Power Rangers Super Lightning Force Ongoing Story Episode 3.

The team continues their search for a new Pink Ranger, but one has not been found yet. Billy has been unable to contact his Earth or any incarnation of Zordon through the Morphin Grid. Xander has been working feverishly to rebuild his own Morpher and convince the Triceratops Zord to reconfigure into the new Megazord formation.

It’s a difficult time for our heroes.

Billy Cranston from Earth 011 and Alpha Four are running HQ. Zordon has disappeared completely. Olivia’s Green Ranger powers are waning more with every battle. The Lightning Sword gives one Ranger access to Super Mode at a time. The old Zords are changing.

The team continues their search for a new Pink Ranger, but one has not been found yet. Billy has been unable to contact his Earth or any incarnation of Zordon through the Morphin Grid. Xander has been working feverishly to rebuild his own Morpher and convince the Triceratops Zord to reconfigure into the new Megazord formation.

Meanwhile, on the other side of things, Kronus has retreated to Earth’s moon following an intense battle with the Rangers and the near loss of the Triumvirate battle cruiser. He is now teleporting his minions and the Evil Ranger down to Earth to cause havoc as often as possible. Rumors of a greater evil force deep in space have come to Kronus’ attention, forcing him to accelerate his plans to conquer Earth.

A hit team is sent to Bennett’s Cove High School to capture Olivia Thomas.

Objectives:

  • Prevent Olivia from being captured and taken to the moon.
  • Defeat the hit team putties while protecting the school without any students getting hurt.
  • Protect their secret identities.
  • Keep Olivia from having to Morph.
Kommandon, Leader of the Hit Team:

(Art forthcoming.)

THREAT LEVEL: 6
SIZE: Medium | HEALTH: 3
TOUGHNESS: 16 | EVASION: 12
WILLPOWER: 12 | CLEVERNESS: 12
GROUND MOVEMENT: 25 ft.
A highly trained commando hand picked from the Triumvirates’ forces.
SKILLS:
Might +d6
Diplomacy +d6
Intimidation +d8
Perception +d4
Targeting +d6
Languages: Putty, English.
PERKS:
Energy Shield: Kommandon has incredible defense, easily shrugging off most attacks and deflecting laser blasts with his reflective armor plating.
Immunity: Energy Attacks.

ATTACKS:
Sword* (Might): +d6, Reach (Toughness, Armor Piercing, 1 Sharp Damage)

Energy Pulse Pistol* (Targeting): +d6*, Range 60 ft. (Evasion, 1 Energy Stun Damage)

Stun Bomb: (Targeting): +d6, Range 50 ft. Radius 20 square ft. (Evasion, 1 Energy, Stun Damage)

POWERS:
Teleport: One way ticket back to the moon with a prisoner in tow.
Handcuffs: Standard handcuffs.

HANGUPS:
Can’t be gigantified.

Kommandon will be accompanied by 12 regular Putty Patrollers. Their mission is to scare the student population while two of them and Kommandon grab Olivia.

IF Kommandon is successful, Olivia will be detained in suspended animation while the mysterious Dark Phoenix Ranger and Voltrix study her morpher in order to copy it free of the degradation effect by exploiting the Zeo Crystal’s powers. The end result will be an ultra powerful Evil Green Ranger.

After they acquire the Morpher and finish their examination, Olivia will be teleported back to Earth (unharmed) without it.

IF Kommandon is unsuccessful, he will teleport back to the moon as soon as it looks as if the mission has failed. He will keep coming back until he succeeds. The Rangers will have to be extra cautious not to let Olivia get nabbed.

However, if the Rangers get wise, they could use this as an opportunity to get a better look at the base on the moon.

This is one of the rare episodes where the Zords don’t get a workout. However, if time runs long, Kronus will send a replicated Tankzor to Earth just to distract the Rangers while he plots his next move.

A (New?) Space Game.

Anything tremendously new in mind? Well, not necessarily. I mean, there are scores of games that do space sci-fi action. There are more space RPG titles than easily fit on a typed page. Everything from old school 1950’s rockets and rayguns all the way up to super-futuristic psionics and world ships is represented somewhere in TTRPG form. Do I have a completely new take?

Here we go again. Again…

I love space games. My all time, number one favorite without a doubt is still West End Games’ Star Wars. The D6 system is still one of the best of all time. But, time and trademarks being what they are, I’m not comfortable doing another Star Wars game although I do miss chopping up battle droids with a lightsaber.

I’ve noticed most space game franchises have a pretty specific universe mapped out. Babylon 5, Aliens, Galactica, Star Trek, Starship Troopers, and Star Wars are all super specific. The same is true of RPGs set in space. Look at Star Frontiers for example. There are almost as many named planets and lore for it to have its own movie franchise.

Reinventing the space wheel, so to speak.

I have a kind of interesting take on a setting that really hasn’t been done yet. It’s based loosely on modern Ufology with a little bit of anime thrown in. I don’t know exactly how unique my whole crazy plan is, but I’m going to take a stab in the dark at it. I’ve always been enamored with deep space mecha such as Robotech/Macross and the Clan storyline from Battletech (which is a riff on Robotech.)

Anything tremendously new in mind? Well, not necessarily. I mean, there are scores of games that do space sci-fi action. There are more space RPG titles than easily fit on a typed page. Everything from old school 1950’s rockets and rayguns all the way up to super-futuristic psionics and world ships is represented somewhere in TTRPG form. Do I have a completely new take?

Bits of other game concepts loosely joined.

My desire to create a brand new space RPG came from love and disgruntlement with multiple systems. Some games are too crunchy. Ever build a starship for the PCs in Traveler? May as well build it in my backyard. It would be easier. Anything Palladium? Miles of d00% skills and endless MDC vs SDC debates.

Some games don’t go far enough. I love Star Frontiers for its simplicity, but the skill system doesn’t quite get the job done. It’s good for beer-n-pretzels blowing off steam in the OSR, though. The skill system in Star Frontiers leaves a lot to be desired, however. The revision of the game in Zebulon’s Guide to the Frontier just didn’t quite go far enough for me. That, and I prefer the Marvel d00% CS system for that RPG.

ICRPG is great, but same lack of skill system. I love FUDGE/FATE, but if I’m going to design my skills from scratch anyway? Yes, FATE has a solid Space sourcebook. It’s cool, but then I have to mash in all the mecha components, too.

I’d go the Anime route with BESM or something similar, but it’s more mecha and less a space game at that point. I dunno. I could go on ruling out systems and settings for days. I want a game that takes the BEST components from all of these other RPGs and settings and combines them for something truly amazing.

That actually gives me another idea for Arpeggio of Blue Steel meets Space Battleship Yamato, but we’ll come back to that later.

So, here’s going to be the start of my as yet untitled space game.

By the time I’m done, it will cover all the things one might expect in an action/space opera game with mecha. Seems a tall order. My kids may have to finish it twenty years from now, but I’m going to give it a solid attempt.

I’m going to build it on the site here as I go as a sort of portfolio project and then compile/format it into a full pdf for better distribution, possibly Print On Demand. I’m going to try to keep the price as low as reasonably possible for the finished product.

More to come as I post the design blog. Thank you for stopping by. I appreciate you!

See you among the stars!

Sentient Beings in Hexcrawl 1d12 tables for Dungeon Crawl Classics

So, you’ve entered a new hex and civilization has been detected. Roll 1d12:

So, you’ve entered a new hex and civilization has been detected. Roll 1d12:

  1. Terrible News!
  2. Chaotic Inclined (Tyrannical Ruler.)
  3. Chaotic Inclined (From Another Realm.)
  4. Neutral
  5. Neutral (From Another Realm.)
  6. Neutral (Xenophobic.)
  7. Neutral (Welcoming.)
  8. Neutral (From Another Realm.)
  9. Neutral
  10. Lawful Inclined (Strict Ruler.)
  11. Lawful Inclined (From Another Realm.)
  12. Great News!

Explanation of Terms:

  • Tyrannical Ruler: Settlement is overseen by a devil, demon, dragon, lich, vampire or some other powerful monster. They will attempt to detain or even destroy outsiders
  • From Another Realm: Wherever these beings are from, they are not native to the current lands. Much like the village the group came from, strange pillars appeared all around the settlement and they woke up “here.”
  • Xenophobic: These beings might be willing to trade/negotiate/lend aid, but they are extremely wary of outsiders and might be considered hostile.
  • Welcoming: As the name suggests, these beings are happy to trade/negotiate/lend aid to outsiders with no second thought.
  • Strict Ruler: This settlement is lawful to a fault. It is ruled by a powerful (not necessarily kind) being who metes out strict punishment for breaking their laws. Could be any number of beings. (Judge’s choice.) Angels, dragons, sentient monsters of immense power, powerful wizards, possibly even a demon. Entry or negotiation with this settlement will likely involve adherence to all of their rules and regulations.
Terrible News!

The group has accidentally stumbled upon a settlement most creatures would tend to avoid. Extra time and care should be taken in passing through a hex with this result. The group will have to be very stealthy in order to avoid detection/destruction/capture.

  1. Demons! Obviously they are not native to the area, but they maintain a stronghold here and there are a lot of them.
  2. Dragon! This settlement is made up of like-minded dragons, dragonkin and their humanoid followers.
  3. Vampires: Safe during the day, minus the humanoids who are used as cattle. At night, it is not safe to go to sleep in this area. Many of the humanoids are sympathetic to the local vampire lords.
  4. Automatons: These beings look and act like regular humanoids. However, the ultimate goal of their creator is to extract information and conquer other settlements.
  5. Bandits: This settlement will take all of the visitors’ possessions and leave them to walk naked back to the next hex.
  6. Nuclear devastation! Whatever happened in this hex was not pleasant. Aside from mutants and irradiated flora/fauna, there is nothing stirring in this area. Whatever actual organized civilization was here is now extinct. Their buildings and irradiated “pets” remain.
  7. Dagon Worshippers: A cult dedicated to a member of the Great Old Ones has taken control of this settlement and formed a twisted theocracy. Join them, flee, or umm…
  8. You Hear Banjos: This matriarchal society is comprised mostly of cannibals. They consider men to be servants, breeding stock, or food.
  9. Necropolis: This settlement is very clean and very old. All of the beings within are ancient and presumably wise. They are, however, quite un-dead. They would love to add to the population.
  10. Dimensional Conquerors: These beings came from somewhere across the vastness of space and dimensions to raise an army and take over the rest of the region.
  11. Giants! This one will be obvious the closer the group gets to the outside of the settlement. There are giants afoot.
  12. Complete anarchy! Whatever happened prior to the group’s arrival has left panic and disorder in the streets. Lootings, chaos and violence are everywhere. It’s every living thing for itself. Just when it looks like things are quieting down, the temporal loop resets and it starts all over again.
Chaotic Inclined:

(We know complete chaos wouldn’t form an actual settlement, but these beings have aligned under a banner of similar goals and philosophies.)

  1. A single, powerful dragon has kept order and ruled for a couple of centuries. Failure to serve the crown may find one eaten or well roasted.
  2. Fel Gnomes: These primarily subterranean beings aren’t exactly known for their hospitality. They are more likely to loot interlopers and tie them out to bleach in the sun.
  3. Servants of the god of wine and song: This primarily human settlement travels regularly. They normally wish no ill will on anyone, but do have to pay for their wild lifestyle somehow. Those who encounter this settlement may be fleeced of their wealth, rations, and trade goods through more subtle means.
  4. Fanatical zealots! Roll 1d12 on the Gods of Chaos Table. This theocratic society is ruled by a high priest insisting on strict rules and constant sacrifices or taxes paid to the church. Failure to follow the deity in question may lead to dire consequences.
  5. Aelves: These are not the elves from the home realm the group came from. They are taller, muscular and far more warlike. They will negotiate safe passage and possibly trade IF they think there is advantage in doing so.
  6. Orcs: These will be run of the mill orcs per the rulebook. They may or may not tolerate the party of explorers who encounters their settlement. Consider the settlement to be a large band including a boss and a witch doctor.
  7. Reptile Men: Similar to Serpent Man entry in the rulebook. Humanoid body with the head of a Gila monster or similar lizard. Not from the group’s home plane. Mostly hostile toward interlopers, but may be willing to trade or negotiate if they have a distinct advantage. Or, they might just try to kill and eat the group.
  8. Humans: They may or may not be from the group’s plane of origin. They don’t seem friendly at all. Judge will determine disposition, outlook, and attitudes of the settlement. The settlement appears to be in a state of decline.
  9. Goat Men (See Subhumans Entry in the DCC book): Not from the group’s home plane. They are mean, nasty, and one might wonder how this “society” functions at all beyond brute force and iron rule. They should be considered hostile from the get-go.
  10. Deadites: This is an eerie settlement of the dead. It may have once been a town or village from another dimension. Now there are Ghosts, Skeletons, and Zombies instead of people. The settlement will usually be headed by one of the Hollow Ones.
  11. Troglodytes: These trogs are not from the group’s home dimension. Their attitudes and outlooks are more civilized as well as their clothes, weapons, armor and ability to walk unhindered in broad daylight. They inherently distrust outsiders.
  12. Servants of an Elemental Lord: These beings of mixed races may be very welcoming to outsiders. They serve an elemental lord. They come from all over and only to their ruler’s bidding beyond their day-to-day chores.
Neutral:
  1. Circle of Druids: A near-perfect natural society consisting of humanoids, centaurs, faeries, and other nature-oriented creatures. Usually led by a druid or council of druids.
  2. Humans: They may or may not be from the group’s plane of origin. They seem friendly enough. Judge will determine disposition, outlook, and attitudes of the settlement. The settlement appears to be a normal town or village.
  3. Elves: They may not be from the group’s plane of origin. They seem friendly enough. Judge will determine disposition, outlook, and attitudes of the settlement. The settlement appears to be a normal town or village of elves that have adapted to the environment they are encountered in.
  4. Ogres/Minotaurs: (See Ogrenomicon for more details.) This unusual pairing of two groups of creatures has thrived as a society for years. They are usually wary of outsiders, however.
  5. Dwarves: They may not be from the group’s plane of origin. They seem friendly enough. Judge will determine disposition, outlook, and attitudes of the settlement. The settlement appears to be a normal town or village of dwarves that have carved a settlement into whatever terrain they’re on.
  6. Sentient Insects. Judge’s discretion:half humanoid/half ants, beetles, centipedes, spiders, etc. They have different social views and settlement construction depending on the type of insect. They may view the group as friends or food depending.
  7. Barbaric Gnolls. These 7 1/2’+ tall shaggy hyena men value tribal loyalty, respect, strength and ferocity above all else. Fairly easy to get along with.
  8. Time Travelers. These beings may or may not be from the group’s plane of origin. They have come from some time in the far future. Their concern for paradox is the only thing tempering their generosity and kindness.
  9. Halflings/Gnomes/Pixies. This settlement of wee folk are happy to receive visitors. Kindness, respect, mindfulness, and gentleness are expected in return for their hospitality.
  10. Ape men. Perhaps born in a different age or even dimension, these ape men have adapted to the local surroundings and are quite adept at fending for themselves. They are explorers, too. They may have valuable information on the surrounding areas.
  11. Merchant caravan. Long ago, this caravan of interdimensional beings who are also merchants broke down here and decided to settle. Gold speaks with these beings more than anything else.
  12. Mercenaries. This settlement is actually a large mercenary militia camp. Money and trade will win favors, as will shows of strength and martial prowess.
Lawful
  1. Humans, but they’re a little too stodgy. It’s almost as if they’re being controlled by something or someone.
  2. Utopian social democracy of halflings. A settlement where everyone has a say.
  3. Mechanical Beings. This settlement is entirely made up of automatons.
  4. Advanced elves. Their technology and magic have surpassed that of most other beings. May or may not be native to this realm.
  5. Rabbit people. (Or some other Anthropomorphic animal of the Judge’s choosing.) Docile, calm, peaceful and easy to get along with.
  6. Mixed settlement where all are welcome as long as they obey the basic laws of the settlement.
  7. Broken Dwarves under an oppressive regime of an overly lawful tyrant.
  8. Orcs. Peaceful, democratic, highly advanced culture.
  9. Lizardfolk. Fiercely loyal to their leader. Very militant culture. Often refer to another home amongst the stars.
  10. Magocracy. All of the inhabitants of this settlement are magically inclined. Made up of various mages, witches, warlocks, and other spellcasting traditions.
  11. Theocratic society of humans. Worship the deity of the Judge’s choosing.
  12. Mixed agrarian medieval settlement. Farmers, hunters, fishermen, and/or associated trades under one ruler (baron, king, chieftain, etc.) Seems pretty harmless.
Great News!
  1. Settlement of powerful divine beings. Could be demigods or angels.
  2. Technologically advanced society. All kinds of wild new ideas to be discovered!
  3. A completely illusory city designed to test the group’s reactions to various situations. The being who created it is not from this realm.
  4. Very old mixed settlement. It’s been around the current realm for hundreds of years and has mapped the next two concentric rings worth of hexes. Trade is also very lucrative.
  5. A settlement built amid a gorgeous tropical oasis. Almost paradise. Every accommodation the party could ever want.
  6. High Aelves. A rare group of aelves from an age long past. Very old, very wise.
  7. Multidimensional Beings. These humanoids exist in multiple realities as well as the Astral and Ethereal planes at the same time. Freakishly wise and intelligent.
  8. A kind, Lawfully aligned dragon and her entourage. Wealthy, kind, civil settlement where all of the residents are provided-for.
  9. Arcane City. This settlement has attracted beings from all over. Everyone’s basic needs are provided by magical means. Some structures float in the air. There is magical healing for almost any condition. The council in charge is pleasant and somewhat forgiving.
  10. Extradimensional analogue version of the group’s own village. It’s from a timeline where the village has already been in the current realm for 6d12 years. they have adapted to different surroundings very well and have grown strong as a result.
  11. Necropolis Redux. This city of the dead is less fraught with death traps and evil un-dead. There is a great buried treasure below, and the Elven Lich may even allow the group to part with some of it in exchange for a favor.
  12. The Builders! These are the ones who brought the group’s village to the realm. They have the answers if the group asks the right questions. Settlement is similar to the characters’ village.

New Dungeon Creation for Dungeon Crawl Classics.

After pulling the dragon down and remaking it in her own image, the demon learned of arcane magic and its corrupting influences. She began making minions using crystals from the ground and common spiders and ticks from the surrounding area. Now, a terrifying subterranean structure lies in wait for anyone who unwittingly stumbles into it. Will you survive?

Working title: Warrens of the Arcane Spider Dragon.

Hundreds of years ago, a demon worked its way out of the bowels of hell itself and built a terrifying labyrinthine lair to begin hatching its horrifying minions. But it needed fodder for building its forces. Unfortunately for one dragon, it would lead to horrifying mutations.

After pulling the dragon down and remaking it in her own image, the demon learned of arcane magic and its corrupting influences. She began making minions using crystals from the ground and common spiders and ticks from the surrounding area. Now, a terrifying subterranean structure lies in wait for anyone who unwittingly stumbles into it. Will you survive?

For the Judge:

This dungeon is designed for advanced characters (DCC Levels 6-7 or higher.) There are a variety of challenges over three levels. Some parts of this dungeon will spell certain death for unwitting adventurers. Caution is recommended.

There are multiple points of entry into this dungeon. Depending on where the Player Characters stumble, choose, or get dragged into, it could be the deadliest encounter of the dungeon. However, with great danger comes fantastic magical loot from the dragon’s hoard and everything collected thereafter.

There are multiple levels to this dungeon along with secret passages, trap doors, and various arachnid-based monsters. Feel free to edit anything in this dungeon. It’s in your hands now!

The end boss herself may have actually tunneled away ages ago. The dragon has never hunted during the day for some reason. Is it just a terrifying myth? Maybe the arcane generator burned out and some of the sentries no longer function. The Judge is free to modify or even tone down some of the lethality as they see fit.

For the players:

Rumors and stories have been passed from bar room to tavern table for centuries about a creature so incredibly foul it could have only crawled out of the bowels of Hell itself. There is a dragon with six legs and two arms, a head with 8 eyes and a maw of terrifying mandibles and meat-rending fangs. Its leathery wings propel it through the air at frightening speeds and its webs resist even the sharpest blades.

The rumors may be true. Cattle on the edge of town have been going missing for the past few weeks. Woodsmen and hunters have been missing for days. It’s as if the earth itself swallowed them whole. An unwitting farmer stumbled onto several empty, exsanguinated husks on the edge of his field and now refuses to leave his home.

Lots more to come!

I hope you enjoyed this teaser. I’m working on what is sure to be a huge dungeon, well above and beyond the usual five rooms. This dungeon was loosely inspired by one of the maps on Heroes of the Storm and an episode of Orville. I’ve been wanting to do a larger dungeon for a while now. I think it’s going to be as much fun to run as it was to create.

Thanks for stopping by. I appreciate you! Have a great day. Game on!

5E Artifact

**WARNING** DMs hand this out at your own risk. While it has been tested, it is quite powerful and may unbalance a lower level game. My players obtained one at great peril to their characters.

Arcanum Oculus Mons

Monocle cap of identification.

This leather skullcap covers the left eye of the wearer with a ruby eyepiece. While it looks somewhat awkward, this device serves several useful functions to those wishing to identify magic items.

Read Magic- At will.
Comprehend Languages- (Written Only) at will.
Darkvision 30’- At will.
Detect Evil- At Will.
Identify- 3x/day as per 10th level Wizard

In addition to the above abilities, the cap grants the following magical equipment bonuses:
+4 Arcana.
+4 Investigation
+4 Perception

Link to the OGL

Compatible with other fantasy roleplaying games with some adaptation.

1d12 Fantasy Beverages

Characters who go pub crawling beware! Some specials on the menu are a lot of fun, or completely lethal.

The group walks into a bar. Roll 1d12 to see what the special is today:

  1. Dragon’s Milk: Don’t ask how they acquired it. It’s been watered down with strong ale as not to kill the imbiber instantly. Repeated consumption may cause scales to grow and a +1 to save vs that dragon’s breath weapon.
  2. Lightning Water: Drawn from a rain barrel struck by (magical) lightning. Retains a mild electrical charge. This drink will rattle the patron’s teeth but not do any permanent damage. Staticky.
  3. Void Ale: This thick, viscous goop is a mixture of Nightshade, dark beer, anise, and hard whiskey. Intoxication rules apply. Effects doubled. Survivors retain a +1 Save vs Poison for one week. And cool stories to tell!
  4. Apple Toadstool Grog: Intoxication rules apply. After 10 minutes anyone who consumes this beverage will experience mild, harmless hallucinations. After four cups, the hallucinations are indistinguishable from reality. After six cups, the character falls into a deep sleep and dreams of a completely different universe much more bizarre than their own. +1 Save vs Illusion magic for one week once they awaken. Or did they?
  5. Hair of the Dog: This breakfast beverage is perfect for any character with a hangover. It reverses any negative intoxication effects at a price. Anyone who consumes this drink experiences five times the amount of hair growth. Within eight hours, characters (including characters who normally don’t grow beards) will have a fully grown head of hair, a long beard, and fur in, umm, other places. Can be cut/shaven normally after 9 hours.
  6. Fizzy Glug: A non-alcoholic carbonated beverage that comes in a variety of flavors- Orange, Cherry, Strawberry, Lime, and Grape. It’s fun to drink.
  7. Monster Claw Venom: Intoxication rules apply. Also grants a +1 Inebriation Bonus to physical actions (non cumulative) for five hours after consumption. Drinking more than three of these in eight hours can be fatal. Drinker must make a Poison Save after the fourth cup and each subsequent cup or suffer a heart attack (and possibly die.)
  8. Sweet Honey Mead: This mild non-alcoholic beverage is common in some lands. It has a pleasant taste and can be easily stored in a wine or waterskin.
  9. Sea Monster Brine: This oddly salty alcoholic beverage (Intoxication rules apply) is oddly pleasant to drink. After three cups, the imbiber may breathe underwater for 1 hour.
  10. Bedeviled Concoction: This reasonably pleasant tasting alcoholic beverage (Intoxication Rules apply) does very little on the first cup. On the second cup and every subsequent cup, the character becomes more and more enamoured with anyone and everyone around them. Each being they interact with is more and more attractive to them. (Be careful with this one. The Judge may wish to bypass the effect if players become uncomfortable.)
  11. Monkey Ale: This alcoholic beverage is stronger than most. (Intoxication effects doubled.) Anyone drinking more than two cups may find a sudden craving for bananas or other tropical fruits. Thorough inebriation will cause the imbiber to hang upside down from the rafters and fling random objects. Everything becomes super silly!
  12. Nectar of the Gods: (Intoxication Rules apply.) Despite the name, immortality will not be granted. However, this brew does allow any character enjoying it to forego eating and drinking for 1 day. This drink is only served one shot glass at a time and only one drink per customer per day, ever. Innkeepers and bartenders caught breaking the rules risk divine wrath. Rarely ever served.

Compatible with most fantasy RPGs.

Photo by energepic.com on Pexels.com

Power Rangers Super Lightning Force

A lot has happened since we left our team. Zordon has disappeared into the Morphing Grid, leaving Alpha Four and Billy Cranston from Earth 011 in charge. Somehow the Grid brought a different Billy through than was originally thought, but he is incredibly smart. Kronus has gained control of the Zeo Crystal while the Rangers gained control of the Ninja Steel.

Moving into a new season with lots of developments.

A lot has happened since we left our team. Zordon has disappeared into the Morphin Grid, leaving Alpha Four and Billy Cranston from Earth 011 in charge. Somehow the Grid brought a different Billy through than was originally thought, but he is incredibly smart. Kronus has gained control of the Zeo Crystal while the Rangers gained control of the Ninja Steel.

With the Zeo Crystal under his control, Kronus gained the ability to expand his evil Ranger empire beyond the Evil Phoenix Ranger. Voltrix has come back to act as his new general. There are now five total evil Rangers, each with their own Zords.

To make matters worse as the season opens, the Rangers have taken a serious beating during the final battle with Tankzor 3.0. All of the Zords are seriously damaged and in bad need of regeneration time. The Rangers themselves barely managed to escape before disabling the Triumvirates’ space cruiser and sending it on a one way trip to nowhere.

Olivia, the Green Ranger, was exposed to a harsh amount of ionizing temporal energy during the last moments of the battle near the cruiser’s reactor core. Her ability to stay morphed has been impaired dramatically and appears to be steadily getting worse.

The Blue Ranger suffered a worse fate when the splitter emitters that separated the Ninja Steel from the Zeo Crystal pulled his armor from him and destroyed his morpher completely. Luckily, Billy brought his Triceratops Morpher and gave it to Xander. After some trial and error, the Dinozord emerged from the Morphin Grid ready for battle.

Finally, Rose the Pink Ranger suffered serious wounds at the hands of the Evil Phoenix Ranger. Her Power Crossbow was taken from her and is now being manipulated into the Evil Phoenix Crossbow. After her injuries heal, she plans to turn in her Morpher and leave the team.

Stay tuned for the dramatic return of Power Rangers Super Lightning Force!

Will Olivia ever be able to morph again? What happened to Zordon. Why did the Morphing Grid send a different Billy? Will Rose leave the team forever? Keep an eye open for Season 2, coming to my blog soon.

Thanks for stopping by,

Getting a lot of mileage out of this book!

Only Show Respect.

Only Show Respect, the other abbreviation of OSR. The one that we all know and love is Old School Revival. It basically just means all of us OG’s like to play original or first edition D&D and other classics from the early days of RPGs.

I wish I’d thought of this one.

I’d been kind of kibitzing with Tom from TableTop Taproom in his YouTube comments about doing a “No Hate in the OSR” logo. I had one that I was working on, but I’m not maybe as artistic as the folx Tom has access to. I’ll start using this on my OSR content as soon as I can. Love it!

Only Show Respect, the other abbreviation of OSR. The one that we all know and love is Old School Revival. It basically just means all of us OG’s like to play original or first edition D&D and other classics from the early days of RPGs.

“We’re here to game.” – Tom/Jedion.

Photo by Mikhail Nilov on Pexels.com
The divine in me recognizes the divine in you.

Due to some seriously negative horse crap in the RPG community, a lot of us older fans really want to drive the point home that we’re NOT HERE TO HATE! I agree entirely. I’ve rallied behind this movement. Everyone is welcome, so long as they do no harm in the real world.

I’ve mentioned in other posts that a lot of us older gamers were raised in a different era. An era when treating some people with disdain, disrespect, and even hate was considered okay. Now, culture in the US and other countries has evolved. Some of us OGs are still evolving with it.

We’re taking charge of a narrative with this.

It’s no secret there are people in almost every community that hold some kind of bigoted beliefs or some personal ideals that seem a little sketchy. I shamefully fell into this category at one time. People can change! People are capable of opening their hearts and minds.

You don’t have to be a bitter, spiteful, Old Grognard forever! There is love in all of us. Open your heart and hopefully your gaming table up to new people. Leave ego and politics at the door and roll some dice together. It’s easy.

It’s not “Woke” culture.

Keep it warm and fuzzy out in the real world.

Please be respectful. Please be kind to others. Play nice. This is not new information. We didn’t just wake up one day in a world where people expect to be treated the way we want to be treated.

If one finds oneself on the receiving end of “Cancel Culture,” maybe it’s a signal that mistakes were made. In other words, if someone is getting pounded on social media for being rude, insensitive, or acting like an ass- some reflection is in order. That’s simple matter of social sanctions within a community against someone who is violating an unwritten or even sometimes written code of moral conduct.

Lovingly submitted, it’s not 1983 any more. The cultures we live in are changing. What was once considered socially acceptable is changing. It’s not a written law, it’s what others find ethically and morally acceptable now.

Hot take: What was acceptable in 1776 United States might not be so popular now.

They did what, exactly?

The Founding Fathers of the United States weren’t exactly angels in some respects. Some of them owned slaves, committed various crimes by today’s standards, and did some pretty reprehensible things back then. If someone acted that way in 2022 and got caught? They’d be going to jail for a long time.

I’ve seen many similar lists to this one from Ranker.com. While the history books paint pretty pictures of the Founding Fathers, they were not all sunshine and rainbows. My point is: what we think of as “right” and “wrong” today looks nothing like what it did in 1776, 1863, or even 1983.

RPGs written in 1980 or earlier are pretty cool, but remember from whence they came.

Even RPG designers of yesteryear are guilty of having some sketchy ethics and beliefs. I’m not going to name anyone specific. I think we all respect and admire certain RPG royalty in much the same way we admire the Founding Fathers. (Sorry, gotta go with what I know. I’m sure Canada, Great Britain, and other countries have their own versions.) None of our heroes are completely untarnished.

Pathfinder 2E (Paizo) and D&D 5E (Wizards of the Coast) are even changing what they are doing with what we called races back in the early days of gaming. We can change the way we look at our hobby and still have fun. Conflict in one form or another still drives a lot of RPGs. Those older games are still great, but we have to remember that morals and ethics were different when they were written. Things that would be considered racist, sexist, homophobic, transphobic and ableist now were overlooked as the norm then.

The disclaimer that has caused so much uproar in the OSR RPG community.

That’s not to say that being a jerk is okay any time.

The “Old Grognard” in me wrestles with some these concepts regularly. Sometimes ethical and moral dilemmas are at the very heart of RPGs as well. I like a little deeper roleplaying when I’m not slugging it out with superheroes or blasting giant robots. Some of these very deep concepts can lead for epic storylines in RPGs assuming everyone at the table is cool with it.

Just because there’s literally a race reaction table in the Unearthed Arcana AD&D 1E, doesn’t mean we have to play it that way in Old School Revival. Part of the beauty of OSR is that it’s a revision or even a rewrite of the old rules. We can have the nostalgic old school feel without the messed-up old school racism, sexism, -phobia, etc.

Photo by Katie Rainbow ud83cudff3ufe0fu200dud83cudf08 on Pexels.com

I’m all about that OSR way of doing things because that’s my generation’s way of gaming.

Heck yeah! Let’s go romp through some dungeons the old beer-n-pretzels way! Slay that dragon. Grab some cool loot. Just leave the negative stuff toward other people out of the games we write and the way we play.

Then carry that attitude to our Friendly Local Game Stores. Let’s bring the fun with us to conventions. Let’s bring people into the hobby and show them how awesome roleplaying games can be. Please convey that positive, welcoming message everywhere we go.

O.nly S.how R.espect.

Thanks for stopping by!

Hex Crawl Advances

Mapping by hand really brings back that Old School feeling.

I took the liberty of rolling up the next ring.

After this, I’m only rolling for the hexes as the party enters them. Should be entertaining. I’ve already rolled one hex from the Paraelemental Plane of Mud, two jungle hexes, and and a random desert hex. Mapping by hand really brings back that Old School feeling.

The Hex Map Round 2
  • (Home) The quiet town of Dunbury Glen and its immediate surroundings before they were flung across time and space.
  • C3 Mountains. Dungeon here.
  • D4 Forest
  • D6 Wasteland. Elementals present.
  • C7 Plains/Grasslands. No roads.
  • B6 Fresh water.
  • B4 Plains/Grasslands.
  • C1 Grassy hills
  • D2 Forest
  • E3 Mud from the Paraelemental Plane of Mud. Elemental Chaos!
  • E5 Eerily cold, some trees, some grass
  • E7 Forest
  • D8 Jungle
  • C9 Grassy Hills
  • B9 Jungle
  • A7 Fresh water.
  • A5 Desert/Sand
  • A3 Jungle
  • B2 Grassy Hills.

So far, the group has explored enough to discover the 6 hexes directly around Dunbury Glen. They have not, however, run into sentient beings or any signs of civilization yet. They made a note of the dungeon in the mountains north of town, but decided to come back later. They are currently working their way Northeast through the forest at D4.

Thank you for stopping by. More fun tomorrow. I appreciate you!

1d12 Reasons Ships Drop Out of Hyperspace

Drive breakdown! Somebody missed something during the last maintenance cycle. The part that broke requires replacement.

Sometimes the Jump Drive shuts down mid-run.

Roll 1d12 to find out what went wrong with the long jump.

  1. Uncharted, unexplored planet! Group may wish to reconnoiter.
  2. Hyperspace particle waveform cloud. Ship must travel through regular space to get through the phenomenon.
  3. Life forms detected! A large life form or cloud of life forms that live in space.
  4. Another spacecraft in distress. Just close enough to cast a hyperspace shadow.
  5. Wreckage from a battle. May be pretty old.
  6. Pirates with a hyperspace shadow generator. Prepare to be boarded!
  7. Drive breakdown! Somebody missed something during the last maintenance cycle. The part that broke requires replacement.
  8. Binary star gravitational well.
  9. Astrogation malfunction! The drive is fine, but the computer controlling it has malfunctioned. Reprogramming requires skill and time.
  10. Hyper-intelligent cosmic energy being.
  11. Rogue comet or planetoid. Unmapped, unsurveyed chunk of ice, a moon or planet flying through space.
  12. Black Hole! Still time to maneuver out of it.

For use with any space RPG. Have fun with it. Thank you for stopping by.

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