Sunday, February 16, 2025
Disposable Future!
Wednesday, February 7, 2024
So do I only post on this blog to promote Kickstarters anymore? It seems like that may be the case.
Anyway…
Fantastical Classes: Blobs vs. Blades
Now on Kickstarter!
The book features six new classes, some of which are
directly inspired by beloved classic JRPG video games. If we hit our stretch
goals, I’ll add even more classes!
- Adept: Adventuresome scholars of all things magical that can use both arcane and divine spells!
- Blob: Small gelatinous monsters that come in a variety of lurid colors!
- Dancer: Charming performers whose dancing lets them tap into the primal forces of magic!
- Fury: Highly-mobile skirmishers who specialize in using two weapons at once!
- Ophidian: Venomous skulkers whose blood carries the influence of the ancient Serpent Men!
- Swordmage: Doughty warrior-wizards who can channel arcane magic through their blades!
Spread the word! Wake your neighbors!
Saturday, May 20, 2023
Family & Fury!
Hey! There's a new Fast & Furious move out. Hot damn, do I love those movies. I haven't had a chance to see Fast X yet, but it's on my schedule for next weekend!
Anyway, I wrote this a couple months ago, but I've been sitting on it until the new movie came out.
Family and Fury! is a one-page RPG designed to let you play all the family drama and high-octane action that make those movies so fun. It's a hack of John Harper's Lasers & Feelings. I'm having a lot of fun making L&S hacks. It's a nice little creative refresher before i move onto my next big project.
You can check out a JPG of the game below. The PDF is pay-what-you-want on both DriveThru and Itch.io. Give it a look! It's all about family!
Family and Fury! on DriveThruRPG
Wednesday, August 10, 2022
Crepuscular #2: Triumph Over the Grave!
So, did I finally post on the blog after 10 months of absence just to plug my new Kickstarter?
Yes.
Do I feel a little guilty about that?
Also yes.
But hey kids, I have a new Kickstarter!
After putting it on the back burner for way too long in order to work on other fun projects, I am finally bringing Crepuscular #2 to the world!
This time the adventure "Triumph Over the Grave" focuses on a 0-level funnel crawl. I don’t rightly know if this is the only 0-level adventure that’s set up as a hex-crawl, but they’re very rare if they are out there. Also, you start of this adventure dead! If you can crawl your way out of the afterlife, you’ll get to start your new life as a 1st level adventurer. Neat right?
I’ve also got a lot more information about the Crepuscular City of Xothma-Ghul in the book. It’s neat how that city started out as your basic Lankhmar expy and has morphed into this weird dystopian almost-cyberpunk city where I basically just slather on my snarky social satire and sneering distrust of institutions. But, y’know, it’s me, so it’s weird and kooky and fun.
Also it’s gonna be in color! How cool is that? This will be my first big project in full color (aside from the QAGS version of Leopard Women) and I’m super excited to see how it looks. Comix Wellspring prints some good looking color comics, so I’m sure it will look fab.
Anyway, give it look-see and spread the word! It’s already hit funding, but I have family dental bills to pay and need the extra dosh!
Spread the word! Wake the neighbors!
And I’ll actually post some more stuff on this here blog soon. I promise. Seriously.
Thursday, October 14, 2021
The Nameless World - Cosmology, Pollution, and Thaumalite
The
Nameless World is unfathomably old. Thousands of empires have risen, fallen,
and been ground to dust by eons of time and conquest. Most of the mainstream
religious cults don’t even bother with creation myths. The very idea of a time
before the world strikes most philosophers and scholars as patently ludicrous.
These
self-same academics believe that the Nameless World lies at the center of all
things—not just the material universe, but of all planes of existence. How else
can one explain a world both besieged by demons from below and confounded by
angels from on high? The numerous and vermiform alien beings that bubble up
from the shadows and unseen corners of space lend credence to this theory as
well.
Most
people will tell you that the Nameless World has four moons. Those people are
wrong. The world has no satellites, and what most people call moons are, in
fact, planets. The Nameless Worlds and its four sister planets orbit in such
close proximity to each other that from the surface of each, the other planets
seem as large as the moon does on our own world. These orbits are erratic and
unpredictable, and only the most dedicated and mathematically-savvy of
astrologers can predict their movements and appearance with any degree of
accuracy. Certainly, the cosmological influence of so many planetary bodies in
such close proximity has some influence of inherently magical nature of the
Nameless World. The four “moons” are Nibiru (home world of the Elves), Erebos
(the undead moon), Halakim (where angles live), and Lykos (the
wolf moon).
Phlogiston Pollution
The
world teeters on the edge of a unique form of environmental devastation. As any
wizard will tell you, magic originates as phlogistonic energy channeled from
the Thaumic Plane and shaped into spells through the synaptic patterns burned
into the brains of trained sorcerers. Even the smallest of spells dumps large
amounts of phlogiston into the environment. Trace amounts of this alien energy
linger long after the spell is cast. Residual phlogiston is rarely detectable
or harmful to living things, but over centuries, thaumic residue begins to pool
together, forming sumps and sinkholes of dangerous magical energy. These
phlogistonic cysts cause environmental corruption, spawn alien monstrosities,
and weaken the barriers between worlds. Ecologically minded wizards blame the
increase in monsters and dimensional incursions over the past several decades
to this thaumic pollution. Very few sorcerers are willing to make the
personal sacrifices required to reduce this global corruption.
Sometimes these pools of magical fallout coalesce and mineralize into weird purple-green ore, somewhere between crystal and metal. It has a slightly waxy texture and glows dimly like a blacklight. Sorcerers call this mineral thaumalite, although wizards on some worlds know it as compound-N, nibirulith, or mutanto. Thaumalite can be used to empower spells, at the cost of greatly increasing the chance of fallout and corruption.
System:
A fist-sized chunk of thaumalite grants a wizard or elf +1d10 to
their spellcasting roll. After used this way, the bonus die drops one size as
the chunk’s mass boils away.
There
are several dangers associated with thaumalite. Merely carrying the
mineral on one’s person gives them a -5 to all saves against mutation,
corruption, or transformation.
Additionally,
when using thaumalite to boost a spellcasting roll, the chance of magical
mishap is greatly increased. If a spellcaster uses thaumalite to boost their roll, a failure is treated as a 1, with all associated dangers. If the bonus die comes up as a 1 but the
spell roll still succeeds, then the spell is cast and is not lost, but the
caster suffers the “or worse” consequences in the “1” section of the spell
(misfire, corruption, or patron taint).
Sunday, September 5, 2021
Gorgon Crawl Classics: Foresight Spell
The mechanics of this spell were influenced by the Luck Word in Kevin Crawfords excellent Godbound rpg. I believe diviners in D&D 5th Ed do something similar as well.
Foresight (patron spell)
Level:
1 (Prometheus) |
Range:
Self |
Duration:
Varies |
Casting
Time: 1 Round |
Save:
None |
General |
Prometheus
grants the caster nebulous visions of possible futures. This allows the
player to roll dice ahead of time and use the results for future rolls. |
|||
Manifestation |
Roll 1d4: (1)
Prometheus whispers portents directly into the caster’s mind; (2) Warnings of
the future appear before the caster’s eyes, written in flaming script only
they can see; (3) Multiple timelines appear before the caster like strands of
quicksilver, which they pluck like lyre strings; (4) The caster splinters
their mind across fourteen-million six-hundred and five possible futures to
find the one where they succeed. |
|||
1 |
Last,
failure, and patron taint. |
|||
2-11 |
Lost.
Failure. |
|||
12-13 |
Roll 1d20 and
record the result. You can use this number in place of any attack, skill, or
saving throw roll you make before the end of the next round You must choose
to replace a roll before the roll is made. |
|||
14-17 |
Roll 1d20 and
record the results. You can use this number once in place of any attack,
skill, or saving throw roll made by you or an opponent you can see before the
end of the next round. You must choose to replace a roll before the roll is
made. These numbers are lost if this spell is cast again before they are
used. |
|||
18-19 |
Roll 2d20 and
record the results. You can use each of these numbers once in place of any
attack, skill, or saving throw rolls made by you or an opponent you can see
before the end of the next round. You must choose to replace a roll before
the roll is made. These numbers are lost if this spell is cast again before
they are used. |
|||
20-23 |
Roll 2d20 and
record the results. You can use each of these numbers once in place of any
attack, skill, or saving throw rolls made by you or an ally or opponent you
can see within the next 1d6+CL rounds. You must choose to replace a roll
before the roll is made. These numbers are lost if this spell is cast again
before they are used. |
|||
24-27 |
Roll 2d20 and
record the results. You can use each of these numbers once in place of any
attack, skill, or saving throw rolls made by you or an ally or opponent you
can see within the next turn. You must choose to replace a roll before the
roll is made. These numbers are lost if this spell is cast again before they
are used. |
|||
28-29 |
Roll 3d20 and
record the results. You can use each of these numbers once in place of any attack,
skill, or saving throw rolls made by you or an ally or opponent you can see
within the next turn. You must choose to replace a roll before the roll is
made. These numbers are lost if this spell is cast again before they are
used. |
|||
30-31 |
Roll 3d20 and
record the results. You can use each of these numbers once in place of any
attack, skill, or saving throw rolls made by you or an ally or opponent you
can see within the next CL turns. You must choose to replace a roll before
the roll is made. These numbers are lost if this spell is cast again before
they are used. |
|||
32+ |
Roll 4d20 and
record the results. You can use each of these numbers once in place of any
attack, skill, or saving throw rolls made by you or an ally or opponent you
can see within the next CL turns. You must choose to replace a roll before
the roll is made. These numbers are lost if this spell is cast again before
they are used. |
Sunday, August 29, 2021
Gorgon Crawl Classics - Invoke Prometheus
Invoke Patron: Prometheus
Roll | Effect |
12-13 | Gift of foresight. For the next attack, spell check, skill roll, or saving throw roll 2d20 and take the best result. |
14-17 | The caster can hurl fire bolts for the next CL rounds. Make an attack roll using INT against the target’s AC. Inflicts 1d4+CL on a successful hit. 60/120/180 range. |
18-19 | The caster’s melee weapons and that of 1d6 allies within 60’ are wreathed in flames for CL rounds. Flaming weapons are considered both magic and blessed and inflict an additional 1d6 damage. |
20-23 | Caster wreathed in flames for 1d6+CL rounds. Immune to fire. Their melee attacks inflict additional 1d6 damage. Opponents who strike them with a melee attack take 1d8 damage (DC 13 Reflex save for half) |
24-27 | Opponent must make DC 15 reflex save or be captured by adamantine chains. Cannot move or attack. Attacks against them are at +2d. Last 1d6+CL rounds. DC 25 STR check to break free. Chains are AC: 20 and have 10+CL hp. |
28-29 | Summon a giant vulture (stats as Pterodactyl) to pick out the target’s Liver. The bird attacks the caster’s enemies as directed and will remain until slain or one turn per caster level has passed. |
30-31 | Steal a target’s occupation, deed die, 1d4 thief skills, single spell, or special ability for 1d6 rounds. |
32+ | Sacrificial Immolation. Caster’s body explodes into flame. Every creature within 20’ of the caster takes 6d6 damage (DC 15 Reflex save for half damage). The caster’s body and all their non-magical items are reduced to ash. 1d4 rounds later, the caster’s body reconstitutes, healed of all damage, poison, and disease, but not spellburn or corruption. |