Sunday, September 30, 2018

Saturday, September 29, 2018

The Roast of Batman (Vigilante City)

I'm redoing some of my Light City posts for Vigilante City. Here's one of the sillier ones. 

Jeffrey Ross
AC: 10                          Attack Damage: By weapon
HD: 1/2                         Special: see below
Move: 12                       Bonuses:
Attacks: 1 per round     HDE: 1/2

As a roast master, comedian Jeffrey Ross can use his action to target a character with biting humor. Intelligent associates (friendly and enemy) must make mental saving throws or lose their next round due to laughter. For the remainder of the combat the target of the roast gains advantage on attacks versus Jeffrey.


While the subject and idea behind these stats are pretty silly, I think his roast ability is actually pretty brilliant and would be great for a comedy-based villain.

Friday, September 28, 2018

Erik Thorson (Vigilante City)

I thought it would be fun to make a street-level Asgardian for Vigilante City. One of the classes in Dark Places & Demogorgons: The UFO Investigator's Handbook is the Alien in Disguise. It has Nordic alien option. I used that and the in progress draft of Vigilante City to make him.

If I'd actually play this guy in a game, I'd have to work on the last three levels of the class, but I think he's looks fun to play.

Name: Erik Thorson
Alignment: Law           Class: Alien in Disguise
Origin: The son of the Thor and a Valkyrie, young Erik was sent to Earth by his parents so that he wouldn't perish during Ragnarok. He dwells in a small bunker prepared by his parents that's hidden beneath a warehouse on the outskirts of the city. He's still getting used to modern Earth culture and while he wishes to honour the memory of his parents, a part of him longs to be a normal Earth teen. He's developed a special hatred for neo-Nazis and white supremacists, seeing them as cowardly bullies that perversion Nordic symbols and traditions.

Age: 16     Sex: Male     Height: 6'0"     Weight: 180 lbs
Hair: Blonde     Eyes: Blue

Str: 18 (+3)
Int: 10
Wis: 9
Dex: 13 (+1)
Con: 15 (+1)
Cha: 17 (+2)
Sur: 10

Courage: 16
Critical: 14
Death:  9
Magic: 11
Mental: 8
Poison: 13

Languages: Old Norse, English

AC: +16 (Nordic alien, brawling, leather armor)
HP: 10
Move: 12

Attack Bonus:
Punch/Kick +3, 1d4+2 damage
5' chain +2 to hit, 1d6+1 damage (+2 to trip attempts)

Skills:
Athletics: Basic 1 (+4/+2)
Combat Training 1
Fighting Brawling 1
First Aid 1 (+1)
Intimidation 0 (+4)
Persuasion 1 (+5)
Stealth 1 (+2)

Abilities:
Toughness +2 (Brawling, Leather Armor), Toughness: Electric +4

Starting Equipment: 
56 dollars, basic Agardian clothing, basic Midgar clothes, skate board, flashlight, pocket knife, leather armor, club, Mjolnir amulet (records sound and video and can teleport Erik and 200 lbs. to bunker)

-----------------
As a bonus here are some stats for Neo-Nazi punks Erik (and your vigilantes) can thrash, because punching Nazis is what heroes do.

Neo-Nazi Punk
AC: 10                          Attack Damage: By weapon
HD: 1/2                         Special: -2 to react to intimidation, -2 to courage saves
Move: 12                       Bonuses:
Attacks: 1 per round     HDE: 1/2
-----------------

Honestly I'm not sure how he'd stack up to the human vigilantes of Vigilante City, but do I think he'd be a blast to play?

Thursday, September 27, 2018

DCC and Coffee

My first DCC Road Crew Game is Saturday and I'm stoked. I have some great swag to give out (quick starts and bookmarks) and I've got the characters ready to go. Originally, I was going to run The Arwich Grinder... which is one of the best 0-level funnels out there, but instead I've decided to run Gnole House, from the first quick start released in 2017.


If you're near south central Ohio Saturday come get some wonderful coffee from my favorite shop and roll some dice with me. Details can be found on the Facebook event page I created. 

Wednesday, September 26, 2018

Sugorgon (DP&D)

I saw this picture and wanted to turn it into a game creature.
Sugorgon
Armor Class: 11
Hit Dice: 5
Move: 12
Attacks: 1 per Round 
Attack Damage: By weapon
Special: Candy Sickness (see below)
Bonuses: +2 to hit
Terror: 14
HDE: 8

The Sugorgon is a rare breed of gorgon. They have bright colored scales and hair made of living candy instead of snakes. Despite their inhuman appearance these special gorgons can use glamour magic to reduce their terror trait to zero. Those who meet their gaze must make a DC 15 dexterity check or be over come with a supernatural affliction known as candy sickness. The character is magically compelled to eat candy (or other sugary foodstuffs if no candy is present). If presented with a sugary concoction the character must succeed a mental save to do anything but devour the food. The sugorgon can command those affected (who get to make a mental save to avoid doing commands that would hurt themselves or those they cherish). The sugorgon can cure the candy sickness as can certain white witch rituals.

Tuesday, September 25, 2018

Going Through Forbidden Otherworlds

Going Through Forbidden Worlds is the last of the GenCon Lamentations books I wanted to review. I've been putting it off, because honestly this one might be too weird for me.

By one of the various hooks presented the party will go to another dimension where physics works very different and things morph and fuse. The adventure takes place in a complex with several rooms featuring disturbing monsters. There's also a collection of bonkers magic items. According to the other, the mood of the adventure should either be black comedy or cautionary tale. I hate saying this because they author is fantastic, but I'm just not feeling either. This one might be a bit too weird for me. It's well written and if you want a quick jaunt into the bizarre, it's a good one to pick up.

The cover is definitely evocative, there's things I might pull from this one, and it features Scrap Princess artwork (which I love), but ultimately I don't think any of my players will ever be "going through forbidden otherworlds."

Actual Cannibal Shia LaBeouf (Survive This)


I don't know why I like doing weird gaming things, but I do. Today the urge hit me to revisit Rob Cantor's Shia LaBeouf. Winghorn Press created 5e stats and I made stats for Lamentations of the Flame Princess. Now he can terrorize your SURVIVE THIS!! games. Perhaps your vigilantes need to take down a cannibal near the city? Shia is definitely a survivor in the zombie apocalypse. And who cares if it's anachronistic, he could totally be stalking around in the woods near J'town.

Actual Cannibal Shia LaBeouf
Armor Class: 12
Hit Dice: 4
Move: 20
Attacks: 1 per Round
Attack Damage: Axe (1d6+1)
Special: See Below
Bonuses: +5 to hit, +2 to damage, +3 toughness 
Terror: 14
HDE: 5

Due to some strange reality warping field around Shia, anyone withing 30 ft of him can do Jiu Jitsu. This is the equivalent of having one rank of Martial Arts, though it only works within Shia's reality warping field.

When Shia is reduced to 0 HP there is a 1-4 on a d6 chance that his HP total goes to 10. He will still fall and appear dead. At the opportune time he will give a Shia surprise and sneak attack a foe.

Shia's hunting ground is littered with bear traps. Use the trap rules found on page 84 of DP&D, except the character loses their next round in addition to taking damage.

Monday, September 24, 2018

Tommy Wiseau’s Joker (Vigilante City)



He's just so bad, but I keep watching. I found the first one kind of entertaining. The second was just a painful trainwreck. Yet I watched it and decided to stat him again. This version of the of Joker has been statted Light City and I just made the comment that I need to do some DC Vigilante City stuff.... so here we go.

The Joker (as portrayed by Tommy Wiseau)

Armor Class: 11
Hit Dice: 3
Move: 12
Attacks: 1 per Round
Attack Damage: Punch (1d4 damage)
Special: The Joker is immune to all mind reading, suggestion, and mind control. In addition, he can spend a round monologuing and all within ear shot must make a Mental saving throw or be dumbfounded and lose their next round.
Bonuses: +2 to hit, +3 toughness
Terror: 10
HDE: 3

Who You Gonna Call? (The Ghost Hunter's Handbook Review)

This weekend I was fortunate enough to have been gifted with a pdf of the next Dark Places & Demogorgons book, The Ghost Hunter's Handbook. 

The pdf clocks in at 64, making it larger than the vampire and werewolf sourcebooks and comparable to the UFO Investigator's Handbook. Also, like the UFO book, this one has options for players and GM's. The book fleshes out an important part of paranormal games that I think is tricky rules wise, spectral things. Well I guess it ectoplams out.... errr... yeah... we'll stick with flesh, though it's not the most appropriate terminology. If you've been wanting to play Ghostbusters & Demogorgons this is the book for you.


The book starts with four new classes:
  • Clairavoyant - You can see images of the future and past and see things how they truly are. How will you use this gift?
  • Parapsychologist - You are fascinated by the idea of life after death and whether it be through occult or scientific means, you hunt ghosts.
  • Mystical Ghost Hunter - Whether ghosts are friendly or not,  you know they don't belong in the world of the living and use mystical means to send them to the afterlife.
  • Nullifier - Ghosts and magic are BS. You've never seen anything. Unbeknownst to you, this is because you were born with an innate ability to negate magic and psychic powers. 
What follows that section is a pretty thorough discussion of ghosts in DP&D. What are they and why are they still around? There's a good overview of what it means to be incorporeal in game terms. We're given a d6 random ghost chart with stats for each type. This is followed by a new terror chart specifically for encountering ghosts. This is a brilliant addition to the game. 


If you discuss ghosts, you have to talk about where they come from. There's a few page about the Other Side... no not this one. There are some cool ideas to make every trip to the Other Side random and how they will affect mortals and undead. 

Ghost bus... I mean hunters need the proper equipment so we're presented with some new ghost hunting gear. While magic items aren't as prevalent in DP&D as they are in other OSR games, we're given some ghost related ones that can be found at Ethel's Antiques. There are also new minor and major spells for your witch characters

J'town gets a nice expansion with the discussion of the Winter Hills Asylum and Blue Island. Every campaign needs a spooky abandoned mental institution and now Jeffersontown has a detailed one. There are several sites on the island and we get some great tables mentioned rumors and goings on. 

K.U.F.O.O. isn't the only group looking into strange occurrences in J'town. We're presented with the Jeffersontown Paranormal Society and it's members (which is led by a Gygax).

Finally the book ends with an plot hook dear to my heart that originally appeared in the Jeffersontown Setting Guide, the Ghost Pug of Ghost Light Road. As I mentioned before, this series of encounters was so much fun I commissioned artwork based on it. You can check that out, here.

This is an incredibly useful sourcebook that tackles a (mechanically) hard topic. The new classes are fun and add some nice elements to the game. The discussion of ghosts and the Other Side is fantastic an immensely useful. The new location is interesting and will definitely become an important part of my campaign. New allies are always good and "Oh dear God, it's Norman!" If you play DP&D this is a book you need. Also if you plan on including ghosts in your Vigilante City game, you're going to want this one too.

The pdf will be available October 2nd, with print options coming shortly after that.

Music Monday

Getting into the mood for Decorative Gourd Season.


But come All Hallows' Eve, I'll be commin' for ya
Come All Hallows' Eve, you better bar those shutters
I will return, with claws that burn
I'll see your pretty mansion turn into a furnace
Come All Hallows' Eve!


Welcome to the lower birth
The greatest show unearthed
We appear without a sound
The darkest show around
We will leave you in a daze
Madness, murder, dismay
We will disappear at night
With blood on the concrete.


Don't worry that it looks like a ghost town
Because it starts at night
That's when this city comes to life


I am a fuckin' freak
I'll get you while you sleep
I'm your worst nightmare come to life.
(ooooooo)
I am a deviant
There's something wrong with how I think
Twisted shit makes me feel alive

Sunday, September 23, 2018

Saturday, September 22, 2018

The Cat: A New Class for Dark Places & Demogorgons

While most of the classes for Dark Places & Demogorgons are designed to make regular teens that get introduced into the world of the supernatural, I think there's room for more eccentric and occult classes. That's why I've decided to create this class, my tribute to Sabrina's Salem and Thackery Binx from Hocus Pocus. This is a working draft. Feedback is welcome and desired, to be honest.

The Cat

You weren't always this way. There was a time you had dreams. There was a time you had a bright future. There was a time you had opposable thumbs. Now you're a cat.

PRERQUISITES: Dexterity 8, Charisma 8

LEVEL 1: You gain a +4 bonus to your Dexterity attribute (maximum score of 20). You also gain a +1 to Stealth. You can see perfectly in the dark. You can't use weapons or most devices though you can make two attacks (claw/bite) in a round that do 1d2/1 damage. You can speak human and animal languages. You have an extra life pool. At first level you have 1. If you are killed, you will return to life (when the GM feels it's dramatically appropriate) and you lose 1 life from your extra life pool.
LEVEL 2: You gain advantage on all Stealth checks and Athletics checks involving climbing and jumping. +1 to Sleight of Hand (or rather Paw).+1 to extra life pool.
LEVEL 3: +1 to Paranormal and Stealth. +2 to extra life pool.
LEVEL 4: Can see ghosts and spirits. +1 to extra life pool.
LEVEL 5: You can take on a form more suitable for combat. While in this form you gain +2d6 HP, +3 to hit, and can make three attacks (claw/claw/bite) a round which do 1d6/1d6/1d4 damage. You can maintain this form for 6 rounds. You can use this ability once per day. +1 to extra life pool.
LEVEL 6: You can bless or curse an individual. Choose a target. They gain advantage or disadvantage on their next roll. You can use this ability once per day. +1 to extra life pool.
LEVEL 7: You can enter your "battle cat" form twice per day. +1 to extra life pool.

STARTING EQUIPMENT: Enchanted collar that provides a +1 to AC.

Everybody wants to be a cat.
- The Aristocats

Friday, September 21, 2018

Mabon


In honor of the Autumnal Equinox, which is tomorrow, I wanted to share some great witch themed rpg material.

Flubber Gritty Reboot (Vigilante City)

Flubber

Armor Class: 12
Hit Dice: 1
Move: 15
Attacks: 1 per Round
Attack Damage: Bounce (1d4 damage)
Special: Flubber takes no damaging from falling (unless falling from extreme heights), only takes damage from critical hits and magic
Bonuses: +1 to hit,
Terror: 6
HDE: 2

Flubber (Bonded To Human)
Armor Class: 12
Hit Dice: 6
Move: 15, 15 Climb
Attacks: 1 per Round
Attack Damage: Bludgeon (1d6 damage, melee attack but with an effective range 10') or Bite (1d4+1)
Special: Flubber takes no damaging from falling (unless falling from extreme heights)
Bonuses: +5 to hit, Toughness +10
Terror: 14
HDE: 8

The bludgeoning and bounce damage done by Flubber can be non-lethal.

Thursday, September 20, 2018

Phantasmagoria #1 Kickstarter

Phantasmagoria is a new sword and planet themed DCC zine that's on Kickstarter. You can check out the project here.

The first issue of Phantasmagoria will contain:
Five new classes:
  • The Automaton: an independent robot discarded by its creator
  • The Captain: an inspiring leader and great duelist
  • The Gremlin: a tricksy demihuman with technical and magical skills
  • The Jovian: an exiled native of a gas giant
  • The Star Prince: the final, humanoid stage of a star's life cycle

And additional material for playing in a science fantasy setting:
New equipment and weapons
New 0-level occupations
Rules for creating spaceships.

The project funded in less than a day and is half way to reaching the third stretch goal (which is funding issue 2).

I think DCC is a great rules set for some science fantasy gaming and I'm really excited to get my hands on this zine.




Wednesday, September 19, 2018

Spinetooth Oasis Review

Spinetooth Oasis is a short module/mini setting by Evlyn Moreau. It has maps, 20 keyed locations, and a few random maps. All of the artwork (except the back cover) have been created by Evlyn.

While this book is definitely OSR, it's written in a way that makes it easy to use in any version of D&D, including 5e. For example, instead of being given a numerical AC, stats say "Armor as cloth."

The locations provided are really interesting. They are populated by various quirky factions, such as owl-faced cultists seeking revenge and a warrior sisterhood that refuses to clean themselves. There are powerful natural entities at work as well, including two cacti deities, elementals, and cursed water.

A party could spend several memorable sessions in the Oasis.

Like The Kobolds' Art Exhibition this is a unique book that includes some one of a kind material to use in your game. It's only a few dollars on Lulu (not counting shipping) and you should snag it (and all of Evlyn's other books).

Tuesday, September 18, 2018

DP&D - Episode 4: "Hello Darlin"

Session 1
Session 2
Session 3: Part I 
Session 3: Part II 


The Cast
  • Elliot Wess - Pot dealing hillbilly with a heart of gold
  • Cassandra Jones - Sarcastic goth turned white witch
  • Summer Fields - Good 'ol country girl that loves animals
  • Tilly Hopper - a strange newcomer to the town who lives and works with her mechanic uncle, Stew Hopper.
Summary

After a physically and emotionally exhausting weekend the group meets up Monday morning. They fill Summer in on what happened with the Kid. Cassandra and Summer go to class and Tilly decides to spend the day helping Elliot fix the upholstery she accidentally ruined. Cassandra gets called to the front office and realizing it probably has something to do with Jamal, Summer feigns "female problems" and asks go to the front office to call home.

Cassandra enters the office of Principal Tipton with an all-too-familiar "Hello Dave" and is greeted by Jamal's mother. Mrs. Farnsworth asks Cassandra if she's seen her "Poor sweet shmookums, Jamal." Cassandra lies that she's not seen him since the night they helped Farmer Brown. While this is happening, Summer calls Elliot and gives him a coded message telling him to come to the school. Mrs. Farnsworth hugs Cassandra. Cassandra and Summer head to the girls' room where they are met by Elliot and Tilly (who snuck in and hid in the stall). They discuss their situation.

Wanting to know what school is like, Tilly follows Cassandra and Summer to their second period class, science. They are introduced to a long-term substitute, Mr. East, who will be teaching the class while Mr. Smith recovers from a broken hip. In his mid 30's, Mr. East is particularly dry and more than a bit sarcastic, seeming to disdain teenagers. Thinking he might have an interest or knowledge of the occult (because he seemed odd), Cassandra decides to show him the vampire skull (though she doesn't tell him what it was). He says that it was definitely some sort of mutation. He then informs her that it probably isn't the smartest move to be carrying something like that around or showing it to strange adults she's just met. The conversation ends Mr. East making a comment about the folks of the Bluegrass state being products of incest, to which Cassandra responds with a comment about "not losing his head."

Thinking East is hiding something, Summer, Cassandra, and Tilly follow Mr. East back to his apartment. Unfortunately Cassandra accidentally knocks over a trash can and was discovered. This leads to an awkward conversation about how despite her growing body and change in hormones that it was "grossly inappropriate" for her to have feelings for him. Choking back nausea, she plays along.

That night the group meet up, discuss Elliot and Tilly breaking into East's apartment the next school day, and decide to head to a Ethel's Antique Shop. They meet the elderly Ethel who warns them to not steal anything. She leaves and the party is then greeted by her (much friendlier) daughter, Liliana. Know the rumors that Ethel and Liliana are witches, the group attempts to buy their brooms. Amused at their insistence, Liliana says she will sell one of them for 100 dollars. While Elliot and Summer haggle over the broom, Cassandra sends her new familiar, Jasper the hedgehog, up the stairs to the third floor where the mother and daughter live. The hedgehog returns quickly as Cassandra hears a cat's growl. During this time Tilly has been trying to impress her with knowledge of an oddity, a rusted blue 50's Cadillac door. Elliot sees the door and asks about it. After being told it is from the car Hank Williams was in the night he died, Elliot decided he had to have it. After an internal debate he buys the door. Cassandra and Liliana talk and Cassandra asks her about real magic and potions. Seeing something in the girl, Liliana tells her to return another time, without her friends and that they'll talk then.

The next day while Cassandra and Summer are at school, Elliot and Tilly break into Mr. East's apartment. They find that it's in immaculate order. The only bits of interesting knowledge they find are a doctor's lab coat and bag, medical texts (some in German), as well as a few newspaper articles about Miskatonic Medical University. Tilly takes some pictures and they leave the apartment as they found it.

Friday and Saturday night the group attends the Gaslight Festival and Parade. Friday Summer wins a horse show (which gives her a small cash prize and a ribbon that gets her all the free carnival food she wants). Saturday night the group dresses up. Cassandra dresses as a preppy valley girl and Summer as a goth. They walk around and follow a small group of kids with amazing alien costumes for a bit, before going to the northern beer tent to watch Elliot perform in the Conway Twitty impersonation contest. During a particularly rowdy rendition of Tight Fittin' Jeans some of the Conway Twitty's bump into the kids. Seeing this as a sign of aggression, the kids reveal themselves to be actual aliens. They pull out their rayguns and freezing the crowd. Several drunken Conway Twitty's produce firearms and all Hell begins to bring loose. Cassandra snaps a quick Polaroid of the aliens.

That's when Elliot hops on the stage and marvel's everyone with a beautiful rendition of Hello Darlin' he's been practicing all week. He beckons Cassandra onto the stage and they dance as he sings. Everyone in the tent, Conway Twitty, teen, and alien alike, are mesmerized by the amazing performance. Elliot finishes and one of the aliens begins a slow clap, which is quickly joined by all.

Tilly and Summer's joy are quickly cut short as they are hear a voice in their head telling them to exit the tent and feel something poking them in the back. They are lead out by one of the aliens who also speaks to Elliot psychically in Conway Twitty's voice and tells him to follow.

In a nearby alley, the group meets the alien's leader... who's an impressive 6" taller than the other little green men. He thanks them for their help, but insists that no evidence of the event can be leaked. Understanding what this means, Cassandra hands over her picture. He then explains that it's really easy to cover things up in America, especially when alcohol is involved. The party shrug and nod in agreement. Summer asks if they are going to be probed, which triggers a long rant by the alien leader about humans and their strange obsession with anal probing. Finally Cassandra asks for a momento, and the leader givers her a sword-shaped piece of metal from his suit and warns her she better keep it close to her. As the aliens leave, Elliot hears the voice of Conway tell him "Thank you, darlin'."

A triumphant Elliot returns to the beer tent to claim his 500 dollar prize and the party looks to the sky, realizing they're not alone.

-------

The session was short (for various) reasons but a total blast! The group is really coming together and getting into the game. Ladies and gentleman, Mr. Conway Twitty...


Sunday, September 16, 2018

Saturday, September 15, 2018

The Kobolds' Art Exhibition Review

The Kobolds' Art Exhibition is a quirky piece of indie gaming goodness that everyone should check out. Featuring writing and art by Evlyn Moreau, the 32 page black and white booklet details a traveling art exhibition ran by a tribe of kobolds. This really is one of a kind little expansion to any dungeon. 

The titular kobolds travel via a magic painting that depicts the room the art installation is in. This painting then repaints itself and becomes a portal to the next empty dungeon room the portal leads to. This means that over the course of a campaign, the party could encounter the group several times in several different locations. Once the group arrives, they set up their art. scout the dungeon, search for other art to procure, and become a unique (but temporary) dungeon oddity.  The tribe members are given stats and nice snapshots for DM's to work with. In addition, the business side of the group is discussed as is the art itself. There are several tables to keep things interesting. 

This book is entertaining, quirky as Hell, and definitely reusable. I love Evelyn's artistic style and plan on including this one of a kind kobold tribe in my game. 

According to the product page, this is written for Labyrinth Lord specifically, but obviously can easily be adapted to any iteration of D&D. You can get this unique piece of OSR goodness in print or pdf

Oh Dear God, It's Norman!

I know I've said this a few times, but I'm loving my Dark Places & Demogorgons game. The system and setting is fun and my players are a hoot. During our last session the players encountered a ghostly pug named Norman. One of the player's reactions to actually seeing the ghost dog was delivered perfectly and has become something special to us. I commissioned my friend (and former student) Travis of Simple Interesting Visions to pay tribute to the memorable moment. Was it money well spent? You're damn right it was.




The last one is the fan favorite. I even printed it out and it's now the cover of my DP&D binder. One of my players is even looking online to see if we can make this into shirts.

Thursday, September 13, 2018

Official Minion Stats (5E)

I'm posting about this one just because I find it weird. The newest issue of Dragon+ is primarily focused on kids. There's discussion of running D&D for young ones and an article full of tips. There's also an interview with one of the minds behind Minions.

Yeah these yellow bastards....


The weirdest part about it? There are "official" 5e stats for Minions. You can check them out in the article or just use this direct link. I find this bizarre, but then again if you're trying to introduce some kiddos to 5e, these might just be the stats you need.

Wednesday, September 12, 2018

Ash Wednesday - Deadites (SURVIVE THIS!!)


Deadite

Armor Class: 12
Hit Dice: 3
Move: 15, Climb 15, Fly 8
Attacks: 1 per Round
Attack Damage: Claw (1d6 damage) or Weapon (Varies)
Special: See Below
Bonuses: +4 to hit 
Terror: 14
HDE: 4

Every time a character is damaged by a Deadite they must make a Critical saving throw or become possessed. It is possible to stop possession by severing the offending limbs. It is possible that certain rituals (and even direct sunlight) might also remove or at least suppress a Deadite's control of the body.

In addition anyone killed by a Deadite will rise as one.

The most insidious power deadites possess is the Luring. Combining shapeshifting abilities with the memories inherited from their host they can appear normal. Loved ones witnessing this must make a Mental save. If the character was particularly close to the Deadites host, this save is potentially made with disadvantage.

To completely destroy a Deadite you must dismember them completely,  burn them, bury them alive, or stab them with the Kandarian Dagger.

Planeswalker - Dungeon Master

Four copies of this amazing D&D/MTG crossover card were made as a congratulations for the success of 5e. It's great to see Wizards finally doing brand crossover things. It's also great to see a tribute to a classic cheesy cartoon. This has win written all over it.

Tuesday, September 11, 2018

Friday Night Frights

"Friday Night Frights by Patrick Ballesteros 
I'm having a lot of fun statting out horror icons for Bloat Games SURVIVE THIS!!.  Are there any horror characters you fine folks would like me to stat?

As a reminder I've given life to the following:


Monday, September 10, 2018

DCC RPG Reference Sheets Review

A part of my Gen Con care package from Dave was a early copy of the DCC RPG Reference Sheets. This unofficial, unauthorized reference document is a tool that every DCC player and judge should have. I do believe it has just about every universal chart you'll need for the game. In addition the back page has PC Generation Cheat Sheet and 0-level combat rules.

The reference document was created by Jeremy Deram of People Them With Monsters. You can order a nice color version from Lulu here. It's cheap and well worth the convenience.

Sunday, September 9, 2018

Saturday, September 8, 2018

Shh...

I love this song and have since I first heard it on Rock Band. It's the death song of my Buffy character, Kyle. Check it out.


I understand that you're upset
You have every right to be
It's obvious to see
I was in the wrong
But I will make it up to you
I'm gonna make it right

If we could put this in the past
And never speak to anyone
About this gaucherie
I will swear to you
That it will not happen again
I'm gonna make it right tonight

No tears, no noise, no cause, no choice
No lock, no key, no third degree

No need to trouble the police
And I can take care of the mess
I know a little place

Let me handle this
Why don't you go and see the kids?
I'm gonna make it right tonight.

No tears, no noise, no cause, no choice
No lock, no key, no third degree
No flight, no flaws, no breaks, no pause
No clues, no trace, no hands, no face

Untold, unseen, unfazed, unclean
Unsaid, unkind, undead, unwind
No fuse, no prime, no plans, no time
No push, no shove, no God above

No black, no white, no source of light
No second chance, no end in sight
No friends, no phone, no blood, no mess
No hate, no love, no sweet caress

Nothing to see, no leaks, no ties
No time for that, no long goodbyes
No lies, no fakes, no secrets
No problem

No, wait!



Killer Klowns from Outer Space (DP&D)


Killer Klown From Outer Space

Armor Class: 12
Hit Dice: 2
Move: 12
Attacks: 1 per Round
Attack Damage: Popcorn Gun (1d4 damage, 50' range)
Special: See Below
Bonuses: +2 to hit 
Terror: 12
HDE: 3

Killer Clowns ignore all damage not done to their noses. This means that do damage to one you must make a called shot to the nose. Every clown has a 25% chance of having an acidic pie. The pie has a range of 10' and does 2d6 damage. If the attack misses the pie cannot be recovered and used again. Klowns have special abilities that allow them to capture victims (such as balloon prisons, cotton candy guns, and shadow puppets). A clown can make a capture attempt once per combat. The victim must make a Critical save or be captured.

The Klown's popcorn will stick to victims and if not removed and burned can turn into PopKorn Klowns.

PopKorn Klown

Armor Class: 10
Hit Dice: 1
Move: 12
Attacks: 1 per Round
Attack Damage: Bite (1d6-1 damage)
Bonuses: +1 to hit 
Terror: 13
HDE: 1

Wednesday, September 5, 2018

The UFO Investigator's Book Review

This week the newest Dark Places and Demogorgon's release, The UFO Investigator's Book went live.

While I really liked the Werewolf and Vampire sourcebooks, this is my favorite of the smaller DP&D supplements. There's definitely stuff form the GM, but this book has a lot of new player content too.

There are four new classes: UFO Investigator, Conspiracy Theorist, Alien Hunter, and Alien In Disguise. While I like the Conspiracy Theorist a lot (it makes me think of Dipper from Gravity Falls), Alien in Disguise is my favorite. It's the first non-human class in the game. To create your alien you can either choose or roll on two different charts. The first chart is your true form and the second is your mission on Earth. After the new classes, player's get a list of new equipment.

For the gamemaster, there's plenty of new stuff too. I think the d20 alien/UFO adventure hook and misreported UFO charts are great, as was the UFO terms section.

There are some new encounters/adventures/organizations too. There are three that directly feature aliens (the Hexpost Monster, alien probers, and little green men). In addition K.U.F.O.O. (Kentucky Unidentified Flying Object Organization) is introduced along with a slew of G-Men to have descend on J-Town. Sadly there are no Killer Klowns From Outer Space, but that just means I have to stat them out myself

The book ends with recommended media.  .

This is definitely a book you should snag for DP&D. It's all useful and one of the session ideas includes stats for Conway Twitty impersonators! How awesome is that?! However if you play other SURVIVE THIS!! games you'll find it quite helpful too. The zombies in your game could be from an alien virus. This is also a great book for Vigilante City. The agents could be good npc's, the little green men and other aliens could be foes, and I think the Alien In Disguise would be a great class for a vigilante from beyond the stars (that's not overpowered). If you allow the Alien though, you'll need to decide what happens when they get to higher levels. because VC goes to 10 and the class only goes to 7.

Currently only in pdf form, purchasing it will early will secure a coupon for the Print on Demand version when it becomes available.


Full disclaimer, I did some proofreading for this book and was given a pdf to review.