What If?

Over the weekend, I was sitting with the daughter on the couch, watching MST3K Gamera movies and old Spider-Man cartoons on Netflix and watching her use Fabrica Herois to make public domain superheroes. While she was doing that, an idea popped into my head of what Spider-Man might have looked like had he been invented in 1938, and likewise what a 1960’s Superman might have looked like. So, seizing the laptop I put together some notions on interposing Spidey and Supes, and then Daredevil and Batman. Here, then, are my “What If?” origins of these characters and their little costume sketches.

Spiderman

Daily Bugle photo-journalist Peter Parker has been everywhere and done everything while snapping pictures for his hard-nosed publisher, J. Jonah Jameson. Maybe his most fantastic adventure occurred in Cairo, when he was accosted in a dark alley by a desperate old man who pressed a strange little golden amulet into his palm. The man, it turned out, was on the run from art smugglers. Putting on the amulet, Parker discovered he gained the powers of a spider! Using these powers and quickly crafted mask, he foiled the smugglers and turned in the expose’ to Jameson. Back in New York, he continues to fight crime as the mysterious Spiderman, all while dueling ace reporter Betty Brant and dallying with fashion model Mary Jane Parker. His aunt, May Parker, still lives in the Forest Hills section of Queens.

Super-Man

Young brainiac Clark Kent lives with his parents, John and Martha Kent, in the suburbs of Metropolis. Late one night, Clark gazes at the sky with his telescope and sees a meteorite streak out of the sky, striking nearby. Clark sneaks out of the house on his bicycle and discovers the glowing green meteorite in a nearby park. It bathes him with its rays, and Clark soon discovers by accident that he has gained tremendous powers. Enjoying his new power, he becomes a show-off and misses a chance to save his father’s life when he suffers a heart attack. Realizing his error of his ways, he dedicates himself to helping people with his powers. Clark now tries to balance high school, crime fighting and a job as a cub reporter at the Daily Planet – not to mention his love interests – ambitious fellow cub reporter Lois Lane and pretty girl next door Lana Lang.

Daredevil

Matt Murdoch grows up in Hell’s Kitchen with his father, a boxer. When gangsters of Boss Fisk kill his father, Murdoch makes a solemn vow to destroy all crime in New York City. To this end, he trains mind and body, becoming a crusading lawyer as well as studying under Tibetan yogis, who teach him to “see without eyes”. He adopts the guise of a devil in order to frighten criminals who are a “cowardly and superstitious lot”. While his arch enemy is Boss Fisk, the “Kingpin of Crime”, his most interesting foe is the seductive Russian-born cat burglar known as “The Black Widow”.

Batman

As a youth, Bruce Wayne is struck blind when he is struck by a radioactive rod that flies out the back of a van driven by gangsters who have just stolen an x-ray machine from his father’s medical practice. The rod steals his sight, but gives him the echo-location abilities of a bat, along with other super senses. He soon discovers that his father, a widower, has been killed in the robbery. Inheriting his wealth, Wayne builds it into a vast industrial fortune that he uses to bankroll his war against crime in Gotham City, which he fights as Batman, the Man Without Fear.

NOD 10 Goes Live!

NOD 10 – the August issue – is finally live. The Mutant Trucker article was holding things up, but since I had enough material without it, I’m pushing it back to next issue and getting this show on the road. Here’s the description …

NOD is rounding out Summer with the remainder of the Mu-Pan hex crawl begun in issue 8. It also presents the Leech, a new playable class, randomized chimerae, two new races for PARS FORTUNA, two new Demon Lords and a continuation of Phantastes. 80 pages. 

E-Book (PDF) is up for sale at $3.50. I’ll get the print book up once I get my proof copy. You can visit my Lulu shop HERE.

Hopefully, I’ll get a more entertaining and useful post up later today.

My Old School Bona Fides

Yeah – anyone can claim to be from the Old School (and thus glory in the fabulous honors and rewards thereof), but can they prove it? I was at the parents’ house last night looking through old photos and found a few of me getting my old D-n-D expert set and a couple AD-n-D books.

You’ll also notice a Crossbows and Catapults add-on and Robotech model in this last one. Don’t know why I’m doing the paparazzi move in the photo though. And though I no longer have the box for the Expert set, I still have the expert books and those AD-n-D books to this day. Actually – I have that Crossbows and Catapults stashed somewhere as well. The Robotech model put up a good fight, but was eventually lost.

The Monsters of Space Princess

While I’ve been writing Mu-Pan and plotting out Hell (previews to come soon), I’ve also been slowly filling in the gaps on Space Princess. At this point, I’m about 80% done writing it, having put some yeoman’s work into the monster section yesterday. Most of the beast are re-purposed from Ye Olde Game or d20 Modern, with a couple originals stuck in as well. I still want to invent some more aliens that might lurk in the bowels of a space fortress, but the following list should give you an idea at what adventurers might find in the game. The “danger level” gives an idea of how powerful the monster is.

Now I just need to finish up the starship battle rules, the sample space fortress (or one sector therein) and sort out the art, do some play testing and I’ll have a nice little pulpy beer and pretzels sci-fi game. Should come in at around 50 pages, and therefore be pretty affordable.

Son of Grab Bag

Yes indeed, it’s another grab bag of ephemera …

From the D-n-D Becomes More Real Everyday File

Giant underground river system discovered (well, theorized anyhow) underneath the Amazon system. Dwarves were unavailable for comment.

From the Honest Politician File

Found this at Patrick Owsley’s blog.

From the Favorite Comic Cover Ever File

Honestly – there’s nothing about this cover I don’t like.

From the Best Thing I’ve Seen All Week Dept.

Seriously. Excellent piece of work by Fearless Fosdick at DeviantArt.

From the Wow Department


Jonny Quest Opening Titles from Roger D. Evans on Vimeo.

If you haven’t seen this gem yet, give it a look-see. For me, Jonny Quest is to adventure cartoons what Citizen Kane was to Orson Welles’ movie career. Nobody has been able to top it.

Deviant Friday – jimmymcwicked Edition

Today, I peer uncomfortably at jimmymcwicked. He makes fun drawings of fun stuff that are cool and fun. He also sells his wares HERE. Go visit, won’t you?

COMMANDO

 

 

Yes – he’s a commando. Not a freaking trite, overused ninja.

 

BOSSK

 

 

Generic Future Soldier Girl

 

 

Teela

 

Wonder Woman vs. Cheetah

 

Sgt Rock

 

 

Blobby Guy

 

Hawkeye and Black Widow

 

 

O’Hara, Shana M.

 

 

Shades of Blue

Here are six cousins to the venerable blue dragon.

Azure Dragon: An azure dragon’s sense of self-worth is as majestic as the color of its scales. Azure dragons are mesa dwellers – haughty and self-satisfied. They control the weather over their domains, alternately keeping it dry as dust to discourage large interlopers from approaching and then, when fools dare tread on their domain, causing downpours that turn into flash floods. Azure dragons are medium-sized for blue dragons, with lofty, white horns that curl and nearly meet above its head. Azure dragons are always capable of speech (usually a throaty, superior baritone) and magic. They can always use the following spells: Control weather (at will), call lightning (at will) and lightning bolt (3/day).

| Azure Dragon: HD 9; AC 2 [17]; Atk 2 claws (1d6), 1 bite (3d8); Move 9 (F24); Save 6; CL/XP 11/1700; Special: Spells, control weather, call lightning and lightning bolt.

Cerulean Dragon: Cerulean dragons are small for blue dragons, with tiny scales and over-sized wings. They are gregarious and vivacious, and the least wicked of the blue dragons, though they are as self-centered as any other wyrm, and prefer to be the center of attention. Electricity runs up and down their scales (touching them inflicts 1d4 points of damage) and their bodies give off an electric hum. They are capable of controlling electro-magnetic forces around their body (treat as double-strength telekinesis that only works on iron-based objects). Most cerulean dragons keep dozens of steel blades around their lairs, whipping them into a blade barrier when intruders approach. The blade barrier has a radius of 20 feet and inflicts 8d6 points of damage to anyone who passes through the barrier. They have the normal chances for speech and magic use.

| Cerulean Dragon: HD 8; AC 2 [17]; Atk 2 claws (1d6), 1 bite (3d6); Move 9 (F24); Save 7; CL/XP 11/1700; Special: Magnetism, blade barrier.

Glaucus Dragon: Small, wiry and suspicious, the glaucus dragon likes to toy with its prey. It always acts as though it is incapable of speech and magic use, and always pretends to be sleeping when first encountered. The beast breathes a heady, thick gas – as thick as pea soup – that forces those who breathe it in to pass a saving throw or be struck by the slow spell and age 1d10 years per round. The cloud covers an area measuring 20-feet in radius. This aging can be reversed with a potion consisting of the offending dragon’s blood mixed with blueberries and stirred with electrified copper. They have the normal chance for a blue dragon to speak and use magic.

| Glaucus Dragon: HD 8; AC 1 [18]; Atk 2 claws (1d6), 1 bite (3d6); Move 12 (F27); Save 8; CL/XP 11/1700; Special: Breath weapon (aging).

Indigo Dragon: Indigo dragons are large and lazy – almost floppy if that’s possible for a dragon. They have small, useless wings on their shoulders and terrific maws filled with sharp teeth and two elephantine tusks that jut out of their mouths. Indigo dragon are gluttonous and boorish. They have only a 45% chance to speak, and when they can speak they rarely have anything interesting to say. Indigo dragons radiate an aura of static electricity down the spines on their back. This electricity arcs to any creature within 10 feet, inflicting 2d6 damage per round on characters without metal armor and an additional 1d6 damage for characters in metal armor and/or wielding a metal weapon (i.e. 4d6 total for a character in metal armor wielding a metal weapon. Indigo dragons are encountered in their lairs 80% of the time and are asleep about 70% of the time.

| Indigo Dragon: HD 10; AC 2 [17]; Atk 2 claws (1d6), 1 bite (4d6); Move 6; Save 5; CL/XP 12/2000; Special: Electric aura.

Sapphire Dragon: Sapphire Dragons have brilliant, polished scales that look like little teardrop shaped sapphires. They live deep underground and are notoriously fastidious and picky about their surroundings. All sapphire dragons can assume human shape as they wish, usually taking the form of tall, stately men or women with blue-black hair and sapphire blue eyes. They enjoy attention and worship, and often cultivate little cults of beautiful men and women. Sapphire dragons can always communicate telepathically and cast spells, though they sometimes are incapable of physical speech.

A sapphire dragon with spell-casting ability always has the following spells: First Level – Sleep; Second – Level: ESP; Third Level: Suggestion; Fourth Level – Confusion; Fifth Level: Feeblemind. Their breath is a sapphire ray that can be directed at a single victim. The ray causes all of the victim’s synapses to fire, stunning them for one round and leaving them with a pounding headache for the next 24 hours. While suffering from the headache, spellcasters have a 5% chance of their spells failing to materialize.

| Sapphire Dragon: HD 9; AC 2 [17]; Atk 2 claws (1d6), 1 bite (3d8); Move 9 (F18); Save 7; CL/XP 13/2300; Special: Breath weapon (stun), spells, telepathy 100 feet.

Ultramarine Dragon: Ultramarine dragons are large, powerful specimens of dragonhood, with deep blue scales that gleam in the light and absolutely blaze in the moonlight. They have large, knowing eyes and long, overlapping fangs. Ultramarine dragons are imperious and overbearing, and are especially vulnerable to flattery. They are also uncommonly fond of intoxicating beverages, and have been known to keep especially skilled bartenders in their lairs mixing wondrous concoctions.

An ultramarine dragon spits chain lightning. Chain lightning strikes one target initially, then arcs to up to ten other targets who cannot be more than 10 feet apart from one another. Damage is normal on the first target and half normal on all others. Saving throws to halve damage are permitted. If multiple targets fail this saving throw, their minds are switched by the mystic lightning.

| Ultramarine Dragon: HD 10; AC 2[17]; Atk 2 claws (1d6), 1 bite (3d8); Move 9 (Fly 24); Save 5; CL/XP 13/2300; Special: Chain lightning (damage and mind-switching).

Image found at the Lost Papers of Tsojcanth.