Outsiders & Others
Charles W. Stewart (1915 - 2001)
The Hall of Spiders, 1973
The Dark Breakfast, 1973
Swelter Rehearsing, 1973
On the Way to the Doctor, 1974
The Flood, 1974
Steerpike at Bay, 1974
Titus's Tenth Birthday, 1974
The Skeletons, 1974
Frontispiece illustration for Uncle Silas, 1947.
Cover from "Ghost Stories And Other Horrid Tales" 1997.
Illustration from "Ghost Stories And Other Horrid Tales" 1997
Haunted #1 (March 1963)
Most artworks found at The Royal Academy.
Marcel Roux - The Weird Orchestra, 1904
emordnilap-fr: took a break from comms for a couple days and...
Russian Planet of the Apes
Stephen Fabian - Illustrations from William Hope Hodgson's "The Dream of X"
The Watcher of the North East
The North West Watcher
The Light
South-West Watcher
The Lesser Redoubt
Illustrations for "The Dream of X" written by William Hope Hodgson. The novel was originally released in 1912, these illustrations are from an edition published in 1977.
Artworks originally shared here in 2010.
Most artworks found at the Heritage Auctions site.
There isn't much there but Stephen's website can be found here.
Toy Major skeletons in bright colors
galleytrot: Smaugust 3: Pumpkin Drake
zakeno:I’ve been drawing some dragons based on Medieval...
My Love/Hate Relationship with V&V 3.0 (Mighty Protectors)
As I said before, the first time I played V&V (2.0) I was thirteen years old. I didn’t understand what made a game system good or bad, difficult or easy—all I knew is whether it was fun or not. V&V was just fun. It ticked a lot of boxes for me—you could play as yourself (stats to be determined by you, your overly critical friends, and the GM), you got a totally random set of super powers, and you got to blast bad guys and send them flying. Many of the Powers were open to interpretation, which was good if your GM was on top of things. A lot of the Powers simply asked you to make something up, which was also good—again, if your GM was helpful and understood balance within their campaign. There were some Powers that were just plain broken, such as: a type of Illusions that allowed you to create a near endless horde of hard-light minions, Teleportation which could potentially allow you to travel several lightyears in an instant, and Gravity Control which could multiply the weight of a target many hundreds of times turning them into jelly. You get the idea. There we no caps, no limits—just your imagination and your GM’s willingness to reign it in, or let it run free destroying all that is good and fair in the world. Despite a solid few years of fun, I stopped playing V&V back in 1989. In high school my friends wanted to distance themselves from gaming and do cool things, like get wasted and drive drunk. Good times? I would always keep my books, but never found another group to play with. Flash forward to 2017 and Mighty Protectors (Villains & Vigilantes 3.0). The game’s original creators, Jeff Dee and Jack Herman, had just won a hard-fought case to get their IP back from Fantasy Games Unlimited head, Scott Bizar. They had been working on V&V 3.0 for about 5 years, and wanted to release it to their fans, but had to get over this last legal hurdle. Hurdle cleared, they launched a Kickstarter for the new book, and I slammed my money down with glee. I followed every update as the game got closer and closer to shipping—watching the Stretch Goals pile on, I would be receiving not only the rulebook, but a few adventures and supplements as well.
I received my copy later that summer—a beautiful hardbound book boasting 150 pages—110 more than its predecessor! I dove in and immediately hit a wall. Stat caps? Damage caps? Character Points? You get…150 CPs for a Standard Level hero…80 for Abilities (no longer Powers), and 70 for BCs (not stats). HELP! Now, it wasn’t and isn’t all bad. You still had the option to base your character on yourself, and once I got my head around the Character Point system, I was brewing up heroes like crazy. The book also boasts a ton of races, backgrounds, origins, and motivations—all meant to add depth and dimension to your hero. There’s a section all about the V&V multiverse: government organizations, superhero groups, powerful cosmic beings, criminal organizations, criminal government organizations—from space! There are vehicle and base creation rules, and vehicle combat rules (I’m still figuring the latter out), rules for inventing new Abilities, Ability Modifiers that allow for a deep level of character customization so your Flame Blast won’t be the same as the other guy’s Flame Bast—ever! The bad: There is a rule about Acquiring Targets that forces you to make a Perception Check any time a target moves, sneaks, becomes invisible, etc. since their last attempt to target it. What?! Combat maneuvers are many, but their mechanics are cumbersome and slow, so most players don’t want to use them. The rules require Task checks to perform specific actions but there’s no Skill system. You get a bonus to any Task check that relates to one of your two Backgrounds (think training or careers), which is hard to determine. What if my Background is business? You must use computers in business, so do I always get a bonus when using computers, or are some computing Tasks too difficult for Captain Business? After you go through the lengthy character creation process, the last thing you want to do is dive into a very granular combat system. They endeavored to make combat resemble what we see in comics books. Big splashy moves that send enemies flying through walls, grapples and throws, diving in front of blasts to defend innocent bystanders—but you must stop, consult the rules, do the math, and then roll. Lastly the technical writing suffered: the book deals in many generalities, lacks a consistent glossary of terms often using several different terms to describe the same thing, and has a sort of shorthand that reveals the lack of an outside editor—one that would have questioned the disparate terminology and lack of specifics.
I come up with at least one new rules question every time I engage with the rules or run a session—which is often these days. Unfortunately, the creators are unresponsive, and their official forum is mostly inactive, having only half a dozen regular posters, myself included. Fortunately, I have a great group of players and a couple of fellow GMs who I bounce ideas off so I can answer these rules questions myself and come up with house rules that don’t bog down the game or detract from it. The very good: Jeff and Jack do understand how to create a campaign setting, and how to run a balanced game, and they share that knowledge with you in this book. Also, this game is a massive sandbox of superpowers. The combinations of Abilities and Ability Modifiers is nearly endless. One of my players asked me if their flying squirrel hero could have “some kind of disorienting sonic chirp” attack. Yes, he can. I have another player that wanted to buff his teammates with songs like a classic D&D bard. Yes! Admittedly, it takes a lot of fooling around with the math, but it’s all addition and subtraction. If you want a superhero roleplaying game that allows for an extreme amount of character customization, this is the game for you. If you recoil at the thought of a very cumbersome combat simulator, this might not be the game for you. That said, you can always skip a lot of those rules, or simplify them, or home-brew your own. I have plans to post a character creation guide, and even some examples of combat and tasks, so stay tuned.
EMCE: Nano Force Fallout 76
snagerdragon:everyone pray for Crackers, it belongs to the...
It Started in 1985
“The pleasure of reading a story and wondering what will come next for the hero is a pleasure that has lasted for centuries and, I think, will always be with us.”
Back in 1985, when I was 13, my brother and some of his friends started playing a table top role-playing game called Villains & Vigilantes. It was D&D’s heyday and if your game’s title didn’t have an ampersand and alliteration, were you even trying to make an RPG? I usually wasn’t allowed to play with his RPG groups, but I always got to flip through his rulebooks and supplements. When I cracked open the V&V rulebook, I had no idea that I would still be playing this game 34 years later. I couldn’t even imagine graduating high school–at that point it seemed too far away. Minutes seemed hours and years seemed infinite when I was a kid. Inside the book I discovered that you could play as yourself. Instead of creating a secret identity for your character, you were your secret identity! I was immediately hooked and begged my brother to let me make up a character. I remember being nervous about rolling up my Powers at random, hoping they would be really cool or at least similar to those of my favorite heroes: Daredevil and Spider-Man. I ended up with a strange mix of powers that didn’t go together at all. The rules suggested that you find a theme within your Powers and get rid of the rest, but I refused. I don’t remember why. Maybe it was the beginnings of my tendency to “Power Game” or maybe I was afraid of not having the right ability for every situation. My brother was frustrated but allowed Mega Man (even to this day the name embarrasses me) to exist. The flame powers of the Human Torch, the agility of Spider-Man, the telepathy of Professor X, the phasing of Kitty Pride, the intelligence of Reed Richards, and the growth of Giant Man. After some more begging, I got to play in the adventure ‘Crisis at Crusader Citadel’ alongside some of my brother’s friends. It’s a simple two act module meant to introduce the players the the V&V Universe through a group of A-List vigilantes–the Crusaders, and their villainous opponents–the Crushers. It was surprisingly fun and original. Mega Man got to strut his goofy stuff, firing flame blasts, phasing through walls and floors, and acting as a telepathic switchboard for the entire team. All of the villains and heroes we fought against or beside are just as indelible in my memory as my favorite Marvel and DC characters, and it’s still the first adventure my new players go through when I start a campaign. It will always be one of my fondest memories of playing a TTRPG. I played V&V for the next three years straight introducing my small circle of friends to it, and running my own games. Mega Man was on the bench and would always be now that I was the GM. Sadly I would step away from the game for decades. Then something happened in 2015.
Hi.
My players know me as Grackleflint. I like RPGs. Do you like RPGs? Cool. This blog is going to be the home of my V&V 3.0 campaign–the stories and the characters that populate them. It will have story updates, character portraits and character sheets and stats. I will also delve into the dense thicket of weirdness that is the Villains and Vigilantes 3.0 rules to try and make them more accessible to the new player.
pitzips: friendly beasts
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Polyesterdelpia Tribune
PROFESSOR BUBBLEBE LOST AT SEA! Monster Sea Reptile Suspected!
The celebrated Bathyologist and Deep Sea researcher Professor Willis Bumblebee of the Roach Harbor Oceanographic Society has been reported as missing and presumed dead. Along with Galois Galoshglug his partner, the professor explored the deep seas in his famous Benthosphere, recording his adventures in numerous popular books. His research vessel the Goggle II reports his last transition as
"Observing a large shape like a...oh, oh dear... Gal, I think those are teeth, monstrous huge...uh oh"
The expedition's Captain, Whiskerbush McNottlegussy, has stated he made all efforts to recover the spherical diving craft, but the end of it's cable was parted as if cut. Drag netting produced some animals, even large fish, but the Captain claims nothing large enough to endanger the little globe was caught. Some crewmen allege large reptile sightings in the area in recent years.
The Steamer Albatrosaur caught a prodigious 22 foot arthrodire 3 years past in these waters off the Sumatran Coast and Dr. Shrugespy of the Polyesterine Zoological Academy is of the opinion that such a beast could be responsible, though he warns of the dangers of jumping to conclusions.
Mrs. Bubblebee kindly informed us her husband hoped to find evidence of a monstrous beast of Sumatrian legend, described as a finned serpent of great size, like a giant mosasaur perhaps, 30 foot specimens being common in these waters, and accounted the origin of the natives wild fish tales. Perhaps the good Professor had his wish? Unfortunately it seems we'll never know. The editors wish to add they will be taking a collection to assist Bumblebee's widow meet the somber expenses before her. Inquire at our office.
New Russian Made Orcs and Ogres
WARHANSA: Fantasy Series
UPDATE 4/7/19: Even morehansa from Warhansa! They just released 60mm Conan and Zena figures. Copyrights? What Copyrights? There is also a cool new evil priest and sacrifice.
UPDATE 2/25/18: Morehansa from Warhansa! They have relased new 5 figure sets of 54mm Asterix the Gaul and post apocalyptic weirdos along with a 4 figure set of 60mm ninjas. There is also a new bad ass 65mm orc gladiator, and a 28mm scale troll that works as a goblin in toy soldier scale.
Original Post:
Warhansa is a small company that makes truly outstanding figures. They recently made their first 1/32 scale (60mm) fantasy figures, and I hope they make more. These guys are a barbarian warrior and some kind of non-human assassin. The detail is excellent. The smaller blue guy is called the Night King and is intended as a very large figure in 28mm scale. He is about 54mm. The figures are made in small batches, so they are kind of expensive, but the quality makes them worth the price.
I asked them to describe their company and this is what they wrote back:
We are an international team united by passion to toy soldiers. We have been dreaming of making our own minis since childhood. We started our project 3 years ago. Production is based in Russia. We make miniatures according to our taste in relatively small quantities and gladly share them with fellow hobbyists.
You can check them out here Warhansa.
Ninjas & Kung Fu Part 1: Ninja Ninja Ninja!
Japan's supernaturally sneaky ninjas exploded into the world's culture in the 1980s and were quickly paid tribute in the form of cheap plastic ninja toy soldiers. The first ones to show up in the USA were made in Hong Kong and China. Some very nice ninja figures have also come out of Russia more recently. I see no reason not to include ninjas in any fantasy world. Having trouble with pesky orcs? Sick the ninjas on 'em.
UPDATE 4/1/19
I found a bag of ninjas from 1997 made by Boley that I had never seen before. They must be fairly rare. Ego aside, if I miss something like this for 20 plus years, it has to be hard to find. I also found a few of the unknown 54mm ninja that come with separate weapons that are very similar to the Marty Toy Galaxy Warriors figures.
Hong Kong/China Ninjas
Boley 1997 50mm
These guys are about 54mm if you consider that they are all bent at the knees. They actually stand at about 50mm. Four poses.
Hing Fat 45mm.
The first ninja toy soliders I found were made by Hing Fat, but were distributed by lots of different companies. These figures are about 45mm.
Photo from an ebay auction.
Photo from an ebay auction.
Photo from an ebay auction.
The red guys are copies made by Sopla of Greese.
Photo form an ebay auction.
Photo from an ebay auction.
Unknown 54mm.
These 54mm Ninjas are just about as common as the Hing Fat figures, but I don't have any idea who made them.
Photo from an ebay auction.
Separate Weapons Variation
Redbox Return of the Ninja Playset.
This is the only Ninja playset I know of. The figures are only about 35-40mm and are a little cartoonish, but the playset is very cool.
GI Joe Copy Modern Ninjas.
These are 54-60mm copies of 3.75 inch GI Joe figures. I have no idea who actually made them.
Other Ninjas.
These are 40mm from Blip, LLC's Ninjas v. Robots set.
These were vending and prize figures. About 45mm.
These come apart the the waste. About 45mm.
Unknown
Don''t know a thing about these guys other than I want some. Photo from an ebay auction.
Photo from an ebay auction.
Russian Made Ninjas
Russia is a little late jumping on the ninja bandwagon but they have made some exceptional figures.
Oritet.
Tehnolog.
Unknown (because I can't read Russian). 90mm.
Warhansa 54mm
Mattel Guts Akido Force - Close Enough.
Mattel called these guys the Akido Force, but they look enough like ninjas to me.
Greek copies.
ARCO Sword & Sorcerer Bootlegs From Mexico
I got these figures in a trade with a collector and artist in Mexico. I am very grateful to be able to get figures like these that I probably would never have found without help. My benefactor is Nando Murio. You can check out his art on pinerest here. He also sent me an amazing bag of bootleg ninja turtles that includes some bootleg battle beasts. I will post some pictures in my TMNT post.
Side by Side with Originals.
No peg holes in the riders. They won't fit on the original horses.