Wednesday, April 29, 2026

The Ghost of Hong Kong by Steve Miller Pulp Hero and the Trail to San Moros, CA - Very Evil & Very Nice

 The PC's happened to run into two high powered wrestlers who happened to be having an event right about the lair of the Green Lizard at the San Mos Dome! 


This session picks right up from The Ghost of Hong Kong by Steve Miller Pulp Hero and the Trail to San Moros, CA (1996). The twin corporate super powered enforcers the Crimsiki brothers squared off. These brothers are able to blast the heroes interrupting the wrestling event. 

The Crimsiki brothers are superpowered twins are able to release a high powered blast able to counter the PC's. The Crimsiki brothers are based on Nuelow Games The Strange Twins 


In the Ascendant RPG, the Crimsiki Brothers serve as a high-threat "Battery" duo. They are designed as Energy Projection specialists who utilize the game's physics-based mechanics to amplify one another's power through a unique "Synergy" trait.


The Crimsiki Brothers (Anton & Viktor)



Power Level: 7 (Combined 9)

Archetype: Blaster / Battery Duo

Core Attributes

AttributeScoreNotes
Might4Solidly built; capable of holding their own in a clinch.
Agility5Synchronized movement; difficult to pin down.
Resilience5Enhanced by kinetic shielding.
Intellect3Tactical thinkers, but prone to tunnel vision.
Intuition6Near-psychic awareness of each other’s positioning.
Charisma3Intimidating, cold, and professional.

Powers & Abilities

Energy Projection: "The Crimson Arc"

  • Effect: A Thermal/Kinetic Blast that manifests as jagged, blood-red lightning.

  • Physics-Based Twist: In Ascendant, their blasts use the Coordinated Attack modifier. If both brothers target the same opponent in the same round, the damage isn't just added—it increases by +2 CS (Color Shift) due to constructive wave interference.

Passive Power: "Quantum Entanglement Shield"

  • Effect: A Force Field that scales based on proximity.

  • Mechanic: As long as the brothers are within 30 feet of each other, they gain a +2 CS to Resilience against energy-based attacks. If they are separated by more than 100 feet, this shield collapses, making them significantly more vulnerable.

Mobility: "Vector Dash"

  • Effect: A short-range Flight/Super-Speed burst. They move in straight lines at incredible speeds, leaving a red heat trail that acts as a temporary Obstacle (dealing light thermal damage to anyone crossing it).


Skills & Perks

  • Twin Tactics: The brothers never suffer a penalty for "Firing into Melee" as long as the other brother is the one engaged in the melee.

  • Intimidation (Enforcer): Specifically trained to extract information. They gain a +2 CS to Charisma checks when using their powers to "heat up" a room during interrogation.

  • Combat Reflexes: They gain an automatic Free Action to move up to half their speed if their twin is successfully hit by an attack.


Drawbacks

  • Sympathetic Pain: If one brother takes a Wound, the other must pass a Resilience check or suffer a -1 CS to all actions for 1 round due to the psychic feedback.

  • Recharge State: If they use their "Combined Maximum Output" (a massive AOE blast), they are Power Depleted and cannot use energy projection for 1d4 rounds.


Roleplaying as a GM

  • The Vibe: They speak in short, clipped sentences, often finishing each other's thoughts. They don't gloat; they are here to do a job.

  • Tactics: In combat, one brother will use Vector Dash to flank while the other provides suppressing fire with Crimson Arcs. They prioritize separating the heroes to break the heroes' own synergies while guarding their own proximity.

  • The Hook: They are the premier muscle for the "Thomas’s Sewing Machines" rivals—or perhaps they are the shadowy protection for the business's more "sensitive" residential hobbyist accounts.

GM Tip: To defeat the Crimsiki Brothers, players must find a way to physically separate them or disrupt their line of sight. Once the "Quantum Entanglement" is broken, their Power Level effectively drops, turning a lethal encounter into a manageable fight.

To defeat  the Crimsiki Brothers they called in jokingly, 'I believe in Joe Hendry!'. And then the magic happened! He appeared doing a drop jump onto the brothers as lights and 90's music played! 

In the Ascendant physics-based superhero RPG, Joe Hendry is a high-Charisma, high-Might "Paragon" archetype with a specialized Teleportation suite. His powers are rooted in the collective belief of his audience, operating on the logic that he exists wherever his name is spoken.


Joe Hendry



Power Level: 8 (Street-Level Legend / Rising Star)

Archetype: Paragon (Teleporter Focus)

Core Attributes

AttributeScoreNotes
Might5British Senior National Champion strength; deceptive power.
Agility4Fluid amateur base; quick recovery.
Resilience5Endures heavy punishment while maintaining a smile.
Intellect5Master of psychological warfare and parody.
Intuition4Can read a crowd or an opponent's rhythm perfectly.
Charisma9Primary Stat. His power scales with public "Belief."

Powers & Abilities

Teleportation: "Say His Name"

Joe’s primary movement power isn't technological or biological—it’s Conceptual.

  • Effect: Joe can teleport to any location within range where a sentient being has spoken his name within the last round.

  • Physics-Based Twist: In Ascendant, teleportation usually requires Line of Sight or known coordinates. Joe’s version has the Auditory Link modifier. If you say his name, he gains an automatic "Lock" on your coordinates.

  • Combat Application: Reactive Teleport. Joe can spend an Action to teleport behind an opponent who has just insulted or mentioned him, often appearing with a thumbs-up or a musical instrument already in hand.

Super-Senses: "I Believe"

  • Effect: Joe has a specialized form of Cosmic Awareness limited to mentions of his name. He is aware of anyone "believing" in him within a mile radius, allowing him to pinpoint exactly where his presence is requested (or needed to annoy a heel).

Might: "The Standing Ovation"

  • Effect: A Might-based Attack (Pump-up Slam). Because Joe is a decorated amateur wrestler, his grappling ignores 2 points of an opponent's Agility-based Evasion if he has successfully "Teleported" into the engagement this turn.


Skills & Perks

  • Performance (Music): Joe can create "Sonic Parodies" that act as a Mental Affliction. If he wins a Charisma vs. Resilience check, the target is Humiliated (imposing a -2 CS penalty to all checks for 1d4 rounds).

  • Amateur Background: Grants a +1 CS to all Grappling and Takedown maneuvers.

  • Famous: Joe gains a +1 CS to all Charisma checks when interacting with anyone who has "heard the song."


Drawbacks

  • Signature Entrance: Joe cannot teleport subtly. His arrival is always accompanied by a brief burst of upbeat 90s-style pop music and a flash of studio-quality lighting. This negates any Stealth bonuses during the round he appears.

  • Code of the Showman: Joe must spend at least one panel (turn) posing or acknowledging the crowd/camera after a successful maneuver, or he suffers a -1 CS to his next action.

GM Tip: In an Ascendant campaign, Joe Hendry functions best as the ultimate "Infiltrator-Brute." While the team is struggling with a locked door, the mere mention of his name by a frustrated guard allows Joe to bypass all physical security instantly. Clap, clap.

And that's when the maniac laughter played over the PA system of the dome while the horror film music intro started to play with the 'You are cursed!' came right over and then Danhausen appearing right next to one of the Crimiski brothers!  



Professional wrestler  has appeared on the covers of several DC Comics publications, most notably as a variant cover for Batman #251. This special reprint, released in 2023 by Comic Pop Collectibles, features Danhausen replacing the Joker on the iconic Neal Adams cover, with the art provided by  Bill Morrison

If Joe Hendry is the bright, musical Paragon of the Ascendant universe, Danhausen is his chaotic, supernatural mirror. In the Ascendant RPG, Danhausen fits the Eldritch archetype—a character whose powers are baffling, vaguely malevolent, but governed by a very specific, personal internal logic (mostly involving human teeth and sacks of money).


Danhausen

Power Level: 6 (Eccentric Menace / "Very Nice, Very Evil")

Archetype: Eldritch (Manipulation & Cursing)

Core Attributes

AttributeScoreNotes
Might3Surprisingly wiry, but prefers not to "do the work."
Agility5Moves with a jerky, stop-motion-esque fluidity.
Resilience6Possesses a strange, supernatural "rubberiness."
Intellect4Deeply knowledgeable about curses and 1970s horror.
Intuition7High awareness of the "Vibe" and the presence of money.
Charisma8Disarmingly charming in a deeply unsettling way.

Powers & Abilities

The Curse: "You Are Cursed!"

  • Effect: A Luck Manipulation power. Danhausen points a finger at a target, forcing them to roll a Resolution Check against his Charisma.

  • Mechanic: On a failure, the target suffers a -2 CS penalty to their next three actions as "unfortunate accidents" occur (tripping on air, equipment failure, sudden existential dread).

  • Eldritch Twist: The curse is fueled by Narrative Irony. If the target was being particularly "evil" or "rude" to Danhausen, the penalty increases to -3 CS.

Summoning: "The Jar of Teeth"

  • Effect: Danhausen can produce a jar of human teeth from a pocket dimension.

  • Combat Application: He can scatter them as an Area Hazard. Any character moving through the "Teeth Zone" must pass an Agility check or be Stunned for 1 round due to the sheer psychological horror and physical discomfort.

  • Utility: He can use teeth as a secondary currency to bypass Intellect-based social challenges with supernatural NPCs.

Infiltration: "The Blimp Dream"

  • Effect: A limited form of Intangibility. Danhausen can "scuttle" through shadows or narrow spaces that should be physically impossible for a human to fit through.

  • Physics-Based Twist: In Ascendant, this functions as Spatial Phasing with the Aesthetic Limitation: he must be unobserved by a camera or a direct Line of Sight to activate it.


Skills & Perks

  • The Gun (Finger): While he doesn't use actual firearms, his "Finger Gun" acts as a Mental Blast. It deals no physical damage but causes the Dazed condition.

  • Wealth (Theoretical): Danhausen is constantly seeking "Human Money." He has a perk that allows him to find small amounts of local currency in any environment, regardless of how unlikely it is.

  • Sidekick: "The Seven-Foot-Tall Wardlow": Danhausen often has a "Summoned Protector" (a high-Might NPC) who takes all physical hits for him.


Drawbacks

  • Fragile Ego: If Danhausen is called "Kevin" or his makeup is smudged, he must pass a Resilience check or become Enraged, losing his ability to use "The Curse" in favor of ineffective physical brawling.

  • No Swearing: Danhausen refuses to cooperate with any hero or NPC who uses profanity, immediately attempting to "Curse" them instead of following the mission plan.


Roleplaying as a GM

When using Danhausen as an NPC:

  1. Talk in the third person. Always.

  2. The Hook: He usually wants the players to help him acquire a Blimp or a sack of "Human Money" in exchange for "Not Cursing" them.

  3. The Combat: He stays on the periphery of the map, pointing at enemies and shouting "Cursed!" while the players do the heavy lifting. If an enemy gets too close, he simply disappears into a shadow and reappears on top of a nearby vending machine.

GM Tip: Pair him with Joe Hendry for a "High-Charisma Chaos" session. Joe teleports in with a song, while Danhausen stands in the corner, holding a jar of teeth and judging the heroes' fashion choices.


 



Tuesday, April 28, 2026

New OSR Monster - The Devil Monkey For Burrows & Borderslands Rpg

 In the world of Burrows & Borderlands, the Devil Monkey isn't just a myth—it’s the primate nightmare of the northern woods. While most beasts in the Kingdom are relatable mammals, the Devil Monkey represents an ancient, uncanny lineage that feels "wrong" to the average adventurer. 

The Devil Monkey




The Shadow in the Canopy

The Devil Monkey is a lean, powerful simian roughly the size of a Badger, but built for terrifying agility rather than raw tanking power. It possesses a baboon-like snout filled with oversized canines and distinctive "devil-horn" tufts of fur above its ears.

The Lore

Unlike the noble Hares or the industrious Mice, Devil Monkeys are often nomadic outcasts or "feral" mercenaries. They are rumored to be the descendants of beasts that traveled from far-distant jungles, adapting to the colder climates by becoming leaner, meaner, and much more cynical. They don't seek to build kingdoms; they seek to dominate the moment.


Stats & Attributes

If you are using the standard Burrows & Badgers system, here is how a typical Devil Monkey stacks up:

AttributeValueDescription
Species BaseLargeTreated as a Large Beast (like a Badger or Otter).
Move5"Exceptionally fast for its size.
Agilityd10Unnaturally nimble; difficult to pin down.
Fortituded8Tough, but relies more on not being hit.
Presenced6Unsettling and strange to other beasts.
Brawld10Uses powerful, grasping hands and a lethal bite.

Special Rules & Abilities

  • Prehensile Tail: The Devil Monkey can reroll any failed Climb checks and can carry a small item (like a potion or a dagger) in its tail, though it cannot attack with it.

  • Terrifying Screech: Once per game, the Devil Monkey can let out a blood-curdling howl. All enemy models within 6" must pass a Presence test or suffer a -2 penalty to their next activation.

  • Brachiation: The Devil Monkey ignores movement penalties for difficult terrain caused by woods, crates, or vertical obstacles, provided there is something to swing from.


Equipment & Aesthetic

  • The Look: Patchy, dark fur, glowing amber eyes, and often draped in "trophies" like bird skulls or stolen cloaks.

  • Weaponry: They rarely use shields. They prefer Massive Weapons (large jagged clubs) or Two Hand Weapons to maximize their reach and Agility.

  • Armor: Usually restricted to Light Armor or none at all; they find heavy plates too restrictive for climbing.


GM Tip: Use the Devil Monkey as a "Boss" encounter for a low-level party. Its ability to strike from the trees and retreat upward makes it a frustrating and deadly opponent for a group of Mice and Shrews who are used to fighting on flat ground.

OSR Commentary & Deep Dive Into the Castles & Crusades Adventurers Armory For Castles & Crusades rpg System

 The Adventurers Armory is a staple supplement for the Castles & Crusades RPG, designed to expand the horizon of equipment, weaponry, and specialized gear beyond the standard listings in the Players Handbook. It serves as a comprehensive catalog for players looking to customize their characters and for Castle Keepers (CKs) aiming to add flavor to their world's economy.



### Core Contents & Features

The supplement is structured to be an "in-world" guide while providing the mechanical "crunch" necessary for gameplay.

  • Expanded Weaponry: Introduces a vast array of historical and fantasy weapons. It provides detailed stats for damage, weight, and cost, often including niche weapons like the falx, man-catcher, or various polearm iterations.

  • Armor Variants: Beyond standard leather and plate, it explores regional and specialized armor types, offering different weights and Armor Class (AC) bonuses to help balance protection versus mobility.

  • Adventuring Gear: This is the "utility" heart of the book. It includes specialized climbing gear, camping equipment, illumination sources, and survival tools that go far beyond a simple "ten-foot pole."

  • Clothing & Textiles: Detailed lists for different social strata—from peasant rags to noble finery—which can be vital for Charisma-based attribute checks in social encounters.


### Specialized Sections

The Adventurers Armory often delves into items that occupy the space between mundane gear and magical artifacts:

CategoryDescription
Alchemical ItemsNon-magical concoctions like flash powder, acids, and anti-venoms.
Animals & MountsStats and costs for various beasts of burden, warhorses, and exotic pets.
Trade GoodsA breakdown of bulk goods (spices, metals, textiles) for players interested in the mercantile side of adventuring.
HirelingsCosts and brief descriptions for torchbearers, mercenaries, and specialists.

### Integration with the Siege Engine

Because Castles & Crusades uses the SIEGE Engine (an attribute-based check system), many items in the Armory are designed to provide situational bonuses:

  • Attribute Synergy: Certain tools may grant a $+1$ or $+2$ bonus to specific Attribute Checks (e.g., high-quality thieves' tools for Dexterity checks or a sturdy crowbar for Strength checks).

  • Encumbrance Management: The book provides clear weight metrics, which is crucial for CKs who strictly enforce the encumbrance rules found in the Players Handbook.


### Why Use It?

While the Players Handbook covers the basics, the Adventurers Armory is for groups that enjoy granular resource management and tactical preparation. It allows players to spend their hard-earned gold on meaningful upgrades that aren't necessarily "Magic +1" items, keeping the power curve grounded while increasing character utility.

Note for the CK: The Armory is an excellent tool for "gold sinks." If your players have amassed a fortune, the high-end masterwork equipment and rare alchemical supplies listed here provide excellent ways for them to reinvest that wealth into their survival.