TiGGR: Shaman Shenanigans in the Jungle Room

A TiGGR One-Shot of Cosmic Crimps and Glitter Beasts

From Crimp to Canon: Revisiting the Boosh Through Glittered Glasses

It’s been over two decades since The Mighty Boosh first aired. For many, it wasn’t just a show—it was a frequency. You either tuned in or missed the signal entirely.

Now, the kids who once quoted Naboo in sixth form are grown up, staring at tax forms and wondering:

“Can you still summon a Glitter Beast with a crimp?”

Some jokes haven’t aged well. Some moments never made sense to begin with. But the Boosh spirit—absurd, awkward, oddly affectionate—still lingers. That’s what we’re channeling here. Not a revival. A ritual. One last glam-flared shuffle through the Nabootique before the glitter settles.



Genre: Surreal Comedy Fantasy
Scene: Dalston, 2007—the Nabootique, a cluttered second-hand shop brimming with vinyl, feather boas, and mystic knickknacks. Fairy lights flicker, and a faint whiff of incense lingers. Outside, London’s gray; inside, it’s a psychedelic fever dream.
Goal: Fend off a rogue shaman summit, impress Gary Numan, and save the shop from a magical meltdown.
Factions: Board of Shaman (bickering mystics), Nabootique Regulars (quirky locals), Glitter Beasts (sparkly pests), Gary Numan (cupboard icon).

One-Shot Setup

Premise: Howard and Vince, plus a tagalong mate, run the Nabootique when Naboo’s shaman pals crash for an emergency summit. A spell misfires, unleashing Glitter Beasts, and Gary Numan emerges from a cupboard to “help.” They’ve got to fix the chaos before the shop’s a disco ruin.

Setup

  • Characters: Nabootique crew, 3 points across Body, Mind, Charm:
    • Howard Moon: 1/1/1, “+1 Mind to pontificate,” Gear: “Jazz Vinyl: +3 Mind roll, once.” Pretentious, jazz-obsessed—fancies himself a sage.
    • Vince Noir: 0/1/2, “+1 Charm to style,” Gear: “Mirror Ball: +3 Charm roll, once.” Mod king, all flair, no focus.
    • Tagalong (Riz): 2/1/0, “+1 Body to hustle,” Gear: “Boho Scarf: +3 Body roll, once.” Eager, out-of-place fan.
      5 HP each (0 HP = dazed, glittered, or crimped out—back next “scene”).
  • Vehicle: Nabootique Stall (Body 2, Mind 0, Charm 1, 8 HP, Gear: “Crimp Mic: +1 Charm roll, once per scene”). A wobbly shop counter for barricades or rants.
  • Goal: Restore order, win Numan’s nod, and keep the Nabootique intact.

Factions

  • Board of Shaman: Body 1, Mind 2, Charm 1, 5 HP, Gear: “Mystic Vape: +1 Mind roll.” Led by Saboo, they’re snippy and spell-happy.
  • Nabootique Regulars: Body 1, Mind 1, Charm 1, 3 HP, Gear: “Gossip: +1 Charm roll.” Oddballs who egg on chaos.
  • Glitter Beasts: Body 2, Mind 0, Charm 1, 3 HP, Gear: “Sparkle Burst: +1 damage.” Shimmering gremlins from a botched spell.
  • Gary Numan: Body 0, Mind 1, Charm 2, 3 HP, Gear: “Synth Wave: +1 Charm roll.” Electro-god, cryptic vibe-bringer.

Gameplay Loop

  1. Opening Scene: Shaman Summit Stumble
    • Setup: The Nabootique’s packed—Saboo and shamans argue over “the crunch.” Howard lectures on jazz, Vince preens, Riz dusts. A spell misfires, Glitter Beasts spill out. Numan peeks from a cupboard: “Alright, lads?”
    • Hook: Calm the shamans (Charm 8). Contain Beasts (Body 8). Decipher Numan’s hint (Mind 8).
    • Turns: Players move (dodge crystals, Body 6) and act (soothe Saboo, Charm 8; trap Beasts, Body 8; quiz Numan, Mind 8). Beasts prance (2d6+2 vs. 8, 1d6+1 “sparkle” damage). Defend (2d6+Body vs. 8).
  2. Mid-Mess: Crimp Clash
    • Setup: Beasts wreck stock—Regulars cheer. Saboo snaps, “You’re no shamans!” Vince tries a crimp; Numan hums along. Shamans conjure a rogue wind, shaking shelves.
    • Hook: Out-crimp the chaos (Charm 8). Fix the spell (Mind 8). Barricade shelves (Body 8).
    • Turns: Players act (belt a crimp, Charm 8; tweak runes, Mind 8; stack crates, Body 8). Shamans flub (2d6+2 vs. 8, 1d6+1 “gust” damage). Regulars heckle (2d6+1 vs. 8, 1d6+1 noise). Gear pops (e.g., Mirror Ball +3 dazzles Beasts).
  3. Climax: Numan’s Verdict
    • Setup: The shop’s a glitter-strewn mess. Numan steps out, synth riff echoing: “Sort it, or no encore.” Shamans bicker, Beasts swarm, Vince eyes a final crimp-off.
    • Hook: Banish Beasts (Mind 10). Rally shop (Charm 10). Save stock (Body 8).
    • Turns: Players move (leap counters, Body 8) and act (seal spell, Mind 10; lead crimp, Charm 10; shield vinyl, Body 8). Beasts glitter-bomb (2d6+2 vs. 8, 1d6+1 chaos). Numan judges (2d6+2 vs. 8, 1d6+1 “shade” damage). Specials clutch (e.g., “+1 Charm to style” Vince shines).
    • Resolution Roll: Group vs. meltdown (combined roll vs. 10). Success: Beasts vanish, Numan nods; failure: shop’s trashed, shamans bolt (Total Party Knockout).

Resolution

  • Success: The Nabootique’s saved—Numan signs a vinyl, “Cheers, weirdos.” Howard boasts, Vince poses, Riz fangirls. Shamans grumble off. Fade to a crimp’s echo.
  • Failure: Glitter buries all—Numan splits, “Rubbish gig.” Howard sulks, Vince shrugs, Riz sweeps. Fade to Dalston drizzle.

TiGGR Boosh Vibes

  • Tone: Zany absurdity—Boosh’s mix of glam and grime, TiGGR’s pace keeping it snappy.
  • Special Abilities: Boosh quirks—“Howard’s Rant: +1 Mind to bore,” “Vince’s Flair: +1 Charm to dazzle.”
  • Gear: Shop junk—“Velvet Cape: +3 Charm roll,” “Dusty Tome: +3 Mind roll.”
  • Numan: A chill McLaren—GM rolls 1d6 per quip: 1-3 it confuses (+1 Difficulty), 4-6 it inspires (Vince preens).
  • Stall: A creaky stage—its Crimp Mic might hype or squeal (GM call).

Random Crimp Generator Table (1d6)

    1. “Spangle-tangle, cosmic bangle!”
    2. “Jazz ferret in a lizard hat!”
    3. “Spoon of the Moon, don’t stir too soon.”
    4. “Honk if you’re Naboo!”
    5. “Numanoid Nebula, glam-pocalypse now!”
    6. Player invents one on the spot—+1 bonus if it gets a table chuckle.

Gary Numan’s Closet Table (1d6)

What else emerges?

    1. A Moog synth possessed by a glam ghost
    2. Half a goth band (still arguing about eyeliner)
    3. The spirit of Marc Bolan
    4. A rain of glitter weevils
    5. Gary’s twin from a parallel 1982
    6. Nothing. Just Gary. “Don’t look so surprised.”

Shaman Beef Tracker

A simple index card noting rising “Shaman Drama.” If it hits 5, the Board starts dueling internally (Charm 10 roll to calm, or let ‘em knock each other out).

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