Monday, December 28, 2015

Sample Character

This is a sample character I rolled up for fun. I used the roll 4, drop the lowest in attribute generation.

Empowered Vigilante

STR 13 +1
DEX 16 +2
CON 14 +1
INT 10 -
GRIT 14 +1
PER 13 +1
CHA 13 +1

HP 6
AC 11
ST 14
MB +2
RB +3

Background: Religious
Languages: English (Native), Latin

Artifact/Abilities: Enchanted Colt 1911 pistol Dmg: 1d8 Rng: 30 Mag: 7
Magic Missile
Protection from Evil

John Hatter walked away from the seminary, and into a bottle. After his family was gunned down in the cross fire of waring gangsters. A year later he finds himself in an alley drunk, mugged, and damn near beaten to death. Praying to god, a light appears before him and presents him with the Cross, a magical .45. Cleaning up his life, he has dedicated it to fighting evil.

Sunday, December 27, 2015


So I've been working Noir Mystery Men, that Old Black Magic a bunch today. Mostly working on spells. Tedious is the word I would use. Don't get me wrong I like it, but... Rewriting spells description and rules to fit with NMtOBM is tiring. But once I power through all of that comes the best part. New spells. Or as I like to think of it, spells for the modern age. I'll post some samples once I get it all down.

Thursday, December 17, 2015

Horror/Fear/Sanity Saving Throw

Horror/Fear/Sanity Saving Throw

Sometimes people encounter an act of violence, or entity that truly frightens them. Something truly horrific, weird, or strange. So seeing an angry savage dog wouldn't require it. But seeing an angry savage dog foaming at the mouth, the fur on its head slicked back by blood and gore, yes. Seeing someone shot, no. Finding a pile of corpses that have been skinned, yes. Encountering a Husk for a first time, yes. The second time no. The first time encountering a Husk that breaths fire, yes.
When encountering a horrible situation the character needs to make a saving throw. The character may add the bonus from their grit to the roll. If successful, they have pulled themselves together and operate normally. If they fail they must run away or stand frozen in horror. They also temporarily lose 1d4 Grit till they have slept. Characters regenerate one point of temporarily loss Grit every time they sleep. So if they lose more than one in a day it takes days to regain them. Now if they a roll a 1 it is an automatic failure. In addition to the effects of a normal failure they also permanently lose one point of Grit, and gain a mental disorder.

Roll 1d6 and consult the table

Psychosis or Psychotic break the character suffers from abnormal social behavior and failure to recognize what is real. Common symptoms include false beliefs, unclear or confused thinking, visual and auditory hallucinations, reduced social engagement and emotional expression, and lack of motivation. Before attempting any task character must make an ST. If they fail they are distracted by visual and audial hallucinations. Making giving any task (Combat or ST) a modifier of -6. A character can be institutionalized for 1d12 months. This will at least temporarily “cure” the issues. If faced with another horror check, and they fail. They automatically slip back into psychosis again.

Phobia is an irrational fear of X. The phobia gained should have something to do with the experience that traumatizes the character. If attacked by a demon possessed dog, one should not gain a fear of flying for example. Character is at -5 for all rolls when dealing with this phobia.

Anxiety is a grouping of stress related disorders. Such as panic attacks, and OCD. Roll randomly or pick one. 1-2 panic attack, 3-4 OCD
Panic Attack
The character when in a stressful situation must make an ST or be frozen in place unable to do anything, or runs away as best they can. (50/50 chance of either.)
Character develops 1d3 compulsive habits. If these habits are not followed to the letter, character is distracted and irritated. -3 to all rolls, for 1d4 hours.

Tuesday, December 15, 2015

New (well not really) Creature .4

Lycanthrope, Werewolf
HD: 4+4
AC: 10
MB: +2 Human form only, +4  Wolf form
RB: +2 Human form only
Attack/Damage: By weapon used in human form, Bite 2d4, 2 Claws 1d6
ST: 14
Special: Non silver/magic weapons only do bruise damage. Silver/magic do normal damage. Regenerates 1d6 bruise every round. If victim takes damage from a bite, and survives. Must make a CON ST or transform into a werewolf at the next full moon.
XP: 240

Werewolves are humans that have been cursed. Either through magic, or transmission from a bite from another werewolf. A werewolf can shift at will between their human form and the form of an extraordinarily large wolf. On the night of a full moon at dusk werewolves automatically change into their wolf form. Their bestial nature takes them over. Producing a savage beast, relentlessly hunting prey. They remain in this state until dawn.

Saturday, November 28, 2015

New Creature .3


HD: 2
AC: 10
MB: 0
RB: -
Attack/Damage: -
ST: 15
Special: Immune to Sleep and Charm spells. Paralysis. Shadow Jump. Only damaged by magic.
XP: 400

Not undead, demon, nor devil. Ink is an evil from another place. Flowing about like a pool of black india ink. It can jump from shadow to shadow. Looking to possess a victim. Once it touches a victim. The victim must make a save or be paralyzed for 1d6 rounds. It then takes the Ink 1d6 rounds to flow into the victim's body, and begins controlling it. It then begins a murderous killing spree. (Using the hosts stats) Till its host is dead. It then oozes out of the corpse, and looks for another victim. Cruel and clever, it is a terrible horror visited upon the world. It can only be killed with magic.

Thursday, November 26, 2015

New Creature .2

Possessed Husk
HD: 4
AC: 10
MB: +1
RB: +1
Attack/Damage: By weapon, or strike (1d6)
ST: 14
Special: Immune to Sleep and Charm spells. Takes no Bruise damage, only Lethal. Has special powers depending on what the Husk has been possessed by. See charts below.
XP: 300

Roll 1d8
Demon possessed Husk Powers
Breath Hell Fire: Breath hell fire 1d6 times a day for 1d12 damage. 70% chance of setting combustibles ablaze. Must roll ranged to hit.
Spells: Can cast spells. Roll 1d6. The result is the magician caster level of the beast.
Grow Claws: Can grow at will large claws that do 1d8 damage.
Leathery Wings: Has large leathery wings. Can fly as per spell.
Mesmerize: Can charm people in sight range as per spell.
Spit Acid: Can spit acid for 1d8 initial damage. Roll 1d4, to determine how many rounds the acid burns for after that doing 1d4 damage. Can be neutralized with water.
Armor: This is a natural armor. Thick rhino like skin, leathery plates, or what have you. AC +4, DR 4
Roll twice

Roll 1d4
Spirit possessed Husk Powers
Intangibility: The husk can become intangible. In this form they may pass through solid objects. If they pass through a person in this form the person must make a ST or be shaken for 1d4 rounds. A shaken character is at -4 to all tasks. Can only be hurt in the intangible form by magic, or cold forged iron.
Drain: The Husks touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0 they die.
Fear: Can be used once per encounter. All participants must make an ST or flee in terror for 1d4 rounds.
Charm: Can charm people in sight range as per spell.

A possessed husk is as a normal one. But a demon or spirit has taken possession on the husks body and is running the show. They have strange and eerie powers.

Thursday, November 19, 2015

New Creature


HD: 2
AC: 10
MAB: +1
RAB: +1
Attack: By weapon, or strike (1d6)
ST: 14
Special: Immune to Sleep and Charm spells. Takes no Bruise damage, only Lethal.
XP: 35

A Husk is a person that has had their soul ripped from their body by black magic. They retain their intelligence, but are under the sway of the magician that took their soul. Once turned, their eyes turn jet black. Their blood sludge's up and turns black as well. If wounded they do not bleed. But may ooze a slight amount of the black sludge. Husks are ripe to be possessed by demons or spirits. These are covered in another entry.

(HD: Hit Dice, AC: Armor Class, MAB: Melee Attack Bonus, RAB: Ranged Attack Bonus, ST: Saving Throw, XP: Experience Points)

Wednesday, November 18, 2015


Haven't posted in a bit. Been crazy sick. 100+ fever for three days and just crappy after that. Then the Wife caught pneumonia and was hospitalized for multiple days. But enough of my whining. More content to come. Got some posts I'm working on. So stick around.

Sunday, November 1, 2015

Sample Characters for Noir Mystery Men

Rayner Hoffsteadler
Magician Lvl 1

Str 10
Dex 12
Con 9
Int 16 +2
Grit 16 +2
Per 14 +1
Cha 15 +2

HP 6
AC 10
ST 14
Melee Bonus +1
Ranged Bonus +1

Background: White Collar (University Professor)
Languages: (Native, English)

Protection from Evil
Magic Missile
Detect Magic


Pattern 1796 Light Cavalry Sabre
Dmg 1d8

Webley Revolver
Dmg 1d8 Rng 30

Two Fist Vigilante Lvl 1

Str 16 +2
Dex 13 +1
Con 16 +4
Int 10
Grit 12
Per 10
Cha 10

HP 12
AC 11
ST 15
Melee Bonus +3
Ranged Bonus +2

Background: Laborer
Languages: (Native, Arabic)

Weapons and equipment:

Mameluke Sword
Dmg 1d8+2

Dmg 1d4+2

Webley-Fosbery Revolver
Dmg 1d8 Rng 30

Sunday, October 25, 2015


    With a thunderous right, my knuckles crush the mooks jaw. A left round house knocks his buddy for a loop. The third and final crook gets an upper cut that lifts him off the ground before gravity takes over and slams him to the floor.

    As I said before Noir Mystery Men, That Old Black Magic uses a system derived from S&W. How is one of the ways its different? It used a dual wound track. What I mean by that is it has Bruise hit points, and Lethal hit points. When you reach 0 bruise points your knocked out. Reach 0 lethal points your dead. All hand to hand melee combat does bruise damage. Lethal weapons do lethal and bruise. So for example a short sword does 1d6/1d6.

Thursday, October 22, 2015

More thoughts on classes

    So I've been thinking and lamenting about classes. The gadget vigilante. Its doesn't fit with the game. I mean it way could be used for creating a Sand Man character with a gas gun. But it could also be used for creating the Rocketeer. Which is a fave of mine. But totally not what the games really about. So I think I'm gonna cut that part out. I will still totally have the empowered part of the class. Just not the Gadget vigilante.

Wednesday, October 21, 2015

Noir Mystery Men, Classes

Two Fisted Vigilante
The Two Fisted Vigilante has honed their body through special training, vocation, or are naturally gifted. They fight crime and the supernatural using their natural gifts. Being it fists, blade, bow, or pistol.

Gadget Vigilante/Empowered Vigilante
The Gadget Vigilante uses technology built by themselves, or given to them to fight crime and the supernatural. These gadgets could be as big a jetpack that give the power of flight. Or a simple as a sleeping gas gun.
The Empowered vigilante is built the same way. Except their powers are derived from a magically enchanted object. Perhaps a ring, amulet, belt, cloak, or sword. Or they directly gained magical powers that are now inherent to their bodies.

The magician is a spell caster. They come in many guises and trappings. Some fancy themselves as a mesmerist, as occult magicians, or as religious chosen ones. As well as many others.

Sunday, October 18, 2015

The smashing together of genre

    So I was thinking (Yeah, I know I'm scared too) whats the easiest way the describe Noir Mystery Men, That Old Black Magic? Take one part The Continental Op. from the Red Harvest. Combine that with John Constatine. Then top it off with The Shadow.

    Or another way of thinking of it would be, Mike Hammer, Zatanna, and The Phantom.

    Or another way, Doc Savage, Raylan Givens, and Mandrake the Magician.

So, something to chew on anyways

Friday, October 16, 2015

Noir Mystery Men, That Old Black Magic

Noir Mystery Men, That Old Black Magic is a game of action, crime, betrayal, strangeness, ambivalence, brutality, and cruelty. Set in a dark 1930’s, where black magic and evil ooze secretly from the cracks. The majority of people do not know about his, or would believe it if they were told. But you know better. Using your gifts, be it your hands, gadgets, enchanted object, or magic. You fight what could be a losing battle. For this world is very noir. When things are going good, it's bound to turn bad. If its bad its going to get worse.
This is not a “pulpy” game. You will not find intelligent apes piloting zeppelins, battling nazi squid. But it does include pulp elements as they are firmly intertwined with hard boiled detective fiction and film noir. Take that and combine it with “street level” mystery men, with a deadly dose of secret black magic. That is Noir Mystery Men, That Old Black Magic

This is my quick pitch for the game I've been working on. The system is S&W that has been taken to the anvil and hammered into the shape I like. Very different, yet very the same. More stuff on this to come.

Sunday, October 11, 2015

Little bit of fiction from a current project

    My left hook connected with the mooks jaw with a terrible crunch. As he fell into a pile at my feet. I leap and shot a right at the gun hand of his buddy, knocking the revolver from it. Quickly swinging a left uppercut. I gave him a shot that knocked him off his feet and to the ground.
    I looked at the last man left in the melee. Clad in a pinstripe suit, he was clearly a cut above his associates.
    "Theirs two ways this can go, the hard way or..."
    "Yes! Yes!" The man in the suit proclaimed. "Or the easy way. Your word play is as simple as your fists brute!"
    I cracked my knuckles, "Lets see how ambercrombie your feeling after I knock your lights out!"
    "Please you neither have aptitude nor the means to do so." he retorted waving his fingers at me, mumbling under his breathe.
    It was then I felt kinda funny. Kinda tingly, and then pain as every muscle in my body tensed at once. My joints locked tight. I fall over like a statue.
    "An egg like you never had a chance against a gentleman such as myself. Now to cure you of the precarious condition we know as life." says the man in the suit. Producing a dagger from his jacket. The daggers black blade covered in red painted runes.
    "Do not worry, in death you may be even more useful than in life." He says with a smile, walking over to me.
    Suddenly a single gunshot rings out. The smile fades from his face, as a red splotch grows out his fancy tie. With wide eyes he falls to the ground. The tingling begins to dull, I feel like I can almost move. I look to my right. To see a man in a domino mask, placing his gat back into his trench coat. He gives a care free wave, then touching his belt disappears.
    "The Lake View Ghost strikes again. One of these days I'm gonna catch up with him, and buy him a beer." I say laughing.

Friday, October 2, 2015

Last Chances

Being in a horror frame of mind, and why not being October and all. Jack Shear is reminding people he is taking down his PDF's for Tales of the Grotesque and Dungeonesque books. You should go download them. They are tomes of awesome, and are chock full of good stuff.

Sunday, September 27, 2015

Backburners, Horror, and Death

   OK, I have had a hell of a week. Stressful is the word I would use to describe. But enough of my whining.
   So the Mercenaries game has been temporarily shelved. NOT FOR GOOD. If you folks out there haven't figured it out yet, I have a tendency to jump about. Basically I have to strike when the irons hot. I'm still enthusiastic about Mercenaries. But I had a bunch of ideas roll into my head about my gothic horror setting, Ardeal. I've got to get them down before I lose them. Well heres one of them.

   I really hate the whole negative HP's thing. I really like what Jack Shear did in I believe it was Tome of the Grotesque and Dungeonsque. So I took a stab at my version for the games I play.

If a character in negative in HP, they are dead. If a character is reduced to 0, they roll a 1d10 on the following table.

  1. Instant Death. No saving throw no nothing your just shit outta luck.
  2. Near Death. Floating into the nebulous void, you are on the edge of death. you may take no actions. If someone does not act to heal you in 1d10 rounds you die.
  3. Severe wound leaves you on the edge of death. You can take no actions till you are healed. Because of this nearly fatal wound you permanently lose a great deal of bodily strength. -1d6 STR, permanently.
  4. Severe wound leaves you on the edge of death. You can take no actions till you are healed. Because of this nearly fatal wound you permanently lose quickness, and manual dexterity. -1d6 DEX, permanently.
  5. Severe wound leaves you on the edge of death. You can take no actions till you are healed. Because of this nearly fatal wound you permanently lose a great deal of your hardiness, and constitution. -1d6 CON, permanently.
  6. Severe wound leaves you on the edge of death. You can take no actions till you are healed. Because of this nearly fatal wound you permanently lose a great deal of you mental capacity. -1d6 INT, permanently.
  7. Severe wound leaves you on the edge of death. You can take no actions till you are healed. Because of this nearly fatal wound you permanently lose a great deal of perception, willpower, and judgement. -1d6 WIS, permanently.
  8.  Severe wound leaves you on the edge of death. You can take no actions till you are healed. Because of this nearly fatal wound you permanently lose your looks and ability to interact with people. -1d6 CHA, permanently.
  9. Lose a limb. Due to injury or medical amputation. Roll 1d8. 1-2 Right Arm, 3-4 Left Arm, 5-6 Right Leg, 7-8 Left Leg
  10. Lose Hand/Foot. Due to injury or medical amputation. Roll 1d8. 1-2 Right Hand, 3-4 Left Hand, 5-6 Right Foot, 7-8 Left Foot
So thats my chart. What do you folks think? Should it be harsher? Less?

Saturday, September 12, 2015


So I've decided on a name, "Mercenaries". I like "Merc", but I dont want it confused with the old FGU game. So their we go. This could change, but I'm really liking this. So, there it is.

Vive la mort, vive la guerre, vive le sacré mercenaire

Wednesday, September 9, 2015

The Name Game

So I've been working on the Recon hack. Its moving away from its start and becoming its own thing. So I think it deserves its own name. As its really its own thing now. So I've cooked up a list.

The Dogs of War
The Wild Geese
Soldiers of Fortune
The Professionals
Men of War
Shadow Company
The Company
Soldiers for Hire

So what do you folks think? Like any of them? Opinions? Better ideas? Feel free to share in the comments.

Vive la mort, vive la guerre, vive le sacré mercenaire

Tuesday, September 8, 2015

Reconnaissance by fire

Some basic stats for a couple rifles. I'm working on optics rule and how they figure into combat. So the rifles with built in or added on optics will have some modifiers.
Steyr AUG
Damage: 3D10+5
Weight: 7lbs 15oz (3.6kg unloaded)
Length: 31" (790mm)
Magazine: 30 or 40rd box
Max Effective Range: 1600' (460m)

Damage: 4D10+10
Weight: 9lbs 8 oz (4.31kg unloaded)
Length: 41.5" (1053mm)
Magazine: 20rd box
Max Effective Range: 1800' (520m)

Galil ARM
Damage: 3D10+5
Weight: 9lbs 9oz (4.35kg unloaded)
Length: 38.54" (979mm)
Magazine: 35 or 50rd box
Max Effective Range: 1600' (460m)

H&K G36
Damage: 3D10+5
Weight: 7lbs 9oz (3.43kg unloaded)
Length: 39.29" (998mm)
Magazine: 30rd box
Max Effective Range: 1600' (460m)

Monday, September 7, 2015

Hacking the Recon

So, having been working a little bit on the Twilight 2000 hack. Then watching an "Expendables" movie. I totally have picked back up my "Recon" hack, I had been working on. Got the character creation/skills fully fleshed out. Its all hand written, so it will need to be typed up. I'm really enthused about this right now. Found all my out notes, and have been rewriting and expanding. More to come....

Sunday, September 6, 2015

Recon of the Expendable Twilight

So I watched "The Expendables 3" tonight. Man every time I watch one of these, I want to run a merc game bad. Makes me think of Palladium's Recon. Then I think about T2K, which obviously has been on my mind. So many choices. So many awesome ideas. What to do, what to do......

Tuesday, September 1, 2015

Trek into the Twilight

So I've been working a little bit on my Twilight game. I'm not sure what to do. I feel a bit like that I'm reinventing the wheel. I think why not just plat Twilight as is? Not sure what I'm gonna do. I like messing around with it and making it mine. But at the same time why not just play. I don't know. I haven't lost the enthusiasm, nor the drive. I guess I'm just questing if there is really the need.

Sunday, August 30, 2015

Twilight when?

So I was thinking more about this. What timeline to use? Mid to late 70's? Early eighties 83-85? Modern times? Maybe something spun out of the ongoing crisis in Ukraine? I'm kind of leaning toward 1983. Maybe something spinning out the Able Archer 83 exercise. Something to ponder.

Saturday, August 29, 2015

Twilight Now

So, was really bored at work today. Saturday, slow, and short day. Perfect recipe for "don't give a rats ass" drink coffee and cruise the intarwebs. So I was researching "Team Yankee" the board/war game. Based on Harold Coyles book "Team Yankee". Which is in turn based on Sir John Hacketts "The Third World War". I find all this fascinating, having grown up during the eighties. I actually remember the cold war. It was sometimes kinda scary. (I'm looking at you Able Archer 83). So anyways I was cooking dinner tonight and was thinking to myself. You know what would be cool? What to my knowledge hasn't been done yet? OSR'ing Twilight 2000. I think this would be seriously cool. Course the system itself would have to be heavy screwed with. Radiation, chemicals, disease. then the skills and paths, packages, all of that. I think if I do this, which I'm thinking I will. (Because you know I dont have enough projects on the back burner) I will start with Army career life paths. (Sorry Marine Corp, I love ya baby you will be next.) Keep it small at first just the basics as far as weapons, vehicles, and etc. Yeah this is gonna be really sweet.

Friday, August 28, 2015

A Dark Future

So I've had an idea about a cyberpunk/dystopian/dark future setting. Probably sparked a bit by my discussions with a kid at work about Akira. I told him to watch the anime, and then lent him my TPB of the manga. Anyways, so I've had some ideas rolling around in my head and so like a I do will the majority of my settings I slapped down an idea list.

Blade Runner
District 9
Ministry (Particularly the albums "The mind is a terrible thing to taste", "Psalm 69")
War Aftermath
Bread and Circuses
Mexico City
High Fuel Prices
Bad Economy
Menial Work
Low wages
Sport Bikes
Street Fighter Bikes
Freelance Merc
3D Printing
Chronic Ailments
Clean Corp Area
Private Security
Tower Block Apartments

This is a bigger list than what I usually put down. But it just kept on flowing.
I see a mash up of modern day Detroit, Flint, Mexico City, and Brazilian Favela's glued together with the Blade Runner Los Angeles, and Akira Neo-Tokyo. Rampant crime, gangs, and drugs. A filthy dark existence. Remnants of a catastrophic war, linger in places, minds, and people.

Thursday, August 20, 2015

On Elephantmen, and such

I was reading about some dystopian literature earlier. Started thinking about it, a dystopian theme that is. Thinking about how to game it. I thought you know what would be cool, gaming "Elephantmen". Then I though, what system to use? That came quick and easily. "After the Bomb".

I have dug that setting since the original came out.

Then the Second edition came out. OMG! Good stuff became unbelievably awesome. So I'm running all this through my mind. You know what I kind of have a hankering for running a "Road Hogs" game with after the bomb. Gotta get ideas to paper. Talk to you folks in a minute.

Friday, August 14, 2015

Simon Stalehag Art

OK this is a little away from my norm. I was surfing about and came across Simon Stalehags art. It is awesome! I love it! As I seen described else where its old rusty volvo sweden futurism. I think its just about cool ever. Check it out here. A ton of awesome

Tuesday, August 11, 2015

Fantasy Adventure Ideas, Seeds, and Plot Hooks No.2

So a ranger, druid, and barbarian walk into a bar...

Which wine goes with dragon turtle?

Three potions for the price of one? How can I go wrong?

This would be a nice place if the damn hill giants would stop stealing the cows.

Legend has it the Bastard Sword of the three fingered hand can be found in the gully's of the Rorsch Badlands.

It ain't the ale talk'n. I saw'em wit my own eyes. Rubies as big as yer fist!

What does the stable owner mean when he say it's the "Cadillac" of mules?

Since when has the thieves guild run things around here?

Glim Rebout city of Jade, has become airborne.

War galleys approach Good Harbor.

Is the ring the hill giant is wearing, actually the Crown of Bignus?
I don't care how many fights he's won. He's just a halfling....

The local Dwarf clan has challenged your party to a game of horse shoes. Just think, you used to think that set of +1 ringer horseshoes were worthless.

Who's killing bards with their own instruments?

It's easy money, you just need to liberate us some horses.

"Is it bad when the sky turns black at noon?"
"Don't look outside then."

Monday, August 10, 2015

Fantasy Adventure Ideas, Seeds, and Plot Hooks

What evil lurks in the Sargon woods?

No one's seen anyone at the Cragin Keep in weeks. But screams can be heard from inside every night.

What's turned the Silver thorn elves into wild berserker savages?

A horrible demon has taken over Hagensburg. But the people seem happier than ever.

Word among the Dwarves spreads. Anyone who returns the Hammer of Norj, shall receive a king's ransom.

Times must be tough. It's been fifteen years since we've seen goblins this far south.

As you enter the high mountain village of Lathorin. You notice not a soul. Where is everybody?

The King has put a bounty of 5gp per giant rat killed in the slum quarter of the city.

What horrible secret does Doctor Davons travelling medicine show hide?

At the cross roads of Shepperd's way, and lonesome road stands a decrepit gallows from which a corpse still hangs. A corpse Which seems to come and go as it pleases.

Orcs have laid siege to Pardition for weeks. How can you get supplies in, and more important the treasure out?

What do you mean, the holy water was tainted?
Chaplin Hill is holding its annual swordsman contest.

Where have all the gnomes gone?

Goblins and Humans fighting together against the Lizard Folk?

Bring me the head of Rommel Churkan!

Johnstown has been flooded with black lotus.

Sunday, August 9, 2015


    So I know what your thinking. This blog used to have new content posted all the time. Whats the deal? Well heres the deal. Been in a bit of a funk. Which I'm coming out of. Plus with my wife's health issues. Its been creativity destroying. But heres the big reason. I look at kickstarters. Even ones that dont appear shady. Give me this money and I will write this great what ever. That seems like a fucked up model to me. I honestly forget the author, I want to say Kevin Crawford (I apologize if I'm inncorrect in that). He got it right. The book is written before the kickstarter starts. That seems to be the way to go if you ask me. Thats the way I'm running things. No I'm not doing a kickstarter. But when its ready that's when its gonna get released, and for free at that. I may release some snips here and there. But I want to wait for the big reveal. Systems mostly done. Gotta write the fluff, and flesh it all out. So there is more to come don't worry. In between though. I do plan on posting some of my lists of plot hooks and other cool, useful stuff.

Monday, August 3, 2015

A Rethink

    So I've been rethinking my choice of system for Hawaiian Noir. It's not that I don't like it. Its just, I don't know, blah to me. Is it a momentary thing? I don't know that either. But I think I want to go another direction. Old, and new school smashed together. More importantly simple. The KISS principle is something I keep coming back to in most things. For example, back in the day I loved me some 3.5. Now if I look at making a character I just feel the sense of ugh. So tedious, and level plotting bullshit. I also look at classes (in any edition) and think man, that really can lock one into a mind set. I want something more malleable. So a character isn't just a Cop. But they could be a dirty cop, a gunslinger cop, or lovable neighborhood cop. All with little tweaks that while they are cops, their are some differences that separate them.
    Then armor. Not that its gonna come up much in such a game. But how to handle it. Standard "harder to hit", damage reducing, ablative? My mind runs in circle back and forth over that.
    Then vehicles. Treat as creatures so to speak? Or some other way.
    Then bennies. Some people hate them, some love them. I personally don't care either way. At first I though, hey that would be an ok thing. I love pulp action and think bennies are great for that. But the more I think about it, its wrong for noir. Way wrong. Oh, your about to be shot. Tough, that's how life goes in the big city, chief.
    So a lot of revamping in my head. Trying desperately to put it down on paper so to speak. But life has had a ton of psychotic episodes plaguing me. Cursed nightmares of true fact reality. Pummeling my free time and will. Leaving me is a malaise. But I'm trying to work that out. Cast out the destructive demons in my reality. Forge ahead, boldly, with positive attitude in all things.

Sunday, July 26, 2015


Hawaiian Noir is a hard boiled, cynical world full of crime, betrayal, and murder. Taking place in an exotic paradise. Where the the weary world's veil grows thin and darkness creeps over.

A little Sample,

Horror/Fear/Sanity check
Sometimes people encounter an act of violence, or entity that floors them. Something truly horrific, weird, or strange. So seeing an angry savage dog wouldn't require it. But seeing an angry savage dog foaming at the mouth, the fur on its head slicked back by blood and gore, yes. Seeing someone shot, no. Finding a pile of corpses that have been machine gunned, yes. A group of people walking at night, no. Encountering the "Nightmarchers", yes. Reading about Kahōʻāliʻi, no. Encountering Kahōʻāliʻi, yes.
When making a check the character must roll over a target number. The roll receives a bonus from willpower. If successful, they have pulled themselves together and operate normally. If they fail they must run away or stand frozen in horror. They also temporarily lose 1 willpower point till they have slept. Characters regenerate one point of temporarily loss will every time they sleep. So if they lose more than one in a day it takes days to regain them. Now if they a roll a 1 it is an automatic failure. In addition to the effects of a normal failure they also permanently lose one point of willpower, and gain a mental disorder.

Friday, July 24, 2015

Been working on the Hawaiian Noir project. Still not ready for public consumption. But is coming along alright. A very small sample of what I've been doing. This is still very rough and is not final by any means.

Colt M1911
Damage: 1d8 Magazine: 7rd box mag Range: 30 yd

Natural AC: 11
Hit Points: 1d6
Attacks: 1 by weapon (Spear, Adze, or Leiomano)
Damage: By Weapon (1d4)
No. Appearing: 2d6
XP: 5

Menehune are a mythical people of small stature. They live deep in the forests and hidden valleys of the islands. They are superb craftspeople. They build temples, fishponds, roads, canoes, and houses. Its thought that only one small tribe of these diminutive people still exists.They are good at hiding in their jungle habitat. (+4 to sneak when in jungle)