheating at dice, roulette, pool or darts costs 2 WP).
  • For 5 WP, the Talent can strike a target telekinetically for D6 damage. The target must make a STR save or be knocked prone.
  • The Talent can stop incoming kinetic damage if they are aware of the attack, at cost of 1 WP per point of damage, or 1 WP per percentage of lethality.

UNCONSCIOUS LEAD: At cost of 10 WP, the Talent can take two actions in a single combat round instead of the usual one. To the outside observer, they appear to have superhuman reflexes. This allows them to attack twice in a single round (or run up to 60m in a single round).

Suave and tan with rakishly styled black hair only showing a stylish hint of grey, Nick’s a real silver fox. His style is slightly outdated and gaudy, preferring linen suits and garish silk shirts to complement his alligator skin loafers. But he owns it - strutting about with the confidence of a man who knows he looks good and doesn’t give a damn about what’s currently in fashion. 

The ivory-handled cane he holds in his bejewelled right hand is now mostly decorative since his powers overcame the neurological disease that robbed him of his mobility. However, its heavy weight and iron tip make for a effective bludgeon when things get too hot at the blackjack table. 

The Yara-Ma-Yha-Who

By Fee Fi Fo Fin Introduction “Yara red, Yara pink, Yara knowing what you think. Waiting quiet in a tree, watching you and watching me. Yara...