Monday, December 24, 2018

Christmas Eve with Full Moon Entertainment 2018

Christmas Eve is here again! This is a night of personal and family traditions, and I have several of my own. Now after a year hiatus, the Amazing RPG Fun Pad Christmas Eve Celebration tradition is reborn! I present to you the 2018 Full Moon Entertainment Christmas Eve Extravaganza!

This year I discovered that Full Moon was coming out with their own comic book line! This is not the first time the characters of Full Moon have been in four colors. From Eternity Comics back in the early 90s to The Puppet Master series by Action Lab recently Full Moon has had some decent comics. In 2017 Full Moon Comix tapped into over 30 years of Full Moon and Empire Films history in Dollman Kills The Full Moon Universe a 6 issue miniseries. This is a well written comic with Dollman, former policeman Brick Bardo, 13 inches tall with an attitude decides to destroy the monsters of the Full Moon Universe.






This isn’t just simple cameos either! Many references and in jokes are in each issue to tie these disparate movies into a Full Moon Universe. Five issues have been released with the last issue in January. Check out for more about this fun line of comics.






I wish everyone Happy Holidays and a Merry Christmas m, Happy New Year and a Happy Holidays all around!

Tuesday, May 8, 2018

Bonelord-A Villain for Light City

This is a Light City version of a character I created for Icons 8 years ago! Enjoy!





Bonelord
Real Name: Clinton Darnell
First Appearance: Mike’s Amazing RPG Fun Pad, July 2010
AC: 4[15]  HD: 4(20 HP)    Attacks: Weapon (1d6 dmg), Magic Missile from Armor (1d6), or Mystic Item(s)  Move: 12


Humanoid Skeleton: Bonelord is considered Undead and can be repelled by certain mystic rituals and is immune to Charm Person, Sleep and Illusion.
Spellcasting: Bonelord can cast the following spells at will: detect magic, read language, light. He can attempt to wield other spells, but strange things happen. (GM’s choice)
Armored Suit: This garish red and green alchemically treated armor grants -4[+4] armor bonus with no mobility loss and can fire magic missile for 1d6 damage.
Mystical Items: Bonelord usually carries around 1d3 items of variable mystic potency. GM can decide what Bonelord wields.
Unlucky: When it comes to magic spells and artifacts, Bonelord has horrible luck with such forces. Something will go wrong.

Bonelord looks like a walking, talking skeleton encased in a gaudy but effective suit of red and green armor. He always carries magical items of varying degrees of power. Despite not having any lungs, Bonelord still sounds like a normal human being.

Bonelord claims to be Clinton Darner, a rich amateur occultist who accidentally summoned a demon of flaying instead of a hyperactive succubus like he wanted. The occultist escaped his imprisonment in Hell, but could not regain his original body, just his bones. Most of the mystic community believes this story. Bonelord has two reputations: he is extremely clever, but his also one of the unluckiest supervillains on Earth.

A typical Bonelord plan usually involves gaining an artifact that can augment his meager magical skills and give him access to undreamt of magical ability. Procuring the artifact is usually no problem for Bonelord; controlling it is another matter. If an item will open up a gate to the Pure Heavens, an angry Archangel will send down some Seraphim to cleanse the North American continent. If one of the Lost Pages of the Necronomicon will raise “an army of bone”, Bonelord will summon some marrow eaters instead. Anything that can go wrong usually does around this villain. Even other weirdness magnets marvel at the bizarre ways that reality conspires to stop whatever he attempts to accomplish.

Current Status: Mobile, still wreaking havoc by ham-handed use of mystic artifacts.
In Light City Bonelord has repeatedly crossed paths with the Mystical Community
who just want him too stop.

Bonelord Picture created using Fábrica de Heróis.

Tuesday, September 26, 2017

Mr. Steelfist, CPA for Light City

Here's a character for Light City, a fun superhero hack of the excellent Swords & Wizardry Light. Having fun playing around with the system a bit.

Mr. Steelfist, Certified Public Accountant!




Roy Kranzle was a mild mannered accountant who just wanted a nice comfortable job. In a rare instance of action he tried to protect several of his fellow employees during a paranormal battle. He should have died in the attempt Instead he was “gifted” with a pair of Technomantic Power Gauntlets at the whim of the mad goddess known as Lady Discordian. After the battle he found he could not remove them, as the chaos magic fused the Gauntlets onto him. It took months for Roy to learn how to wield and use his new hands.

At first flustered by his new abilities and his massive new hands, Roy soon began to use his sharp mind to guide the power he now had. He became a reserve member of the Justice Brigade to both learn to fight and use his abilities to help. During tax season Roy is the accountant for several superhero groups but he also helps fight the good fight as Mr. Steelfist CPA!

Mr. Steelfist, CPA
Level 7 Elemental

Real Name: Roy Kranzle, CPA, First Appearance: Justice Brigade #125

Abilities: Str 14, Dex 12, Con 11, Int 16 (+1), Wis 12, Cha 11
Hit Dice: 5HD (25), Saving Throw: 9; Move: 12/48 (Mighty Swings)
AC 7[12] (Steelfist Aura, negated by chaos magic)
Attacks: Thunder Punch: +3 to hit; 1d6+1 kinetic damage; range 60ft
Elemental Powers: Elemental Shield (Steelfist Block); Hold (Stunning Punch); Knocks /Lock (Weakness Detection), Radial Blast (Shockwave Strike)

Notes: In choosing the Elemental Class I reskinned it to represent the various powers of the Techno Gloves. Mighty Swings is grabbing a building and leaping from area to area. Knock/Lock is Steelfist using his intelligence to know the best place to strike to open or lock a door, gate, etc.

This character inspired by Rebel Minis 28mm Men in Black with Power Fists Miniatures.

Saturday, May 13, 2017

Weird Map: Moo Mesa


A map of Moo Mesa from the 90's animated series The Wild West C.O.W. Boys of Moo Mesa. 
All pun-based names aside, this makes a fun map for a small western genre based continent or pocket dimension.

Saturday, December 24, 2016

Christmas Eve With Full Moon Entertainment 2016



Christmas Eve is here again! This is a night of personal and family traditions, and I have several of my own. Now, continuing the Amazing RPG Fun Pad Christmas Eve Celebration tradition, I present to you the 2016 Full Moon Entertainment Christmas Eve Extravaganza!

Here's a playlist of some fun trailers including the fun 1986 Empire Pictures film Eliminators and a Videozone video magazine from Trancers II.



Holiday Notes....

As you look to the right I only had 3 posts this year and 1 of them was a repost. I had the usual things: writer's block, busy at work, family stuff, etc. Next year I want to post more. That's the plan, at least. While I haven't written much I have read a lot of blogs over this year. You all have awesome stuff! I'll have more next year I promise!

Now, as is customary on the Amazing RPG Blog, I present for some Christmas carols. Two of my favorites I present to you today. We have John Rutter's Angel's Chorus and the Immortal Darlene Love's "Christmas (Baby Please Come Home)" I wish everyone Happy Holidays and a Merry Christmas to all of you.


Tuesday, March 15, 2016

Nakazi (Contagion Demons) For Gary Vs The Monsters

Hey Family! I'm back!

Here’s a new monster for the incredibly fun Swords & Wizardry based B-Movie RPG Gary vs The Monsters by Magic Pig Media. Inspired by some fun Italian movies.

"They will make cemeteries their cathedrals, and the cities will be your tombs."
Tagline for Demoni (1985)

Nakazi (Contagion Demons)



Armor Class: 7 [12]
Hit Dice: 2
Attacks: Claws 2x (1d6) or Bite (1d6)
Total Atack Bonus: +2
Save: 17
Move: 15 (-1)
Fear: -2

Special:

Infectious: Nakazi are creatures of contagion and plague. Anyone bitten or clawed by a Nakazi should make a Saving Throw. On a failure the victim turns into a Nakazi in 1d8 minutes.

Quarantine: Reality seems determined to cordon off the Nakazi from uninfected victims and goes to extreme lengths to do this. What was once a door is now a wall. The windows that offers escape before the summoning now opens to a pit of spikes. Coincidences pile up to keep the players and the Nakazi contained. All Saving Throws against Haywire and Fear are at -2 in the Quarantined area. On a failure the GM can decide that one or two Nakazi escape...

Foul Blood: The blood and bile of the Nakazi are capable of contagion as well. Anyone who is forced to swallow Nakazi blood or have it sprayed upon them should make a Saving Throw. On a Failure the victim has a 50% chance to be transformed into a Nakazi (GM discretion)

Killing It (B): Slashing, stabbing and burning are very effective against the Nakazi. The survivors can escape the Quarantine.



Similar to the Necroids (GvM p 37), the Nakazi are demonic spirits who seek to possess the living and wreak havoc. Unlike Necroids, the Nakazi are feral and destructive, rampaging monsters who want only to spread death and contagion. The Nakazi manifest through story and vision, summoned to reality by watchers and readers of works that introduce them to this reality. One victim is chosen, and soon begins to spread the infection throughout a confined space like a theater or an apartment building. If the Nakazi escape into the world, so much the better. Reality reacts to their very nature by confining them to one space and hoping the victims can stanch the contagion. Sometimes it works. Sometimes it doesn't...


Thursday, January 14, 2016

In Honor of Angus Scrimm: Tomb Harvesters for WaRP/Over the Edge Repost

With the death of horror great Angus Scrimm (aka the Tall Man from the Phantasm films), I wanted to dig up something from the past. Presented here is something I did back in 2012 for a blog challenge called Monstrous Monday. Enjoy.



Here's my first entry for Monstrous Monday using the Wanton Role-Playing System for a monster inspired by some horror movies. I have some stats for the tomb harvesters in Space Princess, but I can't find them right now. But anyway enjoy...

Tomb Harvesters
You think that when you die, you go to Heaven? You come to us!  The Tall Man, Phantasm II


Tomb harvesters appear as 7 foot tall male or female humanoids dressed in the funerary attire of whatever place they are currently inhabiting. Their skin tone range from a sickly white to ashen gray or washed out colors. The tomb harvesters slowly infiltrate the less advanced planets for the purpose of harvesting the dead of any humanoid species.  First the dead are harvested from the cemeteries of small communities, and the bodies are sent to unknown dimensions via strange and unpredictable gates. As the harvester and their servitors become more entrenched the body theft become more brazen and the living are soon targeted. Living victims are transformed to various minion forms or drained of life force to fuel a variety of strange machinery. Unopposed by anyone a tomb harvester can wipe out a small planet in a few years, the entire world becoming an empty husk. Even if prevented from their task, the harvesters can cut a swath of death and destruction throughout an area.

Although they appear to by humanoid, tomb harvesters are theorized to be some kind of engineered being or revivified undead. They are superhumanly strong and very hard to kill, often shrugging off small arms and laser fire. Many harvesters have revealed the equivalent of psychic abilities such as telepathy, telekinesis, and illusion projection that are used to injure, kill, and confuse their victims . While all foes are seen as a danger, tomb harvesters will especially target opponents who demonstrate psychic abilities activated or latent. Psychics and espers have been known to sense tomb harvesters long before others, and untrained psychics seem to be either desired or feared by them.

The presence of a tomb harvester slowly starts to corrupt the reality around the areas were they lair. In some ways the harvesters are an extension of the gates that they use to transport their harvest. As their influence grows, the harvester can move in the shadows to confuse and capture their opponents. Time and space seem to bend around them, and many people who thought they have escaped for the tomb harvester have found that road winds back into the clutches of the fiend they were trying to escape.

Most Tomb Harvesters have abilities beyond the stats below. Each is in response to their environment and their personal interests.

Attack Dice: 4 dice (unnatural strength)
Defense Dice: 4 dice (Technomantic Body)
Hit Points: 35 (unnatural)

Engineered Technomantic Construct/ 5 dice

The tomb harvester appears as a creepy human but is actually a technomantic construct designed to withstand pressures and environment that would kill most humanoids. Their build makes them superhumanly strong and resilient, and able to regenerate most forms of damage. Hand to hand combat with a tomb harvester is not recommended. (Blood doesn't 'look right')

Funerary Rites/ 3 dice

Wherever the tomb harvester is, it immerses itself in the funerary rites of the culture they have chosen to infiltrate. In most cultures the harvester becomes a priest, a mortician, or an executioner. In more barbaric cultures the harvester acts more like a ghoul on the outskirts of society feeding on the refuse of the dead. Whichever the result, the reverence, respect, and sometime fear that those who work with the dead are given allows the harvester to work in the shadows.  (Wears funerary attire)

Warper of Reality/ 3 dice

The very nature of the tomb harvester warps the reality where their gates lie. The harvester is not omnipotent, but it can sense beings that invade it's complex easily. The harvester can cloak its nature from most people, appearing as a tall, albeit creepy humanoid   As their influence grows the harvester can torment its victims with a variety of psychic abilities. A tomb harvester can follow a victim through the shadows silently, always appearing when they least expect them. (Appears where you know there wasn't a door)

Servitor/ Flaw

While very powerful, the tomb harvester is ultimately a servitor to the alien powers that created it. They have a tendency to follow their instinct to harvest the dead, and little else can get in the way of that goal. This can be used to overwhelm the harvester with unusual tactics it does not expect. (Listens to something that isn't there)

Warper of Reality/ Flaw

The tomb harvester's warping of reality can be noticed, especially by those with psychic or mystic ability. Things begin to change as the harvester works, and those who have dealt with tomb harvesters can trace the signs, and possibly stop them before it happens again to another town. In addition, latent mystics and psychic abilities seem to affect the warped reality of the tomb harvesters. The latents begin to dream of the harvester and the gates, and they are noticed back in kind. These people are either destroyed or used as templates for new tomb harvesters. (Flashes of the harvester's true form)

Inspired by the Phantasm movies and City of the Living Dead by Lucio Fulci.


BOYYYYYY!





Thursday, December 24, 2015

Christmas Eve With Full Moon Entertainment 2015

Thursday, June 11, 2015

RIP Sir Christopher Lee (1922-2015)

 
 “We don’t always get the kind of work we want, but we always have a choice of whether to do it with good grace or not.” --Christopher Lee
 
Requiescat in pace, Sir Lee. Join your friends on the Other Side.


Saturday, May 30, 2015

[100 Word Idea] Toons=Faerie

Trying something new. 100 Word Idea is pretty much what it says, writing up a coherent idea in 100 words. This first Idea hit me at work, where all my best ideas spring from.

Toons=Faerie

Capricious, indestructible, mischievous.

Classic faerie myth or classic toons? Sometimes hard to tell.

Ain't  I A Stinker?
Take the average Bugs Bunny cartoon. Funny, yes. Now put the situation of a rabbit tormenting someone in a horror lens. That scenario becomes a nightmare of destruction when the tormentor can bend reality. Death comes more than once....

Humpty Dumpty. Ax. Sun. Discuss Amongst Yourself.
Watch pre50s cartoons, from the bizarre black & whites to the mad technicolor dreams at the bijou. The horrors of the graveyard and bipedal animals singing and playing. Everything is alive. Sometimes “normal” beings are drawn into the cartoon.
 
 
Into Faerie.

Toontown might be another name for Arcadia.

That's All Folks!

Thursday, May 21, 2015

Back From The Beyond!

Hello folks!


After an unplanned sabbatical I've decided to get the blog rolling again. Some much going on and so much fun stuff  was released since I entered my slumber!, More will be forthcoming. Welcome back, tool around the archives, and I hope to share more with you!

What the hell, I need some Alice Cooper!



Wednesday, December 24, 2014

Christmas Eve With Full Moon Entertainment 2014

Thursday, October 23, 2014

13 Days of Halloween: The Revenger, A Monster for Cryptworld

Hello Kiddies!

Here is a creature for the excellent Cryptworld RPG from Goblinoid Games. The Revenger is based on the amazing Orville Ketchum from the films Sorority House Massacre II and Hard to Die by Jim Wynorski. (Both movies not for the kiddies!) Think of the Revenger as a mix of deus ex machina and Pain in the Ass for your players. Hope you enjoy!


The Revenger

STR: 5 (75) --- WPR: 5 (75)
DEX: 2 (30) --- PER: 1 (15)
AGL: 2 (30) --- PCN: 4 (60)
STA: 7 (105) --- PWR: NA
ATT: 1/53% --- WND: 18
MV: L 75

Experience: The experience of the Revenger's Target/2 (see below)

Those who deal in the unexplained leave havoc in their wake. From the unholy powers of Elder Gods to the powers hidden in the human mind, even the most controlled usage has side effects. When these energies are released in acts of murder, savagery or possession those that survive may be altered by them. On the surface they remain human, but these altered survivors become mystically bonded to the source of the disturbance (referred to as the Target).

A Revenger is caught between life and death. In the moment of where most would die, the Revenger clung on to the desire to stop the source of their misery, the Target. This belief revives the body and pushes onward with one goal: to destroy or banish the Target. A Revenger who kills the Target outright returns to a normal existence none the wiser. If the Target escapes, the Revenger will either follow the resulting trail or settle down near the scene of the incident. Often, especially if the Revenger is the only survivor, he or she is considered the actual murderer. Years can go by before the Revenger encounters the Target again. But fate always seems to bring them together again.

When the Revenger is encountered he will try to warn others of the Target and what he did. Being bound to the Target, the Revenger can always sense the Target's presence within 1 mile of his present location. If the Target is using some sort of remote sensing or possession, a Revenger will recognize to matter what the disguise. Convincing others of the fact is another matter entirely. Most PCs will believe that he is the killer, as do the local authorities. When the killings start or any unnatural powers used, the Revenger will drop everything else and try to destroy the Target. Often they will get in the way of any efforts to destroy the Target. Anyone caught in the crossfire will be collateral damage.

Revengers are almost impossible to kill with ordinary weapons and are immune to the effects of aging, poisons and suffocation. In pursuit of the Target, they can be stabbed, shot, electrocuted, set on fire, or any number of unpleasant way to be wounded. A Revenger suffers no damage from ordinary weapons. He can be rendered unconscious, but the Revenger always seems to show up again to try and kill the Target. The only way to release a Revenger is to help him destroy the Target. When this is achieved, the abilities of the Revenger fade away. Some of them try to resume normal life. Others fall into the dust, the weight of years finally claiming them.



To see more about the inspiration of the Revenger, check out the Old Hockstatter Place for more details.

Tuesday, October 21, 2014

13 Days of Halloween: Vincent Price Trailer Collection

Hello Kiddies!

I was planning something more but today was a really busy day. So I did what any good host would do-I went to YouTube!! Here's a trailer collection of horror movie trailers featuring the legndary Vincent Price!



Monday, October 20, 2014

13 Days of Halloween: Yellow Rhapsody the BluRay Edition

Hello kiddies!

I've reposted this before, but I had some ideas for a rediscovered  copy of the movie. Hope you enjoy!

This is yet more game material written when I was a member of All of the Above, the GURPS APA. Yellow Rhapsody is an adventure seed featuring The King In Yellow. It was written in the systemless style of Steve Hatherley's Tales of Terror. I first saw this format in Pagan Publishing's legendary Call of Cthulhu zine The Unspeakable Oath. Written in 1997, I consider Yellow Rhapsody one the best things I have ever created. The only changes made here are spelling and formatting. Enjoy.


Yellow Rhapsody

A Film by "Alan Smithee"


An excerpt from "Yellow Rhapsody"
Man in the Mask: To what do you hold dear?
Robert:
Life, love, happiness, what all men hold dear.
M in M:
They mean nothing in the Tremors of the dance.
R:
Then why do you dance if you have no pleasure?
M in M:
There is no question in the dance, no why, no how. We dance for the king. That is enough.
R:
Who is the King?
M in M:
The name is all around you.
R:
I see nothing.
M in M:
That is his name.

The packaging is deceptive. It is a video box decorated by colorful computer generated art with the title Tales of the Weird set in garish red. The back has text that promises terrors from these three college films. The only film company mentioned on the cover in "Weird Press Films". The date on the back of the VHS box is 1986.

The first and second films are "normal" horror films. "Early for Dinner" is an EC Comics-style fable involving a grifter who attempts to con a beautiful gourmet cook. He gets his comeuppance when she makes him the meal for a family of ghouls. "Ultima Chiamata/Last Call" is a bizarre black and white blending of German Expressionistic style and Italian zombie films. Two couples spend a night in a deserted Midwest farm and stumble onto a devilish device that alters their reality.

"Yellow Rhapsody" is the highlight. It is an animated film done in a minimalist, Alex Toth-like style. The plot involves a young man named Robert Chambers who gets a strange book from his grandfather—The King in Yellow. As he reads the play, characters inspired by it begin to haunt him day and night. Helped by the mysterious Man in the Mask and the lovely Cassilda, he pierces the veil and walks the halls of Carcosa. After a surrealistic journey he meets the King, who envelopes him in voluminous cloaks of yellow. The film ends with Robert dancing with Cassilda in the King in Yellow's court. The Man in the Mask looks to the screen and pulls of his mask, revealing nothing but a starry field and a yellow rune where his left eye should be.

Tales of the Weird
has become a cult classic due to the amount of disappearances connected to it. According to the legend that has grown up around it. The legend claims that "Yellow Rhapsody" was animated by a recluse who slit his own throat over the original cells of animation. It is a challenge, they say, to watch the film the whole way through. Something about the colors and the sound has a tendency to lull the viewer asleep or blur his vision. The ones that do claim that the camera plunges in the starry field and the credits begin to roll. An evil looking little boy with milky white eyes grins insanely as the credits begin to blur and break up, becoming unreadable.

Police are starting to take this case seriously. The suicides and disappearances on college campuses are starting to mount. Most of the original print run of the film has been seized and/or destroyed. Weird Press Films cannot be reached for comment.


Possibilities


1. The film itself is not the problem. It is the spirit of the animator that is the cause of the disappearances. The Mythos references were unintentional; he simply liked the King in Yellow. "Alan Smithee" lives within the original print of Yellow Rhapsody. He can perceive anyone who watches the entire film. After each viewing he attempts to take over the watcher. If he succeeds, Smithee drains life force or implants commands to watch the movie again. The disappearances are caused by the eventual destruction Smithee can visit upon a victim by draining them until they turn to dust.

2. The film is actually nested with subliminal messages put in by cultists at Weird Press Films. Throughout the video the Yellow Sign and other Mythos sigils and symbols are present. The other two short films also have references to the Mythos hidden within their narrative. The subliminals are a tool used by the cultists to recruit and identify. The curious ones are drawn to join the cult, while those who investigate the Mythos can by drawn out and eliminated. If innocents are driven to harm, that is not their concern.

3. "Yellow Rhapsody" is a cleverly disguised gate to Carcosa. If a person watches the film in its entirety (up to the grinning child), they become touched by the film. The viewer begins to watch the film over and over again and begins to see more detailed backgrounds. The sky forms into strange runes, the details in the clothes, and the characters' lines not heard before all become apparent. As the viewer becomes more drawn into the animation, the film becomes more nightmarish and surreal. The landscapes beyond the window become strange and alien, their inhabitants staring back. Screams of torture can be heard beneath the etherial music. Hallucinations begin to set in as the victim sees the characters come to life around him.

When sanity finally slips away, the Man in the Mask comes to snatch away the viewer, while Robert and Cassilda hold open the way to the city of Carcosa. The victim becomes one of the dancers whirling away to the dance of the Yellow King. A friend who watches the video might be lucky enough to see an old friend dancing for eternity in wild abandon as the Man in the Mask laughs mockingly.

"Early for Dinner"/"Ultima Chiamata/Last Call" Possibilities

Both of these films can be tainted as well:

"Early for Dinner" was produced by a family of ghouls who have laced the film with both subliminals and subtle magic influencers to draw the avid viewer into cannibalism. The lovely chef is the producer, a strain of ghoul that has a more human appearance but all of the appetite.

"Ultima Chiamata/Last Call" is a dangerous work that was intended as a student film, but it never was presented to class. The young people involved originally intended  to film a simple zombie movie to pass a class. Unfortunately they found assorted pages of the Liber Ivonis picturing several arcane artifacts. A talented propmaker made a working model of one. The film that resulted is the actual results, sent to Weird Press Films after the disappearance of the participants in 1984.

The Blu Ray Edition Possibility

In 2009,  magazines started advertising a limited run reissue of Tales of the Weird  from a revived Weird Press Films. Once news came out of a the finding of an urban legend, the print run was soon snatched up. And soon after the cycle began anew as disappearances in college campus begin to slowly rise. and curious collectors drawn into Carcosa. Even more disturbing are reports springing up in various sources that people who disappeared in the late 80s are coming back not having aged at all...

Sunday, October 19, 2014

13 Days of Halloween: Witchfinder (2013)

Hello again! I love finding great short horror films on sites like YouTube and Vimeo. Her's one I heard about a year ago. The Witchfinder is a short sweet slice of 60s/70s British Horror-style fun regarding a Witchfinder who has his work follow him home...





Check out the Witchfinder Facebook page for more info.


Saturday, October 18, 2014

Coming Up: 13 Days of Halloween!



Count Michula rises from his slumber! 13 Days of Halloween will be a mix of short movies, rpg stuff, and whatever cool horror stuff I can think of. I think we'll begin tomorrow. Good night Kiddies!




Friday, August 8, 2014

This Is Spelljammer!

I'm back!

"You want to get nuts? Come on! Let's get nuts!"
Bruce Wayne to Joker, Batman (1989)


Helm

 

 

 

 


Friday, May 16, 2014

[CAH:S3] Marcus Gorillacus, Praetorian of the Apeian Empire

Here is a new character I created for Cartoon Action Hour Season 3. inspired by this miniature from Black Orc Games. And yes it is a Roman Gorilla with a shield and sword. Think of him like one of those Masters of the Universe knock-off toys that were designed to play with the toys the same size. There's a little detail here, just enough to add a little flavor.


100 Kingdoms Praetorian Guard Miniature by Black Orc Games



MARCUS GORILLACUS
Star Power: 3

Qualities:
**Praetorian of the Apeian Empire
*Acts less smart than he really is
*"One day in the Legion…"

Traits:
BODYGUARD 5
MIGHTY PUNCH 7  (Action Feature, Devastating)
DIPLOMACY 3
SWINGING 4 (Situational Bonus: when vines or other lines are available)
GLADIUS 4 (Accessory)
WARRIOR SHIELD AND ARMOR 6 (Fickle, Advantage: Can throw Shield as an attack once per episode)

Upgrades: #1 , #1, #6

Oomph: 4

Marcus Gorillacus is a Praetorian of the Apeian Empire who was sent by the Emperor to explore the new lands that have contacted the Empire. For the first time in his life use without structure of the Legion and is a little confused with his new freedom. Still, Marcus is a powerful ally to those he calls friend and the years of experience have made him a canny opponent. Despite his brutish appearance, Marcus can be quite the diplomat as well.

Notes: BODYGUARD can be used for both offense and defense.
 

Monday, May 5, 2014

Spelljammer Inspiration: Doctor Who: Enlightment (1983)

Here are some classic visuals from Doctor Who. Spelljammer inspiration from the Peter Davison Era episode "Enlightment" (1983)

 

 



 
 
And the classic reveal scene from the end of Episode 1 of Enlightment. An interesting way to start a Spelljammer campaign, eh?