Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

11 December, 2013

Interview with David Pulver - Laboratory of the Forsaken!


Today I have a brief interview with David Pulver, a freelance writer in Canada, just for you! David is working on an adventure game for Crafty Games' FANTASY CRAFT Roleplaying system called "Laboratory of the Forsaken".

B: David, do you want to tell me a little about Laboratory of the Forsaken?


D: The soon to be released "Laboratory of the Forsaken" is my first adventure for Crafty Game's FANTASY CRAFT roleplaying system.

It takes place in the Realm, the same setting used in their earlier TIME OF HIGH ADVENTURE book, which features a conflict between the Circle (free-thinking but occasionally out of control scientist-arcanists) and the Church (nice folks unless you get on the bad side of their inquisitors).

The adventurers get to investigate the manor house of Doctor Magnus Croatalorn, a Circle member who has been performing experiments to investigate the origins of life. The Church has decided to shut him down (since he wants to prove life was magically rather than divinely created) but the inquisitors they sent after him haven't reported back. Magnus has also dropped out of touch with the Circle, however, so they suspect something has gone wrong. 

The adventurers can either be servants of the Church sent on a follow-up mission, or agents of the Circle attempting to protect Magnus and his research before the Church can get their hands on it, or mercenaries who blunder into the situation. As they explore the manor they'll piece together its secrets from the doctor's lab notes and experiments. It's a cross between a haunted house and a dungeon adventure, with elements of dark fantasy or horror thrown into it.


B: How long did it take you to create the adventure?


D: It took about two days to come up with the basic concept of a dark fantasy horror adventure set in the laboratory of a vivisectionist-alchemist who was obsessed with finding the secret origin of life. Crafty Games and I batted the concepts back and forth for a couple more weeks to set the specific details and parameters of the adventure. Then it took about a month to write it.

B: What suggestions would you have for others looking to write adventures - best practices for level design, flavor text, etc.?

D: For me, the key thing is to have a solid, interesting theme and concept and a careful outline. In this case the theme was mad fantasy science, so the adventure contained a lot of research notes, crazed experiments, and so on. Usually I work out a background first, but then get down to the nuts and bolts (e.g., what's where, paths through the adventure, mapping, and so on).

It's probably best to leave flavor text for last after you have the skeleton of the adventure. I've found that if you start with the flavor text it's very easy to overwrite and end up with something that is too long.

That said, doing a bit of flavor text first is useful to give yourself a feel for what you're doing. In my case I wrote a short biographical letter written by the mad scientist (Dr. Croatalorn) to a friend of his, laying out his philosophy, a key event in his childhood that led him away from the teachings of the Church and toward exploration of darker truths. I didn't actually use this in the game - it was a bit too long - but it gave me a sense of his character and motivations, which helped me.

I did something similar for his wife Lunalia, who is another key character and possible ally of the adventurers in the plot.

Ideally you should playtest an adventure, but often players will not have time to explore all the paths. A trick you can use is to "talk through" an adventure with someone else - essentially skipping all the game mechanics (assume they win all the fights, make all the skill checks, or whatever) but just narrate what they see, who they meet, and have them tell you what they do.

This is a good way to get a sense of whether any mysteries, level design concepts and so on are too complex or too simple, and also it can sometimes reveal options and strategies you didn't think of when you wrote the adventure.

The most difficult part of the adventure was striking a balance between a coherent, dramatic narrative (e.g., building up action and an exciting conclusion) and giving the players different routes and options. This had to be considered from the very start of the adventure, as Crafty Games Fantasy Craft setting tends to forgo a traditional good vs. evil structure in favor of different factions, any of which the adventurers could be aligned with. The adventure is set in the "Realm" background that Crafty Games introduced in their prior adventure collection Time of High Adventure. This introduced a conflict between religion and magic (The Church vs. The Circle, a group of arcane-scientists).

This became a central conflict in Laboratory of the Forsaken, but I set up the adventure so that the players could choose which side to support, or remain neutral, and also ended up writing three different variations of the adventure's opening to accommodate different player character motivations or alignments.


Thanks to David for taking the time to share with us about his writing and design process! Check out the adventure, Laboratory of the Forsaken, at DriveThruRPG!



THOUGHTY LOGO © JOHN W. SHELDON 2013. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.
ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.

19 October, 2013

The Song of My People



The leather wraps scraped across the callouses on Lilylen’s palms as she twisted the wraps around her hands. She tied them tightly. The wraps served as good protection from the wooden sticks she picked up and spun through her fingers. It was time to go, and she was nearly ready.


Lilylen stared out from the window of the holding, counting the rows of soldiers. There were near a hundred, armored and standing at the ready. Those were her chosen enemies. Chosen, yes, because there were so many different men to fight, so many threats to her home and in this case, her soul. The lord in command of these soldiers was a dark mage who had stolen the souls of his soldiers to bring himself more power. Lord Niccen, ruler of the city of Donwyn, what he called himself.


Untrue, though. She stood in the halls of Donwyn now, ready to protect it from his army of soulless men. If her side lost, then he would take over and hold the small city under thrall. This was not what she wanted. Donwyn was not her home now, but it had been for many years. She had no home, and her family had all aged away and left for the northern lights. Still, she wished to protect Donwyn, and her magic was strong.


She adorned herself with her armor now. Silver tips on her pointed ears, twisted and pierced through the skin, were enchanted to protect her from the raucous sounds of battle and hone her hearing. She pulled on a chain shirt and belted it with a leather strap that shone bright when she cinched it - her protection spell activating and spreading over her body in a shield. Finally, she raised her only weapon: her drum.


The drum was a gift from her mother on the day of her turning. Her mother had promised her the moon, and true to her promise, the large drum was made with the whitest of leathers stretched tight and it played the deepest rumbling. Her turning was a celebration of her sixteenth anniversary of birth, and marked the day her magic came true.


Now was no time for reminiscing, though.


Lilylen joined the warriors below in the great hall who all were armored and ready after enjoying midnight feast. There was a small party of adventurers standing in the center of the hall. Her companions were the fighters Dor and Leaf, the magician Wend, and trickster Fig. They had come with her to Donwyn, excited for the prospect of battle and as true friends. She would owe them everything if they won this battle. She raised her voice loud.


“Friends!” She clapped Dor on the shoulder. “It is time for the cries of battle and the victory! Let us feast our eyes now that we have feasted our bellies, and take down Lord Niccen and his thralls!”


Her words were met with a roar of approval from the crowd. Some warriors banged swords against shields in echoing clangs while they shouted and she cheered back at them.


“That’s the spirit, my good men and women! Join me now on the field!”


The warriors began to pour out of the hall, taking their places on walls and near gates. The battle was not long off, and Lilylen’s blood began to rush in her ears.


“Dor, Leaf, Wend, Fig - you are all my companions through battle again.”


“Lilylen, we fight for you as much for glory.” Dor’s eyes were bright behind her raggedy bangs. “Once we finish this, we will go back to the road and beyond.”


Fig slipped something sneakily into Lilylen’s hand. She looked down to see a small jeweled dagger, sheathed in shadow. She looked at Fig, raising one eyebrow in question. Fig just smiled and crossed his fingers.


“To war, to win!”


--


The adventurers made their way to the head of the warrior’s ranks, and Lilylen called for the gates to be opened. There was a loud creaking and clamoring as the large double gates opened, revealing the battlefield ahead. The warriors and Lilylen’s companions poured out onto the field, readying for the first light of dawn.


The sun rose slow and lazily, peeking through behind the holding and shining light on the thralls. Lilylen spun her drumsticks and rolled them on the drum, creating a deep, low rumble. A light mist fell down from the sky and settled over her fellows, providing cover from the soldiers and putting a protective shield around her fellows. The thrum thrum thrum echoed across the grass, and with that, the soldiers lurched forward, the warriors began to run, and they reached each other in a glorious crash.


The warriors had the strength of their heart and home pulsing through them, and all who heard the sound of Lilylen’s drum were given more power to resist their enemies. She strode forward, slowly, between the fighting, ducking and dodging while Dor and Leaf cleared her path. She had one responsibility only: to get to Niccen.


Dor and Leaf before her ran into the broken ranks of soldiers. The soldiers were technically powerful - precise in movement - but they lacked the intuitive skills of the warriors and adventurers, which failed them. In essence, they were strong only in numbers, just landscape to trample.


Wend walked behind her, casting bolts of mana into the surrounding crowds of soldiers and calling down fire from the sky. Fig was nowhere to be seen, but that was best. His tricks were not to be noticed until they had already been done.


They were nearly through the soldiers, pushing through while the warriors battled against the twice-strong army. At the back of the ranks was Niccen, not even fearful enough to be on a horse, standing proudly as though he were untouchable. He caught Lilylen’s gaze and there was no emotion in his eyes but sneering cruelty. She quickened her pace, leaving Wend behind unknowingly.


She was pressing forward and focused on Niccen, continuing to drum the slow rumble, when she felt a sudden sharp pain in her back. Her breath caught, she felt something within her go empty, and she struggled to breathe. She looked around behind her only to see Fig jump out from behind a soldier and land on another man - a man holding the jeweled dagger she had been carrying. Fig slashed the man’s throat with one sharp swipe, then he collected the dagger and returned it to Lilylen’s pocket.


“Be more careful!” He shouted, and the noise rang in her ears as she gasped for air. She began to lose her footing. Fig’s eyes widened and he placed his hands on her back, whispering an incantation. She felt her heartbeat pumping throughout her body, and slowly felt the pain ease and the air fill her lungs again. The battle pressed in close to them, and there were soldiers moving to attack. Lilylen braced herself.


Suddenly, a clap of thunder sounded and lightning struck, spreading through the bodies of the soldiers, turning them into crisp wastes. Lilylen sighed in relief and doubled her speed, trying to make up for lost time. She reached Niccen quickly.


He didn’t even move. She stood ten feet away from him and all he did was stand there, unafraid, undaunted. She gritted her teeth, and began to pound her drum faster, harder. She opened her mouth, and the sound from inside her was a deep bellow.


Long we fight and long we live,
we do not fear the dark.
Strong we are and never gone,
we do not fear the burning light.
Hold back the night,
the night so cold.


We fight so long,
long will we live.”


She sang it again and again, her voice becoming louder and louder. Niccen stood there, quietly at first, then laughing. He did not notice the red light growing behind him, growing larger with each drumbeat.


“This is your plan?” He yelled above the drumming. “Sing me to death?”


Niccen moved his hands, muttering an incantation she couldn’t quite catch, even with her unique hearing. There were corpses around her from the battle, and they slowly raised themselves to their feet. Her breath caught in her throat, straining her voice. She found her voice again as she spun around with her drum, changing the beat and singing faster as she slammed bodily into the undead monsters surrounding her. They pressed in on her, grabbing at her clothes and scratching her face. Her heart was pounding in her head. She knew she didn’t have much longer until she would lose control, so she stopped moving and planted her feet. The song was sung.


Lilylen’s voice stopped mid-verse, and she banged on the drum three times in succession, and from behind Niccen appeared a giant, red, translucent dragon. The dragon was massive, a full-sized red dragon with a long crest on it’s head. Its flesh was nothing more than red light, the body of a spirit of vengeance. Niccen turned in response to its roar, and Lilylen imagined that his eyes grew wide. The dragon devoured him in one bite, and inside the dragon Niccen tumbled into its stomach. Lilylen felt elation welling up inside her, until there was a loud pop and Niccen disappeared. She spun around in panic, running into the corpses crowding around her who toppled over, the incantation controlling them no longer held.


“Fig! Dor! Leaf! Wend!” She called for her companions, who were fending off the soldiers. “He’s gone!”


None could hear her. In that moment, she felt a gust of wind burst against her side and tear through the leather of her drum. She gasped and turned to face Niccen, who was spinning a whirlwind. The wind blew so hard that it wrested the drum from her hands and took the air from her lungs. She felt as though her very soul was being pulled from her, but she staggered towards him, her face contorted with rage.


Blood boiling and rage overtaking her, her muscles grew and flexed, and her eyes tightened as the irises turned to bright red. She felt the dagger in her pocket and pulled it out, pressing her body against the whirlwind, her rage strength allowing her to resist it’s power. She screamed and bellowed at Niccen, at the wind, at everything that was in her way of tearing the mage apart.


“I will eat your soul!” Niccen cried out, and now she could hear the fear. She would always hear the fear when her rage rose within her. She breached the wall of wind and watched him tumble backwards. The look of terror on his face was all she needed to see. She tackled him and stabbed the dagger into his heart, twisting and wrenching it. The shadow of the blade spread out through his skin in a spiderweb, blackness filling his veins. She watched until the light left his eyes, hearing the crunch of cartilage and bone beneath her weight.


Soon, she felt the blood draining from her face. Her muscles weakened, and she staggered, falling to the ground beside Niccen’s blood-covered corpse. Around her, the thralls fell down, slowly but surely being overtaken by death.


She felt weightless as Dor and Leaf picked her up and carried her off the field. The warriors crowded around as she was taken to the hall. As she drifted off into weary rest, she heard the song of her people. The depth of their voices. The love in their hearts.


“For life! For victory! For Donwyn!





THOUGHTY LOGO © JOHN W. SHELDON 2013. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.

ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.

12 September, 2013

Talk about Geek Culture


I hear a lot about Geek Culture, and I know a lot of Geeks and a lot of geeks. I wanted to kind of ruminate (really navel-gaze) about what Geek is and what geek is and who takes on that label. This is all just my stuff so I don't really care too much if people agree, I just felt like writing it.

First, I don't think anyone has to be a geek or that they should be labeled one without wanting to be one. I do think that people can participate in Geek culture without being a geek or a Geek.

Let's clarify some stuff (these are my descriptions and definitions only):

Geek Culture = the overarching media and social constructs surrounding enthusiasts and Geeks/geeks.

Geek = someone who is a geek and active participant in Geek Culture. When used as "a Geek (thing)" or "Geeky", something that is mainstream geek, common to a larger majority of the community, or something that is geeky.

geek/enthusiast = a person who enjoys media or activities and participates actively in enjoyment, whether it is sharing experiences with others or simply investing time and/or money in their hobby or interest. A person can be an enthusiast without being a geek, but rarely a geek without being an enthusiast, and geek is a self-identified label. When used as "a geek (thing)" or "geeky", something that is any type of hobby or preoccupation, any level of commonality in the community, but not necessarily part of the larger Geek community.

fan = a person who enjoys a thing or activity, with varying levels of interest.

Not all geeks are Geeks but all Geeks are geeks, geeks can be fans but not all fans are geeks, all geeks are enthusiasts but not all enthusiasts are geeks, and so on.

As an example, I'm a Geek and a geek and a fan. I consume mainstream geek media like Star Trek and Star Wars and Harry Potter, and actively participate in the enjoyment - I share it with friends, I talk about the meaning and theories addressed in the media, and I invest money in clothing, jewelry, posters, etc. about these things. I'm an RPG geek, not just playing but also discussing theory and investing money into the products, and a participant in the overall gaming community. Someone just the same as me might say that they're just a geek, or just an enthusiast, or just a fan, but they have the option of a narrower label.

I think one of the big problems right now is that one, we're applying the geek or Geek label to people or things without it necessarily fitting. See, someone can be a geek about football but not consider themselves a geek, instead using the label of fan. However, someone who is a fan of football might consider themselves a sports geek, because they know the gritty details of the statistics, details about the players, and other things that indicate a deeper level of involvement.

Sometimes people are geeks or enthusiasts because of their profession - academics, experts - but don't use the geek moniker because it has a negative component for a lot of people. Geek was used as an insult and has a kind of yucky history, and some people don't want the label because of that. That's totally okay! They don't have to be geeks! We can think of them in that context to understand them, but that doesn't make them geeks - you can't be a geek without consent. This is part of why the Fake Geek meme is so outrageous. Geek is a self-applied label, so telling someone they aren't a geek or that they don't do enough of whatever you think they should do to be a geek is utter nonsense. Just as someone can behave in a manner of a geek and not call themselves a geek, someone can behave in a manner not like a geek and still call themselves a geek. 

Another problem is that geek has become Geek - mainstream - in many arenas. Geekiness carries so much baggage that being a part of the mainstream or there even being mainstream geeks or Geeks is just weird, man. Geeks are used to being separate from the norm, a niche market, outcasts. Now we have TV shows that feature geeks prominently and often not flatteringly. Non-geeks adopt our image - geeky references on t-shirts, black rimmed glasses, even attaching themselves to our media and our gadgets. 

We feel defensive. I feel it, too, even though some might consider me a Fake Geek, when people on the periphery claim, "I'm such a geek!" when in my mind, they're really a "Geek". They're enthusiasts and consumers but they are more than that a part of the larger Geek Culture. They might like Avengers (the film) and have never picked up a comic in their life, and that's cool! They can be a part of Geek Culture. They can consider themselves geeks, big or little G, because it's perception that matters. How you perceive yourself - a geek, an enthusiast, a fan, or a Geek - is what matters, not how I look at you, or some stranger looks at you. You judge if your amount of investment into something counts enough to make you a geek. 

Geek Culture has some biiiig problems, though. One, the Fake Geek thing, which I've addressed above, is total bullshit and needs to die die die. Two, there's still so much rampant sexism and racism and classism. 

Classism? Yeah, I said it. Being a Geek costs money a lot of the time, and because collector items often require a lot of investment (and sometimes geeky endeavors in general take a lot of time and money), it can give people the impression that if you don't have the funds to participate in all of geek/Geek, you aren't allowed to be a Geek. Maybe someone only saw Avengers and doesn't buy the comics because they only have a small allowance and $4 comic books multiple times a month really add up, but seeing one movie this summer at the shitty local theater was just affordable. They can still be a geek if they want to, because we shouldn't have a buy in to be a geek. Geek isn't a country club!

Racism and sexism? You can't throw an Xbox without hitting an article about the sexism and racism in Geek Culture. From video games to movies to comics to historical reenactments - these things are pervasive in normal society, and geek communities have no special exception. The thing is, we all should care enough about this community and about the media we consume to actually give a fuck about changing it. 

What we consume as Geeks or geeks or fans or enthusiasts, whatever label you want to put on it, contributes to the image we present as people or as members of Geek Culture. And we need to change it. If people look at us and see these negative aspects first and foremost, it gives all of us a bad name, and that's part of why people deny identification. Geeks shouldn't be known for being assholes or ignorant. We should strive to make our fandoms and our interests look better, not be negligent or dismissive and make them look worse

But, so many of us don't. After all, it's just a game! It's just a movie! It's just a comic! 

It's just a huge part of our lives

Just some stuff to think on.

<3,

BCS






















THOUGHTY LOGO © JOHN W. SHELDON 2010. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.
ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.

08 July, 2013

Monsters - Doppler



Doppler


One of the most frightening things for many people, next to public speaking, is to have their identity - their personhood - taken away and used for nefarious purposes. That’s what the Doppler is all about. They can duplicate any living being down to DNA with ease and accuracy.


Dopplers in their natural state are long-limbed, light grey creatures that are about 7 foot tall. They are emaciated. Each hand has three long claws, and each foot has two short claws with a third larger, curved claw. Their legs are shaped like a dogs leg, to enable them to leap higher and run on all-fours if they prefer. They are intelligent, but not very smart unless they are mimicking someone who is more intelligent. Their eyes are small slits in their face, and they have no nose. Their ears are shaped similar to bat ears, and they are nearly as large as the head of the Doppler.

The Doppler has found its pray, by Emily Vitori


Dopplers find their prey by using echolocation - above human hearing, but able to be heard by many other creatures. They do not need to touch their victims - they only need to get near enough to them to identify them with their screeching, and then they can easily replicate their form. Like Hanging Men, Dopplers rest in peripheral vision, normally undetected by humans. They often take the form of furniture or small animals to track people. Their goals with their mimicking are varied, from hired identity theft to personal desires for a human body.



Today's art is by Emily Vitori. Thanks to Emily for her contribution to the project! 


Note: If you decide to use any of the monsters in a campaign, please let me know! I'd like to see how they work out.







THOUGHTY LOGO © JOHN W. SHELDON 2010. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.
ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.

12 June, 2013

Monsters - Siren

Siren

On the coast of every ocean, there can be found one shore - it may be rocky, or sandy, or a moist clay, but one may always find a Siren. To the naked eye, the Siren is their viewer's greatest desire - a chiseled, muscular man; a beautiful, voluptuous woman; a statuesque androgynous being. Whatever the beholder wishes, the Siren takes on their visage and draws their victim nearer.

The Siren has a distinctive call, a long, sad song they call out in a clear, haunting voice. They sing of loneliness and longing. The call has a strong effect on landlubbers and sailors alike, gripping at their heart and mind and pulling them ever closer into their arms.


A Siren viewing its true reflection, by Jason Cox.

However, like the myths say, it is a lie. Beneath their unearthly beauty lies a monstrous creature. Their body is like that of a human, but is dirty and covered with lichen and barnacles. Their face is where the horror lies - wide open and unblinking eyes that take up the sides of their face, and a vertical mouth lined with sharp teeth. When they capture their victim, pinning them, they devour them face first, drawing out the life energy and filling their bellies with raw flesh.



Note: If you decide to use any of the monsters in a campaign, please let me know! I'd like to see how they work out.

Today's art is by Jason Cox. Thanks for contributing to the Monsters collection!




THOUGHTY LOGO © JOHN W. SHELDON 2013. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.
ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.

03 June, 2013

Monsters - The Kid



The Kid


The Kid is five foot nothing, snotty nosed and petulant. The Kid is every bully in elementary school, and every kid who is bullied. He sneers and cringes all at once. He never meets your eyes, but can see into your soul. The son of the Flesh King never sleeps.

The Kid, by Susan Knowles.



The Kid is always around. He just finds a couch in every town and never seems to leave. He’s only one person, but he’s everywhere. Everyone knows The Kid. He eats everything in your fridge. He rubs his nose on his sleeve and spreads the common cold like a plague. When you’re feeling down in the dumps, The Kid knows just the right thing to say to make you blame yourself.

If you talk to The Kid, he will flinch away like you slapped him. If he talks to you, he’ll find any weakness you have - any feature you have that you are sensitive about - and exploit it. He’s the Kid who got beat up at recess. He’s the Kid that locked someone in a locker. An enigma wrapped in a bologna sandwich.





Note: If you decide to use any of the monsters in a campaign, please let me know! I'd like to see how they work out.


Today's art is by Susan Knowles. Thanks, Susan, for your contribution to the project!

THOUGHTY LOGO © JOHN W. SHELDON 2010. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.
ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.

05 May, 2013

Monsters - Ravener



Ravener


A Ravener (rah-ven-ur) is the result of a corruption of the blood that alters the physical and mental substance of a human until they are barely recognizable.


A Ravener is typically a person who has done something they regret, but that they don’t want to feel guilty for - they hunger for validation, or they are starved for other people’s approval. When they are affected, the person will begin to feel sick when they eat regular food and drink, and their stomach will gorge, and they will no longer digest the food but simply regurgitate it. They develop a taste for flesh, first raw red meats, but they hunger most for the flesh of humans and corpses.

Their skin starts to flake, stripping off to raw skin that eventually becomes rubbery, like lizard skin, with rough scales on the elbows. The Ravener’s teeth fall out, and their bones become brittle and thin. Along their throat, muscles develop that flex when the Ravener eats, pulling the food down whole. Their stomach distends and they regurgitate large masses of hair and bone mixed with bits of skin and bile after eating.

A Ravener after their transformation, by Emily Vitori


Eventually, the Ravener develops small spines on the palms of their hands that help them cling to their food and to other slick surfaces. These spines also cover their tongue, which grows three times in length. Their fingers and toes lengthen, although some may break off from the thinning bone. Their eyes will burst open, revealing many dark tendrils that reach out and act as additional sensory organs, sensing the heat of the living and near dead. Raveners, due to their unsavory appearance, often retreat to live in sewers, cemeteries, or near large bodies of water, becoming somewhat amphibious over time.


Note: If you decide to use any of the monsters in a campaign, please let me know! I'd like to see how they work out.
Today's art is by Emily Vitori. Thanks to Emily for her contribution to the project!


THOUGHTY LOGO © JOHN W. SHELDON 2010. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.
ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.

02 May, 2013

Monsters - Gremlings



Gremlings

Gremlings are small critters, about the size of a small cat. They are bipedal, with long clawed toes and fingers. Their skin is a ruddy green, lizard-like in texture.

A Gremling about to smash, by Khairul Hisham.


Gremlings are harmful helpers. They came into existence along with the innovation of computer and electric technologies, and their primary purpose is to damage and break anything that runs on electric power. They typically work in the dream world, reaching through the boundaries to press buttons, scratch screens, and gnaw on cords.

Some people manage to become infected with Gremlings. Something they have done frustrates the creatures, or perhaps they just have bad luck, but the Gremlings latch on and invade their space. Tens of little Gremlings will bash, smash, and break the pieces inside computers or telephones, blocking out communication outlets. They will stick around until they get distracted, or until there’s nothing left to break.




Note: If you decide to use any of the monsters in a campaign, please let me know! I'd like to see how they work out.

Today's art is by Khairul Hisham. Thanks for contributing to the Monsters collection!



THOUGHTY LOGO © JOHN W. SHELDON 2010. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.
ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.

Monsters - Shadow Man



Shadow Man


The Shadow Man is a special breed of Bogeyman. As the name suggests, he lurks in the shadows, an undefined shape creeping along behind each step, hiding in every corner. The Shadow Man does no physical harm and cannot be captured by normal means.

He creeps. By Laura Hamilton.

His victims suffer no physical harm and no trauma, but are constantly plagued with self-doubt. They will become more uneasy the longer he walks behind them. Many victims of the Shadow Man will become anxious, ill at the thought of being seen, and lock themselves in their homes. By doing so, they cause themselves greater suffering, because he can surround them and overcome the light.

The Shadow Man can spread himself thin to haunt any number of people, but the more he tries to haunt, the weaker he becomes. It is always best to find him in a crowd. He fears light, and enough light will disrupt him. Even if he is disrupted, he always comes back to instill again the anxious doubt he inflicts.



Note: If you decide to use any of the monsters in a campaign, please let me know! I'd like to see how they work out.

Today's art is by Laura Hamilton, finaira on Deviant Art. Thank you to Laura for her donation to the Monsters project! 


THOUGHTY LOGO © JOHN W. SHELDON 2010. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.
ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.

29 April, 2013

Monsters - The Magician



The Magician


Pick a card, any card, and the Magician will answer your wish. The Magician stands on the street corner, traveling city to city, offering a trick for whatever you’re willing to pay. His tricks come with a price. The Magician looks unassuming, just a lanky fellow with a pot belly standing on the corner with his table of tricks.

He doesn't look scary at all. by Jaydot Sloane



The Magician is represented in the Tarot as a diviner - and divine he does, all of your future. He will flip a card or two and tell you what is to come. If you find that your future is unfavorable, he’ll make an offer. He’ll promise to delay your suffering - a few years, a few months, to give you time to prepare and fulfill all of your wishes. His promises, though, cost your soul.


When your time is up, your suffering will come along tenfold, and if you even survive the Magician will keep hold of your future. The moment your life ends is the moment you belong to him - an agent of bad fortune, an enforcer of bad will. The consequence of delaying your fate is no delayed gratification but his.



Note: If you decide to use any of the monsters in a campaign, please let me know! I'd like to see how they work out.

Today's art is by Jaydot Sloan. Thanks to Jaydot for contributing to the Monsters collection!


THOUGHTY LOGO © JOHN W. SHELDON 2010. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.
ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.

24 April, 2013

Monsters - Two-Nosed Hounds



Two-Nosed Hounds


When someone is lost in time and space, there is a need for something more than just a standard search party. There is no greater expert in tracking than a Two-Nosed Hound. The hounds are intelligent beasts, but they are easily distracted, hard to control, and aggressive. They can be captured and domesticated to a degree, but once they have a master, they will trust no one else.


Nocturnal by nature, Two-Nosed Hounds only track at night, and will fight against any urging to do anything in daylight. They are able to find the scent of their targets through dimensions, in the mundane and dream worlds, and even can track people hundreds of years out of time, but their communication of the locations and time are limited to shared telepathic images. Not every species is equipped to withstand the mental strain of telepathic communication, so an untrained master of a Two-Nosed Hound may risk a stroke in trying to understand their hound.



Two-Nosed Hounds bounding through dimensional tears. Art by Laura Hamilton.

The hounds have two heads, each with a long snout and a very large nose. Their face is shaped similarly to the mundane Bloodhound. They have very long ears. The beasts are covered in a thick, matted fur. Their fur is resistant to fire, acid, and allows them to survive the most extreme cold, but they are vulnerable to parasites and they have a weak immune system, so they are always at high risk of illness. Two-Nosed Hounds have a howl that echoes beyond the mundane world, and their howl risks drawing attention from monsters in the dream world.



Note: If you decide to use any of the monsters in a campaign, please let me know! I'd like to see how they work out.

Today's art is by Laura Hamilton, finaira on Deviant Art. Thank you to Laura for her donation to the Monsters project! 



THOUGHTY LOGO © JOHN W. SHELDON 2010. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.
ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.