DEPARTMENTS

Monday, November 30, 2009

Mutant Menaces - Something Bugging You?

So, I've done some big nasties and some real wierd ones, but today I thought I'd post a few smaller but just as freaky mutant ideas I had. These are all modifications on creatures that we know in our world as annoying, infesting vermin, but in the world of Mutant Future, each of them has been ramped up a bit, mutated into something much more dangerous.

Tig Weevil

No. Enc.: 4d6 (4d6)
Alignment: Neutral
Movement: 160’ (50’)
Armor Class: 4
Hit Dice: 1
Attacks: 1
Damage: 3d6 electrical shock
Save: L3
Morale: 4
Hoard Class: None

Tig Weevils are large beetle-like insects that generate an electrical field and which feed on electrical current and other power sources. Though not true weevils, they have been named so due to their annoying habit of getting into and spoiling perfectly serviceable goods. Tig weevils infest machinery, equipment, weapons, or any other device with an electrical power source including robots and androids. Creatures that generate electrical attacks or other similar abilities maybe very well find themselves on the tig weevil’s menu.

Mutations: Energy Absorption – Electricity, Energy Retaining Cell Structure, Reflective Epidermis – Electricity.


Swarm, Army Snail

No. Enc.: 1 swarm (3 swarms)
Alignment: Neutral
Movement: 30’ (10’)
Armor Class: 7
Hit Dice: 2 to 4
Attacks: 1
Damage: 1d6 acid damage/turn
Save: L0
Morale: 11
Hoard Class: None

Slithering at a pace much faster than simple vegetarian snails, the army snails collect in swarms of hundred of individuals and set out in constant search of food, leaving a foaming glistening glaze across the landscape in their wake. Army snails are voracious omnivores and consume all organic matter they come in contact with, using the powerful acid secreted in the gooey emissions to break it down to a paste they can consume. Most creatures can avoid such a fate, but occasionally some ill-fated beast may find itself cornered or caught off guard, however in which case they are doomed to a searing painful death and consumption. The biggest threat is to vulnerable crops and habitat which, if stripped, can leave a community in dire straits.

Mutations: Toxic Weapon – Acid Secretions 1d6 acid/turn.


Swarm, Magfly

No. Enc.: 1 swarm (3 swarms)
Alignment: Neutral
Movement: 30’ (10’)
Fly: 120’ (40’)
Armor Class: 8
Hit Dice: 2 to 4
Attacks: 1
Damage: 1d6
Save: L0
Morale: 13
Hoard Class: None

Magflies are horrible mutations of conventional house flies that never shed their larval form entirely becoming flying flesh-eating worms instead of more harmless flies. Another thing that the magfly has lost is its limitation of eating only dead flesh. These nasty little creatures form buzzing, flesh-consuming clouds that chase anything living that they encounter.

Mutations: None

Sunday, November 29, 2009

Mutant Menaces - Flex Your Mussels

So, the creations of beasties for Mutant Future is really addictive. The lingo used in post-apocalyptic science fantasy is very catchy and a quick mental mispeak can spontaneously generate another denizen of the aftermath. I also find that many of my creations seem to tie in, somehow, with the local flavor and spirit of the region where I come from - the northwestern USA. This means a lot of green mountains, coastal splendor and seafood. Somehow the seafood seems to make it into my monsters a lot.

You'll see...


G’Duc

No. Enc.: 2d6 (6d6)
Alignment: Lawful
Movement: 60’ (20’), 120’ (40’) swimming.
Armor Class: 5
Hit Dice: 1
Attacks: 1
Damage: Toxic spray 4d6) or by weapon
Save: L6
Morale: 9
Horde Class: XIII

Long before the cataclysm, the muddy tidal flats had been under a constant deluge of pollution and toxification from both natural and manmade sources. Much of the life that made its home there was killed off but the various clams and mussels survived to one degree or another. One species of clam seemed to take it personally and when mutated by the post-apocalyptic fallout, the gooey duck clams rose up to stake their territory and defend it undyingly.

With the new powers of manipulation and mobility, they ventured into the ruins left behind by the human oppressors and gathered materials and equipment, forming the League of Ivar, named for the single human who ever made any attempt to celebrate and glorify their kind. Now, the League has sworn to defend its muddy home to the death, cordoning off vast areas of mud flats, tidal backwater and beach as sovereign territory. They defend it using weapons built and gathered by their own hands or acquired through trade with other mutants. They do not trust Pure Humans at all and will kill them on site in most cases.

The G’duc look like huge long-shelled clams oriented vertically. The front of the shell parts to allow a single, bi-lobed foot to protrude at the bottom which they use like feet, shuffling along on land or as a flipper in water. The opening in their shell also allows the protrusion of their now modified tongue parts which they are able to work as tentacle arms for manipulating tools, though they do lack fine manipulation as they have no fingers. The most profound mutation of these clams, beyond that of sentience, is two eyes that protrude along with a collection of sensitive hairs from the topmost part of their shell. When threatened, a G’duc can tuck all its limbs and “head” into its shell and hold it shut with incredible strength (Str 18). G’duc do have a natural weapon in the form of a spray of toxic chemicals accumulated from their environment that they can squirt out of valve in their “head” at a single target at a time.

Mutations: Regenerative Capability, Toxic Weapon, Sensory Deficiency – Hearing, Sensory Deficiency – Sight.



Tidal Jelly

No. Enc.: 1d4 (1d4)
Alignment: Neutral
Movement: None
Armor Class: 9 (immune to physical attacks)
Hit Dice: 5
Attacks: 3 tentacles or 1 engulf
Damage: 1d6 + Class 5 poison (5d6) or engulf
Save: L5
Morale: N/A
Hoard Class: IV

Tidal jellies are a species of mutant jellyfish that has evolved to a stationary existence in the tidal regions along the coast. Rather than floating on the tides or undulating their way through the oceans, these jellies take up residence in holes that they clear out in the sand. Once in place, they will live their lives in that same place, widening the hole as they grow.

Tidal jellies do not move about seeking prey but lash out at it with their tentacles when they blunder near or engulfing those creatures that manage to step onto them. The tentacles strike out and deliver a wicked blow accompanied by numerous nematocyst poison darts delivering a flood of poison. One the victim succumbs to the venom they will be dragged into the central mass and digested. Digestion occurs at a rate of 1d4 damage per round.

Mutations: Toxic Attack - Class 5 Poison


Mutant Menaces - Mutants of the Plains


Rammit

No. Enc.: 1d4 (1d4)
Alignment: Neutral
Movement: 80’ (25’)
Armor Class: 4
Hit Dice: 6
Attacks: 1 (butt or trample)
Damage: 2d4 or 2d8
Save: L4
Morale: 6
Horde Class: None

Rammits are huge mutant rabbits that roam the plains and scrub forests of the North American continent. Their huge size and armored hides provide them with an effective defense against hunters and natural predators and so they are not fast-moving or even all that concerned with most other creatures. It should not be assumed that rammits are harmless, however, as when they do become roused from their normal docile state they can deliver serious damage by trampling or goring their opponents. Though the rammit has long tusks jutting from its upper jaw, these are not used for attack and are specifically used for digging up tubers and roots. Rammits are particularly hard to kill, but their meat makes attempting to do so well worth it. Protected by tough boney plates and ridges of spikes and horns, it can be difficult to score a telling blow.

Mutations: None



Go Ram
No. Enc.: 3d6 (3d6)
Alignment: Neutral
Movement: 240’ (80’)
Armor Class: 2
Hit Dice: 1
Attacks: 1 (butt or charge)
Damage: 1d6 or 4d6
Save: L3
Morale: 10
Horde Class: None

Sleek and impressive with their silver/blue skin and curved back-sweeping horns, these plains-dwelling mutated sheep have given up bulky wool and muscle for incredible speed. Travelling in small flocks of a dozen or so individuals, Go Rams streak about the wastes and the plains using their incredible travelling speeds to move to where the food is without having to spend too long in hostile habitats. This massive speed is aided by a mutation to the Go Ram’s feet that allow it to grow a naturally vulcanized rubber pad on its toes.

A flock of Go Rams is an incredible sight, reflecting the light in ways that are dazzling to the eye. This light show makes the individual Go Ram incredibly difficult to target and nearly impossible to pick out from his flock mates. When defending themselves these majestic creatures fight by butting with their horns in close quarters or use a full on ram attack with the full power of their speed behind them. Flocks of Go Rams will try to set enemies up for these devastating attacks by ganging up on them and keeping them at bay with constant close-in butting.

Mutations: Reflective Epidermis – Light (new), Dazzling Defense.


NEW MUTATION
Reflective Epidermis – Light (Physical)
This mutation works like other forms of Reflective Epidermis but imparts the defense against lasers.

Dazzling Defense (Physical)
The mutant’s body gives off a dazzling light show that makes it difficult to target him. Enemies fighting the mutant are -2 to hit with missile attacks.

Design Notes: The two beasties here were created as wilderness encounters as opposed to my earlier creatures that seemed a bit more place specific. Also both of these creatures provide a challenging possible food source for players to try and take advantage of.

[All artwork here is from my very own hand, drawn while at work and quickly scanned at home.]

Saturday, November 28, 2009

Mutant Menaces - Mutant Crustaceans


Cliff Cray
No. Enc.: Solitary
Alignment: Neutral
Movement: 60’ (20’)
Armor Class: 2
Hit Dice: 4
Attacks: 2 (pinchers)
Damage: 2d6/2d6
Save: L2
Morale: 5
Hoard Class:III

Cliff Crays are giant crayfish that have adapted to a life on land, dwelling in high places from natural cliff sides, to chasms, and even the empted and overgrown cities of the post-apocalyptic worlds. These huge crustaceans lay in wait, concealing themselves atop ledges or inside fissures where they strike with lightning fast pincers, grabbing and often killing pray with a single snatch.

The ability to conceal their huge bodies by using a camouflage mutation but they cannot hold it while active and any action will reveal them immediately.

Mutations: Chameleon Epidermis, Gigantism (+3), Quickness. Increased Balance



Muto
No. Enc.: 1d4 (3d4)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 4
Hit Dice: 3
Attacks: 2 (pinchers)
Damage: 1d6/1d6
Save: L4
Morale: 3
Hoard Class:IX

The Muto are a race of mutant crabs that have moved to a subterranean existence. This move to a hidden way of life was originally made to get away from the increasingly hostile nature of the surface world. As they developed more and more they formed a society of their own and increased in both intelligence and size. Ultimately they became a sentient race of not only intelligent but psionic crustaceans.

The Muto now live their lives hiding away until they need something from the surface at which time they will send a few of their number up to the surface where they will use their mental abilities to manipulate, control or outright dominate other creatures into achieving their goals for them. Most often this is done to get agricultural goods, machinery for maintaining their tunnel homes, but other times it turns to the grim task of gathering meat. When it comes to gathering meat, the Muto will use their mind powers to capture prey and then take them to their tunnel homes to be devoured. The most disturbing aspect of this feeding is that they prefer the flesh of intelligent creatures.

Mutations: Gigantism (+1), Thermal Vision, Vision Impairment, Empathy, Force Screen, Increased Willpower, Mental Barrier, Mental Phantasm, Metaconcert, Neural Telepathy, Domination.



NEW MENTAL MUTATION
Domination
This is a power similar to the mental mutation of Possession but instead of completely linking with the victim, it allows the controlling mutant the benefit of detachment and thus he does not suffer damage or possibly death should this happen to the controlled victim. Also, the user of this power does not go dormant but does suffer a -3 to all actions performed while dominating another.

So, there it is, my second Mutant Future post. The pics were the inspiration and are used here with all respect and credit given to the artists.

Thanks for reading,

-Eli

Mutant Menaces - New Android Types for Mutant Future

Android, Soldier
No. Enc.: 1d6 (4d4)
Alignment: Neutral
Movement: 180’ (60’)
Armor Class: 3
Hit Dice: 75 hp
Attacks: 2
Damage: by weapon
Save: L6
Morale: 15
Hoard Class: None

Android soldiers were used to bolster the forces of conventional forces or by nations with strong moral objections toward wasting human life in battle. Increasingly more frequent in combat as the years of war and strife continued many of these mechanical killers were left after the cataclysm. Many nations had their own styles of android soldiers but all of them were designed to be sleek and athletic in appearance or menacing and overbearing.

In the days after the apocalypse rogue troops of android soldiers march through the wastes carrying out fragments of past missions or, more frighteningly, following objectives of their own. Very few of these android troops are very large, but most of them operate from camps or headquarters that can often serve as a base for dozens of them. Android soldiers fight with weapons they carry in their hands and do not have any built-in weaponry. Some android soldiers have been modified or have modified themselves to include built-in weapons but this is not standard and varies heavily from unit to unit.

For such modifications roll on the table below.

Number of Modifications
D6     Type of Modifications
1-2     One Weapon Mods
  3      Two Weapon Mods
  4      Defensive Mod
  5      Weapon Mod & Defensive Mod
  6      Exotic Mod – Pick one item not on these tables.


Weapon Modifications
D12   Item
1-3    Vibro Dagger
  4     Vibro Sword
  5     Vibro Dagger & Vibro Sword (counts a single mod)
6-9    Gauss Pistol
 10    Gauss Machine Pistol
 11    Laser Pistol Mk1
 12    Plasma Pistol


Defensive Modifications
D6     Item
1-3    Advanced Metal (AC2)
  4     LazAb (AC2 + Special)
  5     Reactive (AC1)
  6     Megatanium (AC-1)


Android, Worker
No. Enc.: 1d4 (2d4)
Alignment: Neutral
Movement: 100’ (30’)
Armor Class: 5
Hit Dice: 50 hp
Attacks: 4
Damage: by weapon
Save: L5
Morale: 13
Hoard Class: 20% chance of XV

Androids were used extensively for labor in the pre-apocalypse era. Grounds keepers, box movers, loading docks, furniture movers – any task formerly performed by people was often given to androids. Though other more use-form robots did exist, androids were used when appearances were important or where the piece of mind of humans was important. After the fall, worker androids still exist.

In many cases they have continued performing their original tasks. Sometimes these androids continue moving things or building things, accumulating large quantities of salvaged goods kept inside refurbished or newly constructed shelters, complexes or warehouses. In other cases, these workers have gone wrong and roam the world as brutish monsters. They bully towns for replacement parts or steal things thinking that they are in need of moving, gathering, or repair. Workers androids are sometimes sold or hire themselves out as henchmen or workers in trade for parts or the money to obtain them. The average worker android possesses as STR of 20.

Hope you enjoyed my take on a couple of new androids for Mutant Future. This is my first attempt at designing creatures for this setting but it was quite refeshing to go back to the freeform design philosophy of the old school RPGs.


Thanks,


-Eli

[Note: The image used here is from one of the old TSR versions of Gamma World. I have used it here out of love for these classic illustrations and no infringement upon trademark or IP is itended.]

Thursday, November 26, 2009

Happy Turkpocalypse!


Hey all,

I am sure that many of you are away from your computers enjoying family time for Thanksgiving or perhaps taking advantage of the vacation day to get in some much needed rest or gaming time. Others of you may not have a holiday, but be assured that you are in my thoughts as I enjoy mine.

I would like to take this time to be thankful for all the loyal readers who stop here regular on their jaunts through the blogosphere. It is incredibly satisfying to read your comments and to know that my fun is also fun and inspiring to others.

So, if you have a turkey to chew on today, then do so with abandon otherwise, have a grand day of it and...

THANK YOU for reading as always.

-Eli

Monday, November 23, 2009

[Elf Bait #2] Humble Magic Items

Some of my favorite magic items in books and movies are the lesser items. There is something charming and endearing about these sorts of magic items and their humble abilities. Often made from unassuming materials and barely recognizable as magic items they are the stuff of hedge wizards, hermits, local priest, herbalists and witches. Simple charms, wands, local brews, all these things often get overlooked in a game but can add much in the way of depth and character to any campaign.

I have used these in my own games to great effect. I find that they help establish local feel and ethnic/regional concepts and ideals in a campaign setting. It doesn't take a lot to come up with a good simple magic item either. Pick a humble item with a bit of character - a charm, a drink, perhaps even an article of clothing and then give it some little, useful but not overly powerful ability. When I am creating these items, I tend to give them some sort of quirk as well. Drinks can be given unsavory flavors or slight side effects, ill odors, or being particularly volatile if exposed. Other items may be made awkward to carry or perhaps delicate, even unsafe.

Here are a few items I have created for my own campaigns -

Yakush Milk
Normally toxic the milk of the Yakush of Ravania can be distilled into a bitter, bracing brew that while being intoxicating, also provides the drinker with protection from the cold. This does not provide protection of cold-based attacks but does prevent harm from the environmental effects of cold temperatures well below freezing. A single dose of Yakush Milk will last the drinker six hours.

Graza Beans
Growing on stringy fines beneath stopped rock on the wind-swept chilled plains of eastern Ravania, these beans are a dry, pasty and wholly without much in the way of taste of any sort. They have in fact been described as tasting less interesting than the dirt they sprout from. A hand full of Graza Beans will fulfill the daily nourishment for a single person for an entire day, but have the unfortunate trait of not doing anything to counter the feelings and discomfort of hunger.

Liar's Cheese
This unassuming but tasty cheese hails from the lands of the Merchant Princes and has its origins as a tool for aiding in negotiation. It has over time spread throughout the Grey Lands and found a place in other areas besides commerce. This fame is all due to the fact that Liar's Cheese renders its eater incapable of telling a lie as if under the effects of a Truth spell.

There have been others, but this gives you a general idea of what I'm talking about. Give it a whirl and I think you'll find your players are feeling the world a bit more.

Take care,
-Eli

Sunday, November 22, 2009

Alien Mercenaries in Miniature

After reading Mark's recent post at Dropship Horizon regarding the upcoming Critical Mass Games release of 15mm Alien Mercenary miniatures I got to thinking. Though I am not crazy about all of the aliens there is definitely some potential here and I can see some value in these releases.

Now, it seems to me that alien mercenaries is a great way to introduce creative, imaginative alien figures into the miniatures market with limited upfront risk. You release individual aliens or small groups of aliens serving "outside their regular sphere's of influence" as mercenaries, workers, etc. Then, after feedback comes in, the producer of these miniatures can see which aliens were received well and, if it seems doable, expand on them.

Expansions could take the form of more limited assets to bolster the existing alien mercs or even go so far as regular troops from the home territories of these aliens. Expeditionary forces, raider bands, etc would also make sense and would allow more aliens to get exposure while making sure the companies producing them don't take a bath (or at least reducing the chance).

Khurasan Miniatures has also let slip a mumble about something similar in a recent TMP thread, so perhaps this might very well become a trend. It would be interesting to see what comes of these two releases.

What do you think?

-Eli

[Elf Bait #1] Diseased and Dead For Good


It seems to me that in most fantasy settings the dead or more specifically the undead and the diseased are almost always treated as forces of evil. This is understandable as such things fall on that side of the fence for most people and cultures. There are, however, many cases in the real world where such things are looked at in a different light.

I am aware that fantasy is not devoid of good undead or undead being used for good. The Bale Norns, of Forgotten Realms fame, are a good example being a type of elfin Lich that serves to protect their communities. My point here is to share some of my ideas that came to mind when asking myself about how these basic themes could be turned into something new and fresh.

The undead are the ones who are most often given a break. Modern fiction likes to paint pictures of the undead as tragic figures rather than villains but they still usually ride the fence. Ghosts have often been used as omens or agents for good such as in the timely tale of “A Christmas Carol”. Still though, these are more plot elements rather heroes in their own right.

The subject of plague, disease, infirmity doesn’t get cut so much of a break. Other than being a motivator or plot or the background of characters, disease is usually the realm of plague demons, evil wizards, or the byproduct or direct mechanism of evil that sweeps across the land.

There is no problem with this, but does it need to be so? I don’t think so and you may not as well. Though I have not used had a chance to use them in my games, I offer up to you a couple of ideas that I have had.

Leper Knights
An ancient and monastic order of warriors who are all possessed of various illnesses and maladies. These men believe that they have all been afflicted due to some misstep in their lives or for faults and/or crimes against their people and their deities. They have all vowed a life of service to the sick and rededicated themselves to their gods. In time of peace, they heel and look after those who have fallen ill and in times of war they take to the field, drawing on the strength of their resolve and in some cases the abilities granted them by their afflictions.

GM Notes: My idea here was for an order or holy or at least religious knights who take to the field in splendid armor and livery. Though they still carry a stigma among their people, they persevere and have decided to turn their maladies into a positive force. As this is a fantasy idea, I also figured that these ailments might grant them some bonuses.

Some madness and illnesses can provide enhanced physical capabilities. In addition, there are some of them who may have become numb to the pain either due to damage to their nerves or having become so used to it. Other cool effects could also come up such as berserker rages, damage reduction, and death frenzies. Then you can get into more arcane or magical afflictions – lycanthropy, magical curses or effects such as boiling blood or whatnot.

Municipal Undead
This is a simple idea in which a populace views its dead as a beneficial resource. They are not used for evil or for malice but to benefit their communities. These people likely see the bodies of their loved ones as mere vessels for their souls and, once emptied through proper ritual and observance of their rights of death, are perfectly usable for the benefit of the community.

Well, it was a short one, but I do hope you have enjoyed this first installment of Elf Bait. Keep looking for more and, if you'd like to see an idea of yours appear in Elf Bait then throw me an email and I'll throw it on up (subject to approval of course). 

Take care,

-Eli 

Friday, November 13, 2009

[Elf Bait #0] Baiting Elves

It occured to me the other day that I have many gaming ideas that are worth sharing (IMHO) but not exactly the sorts of things I can use in my own projects (at least not yet). So I decided to start a new feature on my blog called "Elf Bait". Why Elf Bait? Let me tell you...

Have you ever had those gaming ideas that you thought were really good only to see them in a published book later? Well, in our group we blame this on tiny little elves sent out by the gaming industry to spy on us gamers. These elves take our ideas back to their masters. This theory has been with us since we were kids. So, when it came to naming this new feature, Elf Bait seemed appropriate.

Hope you enjoy what I post in the future.

-Eli

Thursday, November 5, 2009

A Rant on Postage


If you are a modern miniatures gamer you likely have had to order from one manufacturer or another. This is increasingly unavoidable as more and more manufacturers go to direct sales and FLGS disappear like dinosaurs (that is if they stocked the minis to begin with). This isn't a problem really as I often get better service from the companies direct than I ever did from my FLGS. What does bother me is the ancient and wholey innacurate practice of percentage-based shipping.

With some companies charging as much as 40% for shipping, this practice really can border on taking advantage of the customer. The price of something has little to do with the expense of shipping it. In a day and age where the various postal routes have so many resources available for quick and accurate calculation of actual shipping or even flat rate shipping options not bothering to give your customers the benefit of real shipping costs seems almost lazy and insulting.

Shipping should be a reflection of postage and maybe packing materials. These things are caculated based on weight, distance, and the specifics of the packaging materials. Sometimes these are lumped into a flat rate to make it easier for shipping in volume. If you have an inventory that spans a vast number of weights and measurements this might actually be a valid shipping practice. When it comes down to it, most of my orders can all fit in a medium or smaller flat rate box (your milliage may vary) which means that whether I order $20 or $200 worth of minis he shipping is still going to be about $5-7 flat rate. Sure you can work the percentage system, but I'd rather not play games to get my money's worth.

One friend of mine suggested that it may be a hold over from the days where catalog ordering was something new, different and really a service wrth charging for. Is that what it is, a hidden surcharge for the convenience of ordering direct from you? If the cost of doing direct business is such that you need to sneak in an extra charge, then perhaps you need to alter your pricing structure up front.

Anyhow, rant mode off.

-Eli

Wednesday, November 4, 2009

Gameable Books - Leviathan

Not one of mine, but speaking of gameable books, check this one out on Baron's Blog!

Take care,

-Eli

Monday, November 2, 2009

Gameable Books - The Monster Blood Tattoo Series


Howdy all,

Those of you who I keep regular correspondence with off the blog may well know that I have a new obsession. That obsession would be a series of books called the Monster Blood Tattoo series by D.M. Cornish. Very few books grab me enough to spew over, and this one did within the first couple of chapters.

Colorful, evocative, and intensely interesting, Cornish's series that begins with "Foundling" stands out among the various fantasy books that I have read for it's gloomy, 18th century feel full of tricorns, work houses, pre-industrial, musket and shot goodness. I have to admit that I am propping up this book before I have even finished it, but considering I am throwing this out not just for it's literary merit but also for its "game-ability" I think it'll be okay.

Why is this setting gameable? You have a world of humanity living in a gritty, grungy fantasy world, surrounded on its fringes by looming monsters and the constant threat of incursion and invasion by these same vile denizens. These human societies are divided into distinct city states all under the banner of an Emperor. You have musket firing soldiers, potion slinging monster hunters and a strange sort of pre-industrial techno-alchemical technology base that provides the setting with such wonderful things as magically treated clothing that can turn blades and musket balls or boxes stuffed with grown olfactory and optic tissues that gives the wearer enhanced senses. Even the ironclad sailing vessels in the book draw from this, using grown muscles to drive their screws instead of steam engines.

I won't go into plot or anything of that sort, too much, because I do not want to spoil it for those who may choose to read it. The series is intended for the junior readers, but the author doesn't dumb it down and his use of colorful language and dark imagery really pushes the bounds. If I had to classify the series, I'd say that it's in the same category as the Harry Potter series but instead of an orphan away at school, we get an orphan who is out on the world on his own, having never had a home other than an orphanage.

The book has obvious role-playing potential with lots of greeblies and goodies to rip-off -cough- borrow for your tabletop games. But there is also some good wargaming potential here. If you've been looking for something new to throw on the table, you could borrow from this and go for some 18th century fantasy armies.

In short, good stuff here.

Thanks all,

-Eli

Sunday, November 1, 2009

Camera Missing

Sooooooo,

My blog may get a bit less pretty for a bit. My camera has gone walkies. Fortunately the camera was ancient and in need of replacing so the loss is not too great, though that means my ability to take pics is limited to snaps on my camera phone or the occasion when I can borrow one from a friend. I will continue to blog and post pics as they become available.

Thanks for you patience,

-Eli
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