Thursday, June 30, 2022

New DP&D Review and Stranger Games Sale

Professor Dungeonmaster of Dungeon Craft dropped his Dark Places & Demogorgons review today and I wanted to share it with y'all.


I feel this is also a great time to point out you can get the pdfs on sale during DriveThruRPG's Stranger Games Sale.

Thanus...

Overworld 3: The Adventure Continues Now On Kickstarter


Just wanted to let folks know the next installment of Bloat Games This-Is-Definitely-Not-Zelda Zine is funding on Kickstarter. Once again, the zine will be released with different rule sets. Every "world" video game zine Eric has released has been fantastic. Check out my reviews for the previous Overworld and the Nightworld zines. 

Once again, the phenomenal Phil Stone comes back to do the art.




You can back Overworld 3 here.


Wednesday, June 29, 2022

A Statement From Vought International (Spoilers)


The Boys social media presence continues to be top notch. In response to the (in-universe) social media bombshell at the end of last week’s episode, Herogasm,  Homelander and Vought International released a statement.

Lightning Man #1 Review

 


Lightning Man #1 is an indie superhero comic written by my friend Leighton Conner (one half of the duo behind the Leopard Women From Venus and the author of Sedgwick). Physically it's digest/zine proportions with a color cover and 30 page black and white interior.

Blake Robinson is a frustrated teen. The adults in his life talk about potential, but he sees no good future for himself. One day he's hit by a mysterious lightning bolt and gains electric powers. He teams up with a classmate that's into cosplay that helps him become a superhero (the titular Lightning Man). Issue #1 also introduces us to a mysterious four-armed being with robot servants. Of course, before the issue ends, Lightning Man defeats them.

This was a fun first issue. I love Leighton's art. Blake is a relatable young protagonist. I think we've all felt overwhelmed and like what we do doesn't really matter at some point in our loves. I love the hopeful ending. Can't wait see what fate (or rather Leighton) has in store for Lightning Man.

You can order your copy of Lighting Man #1 here.

--------------
And because I like to include gaming material in my reviews, here are stats for Lightning Man that can be used in your 5e supers games. These stats will be updated as I learn more. Last update: 7/26/23

Code Name: Lightning Man
Real Name: Blake Robinson
Team Affiliations: -

Medium Humanoid, Lawful Good

Armor Class: 14 (Dex, Costume, Static Field)
Hit Points: 76 (8d8+40)
Speed: 30 ft.
Challenge: 3 (700 XP)

Str 20 (+5) Dex 16 (+3) Con 20 (+5) Int 15 (+2) Wis 13 (+1) Cha 12 (+1)

Saving Throws: Con +5, Int +4
Skills: Insight +3, Perception +3, 
Damage Immunity: lightning
Senses: Perception 13
Languages: English

Traits
Regeneration: Lightning Man regains 10 hit points are the start of his turn if he has at least 1 hit point remaining.

Actions
Multiattack:  Lightning Man makes two Lighting Punch of Kraka-Zap! attacks.
Lightning Punch: Melee Attack. +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+5) bludgeoning damage plus 3 (1d6) lightning damage.
Kraka-Zap!: Ranged Weapon Attack. +3 to hit, range 50/150 ft., one target, Hit: 9 (2d8) lightning damage. 
Kraka-Boom! (Recharge 5-6): Ranged Weapon Attack. +3 to hit, range 50/100 ft., one target, Hit: 36 (8d8) lightning damage and adjacent creatures must make a DC 13 Constitution save. They take 9 (2d8) lightning damage, half of that on a successful save. 

Tuesday, June 28, 2022

Deleted Deadpool MCU Scene?!

Like the clickbait title? This was fun fan edit. Also if you haven’t seen Multiverse of Madness, it contains spoilers.

Monday, June 27, 2022

A True American... Kaiju?

I originally made this post for Independence Day, but I decided against posting it then. I'm not the patriotic sort in the best of times, but definitely not at the moment. 

That doesn't mean I can't appreciate the occasional stupid patriotic thing. Though to be fair, there's no way this character wasn't created as a parody/critique. American Kaiju, yes that's his real codename, is an actual Marvel character. While I don't have his technical debut, I do have have first full issue appearance. 


Code Name: American Kaiju
Real Name: Todd Ziller
Team Affiliations: US Government, S.H.I.E.L.D., Weapon Plus

Gargantuan Monstrosity (Kaiju, Gamma) , Lawful Neutral

Armor Class: 22 (Natural Armor)
Hit Points: 300 
Speed: 60 ft.
Challenge: 17 (18,000 XP)

Str 30 (+10) Dex 10 (+0) Con 30 (+10) Int 8 (-1) Wis 10 (+0) Cha 4 (-3)

Saving Throws: Str +18, Con +18
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Petrified, Stunned
Senses: Perception 10
Languages: English

Traits
Legendary Resistance (3/Day). If American Kaiju fails a saving throw, he can choose to succeed instead.
Siege Monster: American Kaiju does double damage to objects and structures.
Regeneration: American Kaiju regains 10 hit points at the start of his turn if he has at least 1 hit point remaining.
Reptilian Telepathy: American Kaiju can telepathically communicate with all reptilian life within a two mile distance.

Actions
Mutliattack: American Kaiju can use his Frightful Presence. He then makes four attacks: one with his bite, two with his claws, and one with his tail.
Bite: Melee Weapon Attack. +18 to hit, reach 10 ft, one target, Hit: 36 (4d12+10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and American Kaiju can't bite another target.
Claw: Melee Weapon Attack. +18 to hit, reach 15 ft, one target, Hit: 28 (4d8+10) slashing damage.
Tail: Melee Weapon Attack. +18 to hit, reach 20 ft, one target, Hit: 24 (4d6+10) bludgeoning damage. If the target is a creature, it must succeed a DC 20 Strength saving throw or be knocked prone.
Frightful Presence: Each creature of American Kaiju's choice within 120 feet of it and aware of it must succeed a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeated the saving throw at the end of each of it turns, with disadvantage if American Kaiju is within line of sight, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to American Kaiju's frightful presence for the next 24  hours.
Swallow: American Kaiju makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside American Kaiju, and it takes 56 (16d6) acid damage at the start of each of American Kaiju’s turns.
If American Kaiju takes 60 damage or more on a single turn from a creature inside it, American Kaiju must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of American Kaiju. If American Kaiju dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Legendary Actions
American Kaiju can take 3 legendary actions, choosing from one of the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. American Kaiju regains spent actions at the start of each of its turn.
Attack: American Kaiju makes one claw attack or tail attack.
Move: American Kaiju moves up to half of his speed.
Chomp (Costs 2 Actions). American Kaiju makes one bite attack or uses its Swallow.

Background

Todd Ziller was a corporal in the US army and the subject of Project: Troubleshooter, an attempt to recreate Dr. Erskine's Super-Soldier Serum. Because the formula was mostly lost, the scientists took a kitchen sink approach and filled in the gaps with Gamma enhancements, Pym Particles, Mutant Growth Hormone, and the Connors Formula. This turned the loyal soldier into a giant Godzilla-like reptile. Given the code name American Kaiju, Ziller is now a patriotic force of destruction. He's used sparingly because of the all of the collateral damage he tends to cause.

Music Monday - Getcha Hands Dirty

I’m surprised I haven't shared this one before. JT Music released this during season 1. I love the Spice Girl flair nod in the lyrics, which go back to one of Butcher's speeches. 


 

Music Monday - Super-Sweet - License to Drive (Me Crazy)

More music from the universe of The Boys. This one reminds me of how dirty a lot of boy band music songs are.

Supersonic may be gone, but he'll live forever in our hearts - and our ears! Reminisce about summer nights cruising in the Jetta with “You Got Your License To Drive (Me Crazy)," and all of SuperSweet’s catalogue, exclusively on Voughtify.


Saturday, June 25, 2022

Squirrel Girl Saturday

This week's Squirrel Girl Saturday features the cosplay of MeirouTenshi 






Friday, June 24, 2022

Mutant Town Pride Parade

Check out this beautiful artwork of the Mutant Town Pride Parade created by Astrolimes

Expect upcoming TMNT related content on here as I look to combine True Vigilante and Bronx Beasts to make the ultimate Mutanimal DCC game.

Merci, Jamie

As I usually do, I've obviously taken some liberties with these stats. They were inspired by Jamie the supe hamster from The Boys episode Glorious Five Year Plan. He saves Frenchie, so I'm giving him an affiliation with The Boys.


Code Name: Jaime the Supe Hamster
Real Name: Jaime
Team Affiliations: The Boys

Tiny Beast, Unaligned

Armor Class: 20 (Natural)
Hit Points: 50
Speed: 30 ft., Burrow 30 ft.
Challenge: 3 (700 XP)

Str 18 (+4) Dex 18 (+4) Con 18 (+4) Int 3 (-4) Wis 10 (+0) Cha 10 (+0)

Saving Throws: Dex +6
Skills: Stealth +6, Perception +2
Senses: passive Perception 12
Languages: -

Unique Traits
Keen Smell: Jamie has advantage on Wisdom (Perception) checks that rely on smell.
Disease Immunity: Jamie is immune to all mundane diseases.

Actions
Multiattack: Jamie makes two bite attacks
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage. 

Background
Jamie started life as a normal hamster living in Russia. However, his life was changed when scientists injected him with Compound V. They give him strength, speed, and durability well beyond that of an average hamster (or human for that matter). His fate was once again changed the day Billy Butcher and the Boys infiltrated the lab he was in. He was freed and immediately attacked the guards working for his tormentors. When the carnage subsided, Jamie fled into the cold Russian night. 

Thursday, June 23, 2022

Homelander Fan Animation

Check out this fantastic Homelander animation by KitaaanoYusuke.

Don't Take Life Too Seriously. You'll Never Get Out Alive.

I've decided its time for another archetype for Carbide City #1 and Carbide City #2. The Toxic Protector and the Stretch are joined by the Clown. While this archetype was inspired by Harley Quinn and Slapstick, it was also heavily inspired by Funnyman. If you're unfamiliar, Funnyman was one of (if not the) first Jewish superhero and created by Jerry Siegel and Joe Shuster, the creators of Superman. You can read more about him here. Also, the character is in the public domain, so you can legally read his comics here.



Clown
Medium Humanoid (any), Any Alignment
Armor Class: 14 (Dexterity)
Hit Points: 100
Speed: 30 ft.
Challenge: 5 (1,800 XP)

STR      DEX     CON     INT      WIS      CHA
12 (+1) 18 (+4) 12 (+1) 14 (+2) 10 (+0)   18 (+4)

Saving Throw: Dex +8, Cha +8
Skills: Acrobatics +8, Performance +8
Senses: passive Perception 10
Languages: any one

Cunning Action: On each of your turns, you can use a bonus action to take the Dash, Engage, or Hide action.
Goad: At the beginning of your turn, you can choose a target with an intelligence of 3 or higher. Until the beginning of your next turn that target has Disadvantage on any attack that doesn't target you. This effect ends immediately if you are gain the unconscious condition.
Spring Boots: You can long jump up to 30 feet and your high jump is up to 15 feet, with or without a running start.

Actions 
Multiattack: The Clown makes makes three weapon attacks.
Mallet: Melee Weapon Attack +5 to hit, reach 5 ft., (one target) Hit 5 (1d8+1) bludgeoning damage
Thematic Ranged Weapon: Melee Weapon Attack: +8 to hit, range 20 ft., one target. Hit: 7 (1d6+4) bludgeoning damage. 

Creating a Clown
Step One - Origin: What caused you to take up the mantle of hero? Choose a combination of any two skills, tools, and/or languages that fit your origin story.
Step Two - Appearance: What do you look like? How garish is your costume? Do you wear a mask or make up to hide your identity?
Step Three - Ranged Weapon: What is your thematic ranged weapon. Do you use a yo-yo, boxing glove that extends out, or juggling pins?
Step Four - Persona: What do you do when you aren’t battling evil? What's your name? What’s your code name? 

Advancement 
(Selected after the completion of a significant milestone.)
Beloved*: Your public opinion increases by 3 points
Brawler: Your unarmed attack deals 1d4 bludgeoning damage, instead of 1.
Hardened: Gain 25 hit points, not to exceed 125 total.
Luck: Once per day you can reroll any one die roll.
Sprinter*: Increase your movement by 5 ft.
Skilled: You gain proficiency in any one skill, language, tool or weapon.
Surefooted: You treat difficult terrain and regular terrain for the purposes of movement.
Endorsements*: Your resources increase by 2 points.
Tough*: You gain 5 permanent hit points.

*This reward can be chosen more than once. 

Wednesday, June 22, 2022

I'll Fight Coppers -- With Pennies!

Haven't statted out a silly Batman villain for a while, so here's the dreaded Penny Plunderer! He's a golden age Batman villain obsessed with pennies. He sold newspapers for a penny, but was arrested for stealing pennies. This caused him to become a penny-themed criminal. While it has since been retconned, he is the original source of the giant penny in the Batcave.


Penny Plunderer
Real Name: Joe Coyne
Armor Class: 11
Hit Dice/Hit Points: 4+4 HP (20 HP)
Move: 12
Actions: 1
Attack: Pistol (1d6)
Special: Toughness +1, Giant Penny
Bonuses: +2 to attack rolls, +2 to Street Smart, +5 to skill rolls while committing Penny-related crimes
Alignment: Chaos
Morale: 7
Terror: 5
HDE: 3

Giant Penny
A DC 14 Dexterity (or Athletics: Parkour) check is required to avoid a falling or rolling giant penny. Anyone that fails the check takes 4d6 damage.

Tuesday, June 21, 2022

You Underestimate The Power Of The Battle Pass.

I know some folks hate all of the crossover things companies do with Fortnite, but as you've probably guessed based on my posts, I am not some folks. Darth Vader is a part of the newest Battle Pass and this short teaser animation recreates the beginning of one of the most frightening and tense scenes of the Star Wars flicks.


Looks like my dudes Jonesy and Peely are boned...


Monday, June 20, 2022

Music Monday - Chimps Don’t Cry

Enjoy another in-universe music video from the world of The Boys. If Crimson Countess looks familiar, it’s because she’s played by The Walking Dead’s Laurie Holden.


After a lifetime of using her super powers to protect America as part of legendary supe team Payback, Crimson Countess is using the power of music to help chimps live happier lives. Vought cares about simian well-being. So for the next seven hours, 1% of every Big Homie Burger sold will be donated to Crimson Countess' Chimp Country Foundation to help troubled Chimps.

Sunday, June 19, 2022

One Hell Of A Dad

Happy Father's Day! Enjoy this great Mandalorian rap. 

Succubus Sunday

 

 Source 

Friday, June 17, 2022

Captain Hartchild's Guide to Oceanic Depths Review

I made some cool purchases at Origins and one of them was Captain Hartchild's Guide to Oceanic Depths. Much like the Pirate Bundle, if you are running Ghosts of Saltmarsh, FreeportGenial Jack, or any nautical themed campaign this book is a must have! The book is a 110 page black and white tome that includes content for both players and DM's. 

Four players there are four new races:
  • Ardro a humanoid goblin sharks that are both goblin and shark.
  • Sharkfolk are humanoid sharks that often get mistaken for weresharks.
  • Sirens are charming fey that can be tied to the sky or the sea.
  • Undine are a humanoids tied to the elemental plane of water who make deep connections with others.
There are subclasses for all Player's Handbook classes and the Blood Hunter
  • The Path of the Drowned Titan channel the power of long-forgotten Titans and trapped in the depths
  • The College of Allure are masters of charm. The subclass was created with sirens in mind, but can be taken by others.
  • The Order of the Hagspawn is a Bloodhunter child of a hag.
  • The Tidal Domain allows clerics to tap into the power of the sea.
  • The Circle of Evolution allow druids to combine characteristics of different animals when shapechanging.
  • The Corsair allow fighters to fight dirty and go toe to toe with others on the sea.
  • The Way of the Crashing Way is a monk fighting style that draws up the power and movements of the oceans.
  • The Oath of the Guardians allow paladins to serve as gatekeepers of the free world.
  • The Deep Sea Ranger patrol coastal waters and hone their abilities to fight there.
  • The Contender rogue is a gladiator that focuses on looking good in the ring.
  • The Soul Seeker seeks to harness the ability of the inborn magic to search for solidarity and the eternal soul. While designed with Undine in mind, it can be taken by others.
  • The Wavemistress Patron has made a deal the queen of the sea for power.
  • The School Astrology's magic is focused on the stars.

Players can choose several new backgrounds. They are castaway, coast guard, shipyard salvager, and whaler. Finally for players there are 27 new spells.

That ends the players section of the book. There are 13 new villains described. While the gods and things are generic, when I refer to them I'm going to use the iconic D&D names for them.
  • Dom the Snapper is a tortle cleric that serves Tiamat 
  • Joran Nu'rain is a human that made a deal with Jubilex to gain the power to keep his remaining family safe
  • Zurgyl Troskwer is a newly turned wereshark that wants to become a lord of the seas
  • Thys'tre is a mermaid that crafts powerful arcane music instruments
  • Arnumnook is a kua-toa that serves Zuggtmoy
  • Naakassis, the Bloody Baron is a powerful sahuagin pirate, his close ally is Duurzan, a sharkfolk wizard is also presented
  • Dread Captain Scarfin is a wereshark pirate captain
  • Aearnen are legendary fey that protect the coasts
  • Lursivor is an aquatic beholder. Like all of its kind, it was born from dreams and nightmares
  • Wavemistress Kyuril is an elvish shapechanger
  • Cot'gool is a powerful ice-prawn wizard
  • Unceggila Delta is a legendary and gargantuan eel
  • The Black Admiral is a frightening lich that commands and undead dragon turtle/ship (featured in the cover art)
This section is followed by 34 minions. Several among them are sea serpents, which makes perfect sense, given the theme of the book. This is followed by 12 aquatic themed npcs. Finally there are 16 nautical magic items. 

Thursday, June 16, 2022

Batman/Fortnite: Zero Point and Foundation Review

 

Batman/Fornite: Zeropoint was a six issue miniseries released by DC Comics in 2021. The story begins with a strange crack in the sky that is a portal to the island setting of Fortnite. Batman find himself mutant and without his memories, fighting in an infinite loop. While his memory is wiped each loop, his battle damage and muscle memory sticks with him. He finds Catwoman and feels a connection to her. To make progress, he writes messages on his gear, much like the protagonist of Momento. During this time a mysterious group, revealed to be Dr. Slone and IO, watching him and sending forces against him. He fights various characters and even goes toe to toe with Snakeyes of G.I. Joe! Eventually Batman and Catwoman break out of the Loop and team up with Deathstroke and several Loopers (Fortnite characters), find the ZeroPoint and eventually make it back to their realities. The end of the story is rather sad because Catwoman and Batman remember their history, and Catwoman resentfully leaves Bruce again. The last big reveal is that Dr. Slone has joined up with Lex Luthor and the Batman Who Laughs for some nefarious purpose. This leads us into the one-shot, Batman/Fortnite: Foundation.


Batman/Fortnite: Foundation begins with the Justice League trying to stop Lex Luthor and a large group of villains from entering a portal similar to what Batman entered in the previous miniseries. In Gotham City a mysterious figure crashes into the harbor. Batman finds this armored metahuman, who calls himself the Foundation. After fighting and realizing they have a mutual foe, they team up to stop the Batman Who Laughs and the villains. The story ends with Foundation and the Batman Who Laughs fighting in the Zeropoint. It seems that the Batman Who Laughs has lost his memory and Foundation (who is voiced by and looks like Dwayne the Rock Johnson in armor) leaves him to battle the other Loopers, thinking he's not a threat. The final pages reveal that because of his Nth metal crown, the Batman Who Laughs retains his memories and getting to the Zeropoint was his plan all along. 

As a fan of Fortinte and DC Comics, I really enjoyed this crossover. It made the weird Battle Royale nature of the game make sense in continuity to the DC universe. Also, as far as I can tell it is officially in the greater DC omniverse and these stories are cannon. The art is great and the characters are fun. I will say there is a serious tone in the comics that doesn't fit the greatest with Fortnite at times (like Fishstick's death or the Batman Who Laughs headbutting Tomatohead and seeing his head explode), but ultimately it works. 

Since the Batman Who Laughs is one of the big bads of the series, I decided to give him 5e stats. 

Code Name: The Batman Who Laughs
Real Name: Bruce Wayne
Team Affiliation: Dark Knights, House of Conquest, Justice League (former), Legion of Doom, Secret Six

Medium Humanoid, Lawful Evil

Armor Class: 19 (Unarmed Defense, Nth Metal Crown)
Hit Points: 150
Speed: 30 ft.
Challenge: 12 (8,400 XP)

Str 18 (+4) Dex 18 (+4) Con 18 (+4) Int 18 (+4) Wis 18 (+4) Cha 18 (+8)

Saving Throws: Int +9, Con +9
Skills: Acrobatics +9, Advanced Tech +9, Athletics +9, Deception +9, Insight +9, Intimidation +9, Investigation +9, Parapsychology +9, Persuasion +9, Sleight of Hand +9, Stealth +9, Survival +9
Damage Immunity: Poison
Damage Vulnerability: Nth Metal
Condition Immunity: Poison
Senses: passive Perception 19, Darkvision 120 ft.
Languages: The Batman Who Laughs can speak and understand all modern Earth languages

Unique Traits
Broken Mind: The Batman Who Laugh's twisted mind grants him many boons. He has advantage on all Wisdom saves. His mind can't be read and anyone attempting to do so must make a Wisdom saving throw (DC 15) or take 2 (1d4 psychic damage). Additionally, he has advantage on all Saving Throws pertaining to being charmed or controlled. He is immune to fear and madness effects and spells. He is immune to the effects of Smilex or a Hideous Laughter spell/effect.
Cunning Action: On each of his turns, the Batman Who Laughs can use a bonus action to take the Dash, Engage, or Hide action.
Evasion: The Batman Who Laughs can dodge out of the way of certain area effects. When he is subjected to an effect that allows him to make a Dexerity saving throw to take only half damage, he instead takes no damage on a successful save and half damage if he fails.
Legendary Resistance (3/Day): If the Batman Who Laughs fails a saving throw, he can choose to succeed instead.
Magic Resistance: The Batman Who Laughs has advantage on all saving throws related to spells and magical effects.
Second Wind: On his turn, as a bonus action, the Batman Who Laughs can draw on his stamina reserves to heal 1d10+12 hit points. He can't use this ability again until he takes a short or long rest.
Uncanny Dodge: When an attacker his the Batman Who Laughs with an Attack, he can use his reaction to halve the damage.

Actions
Mutliattack: The Batman Who Laughs gets two unarmed or chained attacks and one headbutt attack.
Batarang: Ranged Weapon Attack. +9 to hit, range 60/120 ft., one target. Hit: 6 (1d4+4) piercing damage.
Chain: Melee Weapon Attack. +9 to hit, reach 10 ft., one target. Hit: 7 (1d6+4) bludgeoning damage.
Headbutt: Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage.
Unarmed: Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage.

Legendary Actions
The Batman Who Laughs can take 3 legendary actions, choosing from one of the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Batman Who Laughs regains spent actions at the start of each of its turn.
Attack: The Batman Who Laughs makes one unarmed or chained attack.
Move: The Batman Who Laughs moves up to half of his speed.

Nth Metal Crown
Legendary Armor
This twisted crown of Nth Metal grants its wearer darkvision of 120 ft. In addition it grants a +1 bonus to AC, advantage on saving throws vs magic, and an headbutt attack (reach 5 ft, 1d4 piercing damage that ignores damage resistance). 

Wednesday, June 15, 2022

Vought+ Has All The Best Content (NSFW)

More in-universe content from The Boys. Abbreviated versions of both of these videos appeared in recent episodes.


Soldier Boy serenades the Solid Gold dancers with a super rendition of Blondie's "Rapture" in this classic clip recorded just before his heroic final mission. Shortly after this, he was posthumously awarded a Vrammy for Best Special Guest Performance!

This is so bad... I love it. I feel like Soldier Boy could give Shatner's Rocket Man a run for it's money. Going to be honest, though I've heard the first part of the Blondie song in passing, I'd never heard the whole thing and didn't recognize it by name. All I can say after watching the original video (found here), is that cocaine seems to be a hell of a drug.


Based on the bestselling autobiography, Deeper: A Memoir, comes a thrilling story of Love, Loss, Redemption, Light, and Fresca. Only on Vought+. Starring 3 time Vemmy Award Winner The Deep as Deep, and MTV Movie Award Nominee Billy Zane as Alastair Adana.

This trailer is an Lifetime-esque movie trailer loosely based on some events of the show. I love the use of Billy Zane. Also, the title is a reference the Deep's ill-fated dolphin rescue attempt. 

Also if you’d like a nsfw laugh, check out these sex toys made by Vought International. Check out more at https://supeporn.com/en/



Tuesday, June 14, 2022

The Vecna Dossier

I know other's have posted about it, but I wanted to remind everyone that you just have a few days left to claim The Vecna Dossier on D&D Beyond. This will give you stats and background for the archlich. Grab it here until June 16th.


Also check out my post to learn about the Penis of Vecna...

Strahd Loves, Man Kills Issue 5

The seasons keep changing, which means it's time for the Summer 2022 issue of Strahd Loves, Man Kills by Dolorous Exhumation Press. Most of the features from issue 1issue 2, issue 3, and issue 4 return. The focus of this issue is being haunted, though not necessarily by actual spirits.

Lurid Locations presents a reimagining of thee past domains. Though it was fae centric in the past, the Shadowlands has been reimagined into a "dark Arthurian fantasy." You have that classic inspiration as well as Dark Souls, the Witcher, and the Elric saga. The domain is in conflict. One one said you have an evil necromancer and his hordes. On the other you have a young paladin who drew an enchanted blade from a stone and is fated to save humanity. Unfortunately for all involved, the blade of legend is actually evil and has corrupted her innocent heart and made her xenophobic. In the middle of the conflict you have the demihumans and druids that exist in the middle, targeted by both sides. The second domain is Ohrbach Tower, a lonely clocktower that shifts around the domains of dread. It's a library and the stone is actually the flesh of a dead god. This domain is rather odd, but as a librarian, I love it! There is a fun random head librarian table. The final domain is Scholomance, the Strixhaven or Hogwarts of black magic. The name is a reference to the site where Dracula received his training in the dark arts.

Forged in Shadow is a feature that presents a few Ravenloft themed magical items. The Armor of Ulverkrieg is fearsome looking plate that causes it's wearer to lose themselves and disregard their safety in battle. The Bellegard Lash is the Vampire-Killer wielded by the Belmont's of Castlevania renamed. Non magical versions of the chain lash are also gives weapon stats. Drackenmort is an intelligent greatsword designed to kill dragon and dragon-related things. Haxanjager's Writ are one time use items that can add elemental damage to a monster hunter's weapon. Iokantor Skull is the intelligent skull of a fallen wizard that can answer questions. Potion Injector is an item that lets a character get the effects of a potion as a bonus action. 

Baleful Backgrounds presents three new backgrounds. The doctor is trained in medicine and if you take this background you can pick one of five specializations: alienist, battefield medic, coroner, family physician, and plague doctor. Doomed Royal Scion is basically the Prince Hamlet background. The Gravedigger honestly fits as a background in any setting, but seems especially appropriate in Ravenloft.

Seeds of Evil presents five adventure hooks. We get hooks inspired by Poe, Nosferatu, Lord Soth/Sleepy Hollow, and Dishonored.

Portraits of the Damned presents two npcs that have been warped by the Abyss. Lady Edwina Thrush is a noble that's become overindulgent and warped into a nalfeshnee. Karlin Stroud envy led for him to pretend to be a dandy and eventually transform into a babua.

Cryptic Alliances explores two organizations. The Ring and Wand society are evil scientists that seek to steal eternal life from the fey. The Unholy Order of the Grave are agents of Death.

Wicked Wanderings takes the factions of the Sword Coast and discusses how the Mists warp their ideals. 

Tragic Heroes presents five character concepts. The Accursed Swordbearer is a shadar-kai Hexblade that serves the will of the Raven Queen. A human Monster Slayer ranger, the Bellegard Heir is basically a Belmont. The Hellion is a tiefling Oath of Redemption paladin that is determined to rise above their infernal heritage. The Living Weapon is a human Path of Beast barbarian that was turned into a weapon by an alchemists potions. Finally the Scarred Demon Hunter is a half-elf Way of the Shadows monk became a demon hunter after a shadow demon was unleashed and woke something within them.

Forbidden Tomes gives a list of ghost stories/films for inspiration.

This is another great issue and if you like horror and/or Ravenloft, you need to pick this one up. 

Monday, June 13, 2022

Music Monday - Become The Knight

JT Music has a new video based on Disney+'s Moon Knight series. As I mentioned before, I loved Moon Knight. This song is catchy and really captures the vibe of the show and has some nice nods.


If you want more Moon Knight inspired music and/or ideas for using Moon Knight in your 5e games, check out  this post.

Saturday, June 11, 2022

A Double Dose of Superheroism

Midnight Suns is an upcoming tactical rpg video game with a card combat system. To be honest, the game doesn’t sound like my cup of tea. That being said this trailer is badass. I love Lilith and her commanding a force of corrupted heroes and villains is fantastic.



I’ve been excited for this movie for a while now. I love Dwayne Johnson. He’s charismatic and has a great presence. It’s great to see the JSA on screen and getting some attention too. 


Squirrel Girl Saturday

 




Friday, June 10, 2022

Kill Him, Chonga!

Chonga the gorilla appeared in Weird Chills #1 (July 1954). Y'all know I love my intelligent apes, so the New Punverse has room for multiple.


Code Name: Chonga
Real Name: Chonga the Magnificent 
Team Affiliations: None

Medium Beast, Lawful Evil

Armor Class: 12 (Natural)
Hit Points: 50
Speed: 30 ft., climb 30 ft.
Challenge: 2 (450 XP)

Str 18 (+4) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 18 (+4) Cha 10 (+0)

Saving Throws: Str +7
Skills: Intimidation +7, Survival +7
Senses: passive Perception 10
Languages: understands all languages

Unique Traits
Menacing: Chonga can use his Strength rather than Charisma when making Intimidation attempts.
Innate Psionics: Chonga has innate psionic abilities. The trait associated with this is Wisdom (save DC 15). He needs no components to uses these powers.

At will: Detect Thoughts
1/day: Dominate Person

Actions
Multiattack: Chonga makes two fist attacks
Fist: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+4) bludgeoning damage. 

Background
Chonga is a gorilla of unusual size that dwells in the metropolitan zoo. Chonga is far more intelligent than a normal gorilla and  has strong psionic abilities. The source of these powers is unknown. Is Chonga a natural mutant? Is Chonga an experiment? Is Chonga from a race of super intelligent apes? No one knows, but that doesn't make him any less dangerous. Chonga has used his power to create a small kingdom in the zoo, with the head zookeeper acting as his major domo. While his influence is primarily centered on the zoo and the surrounding neighborhood, if not stopped his reach will extend further out.

I'm Guessing They Don't Go Snikt

 


Just sharing this because of my boy, Peely. I really wish that would have been an emote for him. And a reminder that I have more 5e Fortnite inspired content.

Thursday, June 9, 2022

And This Is One Way To Make Dr. Doom Scarier...

I thought this would be a fun post. I want to thank my friend, Mark at Cross Planes, for posting Numenara stats which introduced me to this version of Dr. Doom. Also, check out Mark's 5e Doombot stats. I used them as inspiration for this. Also, while I still gave him the Arcana skill, I don’t think  this Doom used magic, so I didn't give him any spellcasting. If I stat a more traditional take on Dr. Doom, I'll definitely give him spellcasting abilities. 

Code Name: Dr. Doom
Real Name: Victor von Doom
Team Affiliations: Latveria, the Cabal

Medium Construct, Lawful Evil

Armor Class: 20 (Adamantium Coated Skeleton)
Hit Points: 200
Speed: 30 ft., fly 30 ft. (hover)
Challenge: 14 (11,500 XP)

Str 20 (+5) Dex 20 (+5) Con 20 (+5) Int 20 (+5) Wis 18 (+4) Cha 18 (+4)

Saving Throws: Str +10, Con +10, Int +9
Skills: Advanced Tech +10, Arcana +10, Athletics +10, Deception +9, History +10, Insight +9, Intimidation +9, Mathematics +10, Medicine +10, Nature +10, Parapsychology +10, Perception +9
Damage Resistances: Nonmagical bludgeoning, piercing, and slashing 
Damage Immunities: Poison
Condition Immunities: Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: passive Perception 19
Languages: Latverian, English, German, Hungarian, Romany

Unique Traits
Adamantium Skeleton Frame: Bludgeoning, piercing, and slashing damage dealt to Dr. Doom from non-magical sources is reduced by 3. Claw damage done by Dr. Doom ignores slashing and piercing damage resistance. 
Powerful Build: Dr. Doom can carry/lift twice the weight of a normal creature its size. Additionally, he can wield heavy weapons with one hand.
Tyrant's Brain: Dr. Doom's human brain is still living and controls his robotic frame. This means unlike most construct's he is not immune to psychic damage or charm spells and effects.

Actions
Mutliattack: Dr. Doom makes makes three claw attacks
Claw: Melee Weapon Attack. +10 to hit, reach 5 ft, one target, Hit: 24 (6d6+5) slashing or piercing damage. 
Energy Blast. Ranged Weapon Attack +10, range 60/180 ft., one target. Hit: 24 (6d6+5) radiant damage.

Background
On Earth-691 (the Earth of the future Guardians of the Galaxy), Dr. Doom fought alongside the heroes against the Martian Masters invasion of Earth. Unlike most of Earth's defenders, Doom survived the war. At some point he killed Wolverine and created a cybernetic body using Logan's adamantium skeleton and has his brain transferred to it. 

Wednesday, June 8, 2022

Ash Wednesday - SURIVE THIS!!: Vs. Evil Dead

I decided to compile all of my Survive This Evil Dead related content into one post. This definitely includes expanded universe stuff beyond the films and tv series.

Ready to Play Characters


Allies and Foes
  • Bruce Lorne Campbell - the chin himself, stats inspired by My Name Is Bruce
  • Jake- good old reliable Jake
  • Sam - Ash's half-Deadite partner from the alternate timeline presented in Evil Dead: Regeneration
  • Krampus - he may look like a demon, but this lovable brute protects children
  • Ash's Hand - sometimes evil can get out of hand or in your hand...
  • Handy - evil Hamburger Helper mascot from one of Sam Raimi's college short films
  • Ed - he just a bit-part demon
  • Evil Ash - the bag bad clone from Army of Darkness
  • The Taker of Souls - the big bad of Evil Dead 2013
  • The Green Horror -  desert version of the Watcher in the Woods
  • Deadite Ash - Ash possessed by a Deadite, as seen in Evil Dead 2
  • Deadite Jason Voorhees - Jason as imagined by the director of Jason Goes To Hell, for more Survive This Friday the 13th content, check out my ST!! Friday the 13th pdf
  • Deadite Santa - Kris Kringle possessed by the spirits of evil
  • Deadite - rank and file possessed foes
  • Gingerdead Man - these stats can be used for the Full Moon Features villain or the evil gingerbread men created by the twisted magic of the HoHonomicon
  • Hellbillies - backwoods folks that often find themselves connected to the book, some are alright, while others are killer cannibals
  • Deadite Captain - Evil Ash's undead elite
  • Skeletal Piper - doot dooting for evil
  • Tiny Evil - little clones created by the Necromonicon's magic
  • Little Lori - possessed evil doll


Artifacts and Magic
  • Necronomicon Ex-Mortis - THE big evil artifact of the series, it contains the followings spells: Animate Skeleton, Animate Wight, Create Deadite Revenant, Create Simulacrum, Make Corporeal, Open A Rift In Time And Space, Possess Deadite, Resurrecting the Dead, Summon Shaitan, Summon Kandarian Demon, Ward Book
  • Neconomithong - vile negligée of the damned
  • The HoHonomicon - Deadite Santa's festive take on everyone's favorite evil tome, it includes the new spells Animate Toys and Gingerdead Men
  • NecroLOLicon - this parody of the Book of the Dead is full of twisted dad jokes and contains the spell Pacify Old One
  • Freddy's Glove - the possessed weapon appeared in Evil Dead 2
  • Kandarian Dagger - powerful mystic weapon

Tuesday, June 7, 2022

From Sacking Quarterbacks to Tackling Crime

Sometimes it's fun to stat lame characters, so here's SuperPro. If you want to learn just how bad this comic is, I definitely recommend watching the Comic Tropes video about it. 


Code Name: SuperPro
Real Name: Phil Grayfield
Team Affiliations: None

Medium Humanoid, Lawful Good

Armor Class: 16 (SuperPro Armor)
Hit Points: 50
Speed: 30 ft.
Challenge: 2 (450 XP)

Str 20 (+5) Dex 16 (+3) Con 16 (+3) Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Saving Throws: Str +7, Con +5
Skills:  Acrobatics +7, Athletics +7
Damage Resistance: Bludgeoning from non-magical sources
Senses: Perception 10
Languages: English

Traits
Charge: If SuperPro moves at least 15 ft. straight forward toward a target and hits, the attack does an extra 1d6 damage. If the target is a creature, it must succeed a DC 15 Strength saving throw or be knocked prone.

Actions
Multiattack:  SuperPro can make two unarmed attacks. 
Unarmed: Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage.

Background
Phil Grayfield was a football player that was injured saving a child. The injury ended his career, leading him to pursue a career as a sport's reporter. While interviewing a superfan scientist he gets caught up in a heist, exposed to strange chemicals, and becomes a nearly invulnerable hero, SuperPro.

The Boys Season 3: Episodes 1-3 Thoughts (Spoilers)


Season 3 of The Boys debuted Friday and my hype for it is real. Decided to give my thoughts on the first three episodes (which all went live earlier).

Let me just start by saying, Amazon Prime keeps doing a stellar job by keeping everything meta and releasing in-universe content. The episode descriptions for the first three episodes of the new season are written as if you were a subscriber to Vought+.


Just wow... this show just keeps getting better and doesn't pull any punches. The season starts a year after the previous. Homelander's popularity has taken a major hit because of the revelation that Stormfront was a Nazi. The Boys are working for Hughie and the Fedaral Bureau of Superhuman Affairs. Things seem to be going well. Super related crimes are down. Butcher and crew are playing by the rules. Hughie and Starlight are doing great and Starlight has become the most popular supe. Of course it can't last...

In the first episode Hughie learns what we learned at the end of the last season, Victoria Neuman is a super with the power to make people explode. He discovers this when she's confronted by a childhood friend that brings up Red River. This season isn't the first we've heard of Red River. While it was easy to miss, it was the focus of an episode of The Boys Presents: Diabolical. Hughie's visit brought back a character we hadn't seen since Season 1. Madelyn Stillwell's son Teddy makes an appearance, now manifesting the power of teleportation. When Stillwell's house blew up in the first season and Teddy was found 17 miles away, was it his powers or Homelander that saved him? While it was probably his powers, if Homelander is keeping an eye on him, Teddy would be a scary tool for him to use.

Speaking of Homelander, he's absolutely snapped in this season. He is seriously held back by a thread and if it snapped things would be catastrophic for everyone else. He has some really fucked up scenes in this season, but the two that stick out are him having the bed ridden and scarred Stormfront giving him and old fashioned and the second is forcing the Deep to eat his friend Timothy. That seen in particular was funny but awful. I found myself shouting at the tv. 

Butcher is a really tragic character this season. At the start he's being a good friend (and fatherly figure) to Becca and Homelander's son. Before Hughie informs him of what's going on, he really does seem like he's changing his ways. However, by the end of episode 3, he's back to being a heartless bastard (though to be fair, he did it to protect another character). Butcher also seems like he is going to become what he hates. Given a drug that grants temporary powers, he uses it to even the odds. Afterwards they take a huge toll on him. This puts the series more in line with the comic.

Starlight's ex boyfriend, Drummer Boy, seems to be a regular this season. He genuinely seems like a good guy. Honestly, this makes me distrust him more, but I want to like him. Could there actually be more than one good Vought supe in the series? 

We are also introduced to the Boys take on the Avengers, Payback. They are led by Soldier Boy, played by the always wonderful Jensen Ackles. He really is the anti-cap. While Steve Rogers is whole and straight laced, Soldier Boy is the embodiment of toxic masculinity. His team don't seem to be much better. They are bunch of dumb celebrities that have no sense of responsibility and get a lot of people killed. Two members, Crimson Countess and Gunpowder, were actually made on screen debuts in the Cameron Coleman Seven on 7 shorts. We also learn more about Black Noir in the Payback flashbacks. Unlike the comic, this version is pretty tragic. 

There's a lot of character growth this season. Kimiko laments not having a childhood and is trying to create her own life. Frenchie is there with her and is trying to move on and leave his past criminal activity behind. Maeve is secretly helping the Boys because of Homelander's insanity. A-Train goes back home to be with his brother and it seems his arc this season will see him address racism. Mother's Milk deals with personal issues and returns to the team to learn more about his father's murder.

The last thing I want to talk about is the first 20 or so minutes of the first episode. Seeing Charlize Theron playing the movie version of Stormfront was pretty cool, but I really have to talk about the following scene at Termite's party. It's pretty graphic and will make you not want to sneeze again. I won't go into details, but if you know, you know. While that was wild, my favorite part of the Boys interaction with Termite was it was definitely a nod to the "Thanus" theory. 

I'm loving this season so far, and can't wait to see where it goes. Despite my love of four color superheroics, I think this show is damn good. Can't wait to see where the story goes.