Showing posts with label JR Mounts. Show all posts
Showing posts with label JR Mounts. Show all posts

Thursday, November 26, 2020

Happy Turkraken Day!


I hope everyone has a safe and happy holiday today (even if it's not actually a holiday for you).

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Note 1:  The beast above can be encountered in the holiday adventure In Bleakest Midwinter that I wrote a few years back.  Check it out if you like...it's free!  The Turkraken is also statted out HERE.)

Note 2:  My good friend J.R. Mounts, who generously provided art for that adventure (including the Turkraken itself), recently had a couple pieces of his work featured in the Godzilla fanzine G-FAN.  I think that's pretty freaking awesome.  You can find the latest issue HERE if that sounds like something you'd be into...!  (J.R.'s work is in #129, Fall 2020.)



Friday, May 22, 2020

More free stuff for you while you're in your bunker...

I've posted a few times about stuff related to my friend and...seriously, if I haven't stressed it enough...one of the nicest human beings you could ever hope to meet, J.R. Mounts.  I mentioned him when he was nominated for a Dragon Award, when I posted my OSR Card-caster class, when I've shown off some fun beasts that he created for me...


...also when he illustrated my little Christmas adventure...


...and when I posted about the Lego war game I worked on a long time ago that he was also kind enough to do art for...


...and, well, probably a number of other times.  He has a tag here on Monstrous Matters, and when I list things like this, it makes me wonder if I've asked him to do too much free work for me...!

Several years ago, J.R. took the plunge and started working full time as an indie cartoonist, which...while I know it hasn't been easy for him...I would argue has made the world a better place thanks to the rest of us getting to see more of the unique perspectives of J.R.  He has some TMNT-level ideas in his work that we'd all hear about if they were given exposure at the right time and place.  I even got to design a couple of card games for his properties and help him show them at Gen Con, which was a dream come true in itself.  (More on these games to come on here as I continue to talk about all of the half-worthwhile things I've ever managed to accomplish...!)


J.R. has recently put out a couple of highly regarded graphic novels and has a really fun comic strip called Scairy Tales, but I would say that the thing he is probably best known for is being "the pickle guy."  Here's the hard-boiled protagonist of his Fried Pickle Noir series, Q. Cumbersome.


J.R. describes FPN as "Sin City Meets Veggie Tales," and it is not to be ignored.  Especially if you like puns.  And the great thing is, during the COVID-19 quarantine, J.R. has made a bunch of his work free for all in .pdf!

If you're looking for something a bit off the beaten path...whatever your beaten path is, honestly...you can simply find J.R. Mounts (by that full name) on Facebook and shoot him a message for access to a folder filled with wacky stuff he's worked on (full disclosure...and even some stuff that I've worked on).

Also, if you'd just like to see more of what J.R. is all about, you can check out his DeviantArt page here.

Sunday, August 27, 2017

Big ups to my buddy JR!

I really should have posted about this earlier, but I suppose I'm better late than never on it!  My friend and sometime collaborator JR Mounts...writer, artist, and musician extraordinaire, and as I believe I've mentioned on here before, one of the nicest guys you could ever hope to meet...has been nominated for a Dragon Award for his semiautobiocomic Stuck in My Head.  This is the second year that these will be given out at Dragon Con, the absolute giant of the local convention scene, and I think it is absolutely awesome to see such a labor of love by an indie artist like JR alongside names like Clive Barker, Jim Butcher, and Phil and Kaja Foglio!


If you're so inclined, I don't think it's even too late to register and vote in this and all the other categories...!

Monday, July 10, 2017

Monstrous Monday: Three more Vrakkig beasts...

Some more critters drawn by my pal JR Mounts for summoning, Duel Masters-style, by the Card-caster class.  (You can see more of his creations in my Monstrous Monday posts from the last three weeks...!)  HD is in the upper left, AC (ascending from 10) in the lower right...




Monday, July 3, 2017

Monstrous Monday: More beasts to summon...!

Even more of the beasties created by my pal JR Mounts for summoning, Duel Masters-style, by the Card-caster class.  (You can see more of his creations in my Monstrous Monday posts from last week and the week before...!)



Monday, June 26, 2017

Saturday, June 24, 2017

The Card-caster class (for OSR games)

On Monday, I posted a few of the beasts that JR Mounts drew for me to use as summoned creatures for a class that performs magic from a deck of cards.  The Card-caster class is part of my contribution to the Tenkar's Landing crowdsourced hexcrawl project...a part of the contribution that is probably so superfluous to the point of the project that it will never be used by anyone, but a part of it nonetheless.

As I actually did put some effort into making the class balanced and suitable for dueling (once a sufficient number of cards are created), though, I wanted to also share it here.  Any and all feedback is welcomed, of course...I love the idea of turning this into its own little minigame within a campaign, and I'm sure there are a lot of possibilities I failed to consider!


New class:  Card-caster

Card-casters are students of the art of card battling, known in the local Hobgoblin tongue as vrakkig.  They are capable of harnessing magic using a deck of specially crafted playing cards.  While many scholars mock these arcane warriors as incapable of “true” magic, they have been known to hold their own against those who wield the powers of many other traditions.

Hit Dice and saves: as Cleric.
Advancement, combat, weapons and armor: as Magic-user.

Card-casters maintain a collection of playing cards that enable them to cast spells and summon creatures from beyond the realm.  This collection may include any cards found, bought, or traded for by the character.  Each morning, they will prepare a deck from among the cards in their collection and shuffle this deck well.

Card-casters must have a number of cards in their deck equal to three times their Card-caster level.  By choice or necessity, any number of these cards may be copies of the card “Next!”  It is a Level 1 Spell that simply reads “Draw a card,” and is known among Card-casters and collectors as a super-ultra-basic-common…that is, there are tons of them around, and no one would really mind if a Card-caster just made their own copies anyway.  Other than “Next!”, all cards in a Card-caster’s deck must have unique names.  All but ONE (at maximum) card must have a Card Level equal to or less than the Card-caster’s level.

At the point in the day in which a Card-caster wishes to initiate card battling, they immediately draw an opening hand equal to ½ their Card-caster level, rounded down (minimum of 1 card).  At the beginning of each subsequent round, they draw one card from the top of the deck and are then able to take their action or actions for the round.  Attempting to cast a card takes one round of action.  A Card-caster may, in place of attempting to cast a card, discard as many cards as desired and draw that many.

Those casting a card (including other adventurers who come into possession of magical cards) have a casting power = 10 + their Card-caster level.  Cards have a Level equal to Hit Dice of the monster or the number indicated in the upper left corner of a spell card.  When a card is cast, roll 1d20 and add the card’s Level.  If the result is higher than the caster’s casting power, the card fizzles.  Once a casting attempt is carried out, whether or not it is successful, the card is sent to the “discard pile,” an interdimensional pocket that keeps cards in near-mint condition until they are accessed again the next morning.  (All cards discarded for any other reason also go here.)  The one exception to this is when a monster is returned to its realm of origin, in which case the monster’s card returns to the hand of its summoner.

When the deck is depleted, the character cannot cast any more cards unless something happens to put discarded cards back into the deck.  Summoned monsters return to their realm, and all spell effects end, 1 hour after last card is drawn from the deck.

As a general rule, summoned monsters deal 1d6 damage and have d6 Hit Dice.  Damage on all cards is listed in terms of d6.  (These can be changed to d8’s for games of a basic or advanced nature.)


Cards used by Card-casters may have a back that looks something like this, although characters are known to be able to change the appearance of their cardbacks by all sorts of magical means.  (Icon on cardback made by Lorc.  Available on http://game-icons.net.)



(Oh, and here are a couple of the non-monster cards featuring JR's art...I'll keep sharing them over the course of the next couple of weeks...!)



Monday, June 19, 2017

Monstrous Monday: Monsters summoned by JR Mounts

I haven't done much in the way of Monstrous Monday posts in a while, but I realized lately that I'm sitting on a stack of beasts that people might enjoy seeing on here.  I took part in the Tenkar's Landing crowdsourced hexcrawl project (which looks to be nearing a milestone of completion, actually!), and one of the hexes I got to play with included a cloister dedicated to the martial art of card battling (or vrakkig, as it's known in the native hobgoblin tongue).  I thought it'd be fun to actually work out a Card-caster class and come up with some cards they might use in their battles (and which PCs might stumble upon in their travels).  As I often do, I hit up my pal JR Mounts to see if he'd want to do some artwork for me to use on the cards.

As usual, JR completely outdid himself in coming to my aid, and so I want to show some of the cards off here.  Rules-wise, they're all pretty simple...they have to fit onto a playing card, after all...and the layout is similarly uncomplicated.  HD is shown in the upper left, AC (ascending from 10) in the lower right.

I'd like to feature a few beasts each week; I'll give the details of the Card-caster class soon...!




Be sure to check out JR's site to see more of his work, by the way.  These are pretty much doodles, and he does some really awesome stuff that more people ought to see!

Tuesday, June 13, 2017

Ghost Hackers is now on DriveThru

So, some of you may remember that last year, around the time of the release of the new Ghostbusters film, I put together a little game of ghost hunting using The Black Hack, called it Ghosthackers, and made the file available here.

Well, the cover, as you probably know if you've seen it, stood to be a bit problematic if I ever wanted to more "officially" release the game.  So, I did what anybody in my situation would do:  I asked a talented friend to do something for me for free!  With new art for a front and back cover and a little bit of internal tweaking (oh, and a space in the title), the game is now available for download (free!) on OneBookShelf.

You can click here to find it on DriveThruRPG!


Traditionally, I've hit up my buddy JR Mounts for this kind of thing (see, for example, In Bleakest Midwinter...), but I figured I should spread around my abuse of friendships, so I contacted my friend Timothy Paul, an Indianapolis artist that I was lucky enough to meet when I went to GenCon a couple of years ago.  I think his stuff his just awesome (you should check out his Facebook page sometime to get an idea of his style)...some of his surreal work looks like it should be on the cover of Dungeon Crawl Classics modules, in my opinion.

At any rate, I'm very grateful for his help and am making a mental note to make sure I abuse his friendship make use of his talents in Light City before he's snapped up to do too many other art projects...!

Monday, January 9, 2017

And now it's up on RPGNow...

Just a quick note:  "In Bleakest Midwinter" is now up on RPGNow/DriveThruRPG (link).  I can't get the full-size preview to load properly, for some reason.  That's part of what this process is about, though...learning how this self-publishing thing works...

Saturday, January 7, 2017

"In Bleakest Midwinter" now up on Lulu

This is just to note that I've put my silly little holiday funnel-type adventure thing, "In Bleakest Midwinter," up on Lulu (link).  I also have it in review for placement on RPGNow/DriveThruRPG.  Free on both, of course, and still available straight from Google Drive here.

While it's a very (and did I mention, very?) amateur product, I figure it can't hurt visibility to put it places where people actually go looking for stuff like that.  It's cool to finally learn a bit about the self-publishing process, too.


Wednesday, December 21, 2016

In Bleakest Midwinter (a holiday adventure)

All right, I think I've got this to a point where it can be viewed by others!  Here's my meager gift to the OSR community this holiday season...a little adventure called In Bleakest Midwinter.

This is a venture into funnel-type adventuring, inspired by David over at The OSR Library.  It features artwork by my talented buddy (and the nicest guy you'll ever meet) J.R. Mounts (and you should check out his newest project, Stuck In My Head!) and a map taken from the freely usable stock of the incomparable Dyson Logos (probably also a really nice guy).

The PDF is A5-sized and will probably print decently doubled up on standard paper.  There are even front and back "covers" if you choose to go about it that way.

Any and all fixes and feedback are welcome.  Happy Holidays, all!

In Bleakest Midwinter from Google Drive (newest version)


Thursday, December 15, 2016

Coming soon...

...and not that I think there's gonna be buzz for an upcoming "product" from yours truly, but I'm stoked about how this is turning out and wanted to post the cover.  Thanks to J.R. Mounts for that fantastic artwork!  Hopefully I can get this all ready for public viewing in the next few days...


Wednesday, March 16, 2016

If I may point out a Kickstarter...

I don't think this is really a shameless plug, as I'm not connected to the project.  It's probably worth mentioning, though, that JR is my bud, and I've worked with him on a couple of card games and have some other projects in the works with him.

He's just started a Kickstarter for his indie semiautobiocomic magnum opus, STUCK IN MY HEAD (click here to check it out).


If you're a fan of indie comics, personal stories, or cool people, give it a look!  JR's a great guy with a fanstastic style and some killer stories to tell.  I'm looking forward to this one!

Saturday, February 20, 2016

In a World Where Bricks Rule...

I recently posted some pics from a Lego battle I took part in a couple of weeks ago, intending to post the rough rules that we played by on this blog.  Well...here they are...v0.5 of In a World Where Bricks Rule..., a super-simple, icosahedral set of skirmish rules that are ready to be added to, subtracted from, and just generally screwed with.  I first posted them to the web a few years ago, so maybe, just maybe (but probably not), there's someone out there who still has designs on playing it at some point.

Big thanks to my buddy JR Mounts for the awesome artwork.  I've worked with JR on the card games Ghoulball and Cop Salad.  He has a website where you can see samples of his comic work.  (There are some great stories about a fried pickle private investigator in a noir setting that...well, you kinda have to see it...)


In a World Where Bricks Rule…


Life is a constant battle. Or something kind of like a battle, anyway.  These rules will show you how those kind-of battles play out.

Characters


Characters are defined by four main attributes:

Level – an approximation of the character’s combat ability and toughness.

Class – lets you know what special abilities the character has.

Defense – how hard it is to hit the character with an attack.

Range – indicates whether or not the character is able to attack characters with which it is not in contact. A character either “has range,” or it doesn’t.




To create a character, follow these steps:

1. Pick out a figure to represent the character.

2. Determine the character’s level and class.  Just pick a level that seems appropriate; you’ll want each side to have about the same number of levels when all characters are added together.  Classes are listed toward the end of these rules (or feel free to make up your own).

3. Figure out the character’s defense value. This is typically based on the type of armor or protective clothing worn by the character, so feel free to outfit them with some extra equipment if you want. Higher defense values make a character harder to hit. Here are some examples to use as a guide:

• No armor: 10
• Leather armor, ice hockey equipment: 12
• Chainmail, SWAT body armor: 14
• Plate mail: 16
• Carrying a shield adjusts an armor value by +1.

4. Finally, give the character a weapon. Most characters won’t deal much damage without one.  It doesn’t have to be a “real” weapon; it could also be a wrench, a crowbar, a bat…whatever. If the weapon can be used from a distance, like a gun or crossbow, note that the character has range.

Combat


To begin each round, one player rolls four six-sided dice (4d6). All characters with a defense value less than or equal to the roll can act this round. Players (starting with the youngest) take turns activating one character at a time. When all characters have acted, a new round begins.  Characters can take two actions when activated.  They may move, attack, or perform an action indicated by a special ability. Characters may also leave any actions unused.  To move, a character is moved up to one full length, in a straight line. A length can be any convenient distance agreed upon by players and reasonable to the size of the figures. (For conventional brick figures, a 16-stud brick is pretty useful.) A character cannot move through or over tall objects (including other characters). Moving through difficult terrain (swamps, thick brush, etc.) requires two move actions to be spent for each move performed. If a character is in base contact with an enemy, one move action must be spent to break free. A move action may also be spent to pick up a weapon or other item, or to climb onto an object.

An attack may be made by one character on another if the two characters are in contact (at least base contact) or are within one length of each other if the attacking character has a ranged attack. To attack, roll a d20 and add the attacking character’s level (plus any modifiers indicated by special abilities or combat conditions). If the result is equal to or greater than the target’s defense value, the attack is successful, and the defending character is given one hit.

Attack modifiers:

• Melee attack by a character with range attack: -2
• Target is at a lower elevation: +2
• Target has ≥50% cover: -2
• Target is in contact with a character on the same side as the attacker: -2

When a character has sustained hits equal to or greater than its level, the character is knocked out and removed from the battle. The battle ends when only one side has characters remaining or when an agreed-upon objective is completed (such as capturing a base).


Character Classes


Archer: +3 to attack rolls with a bow or crossbow.

Brute: Deals an extra hit when an attack is successful; can sustain one extra damage before being knocked out.

Knight: Subtract 6 from defense for activation purposes.

Ninja: Ninja are assumed to carry shuriken and can be given a ranged attack even if they do not appear to possess a ranged weapon (no penalty to melee because of this).

Soldier: Subtract 3 from defense for activation purposes; +1 to attack rolls with a gun (firearm, blaster, etc.).

Space Trooper: Can move using a jetpack (or a magic ring or something) – not affected by terrain or characters that would block its movement.

Swordsman: +3 to attack rolls with a sword.

Undead: When knocked out, may still activate each turn by rolling a d6. On a 1 or 2, the Undead comes back at full strength and can be activated immediately.

Vigilante: When it hits with a melee attack, the hit character drops its weapon.

Wizard: As an action, you may roll a d6. On a 1-3, a character within one length takes a hit and can’t act this round. (Can only be used once per round.)