Tuesday, January 23, 2018

Showing Off My New Shirt

This past weekend I went on Noble Knight and bought a new gaming shirt. I love it!

You can download the Vaginas are Magic! pdf for free here. You can read my thoughts on it here.

And remember it's sequel, James Edward Raggi IV's Eldritch Cock. is being released for Free RPG Day 2018 and you can support its release and guarantee you get a copy by sponsoring it here.

Monday, January 22, 2018

Mastermind Monday - Zombie Centurion (Revised)

Turning Freedom City's Centurion into a flesh eater, ala Marvel Zombies, was one of my first Mastermind Monday posts. I thought I'd flesh out the stats (pun intended) and repost. 

Zombie Centurion - PL 15

Strength 19, Stamina -, Agility 2, Dexterity 2, Fighting 6, Intellect 4, Awareness 2, Presence 3

Advantages: Chokehold, Fast Grab, Improved Smash, Leadership, Power Attack, Seize Initiative, Startle, Takedown, Tracking

Skills
Close Combat: Unarmed 4 (+10), Expertise (Journalism) 6 (+8) Intimidation 10 (+13)

Powers

Infecting Bite
Weaken Stamina 10 (Incurable, Resisted by Fortitude, Progressive) – 31 points

Invulnerability
Impervious Toughness 18 – 36 points

Super Movement (Array)
Flight 15 (64,000 MPH) - 30 points
Quickness 15, Speed 15 (64,000) - 1 point

Zombie
Immunity (Fortitude Effects) – 30 points

Offense
Initiative + 2
Unarmed +10, Close Damage 18

Complications

Fallen Icon: The Centurion remembers being Earth’s protector and is horrified by his current conditions.
The Hunger: The Centurion must feed on flesh. The hunger tends to override all other emotions and thoughts.

Language
English, Latin
Defense
Dodge 10, Parry 10, Fortitude 15, Toughness 18, Will 15

Power Points
Abilities 72, Powers 121, Advantages 9, Skills 10 (20 ranks) + Defenses 44= 212Points

Sunday, January 21, 2018

Friday, January 19, 2018

James Edward Raggi IV's Eldritch Cock



You may or may not be aware, but last year's Lamentations of the Flame Princess Free RPG Day release, Vaginas are Magic! is getting a sequel. I LOVED VAM and you can read my review here.
As the title o this post suggests, the sequel is going to be named James Edward Raggi IV's Eldritch Cock. I can't even... it's too good.

You can wait and hope you can get the book on Free RPG Day or you can sponsor it and get a guaranteed copy (with extra content).

Here's the nitty gritty of the book:

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48 page full color A5-sized hardcover
Writing by James Edward Raggi IV
Art by Yannick Bouchard, Rosi Kämpe, Rich Longmore, Claudio Pozas, maybe a couple others!
Graphic Design by Jez Gordon
Editing by Jarrett Crader
Price INCLUDES shipping.

The book will be very similar in format to Vaginas are Magic!, providing more spells for use with that magic system. (That system will be included inside the front cover like last year so you don't have to reference another book to use this one.)
22 spells, each with a full color illustration, plus a bonus magic item, with illustration, exclusive to these sponsor copies. (Some extras may be available at conventions later on, but that depends on how well this sponsorship campaign does.)

Be aware: Explicit content.

Writing and editing are complete. Art is 80% done and I'm getting updates on the remaining pieces daily; we will have the book filled by press time.
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There's also a more expensive limited edition version. These copies will include a custom drawing by artist Rosi Kämpe drawn directly into the book.

Vaginas are Magic! was one of my top three favourite rpg releases last year (along with Veins of the Earth and Blood and Chocolate). I just ordered my standard sponsor copy and you should too (unless you can swing for the premium version). You can pre-order it here. Support kickass creators that make good independent books.
Also, if you like the VAM style magic there's a blog you should be following. Hell, you should be following it even if you don't like that style magic. Seriously, if you like metal in your games and/or play Lamentations, check out Blood, Death, Satan, and Metal+Red Flanagan's spells are fantastic as are his alternate rules. I'm a big fan of his non-magical healing skill. Check it out!

Light City Heroes Assemble!

+Jonathan Linneman (with some help from yours truly) has released a great quickstart in the vein of the original Swords & Wizardry Light release.

In the two page pdf you will find setting rules, three classes based on classic tropes and a certain marvelous group. These classes are given three levels (and will be expanded in later releases). They are the brick, the marksman, and the super soldier. You also get some modern weapons and superhero gadgets (like power armor). Finally we're presented with some classic four color comic baddies.

You can download Light City: The Assembly here. If you like it and want to expand your game I've got a list of all Light City content I've found on the web (a lot of it my one) here.


Wednesday, January 17, 2018

Light City - Dr. Vampire

Dr. Vampire

“Shocked by civilization’s failure to stamp out the curse that causes the lust to kill, young Dr. Rogers deserted his profitable practice to rid humanity of its mad murderers. As Dr. Vampire he casts a grim shadow across the trail of fiends who thirst for warm, red blood!”

Hero Option: The good doctor is a physician that works alongside and police to hunt down vampires (and more often than serial killers that leave a bloody trail). He has a good reputation with the occult community of Light City.

Dr. Vampire
.

Real Name: Dr. John Rogers
First Appearance: Skyrocket Comics # 1 (1944)
Level 7 Thief
STR 12     DEX 15 (+1)   CON 12     INT 14     WIS 11     CHA 11
5 HD (18 HP)     Saving Throw 9
AC 9 [11]
Attack:  Stake, +3 to hit, 1d6 damage

Special Abilities:
Backstab (+4 to hit, double damage), 5 in 6 Hear Noise, 5 in 6 Read Languages, 5 in 6 Climb, 4 in 6 Find/Remove Traps, 4 in 6 Open Locks, 4 in 6, Hide in Shadows/Move Silently, 4 in 6 Pick Pockets

Villain Option: What if the good doctor isn't so good after all. This version of Dr. Vampire is a vampire himself. He often commits the murder cases he's solving while framing innocents for the crime.

AC 4 [15]      HD: 6    Attacks:  1 Slams (1d6+1) or Bite (1d6, see below)   Special: see below    Move: 12/15 (flying/bat form)

Dr. Vampire can cast the following spell: Charm Person 3/day

As a vampire, he has many special abilities and advantages. He can turn into a bat and has incredible strength. He is immune to damage from mundane weapons. He might be knocked back by a solid hit with a shovel or something of that nature (but it doesn't actually do damage). However, fire affects him just like it would any other man. He also takes 10 points of damage a round when in direct contact with the sun. Holy water can harm him and if presented by someone with conviction (though not necessarily religious conviction), he can be held at bay with a cross. He can be killed if a wooden stake is driven into his heart while in his coffin or by direct sunlight.

Anyone killed by Dr. Vampire's bite will rise as a vampire, unless beheaded. Being undead, he can be resurrected via certain black magics.


Tuesday, January 16, 2018

Light City - Karno the Chessman (and his Moths)


Karno the Chessman

Karno is a mad mastermind that delights in shrinking people to use as pieces for his chessboard. He is served by his loyal henchman, the Moths. Karno despises King Killer and would love to take over the Kingdom of Crime.

Real Name: Karno
First Appearance: Wonderworld Comics #9(May 1940)
AC 9 [10]      HD:1+1    Attacks: +1, Pistol (1d6+1, range 50') Move: 9

Moth
AC 7 [12]      HD: 2    Attacks: +2, disintegrator ray (1d6+1) or shrinking gas gun (special) Move: 12/12 (Fly)

Moth Armor
Moth Armor is a low powered version of power armor. It provides -2[+2] armor bonus and allows the wearer to fly at a speed of 12 (must roll less than or equal to character level (2 for Moths) to take off.

Disintegrator Ray
This exotic gun has a medium range and does 1d6+1 damage. Any creature killed by this weapon turns to fine dust and can't be brought back from the dead.

Shrinking Gas Gun
This short range exotic gun emits a gas that shrinks things to the size of chess pieces for 1d6 rounds. While shrunk the target's strength is reduced by 15 (to a minimum of 1) and it's movement is reduced by 1/3. The shrink gas gun can hold 6 gas pallets. Each shot expends a pellet.