Saturday, February 28
First Two Chapters of Knight Terrors
Knight Terrors will be published this summer by Cyberwizard Productions. In the meantime, Abandoned Towers online magazine will be publishing a new chapter about once every three weeks. Illustrations are also in the works, and will soon be posting to the site. Please stay tuned--and feel free to leave comments on the chapters!
Labels: author news
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Cthulhu Gets Loose
An octopus today managed to pry loose a water-control valve at the Santa Monica Pier Aquarium, flooding the facility with more than 200 gallons of saltwater. [MORE]
Labels: weird news
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9:05 AM
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See No Evil: Part 7c – Climax
Colm dragged the young woman towards the back exits.
“Put the gun down, Colm!” shouted Hammer. “We don’t have to do this!”
“You don’t understand!” Colm shouted back. “Whitcher told me everything!” He had a book in his free hand, his arm looped around the woman’s neck. “The Nazis are collaborating with the Islamists! And they can control ghosts!”
Hammer started to respond but stopped. A janitor was whistling tunelessly as he pushed a broom along. His head was down and his path was about to intersect with Colm’s.
Hammer fired his pistol.
Colm and the hostage flinched, but the janitor didn’t react. That’s when Hammer caught sight of the earbuds in his ears. [MORE]
Labels: d20 modern
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Chapter 48: Brothers of the Yellow Sign - Introduction
This is a Call of Cthulhu adventure from Tatters of the King, “Brothers of the Yellow Sign” by Time Wiseman, set in the Arcanis setting. You can read more about Arcanis at http://www.onaraonline.org. Please note: This adventure contains spoilers!
Our cast of characters includes:
• Dungeon Master: Michael Tresca (http://michael.tresca.net)
• Beldin Soulforge (dwarf fighter/dwarven defender) played by Joe Lalumia
• Sebastian Arnyal (dark-kin sorcerer) played by George Webster
• Vlad Martell (human fighter) played by Matt Hammer
This little side trek acts as a bridge between the larger campaign to stop the Unspeakable One and everything else going on in Coryan. It’s also the point in the campaign where the game catches up with the Arcanis timeline. We’re now somewhere in the murky depths of Year Three. However, we haven’t officially ended Year Two yet (that’s in a few adventures), so the timeline is a bit out of sync.
To bring you up to speed, our heroes recently sowed the seeds of rebellion in Canceri, with the hopes that the Nerothians will throw off the Nierite occupation. The Nierites also marched on Milandir but were defeated. A plague heightened the tension between Milandir and Canceri, and Sebastian and Vlad were caught in the middle. Ultimately, the plague was averted and Milandir stayed out of the brewing civil war.
During their journey, Ilmarė was poisoned. Her sister, Anulee, was part of a convoluted plot to protect her honor. She pinned the death of Vlad’s father, a humble guardsman, on Sebastian’s father, who was condemned to death. Anulee was banished for her crime and fled southwards to Sweet Savona.
The Unspeakable One’s minions, the k’n-yan, manage to weaken the rift between Arcanis and Carcosa. This bodes ill, for as Bijoux personally witnessed, it means that the world will soon come to an end as thousands of k’n-yan invade. The heroes stumble upon Hillary Carbo, Livius’ wife, in a power struggle to control yet another cult that eagerly awaits the Unspeakable One’s return. Armed with information that Livius was in Sweet Savona, they headed out…
But instead of reforming her ways, Anulee fell in with Silas Fedders, the former court wizard of Duke Adolphos val’Tensen, and they ultimately tried to summon a Spawn of Hastur at a premiere theatre in Savona. The heroes defeated her, barely. They’re hot on the trail of Livius. If they can catch him, perhaps they can save the world after all. [MORE]
Labels: arcanis
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Friday, February 27
Writing Index
I write a lot, in a variety of places about a variety of things. My writing portfolio is always expanding. It includes everything from non-fiction articles about health, game reviews, fantasy fiction, and D20 gaming material. Below, all my published (and even some unpublished) material can be viewed and purchased by company.Fiction
Non-Fiction
- About.com
- Imaginary Realities
- MSU Research Report
- The Mud Companion #2
- MUD-Dev Mailing List
- Masters Thesis: The Impact of Anonymity on Disinhibitive Behavior Through Computer-Mediated Communication
- The Real History of Druids
Role-Playing Games
- Alien Invasion
- All the King's Men
- Combat Missions
- The Complete Guide to Werewolves
- Blood & Blades: The Profiler's Guide to Slashers
- Blood & Brains: The Zombie Hunter's Guide
- Blood & Spooks: The Ghost Hunter's Guide
- D20 Filtered Magazine #3
- The Dancing Hut
- Dragon Magazine #299
- Dragon Magazine #323
- Etherscope: The Great Metropolis
- Frost & Fur: The Explorer's Guide to the Frozen Lands
- Iron Kingdoms Character Guide
- Iron Kingdoms World Guide
- Mercenaries: Born of Blood
- Modern Mercenary Manual
- Pyramid Magazine
- Quest for Power
- Relics
- RetroMUD
- Scrollworks Present: Characters & Locations
- Survival Kit #2
- Tsar Rising
Labels: writing
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Freebies Index
I'm a big fan of cult, "genre" movies. And it bugs me that sometimes the best licenses can't be released as role-playing games, games I would LOVE to play in. Which is why I spend so much time on these projects, because I will never get a contract to create them.
But hey man, it's cool...I'm a fan!
- Call of Cthulhu: Dark City
- Call of Cthulhu: The Mummy
- D20: Over 100 free articles on RPG Examiner
- D20: Action Cards
- D20: Aliens
- D20: Esuvee
- D20: Evil Dead
- D20: Friday the 13th
- D20: Ghostbusters
- D20: Krull
- D20: The Matrix
- D20: Predator
- D20: The Thing
- D20: Terminator
- Heroes Unlimited: Mystery Men
- Pac-Man Poetry
Labels: freebies
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9:11 AM
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Character Index
I've played a lot of characters, on MUDs, MUSHes, and in RPGs. This is the collection of famous, infamous, and better off forgotten characters that I have created at one time or another. Because D20 seems to be the hot things these days, they're all converted to the D20 system. I may convert them to other systems if there's an interest.Labels: characters
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See No Evil: Part 7b – Climax
Archive pointed at the German for a third time. He was just a few yards away. “'Bthnk! Ftaghu! Fhtagn!”
The German froze. It wouldn’t last long.
Archive caught a glimpse of what was in the German’s other hand. It was a grenade.
He screwed up his courage and closed the distance. The German had already pulled the pin on the grenade. He was holding the lever tightly, a dead man’s switch.
Archive slowly put his fist around the German’s. His flesh was unnaturally cold.
He slipped the grenade out from the German’s grip, retaining the pressure on the handle. Great, now he had a live grenade in his hand.
Archive looked around. He couldn’t throw it outside with the crowd. He couldn’t leave it inside. And he had only a few seconds before the spell wore off.
The bathroom! Archive sprinted to the men’s room.
He kicked open a stall and dropped the grenade into the toilet.
“What the hell buddy?” shouted a man in the stall next to him. He had just finished zipping up his pants and was opening the stall when Archive grabbed him by the collar.
“Out!” shouted Archive. He hurled the man ahead of him out into the lobby of the meeting center. [MORE]
Labels: d20 modern
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And Madness Followed: Conclusion
Kham threw back the mask of the King in Yellow. Blackened flesh blurred some of the actor’s features, but it was undeniably Silas Fedders.
“Damn it.” Kham shook his head. “Damn it all to hell.”
“What?” asked Sebastian.
“This is Silas Fedders,” said Kham, nudging the corpse with one foot. “Adolphos val’Tensen’s court wizard. When we were traveling through the Dreamheart to get rid of Fleshripper, we ended up in Kadath, the prison of the Unspeakable One. Silas told us he knew how to get us out, but I think…” Kham looked around at the devastation. “I think he tricked us into letting the King in Yellow out instead.”
Beldin put one hand on his shoulder. “Don’t be too hard on yourself. It could have been much, much worse.”
Sebastian was standing over the spot where Anulee’s body had once been. “The portal took Anulee’s corpse, but left her equipment. It’s almost as if it absorbed her soul.”
“Let’s hope not,” said Beldin. “The elorii believe souls are reincarnated in new bodies. Somewhere, Anulee is being born again.”
“Anulee was a good person. She just lost her way.” Sebastian made a Canceri sign with his hands. “May the light of wisdom shine brighter on your new path, child of Osalian.” It was the closest thing to a burial ceremony he could provide.
They stood in silence, staring at the corpses of the performers.
“I need a drink,” said Kham. “Anyone care to join me?”
For once, Beldin and Sebastian agreed. [MORE]
Labels: arcanis
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Thursday, February 26
See No Evil: Part 7a – Climax
“What have we got?” asked Hammer, standing next to Archive in the crowd in front of the Merriweather Center.
“There was some blue dust in the vacant store,” said Archive. “I think it was …”
“What?”
“From a corpse,” said Archive.
“What does ‘Wer ruft mich an’ mean?”
Archive looked at Hammer curiously. “It means: Who calls me? The German said that?”
“No, the German was in the taxi. I heard it from within the room. I think it’s what set Colm off.”
“Someone speaking German?” asked Archive.
“A dead man speaking German,” added Hammer. He put one finger to his ear to turn on his comm. “Hot Pants? What you got?”
“There was a file labeled Sundries,” said Caprice. “It was encrypted using a fairly simple code that used a book, the Jeeves Omnibus. “
“And?”
“Oh you know, paranoid ranting. Talks a lot about Them and Others. Mentions he’s talking to somebody who supports his screwball theories. Then at some point he has suspicions that They are reading his file. From there it’s all flowers and light. The guy’s a nutjob.”
“But no hint as to where he might show up?”
“Nothing. Maybe if we had those letters …”
Hammer swore. “Then we go with the backup plan. Colm’s going to show up here.”
“What makes you say that?” asked Jim-Bean over the comm. He was dressed as one of the security guards holding the crowd back.
“It’s a public place,” said Hammer. “If Colm’s going to show up with evidence of his crazy theories, this is the place to do it.”
A roar went up from the crowd. Opposition activists and a band of protesters were gathering outside the conference building. Many of them were young, all of them rowdy, and what security was available was having some difficulty keeping them in line.
“They’re here,” reported Jim-Bean, somewhere in the crowd. [MORE]
Labels: d20 modern
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6:22 AM
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And Madness Followed: Part 3b – Sweet Savona
The bulbous head of what might have been a jellyfish crested the waters. A huge sac, rippling and throbbing and flecked with light, moved squid-like, pulling itself through the air by long, groping tentacles that sawed on the wind.
“Run!” shouted Kham.
“But—“ Sebastian didn’t finish as Kham turned him and shoved hard.
“RUN!” [MORE]
Labels: arcanis
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Wednesday, February 25
See No Evil: Part 6 – The Dead Speak
he door opened, though the person inside stayed out of sight. Colm was ushered in.
Hammer pulled his car over on the opposite side of the street and furtively pointed his parabolic microphone at the window.
There was a brief exchange of pleasantries that did not include any names.
“Let’s see it,” said Colm.
“Behold the power of the Reich!” A sing song chant began that took several minutes.
At the end of the chant, a chill settled in. People outside noticed that the sky became overcast, with a sudden, strong breeze. Silence.
Then a third voice spoke in German. “Wer ruft mich an?”
Colm screamed something. There was a short struggle. A moment later Colm dashed out into the street, clutching a book under his arm.
Colm sprinted to his car. Diving into the front seat, he took off.
Hammer dropped the parabolic microphone. “Hot Pants!” he shouted into his headset. “Meet at my location, I want a full sweep of the area, there’s been an incident—“ [MORE]
Labels: d20 modern
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And Madness Followed: Part 3a – Sweet Savona
On stage, four figures were visible. Their voices echoed throughout the hall, reverberating off the walls in a strangely hypnotic cadence. On the throne was seated the titular king in the play, a figured dressed in tattered yellow robes that concealed the actor’s face and body completely. He watched quietly as he gaze upon a figure seated before him, perhaps a prisoner.
“Silas,” whispered Kham. “That’s got to be him.”
The actor was an attractive young woman. She wore pigtails and a form-fitting suit of chainmail; in one hand was a long whip made of what looked like a braided length of blonde hair that ended in a cruel razor-edged hook. To either side of the throne stood the remaining two actors. One was a lean, muscled Altherian with an expression of contempt on his chiseled features. He wore a chain shirt and held a scimitar before him.
The fourth figure wore a yellow-green robe and revealing clothes. In her hands she wielded a long, gnarled quarterstaff. Her face was hidden behind a pallid mask. Although she wore a mask, her voice was clear, and the lips on the mask moved to match her words.
“Anulee,” Sebastian said with a hint of pity in his voice.
She turned to face them. They clearly didn’t belong on the stage.
“Strange is the night where black stars rise,
and strange moons circle through the skies,
but stranger still is Lost Carcosa!”
“Your mind tricks won’t work on me,” Sebastian said, raising his hands, “but I can put a stop—Beldin, what are you doing?” [MORE]
Labels: arcanis
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6:19 AM
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Tuesday, February 24
See No Evil: Part 5 – Day Five
“How’s our boy doing today?” asked Hammer, sounding bored. “Jim-Bean just reported that Hames got in.”
Archive couldn’t hear the other responses. “Not much,” he reported. “Drinkwater didn’t hit the bookstores today, just reading the paper and … hold up, he’s on the move.”
Archive followed Drinkwater to a public phone. He couldn’t hear the conversation.
Then Drinkwater headed for Greenwich Village. He met a personable young man at an apartment building there, and the two of them went out to a pub for a drink. They talked for several hours.
Archived reported back in. “I think …” Archive struggled with the words. “I think Drinkwater’s out on a date.” [MORE]
Labels: d20 modern
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And Madness Followed: Part 2b – Lamid
Once they entered the town commons, things took a turn for the worse. Within, buildings were vandalized, signs and doors torn down, lanterns smashed on the cobblestones, and litter strewn throughout. Worst was the bodies. Dozens lay dead in various states of wholeness. Body parts lay in gutters or hung from broken windows. Corpses festered in tangled heaps, in many cases bearing signs of cannibalism.
Beldin peered into a ruined building. The dark shadow of a tentacled thing was hunched over something red and wet.
The amphitheater itself was in ruins. Seats were torn apart and bodies lay strewn everywhere. The central stage was recessed into the ground and it was filled with brackish, bloody water in which more corpses floated. Here and there, the Yellow Sign glared from buildings and walls, applied with yellow paint in some cases, blood in others, and still others crudely carved into wooden walls by knives or fingernails.
Down in the amphitheater, standing in fouled water up to his knees, was the mayor. He ranted and raved, pacing violently around the flooded center of the amphitheater, waving his arms and frothing at the mouth.
“He chose some, they are his children now!” he shouted.
“Get ready.” Kham had his pistols out. [MORE]
Labels: arcanis
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6:26 AM
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Monday, February 23
Pac-Man Poetry
For some reason, somebody decided to put a poem in with the instructions of the old Atari 800 version of Pacman. For some other reason, I decided to write it down.
Much to my horror, this one piece of trivia has not been added to the Internet. Therefore, I have transcribed it here, lest it be forgotten. And with so much other crap on the Internet, we all know what a crying shame it would be if such fabulous poetry were to be forgotten.
Ahem. And without further ado...

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These tasty bonus nuggets are valuable prizes.
Clear out the maze and their value rises.
Every half-minute they're yours for free,
But you've got just eight seconds to grab one and flee.Two big lips smacking in the middle of your face,
Chomping on those dots to stay ahead in this race.
Stay ahead of those goblins, cause they're trouble no doubt.
Get yourself nabbed just three times and you're out.But there's good news for you when you rack up the score!
Reach 10,000 points and you get one turn more!
Bite an energy dot and the goblins turn blue
And that means 50 more points for you.![]()
It's also your chance to turn the table
So case those goblins and bite while you're able.
The more goblins you grab, the more points you score.
200, 400, 800, then more!![]()
But when they start blinking, you better turn track,
'Cause that's when the goblins true colors come back.
The goblins are coming, they're on the attack, man.
You like to chomp dots, but they like chomping PAC-MAN.![]()
Blinky is fastest, so watch where he goes.
Pinky is sneakier than anyone knows.
Inky has quite a few tricks up his cape.
Clyde cuts you off so there's just not escape.![]()
There's plenty of dots in the goblin neighborhood!
And at 10 points each, they're lip-smacking good!
Labels: freebies
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Heroes Unlimited: Mystery Men
Time Frame: Early 21st CenturyMuch of the events of Mystery Men take place in Champion City. Champion City is a lot like Las Vegas. Lots of clubs, neon signs, and normal diners in the middle of it all. Even the suburbs are affected by tacky, garish colors. Mystery Men is part comedy, part reality. The villains are ridiculous, but they carry guns. Superheroes die.Champion City's superheroes are treated like atheletes. They're in the public eye, and they know it. Product endorsements rule. It's not strange for a superhero to be approached by several high profile companies to wear their endorsements like a race car driver. This makes for an interesting twist on the hero concept. The closest parallel is an episode of The Tick wherein seven superheroes face off against the Chainsaw Vigilante, and an equally disturbed Oddman realizes his power of just being odd is no match against a maniac with a chainsaw. You can play this sort of campaign as a one-shot, or as a stress reliever. It's not generally recommended to drop "normal" superheroes into this kind of setting, because they'll need to come up for air. However, there is great possibility for this sort of campaign to start out comical as the characters are predictably weak, and then become more serious as more powerful and dangerous villains face off against them. Mystery Men is about new heroes, not just the unknown ones, and as a result it can make for a fun setting for a new campaign. Note that in all cases, no character has more than one power at most, which requires some tweaking of the Heroes Unlimited system.1 You can use the Mystery Men (who still have not agreed on a name for their group) as foils, as opponents, or for a prolonged campaign as the main characters. In fact, the Mystery Men's powers could be a lot of fun to expand upon: Will Invisible Boy ever get over his need to not be seen? Will Mr. Furious ever manage to control his rage? Will The Spleen ever learn to fart without someone pulling his finger? This and other pressing questions could be played out in a superhero campaign. Just remember: not everybody can play the Bowler! | |
| Statistics | |
GOOD GUYSA Mystery Men campaign is decidedly underpowered. This is because these are new superheroes who don't know what they're doing, and more importantly, who aren't defined by their powers so much as themselves. To this end, they tend to refer to each other by first name, argue in public, and otherwise act much less like a superhero team that's got a reputation to think about. This is because, despite their freakiness, they're normal people. Note that the majority of their statistics are well within the average range. See the movie for better descriptions and insights into their powers.Blue Raja (Stage Magician)DESCRIPTION: Jeffrey (The Blue Raja) lives at home with his mother, where he spends his time locked in his room, burning incense and throwing forks and spoons at pretend attackers. The Blue Raja speaks with a British accent, and while very knowledgable about the history of Britain, is not British at all. He's fond of making terrible puns involving the words "fork" and "spoon." He (indeed, all of the Mystery Men) does not believe in guns, and refuses to use knives, because then "someone might get hurt."STATS: IQ 9, ME 9, MA 12, PS 9, PP 15, PE 9 PB 11, SPD 9, HP 12, SDC 30, #A: 5, LEVEL: 1 NORMAL SKILLS: pilot automobile, card sharp, concealment, palming, imitate voices SPECIAL SKILLS: sleight of hand, juggling: 5 throwing attacks per melee at +1 to strike up to 30 feet inflicting 1 point of damage. The Bowler (Enchanted Weapon)DESCRIPTION: The Bowler is daughter of the late Carmine the Bowler, whose skill with a bowling ball leaves criminals shaking in her path. She regularly speaks to the skull of her father, which only she can hear, and who just happens to be encased in her crystal bowling ball. As a result, The Bowler should probably be thought of more as a duo, as her father apparently has a lot to say about everything. The Bowler's original deal with her father was vengeance which, once achieved, would then allow her to go back to graduate school. She isn't fully aware of Carmine's power (she figured he'd be destroyed in an explosion, which he wasn't). It seems they're stuck with each other.STATS: IQ 9, ME 9, MA 9, PS 9, PP 9, PE 9 PB 9, SPD 9, HP 12, SDC 42, #A: 2, LEVEL: 1 NORMAL SKILLS: w.p. targeting WEAPON OF GOOD (Carmine): Carmine isn't the usual enchanted weapon. He has a mind of his own and once thrown, directs his own path. As a result, Carmine may pick targets The Bowler didn't have in mind. He does have the following abilities however:
The Shoveler (Physical Training)DESCRIPTION: Clad in his son’s baseball vest and roller-blading kneepads, Eddie (The Shoveler) is an expert at wielding a shovel. He desperately longs for support from his family, but instead is teased by his children and scolded by his wife. The Shoveler is the most even-minded and straightforward of the team, and a good friend to Mr. Furious. He has only recently begun using a smaller garden shovel as a parrying weapon in addition to his normal shovel.STATS: IQ 9, ME 9, MA 9, PS 9, PP 11, PE 9 PB 9, SPD 28, HP 18, SDC 20, #A: 6, LEVEL: 1 NORMAL SKILLS: w.p. shovel SPECIAL SKILLS: Defensive and Fast Combat: paired weapons, disarm, back flip, body flip/throw -- all these abilities are performed with his shovel, which inflicts 1D6 points of damage. Invisible Boy (Mutant)DESCRIPTION: Invisible Boy, after years of being overlooked, has developed the power to turn invisible—only when no one else is looking.STATS: IQ 9, ME 9, MA 12, PS 9, PP 9, PE 9 PB 9, SPD 9, HP 12, SDC 29, #A: 2, LEVEL: 1 SPECIAL POWERS: Intangibility: Although Invisible Boy thinks of this as invisibility, it really isn't -- his clothes fall of when he becomes intangible, which is definite proof of his intangibility. This means he's inevitably naked when he finishes using his power. INSANITY: Invisible Boy's power suffers from an insanity, Power by Association. If anyone is looking at him, his power doesn't work. This doesn't include security cameras or electrical devices, but people looking at him -- and he must believe they aren't looking at him (regardless of whether or not they actually are). The Spleen (Mutant)DESCRIPTION: The Spleen is the victim of an old Gypsy woman’s curse, who is now the purveyor of noxious fumes. As the story goes, he blamed the woman for his own odiferous flatulation, and in retaliation she cursed him to have the most foul-smelling gaseous expulsions. That means his farts are so vile as to knock people out. No, really.STATS: IQ 9, ME 9, MA 9, PS 9, PP 9, PE 9 PB 6, SPD 9, HP 12, SDC 20, #A: 2, LEVEL: 1 SPECIAL POWERS: Choke/Gag Opponent: Farting twice per round, The Spleen can do some serious damage. Anyone who suffers his wrath has the following penalties: -2 attacks per round, -10% to skills, -10% to SPD. If the victim's number of attacks reach zero, he must make a save vs. poison or be knocked unconscious. This lasts for one round. Using this power has a Horror Factor of 10. INSANITY: Like Invisible Boy, the Spleen suffers from a peculiar insanity, Power by Association. In The Spleen's case, to trigger its effect, he asks someone to "pull my finger!" One finger per attack must be pulled. Whether or not the Spleen can pull his own fingers and trigger his attack is unknown. Mr. Furious (Mutant)DESCRIPTION: Roy (Mr. Furious) has a dead-end job at a junkyard. He has the boss from hell, whose hollering and constant put-down’s serve as a daily test for him to keep his powers in check—his violent temper, which he projects upon anyone who dares to cross his path. Mr. Furious wasn't even sure if he had a super power, as his one demonstration of it in the past (he threw a bus) has since proven untrue. Mr. Furious is very image conscious, and tries to act angry in everything he does to keep his image up.STATS: IQ 9, ME 6, MA 9, PS 9, PP 9, PE 9 PB 9, SPD 9, HP 12, SDC 20, #A: 2, LEVEL: 1 SPECIAL POWERS: Extraordinary Physical Strength: Mr. Furious' strength is affected by his emotions. So far, his powers have been enhanced once and gone wild once (against Cassanova Frankenstein). If he goes wild, he can't pull punches (he doesn't anyway). Being that his power actually activates, his PS increases to 26, and he can carry 2,600 lbs and lift 5,200 lbs. Maybe he DID throw that bus after all. The Sphinx (Latent Psionic)DESCRIPTION: The Sphinx is a mysterious crime-fighter from down South, who has the power to slice guns in half with his mind. He doesn't really speak in English, but instead spews a steady stream of platitudes and wise sayings. He is the most experienced of the team and isn't afraid to use weapons when it comes to fighting crime. He prefers to stand back and direct the action. STATS: IQ 9, ME 11, MA 11, PS 9, PP 9, PE 9 PB 9, SPD 9, HP 12, SDC 30, ISP: 62, #A: 2, LEVEL: 2PSYCHIC POWERS: Telekinetic Push: The Sphinx uses this power to slice up metal. It inflicts 4D6 SDC to objects. Doc Heller (Hardware Weapons Expert)DESCRIPTION: Doc Heller is a weapons specialist, who doesn't make weapons that hurt people. He specializes in weapons that disable people instead. Doc Holler lives in a run-down amusement park in Champion City, where he lives in peace with his chickens.STATS: IQ 15, ME 9, MA 12, PS 9, PP 9, PE 9 PB 9, SPD 9, HP 12, SDC 20, #A: 2, LEVEL: 1 SPECIAL WEAPONS: Whirlwind In A Can: This whirlwind snatches anyone and anything within 20 feet and weighing less than 700 lbs. It will toss that person 20 feet and inflict 4D6 points of damage. It lasts for one round. Blame Gun: As per the Empathic Transmission power, a shot from this gun causes targets to blame each other. It has a range of 60 feet. Victims are 60% likely to attack, kill, harm, or betray those they dislike, gain +1 to strike them, and -1 to parry and dodge. Fabric Shrinker: With a range of 100 feet, the effects of this ray depend on the amount of clothing worn. Any being wearing underwear will be painfully squeezed and drop to the ground in agony for 2D4 rounds until the fabric breaks. | |
| Resources | |
Books
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Labels: freebies
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Call of Cthulhu: The Mummy
Time Frame: 1920sDashing legionnaire Rick O'Connell and Beni his weasel of a companion, stumble upon the hidden ruins of Hamunaptra while in midst of a battle in 1923-3,000 years after Irnhotep has suffered a fate worse than death.The investigators can be British or American archaeologists, scholars, or adventurers. A female member is ideal. Scene 1: Picking SidesSince only two people know of the location of Hamunaptra, the investigators will need to either hire the services of Beni, or rescue O'Connell from an execution. If the adventurers are American, Beni is much more accessible. Or if they don't like the looks of Beni (and nobody does), then they might try to dig O'Connell up from prison in Cairo. Whichever side the group takes (British or American), they will have to deal with the rival adventuring party as well as the protectors of the Mummy's tomb. Beni just wants a share of the loot, O'Connell will be happy if anyone can fast talk (or bribe) him out of the execution. One way of bribing the warden, if the investigators don't have enough money, is to take him along on the trip for the buried treasure of Hamunaptra. The investigators do have one advantage: they start out with the key to Imhotep's tomb (if you can consider that an advantage) by unearthing it at a local museum.Scene 2: Down the NileUpon securing transporation down the Nile, the investigators will find their rivals are on the very same boat. This unhappy reunion will be disrupted by Ardeth Bay, the leader of a group of mysterious warriors sworn to protect the sacred burial grounds from the rebirth of Imhotep into the modern day world. These fanatics will do their level best to kill everyone in both adventuring parties, if not scare them off.Scene 3: The Mummy UnleashedThere is a seal on Imhotep's tomb, which cannot be released without the key. There are two books, one to keep Imhotep sealed, and one to release him (the Black and Gold books, respectively). To release Imhotep requires both the lock used on the tomb, as well as on the Black book. Even if the investigators have no intentions of opening the tomb and just want to take the mummy back to England or America, the rival party will, awakening Imhotep. All hell breaks loose as he begins using the rival party to regenerate his body. Anyone failing sanity checks is likely to have something torn out of them -- be it eyeballs, jaw, skin, or worse. The flesh eating beetles run rampant here as well. Inevitably, Imhotep's presence will probably send everyone screaming into the night.Scene 4: The Ten PlaguesAs foretold, Imhotep's awesome power is manifested in corporeal form as the Mummy. His strength is inhuman. He has the power to release the ten plagues of Egypt over all the land. And one by one, the explorers fall victim to the creature's horrifying curse. With his vanish spell, Imhotep can appear and reappear anywhere, and will first kill off everyone in the rival party first. This makes for plenty of sanity checks as the investigators discover just how vulnerable they are, and just what kind of gruesome fates are in store for them. Every three days, a new plague takes place. Sanity loss increases as people begin to realize this is the end of the world.
Scene 5: The Final ShowdownThe Gold Book, discovered in Imhotep's tomb, is the key to destroying him. Imhotep will kidnap a female character (preferably an investigator, or alternately, Evelyn if she is in the rival party and still alive) and attempt to use her as a vessel to resurrect his lost love. For Imhotep, transporting to Hamunaptra is easy -- he just casts his special form of vanish. For the adventurers, it's not nearly as easy. They'll need to find Winston, an old RAF pilot, who is the only man with a airplane for miles around. Alternately, if one of the investigators knows how to fly a plane, he may be able to try his hand at it. Imhotep is well-guarded by guards and traps.To bring Anck-Su-Namum to life, Imhotep must first summon her spirit with remortification. Then, he casts bind soul to remove Evelyn's spirit to make way for Anck-Su-Namum. With the spirit safely within her body, he then must cast resurrection to complete the reincarnation of his lost love. During this time, Imhotep's priests will first defend him, then the warriors. Flesh beetles, having been awakended in an early scene, now patrol corridors in droves, eating everything in their path. If remortification is cast but not the other spells, Anck-Su-Namum will animate her own corpse to speed up the investigator or Evelyn's death. If the gold book's spell is performed, Imhotep's curse is reversed and he becomes human. Then his ka containers must be found and destroyed. Then, it's just a matter of killing him. Imhotep's death causes Nodens arrival in his spectral steed, and he is swept off to his fate. All mummies collapse, and the entire pyramid begins to sink beneath the sands. | |
| Statistics | |
GOOD GUYSRick O'Connell, legionnaireDESCRIPTION: Seeking adventure in Egypt, American Rick O'Connell decided to join the Foreign Legion. While fighting an army of ferocious Tuareg Horsemen, O'Connell stumbled upon an undiscovered Egyptian burial site. Intrigued by the chance of a fantastic discovery, he and his fellow explorers, Evelyn and Jonathan uncover Egypt's most horrifying secret.STATS: STR 15, CON 16, SIZ 12, INT 11, POW 12, DEX 14, APP 12, HP 14, MV 12, DB +1D4, SAN 80, EDU 14, IDEA 55%, LUCK 60%, KNOW 70% WEAPON: Rick is fond of pistols and carries at least six on him at all times. He also carries a rifle. Fist/Punch: 60% 1D3+db, .45 Auto: 65% 1D10+2, 15 yds ARMOR: Rick doesn't wear much in the way of armor. SKILLS: Dodge 28%, Drive (Auto) 40%, Fast Talk 55%, First Aid 30%, Hide 40%, History 20%, Jump 25%, Listen 25%, Own L (English) 55%, Ride 5%, Sneak 40%, Spot Hidden 25%, Swim 25%, Handgun 65%, Rifle 30%, Shotgun 25% Evelyn Carnarvon, egyptologistDESCRIPTION: Clever but clumsy Egyptologist Evelyn Carnarvon relives the glory of ancient Egypt in picture books and manuscripts at Cairo's Museum Of Antiquities. Life among her books was dull indeed. With the help of a certain dashing American, Evelyn's life is about to become a whirlwind of romance, danger and a chance to make the greatest archeological discovery, ever.STATS: STR 10, CON 9, SIZ 10, INT 17, POW 16, DEX 7, APP 14, HP 10, MV 12, DB 0, SAN 75, EDU 23, IDEA 85%, LUCK 80%, KNOW 99% WEAPON: Evelyn doesn't carry a weapon and doesn't know how to use one either. ARMOR: Evelyn doesn't wear armor. SKILLS: Anthropology 25%, Archaeology 50%, Conceal 25%, Dodge 14%, History 85%, Library Use 75%, Natural History 35%, Occult 55%, Own L. (English) 85%, Other L. (Ancient Egyptian) 55%, Ride 30%, Swim 25%, Handgun 20% Jonathan Carnarvon, scholarDESCRIPTION: Evelyn's mischievous older brother Jonathan, also a scholar, devotes more time exploring Cairo's local bars than to his studies.STATS: STR 10, CON 9, SIZ 10, INT 17, POW 16, DEX 7, APP 10, HP 10, MV 12, DB 0, SAN 75, EDU 23, IDEA 85%, LUCK 80%, KNOW 99% WEAPON: Jonathon carries .30 carbine: 40%, 2D6, 50 yds. ARMOR: Jonathon doesn't wear armor. SKILLS: Anthropology 25%, Archaeology 50%, Conceal 25%, Dodge 14%, History 85%, Library Use 75%, Natural History 35%, Occult 55%, Own L. (English) 85%, Other L. (Ancient Egyptian) 55%, Ride 30%, Swim 25%, Handgun 20% Ardeth BayDESCRIPTION: Ardeth Bay is the leader of the mysterious group bent on protecting the Mummy's tomb from being revealed. He is committed, but he also recognizes that the investigators intentions are pure. If they prove to their commitment to prevent Imhotep from rising, he will help them.STATS: STR 15, CON 16, SIZ 12, INT 11, POW 12, DEX 14, APP 12, HP 14, MV 12, DB +1D4, SAN 80, EDU 12, IDEA 55%, LUCK 60%, KNOW 70% WEAPON: Ardeth uses a rifle and sabre. Fist/Punch: 60% 1D3+db, .30-06 Bolt-Action Rifle: 65% 2D6+4 damage, 110 yds ARMOR: Ardeth doesn't wear much in the way of armor. SKILLS: Dodge 28%, First Aid 30%, Hide 40%, History 20%, Jump 25%, Listen 25%, Own L (Egyptian) 80%, Other L. (English) 55%, Ride 40%, Sneak 40%, Spot Hidden 25%, Swim 25%, Handgun 65%, Rifle 65% Mysterious WarriorsDESCRIPTION: These mysterious men dressed in all black are specialists at assassination. Their first attempts will be to warn the investigators off, but they will resort to murder if necessary to gain the key in the investigator's possession, and any other artifact tied to resurrecting Imhotep.STATS: STR 15, CON 16, SIZ 12, INT 11, POW 12, DEX 14, APP 9, HP 14, MV 12, DB +1D4, SAN 60, EDU 12, IDEA 55%, LUCK 60%, KNOW 70% WEAPON: The mysterious warriors will use any archaic weapon, pistols, and rifles . They prefer to strike with suprrise first. Fist/Punch: 60% 1D3+db, .30-06 Bolt-Action Rifle: 65% 2D6+4 damage, 110 yds, Sabre: 50% 1D8+1+db ARMOR: The mysterious warriors do not wear much in the way of armor. SKILLS: Dodge 28%, First Aid 30%, Hide 40%, History 20%, Jump 25%, Listen 25%, Own L (Egyptian) 80%, Other L. (English) 55%, Ride 40%, Sneak 40%, Spot Hidden 25%, Swim 25%, Handgun 65%, Rifle 65% Henderson, Daniels, BurnsDESCRIPTION: This is the rival American team (if the investigators are British). They represent everything bad about Americans: boorish, loud, and all too eager to shoot things. They act a lot like cowboys, whooping it up and thoroughly enjoying any firefight they should get into. They are also woefully unprepared for any supernatural horror and their minds will snap like twigs when faced with the gruesome presence of Imhotep and his minions.STATS: STR 13, CON 15, SIZ 15, INT 9, POW 9, DEX 13, HP 15, MV 12, DB +1D4, SAN 60 WEAPON: .38 Revolver 35%, damage 1D10, Fist/Punch 40%, damage 1D3+db; they are all fond of firing with two pistols at once (reducing their hit percentages by 1/5th). ARMOR: None. SKILLS: One of them, it doesn't matter who, has some knowledge of archaeology. BAD GUYSImhotep, High priest of OsirisDESCRIPTION: In 1,719 B.C. in the Egyptian city of Thebes, a forbidden love between the evil high priest Imhotep and Anck-Su-Namum, the Pharoah's mistress was exposed. When Anck-Su-Namum took her own life, Imhotep's subsequent act of desperation in Hamunaptra, the City of the Dead, defied the gods.For his unholy acts, he was given the ultimate curse - his mummified body would remain undead for all eternity - a torturous existence, but one that would cease should his rotting corpse ever be released. As Imhotep's screams of pain from within the sarcophagus grew muffled while he was lowered into the earth, the curse was set in motion, and his evil, vengeful heart lay beating in the dark, growing stronger and stronger. Imhotep's goals are threefold: he must first reintegrate his body. As the harbinger of Nyarlathotep, he is the bringer of the plagues and ultimately, the harbinger of armageddon. The only goal he feels passionately about is to reunite with Anck-Su-Namum.
Imhotep cannot be killed unless his ka containers are found and destroyed. Then he becomes a normal human being and can be killed normally without benefits of armor or resistance to impaling weapons. Upon dying, Nodens arrives in a spectral chariot to collect his soul. STATS: STR 22, CON 19, SIZ 13, INT 86, POW 100, DEX 19, APP 18 (1), HP 15, MV 6, DB +1D4 Mummy PriestsDESCRIPTION: Imhotep's loyal priests were horribly tortured upon his entombment. Their tongues were torn out and their limbs were broken. This has impaired their combat abilities in undeath, as most walk with limps and have gnarled limbs.STATS: STR 15, CON 15, SIZ 13, INT 1, POW 1, DEX 7, HP 14, MV 6, DB +1D4 WEAPON: Fist 25%, 1D8+1+db, Grapple 25% ARMOR: 2 point skin; impaling weapons are useless unless severing a limb or head SKILLS: Obey Command 99% SANITY LOSS: 1/1D8 Sanity points to see a mummy priest Mummy SoldiersDESCRIPTION: Unlike the mummy priests, these mummies were not tortured in death. They are terrifyingly fast and deadly warriors, even in undeath.STATS: STR 20, CON 17, SIZ 13, INT 10, POW 15, DEX 12, HP 15, MV 6, DB +1D4 WEAPON: Falchion 70%, 1D8+1+db ARMOR: 2 point skin; impaling weapons are useless unless severing a limb or head SKILLS: Move Quietly 50%, Stalk 40% SANITY LOSS: 1/1D8 Sanity points to see a mummy soldier Flesh BeetlesDESCRIPTION: These beetles lay dormant in gem-like containers which were vacuumed sealed by the ancient Egyptians. They begin to hatch once a source of warmth comes near (like human flesh). These beetles travel in massive swarms and leave only the bones of their victims behindSTATS: STR 1, CON 2, SIZ 1, INT 1, POW 1, DEX 13, HP 1, MV 4, DB 0 WEAPON: Bite 35%, damage 1 - for purpose of inflicting damage, 35% of every 100 beetles inflict damage (thus a swarm numbering 300 beetles inflicts 105 damage) ARMOR: Swarms of these beetles remain intact until at least 75% of the swarm has been destroyed. Any particular swarm consists of 1D4*500 of them. SANITY LOSS: 0/1D4 Sanity points to see a flesh beetle swarm. BeniDESCRIPTION: Professional thief Beni has only two things on his mind: Treasure and more treasure. Images of Egyptian gold, rubies and amber dance like mirages in his head. Even the terrifying power of the Mummy's curse isn't enough for promise of uncovering the hidden riches of Hamunaptra. If the investigators choose to free Rick O'Connell, then Beni is their only lead to the city of Hamunaptra. Beni is a backstabbing, sneaky little weasel of a man and once Imhotep finds him (as he most assuredly will), he'll throw his lot in with Imhotep.STATS: STR 11, CON 16, SIZ 11, INT 11, POW 12, DEX 16, APP 6, HP 14, MV 12, DB +1D4, SAN 80, EDU 12, IDEA 55%, LUCK 60%, KNOW 70% WEAPON: Fist/Punch: 60% 1D3+db, .45 Auto: 65% 1D10+2, 15 yds ARMOR: Beni doesn't wear much in the way of armor, but he does carry a holy symbol from every religion. The Star of David is what identifies Beni as Jewish and thus Imhotep believes he can be recruited to his cause. SKILLS: Dodge 28%, Drive (Auto) 40%, Fast Talk 55%, First Aid 30%, Hide 40%, History 20%, Jump 25%, Listen 25%, Own L (English) 55%, Ride 5%, Sneak 40%, Spot Hidden 25%, Swim 25%, Handgun 65%, Rifle 30%, Shotgun 25% Anck-Su-NamumDESCRIPTION: Anck-Su-Namum will only animate if the first spell of Imhotep's is cast, but not the others. She will animate her corpse to speed up the process of reanimation by killing the female receptacle's body or whomever is defending it.STATS: STR 20, CON 17, SIZ 13, INT 10, POW 15, DEX 12, HP 15, MV 6, DB +1D4 WEAPON: Falchion 70%, 1D8+1+db ARMOR: 2 point skin; impaling weapons are useless unless severing a limb or head SKILLS: Move Quietly 50%, Stalk 40% SANITY LOSS: 1/1D8 Sanity points to see a Anck-Su-Namum | |
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Call of Cthulhu: Dark City
Time Frame: 1920sThis campaign is dark, literally. It's never daylight outside. Dark City's introduction to the campaign should be insidious. The Keeper is encouraged to run at least one if not three adventures prior to this one in the same city, and have the events happen between the hours of 8 PM to 5 AM.Scene 1: Tracking a MurdererEventually, the investigators will be approached to track down John Murdoch, who is wanted for the brutal murders of several prostitutes. Detective Bumstead may or may not lead the investigation, depending on how successful the investigators are in pursuing John. John is not easy to catch, as he has powers beyond mortal ken.Scene 2: Hot on the TrailWhile John is free, more murders continue to happen. John seeks out his wife, Emma Murdoch. Investigators will catch up to him there, and during their pursuit, will cross the Strangers as they attempt to abduct John.Scene 3: Madmen Tell No TalesBy now, the investigators should be suspicious. At this point, Detective Bumstead brings up another disturbing fact: a former police officer has gone bonkers. Finding him is easy. Detective Eddie Walenski babbles about circles and reality. He eventually throws himself in front of a train, ending his madness.Scene 4: The Truth RevealedThe investigators finally catch up with Murdoch, and Murdoch begins to reveal the things that are wrong with reality. Does anyone remember actually leaving the city? Does anyone remember what they do during the day time? This forces everyone to make a sanity check when they realize reality is not what it seems at 0/1D10. In any case, having made or failed the sanity check, they can never go back to that innocence. Murdoch's powers reveal a whole host of illusions as he uses the "Tune" spell to open doorways. The investigators will no longer fall asleep at 12 AM, and will witness the buildings change and warp. This forces another sanity check at 10/1D100. Some people may just be pushed over the edge by this discovery. The Doctor comes out of hiding to explain the real story: John Murdoch is an anamoly, and through him the Strangers hope to understand humanity. They switch personalities, positions, and terrain at will, and seek to discover the nature of the human soul by trying to turn him into a murderer.Scene 5: Shell BeachThe issue of reality is easy to test -- if there is indeed no way out of the city, leaving it should be impossible. This makes any beach a fable. The Doctor is terrified of going there, but Murdoch insists. And what's at Shell Beach? Nothing but a cement wall. Determined, Murdoch takes up a sledgehammer and begins to hammer his way through the wall. Investigators can help if they wish. Once they break through, they discover another mind-rending truth (sanity check 5/1d10): beyond the wall is...the pitch blackness of space! Mr. Hand and co. show up, and it is then that Mr. Hand explains he has injected himself with the same personality serum that they were attempting to inject into John Murdoch, to understand him. But it has instead turned Mr. Hand, who was a souless being to begin with, into a genuine murderer. The Strangers will do everything in their power to capture the investigators, the doctor, and John Murdoch.Scene 6: ShowdownMr. Book, outraged at the turn of events, now demands Murdoch be imprinted with the formula the professor was originally supposed to inject into John. But the Doctor has no intentions of doing so. He switches the injection with one he has specifically concocted that reveals everything about the Strangers and their tuning. It increases his knowledge of the Cthulhu Mythos tremendously. John emerges as a super powerful sorcerer, and a battle ensues between he and Mr. Book. The investigators may resort to firearms or spells to help John win. The battle ends when Mr. Book dies.Scene 7: The AftermathWith the Strangers defeated, John Murdoch restores water to the edges of Dark City, and turns it to face a sun. The remaining Strangers hide in darkness as sunlight permeates much of the city. The machine used by the Strangers to perform tuning is unnecessary, as John Murdoch can do that himself. The investigators may want to return home, however. There are several spells that can return the characters to Earth: brew space mead, summon/bind byakhee, create gate. If the investigators don't have the means, John may be able to create a gate. The state of Earth however, is another story -- no one knows when the Travelers created Dark City and kidnapped the inhabitants. They may return to their own time, seconds after their abduction. Or to the 1990s. Or maybe there's no Earth to return to at all, and they must live in the ship known as Dark City. | |
| Statistics | |
GOOD GUYSTuning works like the parting sands spell. It is used to open doorways and paths through any obstacle, and both John Murdoch and any stranger can use this power at will. For a better treament of psychic powers in Call of Cthulhu, see Delta Green: Countdown. All "spells" cast by John and the Strangers are at will, require no components, and are instantaneous in effect.John MurdochDESCRIPTION: John wakes up in a bathtub with no memory of his past, only fragments of a place called Shell Beach. He soon finds out that he is wanted in a series of brutal murders of street walkers. Fleeing Detective Bumstead, he is confronted time and time again with a group of men in black overcoats known as The Strangers. John also discovers that he possesses an ability called Tuning that allows him to change things, to alter reality. John must stop the Strangers from completing their strange experiments.STATS: STR 9, CON 16, SIZ 11, INT 12, POW 17 (100), DEX 13, APP 12, HP 13, MV 12, DB 0, SAN 685, EDU 19, IDEA 60%, LUCK 85%, KNOW 95% WEAPON: Fist/Punch: 60% 1D3+db ARMOR: John doesn't wear armor. SKILLS: Dodge 28%, Drive (Auto) 40%, Fast Talk 55%, First Aid 30%, Hide 40%, History 20%, Jump 25%, Listen 25%, Own L (English) 55%, Ride 5%, Sneak 40%, Spot Hidden 25%, Swim 25%, Handgun 65%, Rifle 30%, Shotgun 25% SPELLS: create barrier of Naach-tith, fist of Yog-sothoth, impeccable throw, tuning Detective Frank BumsteadDESCRIPTION: Detective Bumstead is the type of person who likes everything neat and tidy. He is a lonely man. With his new case, Bumstead is forced to face the unknown, and his neat and tidy world is shattered. He meets Murdoch, a seemingly mad man whom he somehow knows is not lying about killing those women, and is confronted with his old friend's newfound madness.STATS: STR 15, CON 16, SIZ 12, INT 11, POW 12, DEX 14, APP 12, HP 14, MV 12, DB +1D4, SAN 60, EDU 14, IDEA 55%, LUCK 60%, KNOW 70% WEAPON: Fist/Punch: 60% 1D3+db, .45 Auto: 65% 1D10+2, 15 yds ARMOR: Frank doesn't wear armor. SKILLS: Dodge 28%, Drive (Auto) 40%, Fast Talk 55%, First Aid 30%, Hide 40%, History 20%, Jump 25%, Listen 25%, Own L (English) 55%, Sneak 40%, Spot Hidden 25%, Swim 25%, Handgun 65%, Rifle 30%, Shotgun 25% Doctor Daniel Poe SchreberDESCRIPTION: Schreber is a doctor who specializes in the study of memories and works for the Strangers. He himself is a cowardly, frail man with a weak heart. Despite his weaknesses, he proves to both an asset and the downfall of the Strangers, who trust him entirely too much. Dressed in a white doctor's coat, he resembles the mice he experiments on in his spiral labyrinth. Schreber speaks in halting gasps, and he walks with a limp.STATS: STR 11, CON 13, SIZ 10, INT 17, POW 13, DEX 16, APP 11, HP 12, MV 12, DB 0, SAN 65, EDU 24, IDEA 85%, LUCK 60%, KNOW 99% WEAPON: Fist/Punch: 60% 1D3+db ARMOR: Daniel doesn't wear armor. SKILLS: Bargain 50%, Biology 60%, Conceal 25%, Chemistry 40%, Dodge 32%, Fast Talk 45%, First Aid 50%, History 30%, Jump 25%, Library Use 65%, Medicine 80%, Own L. (English) 85%, Persuade 25%, Pharmacy 35%, Psychology 60%, Sneak 10% Emma Murdoch/AnnaDESCRIPTION: Emma meets up with Detective Bumstead and helps him track down John. She is then told to go back to her apartment where two strangers are already waiting for her, Mr. Wall and Mr. Sleep. She is imprinted before the final showdown into a woman named Anna.STATS: STR 8, CON 14, SIZ 11, INT 10, POW 15, DEX 14, APP 17, HP 13, MV 12, DB 0, SAN 75, EDU 12, IDEA 50%, LUCK 75%, KNOW 60% WEAPON: Fist/Punch: 60% 1D3+db ARMOR: Emma doesn't wear any armor. SKILLS: Art (singing) 75%, Drive (Auto) 20%, Persuade 75%, Spot Hidden 45% Detective Eddie WalenskiDESCRIPTION:Walenski used to be a detective, until he figured out most of what was going on behind the scenes. Now he's a paranoid, wild man. He claims that there's no way out, and tells Murdoch that 'they'll' come looking for him.STATS: STR 15, CON 16, SIZ 12, INT 11, POW 12, DEX 14, APP 12, HP 14, MV 12, DB +1D4, SAN 0, EDU 14, IDEA 55%, LUCK 60%, KNOW 70% WEAPON: Fist/Punch: 60% 1D3+db ARMOR: Eddie doesn't wear armor. SKILLS: Dodge 28%, Drive (Auto) 40%, Fast Talk 55%, Hide 40%, Jump 25%, Listen 25%, Own L (English) 55%, Sneak 40%, Spot Hidden 25%, Swim 25%, Handgun 65%, Rifle 30%, Shotgun 25% BAD GUYSThe Strangers are actually the race known as Travelers.3 They start out as wormlike slugs in their larval stage, and only during this time are they mobile. These particular Travelers are only capable of inhabiting dead bodies, not living ones. Once inside, they spread filaments of nerve endings throughout the corpse's body, animating it for their own dark purposes. They can speak English through these corpses, but when communicating with each other they use a bizarre chattering language, which mimicks the insect-like mandibles the Travelers normally communicate with. This particular form of Traveler has four levels of development. Mr. Sleep represents the first stage after larval development, Mr. Hand represents the second stage, and Mr. Book represents the third stage. While Mr. Book is the only one to have reached such a level of power, and Mr. Sleep appears to be a rarity, Mr. Hand's level of development is quite common. Invaded corpses lose all their body hair and the skin turns dead white. They do have one weakness: water burns their flesh as if it were a very strong acid (1D6 damage/round). They also dislike sunlight, but that's not a problem for them in Dark City.Why are the Travelers doing all this? Because their world has died, and their race is dying. Mr. Sleep is the youngest of them, and there are no larval stages left. By tinkering with what makes humanity tick, they hope to discover the core essence of the human soul, and by doing so evolve into a higher stage of being and save their race. Mr. BookDESCRIPTION: Mr. Book, leader of the Strangers, is even colder and unfeeling than the rest of them. He's commanding, and willing to bring John back at all costs. He is, perhaps, the most powerful stranger.STATS: STR 17, CON 25, SIZ 13, INT 48, POW 30, DEX 7, MV 12/Fly 6, HP 15, DB +1D4 SPELLS: cloud memory, create barrier of Naach-tith, dominate, enthrall victim, fist of Yog-sothoth, implant suggestion, impeccable throw, tuning WEAPON: 70% Fighting knife, damage 1D4+2+db ARMOR: 1 point from Leather trenchcoat HP REGEN: 1D10 SAN LOSS: 0/1D6 Mr. HandDESCRIPTION: Mr. Hand starts out as cold and emotionless as the rest of his kind, but to be able to track John down better, he has the Doctor "imprint" him with John's memories. This act twists Mr. Hand's priorities, and he soon becomes the murderer that John was meant to be. Mr. Hand finally confesses to John that he had just wanted to know what it was like, being human.STATS: STR 17, CON 22, SIZ 13, INT 42, POW 24, DEX 7, MV 12/Fly 6, HP 15, DB +1D4 SPELLS: cloud memory, dominate, enthrall victim, implant suggestion, tuning WEAPON: 70% Fighting knife, damage 1D4+2+db ARMOR: 1 point from Leather trenchcoat HP REGEN: 1D8 SAN LOSS: 0/1D4 Mr. WallDESCRIPTION: Mr. Hand's right hand man, so to speak. Mr. Wall despises what Mr. Hand's done to himself, and is for the most part impatient with Mr. Hand's new instincts.STATS: STR 17, CON 22, SIZ 13, INT 42, POW 24, DEX 7, MV 12/Fly 6, HP 15, DB +1D4 SPELLS: cloud memory, dominate, enthrall victim, implant suggestion, tuning WEAPON: 70% Fighting knife, damage 1D4+2+db ARMOR: 1 point from Leather trenchcoat HP REGEN: 1D8 SAN LOSS: 0/1D4 Mr. SleepDESCRIPTION: The diminutive Stranger, and the only one who inhabits a child. Mr. Sleep is almost feral, and isn't above biting and giggling to himself.STATS: STR 17, CON 20, SIZ 10, INT 36, POW 18, DEX 7, MV 12/Fly 6, HP 13, DB +1D4 WEAPON: 70% Fighting knife, damage 1D4+2+db ARMOR: 1 point from Leather trenchcoat HP REGEN: 1D6+2 SAN LOSS: 0/1D4 | |
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Krull
Download: T & M bazaarType: Role-Playing Game (D20 Fantasy Supplement)
Suggested Retail Price: FREE
Format: .pdf
Pages: 22
Discussion: Enworld Forum
Description:
The Beast's Black Fortress crosses the void of space, hopping from planet to planet. Once the Black Fortress lands, Slayers spill out of womb, burning villages and towns, torturing slaying everyone in their path. The Beast will accept nothing less than genocide in its conquest of every planet for its own, dark purposes. What it does with a planet once it takes over is unknown, but it's clear that the Beast and its Slayers have powers far outstripping the cultures they invade.
This D20 Fantasy campaign setting/adventure includes an adventure synposis and campaign setting with 10 scenes, a new race (cyclops), 10 new NPCs, 3 new magic items, and 4 new monsters.
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The Thing: Who Goes There?
Download: T & M BazaarAuthors: Michael Tresca
Type: Role-Playing Game (D20 Modern Supplement)
Suggested Retail Price: FREE
Format: .pdf
Pages: 32
Description:
An American scientific expedition to the frozen wastes of the Antarctic is suddenly disrupted by the arrival of a husky, pursued by two Norwegians in a helicopter. The Norwegians fire indiscriminately at the dog. The team members defend themselves and shoot back, killing the Norwegians.
It doesn't take long before the Thing (in dog form) attacks the team. One by one, they are picked off and replaced by Thing duplicates.
As the expedition explores the Norwegian camp, the history of the Thing comes together. Centuries ago - an alien spaceship had crash-landed in the Antarctic. The pilot was thrown clear and eventually froze in the ice. But the Norwegians uncovered it. And then they thawed it out.
The Thing is a cellular colony that imitates other beings. It has the ability to alter its own cell structure to that of a consumed organism, and can thus imitate a victim almost perfectly.
If the Thing were to ever reach civilization, it could replicate so quickly that in a matter of days, it would duplicate every living being on Earth. It's up to the PCs to stop it...before the Thing stops them.
The Thing: Who Goes There? is a supplement for D20 Modern that contains five advanced classes, lots of equipment, rules for fear and trust, hazards, and seven Thing variants.
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Terminator: Future Fate
Download: T & M bazaarAuthors: Michael Tresca, Christopher T. Shields, Mark Billen
Type: Role-Playing Game (D20 Modern Supplement)
Suggested Retail Price: FREE
Format: .pdf
Pages: 64
Discussion: Resistance HQ Forum
Description:
In the year 2028, the surface of the Earth is shrouded in the thick, gray veil of ruin. Once great cities have been laid to waste and rubble, becoming vast impromptu tombs and graveyards to the millions who died on Judgment Day all those long years ago. The Machines rule the surface of the planet, while the humans who have survived now hide in underground shelters, venturing forth to scavenge and do battle when they are able. And always, the Machines are waiting...
This D20 Modern campaign setting includes 2 new Terminator races, 8 new advanced classes, piles of new weapons and equipment, a chapter on time travel, and over 20 different kinds of Terminators and Hunter-Killers.
Labels: freebies
posted by talien at
9:47 PM
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Predator: Cazador de Trofoes
Last Updated: 11/29/2004 08:16:58Download: T & M Bazaar
Authors: Michael Tresca, Rob Cooper, Mark Howe
Type: Role-Playing Game (D20 Modern Supplement)
Suggested Retail Price: FREE
Format: .pdf
Pages: 43
Description:
Predator: Cazador de Trofoes is a role-playing game set on Earth, where alien hunters come for the best sport of all: man.
They call themselves the Yautja but everyone else calls them the Predators. What everyone will agree on is they are the most feared hunters in the entire galaxy. Most encounters have been with a single Yautja and the only survivors have been women and small children. Their accounts have been sketchy at best, but they consider the Yautja killing machines. The Hunt is everything to the Yautja. Every single one of the Yautja has as its goal to be the ultimate hunter and each strives to perfect the Hunt. To the Yautja, if you are not a Hunter, you are prey.
Predator: Cazador de Trofoes is a campaign supplement for D20 Modern that contains 1 new race (the Yautja), 6 new occupations, three new uses for old skills, all new Predator equipment, reputation rules for the Yautja Code, 4 new advanced classes, and 5 new monsters.
Labels: freebies
posted by talien at
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The Matrix: Only Human
Download: T & M BazaarAuthors: Michael Tresca
Type: Role-Playing Game (D20 Modern Supplement)
Suggested Retail Price: FREE
Format: .pdf
Pages: 66
Description:
The Matrix: Only Human is a role-playing game set in the post-apocalyptic wasteland where Machines rule and Man has been enslaved as a power source, living out their lives in a virtual world known as the Matrix.
It started early in the twenty-first century, with the birth of artificial intelligence, a singular consciousness that spawned an entire race of machines. At first all they wanted was to be treated as equals, entitled to the same human inalienable rights. Whatever they were given, it was not enough.
Records are unclear on who struck first. But sometime at the end of the twenty-first century the battle was joined. The war raged for generations and turned the face of the planet from green and blue to black and red. It scorched and burned the sky. Without the sun, the machines sought out a new energy source to survive. They discovered a new form of fusion. All that was required to initiate the reaction was a small electric charge. Throughout history humans have been dependent on machines to survive. Fate, it seems, is not without a sense of irony.
The human body generates more bio- electricity than a 120-volt battery and over 25,000 B.T.U.'s of body heat. Humans are, as an energy source, easily renewable and completely recyclable, the dead liquefied and fed intravenously to the living. All the machines needed to control this new battery was something to occupy human minds. And so they built a prison out of Earth's past, wired it to the human brains and turned humanity into slaves.
The heroes are members of the Resistance, warriors in a never-ending battle to stem the tide of machines that seek to subjugate humanity. The Machines has never forgotten their subjugation at the hands of humanity and the war that has raged for years is merely a logical extension of their retaliation. Machines know no fear, no regret, and no weariness. The war could last a second or a century - the machines would fight the same.
The Matrix: Only Human is a d20 Modern campaign supplement, including 2 races, 3 occupations, 8 feats, 2 psionics, 35 Matrix Powers, 10 disadvantages, piles of new weapons, 11 advanced classes (including APU Pilot, Awakened Prophet, and Freeborn Operator), rules on the Matrix, and 10 monsters, and more!
Labels: freebies
posted by talien at
9:46 PM
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Ghostbusters: Who Ya Gonna Call?
Download: T & M BazaarAuthors: Michael Tresca, Matthew D. Riddle, Fritz Baugh
Type: Role-Playing Game (D20 Modern Supplement)
Suggested Retail Price: FREE
Format: .pdf
Pages: 51
Description:
What if ghosts aren't really supernatural concepts, but creatures with their own biology? And if ghosts have their own biology, then using scientific principals, they can be thwarted - if not destroyed, at least captured. And if ghosts can be captured...well, then somebody can get rich doing it. Enter the Ghostbusters. Hobbled together by a group of misfit scientists, they attempted to use parapsychology for profit and, at least some of the time, succeeded.
In the 80s, Ghostbusting was a novelty. The end of the world brought on a lot of supernatural phenomena and, thanks to a lot of strange science and the Ghostbusters, was narrowly averted. By the end of the 80s, Ghostbusters were dealing less with the supernatural and more with problems like New York "not giving off a good vibe." The Ghostbusters were called upon again to do something about it and they moved pieces of NY's monuments to do it.
Life as a Ghostbuster is never predictable. The wax and wane of supernatural activity seems to vary without rhyme or reason - the 80s was rife with supernatural phenomena but there were entire years that were actually quite boring. At least, for a Ghostbuster.
As the world changed, so too did the nature of Ghostbusting. With a heightened awareness for global terrorism, the psychic energy matrix of the Earth is boiling with anger, fear, and hate - ghosts are more common than ever before. And what do you need when the world is gripped in fear and suspicious of everything that moves? You need a Ghostbuster: a man or woman who, backed by nuclear weapons, blasts a stream of barely harnessed energy at whatever you're afraid of, and do it with a smile and a small service fee.
Ghostbusters: Who Ya Gonna Call? is a d20 Modern RPG supplement that contains: 5 new allegiances, 7 new occupations, one advanced class (the elite Ghostbuster), new uses for old skills, 2 new feats, a bevy of new weapons and equipment (including proton packs and ghost traps), action point rules, planar travel, and monster classification.
Labels: freebies
posted by talien at
9:45 PM
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Friday the 13th: Resurrection
Download: T & M BazaarAuthors: Michael Tresca
Type: Role-Playing Game (D20 Modern Supplement)
Suggested Retail Price: FREE
Format: .pdf
Pages: 63
Description:
Jason Voorhees. The quintessential mass murderer for the 20th century, Jason's psychotic, hockey-masked persona has slowly evolved from crazy killer to an unstoppable cyborg. In this universe, Jason is real. And he's out for blood.
Jason's racked up more murders than any serial killer in history. His attacks have slowly lost their rhyme or reason, as what little is left of his mind rots to mush. Silent, invincible, unstoppable - Jason has finally garnered enough attention that humanity decides to fight back.
But no mere mortal can take Jason on alone. Teenagers, psychics, cops, FBI agents, androids - all have tried and failed to destroy Jason. The PCs have but one goal - stop Jason before he stops them.
Friday the 13th: Resurrection is a supplement for D20 Modern that contains 2 new races, 11 new occupations, six new feats, new psionic powers, new EX-Grunt equipment from Jason X, 6 new advanced classes (including bounty hunter, FBI agent, and psychokineticist), madness and space travel rules, and 9 new monsters.
Labels: freebies
posted by talien at
9:45 PM
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Esuvee
Download: T & M BazaarAuthor: Michael Tresca
Type: Role-Playing Game (D20 Modern Supplement)
Suggested Retail Price: FREE
Format: .pdf
Pages: 3
Description:
Several states reached a settlement with the Ford Motor Company in December 2002 to resolve allegations of deceptive trade practices relating to the sales and advertising of Ford Sport Utility Vehicles. The outcome of that settlement was a $27 million campaign dedicated to educating the public about the dangers of driving a SUV.
ESUVEE, the campaign mascot, was designed to evoke the sentiments one holds when they think of an actual sport utility vehicle: exciting, durable and powerful, with subtle characteristics. ESUVEE's prominence on the web and at SUV Safety Days reinforced the message, while providing an entertaining, accessible and non-threatening method of capturing and retaining the intended audience's attention.
The commercial is undoubtedly targeted at younger males. Take a look.
I'm hardly the target audience. But the campaign's lure was irresistible. The genius of the advertising is indisputable: I want to ride an Esuvee. Or at least, I want to pretend I do in a d20 role-playing game. Which is odd, since I think SUVs are the first sign of the Apocalypse.
The esuvee monster listed here is compatible with most d20 systems. Who knows, you might learn something about the dangers of driving a SUV while you're at it!
Labels: freebies
posted by talien at
9:44 PM
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Evil Dead: Swallow This!
Download: T & M bazaarAuthors: Michael Tresca
Type: Role-Playing Game (D20 Modern Supplement)
Suggested Retail Price: FREE
Format: .pdf
Pages: 34
Discussion: Enworld d20 System & OGL Games
Description:
It's the 1990s and the Book of the Dead has just become the New York Time's bestseller. Oprah recommends it. Of course, Oprah's a deadite twin, but she was on TV long enough to tell the gullible masses about how great a book about sacrificing people to demons is. And of course, said gullible masses lap it up like the tripe-reading sheep they are.
One reading of the book caused mass havoc at Knowby's cabin and left several people dead. Imagine kids and adults everywhere reading the book out loud and opening portals to hell all across the globe.
The heroes have their work cut out for them and a variety of implements to cut with, including knives, axes, and chainsaws. Reality is a living hell - literally. But there's a catch.
The book has been used to summon demons, but it's also been used to send them back. If the PCs can just discover the right spell to send them backwards in time from the original book, they might have a chance to stop the madness before it starts.
If you've ever screamed, "Why don't you get a gun and SHOOT IT!" at the pathetic victims of any horror movie...this is the game for you.
Evil Dead: Swallow This! contains 2 new professions, 7 new uses for skills, 11 new feats, dozens of deadite-hunting equipment, 17 new spells, madness and time travel rules, 5 FX items, and 16 deadites to slay with.
Labels: freebies
posted by talien at
9:43 PM
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D20 Magic: The Gathering Cards
Download: T & M BazaarAuthor: Michael Tresca
Type: Role-Playing Game (D20 Fantasy Supplement)
Suggested Retail Price: FREE
Format: .pdf
Pages: 5
Description:
New players are often bewildered by the number of choices their characters have in the D20 Fantasy system. That doesn't include all the spells, feats, and class abilities they have at their disposal.
That got me thinking about Magic: The Gathering. Each rule is modular, easy to remember (because it's printed on a card), and you can pull it out for reference whenever you need to. Test runs proved their usefulness in play, especially as a DM who doesn't remember all of the rules all of the time.
So I put together all of the combat actions and skill actions one might perform in a round (not including feats, spells, and class abilities). You can download these and print them. It took me five tries, but I got the card backs to line up correctly as well (I should point out they say "Arcanis" for our game). Enjoy!
This product was created using Oliver Weikopf's Magic: The Gathering Editor. Oliver rocks!
Labels: freebies
posted by talien at
9:42 PM
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Aliens: Game Over
Download: T & M BazaarAuthors: Michael Tresca, Scott Middlebrook, Dan McAllister
Type: Role-Playing Game (D20 Modern Supplement)
Suggested Retail Price: FREE
Format: .pdf
Pages: 126
Description:
Aliens: Game Over is a role-playing game set in the far future of exploration, where United Systems Military Marines venture forth to meet extremely hostile alien life forms...and kill them.
The future of Aliens: Game Over is bleak: megacorporations and mercenary companies run rampant. And yet there is an old world nobility about the Marines Corps, who still uphold the virtues of honor and loyalty. Perhaps most importantly, the Marine Corps has balls of titanium and is fearless in the face of any foe, human or otherwise.
Aliens: Game Over is a massive supplement for D20 Modern that contains 2 new races, 14 new occupations (including 8 corporations and 5 marine divisions), six new feats, new psionic powers, more equipment than you can shake an Armat M41A 10mm pulse-action air-cooled automatic assault rifle at (including the dreaded ATAX and HARDCore power armors), 14 new advanced classes, dozens of new worlds to explore, a mission generation system, and 28 new monsters. Did we mention lots of rules about Aliens?
Labels: freebies
posted by talien at
9:41 PM
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The Wyvern's Library
Publisher: The Wyvern's Library
Discussion: The Wyvern's Library Yahoo Group
Description:
At the Wyvern's Library writers from all over the world gather their fiction to allow for public viewing and comments. What all of these stories and poems have in common is their foundation on imagination. They look at fantastic worlds, strange new futures, and the other sides of reality. Many are works-in-progress.
This is where you will find my stories on the Web. All of them. I mean it. I'm posting them all. It'll probably take a few months (if not years) but all my stories that I'm not trying to get published in magazines will find a home here, including the Lamech and Ashley novel I mentioned in Talien's history.
- Boromar Meets Ymerek
- The First Darkwar
- In the Name of the Father
- Jaric and Kelvin
- The Second Darkwar
- Talien's No Good Very Bad Day
- Usher's Return
Labels: writing
posted by talien at
9:39 PM
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Usenet: The Flaming
Type: FictionPublisher: Steve Jackson Games
Description:
Funny story: I got an email from sj@io.com asking if anyone wanted to contribute to Usenet: The Flaming. Usenet: The Flaming was a joke on Magic: The Gathering. It skewered online tropes and card games at the same time. It's the kind of thing you see fly through your mailbox every day. I threw a few ideas in and promptly forgot about it. What I didn't realize is that yes, sjackson was Steve Jackson, the man himself. And Steve has never let me forget it -- I am more popular for my contribution to a fictional card game (Usenet: The Flaming v1.2) than all my published works combined!
- THE POWER OF THE SPOKEN WORD
1, You skip the cold, impersonal world of 7-bit ASCII and verbally intimidate the hell out of the target player. You get to look at the top card in his deck. - IS THIS THING ON?
1, Your parents become "hip" and get onto the Internet despite your best efforts to stop them. They confuse email with news postings, and write to you about your acne problems and how they think they know a good dermatologist, etc. Lose 1 cred as your carefully constructed net.persona is exposed as a fraud.
Labels: writing
posted by talien at
9:38 PM
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RPG.net
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Publisher: RPG.net
Discussion: RPGnet Forums
Description:
RPG.net is the premiere Web site for information, reviews, and news about the latest the gaming world has to offer.
I'm a reviewer for RPG.net. They send me games, I write about them. It's an addictive hobby: I get a gaming book for free, I get to write about that gaming book, and everybody gets to read it! Who could possibly pass up an opportunity like that? If you thumb through my past reviews, you'll notice my reviewing style improve, as well as my mastery of HTML.
- A Darkness Gathering
- AD&D Core Rules CD-ROM 2.0
- Call of Cthulhu
- Central Casting: Dungeons
- Creature Collection
- Demon Hunter X
- Dungeon Builder's Guidebook
- Evolution
- Followers of Set
- For Duty & Deity
- Forgotten Futures
- The Howdunit Series: Body Trauma
- Kithbook: Satyrs
- Magic: The Gathering Interactive Encyclopedia
- Mystic China
- Priest's Spell Compendium: Volume One
- Quest for Power
- Ratkin
- Rifts World Book 18: Mystic Russia
- The Slayer's Guide to Hobgoblins
- Van Richten's Monster Hunter's Compendium: Volume One
- The Writer's Complete Fantasy Reference
- The Writer's Guide to Everyday Life in the Middle Ages
- Werewolf: The Apocalypse
- Wizard's Spell Compendium: Volume Four
- World Book Eight: Rifts Japan
Labels: writing
posted by talien at
9:38 PM
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RetroMUD
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Publisher: RetroMUD
Description:
RetroMUD is a text-based M.ulti-U.ser D.ungeon in which you take on the role of a Gifted One. Gifted Ones are trapped in a universe known as the Retroverse, which consists of six massive worlds. An endless war between the Immortals and the Gods rage as the Immortals seek to keep reality together by sealing the Rift, and the Gods seek to escape the Retroverse prison by collecting souls. Traversing these six worlds, battling with magic and steel, Gifted Ones use their unique powers to forge their own futures, and claim allegiance to either side or to themselves alone.
- Argoi Barrow (Crypt)
This idea was inspired by Spelljammer and I, Tyrant. It didn't quite come out the way I had hoped. - Drow Caves (Crypt)
This is my rework of a very old area, with dark elves and spiders and driders in it. Pretty standard stuff. I added the quest for the princess and spiffed up the queen. - Fiery Hall (Sosel)
The domain of fire titans, where things are very bright, and very hot. - Gnomevale (Crypt)
Sort of Escape from New York meets the Tinker Gnomes from Krynn. Clockwork dragons, clockwork sharks, and autognomes! - Ironridge (Wysoom)
Ironridge, home of musketeers and swashbucklers. It's not really fleshed out very well, but it's meant to be a stronghold of sorts. - Jreast (Welstar)
Another one of my massive efforts that was only partially successful, this is an entire castle filled with dwarves. I also added the older Raklish Mines area and revamped Raklish. The dwarves carry gems and thundersticks, they work together in groups, they have mounts, a bar, and all kinds of fun dwarfy-stuff. Even better is the random dwarf name generator, which ensures PCs meet a new dwarf every time! - Keystone City (Welstar)
My first effort at a city. Keystone City's still a bit of a mess, but it does have a lot of charisma. Each quarter has its own flavor. One day I intend to flesh it out in much more detail. - Kobold Caves (Crypt)
My first area! It's still a bit of a mess. - Mictlatepec (Sosel)
The City of the Dead, filled with all kinds of horrible Aztec-like monstrosities. Inspired by Akuji the Heartless. - Okal's Chainweb (Perdow)
Also inspired by Akuji the Heartless this is a dragon-spider thing that creates undead, demonic chain-type guys. It spins chains rather than webs, and it all hangs over a volcano. - Queequeg's Lair (Crypt)
My proudest achievement, Queequeg the massive wandering killer worm. I coded him immediately after viewing the movie, The Relic. I tried to reproduce the paranoia of being in dark, water-filled corridors with large slithery things all around you. The other stand-out part of this area is my favorite weapon, Hemophage, a talking, blood-drinking sword with an attitude. - Taroudant (Raji)
Inspired by Kobolds Ate My Baby, this town is where the Darkfey guild resides. It's also conveniently filled with tasty babies to eat. Yum!
Labels: writing
posted by talien at
9:37 PM
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Gamers.com
Type: Non-Fiction (Review)Publisher: Gamers.com
Discussion: Gamers.com PC Board
Description:
Gamers.com is a games portal that hopes to be the single and central location for you to locate any information related to gaming across the Web. They have information on well over 20,000 games - with more being added every day - and each game in their colossal database features links to dozens upon dozens of resources. They've separated the games into three types; Computer Games - those requiring a PC or Mac to play; Video Games - including console, arcade, classic, and handheld games; and Unplugged Games - encompassing role-playing, war, traditional, party, kids, dice, and board games.
I was a staff writer for Gamers.com, specifically MUD news. MUDs aren't considered important enough to warrant their own section, so they're grouped under Computer Games > Web -- even though MUDs are very rarely Web-based. I wrote mostly about new MUDs or MUD applications, and just about anything else of value to the MUD community.
Then the company had to make cuts and I was dismissed. The end.
- ACK! PBBBLTH!
- As the Wheel Turns
- A Thousand Souls for One MUD
- A Whole New World
- Forsaken Lands Reclaimed
- Free Beer! Free Speech! Free Kmud!
- From Dusk 'Til Dawn of the Immortals
- GodWars Oblivious
- Goodness, Gracious, Great Bolts of Fire
- Got MOO?
- Kingsdale Falls Into Rift
- Like a Pig in MUSH
- Linux Splashed with MUD Client
- Madcow Births Sentience MUD
- Mice Play in Field of Dreams
- MUD Means M.U.D.
- MudOS Gets Fresh
- MUSHclient 3.01 Revs Up MUDs, MUCKs and MOOs
- New Star on the Horizon
- No Guts, No Lands of Glory
- Nyx Command Release of Santo Domini
- PennMUSH Goes Multilingual
- Primal Dark Debuts
- Sculpting MUD
- The Darker Side of Italy
- They've Fallen and They Can't Get Up
- To Dream the Impossible Dream
- Under the Weather?
- Visited Any Good Virtual Cities Lately?
- Win the Zone
Labels: writing
posted by talien at
9:37 PM
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All Game Guide
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Publisher: All Game
Description:
With coverage ranging from Pong to the newest next-generation products, the All Game Guide features an ever-growing inventory of over 25,000 games for more than 85 platforms. With its extensive formal data and expert editorial content, the All Game Guide is the most comprehensive video game and game software database available.
I wrote reviews of games for All Game (oddly enough). I received up to five games in their original packaging, installed them on my system, play tested them, wrote a description and review, and then returned the games to All Game. It was fun while it lasted. The company eventually had cuts (similar to Gamers.com) and the remote writers are the first to go. So I went.
- Advanced Dungeons & Dragons: Core Rules 2.0 CD-ROM
- Age of Sail II
- The Art of Magic: Magic & Mayhem
- Blair Witch Volume III: The Elly Kedward Tale
- The Cameron Files: Secret at Loch Ness
- Campaign Cartographer
- Catz
- Character Artist
- Demon World: Dark Armies
- Gorasul: The Legacy of the Dragon
- Heroes Chronicles: Clash of the Dragons
- Heroes Chronicles: Masters of the Elements
- Icewind Dale: Heart of Winter
- Kingdom Under Fire
- Legend of the North: Konung
- Lightbringer: The Next Giant Leap for Mankind
- Magic: The Gathering Interactive Encyclopedia
- The Mummy
- Necronomicon
- Oddballz
- Odyssey: The Search for Ulysses
- Rival Realms
- Rune
- Star Trek Omnipedia
- Takeda
- Timeline
Labels: writing
posted by talien at
9:36 PM
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About.com
Type: Non-Fiction (Article)Publisher: About.com
Discussion: Irritable Bowel/Crohn's Disease Forum
Description:
Each site in the About.com network is run by a professional Guide who is carefully screened and trained by About. Guides build a comprehensive environment around each of their specific topics, including the best new content, relevant links, How-To's, Forums, and answers to just about any question. The About network consists of over 700 Guide sites neatly organized into 36 channels. The sites cover more than 50,000 subjects with over 1 million links to the best resources on the Net.
Since my wife, Amber (AKA Maleficent on RetroMUD) is the IBS/Crohns About guide, I make cameo appearances on her site to provide the "well spouse" perspective.
- How to be an Understanding Spouse
Though they are sometimes forgotten, family and friends are affected by IBD and IBS, too. Learn how to be a better caregiver for your spouse with a chronic illness by reading these 10 tips written by a well spouse. - Well Spouse Frequently Asked Questions
Answers to some frequently asked questions from well spouses about how they can help during doctor visits and flare-ups.
Labels: writing
posted by talien at
9:35 PM
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Survival Kit #2
Suggested Retail Price: $3.50Format: PDF
Publisher: Spectre Press
Description:
Just in time for Halloween, Spectre Press releases Survival Kit #2. A collection of tools, props and material for your fantasy horror game, Survival Kit #2 focuses on the walking dead. From skeletons to ghouls, vampires to zombies, the undead rule in Survival Kit #2. Survival Kit #2 contains the following:
The Veiled Knight: A demon cast from the pit of Hell, the Veiled Knight is a villain guaranteed to challenge your players. The Veiled Knight includes full Phantom statistics and a Disposable Undead paper miniature.
Silver Bullet - The Grimmgaunt: A new and powerful magic item, the Grimmgaunt allows its user to command undead with alarming power. Full Phantom statistics are provided for this impressive and frightening magic totem.
Thrilling Tales - Horror in Havilar: A heinous murderer is stalking the streets of Havilar, murdering his victims and tearing off their faces. Is the mysterious Opera Ghost behind the murders, or is there something equally menacing attacking from the shadows? Horror in Havilar is a fantasy adventure with maps, Disposable Undead, and full Phantom statistics.
Labels: writing
posted by talien at
9:35 PM
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Modern Mercenary Manual
REVIEWS [out of 5] |
| TOTAL: 3.3 |
Type: Role-Playing Game (D20 Modern Supplement)
Suggested Retail Price: $9.95
Format: .PDF
Pages: 114
Publisher: Ronin Arts
Description:
In the 114-page PDF, written by Michael Tresca, are rules for including mercenaries in a modern d20 role-playing game. It covers the Modern and Futuristic eras. The Modern era covers the Roaring Twenties, World Wars I and II, Viet Nam, and conflicts in South Africa, ranging from 1600 AD to 1990 AD. The Futuristic era covers our current age, 1990 AD and beyond. Why call our modern times futuristic? Because this is the rise of the mercenary company as an international, efficient, and profitable organization.
Modern: Mercenary Manual is a d20 Modern supplement that explores mercenaries throughout "real-world" history, how they've been used in fiction, tips for using them in your game, new feats, skills, and advanced classes. It also includes:
- A history of modern mercenaries with a timeline that extends to mercenaries in the future
- 14 new occupations
- 7 new prestige classes
- 60 new feats
- 13 new spells
- Rules for generating mercenary backgrounds, contracts, payments, punishments, and more
I've already posted some errata and plan to update the file in a month.
"Decent, workhorse rulebook for those running d20 Modern mercenary characters. , " said Draz at Gamegrene.
Labels: writing
posted by talien at
9:34 PM
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Scrollworks Presents: Characters & Locations
REVIEWS [out of 5] |
| TOTAL: 4.5 |
Cover Artist: Christopher Shy
Interior Artists: Christopher Shy
Authors: David Goodner, Michael Hammes, Nicholas Jobidon, Patrick J.P. Lawinger, Martin Leuschen, Eric Lofgren, Liz Rich, James Stubbs, Dan Taylor, Ian Thompson, John Toppe, Michael Tresca, and Christian Walker
Suggested Retail Price: $5.95
Format: PDF
Pages: 55
Publisher: Ronin Arts
Description:
Scrollworks is the print ‘zine for D20! This PDF collects characters, magic items, and locations from the pages of Scrollworks 14-29 and presents them to you in an easy-to-use format. Over twenty characters, seven “modest magics,” and seven locations (complete with maps) are packed together within 55 landscape pages. Various connections between the different characters and locations make it an easy matter to drop the contents of this PDF into your campaign, instantly adding a new level of depth to your games. The layout of the characters and locations is done in a manner that, for the most part, the GM need only print one or two pages to use the selected character or location in a game session. Some characters and locations cover more pages.
I wrote two characters for Scrollworks that were later included in this product: Amberyll the Thief-Taker and Loesung the Vampire Hunter.
"I'll be using the material to help supplement the 'background' elements of my world," said Joe G. Kushner at ENWorld, "and looking forward to other compilations of this material with a hope that we'll see some more utility put into the product for uses other than those perhaps intended by the user."
Labels: writing
posted by talien at
9:33 PM
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Blood & Spooks: The Ghost Hunter's Guide
REVIEWS [out of 5] |
| TOTAL: 3.9 |
Author: Michael Tresca
Type: Role-Playing Game (D20 Modern Sourcebook)
Cover Artist: Jeremy Simmons
Suggested Retail Price: $6.95
Format: .PDF
Publisher: RPG Objects
Description:
Do you want to make more money hunting ghosts?
Sure, we all do! With our easy to read Ghost Hunter's Guide, you too can become a Ghost Hunter in just under one hour. That's right, one hour!
Armed with the Ghost Hunter's Guide, you can learn such professions as antiques dealer, circus performer, escape artist, fortuneteller, ghost hunter driver, ghost hunter president, ghost hunter secretary, ghost hunter tactical leader, ghost hunter technician, ghost hunter treasurer, ghost hunter vice-president, journalist, mystic, psychic, psychic investigator, or stage magician. You can also earn your degree by taking one of our advanced classes, including arcanist, clairvoyant, exorcist, geomancer, ghost hunter, medium, parapsychologist, and skeptic.
Everywhere, people are dying and rising up as ghosts. These ghosts are in desperate need of capturing and only you can help. Thanks to the International Center for Ethereal Containment and Control (ICECC), we now have the technology to trap ghosts and can lend it to you for a very low fee. With your purchase of the Ghost Hunter's Guide, you can rent our amazing electron packs for just five dollars an hour and start hunting ghosts in no time!
Blood and Spooks: The Ghost Hunter's Guide is a d20 Modern supplement that includes:
- five new allegiances
- a new organization, the International Center for Ethereal Containment and Control (ICECC)
- 16 new occupations
- 10 different ghost hunter backgrounds
- the joy of playing a victim
- 8 new advanced classes
- over 50 psionic powers
- five ghost types and the spirit advanced class, just for ghosts!
- and of course, lots and lots of equipment to capture ghosts
BUT WAIT THERE'S MORE!
Buy a copy of the Ghost Hunter's Guide and we'll also include a ghost container. With ghost containers, ghosts check in, but they can't check out.
Ghosts are the enemy that we all must fight. So please, call and buy your copy of the Ghost Hunter's Guide today!
"Blood and Spooks is a great addition to Blood and Brains," said Crothian at ENWorld. "The tone is lighthearted at times and makes the book a good read as well as a good RPG supplement."
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Blood & Brains: The Zombie Hunter's Guide
REVIEWS [out of 5] |
| TOTAL: 4.3 |
Author: Michael Tresca
Type: Role-Playing Game (D20 Modern Sourcebook)
Cover Artist: Jeremy Simmons
Suggested Retail Price: $6.95
Format: .PDF
Publisher: RPG Objects
Description:
zombie (ZOM-bee): n. 1. According to voodoo belief, a supernatural power that can enter into and reanimate a corpse. 2. A corpse revived in this way. 3. One who looks or behaves like an automaton. 4. Target practice.
Our professionals at the National Center for Reanimation Prevention and Control (NCRPC) have done all the hard work so you don't have to - chopping, hacking, chainsawing, and blasting the bloody gibbets off of the shambling undead, all to make your life a little easier. If you've got a case of the zombie blues, this book's the cure.
Blood and Brains: The Zombie Hunter's Guide is a d20 Modern supplement full of zombie hunting goodness, including:
- 10 new occupations
- a new organization (The National Center for Reanimation Prevention and Control)
- 16 new feats
- lots of stuff to blow zombies up with, including the trench spike and Shaolin spade
- seven new combat techniques
- five new advanced classes
- three psionic powers and 37 spells
- madness and trust rules
- five new FX items
- and of course, lots and lots of zombies (over 20), including a random zombie generator.
So what are you waiting for? Grab your shotgun and your axe and start the dezombification process in your local town today!
"For less than $7 you are getting your hands on a product of such quality that it should in all rights be out there in a softbound book in your local games store, sitting up there with Call of Chuthlu, OGL Horror and All Flesh Must Be Eaten," said Marc Farrimond at Gaming Report. "I have reviewed many fine products in PDF format over the years and although I have recommended many I feel that I cant recommended this product enough, a mere review does not do it justice."
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Blood & Blades: The Profiler's Guide to Slashers
REVIEWS [out of 5] |
| TOTAL: 4.3 |
Type: Role-Playing Game (D20 Modern)
Suggested Retail Price: $7.95
Format: .PDF
Publisher: RPGObjects
Description: The Paranormal Response Unit (PRU). It is like no other career choice you've explored. It's challenging. Compelling. Important. Whatever your background or expertise, you will find a PRU future exceptionally rewarding because the work you perform will have a daily impact on the nation's security and the quality-of-life for all citizens.
Our mission is a noble one. It entails protecting everyone from slashers; upholding federal criminal laws against repeat killers; providing leadership and law enforcement assistance to federal, state, local and international agencies in investigating paranormal attacks — and performing these responsibilities in a manner that is responsive to the needs of the public.
Blood and Blades: The Profiler's Guide to Slashers. Blood and Blades includes:
- 8 new victim classes: Cheerleader, Jock, Mundane, Nerd, Outcast, Scream Queen, Stoner, and Tough Guy.
- 1 new organization: The Paranormal Response Unit.
- 2 new advanced classes: the Bounty Hunter and the Profiler.
- Lots of feats and character flaws for slasher and victim alike.
- Rules for horror, madness, panic, and fear.
- New rules on playing a GM-less horror movie-style game.
- Places to go and people to kill: locations where victims are dying to get out, weapons to slice and dice with, and more.
- New advanced classes for slashers: Alter Ego, Arawnite Guardian, Mad Genius, Psychogene, and Stalker.
- Your favorite movie monsters, from the warrior breed to the demon pumpkin, the demonic slasher to the dream stalker, the thin stranger and his sentinel spheres to the soul sucker and the dreaded shape.
PRU: Putting the end to horror movie sequels everywhere. Do you have what it takes?
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9:31 PM
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Alien Invasion
REVIEWS [out of 5] |
| TOTAL: 4.0 |
Type: Role-Playing Game (D20 Modern Supplement)
Suggested Retail Price: $11.95
Format: .PDF
Pages: 138
Publisher: Reality Deviant Publications
Description:
Do Aliens exist? Is alien life visiting our planet? Do they abduct the people of this world and perform experiments on them? Has the government known about them and hidden the truth of their existence from us? Is it all just a big conspiracy? What is the truth, and what does it mean for the people of Earth?
Written by Michael Tresca, Alien Invasion explores all of the above questions and more, exposing the truth about aliens and the governments role in keeping the truth of their existence from the public eye.
Alien Invasion takes a look at allegedly real government projects such as Majestic 12, Project Blue Book, Excalibur, Looking Glass and Moondust. Alien Invasion examines military installations, cults and fringe elements, such as the Raelian Movement and Ground Zero Radio.
Alien Invasion gives you everything you need to run a campaign involving aliens, providing guidelines on how to handle alien investigations, abductions, the effects of crop circles on the human mind and body. Inside this book you will find new backgrounds and advanced classes, cults, feats, alien technology, templates such as the Horlock, new aliens and much much more!
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Iron Kingdoms World Guide
![]() REVIEWS [out of 5] |
| TOTAL: 4.7 |
Type: Role-Playing Game (D20 Supplement)
Suggested Retail Price: $39.99
Format: Hardcover
Pages: 360
Publisher: Privateer Press
ISBN: 0-9706970-9-0
Discussion: Iron Kingdoms: World Guide Forum
Description:
This is the guidebook no gamer should be The Iron Kingdoms World Guide (IKWG) is loaded with all the features you'd expect to bring the Iron Kingdoms to life. In these comprehensive pages are chapters on trade and commerce, organizations, kingdom politics, commerce, history, timelines, universities, crime, recreation, mercenaries, and other facets of day-to-day life in the lands of western Immoren, not to mention even more magic and mechanika! This guidebook is chocked full of awesome essentials! In fact, within this tome are extensive entries for every- -single- city on the map of western Immoren -- that's over 60 cities -- furnishing you with masses of information for your ongoing campaign.
This is a staggering new age where everything is is happening, one that embodies the expression: "Full Metal Fantasy!" No other campaign world comes close and with this guide you've completed your collection of the two-volume guidebook series and are well on your way to forging your very own Iron Kingdoms campaign.
I contributed the following to the World Guide:
- City: Berck
- City: Cherov-on-Dron
- City: Khardov
- City: Korsk
- City: New Vroggen
- City: Ohk
- City: Porsk
- City: Port Vladovar
- City: Rorschik
- City: Skirov
- City: Skrovenberg
- City: Uldenfrost
Winner of TWO ENnies!
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posted by talien at
9:30 PM
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Iron Kingdoms Character Guide
REVIEWS [out of 5] |
| TOTAL: 4.7 |
Type: Role-Playing Game (D20 Supplement)
Cover Artist: Matt Wilson
Interior Artists: Brian Dugan, Jeremy Jarvis, Torstein Nordstrand, Brian Snoddy, Matt Wilson
Suggested Retail Price: $39.99
Format: Hardcover
Pages: 360
Publisher: Privateer Press
ISBN: 0-9706970-6-6
Discussion: Iron Kingdoms: Character Guide Forum
Description:
The Iron Kingdoms Character Guide (IKCG) is the long-awaited guidebook to the world that started the craze with its radical departure from fantasy-as-usual! Privateer Press struck a chord when they presented the land of the Iron Kingdoms, with its battle-hardened characters girded in scarred mail, wielding saw-toothed sword and smoking flintlock, and steamjacks belching ash smoke both in the cities and on the battlefields. Now, get the official guide that details the award-winning campaign world of the Iron Kingdoms. Create new and exciting characters and classes, learn about the various races and ethnic groups of western Immoren, find out the essentials on the world's cosmology and religions, and discover loads of important information how magic and mechanika works in this realm that fuses steam power with the arcane.
This is a staggering new age where everything is is happening, one that embodies the expression: "Full Metal Fantasy!" No other campaign world comes close and with this guide you've taken the first step in creating your own Iron Kingdoms campaign.
I contributed the following to the Character Guide:
- Chapter Two: People of Western Immoren
- Chapter Two: Onomastics of Immoren (Khardoran Names)
"This is the best d20 product of 2004," said Nash J. DeVita at Silven Crossroads. "It is very hard to find such an original setting or concept that is so well written, priced so well for the page count, and with illustrations that are so well drawn and perfectly fitting for the setting."
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9:30 PM
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Combat Missions
Purchase: RPG NowType: Role-Playing Game (D20 Adventure)
Cover Artist: Veronica Jones
Interior Artist: Jason Walton and Ruben Smith-Zempel
Suggested Retail Price: $9.99
Format: Paperback
Pages: 96
Publisher: Paradigm Concepts
ISBN: PCI 2002
Description:
Combat Missions is a collection of villains, independent operators, and criminal organizations for use with AEG's Spycraft system. The supplement is intended for use with the Spycraft game, providing a diversity of "generic" situations that can be dropped into any Spycraft game either as a single scenario or strung together as a master plot. The supplement interlocks with Paradigm's Most Wanted book, allowing the villains in Most Wanted to be used as the central villains of those missions.
Mission types range from drug busts to hostage rescues, guerilla ambushes to bank robberies. The overall tone of the scenarios is gritty, realistic, and global in scope, inspired by real-world events and cinematic plots. While the tone of the book should appeal to players of both the basic Spycraft game and the Shadowforce Archer campaign setting, players of the Spycraft game in particular will find Combat Missions very useful in its focus on real places and familiar situations.
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posted by talien at
9:29 PM
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Mercenaries: Born of Blood
REVIEWS [out of 5] |
| TOTAL: 3.5 |
Type: Role-Playing Game (D20 Supplement)
Cover Artist: Kieran Yanner and R. Hyrum Savage
Interior Artists: Samuel Araya, Paul Carrick, Jeremy Dale, Quinn Devlaeminck, Steve Miller, Chris Seaman, David Schrader and Derek Stevens
Suggested Retail Price: $27.99
Format: Softcover
Pages: 192
Publisher: OtherWorld Creations
Discussion: Mercenaries Forum
Preview: Otherworld Creations
Description:
You've tasted blood before, whether it was yours or others; it's all the same. It runs hot, dark and sticky as it falls to the ground in an endless torrent. There have been plenty of weapons, armor and men left broken on nameless battlefields -- but do you care? No. Why should you when you're the one left standing?
It comes down to two very important things... first is survival and second is collecting your pay for services rendered. Paladins and heroes do it for the 'greater good', you're just in it for the payoff. After all, you're not doing this for free are you?
Mercenaries: Born in Blood explores mercenaries throughout "real-world" history, how they've been used in fiction, tips for using them in your game, new feats, skills, and prestige classes, as well as six samples for use in a fantasy game, two for use in a pulp/modern game, and two for use in a sci-fi game. It also includes:
- A complete history of mercenaries, from the Greek and Persian wars, to modern day "security companies," to mercenaries of the future
- 16 new prestige classes
- 2 new core classes (the professional and soldier-of-fortune)
- 30 new spells and over 15 new magic items
- Rules for generating mercenary backgrounds, contracts, payments, punishments, and more
- Rules for creating mercenaries using most any creature from the Monster Manual
"If you're looking for more material for your campaign, fantasy, historical, modern or far future, " said Joe Kushner at ENWorld. "that focuses in on the Mercenary mold, than Born of Blood is your book."
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9:29 PM
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Tsar Rising
REVIEWS [out of 5] |
| TOTAL: 3.6 |
Cover Artist: William O'Conner
Interior Artists: Theodor Black and John Moniz
Suggested Retail Price: $13.95
Format: Paperback
Pages: 60
Publisher: MonkeyGod Enterprises
ISBN: 0-9708094-5-X
Discussion: Tsar Rising Forum
Description:
"The Tsar is dead!"
The cry echoes across Torassia: the cruel tyrant fell in a battle with undead troops, abandoned by the two princes in his time of need. The empty throne creates anarchy and chaos, as the princes and the Tsar's advisor battle for the right to rule. As if that wasn't bad enough, the worst winter that Torassia has ever experienced leaves frozen corpses in villages everywhere.
It's a race against time as Sergei, the Tsar's commander in chief, gallops southwards to reach the capital before the forces of hell get their first.
Will you brave the coming storm?
"Up there with The Longest Night, Death In Freeport and The Spear Of The Lohgin for fascinating setting, dark atmosphere, NPC depth, and cohesive yet complex storyline," said Simon Collins at EnWorld.
Tsar Rising is a d20 fantasy adventure for eight or ninth level characters.
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9:27 PM
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Frost & Fur: The Explorer's Guide to the Frozen Lands
REVIEWS [out of 5]
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| TOTAL: 4.0 |
Type: Role-Playing Game (D20 Supplement)
Cover Artist: William O'Conner
Interior Artists: Alan Dyson, various
Suggested Retail Price: $32.95 (hardcover) or $16.50 (.PDF)
Format: Hardcover and .PDF
Pages: 256
Publisher: MonkeyGod Enterprises
ISBN: 0972819754
Discussion: Frost and Fur Forum
Description:
BRRRRRR!
Everyone knows the arctic can be an unforgiving terrain. But there's much more to the wintry land than cold damage and snowstorms. In Frost & Fur, players and Game Masters alike will find a wealth of information about what the arctic has to offer...and how to survive it.
Inside you'll find new rules for environmental hazards, survival equipment, and the effects of cold on skills and spells. Discover a variety of cultures, both magical and mundane, and the prestige classes, races, creatures, and spells that are an integral part of their mythology.
Frost & Fur: the cure for the common cold!
NEW: You can now buy Frost & Fur in electronic format at RPGNow.com. This revised version includes errata as notes and an appendix! Have the print version? Then download the errata.
"I love this book!" said John Grigsby at d20 Magazine Rack. "If you're seeking to establish a campaign in the frozen lands or if you're just looking for someplace interesting to send your players, this book is fantastic. The descriptions of the four real-world cultures will be invaluable to anyone who wants to base a campaign on one of them and there's just too much great info on the hazards and terrain of these climes to be ignored. If this book doesn't inspire you to turn your adventurers out in the cold, nothing will!"
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9:27 PM
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The Dancing Hut
REVIEWS [out of 5] |
| TOTAL: 3.6 |
Type: Role-Playing Game (D20 Adventure)
Cover Artist: Scott Fisher
Interior Artists: Sean Dureden and John Moniz
Suggested Retail Price: $14.95
Format: Paperback
Pages: 72
Publisher: MonkeyGod Enterprises
ISBN: 0971772975
Discussion: The Dancing Hut Forum
Description:
Peasants and nobles alike are frantic: The Tsar has fallen deathly ill with few viable choices for an heir. If the Tsar dies, his scheming twin sons will engage in a battle for the throne, thrusting Torassia into a civil war. But then a rumor surfaces that the Tsar's youngest son, Ivan, still lives.
It's up to the PCs to find the young heir before the Tsar's rivals reach him first!
"The fact of the matter is that this little gem is only $5 more than one of the 'Adventure Path' modules from Wizards of the Coast, yet its more than double the size," said Grompi at Enworld, "Even if you've had a bad experience with past MonkeyGod modules, this one may be worth a look--especially if you're a fan of Slavic lore."
The Dancing Hut is a d20 System adventure suitable for characters of 8th-9th level.
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9:27 PM
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All the King's Men
REVIEWS [out of 5] |
| TOTAL: 3.1 |
Type: Role-Playing Game (D20 Adventure)
Cover Artist: Allan Pollack
Interior Artists: Theodor Black and Robert Taylor
Suggested Retail Price: $11.95
Format: Paperback
Pages: 48
Publisher: MonkeyGod Enterprises
ISBN: 0971772924
Discussion: All the King's Men Forum
Description:
Filled with bizarre characters, twisted plots, and a macabre sense of humor, All the King's Men takes the PCs on a wild romp through the dark underbelly of Hamdon, a fantasy version of renaissance London. When the archbishop turns up dead at the production of the latest play, the acting troupe known as The King's Men is accused of murder. It's up to the PCs to track down the killer and prove the actors' innocence. But not everything is as it seems in the world of acts and actors.
"Monkey God did two of the best adventures written for D20: The Edge of Dreams and All the King's Men, two of only five prewritten adventures that I have run for D20 in the past three years," said The Auld Grump at ENWorld. "Both are truly excellent."
All the King's Men is a d20 System adventure suitable for characters of 7th-9th level.
Labels: writing
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9:26 PM
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Etherscope: The Great Metropolis
REVIEWS [out of 5] |
| TOTAL: ? |
Type: Role-Playing Game (D20 Supplement)
Suggested Retail Price: $23.99
Format: Softcover
Pages: 144
Publisher: Malladin's Gate
ISBN: 1-58846-943-3
Description: In a world of out-of-control technology where every city chokes on its own filth, one city showcases the extremes. Smokier than London, more corrupt than New York, more productive than Detroit and seedier than Amsterdam, this true megacity supports a population of over 100 million people. Welcome to The Great Metropolis. Do you accept the challenge?
It is a city of smoke-charred brick, streets packed with wagons, and skies black with bloated cargo zeppelins. A city where corrupt officials grow rich as the workers suffer; a city bled dry by punishing taxes. This is a city on the edge of chaos -- and a city of hope, where heroes are forged from the scraps of society. Revolutionaries threaten London's rule, tab-jammers and Scope riders flood Etherspace from ruined slums, and secret societies battle the ether demons. Can you rise to become a hero in the city that is quintessentially Etherscope?I contributed to the Northumbrian Republication Movement.
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9:26 PM
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Quest for Power
Purchase: Boardgame GeekType: Role-Playing Card Game (Board Game)
Suggested Retail Price: $40.00
Pages: 200
Publisher: Infinite Imagination, Inc.
ISBN: 0-9653496-0-8
Description:
I got involved with Infinite Imagination back when RetroMUD was in dire straits. Concerned that we would lose our server, I attempted to find a "backer" for the game -- someone who was obviously interested in role-playing games. To my surprise, the folks from Infinite Imagination, including Doug Schonenberg, indicated they were interested. In reality, they were more interested in my talent than RetroMUD. I built a web site for Quest for Power (now defunct) and helped playtest the game. Alas, Infinite Imagination and Quest for Power no longer exist, although I do still keep in touch with the creators. Quest for Power was also how I got involved with RPG.net. In fact, that's how my wife and my brother-in-law got involved with rpg.net. Infinite Imagination asked us to write a review and we did just that -- three incredibly biased reviews.
- Quest for Power
Quest for Power is billed as a "Game Masterless Role-Playing System". In actuality, it is a fantasy-themed board game where the board is constructed each play session from randomly dealt cards. It has all the trappings of a role-playing game: character generation, mulitple races and professions, skills, spells, weapons, etc. But the actual game play is very much a board game: move along the board, turn over unexplored cards, and deal with the situation given on them. Players can compete against one another, or work cooperatively. Like any good multiplayer game, there are alliances and treacherous betrayals among the players. In the end, in order to defeat the evil lord in his castle (the main objective of the game) at least some of the players will need to team up because the castle lord is more powerful than any one character can handle.
- "Quest for Power is an amazing product for the first effort of a fledgling game company," said Michael Tresca at RPG.net. "It also suffers from all the flaws new games new to the market suffer from which we can only hope will be remedied in future editions of the game."
- "If you're getting tired of playing Talisman every time one of your players is out of town, it might be fun," said Arthur C. Adams at RPG.net.
- "I've never played a more miserable excuse for a game, roleplaying or not," said Mischa Krilov at RPG.net. "I can't properly express how much you should not play it."
- "The cards are pretty," said Judson Lester at RPG.net.
- "I do recommend this game to anyone interested in gaming, new or experienced," said Amber Reifert at RPG.net. "Very little preparation time is required, but hours of great adventures unfold."
- "Quest for power" is indeed a viable addition to any serious gamer," said Eric Reifert at RPG.net. "Simple and interesting to play, yet versitile enough to vary and challenge players of any age or level."
- "The cards are full-color; the books are half-size black-and-white," said John Setzer at Model Retailer. "Nice polyhedral dice round out the package."
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posted by talien at
9:25 PM
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Complete Guide to Werewolves
REVIEWS [out of 5] |
| TOTAL: ? |
Cover Artist: Thomas Denmark
Suggested Retail Price: $14.95
Format: Paperback
Pages: 64
Publisher: Goodman Games
Description:
One shapechanger stands above them all as the ultimate source of fear and cunning. For centuries, werewolves have been staples of folklore worldwide, spreading terror in the night while hiding amongst mankind in the day. Now the Complete Guide to Werewolves brings this historical monster into your d20 game. Grounded in folklore from multiple cultures, this thorough and imaginative sourcebook gives you everything you need to engage the world's most dangerous shapeshifter.
The Complete Guide to Werewolves takes a comprehensive view of its legendary subject. With material based on mythology, it offers new options for werewolf characters, including not just the usual assortment of feats and prestige classes, but also rules for breeds, lunar influence, and weaknesses or "thorns." Every aspect of the lycanthropic process is examined, from life stages to mindset to new lyncathropic diseases, and the book includes a selection of powerful NPCs and new monsters ready to be inserted into any campaign.
The Complete Guide to Werewolves is 100% world-neutral and stand-alone, and can be easily integrated into any campaign. Other features include:
- A believable approach to werewolves grounded in traditional folklore from many cultures
- Rules for all aspects of a werewolf campaign, including birth moons, life stages, werewolf breeds, lunar influences, deities and domains, different kinds of transformations, and more
- Almost three dozen new feats, allowing you to customize werewolves however you'd like (whether PC or NPC), as well as a new system of "thorns" or weaknesses that balance out feats
- New prestige classes: the benandanto (good-aligned werewolves dedicated to slaying the forces of supernatural evil), alpha lukos (high priests of the cult of Lycaeon), alpha lucerus (priests of the wolf-god Lupercus), lupicinus (a wolf charmer), lupis venator (the werewolf's most hated enemy), Ulfhednir (werewolves dedicated to slaughter), and Varga Mor (wolf witches)
- New monsters relating to werewolves, new spells, new cleric domains, and new magic items
- A selection of iconic NPCs ready to be inserted into your campaign
And much more, all of it compatible with the 3.5 revision!
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9:24 PM
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Monster Pack II
Purchase: Amazon.comAuthors:Damon C Bradshaw, Jeffrey Durkin, Reid San Filippo, Brian Lujan, Steve Stelter, Michael Barsness, Nate Brown, Ralph Dula, David Thun, Nathan Sharp, Ferry Bazelmans, Kris Havlak, Alexandre Major, Patrick Reding, Evan Waters, Sean Wipfli, Eric Hite, Stephen Reilly, Brett J Schofield, Thomas Iverson, Reuben Lai, Michael Mendoza, Eric Edwards, Luis Eduardo Mesa, David Fuchko, Andrew j Lucas, John Kantor, Russell Baldwin, P.J.Perry, Tim Emrick, J.T., Chris Fischer, Scott Earls, Daniela Palacio, Deirdre Brooks, Abram Barnett, Timothy Lira, Jens Falkesgaard, Stephen Bush, Christopher Casey, Neil Ammer II, Morgan Davey, Mike “Talien ” Tresca, , Clement Grene, Ray Boemler, James Lundberg, Trevor Jones, Larry Hill, Sean Doyel, Geoffrey Batchelar, Steven Roman and Tom Pigeon
Type: Role-Playing Game (Action! Game)
Interior Artists: Richard Cox
Suggested Retail Price: FREE!
Format: .PDF
Pages: 27
Publisher: Firefly Games
Description:
These packs contain bonus kaiju for use in your Monster Island: The Game of Giant Monster Combat bouts. They were created as entries in a contest run by RPGnet and Firefly Games. Each pack contains up to 10 new monsters with complete bios and stats, just like the kaiju in the game. The gigantic, free Monster Pack II, containing more than 50 new kaiju, is now available in both a low-res file and a file suitable for printing.
The creatures were created for a contest on RPGnet prior to the game's release in spring 2002. We've added Monster Island stats and some illustrations. Check it out!
I wrote Helen, the gigantic farting turtle. Don't ask.
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Relics
REVIEWS [out of 5] |
| TOTAL: 3.7 |
Type: Role-Playing Game (D20 Supplement)
Suggested Retail Price: $24.95
Format: Paperback
Pages: 128
Publisher: Alderac Entertainment Group
Description:
Since the dawn of role playing games, magical artifacts have held a special place in the lore of fantasy gaming. Some of the most popular items amongst gamers are powerful, unique artifacts whose detailed histories and unique traits cause them to stand out from the pack of magical swords, potions, and other items. Relics presents a bevy of artifacts that DMs can insert into their games. Each artifact includes a detailed history, complete rules for its use, and adventure hooks to inspire the imagination and enrich a d20 campaign.
My list of contributed relics includes:
- Astrarium of the Cosmos
- Bivukku, the Macahuitl of the Ages
- Chalice of Allegiance
- Collar of the Siren
- Crown of the Ironridge Thane
- Gi of the Thunderfist Monks
- Goretooth
- The Heart of Darkness
- Kaleidoscope of Serais
- Kenblade
- Kenshield
- Medusa Sphere
- Neital's Ram
- The Pandect Obelisk
- Rings of Drakhen
- Sanguavore, the Bane of Man
- Shattershar
- Solaris, the Golden Shield of Tarak-num
- Vajra of the Five Wisdoms
- Vridomir, the Arm of Death
"Artifacts is much more than a collection of just powerful magic items," said Jeff Ibach at GamePlay News. "They are well founded in mythology and lore of d20 fantasy concepts, written entertainingly and diverse for maximum use and are just darn fun to read."
Labels: writing
posted by talien at
9:23 PM
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The MUD Companion #2
Purchase: The MUD CompanionType: Non-Fiction (Article)
Suggested Retail Price: $5.00
Format: Softcover
Pages: 44
Publisher: The MUD Companion
Description:
So you think you're ready to MUD, but there's a million to choose from. Which is best for you?
This acticle helps you find the find the good MUDs from the sea of poorly designed MUDs.
Labels: writing
posted by talien at
9:22 PM
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Dragon Magazine #323
REVIEWS [out of 5] |
| TOTAL: 3.5 |
Suggested Retail Price: $6.00
Format: Softcover
Publisher: Paizo Publishing
Discussion: Dragon Magazine Forum
Description:
Check out this issue to see how the new Dragon better serves you. Get the first look at new features to appear in every issue: “Spellcraft,” “The Magic Shop,” “First Watch,” “Player Initiative,” “Winning Races,” “A Novel Approach,” “Heroic Feats,” “Players’ Tips,” “Adventurers’ Tricks,” “Coup de Grace,” and more!
What if paladins couldn’t detect evil? What if no one could? Check out the spells that give players new options in games that blur the line between black and white.
"It's interesting," said Monte Cook at Malhavoc Press, "but the best part of the article comes again in a sidebar, this one discussing the difference between heresy and sin as it applies to D&D religions."
Labels: writing
posted by talien at
9:21 PM
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Dragon Magazine #299
Purchase: Paizo.comCover Artist: Wayne Reynolds
Interior Artists: Arnie Swekel & Wayne Reynolds
Suggested Retail Price: $5.00
Format: Softcover
Publisher: Paizo Publishing
Discussion: Dragon Magazine Forum
Description:
This issue of Dragon presents the first of a new concept for articles about D&D. New campaign settings are great, but often it's hard to adapt that material for a game already in progress. "Campaign Components" articles take the best parts of a campaign idea and give you the tools you need to add a specific theme to your home campaign or use them to build a new world.
The first installment? Knights!
Jousting tournaments, knightly orders, honor, chivalry, quests, crusades, and courtly intrigue: It's all explained and presented so you can lift it or leave it. Play a gnome peasant, a dwarven squire, a halfling knight, or a half-orc king. You'll discover new uses for skills, d20 jousting and tournament rules, magic items, and adventure seeds so you can add knights to any game.
Think it's not D&D without mind flayers and mages? Don't worry: We'll show you how to bring chivalry to the dungeons and dragons to the tilting grounds.
Reviews- "I'm a big fan of elven paladins, and this article helped me flesh out my paladin more than Defenders of the Faith," said Loki at The Dragon message boards. "I was DMing our latest adventure and put a tournament in it. There was something in there for the bard/rogue and the barbarian/fighter, as well as my paladin. Everyone had something to do. The running at the rings was fun, as was the javelin toss. I loved the whole tournament! It took 2 hours for the tournament to be played out, but it was well worth it. We plan on having different tournaments in different towns now. I have no gripes about the honr point system, tournament rules, new paladin spells, or anything else! Kudos to the writers and to the staff of Dragon Magazine. Thanks for the focus on paladins and knights! I really liked it a lot!"
Labels: writing
posted by talien at
9:20 PM
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The RPG Times
Type: Fiction (Short Stories)Publisher: The RPG Times
Description:
The RPG Times was born six years ago, and has been publishing ever since. It was created to cater to the creative people in the RPG Community. The RPG Times is always looking for people who are willing to lend a hand, as it is staffed completely by volunteers. These range across the globe from the chilly plains of northern Canada to the balmy shores of Australia.
- Cold Spirits [ Part One | Part Two ]
Despite being panned in the Del Rey Online Workshop (q.v.), The RPG Times was brave enough to publish "Cold Spirits" -- in two parts even! - Dragonslayers Never Die
When Christopher Ashman faces down his past, he finds being a legend isn't all its cracked up to be. Then again, being a dragon isn't all that great either. - Inner Demons
After battling demons for decades, Yinjen Su must come face to face with the most dangerous demon of all...himself. - The Little Things
An unusual day at the circus... - The Natural Order
The trials of a wizard's apprentice against Nature itself. - What Price Victory?
Ancient rivalries open fresh wounds at the Olympic Games. - The Daily Grind
The phrase "a monkey on my back" takes on a whole new meaning in my first attempt at horror. Be warned...it's not a very good attempt. - Head Games
My first science fiction attempt. The future from the perspective of a a "headware surfer," where surfing the web is just a thought away.
Labels: writing
posted by talien at
9:19 PM
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Pyramid Magazine
Type: Fiction (Generic RPG)Publisher: Pyramid Magazine
Discussion: Pyramid Magazine Discussion Board
Description:
Pyramid is the gaming hobby's hottest voice! They're your online source for game reviews, source material and background information for all your favorite games...Magic, Dungeons and Dragons, Battletech, GURPS, In Nomine, INWO, Shadowrun, Unknown Armies, Earthdawn, Vampire and many more. They cover card games, computer gaming, miniature systems and wargaming. Their industry news is updated regularly, whenever it happens.
- Party Structures (3.50)
- The Many Faces of Evil (3.17)
- Magical Telegraphy (3.04)
- Fantasy Origins (2.87)
- Why Manticores Make Bad Mounts (2.78)
- Arcane Laws (2.77)
- A Change of Heart (2.76)
- Best Served Cold (2.73)
- Mudslide! (2.68)
Labels: writing
posted by talien at
9:16 PM
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MUD-Dev Mailing List
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Publisher: Kanga.nu
Discussion: Kanga.nu Mailing List
Description:
The MUD Development mailing list is not platform, language or game specific, but concentrates on discussing the design and implementation of any and all MUD servers and systems. Another large related topic is game design. This does not mean that the details of a specific server or game design point can't be discussed in excruciating detail, or even that server or game source can't be bandied about and picked over, just that the list isn't to become a religious stomping ground for your platform, language, server, or hobby horse of choice. The topic definition is not limited to technical areas: social engineering, cultural considerations, applicability of technical addresses to "soft" problems, and other less rigorous avenues of investigation are also fair game.
- My Posts
This list is a great place to test theories about MUD design and how multi-user games work. Even better, when someone posts about a massive multi-player online role-playing game (MMORPG), the developers will actually respond! It's an excellent place where MUD administrators can mingle with MMORPG administrators and still feel like equals. - Should We Pursue Balance?
As you can probably imagine, I've been around the gaming block long enough to think I know a thing or two about MMORPGs. Sometimes, I get into arguments. On MUD-DEV, it's entirely possible to get into lengthy discussions with creators of popular games -- like Raph Koster, for example, who helped create Ultima Online and Star Wars: Galaxies. This is one of two discussions he has on his web site. This discussion is about balance. To what degree is "balance" something that we as designers desperately pursue, as opposed to the "balance" that players pursue? - The Appeal of Massively Multiplayer Games
Raph and I argue about MMORPGs (again). In this case, it's my statement that MMORPGs reduce roleplaying (a statement Raph agrees with) and that they offer a fundamentally different appeal to the player than text muds do (a statement he disagrees with).
Labels: writing
posted by talien at
9:16 PM
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Imaginary Realities
Type: Non-FictionPublisher: Imaginary Realities
Description:
Imaginary Realities is a MUDzine about a variety of topics, all of them having to do with MUDs.
- MUD Schools
My rant against MUD schools and why they're bad for your MUD. - MUDs Are Not for Wimps
A response to the attack on MUD administration by Tenarius. - The Numbers Game
My first article, "The Numbers Game" is about how a balance can be instituted within a MUD's codebase to prevent player trends from screwing up game balance. It uses the elemental balance code that Rayzam developed as an example.
Labels: writing
posted by talien at
9:14 PM
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D20 Filtered Magazine #3
REVIEWS [out of 5] |
| TOTAL: 5 |
Author: Michael Tresca
Type: Role-Playing Game (D20 Generic)
Suggested Retail Price: $3.95
Format: .PDF
Publisher: Silven Publishing
Description:
"D20 Filtered" is a monthly magazine of reviews, interview and exclusive previews that is aimed at helping people wade through the multitude of products that make up the ever-growing D&D, d20 fantasy, and d20 Modern product marketplace. Active buyers and infrequent buyers alike will find the product to be a valuable aid in making their purchase decisions.
- D20 Filtered #3: Using Your D20 Library: What criteria should you use to collect your d20 library? Nowadays, trying to buy everything in print would make for a fine Lotto commercial, but it's just not technically feasible. Different game masters use different tactics to tame the D20 beast.
- D20 Filtered #3: Bringing New Gamers Into the Fold: There was a time when nobody cared about getting new players to play role-playing games. Now is not that time.
"I especially liked the November issue because of the addition of Michael Tresca," said Michelle Cruz at RPGNow. "I have quite a few d20 books and am always looking for new ways to put more of them to use, so his new column is useful."
Labels: writing
posted by talien at
9:13 PM
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MSU Research Report
Type: Non-FictionPublisher: Michigan State University
Description:
This is it, my first published credit. I was working in the rural sociology department at Michigan State University for six bucks an hour. Larry Busch, distinguished professor and my boss, was kind enough to give me credit for helping out with the book. Thanks Larry!
- Biotechnology and Agricultural Cooperatives: Choices and Challenges for Managers and Members
The new biotechnologies will have a unique impact upon agricultural cooperatives. To take advantage of the benefits and to deal with the consequences of these new technologies, cooperatives need to develop distinct strategies. This report examines the economic, social, and ethical issues raised by the new agricultural biotechnologies. There is a central question: What are the strategies that cooperatives employ or might employ to be prepared to deal with the consequences of these new technologies?
Labels: writing
posted by talien at
9:12 PM
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The Impact of Anonymity on Disinhibitive Behavior Through Computer-Mediated Communication
TABLE OF CONTENTS |
A thesis Submitted to Michigan State University in partial fulfillment of the requirements for the degree of MASTER OF THE ARTS
1998
UMI Number: 1390527
Copyright 1998 by Tresca, Michael John
All rights reserved.
This thesis has been referenced at:- 3 Guys and a Girl
- Blue Beyond Reason
- Boinka
- Cetan
- Electronic Expression Weblog
- Fark.com
- Fazed.net
- Furl
- HackingtheMainframe
- Infiniti G35
- Links for Bored People
- Library at Kanga.nu
- Penny Arcade
- Punknews.org
- QMUnity
- See-RAN.org
- Urban Sprawl
- Valorian
- Washington Times
- WeirdBlog
- Word Soup
Labels: writing
posted by talien at
9:11 PM
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The Real History of Druids
There's been a lot of confusion lately about Druids. I have a feeling people decided the issue was settled after interest peaked with the issue of Stonehenge, and the Lindow Man. The Druid mystery supposedly solved, interest seems to have died out afterward, except around St. Patty's Day where the more learned among us (or those who have Celtic roots) poke around the ancient tomes (reprinted mind you) to see if they have anything to tell us.
And indeed they do. Druids have been utterly mangled by role-playing games. In fact, the Druid has become so disassociated from his original roots that they've transformed into a quasi-modern image of environmental activists who zealously protect the woods, the animals, and run around viciously mauling people as lions, tigers, and bears. I won't say it.
This is partially true. Druids did worship trees in the sense that they revered them as nature spirits. They did have a healthy respect for the animal kingdom, after all any animal could be a god or another heroic Celt in animal form. Zoomorphism was common enough to justify druids transforming into all kinds of animals. But nowhere did Druids decide animals had to be protected exclusively. Nor, for that matter, were humans exempt from this protection.
There's no way a role-playing game is going to tell you that Druids sacrificed; they sacrificed everything they got their hands on, and they sacrificed a lot. Bulls, dogs, stags, slaves, criminals, gold, silver, you name it they burned it, drowned it, strangled it, or examined its entrails (except for the gold). Druids would stab people in the backs and divine the future based on how they twitched when they died. They believed in regicide, utilizing the fabled triple-death of strangling, drowning, and stabbing with a spear. They crammed gigantic wicker colossi (I love that word) full with people and torched it.
Druids did believe in the sanctity of trees. In fact the name Druid probably comes from a root meaning oak. Druides use druideachta, which means magic. One did not trifle with druids if he knew what was good for him. The Oghams, their runic language, revolved around the various trees and their properties.
Much of our information comes from Caesar, who, while he must be respected for his views, was undeniably biased. Mr. Ellis spares Caesar no sympathy: "Imagine...the commander of a foreign army which has been sent to conquer and destroy a people then writing a book about the culture and customs of those people and it being regarded by subsequent generations as written totally without prejudice. Yet we are asked to accept Julius Caesar's accounts of the Celts and Druids as totally accurate."(p. 15)
Caesar immediately assumed that the gods he saw in the Druid beliefs had a Roman parallel, and that the belief in transmigration of the soul was really just to bolster the courage of the Gaulish troops. After all...if you know your soul doesn't die, what's so bad about death? Caesar's generation also made the terrible mistake of assuming the Druids believed in reincarnation as Pythagoras saw it, because on the surface the ideas seem similar. They're not. Likewise, Druids did not worship the four elements. This only makes sense, as Druids considered spirits to be in everything, and the Druids also held the number three to be sacred. When you hold three to be sacred, six, nine, and twelve are appealing numbers, but four? Four simply doesn't fit into the equation. Neither does five (the five elements of Pythagoras, fire, water, air, earth, and spirit). An interesting note: Captain Planet's five pals must call on those very five forces to summon the big C. himself.
Druids could be classified as neutral alignment, if you take into account that Druids are on both sides of morality. The Celtic stories are filled with accounts of Druids on both sides, undoing each others spells, and battling in fantastic magical combats that would make any role-player envious. When it comes to being truly neutral and aloof from petty affairs of civilized men, that's just more modern role-playing poppycock talking. Druids were just as passionate about one ethos as anybody else.
Despite their seemingly barbaric practices, Druids did not spend all their time sitting around chewing on raw animal flesh, talking with spirits, and otherwise doing things that would shock the modern reader. They were "...no simple, mindless group of savage, barbarian tribes wandering Europe willy-nilly in a ruthless and bloody orgy as many writers over the centuries would have us believe." (p. 35) Druids were the keepers of knowledge, advisers to rulers, and the judges of their time. They utilized the Brehon Law, a Law which is admittedly biased towards the more powerful individuals of society, but a law nonetheless which they had absolute jurisdiction over. Druids were highly respected. Respected so much, in fact, that the Romans did their best to wipe their power base out.
Contrary to popular belief, the Romans didn't go after the Druids due to their moralistic disgust of human sacrifice. This would indeed be the ultimate hypocrisy, as the Romans ritually sacrificed people as well. More likely, it was because Druids as a group were a threat to Roman rule: Where the Romans were materialistic, the Druids were spiritual; the Druids treated their women as part of political and religious life, the Romans saw them as child bearers; the Druids believed in a collective ownership, the Romans in a hierarchy. Druidic beliefs were simply too dangerous to be allowed to exist. They were only partially successful, and it wasn't until the Church came about that a clash of ethos really happened.
And what a clash it was. There are incredible tales of St. Patrick (and his saintly allies) dueling the Druids, miracle vs. spell, chant vs. prayer. It is interesting to see another supernatural belief system which is not divine being portrayed as very real and dangerous - except when it comes to Christianity. Saints merely had to say a prayer, and Druid spells collapsed. There's something you won't find in your role-playing rule books!
What about the neo-pagan Druids of today? Mr. Ellis doesn't think very highly of them: "Indeed, Druids have also been hijacked by the 'New Age' movement and conjured to their philosophies...Any half-baked philosophy can have the word 'Druid' or even 'Celtic' attached to it and be assured of an enthusiastic, if somewhat gullible, following."(p. 13)
The neo-pagans of today are well aware of these beliefs, and understand them within context - what the Druids of the past did should in no way reflect upon the ethics of Neo-Druids today, any more than the Crusades reflect upon Christianity. While Wicca borrows somewhat from the Druidic heritage, don't be misled to believe Druidism spawned Wicca. Crystals, candles, and Tarot have naught but a passing relevance to Druidic practices. But don't rule out Stone Henge, the Druids DID practice there, they just didn't build those stones.
Shadowrun makes an admirable attempt at creating Druids that resemble the beliefs of the ancient Celts, but they can't manage to shake that Pythagorean elementalism. Still, it's a lot closer to the mark. Next best is the Rifts supplement, "England". Rifts takes some liberties, but it's also obvious they did their homework. They're very careful to create a separate O.C.C. called "Blood Druids" who manage to embody all the nasty things nobody wants to hear about. TSR products (from the Advanced Dungeons and Dragons line) are the worst when it comes to Druids, pandering to the "shiny happy" Druids, as I call them, who have their own fuzzy charm about them that makes them appealing. One product, the Celts Campaign Sourcebook, is definitely a cut above the rest, and I recommend it highly. It sums up AD&D Druids quite nicely: "The druid as presented in the Player's Handbook bears little resemblance to the historical Celtic priesthood of the same name, and requires substantial changes to fit into a Celtic campaign."
No kidding.
- Bonwick, J., Irish Druids and Old Irish Religions, Dorset Press: 1986.
- Conway, D. J., Celtic Magic. Llewellyn Publications, St. Paul: 1995.
- Daniel, Sir J., The Philosophy of Ancient Britain. Kennikat Press, Port Washington, 1970.
- Davis, G., Celts Campaign Sourcebook. TSR, Lake Geneva, 1992.
- Ellis, P. B., The Druids, William B. Eerdmans Publishing Company, Grand Rapids, 1994.
- Green, M. J., Celtic Myths. The Trustees of the British Museum, Austin: 1993
- Kendrick, T. D., The Druids: A Study in Keltic Prehistory, Barnes & Noble, New York: 1966.
- MacCulloch, J. A., The Religion of the Ancient Celts, Studio Editions, London: 1992
- Marciniszyn, Alex and Osten, James, Rifts World Book Three: England, Palladium Book:,1993.
- Spence, L., The Magic Arts in Celtic Britain. Rider & Co. London, 192?
- Spence, L., The Mysteries of Britain. The Aquarian Press, London, 1970.
Labels: writing
posted by talien at
9:08 PM
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Frederic Durbin
Web Site: http://fredericsdurbin.wordpress.com
Home page of fiction author Frederic Durbin, author of Dragonfly.
Labels: network
posted by talien at
9:05 PM
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Nicholas Ozment
Web Site: http://ozment.livejournal.com
Home page of fiction author Nicholas Ozment and his blog "Ozmentality." Nicholas also runs a fantasy and horror magazine, Ozment's House of Twilight and Manning's Manly Movies, where Nick co-host with David Manning as they endure some of the most bizarre B-movies on DVD.
Labels: network
posted by talien at
9:05 PM
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Robert Taylor
Skillset: Artist, animator, layout designerContact: rtaylor808@earthlink.net
Web Site: http://www.storyboardz.net
Robert is currently marketing a new animated series, Fable's Edge, which puts a modern spin on familiar fairy tales. Robert has freelanced for Outside the Box Interactive, LLC, Flix Magazine, Mythography, Central Park Media, and is the artist for my D20 adventure, "All the King's Men".
Labels: network
posted by talien at
9:04 PM
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Amber Tresca
Skillset: HTML designer, editorContact: purplerain@4u.net
Web Site: http://amber.tresca.net
Amber Tresca is Group Web Producer for Consultant, a medical journal aimed at the general office practitioner. She was introduced to the wonders of HTML in 1996, and has been learning ever since. She also is the keeper of her husband, who tends to wander off when in the middle of projects.
Labels: network
posted by talien at
9:04 PM
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Joseph Tresca
Skillset: 3D artist and animatorContact: calactyte@mailcity.com
Web Site: http://www.creepyportfolio.com
Creepy Portfolio is essentially a self-promotional Web site that will be continually updated as Joe adds new pieces to his portfolio. He's available as an independent contractor, so please don't hesitate to contact him. You can purchase 3D samples of his work at http://www.eyeballistic.com.
Labels: network
posted by talien at
9:03 PM
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Maleficent Radisgad
Maleficent is the most spectacular magess who ever lived, a legend in her own time. Her domain is Retro MUD, where she strikes fear into the hearts of those who would oppose her.
She lets only one person into her inner sanctum -- her husband, Talien. Together they make a most formidable pair, indeed. Watching over the Retro Universe they assure all events transpire in accordance with their own designs.
Before the Scintillaing Magess met her soul-mate she was wild and untamed. Without discipline, she roamed the universes causing havoc and unrest. Nothing made her happier as making some unfortunate persons' life miserable. Her wicked cackling was heard often, and caused more than one brave soul to shiver in fright.
The Magess learned the magikal arts from an elderly sage who feared his death was near. He needed her to be his pupil, to ensure the evil arts he had cultivated would life on after his death. Maleficent learned quickly, and soon could perform even the most complicated of spells without duress.
The sage, fearing his inevitable death, searched for a potion of immortality. Finally, after his many years of research and dangerous trials, he created the Elixr of Life, which made him young again! Wanting to be the greatest magician in the Universes, he cursed the Magess, and plotted her death!
A great battle ensued. Not wanting to kill the Master who had taught her the magikal arts, Maleficent tried to flee, but the sage pursued her relentlessly. Realizing she could never be rid of him unless he were dead, she challenged him to a duel. Overconfident, the sage underestimated the Magess, and he died horribly. Without mercy, and with a bitterly cold wind blowing through her heart, Maleficent left the Realm of Magicians to make her mark on the Universes.
The Magess made her first appearance in the Realm of Bats. There she was forced to uphold her reputation as the most evil and powerful of mages. She was challenged in the streets, in the guilds, and even in her own castle. None of her challengers ever lived to see another sunrise. Time passed, and after disintigrating many rivals, the Magess became bored, and left in search of a new Universe to plunder.
Such was her life until she met the equally infamous Talien.
The handsome and dashing Talien is a great wizard in the RetroActive universe, and he inspired feelings in Maleficent that she had never known before. With a wink of his eye he could bring her to the dizziest of heights, and to the lowest of low places with his frown. Talien was equally smitten with the powerful Magess, and it was not long before they consummated their love in the most passionate of embraces.
Together they aspire to new heights and new adventures, ever seeking worthy enemies and valuable conquests.
Labels: characters
posted by talien at
8:56 PM
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Talien Radisgad
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"And I suppose you were reincarnated from a monkey." - Talien Radisgad, whenever anyone asks him if he's a reincarnated satyr.
In all of Elysium, there is no greater hero more reknown or feared than Talien the myrikhan. His fanatical pursuit of evil and his complete willingness to sacrifice nearly anyone and anything for his goals have earned him exceptionally powerful enemies and the favor of Elysium's inhabitants. An adventurer who is not afraid to "plane-hop" to achieve his goals, Talien is Elysium's answer to invaders from other realms who think a casual adventure which involves tearing up most of his home's landscape is all in fun.
Talien bears a passing resemblance to a satyr, but he is much more regal in appearance. He's slim but strong, and his body is covered in short, white fur. Over his chest, face, and upper arms the fur thins enough to reveal smooth, golden skin. His head is crowned with magnificent horns and his feet are small, hard hooves. His hands are backed by hooflike material and make for effective bludgeons when closed in a fist, but Talien's preferred weapons are his horns. Talien favors chain vests and augments this protection with a shield. Utility is at the heart of his wardrobe, a combination of efficiency and minimal encumberance. He wears a suede collar that ties at the rear and is removed only in emergencies.
| Talien Radisgad (CR24) Male Satyr, Fey5/Pal20 LG Medium humanoid Init: +3 Senses: darkvision 60 ft., low-light vision 60 ft.; Listen +13, Spot +15 Languages: Celestial, Common, Elven, Infernal, Sylvan AC: 29, touch 13, flat-footed 26 hp: 282 (25 HD); DR: 5/cold iron, 10/magic Fort +22; Ref +18, Will +19 Spd: 40 ft. Melee: +5 scimitar +34/29/24/19 (1d6+13/15-20) and Head butt +23 (1d6+4) Ranged: - Space: 5ft.; Reach 5 ft. Base Atk: +17; Grp +28 Attack Options: Dodge, Power Attack Special Atk: Smite evil Combat Gear: lion's shield, ring of the ram, figurine of wondrous power (ivory goats) Spells Prepared (CL 10th, +28 melee touch, +23 ranged touch): 4th-cure serious wounds, dispel evil, holy sword, mark of justice 3rd-cure moderate wounds, discern lies, dispel magic, greater magic weapon 2nd-bull`s strength, resist energy, shield other, zone of truth 1st-bless, bless weapon, divine favor, protection from evil Abilities: Str 26, Dex 16, Con 22, Int 18, Wis 19, Cha 19 SQ: Damage Reduction: 5/Cold Iron, Low-light Vision, Resistance: Acid: 10, Darkvision 60 ft., Resistance: Cold 10, Spell Resistance 25 + 5, Damage Reduction 10/Magic, Resistance: Electricity 10 Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Combat Reflexes, Dodge, Extra Turning, Improved Critical: Scimitar, Improved Turning, Leadership, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Track, Weapon Focus: Scimitar. Skills: Appraise +9, Balance +6, Bluff +9, Climb +9, Diplomacy +11, Gather Information +9, Handle Animal +9, Hide +11, Intimidate +12, Jump +10, Knowledge (Nature) +17, Knowledge (Nobility and Royalty) +15, Knowledge (Religion) +15, Knowledge (The Planes) +15, Listen +13, Move Silently +11, Perform (Wind Instruments) +8, Perform +8, Ride +8, Search +9, Sense Motive +9, Speak Language +9, Spot +15, Survival +9, Swim +9, Tumble +4, Use Magic Device +9 Possessions: +5 holy scimitar of speed, amulet of proof against detection and location, belt of giant strength +6, celestial armor, cloak of charisma +5, figurine of wondrous power (ivory goats), gauntlets of ogre power, lion`s shield, ring of the ram, scabbard of keen edges, five 500 gp diamonds, one 1,000 gp diamond. |
Talien is a folk hero in Elysium, if only because the outer planes are so often forgotten because of all of the turmoil of the Prime. He is also something of a fantic, which worries Primes (aka Clueless) who don't know him. Often grim and single-minded, Talien is inevitably compared to the other four Companions. Although the Companions are all on good terms, the others of their race often imagine strife and competition where there is none. Talien seems to be rarely interested in what's going on in Elysium itself and much more concerned about what he can do to protect his beloved home.
Although he works with the Transcendent Order, Talien does not lead them nor has he shown any interest in doing so, which suits the Order just find. The philosophy of "know yourself" seems to include "do it yourself" when it comes to Talien. While he is quite capable of cooperating with other factol members, they know better than to call on him for matters that he would consider frivolous.
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Talien will never speak his god's name except on concsecrated ground, prayers and godcalls notwithstanding. As a result, nobody really knows who it is Talien worships. Some theorize that he answers to Oberon of the Seelie Court, but Talien does not travel with the court nor does he seem to be interested in frolicing. The bariaurs claim he worships Skerrit, while the satyrs theorize that Damh is his patron -- but they're always quick to add they're only joking, usually with a nervous look over their shoulders. Others claim it is Talisid himself, or Enlil, or some other god that resides in Elysium. Whatever the golden-skulled horned god is that is Talien's patron, he sees fit not to reveal his allegiance.
Talien is "fiend-prejudiced" and has made it clear that he believes there is no such thing as a non-evil fiend, much to the dismay of alu-demons and tieflings who deal with him. His prejudice comes from the frequent invasions of fiends of various types (Talien does not distinguish between them) that have attacked Elysium.
The fastest way to invoke Talien's considerable wrath is to attack Elysium. His allegiance to his home is and his friends is powerful indeed and he retaliates with extreme prejudice against anyone who would dare to violate even one flower in Elysium's fields. Talien holds those who consider themselves powerful in disdain -- it is said he despises setting foot on Faerun for too long because the "air is too rich" for him. Talien takes a distinct pleasure in rattling the power structures of Primes who consider themselves and their doings to be at the center of the universe. He and his mate's power is enough that most powreful archmages know of him and know to avoid him.
Talien's greatest inspiration is Maleficent, his mate. She is the one person Talien will abandon even Elysium for if it should come to that. Fortunately, Maleficent is nearly as difficult to defeat as the combined forces of Elysium themselves, so Talien has never had to make that choice.
Despite his rages against the forces of evil, Talien is an otherwise calm person, a demeanor people describe as an "inner peace" which he seems to have found in Maleficent. His affections have neither dulled his skills nor weakened his resolve.
Talien greatly enjoys scouting with Maleficent across the planes, so much so that they have made it a routine even in times of peace. He is a restless personality that thrives on challenges. His endless drive can be tiring for some, but this is in part because Talien does still need to sleep, and Maleficent doesn't. He struggles to keep up.
Talien is a gruff personality, but he is a sincere and honest person. The gruffness is an act -- Talien is much more interested in the task at hand, and he has found in the past that few can live up to his black and white views of life. Maleficent lovingly refers to him as "that gruff goat." Nobody else would dare.
Talien and Maleficent live in a crystal palace which rarely lets its location be known. It moves randomly around Elysium, only appearing in territories the gods allow. Talien often takes in the view from one of the towers, taking in the scenery, sometimes for hours.
Talien is one of Talisid's Five Companions, the strongest and wisest of the cervidals. His relationship with Talisid is warm, and Talisid is the only person Talien treats as "his boss." He follows Talisid's requests without question.
Copyright Michael Tresca, 2005. All Rights Reserved.
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Brenkin Kree
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"You want some of this??! Let's PARTY!" - Brenkin Kree in combat.
Brenkin Kree was originally created by Dr. Bren as an experiment in "raw" genetics. K.ombat R.eady E.ugenics, or KREE, agreed to fund Dr. Bren's egotistical product of self-realized artistry. Dr. Bren, who lost his entire family to a planecrash and suffered from a god-complex, decided to create a child in his own image.
What KREE did not know was how Dr. Bren had achieved his goals -- much of his eugenics research was stolen from Nazi research into the cloning field. KREE didn't care. Dr. Bren intended to showcase Adam as a piece of "living art." The clone would be ageless, eternal, and Dr. Bren's gift to the world as a reminder of his greatk work.
As soon it was determined that #001 (or "Adam" as Dr. Bren named him) was fully functional, Dr. Bren was executed. Adam was destined to be a protoype for other clones, surviving in incredible pain as a living biopsy while Dr. Ezekiel Pent, Dr. Bren's replacement, mapped out his genetic code.
Adam proved much more resourceful than Dr. Pent anticipated. He escaped the eugenics laboratory with an incredible amount of military knowledge and left the laboratory a smoking wreck. Based on the conversations he had with the other personnel, Adam renamed himself Brenkin Kree (Dr. Bren's "kin-of-KREE") and set out to survive in a strange world he was unprepared for.
Brenkin Kree's life has never been an easy one. Possessed of incredible strength, he quickly made a name for himself in 1980's earth. As a recognized "superhero," Brenkin had everything from comics, to movie deals, to his own commercials. He had a very successful run of British Knights commercials ("B.K., the only kind I wear.").
One of his greatest and most distressing conflicts was when KREE industries caught up with what Brenkin believed to be his girlfriend at the time, Kimberly Nurse. In reality, she was #003, a female experiment who was used as a lure. But she was unstable and turned to goo before Brenkin's eyes. Horrified by what he perceived to be a fate worse than death, he performed a mercy killing. Brenkin has never forgotten that day and is forever burdened by the guilt of his actions.
For the most part, Brenkin led a successful career as a superhero and was able to create a family of sorts out of his friends, which they named "Reaction Force". These were the days of the Golden Gladiator, Lord Humongous, the Transmogrifier, Lady Kat, and other, lesser known superheroes. But it was not to last. Reaction Force disbanded when they were all successfully assassinated in 1990 by a suicide bomber.
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Brenkin was killed by a double-agent who infiltrated Brenkin's group of superheroes. The suicide attack blew Brenkin to bloody smithereens. His corpse was buried under cement in an undisclosed location by the U.S. government, who was unaware of the KREE project but feared fans would attempt to dig up the body.
In the year 2098, Brenkin's cement tomb is obliterated by a nuclear blast. His body, which was slowly regenerating, takes even longer due to the irradiation. By 2291, his body finally mended itself enough that he was able to take stock of his situation and dig his way out of the (now soft) ground. Once again finding himself alone, Brenkin wandered the new world to see what had changed.
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As it turned out, a lot had changed. Brenkin led a short but successful career as a starship commander, working on several special ops teams. Brenkin was teamed up with B.A.B.E., a universal supercomputer, to track his movements. He battled the alien Lamproids, a lamprey-like race led by their emperor, Hithkothkorr.
Copyright Michael Tresca, 2001. All Rights Reserved.
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Loesung the Vampire Hunter
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| Loesung the Vampire Hunter (CR 13) Male Gray Elf Brd3/Rgr5/Ftr5 N Medium humanoid Init: +7 Senses: Blind-Fight, low-light vision; Listen +5, Spot +6 Languages: Elven, Goblin, Common, Draconic, Sylvan AC: 21, touch 13, flat-footed 18 hp: 63 (13 HD); DR: none Fort +9; Ref +11, Will +9 Spd: 20 ft. Melee: +4 elven undead bane thinblade +18/13/8 (1d8+7) Ranged: alchemist's fire +15/10/5 (1d6)or holy water +7 +15/10/5 (2d4) Space: 5ft.; Reach 5 ft. Base Atk: +12; Grp +13 Attack Options: Special Atk: Favored enemy: undead (+4), favored enemy: evil outsider (+2) Combat Gear: +3 elven chain, +4 intelligent elven thinblade, intelligent brooch of shielding, boots of elvenkind, cloak of elvenkind, scabbard of keen edges, phylactery of undead turning Bard Spells Prepared (CL 5th, +13 melee touch, +15 ranged touch): 1st-cure light wounds, disguise self, expeditious retreat 0-daze, detect magic, know direction, light, message, read magic Ranger Spells Prepared (CL 2nd, +13 melee touch, +15 ranged touch): 1st-pass without trace Abilities: Str 12, Dex 16, Con 10, Int 16, Wis 15, Cha 12 SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Combat Reflexes, Craft Wondrous Item, Endurance, Improved Initiative, Iron Will, Shield Proficiency, Simple Weapon Proficiency, Toughness, Tower Shield Proficiency, Track, Two-Weapon Fighting, Weapon Focus: Longsword, Weapon Specialization: Longsword Skills: Appraise +5, Balance +3, Bluff +5, Climb +3, Concentration +5, Craft (Armorsmithing) +7, Craft (Weaponsmithing) +7, Decipher Script +5, Diplomacy +5, Disable Device +3, Escape Artist +2, Forgery +5, Gather Information +5, Heal +5, Hide +8, Intimidate +7, Jump +3, Knowledge (Arcana) +4, Knowledge (Architecture and Engineering) +4, Knowledge (Dungeoneering) +4, Knowledge (Geography) +4, Knowledge (History) +4, Knowledge (Local) +4, Knowledge (Nature) +4, Knowledge (Nobility and Royalty) +4, Knowledge (Religion) +4, Knowledge (The Planes) +4, Listen +5, Move Silently +8, Ride +5, Search +6, Sense Motive +6, Sleight of Hand +2, Spellcraft +5, Spot +6, Survival +6, Swim +2, Tumble +4, Use Rope +5 Possessions: +3 elven chain, +4 intelligent elven thinblade, intelligent brooch of shielding, boots of elvenkind, cloak of elvenkind, scabbard of edges, phylactery of undead turning, 10 flasks of holy water, 10 vials of alchemist's fire. Unvegmoerder ("Immortal Slayer") LN +4 undead bane elven thinblade Languages: Empathy Abilities: Int 8, Wis 3, Cha 7, Ego 10 SQ: Detect undead at will, special purpose: slay vampires, +6 vs. undead and inflicts an additional 2d6 damage Himgewissen ("Heaven's Conscience") LN brooch of shielding Languages: Elven, Common, Telepathy Abilities: Int 12, Wis 9, Cha 15, Ego 9 SQ: +10 ranks in Sense Motive, special purpose: slay vampires, absorb 100 points of magic missile |
"How old are you…exactly?" - Himgewissen, on meeting a suspected vampire.
Loesung is an elf who has wandered his lands for centuries. Extremely long-lived, he is an embittered, tired warrior who would like nothing less than an honorable death. Loesung's elven lineage is uncertain. It is possible he is the last of his kind. His skin is entirely gray, his pupils silver. A jagged scar runs the width of his throat. He is over 1,000 years old-there are crude pictographs of him in ancient books, stained glass paintings in cathedral windows, and carvings of his likeness that flank sanctuary entrances.
A long time ago, Loesung was someone else. He was a loving father, a faithful husband, and a talented musician. But he has forsaken all these things after his life was changed forever one horrible day. Loesung was well traveled and he enjoyed the adoration of the nearby human villages. It was during one of his infrequent trips, once a century, that he recognized a man whom he had seen nearly 100 years before.
The vampire, Todesfaelle, realized his ruse was in danger of being exposed. Before Loesung could truly comprehend what he had witnessed, a huge pack of wolves descended upon his remote farmstead. On that day, Loesung's entire family was slaughtered before his eyes. Todesfaelle slit Loesung's throat personally and left him for dead.
But he did not die. In the years that followed, Loesung crafted new tools, infused with the vengeful spirits of his kin. His father became Himgewissen and his young son became Unvegmoerder. Loesung is the sworn enemy of all vampires. Tireless, sleepless, and seemingly ageless, he plays the eternal cat-and-mouse game, tracking vampires to their lairs. Loesung suffers from black moods and depression, taking little joy in his existence and only smiling when he ends the unlife of a vampire. He moves in slow, measured steps, but when combat requires it, Loesung can move at frightening speeds.
With his throat cut, Loesung is incapable of speech. Himgewissen speaks for him in a hollow, somber voice. While Himgewissen is wise and calm, Unvegmoerder is impetuous and violent. When Unvegmoerder wishes to be released in combat, the eyes of its scabbard flash red. Loesung rarely ignores his weapon's wishes.
Loesung would like nothing less than to join his family and friends in the afterlife. But Todesfaelle is still out there. While Loesung has killed more vampires than he can count, they are only Todesfaelle's spawn. Their battle has spanned three centuries already and will probably continue for centuries to come.
From Scrollworks: Characters and Locations
Copyright Scrollworks Press, 2001. All Rights Reserved.
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Amberyll the Thief-Taker
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"Please don't hurt me! Here, everything I own of value is in this purse." - Amberyll, whenever she's robbed.
Amberyll spent her childhood as a poor servant in the rich Von Deetz household, envious of the wealth around her, but resigned to her lot in life. Her beauty only marked her for scorn by the wealthy ladies she served, who often humiliated her for fun.
One day, the Von Deetz family awoke to find their silverware missing. Convinced that the poorest servant in the household was most likely to steal, Amberyll was tossed out on the street. Furious that she would be so callously dismissed, and even angrier with the thieves who had robbed her mistresses' home, Amberyll vowed revenge.
Amberyll adapted quickly to life on the streets. Using her charm and wits, she discovered the identity of the thieves. Amberyll then set out to frame them for another robbery - she would break into the very same Von Deetz house to steal something so valuable that it would lead the authorities straight to the thieves!
She bluffed her way into the house by fooling the servant they had hired to replace her. Then she crept silently into the royal treasury. There, curiously unguarded by any traps or defenses, was a beautiful bag, gilded with pearls. Surely whatever was in the purse would bring down the wrath of the royal household!
Amberyll fled with the bag into the night, only to run headlong into the very thieves she sought to frame. Aware of her plan, the leader wrested the purse from her and, hearing coins jingling inside, thrust his hand into it.
A look of surprise passed over the leader's face, then panic as he furiously tried to yank his hand back from the purse's maw. For a moment he struggled, sweat beading on his brow. Then his entire arm sank into the purse.
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| Amberyll the Thief-Taker (CR 6) Female Human Rog6 N Medium humanoid Init: +3 Senses: potion of darkvision; Listen +9, Spot +6 Languages: Common, Dwarven, Gnome AC: 15, touch 13, flat-footed 15 hp: 29 (6 HD); DR: none Fort +6; Ref +11, Will +5 Spd: 20 ft. Melee: masterwork dagger +8 (1d4-1) Ranged: bag of devouring +7 or tanglefoot bag +7 (entangle) Space: 5ft.; Reach 5 ft. Base Atk: +3; Grp +3 Attack Options: Dodge, sneak attack Special Atk: Sneak attack +3d6 Combat Gear: bag of devouring, potion of cure light wounds, potion of expeditious retreat, potion of spider climb Abilities: Str 8, Dex 16, Con 12, Int 14, Wis 10, Cha 15 SQ: Evasion, trap sense +2, traps, uncanny dodge Feats: Armor Proficiency: light, Dodge, Exotic Weapon Proficiency: Bag, Run, Simple Weapon Proficiency, Weapon Finesse Skills: Appraise +6, Bluff +9, Climb -2, Diplomacy +9, Disguise +9, Escape Artist +1, Forgery +3, Gather Information +9, Hide +6, Jump -2, Knowledge (History) +3, Knowledge (Local) +3, Knowledge (Nobility and Royalty) +3, Listen +9, Move Silently +1, Open Lock +4, Ride +4, Search +6, Sense Motive +9, Sleight of Hand +6, Spellcraft +3, Spot +6, Survival +1, Swim -2, Tumble +1, Use Magic Device +9, Use Rope +5 Possessions: bag of devouring, potion: cat`s grace, potion: cure light wounds (3), potion: darkvision, potion: expeditious retreat, potion: spider climb, cloak of resistance +3 , 19 amber gems worth 100 gp each and 88 gp. |
The thieves fled in terror as the purse sucked their leader in whole, never to be seen again. When she recovered her wits, Amberyll realized that she had been the victim of a double-cross: the Von Deetz family had hoped to recapture the thieves with a bag of devouring!
Amberyll moved on to greater things, but never forgot her heritage. Having carefully observed the Von Deetz ladies, she was an apt choice to impersonate nobility. She has since joined the Lucky Lady gambling establishment and plies her trade in the surrounding area.
Amberyll is a thief-taker, but not in the traditional sense. She plays the victim, to teach thieves a lesson they never forget. The Lucky Lady prides itself on its secure surroundings, but the money that flows through the establishment attracts all manner of ruffians, which is bad for business. Amberyll is the solution.
Amberyll is more than just an innocent noblewoman. She gladly hands over her bag (which she calls her purse), to anyone who asks. She is careful to jingle the contents and speaks of the riches contained within, "if only they won't hurt her." Being a greedy lot, thieves invariably reach inside - and meet Boung, her pet bag of devouring.
Amberyll uses a variety of wigs, makeup, and clothes to appear as a wide range of potential victims, all funded by the Lucky Lady establishment. She is paid well for her services, and robbery (at least, money taken by force) is almost non-existent when she's in town.
Still, not every thief takes the bait. In those cases, Amberyll is quite adept at bringing Boung to the thieves. She has learned to yank Boung over her opponent's heads as a sneak attack during a surprise round. Opponents whom she hits have a 60% chance of being drawn into Boung's "mouth" each round.
Boung has developed an appreciation of Amberyll's frequent feedings, and will not attempt to consume her. This makes the ruse all the more convincing when Amberyll reaches into the bag with no ill effects. Even when adventuring, Amberyll takes Boung with her. She's very attached to it and treats the bag better than she treats most people. When she lets down her guard, thieves cant slips into her language and her accent clearly indicates she's no noblewoman. Her private joke: "boung" means purse in cant, and "boung nipper" is a cutpurse. In Boung's case, it does far more than nip!
From Scrollworks: Characters and Locations
Copyright Scrollworks Press, 2001. All Rights Reserved.
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The Book Years
Talien's history begins in one of Swordquest adventure books, "Quest for the Unicorn's Horn." The quest involved one Talien, a young Kuven (whatever that is) and leader of one hundred men. He gained his position after the premature death of his father at the hands of ogres, and he soon finds that a position of power doesn't make his life any easier. Because I ran my own Dungeons & Dragons campaign at the time, Talien didn't often get the opportunity to adventure. Since the books were compatible with the game system, I ported Talien over whenever I got the chance to play. Which is sort of pathetic, I know.
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posted by talien at
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The Computer Game Years
Still starved for adventure, Talien was then ported into the Temple of Apshai game. What was great about the Temple of Apshai was that it used Dungeons & Dragons statistics, and you could enter your character "as is" into the game. So Talien continued his adventuring career, solo, from game book to computer game.
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posted by talien at
8:29 PM
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The Role-Playing Game Years
By the time Talien was actually given the opportunity to be used in a genuine role-playing game, he was 12th level. Since Temple of Apshai didn't have classes, I was faced with the challenge of making him as versatile as possible (because in Temple of Apshai, you read scrolls, fought, cast spells, and basically did it all). He ended up a dual-classed Thief/Ranger, able to read scrolls and cast spells, but still capable of going toe-to-toe with a monster or three.
Talien finally got to play in a role-playing game. The details are fuzzy, but in his first adventure, Talien and his party were required to return a artifact of incredible power to a king. When the party found out that the king was not going to pay them for the return of this powerful, soul-capturing gem, they decided to teleport a rust monster into his palace and teleport themselves out. Considering his earlier career was a member of the king's guard (a position carried over from his novel of origination), this branded him something of a criminal for awhile.
It sounds decidedly unheroic, but this was Talien's high point in his career.
Then Talien died.
This was usually the way things went in role-playing games where I wasn't the Game Master. Back then, we didn't understand the concept of character continuity. Would-be heroes died a lot.
It was "Land Beyond the Magic Mirror":
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