Showing posts with label awesome. Show all posts
Showing posts with label awesome. Show all posts

Thursday, June 07, 2012

Giants in the Dying Earth

Once upon a time there was a great gaming magazine called The Dragon, published by a long defunct game company called TSR.  Although its main focus was D&D, in its heyday The Dragon was the definitivee magazine for the entire RPG hobby. Man, those were the days.  During this long-gone golden age there was a regular feature in the mag called "Giants in the Earth".  The title is a Biblical reference, in Genesis chapter 6 these mysterious giants in the earth father a race of half-humans, "the same became mighty men who were of old, men of renown". The articles, which ran from about the mid-twenties to issue fifty-something, as I recall, did not deal with literal giants. Rather they statted up legendary figures from the popular fantasy novels of the era. Nowadays you couldn't get away with that in a legitimate journal, what with our society's growing obsession with intellectual property.  But those were different, weird times.

Anyway, today I wanted to share with you selections from a couple installments in the GitE series, particularly the two instances where Jack Vance's characters are written up in D&D terms.  Since Vancian magic is and pretty much always been a hot button topic in D&D fandom, I find it interesting how some actual Vance characters, and, more importantly, their magical abilities, end up translated into D&D terms.

That's a friggin' Napoleonics
game featured on the cover.
Truly, 'tis a lost era.
First up is Cugel the Clever, star of the third book in the Dying Earth series, Cugel's Saga.  He also appears in Eyes of the Overworld, I believe.  I've never read that one.  Cugel's uncredited (probably by Lawrence Schick and/or Tom Moldvay) write-up in The Dragon #26 (June '79) pegs him as a Thief level 14 with 18 Intelligence and Dexterity.  I believe this article might be the first installment and it really sets the high-power standards for the series.  Also in the article is a version of Karl Edward Wagner's Kane, done as a Fighter 30/Magic-User 20/Assassin 14 with 2 eighteens, a seventeen and a nineteen in his stats.  Anyway, dig this neato passage:
Cugel once had access to the notebooks of lucounu, the Laughing Magician, and managed with great effort to memorize three spells. These are: Felojun’s Second Hypnotic Spell (treat as a hold person), Phandaal’s Mantle of Stealth (by which the caster can be neither seen, heard, nor smelled) and Thasdrubel’s Laganetic Transfer (or The Agency of Far Despatch, which places a hold person on the target until a demon comes and carries him away to some specified far land). Unfortunately, Cugel doesn’t always get the spells right and there is a 50% chance that any spell he uses will backfire and cause the opposite of the intended effect. Every time he blows the Laganetic Transfer he himself gets carried away somewhere else, which is probably how he came to the D&D universe in the first place.
Dig those neato spell names.  Cugel's peek at Iocounu's spellbooks is one of the origins of the thiefly Read Scrolls ability, along with similar shenanigans from the Grey Mouser, if I recall correctly.  The other thing to note here is that not only are the spell descriptions super-brief, they have no level assigned to them.  For an oddball NPC thief that may or may not even have these spells in memory when encountered, this isn't exactly a big deal.  But I always look at articles like this for things to steal for my campaign, so as a kid this lack of detail annoyed me.



Issue #29 follows up with stats for Iucounu the Laughing Magician himself.  This wee git is represented by Lawrence Schick and Tom Moldvay as an MU 20 with an Int 18.  More importantly, despite his level he will only know five spells when encountered, rolled up from the following kickass chart:
1-2: The Charm of Forlorn Encystment: this is the same in all respects as the 9th level magic-user’s spell imprisonment.  
3: The Charm of Untiring Nourishment: by speaking this charm, the magic-user need not breathe, eat or drink while the spell lasts. Duration: 1 turn/level. Casting time: 2 segments.  
4-5: The Excellent Prismatic Spray: This is the same as the illusionist’s 7th level spell in all respects save casting time, which is only 3 segments.  
6: Felojun’s Second Hypnotic Spell: a paralysis spell. Range: 1”/ level. Duration: 1 round/level. Area of effect: 4” diameter sphere. Casting time: 1 segment. Saving throw: neg.  
7: Gilgad’s Instantaneous Galvanic Thrust or the Instantaneous  Electric Effort: this is the same as a lightning bolt in all respects save  casting time, which is only 1 segment.  
8: Houlart’s Blue Extractive: this spell is used to remove a being from its refuge or concealment. If the target fails to save, it will simply fly from its hiding place and land at the feet of the caster. Any being so treated will be stunned for 2-12 rounds. Range: 1”/level. Casting time: 5 rounds. Saving throw: neg.  
9: Houlart’s Visceral Pang: the recipient of this spell will be totally incapacitated by excruciating pains in the abdomen for 1-3 rounds. Range: 9”. Area of effect: 1 creature. Casting time: 2 segments. Saving throw: none.  
10: Lugwiler’s Dismal Itch: the recipient of this spell is cursed with a continual itching over every square inch of his or her epidermis. When in this condition, armor class is two levels worse, all fighting is done at -5, and spell use is impossible. Range: 6”. Duration: until dispelled (remove curse will also work.) Area of effect: 1 creature. Casting time: 3 segments. Saving throw: neg.  
11: Phandaal’s Critique of the Chill: this is the same as the cone of cold spell in all respects save casting time, which is only 3 segments.  
12: Phandaal’s Gyrator: the unfortunate target of this spell is levitated into the air and spun about at any speed the caster desires. At the fastest possible rate of spin, the spinner will take 10 hit points of damage per round due to the centrifugal forces involved. Controlling the spell requires great concentration on the part of the caster. If the concentration is broken, the spell dissipates. Range: 6”. Duration: 1 round/level.  Area of effect: 1 creature. Casting time: 5 segments. Saving throw: none.  
13-14: Phandaal’s Mantle of Stealth: the caster of this spell is rendered invisible, inaudible and odorless; virtually indetectable save to true seeing, a robe of eyes or a gem of seeing (and touch). Any attempts at offensive action on the part of the recipient instantly negate the spell (as with invisibility). Duration: 1 round/level. Area of effect: creature touched. Casting time: 2 segments.  
15: Rhialto’s Green Turmoil: the recipient of this spell is overcome with a violent nausea which totally incapacitates him or her for 2-20 rounds. Range: 5”. Area of effect: 1 creature. Casting time: 2 segments. Saving throw: neg.  
16: Spell of the Macroid Toe: in this specialized polymorph spell, the big toe (or similar extremity) of the creature affected grows to the size of a small house. Range: 4”. Duration: until dispelled. Casting time: 4 segments. Saving throw: neg.  
17: Spell of the Omnipotent Sphere: this combines the effects of the magic-user’s spell anti-magic shell with those of a cube of force. It is a near-total (but non-mobile) protection for the caster. Duration: 1 round/level. Area of effect: 10’ diameter sphere. Casting time: 9 segments.  
18: Spell of the Slow Hour: this spell is similar to the magic-user’s spell, slow, except that it is twice as efficient, and slows the affected creatures to one-quarter the normal or current rate. In all other respects (range, duration, etc.) it is the same.  
19: Temporal Stasis: this spell duplicates the 9th level magic-users’ spell time stop in all respects save name.  
20: Thasdrubel’s Laganetic Transfer or the Agency of Far Despatch: when this spell is uttered, the recipient is bound as if by a hold person spell. A nycadaemon appears (i.e., is gated in), grasps the held recipient and flies him or her either to a point designated by the caster or 10-100 miles in a random direction. Range: 3”. Area of effect: 1 creature. Casting time: 1 round. Saving throw: none. 
This part of the article was obviously written by Law Schick, as that guy is the only person I ever heard of who ever really cared about segments of action.  Well, maybe Len Lakofka liked 'em, too.

Some, off the top of my head uses for the chart:
  • Spells for Encounter Critical, which eschew levels already.
  • Third level spells for a Holmes-only campaign.
  • Spells that appear on ancient scrolls that pre-date spells being divided up into levels.
  • Random crap bad guy wizards can throw at the party, the same sort of jerks who use the coolest random chart ever written.
Any other ideas?

Sunday, May 27, 2012

typical PC behavior



I just discovered recently that my local library has Red Dwarf in the DVD section and I've watched 9 series of it in the last three weeks.

Tuesday, March 13, 2012

The best Phantasmal Force ever

The psionic undermutants of the Planet of the Apes cartoon do not like it when the Primate Army camps over their realm, so they use their psychic juju to conjure up the illusion of a King Kong sized skull shooting fire out of its eyes and mouth.

Monday, February 27, 2012

3-D Dundagel grounds


Courtney Campbell, the mysterious "-C" of Hack & Slash, drew this based off my crappy MSpaint 2-d version.  Thanks, dude!

Friday, February 17, 2012

Wandering Fumbles

Howzabout a post wherein my commenters do all the heavy lifting?  That sounds like a nice lazy-ass way to start the weekend.

A while back I made an off-handed remark about wanting a fumble chart for non-combat situations.

Lasgunpacker asked "Jeff, when would you apply non-combat fumbles?"

Whether Mr. Moscrip still lives
under this bridge is unknown at
the time of this writing.
Michael Moscrip, a.k.a. migellito, a.k.a. The Grumpy Old Troll replied with what I would have said:

I think I'd use the Generic Fumble table as an entry on a wandering monster chart. I always have several non-monster events on my wandering monster tables.

Other things besides monsters that sometimes appear on my Wandering Monster charts include sounds, smells, odd sensations, and dungeon events ("d6 orcs from room 54 go take a leak in hallway 7").

In response to me request Will Douglas, the Coffee Swillin' Analog Gamer, wrote this d30-based Random Mishap chart.  He has some empty slots on his chart, either to be filled in by DM's or left empty for fewer fumbles per session.


And here's Uncle Matt's Generic Non-Combat Fumbles (d12)

1) Torch dropped for no good reason.
2) Stumble and break nose on flagstone.
3) Nasty spores infect the rations.
4) Hip-deep in guano.
5) One of your flasks or bottles breaks and leaks through.
6) A boot dies. Got a replacement?
7) You drop it. Loud, loud clang. Like a dinner bell.
8) Cloak gets tangled in someone's weapon.
9) Spilled backpack.
10) As you stagger, your coins roll out in every direction.
11) Mishandled torch sets someone's Typical Fantasy Hair/Beard on fire.
12) You stumble over an imaginary unseen deceased turtle. Have a good laugh, dust yourself off, and get back out there. Lucky thing this system doesn't have lethal fumbles, eh?

Thanks for the charts, fellas!

Tuesday, January 24, 2012

and now for something completely different...

So Erin over at Lurking Rhythmically has whipped up a My Little Pony rpg based on the mechanics of Unknown Armies.  No foolin'.  And it's pretty great.  Her "Failure is Awesome" skill improvement mechanic makes more sense to me than pretty much any other approach I've seen and the method for tracking and expending virtues is very nicely done.  And the whole thing is only six pages long, so even if you have no interest whatsoever in magical ponies it won't take long to skim for mechanical goodies.

Go here to check it out.

All I did here was put "my little pony vader" into google
 image search, confident that I would get some sort of result.

Monday, December 26, 2011

two news items

1.)  Merry Day After Xmas! The Secret Santicore pdf is out! In case you're out of the loop, this was an OSR project where people emailed Jez of Giblet Blizzard with a request for some sort of game type project (I asked Santicore for a map, for instance) and in return you got someone else's wish to fufill (I ended up writing a brief adventure).  The whole 104-page thing-a-ma-bob is available for free download here.

2.) I'm going to be honest here, I had never of Diehard GameFAN until today. But I can't disagree with whoever they are when they hand out two of their annual tabletop awards to Lamentations of the Flame Princess (Best OSR Title) and Vornheim (Best Campaign Setting).  Well played.

Monday, August 15, 2011

The FLAILSNAILS Conventions


We the GMs of the DIY RPGing, in Order to form a more perfect Ruckus, establish Justice, insure intercampaign Tranquility, provide for the common defence, promote the general Welfare, and Play some Games, do Ordain and Establish this set of Free Location And Inclusion LawsSupporting New And Interesting Leisure Situations (FLAILSNAILS).


Article 1

Any PC that began play at 0 xp (or less) and level 1 (or less) on or after July 26, 2011 may move freely from their native campaign (or any they have participated in subsequently) into games of a like genre run by any GM subscribing to these FLAILSNAILS conventions whether via electronic media or in real life provided the player can get a spot in the game. That's the point of them.

(Like, if you made a PC for Arcadayn's Swords and Wizadry game, you can move it to my D&D game since I subscribe to the FLAILSNAILS conventions. If he does, too, you can bring it back to his game the next day, and then take the PC over to your Uncle Chippy's game if he is down, and then bring it back to my game and then...you get the point.)

Article 2

As stated, PCs may be imported/converted from any game of roughly the same genre and system as the new GM's game, however the new GM is free to determine precisely what "roughly the same" means. GM and Player shall negotiate any complex translation issues regarding system-specific mechanics or powers.

In the case of D&D and similar games, any TSR D&D system or retroclone (Labyrinth Lord, Castles and Crusades, Swords and Wizardry, etc.) is considered acceptable in FLAILSNAILS games, plus, at the individual GM's discretion, refugees from Pathfinder, 3.5, 4e, Rolemaster, Tekumel, Warhammer Fantasy Role Play, LOTFP, Harn, GURPS, Pendragon, etc. providing the PC's stats can be translated into terms sensible in the new system. (And vice versa.) Ask GM if your PC is ok.

Same thing goes for other games--like if you want to run your levelled-up Shadowrun PC in my Gigacrawler game, I'm down because fucking FLAILSNAILS.

The details are up to the GM's discretion, but the purpose of the FLAILSNAILS conventions is to encourage sharing of ideas, rules, and funny stories across groups of gamers, so whatever can be done to encourage and facilitate PC immigration (writing Palladium-to-D&D conversion rules for instance) is encouraged.

Article 3 PCs will level up at a number of experience points appropriate to the system of the last adventure they played in before such time as they were eligible to level up in that system.

Jeez that's hard to understand. What we're saying is: if you gain 200 xp so as to total 1100 xp by the end of an adventure and that adventure was run in a system where you level up at 1000 xp, then you level up, regardless of what system your PC was "born" under or where it's going next.
A level is a level. While in a world you abide by the conventions the GM there uses for characters of your class; but likewise, when your PC gains a level he or she has earned it, even if he or she subsequently enters a world where a like number of experience points would not have earned you that same level.

For purposes of clarity, think of and talk about your PC's xp as follows: "I am 300 xp into 2nd level". Since, for example, a PC levelling up in vanilla 3.5 needs 1000 xp to get to level two, a 3.5 PC who has 1200 xp is "200 xp into 2nd level" in ANY system. S/he does not "have" 1200 xp in any system but 3.5, s/he's just "200 xp into 2nd level" in Labyrinth Lord.

If this creates a situation where a PC would automatically level up merely by starting an adventure in a new system (i.e. you're 3000 xp into 4th level and suddenly start an adventure in a system where you only need 2000 more xp to get to level 5) the GM may ask you to recalculate your progress as a 
percent of progress toward the next level in the old system.

If you want to make shit real easy for everybody, GMs can just look at the levels of the PCs involved and reward xp in terms of "percent towards the next level" for those PCs. Like say "congratulations, you all earned 30% of the xp you need toward level two or 20% of the exp you need toward level 3, go do math."

At some point we may come up with a unified xp table, but, like, Jeff or somebody can do that. 

Article 4 FLAILSNAILS GMs may run adventures designed for specific levels of PCs, just like anybody else. Since waiting around for every other FLAILSNAILS-eligible PC to level up as high as your barbarian did during that week you spent off school when you broke your ankle is boring, we have established optional rules for importing "overlevelled" PCs into lower-level games...

Each FLAILSNAILS GM is free to establish his or her own "handicapping" rules for such situations, however these are theDefault FLAILSNAILS High-Level PC Handicapping Rules For D&Dish Games... 

Roll d100 per level above the accepted maximum your PC is to see what disasters befell him or her during the long journey to the foreign domain wherein their next adventure takes place.These handicaps are temporary--results only apply during the adventure in question (if you survive your season of "slumming", you get better):

(penalties cannot take PC below minimum score for the system in question or below 4 hp)

1-3 Blinded
4-6 Deafened
7-9 Gone mute
10-12 Lost an arm
13-15 Lost a leg
16-18 Gone mad: 25% chance of doing the exact opposite of intended action (after action is
declared) each round during times of stress
19 Cursed: Slowed
20 Cursed: Laughs continuously and uncontrollably--must make a wisdom check to speak an
intelligible sentence
21-23 All equipment lost.
24 One of your items is now cursed--new DM secretly decides item and specific curse
25-Sex change. Armor doesn't fit now. Re-roll charisma.
26-28 Disease: halve your hit points
29-31 Disfiguring disease--charisma is effectively the minimum, no henchmen
32-34 Brain damage: lose d6 from charisma, intelligence and wisdom
35-36 Major brain damage: lose d8 from charisma, intelligence and wisdom
37-39 Too much light reading during your trip: lose d10 intelligence
40-42 Culture shock--lose d10 wisdom
43-45 Disease: lose d6 from strength, constitution and dex
46-48 Major disease: lose d8 from strength, constitution, and dex
49-Curse: kleptomania
50-51 Pregnant or melded to useless siamese twin -2d6 dex
52-PC smells terrible, scent is obvious to any foe at 100 yards
53-55 PC is on a bender and won't sober up until adventure ends
56-58 PC has become grotesquely obese: -10 dex, always last initiative no matter what system is used
59 Curse: PC can't see weapons, claws, teeth or fire. 50% chance s/he doesn't know it
60 Curse: 17 and 18 are cursed numbers for PC--rolling either # is a fumble
61 Mutation: roll on baleful mutation chart of DM's choice
62 Artificially aged: -d10 constitution -d10 dex, -d6 str, -d20 hp
63-65 Fugitive: extremely thorough authorities are following you everywhere
66 Shrunk to 1' tall
67-69 Hungover: -3 to all rolls
70-72 Type 2 hangover: hearing and vision are only 25% relaible
73-75 Having an Elric phase: can only go 4 rounds without needing to smoke/inject/inhale some exotic substance.
You will run out of it after d4 days.
76 Curse: in any round, all attacks will be against our PC until at least 2 have been successful
77 Curse: if any of your companions fall victim to a spell, you will, too
78-79 Haven't been eating properly on your trip--lose d12 hp, d8 con and d6 str
80 Depressed and pining for home. -5 to all saves.
81 Infected wound. -d6 constitution and -3 to attack rolls
82 Roll twice ignoring redundant results
83-85 Limping. -5 dex, movement is 1/3 normal, blows doing more than 2 hp will knock you over unless you're
braced against a wall
86 Paralyzed from the waist down, you have a wheelchair, though.
87-88 Just tired from all that walking: -d4 to all rolls
89-90 Frostbite on the way-lost 3d4 fingers.
91 Partially possessed by minor demon. Wisdom/will roll in times of stress to avoid aiding forces of evil.
92 Just loves it here! PC spends all free time writing a travel journal or sketching the landscape--cannot rest properly at all.
93-95 Can't speak what they call "common" around here.
96 Can speak it but finds the local dialect intensely grating-especially the way the locals pronounce the words "go" "if" "to"
and "get". Use of those words will cause the PC to attack the speaker for 1d4 rounds.
97 None of these hicks can understand you through your accent
98-100 Your blood is too thick for this climate. You shiver or sweat all day--minus 2 to everything. 
Article 5

Overlevel magic spells, spells not native to the new setting, unusual powers (such as psionics) and imported magic items may generally be used in the new game, however, the new GM is free to determine the exact details of how such things work. Spiritual conditions and mortal-deity compacts differ from domain to domain.

i.e. Use that crazy wand Jeff gave you in my game and it might no longer work the way you think it does, at least until you get home.

If such powers, abilities, or items are forbidden altogether by the GM s/he will make an honest effort to warn the player first. Neither GM nor player shall be a dick about this.

Article 6

The ontological status, authenticity, and rationale behind allegedly 'unique' items imported to settings where identical items already exist shall be determined by whoever's GMing during the time wherein the paradox appears.

i.e. If you go on an adventure to find the Wand of Orcus with Calithena GMing and show up at the pub holding the Wand of Orcus (because you got it in an adventure with Ian) then it's up to Calithena to explain this shit and he can make up any crazy thing he wants.

Article 7


When you post a new Costantcon game, say whether you are down with imported PCs or not.

Article 8


There are no in-game "hoops" to jump through in order to move a PC from one game to another--i.e. you don't have to have your PC sail in-game over the North Sea to get from my Vornheim campaign to Jeff's Wessex campaign.

However it is acceptable (and maybe fun) for GMs to create mini-"crossovers" in order to do fun, gimmicky things between campaigns. Like Jeff could say "first 3 PCs to kill the a sea dragon in Vornheim get to be in my Wessex game on Thursday".

Article 9


Players have the right to construct their own PCs "timeline" to justify how s/he ended up in place A on monday and place B on thursday. However:

-Once a FLAILSNAILS PC dies, you can't use that PC again in real-time, no matter when in the "timeline" the PC died and...

-If you gain items or level up over the ceiling for a given adventure in the middle of that adventure by doing a "side quest" somewhere else, it's the GM's discretion as to whether you now have the items or are considered "levelled up" during subsequent parts of that adventure.

Like: if I am level 5 and do part one of Evillossia Dungeon (adventure for levels 3-5) with DM Biff and we leave off with me alive in a pit, then the next day I go play with the same PC in DM Jed's campaign and kill an owlbear mastermind and level up to 6--(so high I'm no longer in the suggested "range" for Evillossia Dungeon), and then I pick up the next day in the pit in Evillossia, it's up to DM Biff whether I immediately level up to 6 for purposes of this adventure in Evilossia or whether I have to wait until that adventure ends.

Article 10

All this stuff, plus a calendar of FLAILSNAILS games on Google + and pages for individual FLAILSNAILS-friendly campaigns and PCs will all be on a webpage at some point. Or so we claim. Hey, Calithena's working on it. He's a busy guy.

Players will get xp rewards for pitching in with administrative bullshit on that site if and when we get it going.

Article 11

To speed things up, individual GMs might wanna post a blog specifying exactly what their conversion and/or overlevel handicapping policies are that they can put up whenever they're running a FLAILSNAILS G+ game.

_______

We, therefore, the representatives of the Old School Ruckus, in General Congress, assembled, appealing to the Supreme Referee of the world for the rectitude of our intentions, do, in the name, and by the authority of the good people of these campaigns, solemnly publish and declare, that these united domains are free and independent states, they have full power to levy war, conclude peace, contract alliances, establish commerce, and to do all other acts and things which independent gameworlds may of right do. And for the support of this declaration, with a firm reliance on the protection of Divine Providence, we mutually pledge to FLAILSNAILS our dungeons, our spare time, and our sacred honor.

Signed:

Representing Vornheim: Zak S
Representing Wessex: Jeff Rients
Representing Ilthar: Calithena
Other signatories here.
Sign yourself up there or here. 

Sunday, July 31, 2011

giants in the Earth


ROYAL DE LUXE / EL XOLO from FKY on Vimeo.

According to this report one of these two puppets is 18' tall, though it's not clear to me which one.  That would be the size of a Cloud Giant, according the 1st edition Monster Manual.

Wednesday, July 13, 2011

This book is cool.



His middle name is Gustav, not "Gustavus".  That's an amateur hour mistake.  Is Gustavus even a real name?

Saturday, June 11, 2011

the first FRPG campaign setting

Okay, not really.  But I'm thrilled that someone on the ol' internet finally posted a scan of one of the original maps from the imaginary lands of the Brontës (Charlotte, Emily, Anne and their less famous brother Branwell).


As far as I can tell no dice were rolled for the adventures set in Angria and the Glass Town Federation.  Rather the operations were more a combination of the world-building every DM would recognize and fan fiction incorporating prominent figures of the day.  More info here.

Tuesday, June 07, 2011

Kirby drawn Mr. T! Yeah!


My buddy pat sent me this panel from an unpublished comic.

Monday, November 22, 2010

Tygers of Fyre

If I had a time machine the second thing I would do is arrange for William Blake to work for Marvel comics.
THE TYGER
by William Blake

Tyger, tyger, burning bright
In the forests of the night,
What immortal hand or eye
Could frame thy fearful symmetry?

In what distant deeps or skies
Burnt the fire of thine eyes?
On what wings dare he aspire?
What the hand dare seize the fire?

And what shoulder and what art
Could twist the sinews of thy heart?
And, when thy heart began to beat,
What dread hand and what dread feet?

What the hammer? what the chain?
In what furnace was thy brain?
What the anvil? what dread grasp
Dare its deadly terrors clasp?

When the stars threw down their spears,
And watered heaven with their tears,
Did He smile His work to see?
Did He who made the lamb make thee?

Tyger, tyger, burning bright
In the forests of the night,
What immortal hand or eye
Dare frame thy fearful symmetry?

Perceval is a goon with an axe, Lancelot is a blonde bishi and Arthur has a sweet beard.  Together they fight crime.
In the old CapCom sidescrolling fight game Knights of the Round there are one or two sections where you fight these tigers that burst into flame when you kill them.  They don't explode for points of damage or anything; they just evaporate in a halo of fire rather than blink out of existence like all the other badguys.

I'm not trying to make a big point with this post.  I just think that tygers made out of fire are cool.

Sunday, October 17, 2010

MULTINAUTS!

Cyclopeatron pointed this out a couple days ago, but I wanted to make sure everyone knew to check out the first two episodes of Multinauts, a timespace adventure freakout brought to you by the Dungeon Majesty crew.


THE MULTINAUTS- Episode One "Flashback" from Multinauts on Vimeo.

Friday, October 15, 2010

Friday, October 01, 2010

Friday, September 24, 2010

Micronauts!

Since they came up in the comments on yesterday's post about old Star Wars action figures, I thought I'd talk about the Micronauts briefly today. The Micronauts were a line of action figures and awesome vehicles imported in from Japan starting in 1976. They were slightly smaller than Kenner's 3.75" Star Wars figures, but close enough they could work together.  Here's what the basic figures of the line looked like:


I love, love, love the translucent plastic body/white plastic details/metallic head & chest aesthetic.  It's a rarefied example of the sci-fi look in the days just prior to Star Wars and its "used future" design ethos.  One thing I hate about Micronauts are the dull metallic pins used to hold them together, especially in the shoulders.  I can sort of stand it in GI Joe dudes, but it's just a terrible eyesore on an otherwise beautiful design.


I got this dude ("Galactic Defender") as a kid due to all of the sweet accessories.  That space helmet/jet pack combo is aces.  And anybody who carries both a laser sword and a zap gun is bad ass.  For reasons I don't totally understand, I often used the lightsaber with another figure:



This is the second Snaggletooth design from Kenner, after they figured out that his clothes were red and he was a midget.  As a kid Snaggletooth armed with his little blaster and Galactic Defender's sword was My Go-To Guy.  Every other figure in the scene was a secondary characters in my imaginary adventures prtending to be this little freak with his borrowed space cutlery.  Someone in the social sciences ought to do a study mapping personality types to preferred action figure avatars, but I'm not sure I want to know what playing a little hairy space goblin with a laser phallus really means about me. 

Anyway, back to Micronauts.  Here's another fave of mine from back in the day. 


This guy was one of the Micronaut villains.  He's called Antron but as a kid I always insited he was a spider because spiders are obviously cooler than ants.  There's nothing that isn't awesome about this monster.  Four arms?  Check.  Awesome purple color?  Check!  Mutliple bizarre weapons?  Checkity check!  And turn him around and you find his best feature:


GLOW IN THE DARK BRAIN!!!

I didn't own many Micronauts, but between the awesomeness of Galactic Defender and Antron I didn't need any others.  Serious Micronauts collectors undoubtedly focus a lot of energy on the vehicles of the line, which were definitely neat-o.  Most of the large ones were sufficiently modular that they could be pulled apart and put together in a variety of ways.  Unfortunately, this alos made it easy to lose parts to the toys and as a kid I saw very few complete vehicles, excepting those that had just been opened.


By request, here's page 616 of the same Sears Wishbook I posted pics of yesterday.  Bottom right is one of the cooler Micronauts vehicles, the Mobile Exploration Lab.  For more Micronauts toy goodness, check out innerspaceonline.com.

Thursday, September 02, 2010

howdy



Found this HeroMachine-made character on the ol' hard drive, file dated May '07.  I'm not sure what led to this guy's creation. "What if the Phantom Stranger was a cowboy?" perhaps.

Sunday, August 22, 2010

Wednesday, August 11, 2010

This one goes out to all my Encounter Critical pals



Found on Space:1970, a great resource for EC type fun.