Saturday, May 31, 2025

A LONG TIME AGO, IN A GALAXY FAR, FAR AWAY....

My groups have been dabbling in the Borg-verse (particularly Pirate Borg), and it's been a hoot.

But another has tickled my fancy:  Kyle Latino's and JP Coovert's delightful Star Borg.


David Okum has expanded on it...


...and inspired me to make my own species!

I hereby present.. THE TUSKED WALRISH!

TUSKED WALRISH  —by Justin S. Davis

The fanged, flippered Walrish inhabit oceanic and swampy worlds.  Burly and surly, blubbery and clumsy, they lack conventional social graces and (usually over-) compensate with aggression and brawn.  They find baseline humans repugnant, and dislike them on sight.

Abilities:  -1 Agility (AGI), +1 Strength (STR)

Aquatic: Walrish breathe and move in water as if on land, and all STR tests are -2 DR when submerged.

Brutish: With Presence (PRS) tests involving tact and charm, Walrish suffer +2 DR, but make aggression-based PRS tests at -2 DR.




Thursday, January 2, 2025

Radioactive Review: 'Bats' (1993)

  





Haven't done one of these in a while, and as I'm clearing out the shelves, figgered what the hell.


Bats is terrible.  And gets worse the more ya think about it.

The novel doesn't deserve further explanation.


Sighhh, fine.

In the swampy wilds of Podunk, Louisiana, our ostensible hero–one Johnny McBride [not his real name, because he's a retired super-spook who "worked for ASA, CIA, DIA, NSA, and a dozen other intelligence-gathering organizations all over the world" and in hiding from All The Planet's Bad Guys]–hears the titular bats on Page 2, and finds desiccated, bloodless livestock less than ten pages later.

Potentially interesting, as the hero knows about the furry threat from the get-go; usually, with these Animals Amok™ books, the beastie menaces lurk on the periphery until rampaging about two-thirds through the story.  But, nope!  Vampire bats are namechecked in the last sentence of the first chapter.

About Johnny McBride:  He's hunky.  He's wealthy.  He drives a cool car.  He built a bayou Wayne Manor equipped with secret hatches and an arsenal that puts militaries to shame.  Best of all, he's COMPETENT, with the sort of calm, cool, collected, confident, always-right mojo that makes all Good Government Officials kowtow in reverence and all Bad Government Officials scoff to their inevitable exsanguinary comeuppance.


Now Crank That Sentiment To 11

Chapter Two introduces us to Dr. Blair Perkins, the female McBride (gorgeous; financially sound; armed; COMPETENT) who, upon investigating the aforementioned livestock, intones, "We're in trouble.  I think we're in a lot of trouble."


Spoiler:  He Does.

Chapter Three has the leads capture footage of the bats, discovering they are enormous (four-foot wingspans!), active 24/7 (being diurnal, nocturnal, crepuscular, and everything in between), number in the tens-of-thousands, slobberily rabid, and intelligent enough to circumvent electric fences and detect / bypass boobytraps.

"'Well, I'll be goddamned!' Johnny said.  'The bastards can think and reason!'" (p. 38)

Thanks to our heroes and the discovery of some draculized human corpses, by the end of Chapter Four, anybody and everybody knows about the bats.  Knows they're smart.  Knows they're carnivorous.  Knows they're Deadly-with-a-capital-D.  Knows they probably number in the millions.  Knows that potentially apocalyptic events are about to transpire.

Oh, what further genre-bending thrills-n-chills await us over the remaining three-hundred pages?!!!

And, whoa!  Chapter Six amps up the weirdness!

Some rando mentions decades-old, unsolved vampiric murders where everyone involved moved away, was sworn to silence, and / or deceasified (killed or suicided), introducing the threat might be supernatural!  Ooh, a twist!

A mysterious NSA Agent, one "Mr. Smith"–yes, really–shows up, alluding to secret government experiments and bioweapons and Top Secret toxic waste dumps causing mutations.  Ooh, another twist!

There's also a cult of 1970s-Satanist-voodoo-hippies-as-written-by-a-1990s-Dittohead who love drugs, orgies, and the blackest of masses.  Ooh, a third twist!

THIS IS GONNA BE AWESOME!!!1111!!!!!

"No, no it's not."



That's about as far as the book goes in the first fifty pages before turning into a joyless, repetitive slog [before that, it was just a slog-adjacent].  The text is perfunctory and boring, making humdrum scenes agonizing and the (theoretically rollicking) setpieces perfunctory text blocks, and the next two-hundred-fifty pages play out essentially the same.

McBride fortifies his home / base of operations.

McB issues grave warnings to all the surrounding city and county governments about The Bats (with frequent author's-true-feelings, Dale Gribblean lamentations about liberal judges, liberal newsmedia, liberal gun-control activists, liberal welfare recipients, and all the other liberal soft folks Who Can't Do What He Does™).

Perkins agrees.

Everyone scoffs, and goes barhopping / mall-crawling / Friday Night Light-ing without care.

The Bats attack, blinding, eating, and / or infecting everyone.  (There are sooooooo many mentions of plucked eyeballs and ripped-out tongues and throats, but they're just... there.)  And the winged menaces intentionally leave power / phone lines undamaged (yes, they could destroy 'em if wanted) to lure in more victims.

There Are Indeed Passages About
The Bats' Thought Processes... EVIL Thought Processes!


Rabies-zombies [the devil-hippies got bitten on purpose, and spread the contagion] attack the uneaten civilians.

Law enforcement kills the rabies-zombies but dies via The Bats.

Medical personnel rush in to save law enforcement but die via The Bats.

So heroic duo re-fortifies their homes / bases of operation.

Then warn the next batch of towns.

Repeat ad nauseum.


Everything above should create a bonkers, gonzo, crazy-go-nuts blood-romp, but it's so tragically, brutally boring.  Absolutely no panache nor suspense.  Even all the nausuems are dry and flavorless.

Remember all the weirdness introduced in Chapters Five and Six?  It's all pointless and useless.

Mr. Smith is never seen or mentioned again.

Total.  Waste.

Speaking of waste, the other NPCs (mostly police) are all but identical and interchangeable, with only told-not-shown one-line quirks to distinguish them (like, the sheriff resenting a deputy because the latter "eats too much on meal tabs" and the deputy resenting the sheriff because "it was only one instance of eating too much on a meal tab".  Every time the two are on the same page at the same time (which is blessedly rare), they bicker about the food incident.

Says It All


(McB and P also adopt some bat-induced orphans, and only mentioned because it's perhaps the most hand-wavingly preposterous part of the book.)

Regarding those unsolved vampire-murders?  Turns out the Satanist leader did 'em.  Just a throwaway line about it, too.

Oh!  Same about The Bats being atomic mutants.  Again, in one line, it's revealed that they're not hybrids resulting from Forbidden Science / Mother Earth Seeking Revenge, but seeeeecret bats that have been around since The Dawn Of Time and show up every century or so to cause mayhem.

All of the above are reasons to loathe Bats, but it's the unmitigatedly galling idiocy that really gets me.

Let me count The Dumb.

1)  The Bats, about halfway through the book, get even more dangerous by figuring out how to open any and all doors–residential knobs, shopping center push / pull handles, and even car door latches–so there's no way to escape 'em.

But that info is conveyed exactly like this:  "The Bats learned to open doors."

There's no discussion of the physiology involved, nor the reasoning process.  Just—BOOM!—they can.

2)  Turns out The Bats have intentionally picked their civilian targets (which now encompass almost all of The South, all the way up to Washington, DC and out to Texas and Florida) to create, when connected on a map, a goofy picture because–I kid you not–THEY HAVE A SENSE OF HUMOR.

I'm Not Even Joking


3) And then there's the last fifty pages.  Krishna H. Vishnu, the ending.

A wizened, mysterious, inscrutable South American professor–who happens to be The World's Foremost Chiroptera Expert–flies to Louisiana to join our heroes.  He has some theories, see, that will save Humanity if he's right or doom it if he's wrong.

What are his theories, you ask?  Don't bother–he won't tell, because he doesn't want to offer false hope!

"Helpful, I Am Not.  Useless, I Am."


And he really doesn't have to say a word, because the solution becomes apparent in the literal last ten pages of the novel when MILLIONS OF REGULAR, GARDEN VARIETY BATS OF ALL SPECIES FLY IN OUTTA NOWHERE TO CHOMP HOLES IN THE SWARMING BATS' WINGS, CAUSING THE BAD BATS TO CRASH INTO THE EARTH AND DIE.

Yes, that's the ending.  Deus Ex Flappina saves the planet.  This ritual, too, has seemingly been going on since The Dawn Of Time, so the heroes ultimately do jack and squat to stop the bat invasion.

And as the genre demands, some last-page Evil Bats escape to breed again....

In conclusion, Bats fucking sucks.


RPG Relevance:  Doesn't get much more Dungeons And / Or Dragons than giant, diseased bats slavering for the blood of the living, but making them cunning geniuses definitely amps the threat.



Final Review Score:  One-and-a-half Jerry Dandriges outta five.



Sunday, November 3, 2024

DON'T MESS WITH WREXUS — A NEON LORDS OF THE TOXIC WASTELAND JOINT

 





In addition to that Umerica Masters Of The Universe game, got shanghaied into running Neon Lords Of The Toxic Wasteland on Tuesday nights!

We're four seshes in... take a gander here!!!

Friday, October 25, 2024

Monday, September 23, 2024

"BY THE POWERTOOLS OF GORESKULL!!!"

 Here's some more DCC / Umerica / Aetherian dungeons (that also work perfectly for Neon Lords Of The Toxic Wasteland, Planet Motherfucker, and any other gonzocalypse).

Each has "toyetic playset features" and "accessories" to torment players.  And shoddiness is part of their charm!




Wednesday, September 18, 2024

THE CONQUERORS OF THE COSMOS™!!!

In recent years, I've switched from my beloved Mutant Future to Dungeon Crawl Classics.

And my favorite published setting / expansion is Umerica.  It's my kinda gonzocalypse.  Been playing steadily for over four years now.

I'm about to take the GM reins in my DCC group, and I'm using Aetheria as a setting.  (That's what those recent posts have been about, where silly brainstorms really took root.)

What's Aetheria, you ask?  It's serial-numbers-filed-off Masters Of The Universe via the Umerican apocalypse, with a dandy twist... that I'm going to completely bypass by starting after it's happened.

First Appearance Of All Thangs Aetheria!

I'm cranking up the jankiness of Aetheria even further, and really leaning into the "dollar store He-Man aesthetic".  Things are gonna get silly, y'all.

Cue 21st-Century Filmation fanfare and symphonic soundtrack...

--

Planet Aetheria is rent asunder.

Rival nations of Nirvara of Mausolea lie in ruin.

THE CONQUERORS OF THE COSMOS™—iconic noble heroes and dastardly villains—are missing, obliterated... or worse.

And The Forces Of Good are primarily to blame.

--

Yes, the combined might of She-Ro (Vindicatrix Of Virtue and Daughter Of Blacksun The Liberator), Skulletox (Seventh Corpse-Born Son Of Skull-Or The Deceaseless), and interplanetary despot Lord Vespero Necronox (Evil Overlord Of Evil) revealed Aetheria's darkest secret:

Castle Oldskull, renowned bastion of all that is moral and decent, was in actuality a parasitic entity leeching the magical lifeforces of the populace to maintain an unrighteous status quo.

And, LO!!!  A mighty battle between Light, Darkness, and Everything In-Between raged...

...wreaking techno-sorcerous havoc and freakishly bending Reality As Was Known.

Now you​perhaps the last remaining Aetherians (and lowly ones, at that)find ​yourselves amongst the warpwastes to forge your own paths.

Where once stood only Castle Oldskull, bizarre new structures loom, resplendent with artifacts magical and mechanical guarded by robo-witches, spookborgs, all manner of abominations... and worse.

The worldwreck awaits.

Long live Aetheria!

LONG LIVE THE CONQUERORS OF THE COSMOS™!!!

Tuesday, September 17, 2024

DON'T MESS WITH WREXUS -- CASTLE JIVESKULL

 

DARE YOU DANCE INTO
DISCTERIO'S DREAD DISCO DEMENSE?!!!

NOW WITH RAMPANT ROLLER ACTION!!!



Friday, September 13, 2024

Tuesday, September 10, 2024

Don't Mess With Wrexus – "Overheard In The Roadhouse"

(Cross-posted from here.) 



1)  "It's almost cannibal-mutant breeding season.  Yeah, the bounties are higher than ever... but, brother, probably best to stay out of the hills entirely."

2)  "Presley's Chicken Tomb is opening a new franchise down the way.  That's sure to righteously piss off the owners of this fine establishment."

3)  "See the weird lights near Old Man Gutchel's place last night?  Could mean another saucer landing.  Wonder what'll happen to that crazy moonshiner's swill this time?"

4)  "Them zombies infestin' the Doom Mall are gittin' smarter.  Could'a swore ah seen 'em usin' utensils."

5)  "Speakin' a' zombies, think the contagion's spreadin'.  Undead gators and feral hogs wrecked a kegger down near the crick.  Man, it's bad enough if animals can now git the bug... but if they're workin' together, we're motherfucked."

6)  "Satan's Cerebrums are back in town.  Sure, those mad biker-scientists are assholes, but their brain-in-a-jar looks pretty boss, riding in the sidecar like that."

7)  "The sweet old werewolf couple over there?  Yeah, the gray ones, with the saggy jowls and fanged dentures?  They keep inviting me to swing-parties at the senior center.  I swear, one more drink, and I'm going for it."

8)  "The Belfry Boys are recruiting for a big job.  Even saying they'll convert those that survive.  Hell, yeah, I'd consider vampirism.  Wouldn't you?"

9)  "The Headless Hotrodsman is racing for pinks down at the haunted dragstrip.  And the rubes are lining up to take him on.  Just what the hell does he do with all those rides he wins, anyway?"

10)  "Get this:  ALL the scarecrows in the county are turning up pregnant.  Yes, pregnant.  Well, what else would you call it?  One day they're hanging there as limp and lifeless as you please, and the next they're bloated and swollen and... and... and beaming, okay?  They're smiling... have a glow about 'em.  YES, EVEN THE DUDE ONES.  Fuck you, dicklips.  Why would I make that up?"

Monday, August 19, 2024

The Guys Of Wrexus Are Upon You — Meet Karl Kongchak, Mutagenic Muckraker!

 

Karl Kongchak

Even the post-apocalypse needs a rumpled, cantankerous crusader who's a perpetual thorn in the sides of The Powers That Be.

Karl can flip from charming to snide in a heartbeat, and wields sarcasm like a razor.  His cleverness is outmatched only by survival skills--he's zippier than an irradiated cockroach and luckier than a three-legged leprechaun.

Saturday, August 17, 2024

Umerica Unleashes... THE JUJUBEAMER!!!

Silverscreen procured this from an Aetherian [think "dollar store MOTU"] arms dealer.  Generated via the Umerica Unnatural's "Cache Of Astonishing Salvage -- Rayguns" chart.

The randomly rolled results were the perfect blend of bonkers and thematic, so I christened it with the first thing that popped into my head....

Angled View


THE JUJUBEAMER!!!

Damage:  3d6, Photonic -- 50% chance blasts ignore physical armor (ignores all non-Impervious armor and Impervious armor only counts at ½ value)

Weird Damage:  DC 13 check to avoid instant death via goo-ification!  Turns 'em into li'l chewy gummies!

Range:  50’ long x 10’ wide cone

Ammo:  11 shots, Atomic Battery – fully recharges in 10 mins

Special Ability:  Targeter – adds +1d3 to all attack rolls

GM-Mandated Defect:  Electron-Restrictor Security Feature – can only be wielded 10 minutes (1 Turn ) before requiring a FORT Save at DC 12, with failure indicating user can’t hold gun or anything else for 1d5 mins

Quality:  Good

Rear View (with Targeter)

Side View

Angled View

What A Foe Sees!

Tuesday, August 13, 2024

Umerica Unleashes... SILVERSCREEN!!!

Here's my current DCC Umerica character rejiggered from various Transmorphotronobotic games that never got off the ground.  Consider him extra-jankified to fit into the apocalypse proper.

On his home planet, Silverscreen was a curmudgeonly antiquarian, archivist, and amateur holographic-arts critic [think Doc "Bones" McEbert].

Then came "The Incident", where his scoutcraft crashed on a primitive, desert backwater one fateful July night in 1947.  He hid from local law and military forces in a run-down drive-in, and stayed there for decades learning about his environs through the lens of B-movies and classroom scare films.  Armageddon led him to coming out of the literal (storage) closet to a ruined world.


(art by me)


Page 1


Page 2


"The Incident"


Alt-Mode!


Reel Hatchet!


Film Canister Battle-Tote!


(commission by Jacob Blackmon)

Friday, July 5, 2024

CAMP BLOOD -- WATERLOGGED

  


It was here at Camp Karankawa, some twenty-five years ago on a night just like this, when a devastating boating accident took the life of a young camp counselor.

The site stayed open, but tragedy struck over... and over... and over again across the decades, ultimately forcing closure for a few seasons.

But now, in the summer of 1980, Camp Karankawa reopens for a new generation of rambunctious, rowdy, randy reprobates...

...AND A TIDAL WAVE OF GORE WILL DELUGE THEM ALL!!!

--

Yeah, this is pretty much outside this here blog's general theme, but I'm in a "Halloween In July" mood, and have ideas for a post-apocalyptic "extended Slasherverse" Umerica / Planet Motherfucker campaign..

Accordingly, just started a game of Camp Blood (a Bloat Games joint) for a new group of folks, and went down a rabbit hole to make it as cinematic as possible.  Here's the campaign poster, and here's the link to its "IMDB page".




Follow along as the havoc unfolds!

Sunday, June 9, 2024

"S" is for "Sneakstank"

Here's another collaborative beastie arising from our Umerica group.  Each player rolled on the ol' mutations chart from Maximum Mutagenesis (which is a danged snazzy tome), hence the resulting ridiculousness.



Sneakstank

Sneakstanks are roughly man-sized crabs (around 4'-5' tall, and about 6' wide) with bulbous eyes and scaly, reptilian limbs.  Their mouth-mandibles end in small manipulative claws.

Sneakstanks are cunning, and while certainly no geniuses, are intelligent enough to utilize any tech that fits in their "hands".  Like piratical gondoliers, they pole across the waters via "trashbergs" to plunder unassuming coastal communities.

Sneakstank:  INIT +3; ATK big pincer +5 melee (2d6), small pincer +5 melee (1d6); AC 10 (d5 Armor); HD 3; MV 20' or 60' swim; ACT 1d20 (big) and 1d16 (small); SP Abnormal Limbs, Aquatic Adaptation (Water Ambush), Gigantic Proportions (Huge Eyes), Queasy Emissions (Offensive Odor); SV Fort +4, Ref +0, Wil +2; AL N or C.

Abnormal Limbs:  lizard-like

Aquatic Adaptation (Water / Sand Ambush):  lies in wait under the surface of either water or sand, gaining a surprise attack against oblivious foes [must roll an Intelligence check at DC 15 to detect]. Successful surprise attacks are automatic critical hits.

Gigantic Proportions (Huge Eyes):  gains +10 to all visual perception checks; can see perfectly well in the dark; gains +2d to stare down an opponent.

Queasy Emissions (Offensive Odor):  exudes a foul miasma that induces retching to all within 100’.  Getting closer requires a WILL save at DC 14; failure indicates convulsive gaging, inflicting a -2d penalty to all actions while within 100’ of the creature.  A new save must be made each round for those who choose to remain near the crab. Failing three saves in a row will cause the person to effectively be "turned" (as Turn Unholy of the core DCC book, pg 96-97).

Thursday, May 9, 2024

"P" Is For "Pizzly" (Or "B" Is For "Bobble Bear")



This unholy creation was a collaborative effort amongst my long-term Umerica group.


We're starting a new campaign in the ruins of Aleutian Alaska, and the worldbuilding naturally involves new beasties.  Player M picked "grizzly / polar bear" hybrid, and The GM had us each roll an ability on the amazing mutation charts.


Sooooo Much Better Than Standard
Mutant Crawl Classics Rules

Meet the resultant monstrosity! 



Pizzly (aka Bobble Bear) 

Pizzlies are enormous ursines with freakishly enlarged heads with corresponding brains. They can--and do--consume anything, but posses a particular fondness for petroleum products. These chemicals leach into the fur, resulting in a protective plasticine coating; a dead pizzly's hide can be fashioned into tools and armor.

Two tentacles sprout from a pizzly's backside, and are deft enough to manipulate weapons and objects.

Pizzly (aka Bobble Bear): INIT +5; ATK bite +8 melee bite (1d14+2), claw +8 melee (1d6), tentacle slap +8 melee (1d3); AC 13 [d5 Armor]; HD 5+3; MV 40'; ACT 2d20 & 2d16 (tentacles); SP Carapace Protection (Plastic Shell), Gigantic Proportions (Head), Heightened Attributes (Agility), True Omnivore, Xenomorphic Traits (Tentacles); SV Fort +7, Ref +3, Wil +3; AL N or C.

Carapace Protection (Candy-Colored Coating): covered in resistant plastic-like fur and nodules increasing Armor +2d; can be fashioned into wearable armor and other implements.

Gigantic Proportions (Big Head): +1d5 to all Intelligence checks (as raccoon / dolphin / ape) and bite damage by +2d.

Heightened Attributes (Increased Agility): +2d to all Agility checks and Reflex saves.

True Omnivore: gains sustenance from eating meat, plants, and any / all petroleum products. 

Xenomorphic Traits (Tentacles): multiple tentacles grow from the creature's body; can use as well as normal limbs (and actually better, as can manipulate objects!) and grants 2d16 action dice for the tentacle’s actions.







Saturday, October 28, 2023

HE IS THE LAW!

 

JUDGE HAMMER!--CARNAGE COP


TRUST HIM--HE KNOWS WHAT HE'S DOING.

(By Mustafa Bekir of Neon Lords Of The Toxic Wasteland fame, based on my clumsy version below.)