Monday, November 19, 2012

Trancers ~ A new Monster For Your Old School Space Opera

File:Trancersposter.jpg
Introduction 
Trancers are strange psychic undead zombies things. They are victims of  a criminal mastermind who use strange psychic powers to make people into zombies that carry out his every desire. Trancer Hunters can identify a tranced victim by scanning them with a special bracelet. All trancers appear as normal humans at first, but once triggered, they become savage killers with twisted features. Those who create such creatures seek out the weak willed or minded. Those under going a Tracer process must save vs death or become one of these horrid things. 

History Trancer guru and psychic mastermind, Martin Whistler from Mekon Seven is one of the founders of the Trancers movement. Following the events after Whistler's death & complete shunt to an alternative timeline. Whistler’s brother, Dr. E.D. Wardo (Trancers II) picked up right where his brother began. Wardo had began trancing mental patients and homeless people using an addictive drug from the future called Scurbosa, which he was growing in a nearby greenhouse using smuggled seeds from the future.
The Scurbosa steroid causes - 4 on Wisdom & Intelligence turning the victim into a near mindless berserk creature able to be directed by psychic powers over a 200 year time line range. The victims body goes into psychical overdrive as the various mental centers & organs begin to over heat from the inside out. 
The victim is only able to follow the simplest commands within 1d4 days after the infection of the trancer state takes hold. Complete destruction of the body  process of a trancer causes the strange radiations of the undeath state of the monster to completely disparate the corpse. This leaves only an outline of the victim behind. 
 The Trancer itself will try to devour or eat any human or near human they come across. 
The drug 
 Scurbosa causes the victims body to produce a virus that eventually causes a complete transformation into an undead state. This state ultimately evolves into a brand new breed of Trancers seen on the planet Orpheus. This process takes 1d4 months to complete. On Orpheus, there is an on going between the humans &  the never-before-seen vampire like Trancers called Nobles, as well as their fearsome leader, Lord Caliban.


Trancers can not only be found throughout time & space but in any alternative histories where the human or near humanoid races flourish.
Weaknesses: plasma
 powered gun called a “Heater” is often the chosen weaponry of those who hunt the Trancer & their creators. Energy weapons of all stripes may effect the zombie like monsters & even projectile weapons will damage the bodies of these monsters. 
Omega Braclets can identify a trancer by scanning the target  with such a  bracelet. A complex sensor lattice is able to cycle through the targets body & pick up any Trancer abnormalities in seconds. The braclet glows blue green to identify a Trancer 
 Trancers For Swords & Wizardry 
Armor Class:7(12)
Hit Dice : 1
Attacks: Weapon (1d8)

Saving Throw :17 
Special : Berserking, Able to be commanded by the psychic power of telepathy over any distance. 
Move: 12 
Challenge Level /XP: 2/30

Swords & Stitchery would like to thank Jack_Deth for keeping the various timelines & alternatives safe for all right minded galactic citizens. More information on Trancers can be found right Here
Trancers is a trademark of 
 Charles Band of Full Moon Entertainment & no copyright or trademark infringement is meant by this entry. 

Sunday, November 18, 2012

The Metamorphica: A Book of Random Mutation Tables Review & Commentary

This is a picture of the cover.
 Introduction : 
Why didn't someone tell me that something like this existed? The Metamorphica: is a book of random mutations & so much more! This is well here: 
If your game has a need for random mutation tables and procedures for creating all sorts of mutant abominations or unnatural things, whether they are corrupt demons and unique monsters or strange aliens and new superheroes, The Metamorphica is the book for you. As a collection of biological, psychic, and supernatural mutations, all grouped into tables so results can be randomly selected using dice, this book is a system-agnostic resource for campaigns of such diverse genres as dark fantasy, four-colour comic book, post-apocalypse, modern horror, science fiction, transhumanism, and weird high fantasy. The Metamorphica contains over 650 individual mutations, all with their own descriptions; procedures for using mutations in four different campaign types; and procedures for creating aliens, demons, monsters, and mutant animals, humans, and plants. This is the pdf version." The Body of The Metamorphica:
The whole book is row after row of random tables of mutations. The book isn't simply edition neutral but truly game neutral as well. The whole is a collection divided into
a collection of biological, psychic, and supernatural mutations. These can be used to create any & I do mean any creature imaginable! There are no rules, bonuses, or hampering rules to trip up a DM. There is however an explosion of creativity. The author is another Warhammer fan. There's a flavor through out the piece that sings with a sense of humor & deep abiding weirdness throughout. Use the mutations with gusto! For a game of Carcosa this book is a God sent. It enables even more customization of the various cultures, Lovecraftian damnation, & the very animals found on the planet & its damned environs. For the family of Goblinoid Games this is a must have. Seriously this is a perfect addition on to the list of random mutations and custom fantasy based OD&D style monsters . The whole list of mutations makes for the more interesting campaigns where magic & science cross over again & again. Lets not even mention Realms of Crawling Chaos where the list will be used over & over again. For space based games like Terminal Space & the like this a great addition that can echo the gene manipulation by magic & those more sinister elder race's hands on approach to warrior design. How To UseThe Metamorphica For Your OSR Game As I've said this is possibly one of the best system neutral pieces of gaming I've seen. The conventions of space opera & science fiction enable a DM to generate quite quickly a butt load of aliens, monsters, menaces, & even biological weapons very quickly. Should a DM need a mutant horde there are tables for that as well. The whole thing reeks of the DYI spirit of the OSR. This is perhaps one of the better no professional products I've seen in recent years. The whole product is built for user friendliness.
Where can you get it? You can download the game book free here as a pdf Here

Get the pay version through lulu right Here because in the words of the author
"Yes, this is (essentially) a free book. But if you would like to not-so-subtly encourage future products of a similar nature, or just buy me and/or the artists a drink by way of thanks, feel free to donate whatever you feel is appropriate."
You can find out more details about this product through his blog right
Here

Further details about the The Metamorphica are as follows. You can use this with any game! Any rpg with mutants can use this & what DM can't use more mutations.

Details

Publisher
Johnstone Metzger
Published
May 18, 2012
Language
English
Pages
156
File Format
PDF
File Size
2.95 MB











Adventures on Gothic Earth By Jack W. Shear Review & Commentary

Adventures on Gothic Earth

I did whole entry on 

Adventures on Gothic Earth By Jack W. Shear With Review & Commentary. You can find the whole thing Here

Friday, November 16, 2012

1d30 Random Things Beyond That Air Lock Door Table For Your Old School Space Opera


File:Noordung's Three-Unit Space Station Concept - GPN-2003-00100.jpg

1d30 Random Things Beyond That Air Lock Door Table 
  1. A dead floating fossilized alien insectoid corpse with 1d3 alien artifacts. 20% of the thing coming to reanimated life. 
  2. Giant Lovecraftian Eye ball monster 3 Hit points & 1d4 damage from tentacles 
  3. A dead crewman in a random nations uniform. How did he get there ? 
  4. 1d4 alien warriors 1st level waiting for you! 
  5. Disabled robot with wiring still sparking & random lights blinking. 
  6. A space god artifact with many tendrils & strange sensors is  searching for something. Its throwing  at least 30 different strange spectrums of radiation  out!  Save vs poison right now ! 
  7. 1d4 random space gremlins that shoot past you & into your ship! 
  8. A random Corpse flash frozen is gliding towards your character! 1d3 random artifacts 
  9. A proboid robot 4 hit points unfolds itself & attacks the nearest adventurer entering the airlock! 3 hit points, 1d4 damage from energy tendrils, and a very nasty attitude! 
  10. A bunch of space junk & frozen debris floats right towards your head! 
  11. A shivering wreck of a person dressed in colonists gear is huddled into the air lock. He's rapidly losing consciousness 
  12. A giant plastic sheet covers the airlock. The first person through is enshrouded in the thing unless a successful dexterity roll is made. 
  13.  Oh No ! A Rolling, Floating, Giant Ball of Green Slime! 1d8 pounds of the stuff comes rolling through 
  14. A 3 point alien hitchhiker just teleported in & boy is he surprised your staring at him. He's gripping a towel & wondering what happens next. 1st level fighter/2nd level thief 
  15. 200 pds of  chocolate pudding come tumbling out onto you! 
  16. A security bot is staring at you & wondering why your PC is there. The questions begin immediately 
  17. A spacer is staring at your character with an insane look on his face & grinning from ear to ear 
  18. A radiation leak just started when you opened the air lock! Roll save vs poison right now! 
  19. 1d4 random pieces of sentient fungus are looking at you wondering who you are. 
  20. A strange silver cloud of nanites crowds around your head & tries to infect you! Roll save vs poison or your head becomes filled with an alien galactic commercial about used androids & weird music from hell! 
  21. 1d4 random space craft parts are found in the air lock! 
  22. A giant 200 pd shark is surprised as you are to see him! 
  23. A micro swarm of robots is waiting for your PC & calls him by name. They say that we have a job to do right now & you must come with them! 
  24. An empty space suit floats toward you & reaches out a gloved hand towards your PC 
  25. A large floating pile of space junk including lots & lots of alien porn flies towards you 
  26. A huge orge is waiting to bash your skull in. 5 hit point monster with 1d4 damage from a  sword 
  27. A 2 point face hugger jumps thought the air lock right at your face! 
  28. A little green man with a ray gun pointed straight at you asks,"What are you doing here?" 
  29. A group of space gypsy wait for you to join them. They have a proposition for you & have been waiting several months for your PC to show up! 
  30. A internal revenue agent of the galactic government is waiting for you to discuss a little matter of some monies owed to the empire. 3rd level fighter & expert thief armed with energy weapon. 1d4 random charges & 1d8 damage, 50 yard range 


1d30 Random Keys Outside The Veil Of Eternity Table At The Dark Corners Blog

File:Tarvastu-keys.jpg

1d30 Unique, Weird, Plain Evil Beyond The Pale Await You Humble Reader Right Over Here

Review & Commentary On The Star Trek Concordance For Your Old School Space Opera Rpg

"This is a revised and updated A-Z guide to the popular television and radio "Star Trek" series, covering all 79 episodes of the original series, the animated series and all the Trek films. The book is highly illustrated and contains more than 2000 entries, explaining names, weapons, Star Fleet terminology, ships, aliens and planets, with plot synopses, and information about actors, directors, authors and special effects."

 Another Good Will find recently is the Star Trek Concordance Bjo Trimble. Before the Star Trek Encyclopedia came out this was the way to go for all things Trek and in a way still is. 

This is was one of the Fasa Trek fact checking sources for a DM using that universe & its various timelines back in the 70s & 80s. 

The black & white illustrations have a Star Trek Fan based quality to them adding a DYI old school feel to the book & it sets up the OSR mood of the book nicely for me. 

 "With more than 2000 entries, explaining names, weapons, Star Fleet terminology, ships, aliens and planets, with plot synopses, and information about actors, directors, authors and special effects"  And they mean it. The material is divided into The Animated series, OST movies, Star Trek The Next Generation, Deep Space Nine, Lexicon, Star Trek Vessels, Star Trek Sections of Vessels, Cosmos Star Trek Astronomical References, Actor Cross References, Production Cross References "

How & And Why It Works As a Resource 
There have always been differences between Fasa & regular Trek shows. These gaps aren't so much a hindrance to a DM as an opportunity for bridging the gap with a PC driven adventure. For many years the various Trek "authorities" have dismissed the Animated series for example. But the fans have know better & used that  opportunity to expand into the worlds that many authors dismissed. 


The most important thing about Trek is its accessibility & recognition  The Concordance enables a DM to instantly, completely, & simply grasp a Trek concept & make it their own. Everything is broken down to its simplest essence enabling the DM to not get lost in the minutiae of Trek. 


This book could be used to create a "Keep On the Borderlands" style adventure any number of games while keeping that oh so instantly recognizable Trek brand. Need a item, a phaser, a whole alien species for a game? Bang their right in here. This is a very non game source for lots & lots of ideas as well to fill in those campaign background pieces 

The ideas here are from & about the fan based products that we've seen time & again. Things & characters like Spock, Kirk, etc. are so innovative that the creativity & originality still resonates today with players everywhere making this setting one of the easiest to slide into.
 This makes the Concordance something that I'm still reaching for even before the slick production, etc of the Star Trek Encyclopedia. There is more of an intimacy & DYI sense of this book.
 This Concordance makes it easy to live, work, & dream along with part of a Star Ship crew. This makes the book still matter to me all of these years.
"Star Trek" Concordance
 I've since worn away & tattered my copy of the original Concordance pictured above! 

Thursday, November 15, 2012

Gnakihul-rnda or Machine Heads A New Monster For Stars Without Number

The Gnakihul-rnda or Machine Heads A.I is lurking within this 500 year old computer just waiting to escape & cause mischief 

Gnakihul-rnda or Machine Heads The Engineering Spiderweb Bot
Armor Class :7 
Hit Dice 2 (8) Hp 
Attack Bonus +4 
Damage 1d2 micro claws 
1d4 tendril/hand/ or tool unit 
Number appearing 1d4 
Saving Throw 14+ 
Movement : 30'
Morale : 12
Skill bonus : +2 

 The Gnakihul-rnda or Machine Heads are the lone remains of a once great alien machine god or life form. The A.I. is now so fragmented as to be considered a whole completely separate species. These alien A.I.s loan their services to various star ships as well as crew for spare parts & passage among the stars.
Their bodies are composites of various bits & pieces of alien star ship parts,wasted robotoid bits, & whatever spare salvage they come across.
These beings have very strange senses of time & space operating on a twevlve cycle continuum rate. This gives them an alien sense of humor when dealing with beings locked into the local time space continuum. The machine heads appear sardonic & completely sarcastic which is simply untrue. Their perceptions are so alien as to render their thought processes very strange indeed.
They are a chatty race exchanging ideas, thoughts, & patterns across light years with special FTL communications gear built into themselves. They communicate using thousands of tongues & languages. While broadcasting via special carrier signal waves to one another using rumor & innenendo though light years.  But to what end is unknown because their own agendas are completely alien to beings such as us.
There are infinite varieties of mechanical menaces spread across the cosmos. They are often considered robotic vermin. This allows them to work in various clandestine capacities. The Gnakihul-rnda or Machine Heads can be found working in smuggling rings, criminal ships, & debt collection. At least three known variety of these beings are known to lead some of the universes very best space ship chop shops & repo houses. 

 

Wednesday, November 14, 2012

Tales of the Grotesque and Dungeonesque II Review & Commentary Over At The Dark Corner Blog




Tales of the Grotesque and Dungeonesque II Review & Commentary
 Right Over Here

The Courts Of Misrule A Series of New Monsters For Your Old School Horror Games

File:Frontispiece in The Red Fairy Book.png

The Lords of Misrule sometimes remind the universe of their presence with rabble & rhyme of the their realms. Creatures whose very existence sparks chaos & death wherever their found.
 Now the courts are assembled! The Lords & Ladies are waiting for you!
You can find them right
Here!

Tuesday, November 13, 2012

Free Fasa Trek World Book~ Strange New Worlds For Download





Imagine having each & every world from Fasa's Star Trek right at your finger tips without having to go crazy through 12 or 14 volumes of  Trek lore. Now imaging being able to use that information in your favorite 70s retroclone game.
Now imagine that Scott Hover Aka Kellri did all that work for you. That this eight page pdf is available right now & you can use it as a resource for your favorite SWN game as well when your really stuck for a world or a place to send your PCs for a quick credit! There's tons of information, a blank world sheet you can use for any space based rpg & all you need to do is go download it right over 

Minion of Misrule Over At The Dark Corner Blog



The minions of Misrule are coming! The minions of misrule are coming!
The minions of misrule are right Here

The minions of misrule are over at the Dark Corner blog. Go take a look folks 

Monday, November 12, 2012

Kane's Cartels Another Faction In The Talon System For Stars Without Numbers



Kane's Cartels are the remains of a criminal empire that ruled Earth for quite a few years in the  2500s. The interstellar empire was driven off world by a band of rebels under the command of a mysterious leader.  Kane himself was destroyed in the overall war that disbanded the empire. His legacy lives on 

Planet Outlaws Poster

History 
In the 20th century, the forces of crime and disorder around the world steadily gained power. Because of the inability of society to control the criminal element, gangsters and racketeers gradually dominated the governments of the world. Some time before the year 2440, a "super-racketeer" known as Kane achieved complete global domination. His cruel, ruthless rule earned him the nickname "Killer Kane".
Supported by a council of lesser gangsters, and backed by an army of raygun-toting crooks, Kane managed to suppress all resistance, save for a valiant few who made their new home in the so-called "Hidden City". Once defeated many of the remaining criminal overlords fled into space. They were driven from world to world looking for a safe harbor. Only the lawless areas of the Talon systems offered any hope. They have become hired muscled, smugglers extraordinaires, & gun running hoodlums among the stars. But this is only half of the picture! 
Kane's Cartels Today 



The cartels of Kane as they are called make a living through being the galactic middle men for a variety of alien races both ancient & modern. They're activities include exportation of illegal gene vari forms, mutagenic pathogens, weapons of mass destruction, nascent alien god entities, & wider varieties of crimes. These  can be laid at the feet of this scum.
They often hire adventurers, rabble, & the very scum of the universe to explore strange ruins, seek out new life, & boldly go where no criminals have gone before. It is believed that these so called "galactic banksters" have several soul searing deals with alien or demonic gods from beyond the pale of mankind itself.
 

There are hidden truth among Kane's Boys . A wide variety of clones forged from the very dead remains of Kane himself still hold court & rule the Cartels with an iron fist. They are like the original.  Kane is vain, pompous, and overconfident. He dresses flamboyantly, resides in a luxury penthouse suite, and maintains a finely trimmed mustache. Although the people over whom he rules refer to him as "Killer Kane," he prefers to be addressed (and identifies himself) as "The Leader Kane" (or simply "The Leader") and presents himself to the peoples of the universe  as a benevolent monarch.

 Today Cartels of Kane operate without borders or conscious destributing to all buyers from every corner of the universe & specialize in psychic slavery, memory add ons, beam weapons of all stripes, & many ships of their own design. No system is safe from the tentacles of this cartel of mad men. 

Kane's Cartels 

Force 8 Cunning 5 Wealth 7 
Hit Points 49 
Space Marines/Forces 8, Planetary Defenses/Forces 5 
Fleet/Force 5, Pretech Manufacturing 6, Shipping  Combine/Wealth 6, Cells/Cunning 3, Cyberninja/Cunning 4, 
Tags Criminal organization, Imperialists


Sources 
 Trailer For Planet Outlaws 


Feature Film 
Planet Outlaws 
Buck Rogers (1939) re-edited from serial to feature format and re-released for theatrical distribution in 1953; an American soldier suspended in time wakes up to find himself in the futuristic world of the year 2500. Once settled he realizes that an evil villain, along with his gang of outlaws, has been trying his best to gain total control the the universe and everything in it. Buck Rogers has other plans for these thoughtless henchmen and will do anything he in his power to stop them in their tracks

Quick Review of Tales of the Grotesque and Dungeonesque Volume I

Tales of the Grotesque and Dungeonesque

Just did a quick overview/review of the 

Tales of the Grotesque and Dungeonesque that you can find right over Here  Enjoy 

Sunday, November 11, 2012

1d30 Lovecraftian Signs & Portents For Your Old School Space Opera


There are times when you need to let the players know that there is an epic Outer God Or Great Old One coming into their path. Roll on this table & let them know just how much trouble their planet is in! 


1d30 Lovecraftian Signs & Portents Table 
  1. There are space fleets fleeing from the incoming path of the god. They broadcast warning but leave the system as quickly as possible. 
  2. There are 1d4 ships full of mutated & insane survivors who scream the praises of the entity coming. 
  3. A group of 1d8 ships with its occupants fused into the deck plating enters your system. The occupants gurgle one last message of horror before expiring. 
  4. There are 16 ships coming in & they're full of survivors. There is no response to hails. The ship is a breeder ship full of  the brood of the god 
  5. Every psychic for 1d4 light years is struck down by a psychic cry of horror & pain
  6. Every ghost on the planet rises up & tears apart the fabric of time & space 
  7. The most holy & revered saint of the planet returns from the dead to warn the living of the coming of this monster 
  8. There are still births across the planet. 
  9. A new insanity plague spreads throughout the system warning of the coming of X 
  10. There are weird weather patterns in space that disrupt interstellar travel for light years around. 
  11. There are random sightings of cultists & fanatics who are not there. They exist in the corner of sensitive's eyes. 
  12. 1d10 warrior cultists teleport down to the planet & announce the coming of their god. They're followed by another 1d100 & this is only the first wave 
  13. There are millions of bits of space debris that randomly make their way into your system. Each bears the rune of the Outer One 
  14. There are millions of dead aliens shunted into the local system. 1d8 randomly come to life & sing the praises of it's name 
  15. There are 12 chests each baring the gifts of X & they shall be opened at the time of arrival 
  16. There are 1d4 visions seen across planet announcing the visitation of his most holy 
  17. Planetary leaders are randomly teleported away, turned inside out, & released back only to gurgle, die, & tell of its coming 
  18. Millions of people across planet go missing & are found ritually sacrificed to X. The each bare the number of days before it appears somewhere on their body 
  19. An invisible monster bursts from some local home & goes on a rampage announcing the coming of its father. 
  20. Millions of people all across the planet sing the unholy praises of the monster & bust into flames at the same moment announcing its coming 
  21. 1d8 tons of gold appear across the world. The stuff is psychically hot any mage or psychic. It bears its  mark 
  22. Millions of argro aninmals die across planet while mutation rises each limb twisted into its sign 
  23. Magic arises across planet in people have no ability in the craft. They become the cult of it & await its arrival 
  24. All space travel stops as one 
  25. Weird stellar phenomeon is seen in the sky only by psychics who can't explain the feeling of doom  & dread 
  26. Mass insanity spreads from city to city & no one knows the cause. Those infected become cultists of HIM or it 
  27. 1d4 broken & wreck space craft come into the system. They are from a nearby empire & these were their strongest ships. Each bears weird scars & energy readings only a few days old 
  28. Crippled & weirdly mutated Navigators are seen in space ports handing out flyers & literature, warning of its coming. They bring cryptic warnings at best 
  29. People break out in song & dance only to burst into flame 1d6 rounds later. 
  30. A spawn of the thing appears on the lawn of the leader of the planet & demands to see the planetary head only to kill him seconds later 

Saturday, November 10, 2012

A Further Look into the Hells of Mayfair Games With The To Hell & Back Box set



We're covering the To Hell & Back Box set from Mayfair Games on The Dark Corners Blog today! You can take a look over Here
   We've got more coming up folks including some original gaming content as soon as I get through this mountain of posts.


The Green Skeleton Gaming Haul!


Bill over at Green Skeleton Gaming sent me a box ! Not simply any box but a box of everything game related! This sucker kept on giving & giving  This was a gaming honey hole & I'm forever in his debt. At great expense he sent this out to me. See I don't have a lot of money like a lot of folks & its one of the reasons that I've had to be very creative when it comes to using the public domain resources & when it comes to getting through the OSR stuff that's out there. Bill is definitely one of the good ones along with all of you have supported this blog & me through the years! 
 This is what I was sort of expecting & this is what I got! Please visit Bill right over Here





Thanks very, very much Bill!

Simianoid & Simianoid Bats For Stars Without Number


Simianoid & Simianoid Bats
Armor Class 4/6
Hit Dice 4/3 
Attack Bonus +6 
Damage 1d8 claw strike/1d4 for horn
No appearing 1d4
Saving Throw +12 
Movement 30'/50'
Morale 10

 These creatures are not apes but an unholy genetic cocktail of humanoid & simian DNA poured into the powerful shape of something that makes up the worst parts of each other. The monstrous creatures are devilishly fast, obey to a fault, & their design has thrown to the far flung corners of the universe.
There are two varieties of these monsters. A winged bat like humanoid monster often seen on low gravity worlds & planes & a singular well muscled monster capable of tearing a man in half instantly. These creatures have claws capable of rending soft metals & teeth capable of tearing apart bone & gristle with ease.
 Many cloning facilities offer both varieties on low quality highly dubious worlds of crime & unrest. These monsters have spread across the universes & are often found guarding tombs they were genetically programmed to centuries ago. The family units spreading out in 20 kilometer distances in a radius around such places.
 The most humanoid of these monsters can sometimes be found among the lowest of crews of bounty hunters  when no one else will have them. There have been rumors of alliances with ancient races of space yeti and other simianoids but such are the talk of cantina & less reputable places 
Simianoids will form troops & are capable of using some energy weapons & projectile weapons. There are rumors of troops being hired for merc operations & worse. Entire worlds of these monsters taking over & using their winged brethren to enforce their wills. These often seek out many primitive or fringe planets in the Talon system for resettling.
Simianoid Bats For Your Old School Space Opera 
Number Appearing: 1d4 
Hit points : 4 
Damage : 1d8 claw strike 
Saving Throw :16
Move: 30'

For  Bill for all the help! Thanks man! 

Thursday, November 8, 2012

Who's Who In The Universe -A FASA Star Trek Resource For Stars Without Numbers




 There are times when a DM needs a fast NPC & needs him or her right now! This book I'm about to give a link to can easily be used that way. I used this 20 page pdf numerous times for a SWN game when I needed some one to fill a role really, really, quickly. 
This a comprehensive listing of every one in the Fasa Star Trek universe. This a great non canon refernce work for the DM on the run. This is the type of thing that an serious DM whose using Star Trek elements in his or her game needs. The best part is that its free! You can down load the pdf right over Here.
 I'd like to thank Scott Hover for putting the time & effort into this bad boy. There's a lot of material in one solid easy to use place.  There's another one of these coming your way folks on Saturday. Thanks for your attention. More coming tomorrow! 









James Blish's Faust Aleph - Null As Modern Day Old School Horror Campaign Setting

Today on the Dark Corner Blog we're covering an old favorite of mine. Every DM needs a place where the demons can play. Why not the modern world?  Today we cover an old James Blish favorite Faust Aleph - Null as it was called when it appeared in If magazine. Want to know more? 

Go right over Here 

Wednesday, November 7, 2012

The Many Hells of Mayfair Games - A Closer Look At The Demons Line Of Products For Use With Old School Horror Games


Today on the Dark Corner blog were covering the Demons line From Mayfair games from the 90s!
Are you ready for the Dark Noir Gothic Horror?
See the entire review right over Here