Due to scheduling issues it has been far too long since I ran or played in a role-playing game. And so out of a need for geeky fun with geeky friends (and you know who you are), I am starting up a Mutant Future game.
For a change, and due to the scheduling constraints mentioned above, I will be running this game online using Roll20 and Google+. This program comes highly recommended, and from what I can see, it seems to be an excellent program.
The campaign will be set in my homebrew Mutant Future campaign Atomic Dawn. Players and interested readers are urged to check out the Table of Contents for some details of the setting and to get a general idea of the sort of games I run.
Starting tomorrow, I will be posting details of the campaign setting, house rules, maps, characters, NPCs and all kinds of related material. So stay tuned!
Monday, December 3, 2012
Friday, October 19, 2012
5th Edition D&D
It sure has been awhile since I posted on this blog. Well all thats about to change.
Recently, I got my hands on the playtest rules for the 5th edition of the Dungeons and Dragons rpg. Looks like the game will be released by GenCon 2013, hopefully gaining interest due to the aftermath of The Hobbit coming out in November.
So far the game looks promising, but I will have to subject the game to playtesting with a number of new and experienced D&D players. As I am an unabashed tinkerer and storyteller, I will also be putting together a setting for this playtesting campaign, and see where it goes.
I will be posting setting and game details, my thoughts on the game as well as details concerning what the players do (which can be quite entertaining in and of itself).
So stay tuned! Lots more to come.
Recently, I got my hands on the playtest rules for the 5th edition of the Dungeons and Dragons rpg. Looks like the game will be released by GenCon 2013, hopefully gaining interest due to the aftermath of The Hobbit coming out in November.
So far the game looks promising, but I will have to subject the game to playtesting with a number of new and experienced D&D players. As I am an unabashed tinkerer and storyteller, I will also be putting together a setting for this playtesting campaign, and see where it goes.
I will be posting setting and game details, my thoughts on the game as well as details concerning what the players do (which can be quite entertaining in and of itself).
So stay tuned! Lots more to come.
Monday, October 17, 2011
Cogling: A Steampunk Fairy Tale

This project has been a blast. Dragons, monsters, crazy gadgets and neat characters galore. Just the thing to delight the heart of an oddball artist such as myself.
To read a chapter go here.
The finished book will be loaded with illustrations (B&W lineart), and is an exciting read. So stay tuned for further updates.
Tuesday, April 12, 2011
Atomic Dawn: Dinosaurs!

Since the days of the Apocalypse, the world has forever changed. Now, with the seas risen and the warming of the Earth and Sky, much of the world is covered in strange life, some of it very different than that found in the Anthropocene. But these changes are not only mutations or engineered versions of earlier forms, though such is clearly evident. Some come seemingly from the ancient past, far before the Age of Man. Now reports of terrible reptilian beasts from the Age of Dinosaurs stalking the wild corners of the world, easily competing with all but the most terrible of mutants. These savage beings are well suited to the rigors of the changed Earth of the Atomic Dawn, and have been pushing deeper and deeper into settled lands.
But where have these primordial beasts come from? Even the most ambitious geneticist would be hard pressed to find viable DNA amidst the fossil remains of these awesome creatures. The answer to this is far weirder.
The parallel dimension known as Agartha, is a world where prehistoric life has continued to develop unabated. This alternate plane is believed to have overlapped with our own many times in the past, the largest believed to have been the Lost Continent of Mu. Since the apocalypse, such overlapping zones and portals have once again occurred in remote locales such as deep swamps, jungles and in underground regions. Whether or not these portals are natural or created by the denizens of that realm (see Aliens) is unknown, though what is known is that dinosaurs and other things come through and quickly find our world much to their liking.
Other creatures native to Agartha (and great for Lost World Regions) found in the Mutant Future Rulebook are: Ant (Giant), Bee (Giant Killer), Carcass Scavenger, Centipede (Giant), Crab (Giant), Fish (Giant), Insect Swarm, Leech (Giant), Lizard (Giant), Morningstar Plants, Rhagodessa (Giant), Scorpion (Giant), Snake (All), Spider (Giant- All Varieties), Toad (Giant),
Sample Creatures
Below are some of the dinosaurs seen across Merica in recent years. There are other varieties, but the following have been of immediate concern to the Alamo Empire, and thus more details are available. Mutant versions of these creatures do exist, and are always impressive.
Culloo (Pteranodon)

Alignment: Neutral
Movement: Fly: 240ft (120ft)
Armor Class: 6
Hit Dice: 5
Attacks: 1 (bite)
Damage: 1d12
Save: L3
Morale: 8
Hoard Class: VII
A large predatory dinosaur with enormous leathery wings that can span up to 50ft. Culloo haunt cliffs near water hunting fish and small game such as squirrels, monkeys and other creatures found in treetops or along riverbanks. Any who have business near waterways is advised to be very watchful for culloo, as they are known man-eaters and will carry off children or small adults if given half a chance.
Mutations: None.
Gillygaloo (Ornithomimus)
Alignment: Neutral
Movement: 240ft (80ft)
Armor Class: 7
Hit Dice: 2
Attacks: 1 (butt)
Damage: 1d4
Save: L1
Morale: 2
Hoard Class: None
Gillygaloo are 7 ft long, running reptiles that resemble birds. They breed quickly and have been showing up in all over Merica, particularly in the southwest. Ranchers hate these creatures, as they spook herd beasts and horses and have been known to snatch domestic fowl. Fortunately gillygaloo and their eggs are very tasty, though whether or not they can be domesticated remains to be seen. Gillygaloo flesh is comparable to lamb and their eggs large enough to count as a dozen chicken eggs.
Mutations: None.
Gwangi (Allotyrannus*)

No. Enc.: 0 (1)
Alignment: Neutral
Movement: 120ft (40ft)
Armor Class: 3
Hit Dice: 15
Attacks: 1 (bite)
Damage: 4d6
Save: L7
Morale: 11
Hoard Class: VII x3
The Gwangi (Gwaan-Gee) is a ferocious and adaptable predatory reptile that averages 15ft tall and 25ft long from nose to tail. Gwangi are fast and cunning foes, hunting anything that moves. Ranchers in particular are concerned about these beasts, as herds of rabboxen, cattle and horses are extremely tempting to Gwangi, who prefer the relatively easy prey of domestic stock.
Gwangi are generally solitary creatures gathering only for mating, after which the female will be left to tend to the eggs and resulting young. Female gwangi make surprisingly good parents, burying the eggs in rotting vegetation and tending to the young dinosaurs until they reach young adulthood. Male gwangi are cannibals however, and will eat even their own young if an opportunity presents itself.
Mutations: None.
*A species particular to Agartha.
Piasa Bird (Pterodactyl)

Alignment: Neutral
Movement: Fly: 180ft (60ft)
Armor Class: 7
Hit Dice: 1
Attacks: 1 (bite)
Damage: 1d3
Save: L1
Morale: 7
Hoard Class: None
These winged reptiles are usually found along rivers and in swamps, but can show up in almost any non arctic environment. The Piasa have leathery wings that span 7 to 10 feet. They glide through the air, watching for prey on the ground. Fishermen despise Piasa Birds, as these creatures are daring and clever thieves, tearing into all but the toughest nets to steal fish. Fish farms find a constant watch must be kept lest these beasts wipe out the entire stock in a few days.
Piasa birds are not normally dangerous unless frightened, but sometimes will attack children or lone persons if food has been scarce or if frightened. When they do attack, it is in large numbers and of a "bite and run" variety.
Mutations: None.
Vangon (Styracosaurus)

Alignment: Neutral
Movement: 120ft (40ft)
Armor Class: 2
Hit Dice: 8
Attacks: 1 (gore or trample)
Damage: 2d6 or 2d12
Save: L4
Morale: 6
Hoard Class: None
These large, 18ft long reptiles are herbivores, but very aggressive to those who come near. They live in grassy environments in sub-tropical and temperate regions. These creatures have a tall straight nose horn, and a neck frill crowned with at least four large spikes. Like other large animals, a vangon may charge during the first round of combat to inflict double damage.
Female vangon live in maternal herds which include other females and their offspring. Male offspring leave their maternal herd when around three years old and will either live alone or join other males in bachelor herds. Male and female herds do not mingle until the breeding season. During the breeding season, dominant males maintain a small harem of females for mating. Individual bulls "tend" females until allowed to mate, by following them around and chasing away rival males. It is during this mating season when vangon are the most aggressive.
Mutations: None.
Sunday, April 10, 2011
Atomic Dawn: Artificial Intelligence (A.I.)

Greater A.I.'s: These are the Artificial Intelligences that have been greatly enhanced through self-effort. Each of them is a unique being with its own thoughts and motivations. All Greater A.I.'s can be considered to have the following traits:
Attributes: Intelligence 21, Willpower 21, Charisma 21
Mental Mutations: Increased Willpower, Intellectual Affinity (All), Mental Barrier, Metaconcert, Possession (Androids and robots only), Precognition, Mind Reflection, Quick Mind.
A Sample A.I.'s of Atomic Dawn
Apollo Prime (Greater A.I.)
Apollo Prime is the ruling A.I. of Luna and the force behind the paraterraforming of Copernicus Crater. From its underground stronghold, this being has access to a vast array of technology, from hyper-advanced assembly and repair facilities, nigh limitless energy and an army of loyal androids, robots and other servants. Nanofactories within this beings body allow him/her to produce a wide range of drugs and chemicals (all those found in MF pg 125). This coupled with Apollo Primes vast medical knowledge and other powers make it possible for him/her to engineer a wide range of specialized mutants and androids for its paraterraforming efforts.
When Apollo Prime shows itself, he/she appears as an androgynous humanoid being composed of a shimmering metal interlaced with geometric shapes. He/She is described as a courteous but aloof being who seems perpetually distracted. This Greater A.I. takes the health and protection of Luna as its primary concern, watching over its ecosystem and the worldhouse dome like a mother hen.
Hit Dice: 50
Frame: Liquid State (Nanoswarm)
Locomotion: Legs (Pair), Thrusters
Manipulators: Advanced Hand
Armor: Reactive Diamondoid Armor (AC -4)
Sensors: Nerve Web
Mental Programming: Artificial Intelligence, Greater (see above)
Accessories: AV Recorder/Transmitter, Diagnostic Scanner, Remote Control Unit, Vocalizer, Magnetic Feet, Inertial Inhibitor, Photon Screen, Robot Repair Unit. Greater A.I. Traits (see above) plus Ancestral Form, Body Adjustment, Control Light Waves, Control Weather, Density Alteration (Self and Others), Disintegrate, Greater Force Screen, Neural Telepathy and Teleport.
Weaponry: Energy Fists (as Energy Baton), Mutation Eye Rays (treat as Mutation Bomb), Stun Pistol, Warp-Field Claws (as Warp Field Sword), X-Laser Rifle. All of these weapons are seamlessly housed, forming out of Apollo Primes substance.
Copernicus Crater (Atomic Dawn Locale)

Life within the dome is idyllic, with a Mediterranean climate with moderate rainfall, warm weather and gentle tides.
The lower gravity makes plants and animals much taller on average, with flying creatures being truly impressive.
Civilization is sparse and anything of greater than stone age technology being restricted to the Temple Beautiful, a technologically sophisticated pyramid dedicated to healing and enlightenment. It is in this facility that Apollo Prime interacts most with the people who dwell in Copernicus Crater, albeit mostly in the form of holograms or using one of his many avatars (treat as Replicant Androids with 21 in all attributes).
Thursday, April 7, 2011
Snarky Avenger Reboot!

This webcomic is a reboot of an earlier attempt, and is far better in the upcoming incarnation. The Snarky Avenger will be launched Tuesday April 19th, and will be posted twice a week. The web-address for the comic will be http://snarkyavengercomic.com/.
The Snarky Avenger is a humorous superhero comic. Pictured here is (from Left to Right)- The Snarky Avenger, Bruce-Ann (Australian Ninja Princess), and The Man with The Bionic Extension (Not what you think!). In the back is a Bug-Bear, who in this setting are a race of aliens that strip planets of their confection making resources, cruelly leaving folks to rely on broccoli for a tasty treat.
Also- I will be selling some original artwork in the Art Room. So if you want to snap up some quality illustrations by yours truly, stop on by.
Monday, April 4, 2011
Atomic Dawn: Mr. Nicholas
Mr. Nicholas
I reckon you done what you done because you didn't know I was who I was. And if I hadn't been who I was, I'd have still been much obliged for you to have done what you done." -Mr. Nicholas
Mr. Nicholas is an aged but powerful man with a thick beard, ham-sized hands, and deep set eyes set in a creased brow. He comes across as an old grump to most upon first acquaintance, but this is largely an act for business and safety sake. When around friends and children, Mr Nicholas is full of laughter and very generous.
Mr. Nicholas is a very successful merchant and inventor who has made a name for himself in many a remote locale as a purveyor of quality whiskey and seller of trade goods all across Merica and the Kooba Isles. He is widely known to be tough but honest, and willing to trade with nearly anyone except known man-eaters and slavers (whom he hates). Because of his accomplishments and growing influence amongst independent merchants and junk traders, Mr Nicholas now has a 10,000gp bounty on his head posted by the Mega-corporation CostMart, though none have yet survived attempts to collect this tempting sum.
Mr. Nicholas started out as a ambitious junk merchant, but has come very far over the years due to his brilliant mind, solid work ethic, and more than a little luck. Now he has several fortress hidey-holes where he brews moonshine and maintains repair facilities, the largest rumored to be somewhere near Mount Robson. His personal technological skills allow Mr Nicholas to understand and build devices of late 1800's to early 1900's level of technology. More advanced devices are beyond him though he can repair light damage and utilize advanced materials with exceptional skill.
Race: Pure Human
Level: 10
Hit Points: 76
Armor Class: 5
THAC0: 15
Alignment: Neutral (Neutral Good)
STR 12 (+0 to attack and +0 to damage)
DEX 11 (+0 to missile attacks and initiative and -0 to armor class)
CON 16 (+0 on poison saving throws)
INT 21 (+30% to technology and 5 languages, English, French, Inuktitut, Nakoda, Spanish)
WIL 14
CHA 17 (-1 to reaction rolls, 6 retainers at morale 9 each)
Skills: Academics 40% (70% on tech checks), Business 50%, Crafting 60% (90% on tech rolls), Diplomacy 30%, Outdoors 30%, Perception 40%, Piloting (airship) 20%, Politics 30%.
Equipment: Ballistic Nylon Long-johns (Red), Borealis II Airship (see below), Dagger, Carbine, Laser Pistol Mk 2, Force Field Belt, several tons of trade goods, lots of moonshine.
Borealis II
The Borealis II is a rigid airship (ala Zeppelin) though using helium, advanced materials and impressive armors and salvaged gadgets to make it far more reliable than its WWI predecessors. Photovoltaic cells and Ethanol burning engines supply most of the power for the airship. This 784 ft long vessel can carry up to 72 tonnes (71 LT; 79 ST) of cargo. When flying at top speed it would take just over 37 hours for the Borealis II to cross Merica (barring weather and hostile forces), though with the many dangers to bypass this is rarely done.
Mr Nicholas uses this vessel as his primary home, and so it is equipped with a well-stocked but small workshop, a comfortable lounge/study, and a still. As much of the vessel is cobbled together from fallen robots and junked relic vessels, the overall effect is a bit slap-dash, but the vessel is tough and very reliable. The living quarters can best be described as "rustic pigsty".
Presently the crew of the Borealis II consists of a small tribe of Homo Erectus and an assortment of androids, humans and mutants, all of whom are fanatically loyal to Mr Nicholas and his officers. There is always at least one Blacksmith and one Scholar aboard, with the rest being treated as (Sky) Sailors in regards to skill. The entire crew is male save for the cook, a Canisoid by the name of Wilma who cooks all the four food groups- Beans, bacon, whiskey and lard. Salads are strictly forbidden.
The Borealis II is equipped with docking facilities that hold a high altitude hovertruck and four hoverbikes (see Mutant Future page 132 for details) so that cargo and personnel may be transported on and off of the Borealis II without landing. All of these vehicles have Duralloy Armor (AC 2), and the truck is pressurized for 10.000 feet.
Required Crew: 50
Top Speed: 87 mph
Cargo: 72 tonnes
Structural Hit Points: 300
Armor: Reactive Armor Skin (AC 1)
Weaponry: 3 Machineguns (1 top, 1 fore, 1 aft)
Dimensions: Length 784 ft, Beam- 133 ft, Height- 146 ft.
Special: Class IV sensor system, Holo Projector, Stealth Skin (invisible to radar),
Mr. Nicholas is an aged but powerful man with a thick beard, ham-sized hands, and deep set eyes set in a creased brow. He comes across as an old grump to most upon first acquaintance, but this is largely an act for business and safety sake. When around friends and children, Mr Nicholas is full of laughter and very generous.
Mr. Nicholas is a very successful merchant and inventor who has made a name for himself in many a remote locale as a purveyor of quality whiskey and seller of trade goods all across Merica and the Kooba Isles. He is widely known to be tough but honest, and willing to trade with nearly anyone except known man-eaters and slavers (whom he hates). Because of his accomplishments and growing influence amongst independent merchants and junk traders, Mr Nicholas now has a 10,000gp bounty on his head posted by the Mega-corporation CostMart, though none have yet survived attempts to collect this tempting sum.
Mr. Nicholas started out as a ambitious junk merchant, but has come very far over the years due to his brilliant mind, solid work ethic, and more than a little luck. Now he has several fortress hidey-holes where he brews moonshine and maintains repair facilities, the largest rumored to be somewhere near Mount Robson. His personal technological skills allow Mr Nicholas to understand and build devices of late 1800's to early 1900's level of technology. More advanced devices are beyond him though he can repair light damage and utilize advanced materials with exceptional skill.
Race: Pure Human
Level: 10
Hit Points: 76
Armor Class: 5
THAC0: 15
Alignment: Neutral (Neutral Good)
STR 12 (+0 to attack and +0 to damage)
DEX 11 (+0 to missile attacks and initiative and -0 to armor class)
CON 16 (+0 on poison saving throws)
INT 21 (+30% to technology and 5 languages, English, French, Inuktitut, Nakoda, Spanish)
WIL 14
CHA 17 (-1 to reaction rolls, 6 retainers at morale 9 each)
Skills: Academics 40% (70% on tech checks), Business 50%, Crafting 60% (90% on tech rolls), Diplomacy 30%, Outdoors 30%, Perception 40%, Piloting (airship) 20%, Politics 30%.
Equipment: Ballistic Nylon Long-johns (Red), Borealis II Airship (see below), Dagger, Carbine, Laser Pistol Mk 2, Force Field Belt, several tons of trade goods, lots of moonshine.
Borealis II

Mr Nicholas uses this vessel as his primary home, and so it is equipped with a well-stocked but small workshop, a comfortable lounge/study, and a still. As much of the vessel is cobbled together from fallen robots and junked relic vessels, the overall effect is a bit slap-dash, but the vessel is tough and very reliable. The living quarters can best be described as "rustic pigsty".
Presently the crew of the Borealis II consists of a small tribe of Homo Erectus and an assortment of androids, humans and mutants, all of whom are fanatically loyal to Mr Nicholas and his officers. There is always at least one Blacksmith and one Scholar aboard, with the rest being treated as (Sky) Sailors in regards to skill. The entire crew is male save for the cook, a Canisoid by the name of Wilma who cooks all the four food groups- Beans, bacon, whiskey and lard. Salads are strictly forbidden.
The Borealis II is equipped with docking facilities that hold a high altitude hovertruck and four hoverbikes (see Mutant Future page 132 for details) so that cargo and personnel may be transported on and off of the Borealis II without landing. All of these vehicles have Duralloy Armor (AC 2), and the truck is pressurized for 10.000 feet.
Required Crew: 50
Top Speed: 87 mph
Cargo: 72 tonnes
Structural Hit Points: 300
Armor: Reactive Armor Skin (AC 1)
Weaponry: 3 Machineguns (1 top, 1 fore, 1 aft)
Dimensions: Length 784 ft, Beam- 133 ft, Height- 146 ft.
Special: Class IV sensor system, Holo Projector, Stealth Skin (invisible to radar),
Atomic Dawn: Mutant Future Skill System

If used correctly, skills can make a character more three dimensional, painting a picture of his or her abilities and interest beyond combat or powers. Skills also allow a character to have more options at character creation, especially if the character in question has not rolled the best in Attributes and/or Mutations. Even a blind, irradiated character with a Strength of 4 can still be useful with the right skills.
Skills
Skills represent a character’s “background knowledge,” as well as areas of expertise gained through practice and training. As characters grow in experience, they learn new skills and improve upon what they know. There are twelve different skills in the game, described below.
Every character has a range of skills that allows him to perform a variety of actions with varying degrees of expertise. These skills represent the "day job" and origins of a character as well as grant more fine tuning for a characters overall concept.
At 1st level, characters begin with the characters INT score x's 10 in points to allocate amongst his or her desires skills, with no more than 40 points placed in a skill at this stage. Most characters gain 10 additional points to allocate amongst their skills at each odd-numbered experience level. Pure Human characters gain these 10 points at every single level to reflect the innovative spirit of these people and to offset their lack of mutations.
Skills
- Academics: Academics represents knowledge of the past and present, and is applied when deciphering ancient languages, and doing modern research and study. It is also used when attempting to identify Artifacts, , modified by the characters Tech Bonus due to a high INT score.
- Athletics: This is the practice of all things overtly physical. Running, jumping, climbing and the like.
- Business: Business is still very important in the Mutant Future. This skill is rolled when selling items or buying from junk merchants.
- Crafting: This skill represents skill in making items such as those found in the equipment lists on pages 16-20. However it also is used when repairing Artifacts, modified by the characters Tech Bonus due to a high INT score.
- Diplomacy: Diplomacy is the art of negotiation, persuasion. Successful use of this skill should allow the player character (along with role-playing) to change the attitude of NPC's by one category to the positive.
- Medicine: From first aid to surgery, this is an important skill to have in any adventuring group. Successful use of this skill can stop PC's from bleeding out when incapacitated, and allows a character to heal as though having full rest even if traveling.
- Outdoors: Survival in the weird wilderness of the Mutant Future is no joke. This skill includes knowledge of animals, plants, riding, tracking, setting snares and general survival.
- Perception: Searching, listening and sensing the motives of others are all determined by this skill. Player characters who are on lookout or are otherwise paying attention should be allowed a roll to avoid being surprised.
- Performing: The arts are not forgotten in the Mutant Future, and in-fact are highly prized. Characters who are very good at performing can earn a decent living and are usially welcome.
- Piloting: This represents operating any and all vehicles, though a ML might require a Tech or Academics + Tech check if the vehicle is a relic. Otherwise, this skill can be used to handle watercraft and general navigation.
- Politics: This is the skill for those who wish to deal with the law (either side of it), rulers, city guards or legal contracts of any kind.
- Stealth: This skill is all about not being noticed, and of covering your activities. Sneaking, hiding, sleight-of-hand and all other kinds of sneakiness are included. A successful roll on this skill allows a character to surprise opponents in combat.
Referees should be careful not to overuse the dice! A game can be ruined quickly if every action that a character takes might fail or succeed depending on a skill check.
Uses in Storytelling

Mutant Lords and Players are encouraged to come up with their own character origins. Think of characters from your favorite Post Apocalyptic movies, books or comics, and try to think of what skills might apply. Hank McCoy (Beast) is a biochemist as well as an X-man, and Severian from The Book of The New Sun was a torturer. Think how these careers would translate into Skills and run with it.
As an example taken from the NPC's mentioned on pages 39-41 in the Mutant Future game book we can construct a simple character origin and career from before he/she/it became an adventurer. As follows:
Animal Trainer: Animal trainers have to be alert, skilled in catching animals and in keeping them alive. Thus their primary skills would likely be- Animal Lore, Profession (animal trainer), Survival.
Blacksmith: Tremendous physical power and endurance as well as great skill and awareness are required to be a blacksmith. Thus along with a high STR (15+) their primary skills would likely be- Athletics, Profession (blacksmith), and Lore (metallurgy).
Scholar: The life of a scholar is all about reading, and talking to other scholars. Thus along with a high INT (15+) their primary skills would likely be- Lore (any), Profession (scribe or scholar), and Tech (any)
Seafarer: River and ocean trade is a tough but necessary trade, calling for physical skill, awareness and an ability to handle their craft. Thus their primary skills would likely be- Athletics, Entertainment, Profession (seafarer), Lore (sea).
Spy: A spy must be sneaky, self sufficient, and sharp to survive long. Thus their primary skills would likely be- Athletics, Skullduggery and Survival.
Junk Merchant: Trading salvaged trash and treasures for coin and trade goods requires skill with numbers, the gift of gab and the ability to patch up damaged goods (at least as far as appearances go). Thus their primary skills would likely be- Diplomacy, Profession (merchant) and Tech (any).
Slave Trader: The grim business of Slave Trading is a sad reality in the era of Atomic Dawn, and requires awareness, skill in business and the ability to keep slaves healthy (or at least alive). Thus their primary skills would likely be- Lore (medicine), Profession (merchant) and Ride.
Atomic Dawn: Table of Contents

Below is a list (in alphabetic order) of the articles I have already written:
Alamo Empire: The last vestige of Americana, and the greatest remaining empire of humanity in Merica (North America).
Aliens: You should have listened to Art Bell while you had the chance! Now these entities from distant dimensions have invaded and set up shop!
Basic Setting: This covers the basic ins and outs of the campaign setting, but nothing too specific.
CostMart: The last survivor of the Price Wars is now a major player in the post-apocalyptic world.
Dinosaurs: Savage creatures from a different age have been creeping into the corners of the world of Atomic Dawn.
Religion: Like it or not, religion plays a major role in culture. Here is listed the major religions of the Atomic Dawn campaign setting.
Skill System: A simple skill system for Mutant Future or Labyrinth Lord.
I will add to this same post as develop more components to the setting. I have some great stuff to add, so stay tuned!
Friday, March 11, 2011
Avis: Old Scratch and Friends
When telling a story, sometimes you need a cackling villain. Not a guy who does bad things even though he loves his mother, or who has a decent or even good side, but someone who is only motivated by his own greed, and who is Evil with a capital E. Towards this end, let me introduce Old Scratch and a few of his friends. This fiend is very active in the world of Avis but can easily find his way into any campaign setting. Unlike Jack Frost, Old Scratch does not serve any of The Twelve Gods , though he and the Old Man of the Sea and Mother Necessity do have some dealings. Rather, Old Scratch serves himself, seeking to steal souls for his own purposes.
Game Masters should not overuse Old Scratch. He is not just a potent baddie for characters to bash and fight with swords and spells, hes a bit too powerful for that anyway. Rather Old Scratch needs to be fought with riddles, guile and appealing to his twisted sense of honor. Game Masters using Old Scratch need to remember that this demon lord is SMART, and has long ago mastered lying and cheating. Player characters beware!
This monster is made using the Labyrinth Lord system. This system is a re-working of the classic Dungeons and Dragons game system. Simple rules with infinite possibilities.
Old Scratch (Demon Lord)
No. Enc: 1 (Unique)
Alignment: Chaotic
Movement: 120' (40'), fly 180’ (60’)
Armor Class: -2
Hit Dice: 21+ (666 hp)
Attacks: 3 (2 claws, 1 bite)
Damage: 1d6/1d6/1d4 or by weapon +3
Save: F21
Morale: 4
Hoard Class: XXXV (Mostly gold and magic items)
"Why should that worry you? A soul? A soul is nothing. Can you see it, smell it, touch it? No. This soul, *your* soul, are nothing against seven years of good luck. You'll have money and all that money can buy." -Old Scratch
Old Scratch appears as a swarthy, handsome male of any race (most often a human or a dwarf), though with some aspect of his demonic nature present, such as small horns, cloven hooves or even a tail. He usually seems friendly, well mannered, entertaining and helpful, but this is merely a ruse. This demon lord maintains a furnace realm which hungers for the souls of mortals, and Old Scratch is always looking for more firewood.
Though he prefers guile to combat, Old Scratch may attack with two claws and a bite each round, or may use any of the following spell-like abilities at will: animate dead, bestow/remove curse, cause disease, create food and water, detect magic, dispel magic, ESP (always active), fear, find traps, gate, illusion, insect plague, irresistible dance, know alignment, locate object, magic jar, mass charm, passwall, polymorph self, project image, read magic, snake charm, sticks to snakes, symbol (all), time stop, and true seeing. Old Scratch may only be struck with weapons of +2 or better enchantment. Furthermore, once per day Old Scratch can gate 2d4 7HD Hell Hounds, which often accompany him in his guise as the Wild Huntsman, chasing the souls of the damned (see Damned Souls below). Old Scratch has the following powers: Infravision (120’), Half damage from cold-based attacks, Half damage from electrical-based attacks, No damage from fire-based attacks (all), Telepathy (allows all languages to be understood).
The most potent power that old scratch possesses is the ability to grant one to three wishes to those who sell their souls to him via written contract (the number of wishes are determined at the time that the contract is written). The results of these wishes can be either good or evil, but cannot be made to directly break the character contract with Old Scratch.
Common Magic Items carried: Bag of Holding (Devouring when out of his hands), Amulet vs. Crystal Balls and ESP, Chime of Opening, Carpet of Flying, Ring of Invisibility.
Infernal Witch (Standard Order Demon)
No. Enc: 1d6 (1d6)
Alignment: Chaotic
Movement: 120’(40’)
Armor Class: 5
Hit Dice: 6
Attacks: 3 (claw, claw, bite or by weapon)
Damage: 1d4,1d4,1d6 by weapon +2
Save: F6
Morale: 9
Hoard Class: XX
Infernal Witches are not mortal spellcasters, but humans who have made a terrible pact with Old Scratch (or other demon lord), gaining infernal powers in return for their immortal souls and service in the mortal world. Infernal Witches (male or female) are generally indistinguishable from human beings, but always have a physical deformity by which their nature may be detected. This deformity can be scaly, warty or slimy skin, an odd odor or an animals tail or feet and can be concealed by cloaks, hats or other garments.
All infernal witches can be considered to be an Alchemist (see page 47 LL rulebook) in regard to potion making. Infernal witches have the innate ability to charm person which they use to beguile human men and women. Furthermore, all infernal witches gain the following spell-like abilities- climbing (as potion, 1 turn duration), darkness (as cleric), sleep (1/Day) and invisibility (2/Day). Infernal Witches may only be dealt damage with magical weapons that are +1 or better. However, they are susceptible to damage from ordinary weapons made of pure iron. As demons infernal witches gain the following have Infravision (90’), Half damage from cold-based attacks, Half damage from electrical-based attacks, Half damage from fire-based attacks (all), Telepathy (allows all languages to be understood) .
Because not all witches are old or ugly in appearance (many are very attractive) some well meaning or lust filled people think that these creatures can be rescued from their demonic servitude. However this is not possible, these creatures are irredeemable, and can and will commit any evil.
Infernal Witches congregate during the dark of the moon to hold wild celebrations, to which the wickedest sort of intelligent monsters in the area will likely attend, including lesser demons, gargoyles and the like. Sometimes Old Scratch himself might attend such gatherings, at which point he typically gives out gifts of magic items such as a broom of flying or a bridle of polymorph (Transforms a sleeping human into a Light Riding Horse for one night), and any number of cursed items.
Damned Souls
Damned Souls are the spirits of those who were taken by Old Scratch and burned in the furnaces of Hell. These Damned Souls look much like they did in life, though with a singed look (the fires of hell still on them), and wild mad eyes. These beings are now considered to be lower order demons, and have alignments of “Chaotic” regardless of their natures in life. They hate the living and cannot be redeemed by mortal effort.
Damned Souls have the stats of NPC Dwarves, Elves and Men (of any sort), but posses the spell like ability to cast fear 2/Day, and the following powers:
As demons, damned souls have the following abilities: Infravision (90’), Half damage from cold-based attacks, Half damage from electrical-based attacks, Half damage from fire-based attacks (all), Telepathy (allows all languages to be understood).
On occasion, damned souls will get loose into the mortal world. When this happens, it is never a good thing, as these beings are unrepentant and profoundly jealous of the living. On occasion, Damned Souls are purposely released by Old Scratch so that he and other demons might hunt them for sport. These "Wild Hunts" are terrible to behold, as despite their evil nature, damned souls were once mortal folk.
Game Masters should not overuse Old Scratch. He is not just a potent baddie for characters to bash and fight with swords and spells, hes a bit too powerful for that anyway. Rather Old Scratch needs to be fought with riddles, guile and appealing to his twisted sense of honor. Game Masters using Old Scratch need to remember that this demon lord is SMART, and has long ago mastered lying and cheating. Player characters beware!
This monster is made using the Labyrinth Lord system. This system is a re-working of the classic Dungeons and Dragons game system. Simple rules with infinite possibilities.
Old Scratch (Demon Lord)

Alignment: Chaotic
Movement: 120' (40'), fly 180’ (60’)
Armor Class: -2
Hit Dice: 21+ (666 hp)
Attacks: 3 (2 claws, 1 bite)
Damage: 1d6/1d6/1d4 or by weapon +3
Save: F21
Morale: 4
Hoard Class: XXXV (Mostly gold and magic items)
"Why should that worry you? A soul? A soul is nothing. Can you see it, smell it, touch it? No. This soul, *your* soul, are nothing against seven years of good luck. You'll have money and all that money can buy." -Old Scratch
Old Scratch appears as a swarthy, handsome male of any race (most often a human or a dwarf), though with some aspect of his demonic nature present, such as small horns, cloven hooves or even a tail. He usually seems friendly, well mannered, entertaining and helpful, but this is merely a ruse. This demon lord maintains a furnace realm which hungers for the souls of mortals, and Old Scratch is always looking for more firewood.
Though he prefers guile to combat, Old Scratch may attack with two claws and a bite each round, or may use any of the following spell-like abilities at will: animate dead, bestow/remove curse, cause disease, create food and water, detect magic, dispel magic, ESP (always active), fear, find traps, gate, illusion, insect plague, irresistible dance, know alignment, locate object, magic jar, mass charm, passwall, polymorph self, project image, read magic, snake charm, sticks to snakes, symbol (all), time stop, and true seeing. Old Scratch may only be struck with weapons of +2 or better enchantment. Furthermore, once per day Old Scratch can gate 2d4 7HD Hell Hounds, which often accompany him in his guise as the Wild Huntsman, chasing the souls of the damned (see Damned Souls below). Old Scratch has the following powers: Infravision (120’), Half damage from cold-based attacks, Half damage from electrical-based attacks, No damage from fire-based attacks (all), Telepathy (allows all languages to be understood).
The most potent power that old scratch possesses is the ability to grant one to three wishes to those who sell their souls to him via written contract (the number of wishes are determined at the time that the contract is written). The results of these wishes can be either good or evil, but cannot be made to directly break the character contract with Old Scratch.
Common Magic Items carried: Bag of Holding (Devouring when out of his hands), Amulet vs. Crystal Balls and ESP, Chime of Opening, Carpet of Flying, Ring of Invisibility.
Infernal Witch (Standard Order Demon)

Alignment: Chaotic
Movement: 120’(40’)
Armor Class: 5
Hit Dice: 6
Attacks: 3 (claw, claw, bite or by weapon)
Damage: 1d4,1d4,1d6 by weapon +2
Save: F6
Morale: 9
Hoard Class: XX
Infernal Witches are not mortal spellcasters, but humans who have made a terrible pact with Old Scratch (or other demon lord), gaining infernal powers in return for their immortal souls and service in the mortal world. Infernal Witches (male or female) are generally indistinguishable from human beings, but always have a physical deformity by which their nature may be detected. This deformity can be scaly, warty or slimy skin, an odd odor or an animals tail or feet and can be concealed by cloaks, hats or other garments.
All infernal witches can be considered to be an Alchemist (see page 47 LL rulebook) in regard to potion making. Infernal witches have the innate ability to charm person which they use to beguile human men and women. Furthermore, all infernal witches gain the following spell-like abilities- climbing (as potion, 1 turn duration), darkness (as cleric), sleep (1/Day) and invisibility (2/Day). Infernal Witches may only be dealt damage with magical weapons that are +1 or better. However, they are susceptible to damage from ordinary weapons made of pure iron. As demons infernal witches gain the following have Infravision (90’), Half damage from cold-based attacks, Half damage from electrical-based attacks, Half damage from fire-based attacks (all), Telepathy (allows all languages to be understood) .
Because not all witches are old or ugly in appearance (many are very attractive) some well meaning or lust filled people think that these creatures can be rescued from their demonic servitude. However this is not possible, these creatures are irredeemable, and can and will commit any evil.
Infernal Witches congregate during the dark of the moon to hold wild celebrations, to which the wickedest sort of intelligent monsters in the area will likely attend, including lesser demons, gargoyles and the like. Sometimes Old Scratch himself might attend such gatherings, at which point he typically gives out gifts of magic items such as a broom of flying or a bridle of polymorph (Transforms a sleeping human into a Light Riding Horse for one night), and any number of cursed items.
Damned Souls

Damned Souls have the stats of NPC Dwarves, Elves and Men (of any sort), but posses the spell like ability to cast fear 2/Day, and the following powers:
As demons, damned souls have the following abilities: Infravision (90’), Half damage from cold-based attacks, Half damage from electrical-based attacks, Half damage from fire-based attacks (all), Telepathy (allows all languages to be understood).
On occasion, damned souls will get loose into the mortal world. When this happens, it is never a good thing, as these beings are unrepentant and profoundly jealous of the living. On occasion, Damned Souls are purposely released by Old Scratch so that he and other demons might hunt them for sport. These "Wild Hunts" are terrible to behold, as despite their evil nature, damned souls were once mortal folk.
Thursday, February 10, 2011
Avis: Jack Frost
Below is one of the chief servants of the North Wind (see The Twelve Gods for details), and a powerful "god" of the far North in my home campaign world of Avis. Goblins, orcs, frost salamanders, ice elves, trolls, yetis and other beings revere this demon lord, and he is served by many others. The people of the North try very hard to stay on the good side of this fellow, leaving offerings for him on chilly nights and carving statues of him out of wood or ice. Jack Frost is often more playful than malevolent, but this changes very quickly as he has a cruel sense of humor.
This monster is made using the Labyrinth Lord system. This system is a re-working of the classic Dungeons and Dragons game system. Simple rules with infinite possibilities.
Jack Frost (Demon Lord)

"Dost thou know me?-me, the red-nosed Frost?"
-Jack Frost
No. Enc.: Unique
Alignment: Chaotic
Movement: 120ft (60ft), Fly 120ft (60ft)
Armor Class: -4
Hit Dice: 150 hp
Attacks: 3 (Claw/Claw/Bite)
Damage: 1d6/1d6/1d10
Save: F21
Morale: 10
Hoard Class: XXI
Jack Frost is the cruel spirit of crisp, cold, winter weather and a chief ally of the North Wind. He appears as a gaunt, elfin man with an over long nose and a long flowing beard covered all over in frost and ice. Though a demon, Jack Frost is a fickle and strange being, sometimes known to be kind to those with unflinchingly good manners. Still, he takes great pleasure in nipping scores of noses and ears and toes with frostbite, and will think nothing of killing all who foolishly enter his realm. Jack Frost rules over a kingdom of ice in the far north, though he himself is rarely home as he loves traveling the north, looking for opportunities for mischief.
Bone-chilling cold emanates from the Jack Frost, and all creatures within 120ft that are susceptible to cold damage receive 1d8 hit points of damage per round. Jack Frost is unharmed by all cold-based damage and nonmagical weapons lower than +2. Jack Frost is unaffected by sleep or charm spells. Jack Frost may attack with two claws and a bite each round, or may use any of the following spell-like abilities, usable at will: animate dead, cause fear (as the wand), control weather (winter weather only), detect invisibility, detect magic, feeblemind, fly, invisibility, know alignment, phase door, read magic, read languages, simulacrum, sleep, wall of ice, wither (as the staff), gate and symbol of pain. Once per day, Jack Frost may summon 4d6 Wights or 4d4 Yeti and command them to attack opponents.
As a demon, Jack Frost has the following powers: Infravision (90’), Half damage from electrical-based, attacks, Half damage from fire-based attacks (all), Telepathy (allows all languages to be understood).
This monster is made using the Labyrinth Lord system. This system is a re-working of the classic Dungeons and Dragons game system. Simple rules with infinite possibilities.
Jack Frost (Demon Lord)

"Dost thou know me?-me, the red-nosed Frost?"
-Jack Frost
No. Enc.: Unique
Alignment: Chaotic
Movement: 120ft (60ft), Fly 120ft (60ft)
Armor Class: -4
Hit Dice: 150 hp
Attacks: 3 (Claw/Claw/Bite)
Damage: 1d6/1d6/1d10
Save: F21
Morale: 10
Hoard Class: XXI
Jack Frost is the cruel spirit of crisp, cold, winter weather and a chief ally of the North Wind. He appears as a gaunt, elfin man with an over long nose and a long flowing beard covered all over in frost and ice. Though a demon, Jack Frost is a fickle and strange being, sometimes known to be kind to those with unflinchingly good manners. Still, he takes great pleasure in nipping scores of noses and ears and toes with frostbite, and will think nothing of killing all who foolishly enter his realm. Jack Frost rules over a kingdom of ice in the far north, though he himself is rarely home as he loves traveling the north, looking for opportunities for mischief.
Bone-chilling cold emanates from the Jack Frost, and all creatures within 120ft that are susceptible to cold damage receive 1d8 hit points of damage per round. Jack Frost is unharmed by all cold-based damage and nonmagical weapons lower than +2. Jack Frost is unaffected by sleep or charm spells. Jack Frost may attack with two claws and a bite each round, or may use any of the following spell-like abilities, usable at will: animate dead, cause fear (as the wand), control weather (winter weather only), detect invisibility, detect magic, feeblemind, fly, invisibility, know alignment, phase door, read magic, read languages, simulacrum, sleep, wall of ice, wither (as the staff), gate and symbol of pain. Once per day, Jack Frost may summon 4d6 Wights or 4d4 Yeti and command them to attack opponents.
As a demon, Jack Frost has the following powers: Infravision (90’), Half damage from electrical-based, attacks, Half damage from fire-based attacks (all), Telepathy (allows all languages to be understood).
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