Hey! I drew stuff two days in a row!
Got to keep the momentum!
Normally this is a blog about RPGs that I never play.
More of that stuff later.
Showing posts with label drawing. Show all posts
Showing posts with label drawing. Show all posts
Wednesday, January 8, 2014
Tuesday, January 7, 2014
Filling White Space
Since my scanner isn't working right now, here's some digital stuff that slid out of my brain, down my arm and onto a tablet.
Yeah. I'm still learning to draw with a computer...
Wednesday, April 17, 2013
Swords & Wizardry Apreciation Day: Five Weird Monsters
Here is my meager contribution to Swords & Wizardry appreciation day.
I hope you all like weird stuff. Enjoy!
Brain Coral
Hit Dice: 3
Armor Class: 3 [16]
Attacks: 2 claws (1d3)
Saving Throw: 14
Special: Confusion
Move: 18
Alignment: Neutrality
Challenge Level/XP: 6 / 400
Brain coral are small amphibious predators that hunt tropical and subtropical tide pools and beaches.
Swirling patterns on their heads act as a 4th level Confusion spell, although it only effects 1d4 creatures.
Centicorn
Hit Dice: 4
Armor Class: 1[18]
Attacks: 2 hoofs (1d8), Gore (3d4)
Saving Throw: 13
Special: Magic resistance (25%), Volley of horns
Move: 24
Alignment: Chaos
Challenge Level/XP: 5 / 240
Centicorns are unicorns that have been corrupted by the powers of Chaos. Their coats turn blood red and their manes turn ebony black. Dozens of horns cover the head, body and legs.
Three times per day the centicorn can launch a deadly volley of horns from it's body in a cone pattern, with a range of 60' and a 30' base. Targets who fail a save versus dragon breath take 2d10 damage.
Cyborgrilla
Hit Dice: 3+1
Armor Class: 5 [14]
Attacks: Bite (2d4)
Saving Throw: 14
Special: Cyborg parts (see below)
Move: 9
Alignment: Chaos
Challenge Level/XP: 6 / 400
Cyborgrillas are great apes that have been cruelly transformed into shock troops by some strange techno-magic process.
Each cyborgrilla or group of cyborgrillas is modified with different cybernetic implants. Roll three times on the table below. Reroll duplicates or double effects (optional).
1. Armor plating: AC is improved by 2 points.
2. Laser eye: Beam from eye does 2d4 damage.
3. Grav-attack field: All within 10 feet save versus spell or fall down. Usable 3 times per day.
4. Chain fist: Cyborgrilla's fist may be thrown up to 20 feet doing 1d8 damage. Returns automatically.
5. Spring heel: Jump up to 30 feet for a slam attack. A hit does 2d8 damage.
6. Radar sense: Can see invisible and no chance of surprise.
7. Intruder alarm: Loud siren sound attracts more cyborgrillas or other creatures in the area.
8. Stun grasp: Roll versus paralyze or stunned for 1d6 rounds.
9. Auto repair module: Regenerate 3 points per round, except from acid or fire damage.
10. Self destruct: at zero hit points cyborgrilla explodes doing 3d10 damage in 90 foot diameter.
Giant Bat-rat Crab Spider
Hit Dice: 14
Armor Class: 2 [17]
Attacks: 2 claws (1d8), bite (2d10)
Saving Throw: 3
Special: Unknown
Move: 12
Alignment: Neutrality
Challenge Level/XP: 14 / 2600
Rocket Shark
Hit Dice: 3+1
Armor Class:
Attacks: 1 bite (1d10), 1 nose slash (1d6)
Saving Throw:
Special: Ramming attack
Move: 3 / 48 (flying)
Alignment: Neutrality
Challenge Level/XP: 5 / 240
The rocket shark is another weird science abomination let loose on the world. It is basically shaped like a hammerhead shark with a bony blade on the front of it's nose and two jets on it's back that allow it to fly at incredible speeds.
It's most fearsome attack is a rocket ram. The rocket shark fly's at a target at top speed attempting to strike head on. If this attack hit's, the target must save versus death or take 3d10 points of damage. If the save versus death is successful, the victim only takes the normal 1d10 bite damage. The rocket shark can attempt this attack every three rounds, as it needs to build up speed.
I hope you all like weird stuff. Enjoy!
Brain Coral
Hit Dice: 3
Armor Class: 3 [16]
Attacks: 2 claws (1d3)
Saving Throw: 14
Special: Confusion
Move: 18
Alignment: Neutrality
Challenge Level/XP: 6 / 400
Brain coral are small amphibious predators that hunt tropical and subtropical tide pools and beaches.
Swirling patterns on their heads act as a 4th level Confusion spell, although it only effects 1d4 creatures.
Centicorn
Hit Dice: 4
Armor Class: 1[18]
Attacks: 2 hoofs (1d8), Gore (3d4)
Saving Throw: 13
Special: Magic resistance (25%), Volley of horns
Move: 24
Alignment: Chaos
Challenge Level/XP: 5 / 240
Centicorns are unicorns that have been corrupted by the powers of Chaos. Their coats turn blood red and their manes turn ebony black. Dozens of horns cover the head, body and legs.
Three times per day the centicorn can launch a deadly volley of horns from it's body in a cone pattern, with a range of 60' and a 30' base. Targets who fail a save versus dragon breath take 2d10 damage.
Cyborgrilla
Hit Dice: 3+1
Armor Class: 5 [14]
Attacks: Bite (2d4)
Saving Throw: 14
Special: Cyborg parts (see below)
Move: 9
Alignment: Chaos
Challenge Level/XP: 6 / 400
Cyborgrillas are great apes that have been cruelly transformed into shock troops by some strange techno-magic process.
Each cyborgrilla or group of cyborgrillas is modified with different cybernetic implants. Roll three times on the table below. Reroll duplicates or double effects (optional).
1. Armor plating: AC is improved by 2 points.
2. Laser eye: Beam from eye does 2d4 damage.
3. Grav-attack field: All within 10 feet save versus spell or fall down. Usable 3 times per day.
4. Chain fist: Cyborgrilla's fist may be thrown up to 20 feet doing 1d8 damage. Returns automatically.
5. Spring heel: Jump up to 30 feet for a slam attack. A hit does 2d8 damage.
6. Radar sense: Can see invisible and no chance of surprise.
7. Intruder alarm: Loud siren sound attracts more cyborgrillas or other creatures in the area.
8. Stun grasp: Roll versus paralyze or stunned for 1d6 rounds.
9. Auto repair module: Regenerate 3 points per round, except from acid or fire damage.
10. Self destruct: at zero hit points cyborgrilla explodes doing 3d10 damage in 90 foot diameter.
Giant Bat-rat Crab Spider
Hit Dice: 14
Armor Class: 2 [17]
Attacks: 2 claws (1d8), bite (2d10)
Saving Throw: 3
Special: Unknown
Move: 12
Alignment: Neutrality
Challenge Level/XP: 14 / 2600
Rocket Shark
Hit Dice: 3+1
Armor Class:
Attacks: 1 bite (1d10), 1 nose slash (1d6)
Saving Throw:
Special: Ramming attack
Move: 3 / 48 (flying)
Alignment: Neutrality
Challenge Level/XP: 5 / 240
The rocket shark is another weird science abomination let loose on the world. It is basically shaped like a hammerhead shark with a bony blade on the front of it's nose and two jets on it's back that allow it to fly at incredible speeds.
It's most fearsome attack is a rocket ram. The rocket shark fly's at a target at top speed attempting to strike head on. If this attack hit's, the target must save versus death or take 3d10 points of damage. If the save versus death is successful, the victim only takes the normal 1d10 bite damage. The rocket shark can attempt this attack every three rounds, as it needs to build up speed.
Saturday, March 30, 2013
Some Drarrings
Wednesday, October 3, 2012
New Mutant Future Monster: Observer
Observer
No. Enc.: 1d2 (1d3+1)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 5
Hit Dice: 8
Attacks: 1
Damage: by weapon
Save: L8
Morale: 9
Hoard Class: III, IV, IX, XXI
XP: 4060
Observers are alien humanoids from some other strange dimension. They appear to be visiting Earth to perform scientific and behavioral experiments on any seemingly random various lifeform that may pique their interest.
Often they will simply appear via teleport and silently watch events unfolding before them.
At other times they will use their empathy mutation to manipulate emotions to instigate fights or other situations they find interesting.
If two or more observers are encountered, they may attempt to possess other lifeforms bodies from a hidden location while using their damage turning mutation simultaneously.
They will then join in combat using the possessed bodies, testing their physical capabilities and limits, but always relinquishing control before death.
Observers rarely communicate with what they consider to be lesser beings. If they do, they never speak, preferring to use their neural telepathy instead.
Mutations: Damage Turning (Only during Possession use), Empathy, Force Screen, Neural Telepathy, Plane Shift, Possession, Teleport
Tuesday, October 2, 2012
New Labyrinth Lord Monster: Web Witch
Here's a new monster for your Labyrinth Lord or other OSR adventures!
Web Witch
No. Enc.: 1d4 (2d12)
Alignment: Chaotic
Movement: 60' (20')
Climb: 120' (40')
Armor Class: 5
Hit Dice: 3+2
Attacks: 1
Damage: 1d6 or weapon
Save: E3
Morale: 8
Hoard Class: XVIII
XP: 135
Web witches are evil female elves that have made soul binding pacts with infernal powers.
In addition to all the normal abilities of an elf, they can also climb any surface like a spider and cast a web spell every four rounds.
Many web witches keep giant black widow spiders as pets.
Monstrous Mutated Monday: Noose Golem, Gundroid
Two new monsters presented for your approval:
the Noose Golem for Labyrinth Lord and the Gundroid for Mutant Future.
Please see The Other Side Blog for details on Monstrous Mondays
and The Savage After World Blog for Mutated Mondays.
the Noose Golem for Labyrinth Lord and the Gundroid for Mutant Future.
Please see The Other Side Blog for details on Monstrous Mondays
and The Savage After World Blog for Mutated Mondays.
Noose Golem
No. Enc.: 1d4 (1d4)
Alignment: Chaotic
Movement: 60' (20')
Armor Class: 3
Hit Dice: 5
Attacks: 5 (nooses)
Damage: 1d4 (per noose)
Save: F5
Morale: 12
Hoard Class: None
XP: 800
Noose Golems are often created as assassins by evil magic-users. They have all the special attributes of both golems and undead, meaning they may move silently and are immune to mind effecting spells such as hold, charm or sleep. They can be turned as undead, however.
They may attack five separate victims up to ten feet away. Their nooses choke victims when they successfully attack, and deal 1d4 hit points of damage each per successive round. For each noose that is choking a victim, the victim suffers a cumulative attack penalty of -1.
A noose can be cut off if a total of 6 hit points or more is dealt with one blow.
Blunt weapons will only do half damage to a noose golem.
Gundroid
Hit Dice: 50
Frame: Armature
Locomotion: Treads
Manipulators: None
Armor: Reactive (AC 1)
Sensors: Class VI
Mental Programming: Programming
Accessories: Weapon Mounts (7), X-Ray Sensors, Self-destruct System
Weaponry: Arm Mounted Maser Rifles (4), Arm Mounted Stun Pistols (2), Head Mounted X-Laser Rifle
Tuesday, August 28, 2012
Lazy Post, Random Drawings.
More random drawings. Enjoy.
This is a drawing I did for a contest for Mr. Jeff Rients involving re-illustrating pages from the Lamentations of the Flame Princess RPG. I think I did okay and it was received well, but it didn't really fit the criteria of the contest. Here's some details on the first wave of entries.
What else needs to be said? Dr. Doom vs. the Fantastic Four. Should have drawn the dice bigger. Oh well.
SPEED DEMON! |
A super villain character I'm playing in a Marvel FASERIP campaign run by Mr. Zak Smith.
This is me trying to learn how to draw digitally.
SATHAR! |
DOOM! |
Saturday, August 11, 2012
Some Drawing Tips
Here's a few pages I made in an attempt at a basic drawing lesson. These are inspired by "How to Draw the Marvel Way" as well as variuos other books and articles.
Sorry for the crappy scan quality. I'll have to work on that.
Sorry for the crappy scan quality. I'll have to work on that.
1. Draw the stick figure very lightly.
2. Remember to express action and body language.
3. Start to lightly shape in the muscle masses.
4. Draw through the figure to keep perspective and proportion.
5. Select the lines that look right or cool to go over and detail.
6. Remember: Draw light at first. Select the lines that look right.
Erasing is just as important as drawing a line.
It doesn't have to mean you made a mistake, just that your are selecting the best lines.
THE ERASER IS YOUR FRIEND!
HAVE FUN IS RULE ONE!
Monday, November 28, 2011
Kamandi Ka-Monday: Proto-Froghemoth?
In Kamandi #25 from 1975, Kamandi and his friend Ben Boxer encounter this huge monster lurking in a tidal pool.
It only appears in three panels. Kamandi and his friends make a hasty escape.
If you look closely it has a similar appearance to the Froghemoth which first showed up in the AD&D module Expedition to the Barrier Peaks from 1980.
It's amphibious. It has three eyes on top of it's head. The coloration is practically the same. And the triple tongues could have easily been converted to tentacles.
I wonder if Gary Gygax or Erol Otus were inspired by this Kirby creature or other comics in general?
It only appears in three panels. Kamandi and his friends make a hasty escape.
If you look closely it has a similar appearance to the Froghemoth which first showed up in the AD&D module Expedition to the Barrier Peaks from 1980.
It's amphibious. It has three eyes on top of it's head. The coloration is practically the same. And the triple tongues could have easily been converted to tentacles.
I wonder if Gary Gygax or Erol Otus were inspired by this Kirby creature or other comics in general?
Here's my take on it. Kind of a combination of the two illustrations.
What do you think?
Saturday, November 26, 2011
Fallout Funnies
One of my earliest attempts to draw a comic strip. Done years ago.
I must have been thinking of Gamma World or Planet of the Apes or Kamandi or maybe the old Wasteland computer game.
Definately long before the Fallout video game.
Maybe I should update it or start a series of newer strips on the blog.
Sunday, November 13, 2011
Back to the Basic Set and Weird Science Fantasy
I really want to play something easy. This idea uses the Basic Set, Gamma World 1st edition and a few good ideas swiped from other blogs.
Here's the big idea: The gods are actually aliens. Some call them the Shapers. They are responsible for mutations, introducing technology, clerical magic and anything else I can't think of right now.
This world is like an experiment or even a game to the Shapers.
Any other details are developed as I go along.
Character Classes:
CLERIC: Combining ideas swiped from Alternate Science Cleric for OSR D&D at Strange Magic and
Six Gods of Mangalla at Jeff's Game Blog.
Clerics are humans who have been abducted by the Shapers and altered for mysterious purposes.
They have strange implants that grant them their cleric abilities and spells. Most of the implants look like jeweled diadems or bracelets and small metallic plates and cables embedded in the skin.
DWARF: As per Basic Set.
ELF: As per Basic Set.
FIGHTER: As per Basic Set.
HALFLING: As per Basic Set.
HUMANOID: As per Gamma World.
MAGIC-USER: As per Basic Set.
MUSKETEER: Swiped from Beyond the Black Gate.
MUTANT ANIMAL: As per Gamma World.
ROBOT: Renamed from the Warforged adaption at The Grumpy Old Troll.
THIEF: As per Basic Set.
WITCH HUNTER: Taken from B/X Blackrazor.
~ end transmission ~
Here's the big idea: The gods are actually aliens. Some call them the Shapers. They are responsible for mutations, introducing technology, clerical magic and anything else I can't think of right now.
This world is like an experiment or even a game to the Shapers.
Any other details are developed as I go along.
Character Classes:
CLERIC: Combining ideas swiped from Alternate Science Cleric for OSR D&D at Strange Magic and
Six Gods of Mangalla at Jeff's Game Blog.
Clerics are humans who have been abducted by the Shapers and altered for mysterious purposes.
They have strange implants that grant them their cleric abilities and spells. Most of the implants look like jeweled diadems or bracelets and small metallic plates and cables embedded in the skin.
DWARF: As per Basic Set.
ELF: As per Basic Set.
FIGHTER: As per Basic Set.
HALFLING: As per Basic Set.
HUMANOID: As per Gamma World.
MAGIC-USER: As per Basic Set.
MUSKETEER: Swiped from Beyond the Black Gate.
MUTANT ANIMAL: As per Gamma World.
ROBOT: Renamed from the Warforged adaption at The Grumpy Old Troll.
THIEF: As per Basic Set.
WITCH HUNTER: Taken from B/X Blackrazor.
~ end transmission ~
Tuesday, November 8, 2011
More Monster Drawings
Once again, some older drawings.
I really need to draw some new stuff.
And these two go out to Brutorz Bill.
I really need to draw some new stuff.
And these two go out to Brutorz Bill.
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