Available only from May 4th – May 18th 2012

Starting today, right now, the 2nd Annual Wayne Foundation Charity RPG Pack is on sale! With $235 worth of product and retailing for just $25, you’ll be hard pressed to find a better bargain than this.

Want another reason to get excited? All of the profits raised from the sale of this pack will go directly to The Wayne Foundation – a 501(3)c charitable organization dedicated to ending child prostitution.

This charity pack will get you a huge variety of amazing things! Complete RPG systems, books to supplement your D&D 4e, Pathfinder, Fate, G-core and other games, original character artwork, original short fiction and several full length novels!  You will find months, if not years of entertainment right here, in one convenient, fairly huge .zip file just waiting for you to download it.

If you’d like to help spread the word, you can grab a copy of the word/gdoc press release suitable for cutting/pasting directly into your blogging/website software. Or grab the prettier PDF press release created for us by Kristin Moran! We’d love to hear you spread the word on your sites, Facebook, Twitter, G+ and hell, even MySpace!

To see a complete list of what’s included, click past the break!

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Last fall, just as October was kicking into gear, a bunch of us indie RPG writers and publishers concluded a two week run of the Wayne Foundation Charity pack.

We raised over $1800 for the Wayne Foundation. I’d like to do this again, and see if we can up this to $2500 or more.

If you’re someone in the industry, indie or not, and have a product available as a PDF that you’d like included in the bundle, please get in touch with me! I’m planning on running this second bundle from May 4th through May 18th.

I’d like to sell this bundle for $20 at DriveThruRPG with at least $100 worth of product in it. That said, here’s what I’ll take to include in the bundle.

  • RPG products (systems, adventures, add-ons, etc)
  • Print and Play board games
  • War Games rules
  • Art
  • Anything designed exclusively for this package.
  • Software
  • Fiction/non-fiction -if it could be at DriveThruFiction or DriveThruComics, I’m interested.

Please feel free to include your free products too!

You can get in touch with me here!

Thanks, and feel free to spread the word!

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I continue to work on and evolve the style of art I’m going to use for the Parahuman rulebook.  Today, I present to you another picture of Emerald.

This one was done on my iPad using a Wacom Bamboo Stylus rather than my fingertips.  I think it turned out much better than my previous attempts.

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I’ve had a couple of people ask me what the status is on Parahuman, the “powered by M&M” campaign setting you’ve seen me write quite a bit about in the last couple of months.

At this point there are two major things I’m working on.  The first is art.  I’ve decided on the final cover for the book and am in the process of working on interior art.

The second major thing I’m working on with it is layout and formatting.  This involves a few minor rewrites as well as actually taking the text and putting it into my desktop publishing program.  In addition to that, I’m working on the look and feel, the “trade dress” of the book and deciding on the placement of the art within the text itself.

Once I get those two things accomplished, and believe me it’s taking longer than I want it to, it’s a simple matter of getting it pumped out to a .pdf and sending it to Ben here at Troll in the Corner so he can work his magic on it and get it up for public consumption.  So, hopefully it won’t be too long before you can virtually hold the .pdf in your hands.

Speaking of that final cover, how would you like to see it?  You would?  OK!

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(Note:  This part of the book is still in heavy development; some info may change..)

Emerald

Real Name:  Jennifer Ramirez

Affilliation:  New Dallas SPPF Parahuman Division

Age:  28

Height: 5’9″

Weight: 123lb

History:  Jennifer Ramirez was born to Dallas police officer Edwardo Ramirez and small-business owner Jessica Stiles, and hails from a long line of police officers.  Her grandfather was a Dallas police officer and her great-grandfather was a Mexican federale.

Jennifer’s maternal grandmother manifested minor Parahuman abilities; she could change the color of nearby lights.  It was through her mother’s line that Jennifer inherited the P-factor.  Jennifer’s mother never exhibited any Parahuman abilities of her own.

Jennifer’s life was forever altered at the age of 12.  On October 12, 1983, Jennifer and her older brother, Edward were riding in the back seat of her mother’s car when a semi lost control and veered into oncoming traffic, crashing into their car.  Her mother was badly injured and rendered comatose and younger brother was seemingly thrown from the vehicle. Jennifer miraculously was left with only a broken arm, bad bruises, and a few broken ribs.

Jennifer had been rescued by a man she would later come to see as a mentor, Darius Blackheart, who worked with Jennifer’s father on the Dallas Police force.

It was during her stay in the hospital that Jennifer discovered she could manifest Parahuman abilities; she could control light and even generate it in whatever color she desired.  She continued to practice with these powers throughout and eventually learned to produce coherent light beams, fly and produce short, controlled bursts of light.

Jennifer’s mother never recovered.  With Jessica’s medical bills mounting, Jennifer and her father were forced to move to a less-expensive neighborhood, settling in South Dallas mere weeks before the Dallas Incident took out most of downtown, including the hospital her mother was in.

When she was old enough, Jennifer joined the academy and became a police officer like her father, but serving on the SPPF Parahuman Division, with her superior officer being the man that saved her life, Darius Blackheart.  More recently, she has become involved with race car driver and Parahuman hero, Pulse.

Powers and Abilities:  Emerald can control the ambient level of light in an area, can produce coherent light beams (lasers) as well as force fields.  She can fly at extremely fast speeds and can create flashes capable of dazzling foes.  She has been trained by the SPPF in police tactics and weaponry, and in the field she carries a sidearm though she prefers to use her powers.

GM Notes:  Jessica and Edward did not die.  Edward lived, but was severely injured and made his life on the streets as his memory was wiped out by the accident.  When he reached the age of majority, he volunteered to allow StaxxTech to operate on him, replacing most of his damaged organs and limbs with state-of-the-art technology.  Her mother, meanwhile, suffered brain damage while comatose, awakening just before the Dallas Incident with manifested Parahuman powers of her own.  Further pushed over the edge by the Dallas Incident, Jessica became the Parahuman terrorist known as Mirage, leader of Enigma.  Because of Enigma’s dealings with StaxxTech, she is aware that Edward is the Parahuman known as Cyber, but Edward seems to not recognize her.  Meanwhile, Jessica seems only dimly aware that the Parahuman officer Emerald is really her daughter.

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Here is the statblock, created in Hero Lab, for one of the villains of the Parahuman campaign setting:  Phyr. 

Phyr is the daughter of Charon, and was the favored of his children, right up until she cruelly slew an entire village in Korea for no other reason than she was bored.

Charon did not approve of this, and a battle ensued.  The stronger, far older Charon won and, as punishment for her transgressions, stole Phyr’s left eye, feeding it to a crow.  Because Phyr does not have the regeneration abilities of many Immortals, she was unable to regenerate her eye and now wears a patch to conceal the gaping wound.

Banished from his sight and disowned by her Immortal father, Phyr took the gifts he allowed her to keep and headed out on her own to sow destruction, fear and misery wherever she goes.

Phyr – PL 10

Strength 2, Stamina 4, Agility 5, Dexterity 3, Fighting 5, Intellect 2, Awareness 4, Presence 4

Advantages

  • Accurate Attack
  • Artificer
  • Attractive 2
  • Eidetic Memory
  • Improved Critical 3: Cut the Flesh
  • Improved Trip
  • Languages 2
  • Power Attack
  • Weapon Bind
  • Weapon Break

Skills: Acrobatics 6 (+11), Athletics 4 (+6), Close Combat: Cut the Flesh: Strength-based Damage 10 2 (+7), Close Combat: Slash: Strength-based Damage 6 7 (+12), Close Combat: Worst Fear: Affliction 10 5 (+10), Insight 2 (+6), Intimidation 16 (+20), Persuasion 8 (+12), Sleight of Hand 6 (+9), Stealth 6 (+11), Treatment 8 (+10)

Powers

  • Charon’s Blessing: Immunity 11 (magical, Aging, Life Support)
  • Charon’s Call (Mystic Scythe) (Easily Removable (indestructible)):  Cut the Flesh: Strength-based Damage 10 (magical, slashing, DC 27; Penetrating 10) [Alternate Power: Slash: Strength-based Damage 6 (Alternate; magical, slashing, DC 23; Multiattack, Penetrating 6)]
  • Charon’s Daughter: Protection 4 (magical, +4 Toughness; Impervious)
  • Worst Fear: Affliction 10 (fear, magical, 1st degree: Impaired, 2nd degree: Defenseless, 3rd degree: Incapacitated, Resisted by: Will, DC 20)

Offense:  Initiative +5

  • Cut the Flesh: Strength-based Damage 10, +7 (DC 27)
  • Grab, +5 (DC Spec 12)
  • Slash: Strength-based Damage 6, +12 (DC 23)
  • Throw, +3 (DC 17)
  • Unarmed, +5 (DC 17)
  • Worst Fear: Affliction 10, +10 (DC Will 20)

Complications:

  • Disability:  One Eye: Phyr lost her eye in a battle with her father, Charon.  As a result, she has poor depth perception (-2 to any ranged attacks) and prefers to get into melee whenever possible.
  • Motivation: Thrills: Though Phyr has not been around as long as many Immortals, she is easily bored and is prone to self-destructive behavior.

Languages:  English, German, Greek

Defense:  Dodge 8, Parry 10, Fortitude 6, Toughness 8, Will 8

Power Points:  Abilities 58 + Powers 43 + Advantages 14 + Skills 35 (70 ranks) + Defenses 14 = 164

Created With Hero Lab® – try it for free at http://www.wolflair.com!

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And the playtesting continues…in their first adventure our heroes foil an assassination attempt against he daughter of the famous Patriot by the Parahuman assassin, Friction and face down the infamous Blitz, WWII Nazi Wunderkind and Patriot’s greatest enemy…

Click to play

 

Right click here to download!

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I wanted to take the opportunity this week to discuss the secret origins of the Parahuman world; where it came from, how it evolved and why it seems to have a pretty rich history despite there being no comic series or previous sourcebooks published for it.

Simply put, the world of Parahuman is much older than you might think and has evolved over about 30 years into something far, far different than the original concept.

I’ve been a fan of comic book characters, literally, for as long as I can remember.  I’ve been reading comic books since I was old enough to figure out that putting letters together make words.  I’ve been fooling around with drawing comics and comic book characters since kindergarten; though never professionally, mind you.

I remember well the first time I put pencil to paper and drew my first, rather crude, comic.  I was either 5 or 6, and I had just finished watching an episode of the Plastic Man Comedy/Adventure Show at my grandmother’s house in the back bedroom and I decided to try to create my own superhero group and make my own comic book on an old spiral notebook.

Thus was born the Fantastic Five.  I don’t remember the names of the characters, but there was a guy that could stretch, a guy that could turn into flames, a guy that could create invisible force fields, a guy that was super strong and turned into metal and a robot (at the time, I didn’t know the word “android”).  You probably see some similarities between four of those five guys and existing comic book characters.  I think the “comic” was only three or four pages long each and I made maybe two or three of them.

I’m pretty sure my grandmother still has these spirals tucked away somewhere.

Anyway, after that I kind of lost interest in drawing the Fantastic Five, though I never lost interest in comic books or sketching out characters.  Of the years, I lost interest in DC and became almost all Marvel (with the exception of Batman).  Flash forward to fifth grade and I met Aaron, the guy that would become my best friend.

Aaron was a fellow comic (and G.I. Joe and Transformers) nerd, and it was something we bonded over.  In the summer of 1986 (I remember it well because that was the year the Transformers: The Animated Movie was in theaters), my family moved from Oklahoma to Dallas, Texas.  Aaron and I kept in contact, and I spent that next summer back in Oklahoma at my grandmother’s house.

I had discovered that Aaron had been drawing his own comic series, the Revengers.   So, faced with a couple of months of not really much else to do,  I started a couple of series of my own.

The first was titled Silverbolt and was about a saboteur whose mind and personality accidentally got transferred into the body of an experimental android.  There were about 24 issues in all in that comic if I remember correctly, and it had a big impact on what would eventually become the Parahuman universe.

The second was titled Origions.  Yes, that title was a misspelling of the word “Origins,” but involved a world where all the supers had a shared origin; a war between aliens had bathed the world in a sort of radiation that caused super powers to develop and centered around one of those aliens, called Clatish.  Clatish was very loosely based on Justice of the New Universe comics, as was the shared origin explanation of the supers of the world.

Clatish and Silverbolt shared the same world, and Silverbolt’s origin was retconned so that his mind was transferred at the moment the world was bathed in the alien war radiation.

The Revengers also existed in this universe, and there were a couple of crossover events between the comics with Aaron borrowing some of my characters (namely Psychobolt) and me borrowing some of his ideas and concepts, though I don’t think the Revengers shared in the group origin of the worlds’ supers.  It didn’t matter, though, we were having fun.

After I went back home at the end of the summer, Aaron and I kept in touch for a while but eventually life got in the way and we lost contact.  Determined to become a comic book artist, I continued through the rest of Jr. highl and high school to refine the “world of Origions” and made a few additional series’ up.

One of those series involved a group of supers that was, essentially, a police force and consisted of Emerald and the immortal Darius Blackheart fighting against the group known as Enigma and Emerald’s long-thought-dead brother who now went by the name “Cyberpunk.”

It was also in late Jr. high that I got involved in RPGs.  In high school we would play at lunch and I eventually turned my comics into a GURPS Supers campaign.  Clatish became the Clatishians.  The shared origin concept evolved into what Parahuman refers to as the born, though they became just born that way as opposed to having been bathed in cosmic radiation.  Silverbolt became what Parahuman refers to as Experiments and Darius Blackheart became the prototype for the Immortals.  Further refinement (and additional systems..the game world was also a short-lived Champions/Heroes game as well) added in the Mystics and further tightened up the concept of the world itself.

I submitted art to a few companies to try to become an actual comic artist.  I still have the rejection letters around somewhere.

Again, life took over..a marriage, a child, a divorce and vicious custody battle..all through which I continued to game (mostly World of Darkness and Deadlands) and continued my love of comics, though my collecting waxed and waned and at times sputtered out completely.  I lost the drive to become a comic book artist, things were too stressful.

Parahuman had a very short stint as an Aberrant setting as well, and it was here that the police force Emerald and Darius worked for became the SPPF, or Special Parahuman Police Force.

Around the time I met my second wife, D&D 3.0 was released (and the OGL along with it).  Eventually, Mutants & Masterminds 1st Edition was released and I started a very short lived campaign with it.  When 2nd Edition came out, I adapted the comic world I’d had in my head for so long into it, renaming it from Origions to “Parahuman.”  I further tightened up the game world concepts to something very similar to the final Parahuman world.  I added back in the important role Silverbolt played in those early comics, including the destruction of Dallas and the building of New Dallas, though the campaign didn’t explore New Dallas as it was set in New York City.

Eventually, I started working on Parahuman as a Mutants & Masterminds 2nd Edition sourcebook.  Concepts were further refined and tightened up, and evolved more.  Now the Born (and possibly the Immortals) were the result of bioengineering by the Clatishians, who claimed Earth as there own.  The information on the Invasion was added in, and ties to the Dogon of Africa in ancient times with the Clatishians were added.  Eventually work on this slowed and stopped altogether.  Emerald became Latina, and I added Patriot.  Jonathan Staxx became an even more important force in the world, as well as a bigger villain with far grander and more epic schemes than he’d had before, but with a touch more humanity than he’d had in the past as well..something you will find ironic once the book is released and all the secrets are laid bare.  The police force that

And then, I reconnected with Aaron on Facebook.  After all these years, I still consider him my best friend and, while he doesn’t really read comics anymore like he used to, he’s still someone I can bounce information off of, someone who understands much of the behind-the-scenes parts of this world, someone that I can wax nostalgic with.

When DC Adventures was released, it sparked my interest in converting my notes over to a 3rd edition M&M campaign, as well as bringing me back into DC.  Around that general time, I got on here at Troll in the Corner.  It took me a while, but eventually, I put two and two together and decided, hey, why not actually publish all these notes as a campaign setting for Mutants & Masterminds through Troll in the Corner?

And here we are.  I’m still evolving the game world somewhat, partially from the playtesting we’re doing on Parahuman and input from the players and partially from ideas that keep popping into my head.  This time around, New Dallas is playing an important part of the game and is the default setting for the sourcebook.  At some point (soon), I’m going to have to stop adding things to the book just for practical purposes otherwise it’s going to end up being the Duke Nukem Forever of the RPG world.

So where is Parahuman right now?  I and three players; Nick here from Troll in the Corner, my friend Rich and his wife Kate; are playtesting the world.  I’m taking their input and finishing up the text for the game.  I still need to add Clatishian technology to the equipment section and write up about 30 or so more NPCs, both hero and villain.

After that, I’ve got to work on the art.  The logo’s done (thanks to Nick who whipped that up for me), but the interior art hasn’t gotten, mostly, past the concept and sketch point.  I have a couple of pieces ready to go, but I’m planning on lots more.  After that, I have to lay out the book and then, once that’s done, we’ll get it in .pdf format and have it available for you, the public.

And when it’s all done and over with, I sincerely hope you will enjoy it and play in the world that’s been a large part of my life in one way or another for such a long time.

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