How Inconvenience Shaped My Style - Recently my wife posted an article on Facebook about how different parenting was when we were kids and now. I’ve seen several similar articles and sentimen...
Saturday, March 28, 2015
Top Speed: Ground 40 MPH; Sea 60 MPH; Air 100 MPH
Cargo: 1,000 lbs.
Structural HP: 50 HP
Armor: AC 4
Weaponry: Plasma Cannon - 10d6 hp damage
Designed by Professor Danford as an experimental military vehicle, the Heli-Sub-Tank is an all-terrain motorized conveyance that can travel via air, sea, and land. It can also achieve escape velocity to go into orbit as well. The Heli-Sub-Tank is a smaller vehicle, with a cabin that can hold three passengers comfortably. The hold can hold up to 1,000 pounds of cargo (as well as more passengers, though it will be an uncomfortable fit). A rear-mounted plasma cannon is the only weapon on the vehicle, which does 10d6 hp damage to any targets.
Background: As seen in archival footage from the Bygone Year of 1962, the Heli-Sub-Tank was taken on an initial successful test-run by Prof. Danforth's three assistants when they managed to drive it across the Mojave Desert, fly it over California, and take it into low orbit for several spins around the earth before returning it to the Professor's workshop. The vehicle was commandeered by Martians who planned to have the vehicle mass-produced for a future invasion of Earth. They installed a plasma cannon to the rear of the vehicle to use as an offensive weapon during their conquest. It was only through the interference of Prof. Danforth's assistants that the vehicle was recovered and the invasion thwarted. However, due to the vehicle's bizarre design and limited applications, the prototype was shelved by the military and never put into production. It was thought lost to the ages until it resurfaced in the Mutant Future.
Friday, March 27, 2015
Just a reminder that I'm lining up bloggers who want to participate in a first-annual International TableTop Day "Boardgame Review Blog Hop"! TableTop Day will be coming up on April 11, and I'm fielding interest from bloggers and web gurus who'd like to post a review or overview of their favorite boardgame on that day. If you have a website, blog, G+ feed, whatever, and you'd like to participate by talking up your favorite boardgame on April 11, drop me an email at gameagain at gmail period com and tell me your blog's name, its URL address, and the boardgame you'd like to feature that day. On April 11, I hope we'll have many participants telling us about many boardgames they enjoy! Sign up now!
Thursday, March 26, 2015
One of my local gaming group saw on my blog that I had created several new cards for the Monty Python Fluxx card game, one of them being The Black Knight. He asked why that card (and the others) never seemed to turn up during play. I had to admit that I'd never gotten around to making physical real-world versions of any of the cards I designed. He shamed me for my laziness, so, as penance, here you go. Happy now?
Wednesday, March 25, 2015
A Boom-Drupe is a fruit-bearing tree that grows wild all across the lands. The fruit that grows abundantly looks like an apple -- red in color and about the size of a man's fist. The Boom-Drupe has a sweet, delightful aroma and smells and looks delicious. And it *is* delicious...for the 5 seconds you enjoy it. For you see, the Boom-Drupe's fruity flesh is actually dangerously explosive. Upon consumption, the fruit will violently explode 5 seconds later. The explosion will deal 8d6 hit points of damage to the consumer (usually killing them instantly) and 4d6 hit points of damage to any within 10 feet.
Interestingly, the Boom-Drupe is only explosive when consumed, as saliva apparently triggers the explosive effect. Cutting it, crushing it, slicing it, throwing it, etc. will not trigger the fruit's explosive effects. Only by taking it into the mouth will the fruit's nature be revealed...violently. Assassins and killers have been known to crush the fruit's flesh and let it dry into a flaky dust that can be sprinkled into food and beverage. This dust will remain inert until consumed at which point it will explode with lethal force.
NOTE: This deadly fruit was inspired by the post-apocalyptic, sword-and-sorcery cartoon "Korgoth of Barbaria." Let's see how much material a 22-minute pilot can provide us! Stay tuned for future installments of Korgothursday!
Sunday, March 22, 2015
A Macabre Manipulator for Cryptworld
STR: 3 (45) --- WPR: 6 (90)
DEX: 4 (60) --- PER: 4 (60)
AGL: 3 (45) --- PCN: 6 (90)
STA: 3 (45) --- PWR: 90
ATT: 1/45% --- WND: 12
MV: L 75†
The Puppeteer is an evil mental manipulator who creates and controls human "puppets" as its mindless thralls. The Puppeteer uses these minions to sow discord, commit murders, and spread chaos for its own devilish amusement. It uses its puppets for all interactions with others as the Puppeteer is wildly xenophobic, avoiding contact with the "outside world" as much as it can. It leaves its lair for only two reasons: to retrieve a victim for use as a new puppet, or to flee when discovered.
A Puppeteer creates a new puppet by abducting a victim and imprisoning them in its lair. They then torment them over several weeks, subjecting them to its Usurp Willpower ability. These hallucinations cause the victim to give up all hope, causing their Willpower to eventually drain away. When the victim's Willpower is reduced to 0, their spirit is broken, and the Puppeteer can attempt to use its Create Puppet power. If successful, the victim's essence is destroyed, and they are forever a mindless shell to be manipulated by the Puppeteer. (Use stats for Zombies, CW rulebook, page 72, for all puppets.)
A Puppeteer's dominion over its puppets is absolute as they have become an extension of itself. Anything he wishes or wills, they will do. He can see through their eyes; hear what they hear; taste, touch, and smell what they do. A Puppeteer can control up to five puppets simultaneously, and its range of control is thought to be limitless, although a puppet must return to the Puppeteer's lair once a month for "upkeep". Because of this limitation, a Puppeteer usually keeps its puppets close at hand. The lair of a Puppeteer will have 2d10 puppets that it has created over the years.
However, a Puppeteer will sometimes have one puppet under control in the "outside world," doing its bidding undercover, by manipulating events and people to further the Puppeteer's unsavory goals. Friends and family of the puppet may not be aware that the victim's soul is gone, replaced by that of the Puppeteer.
When the Puppeteer grows tired of its game, or when its outside world goals are met, it will send its puppets out in waves to cause as much destruction and chaos as they can. Mass murders, catastrophic destruction, and other atrocities will be committed by the rampaging puppets as the Puppeteer orchestrates the carnage from afar -- before starting again with a new collection of puppets.
Usurp Willpower: Once per week, the Puppeteer subjects its imprisoned victim to mental hallucinations, visions, and nightmares that gradually drains the target's Willpower. The attack costs the Puppeteer 20 WIL and requires a specific PWR check versus the column corresponding to the victim's current WIL. If successful, a feeling of overwhelming hopelessness and despair will affect the victim. They will lose WIL as per the results below. This WIL cannot be regained unless the Puppeteer fails its check at some point during the process:
S = The victim loses 1 point of WIL from their current WIL score.Create Puppet: Once a victim's Willpower is reduced to 0, a Puppeteer removes all remnants of the victim's mind (their thoughts, memories, personality -- all vestiges of what makes them uniquely human), leaving behind an empty, hollow shell. The Puppeteer must spend 1 full day uninterupted with the victim, forcing its will into the newly created puppet. The process requires the Puppeteer to make a general PWR check at a cost of 50 WIL. If successful, the victim becomes a new puppet for the Puppeteer to control. If unsuccessful, the Puppeteer must wait for one week to try again. The victim may be able to regain his lost WIL during this time.
L = The victim loses 1d10/2 (round up) WIL from their current WIL score.
M = The victim loses 1d10 WIL from their current WIL score..
H = The victim loses 2d10 WIL from their current WIL score.
C = The victim loses 3d10 WIL from their current WIL score.
Friday, March 20, 2015
Red Kobold Games has statted out our trio of heroes from Thundarr the Barbarian. Now, my love of Thundarr is well-documented on this blog, so it's great to see Thundarr support for other systems -- especially D&D's shiny-new edition. Go check 'em out!
Posted by Tim Snider at 8:22 AM
Thursday, March 19, 2015
5th Level Pure Human
STR: 11 --- INT: 8
DEX: 10 --- WIL: 12
CON: 14 --- CHA: 12
HPs: 88 --- AC: 6
Hargon is a mercenary-for-hire, currently in the employ of Gog-Magog. He is a tall, thin, wiry man, with a snaggletooth that juts from his bottom jaw. He often wears a toilet plunger cup as a helm, and his right hand has been replaced with a rusty hook. Hargon usually has 1d6+6 2nd-level Pure Human underling followers under his command.
Hargon is a bombastic, volatile bully who uses threats and intimidation in place of leadership skills. Oddly, his minions fear him (although they are usually larger and stronger than Hargon), and they follow his orders to the letter. However, Hargon himself is a coward, often sending his men into dangerous situations while he watches from afar. Only when he feels his bravery is in question, or if he thinks he has his target wildly outmatched, will Hargon engage an opponent.
Hargon’s weapon of choice is his rusty hand-hook, which does 1d8 hit points in combat. Hargon is a dirty fighter, using the hook to gouge out an opponent’s eyes or slash at their throat. On a natural 20 during combat, Hargon has managed to deal a deadly blow to his opponent that will kill them outright. (If a save versus death is made, the vicitim is instead horribly mangled and they will permanently lose 1d6 points off a random attribute.)
Hargon and his men accompanied Korgoth to the floating fortress of Specules, where they proceeded to ransack and loot the wizard’s home. When Specules returned, his used his mind control powers to cause many of the men to kill themselves, although he forced Hargon and one of his minions to make out with each other. When Specules left to confront Korgoth, it can be assumed the spell wore off and Hargon managed to escape the fortress and Specules’ further wrath.
NOTE: This ruffian NPC was inspired by the post-apocalyptic, sword-and-sorcery cartoon "Korgoth of Barbaria." Let's see how much material a 22-minute pilot can provide us! Stay tuned for future installments of Korgothursday!