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Pigeon
Saturday, September 25, 2010
Thursday, September 23, 2010
Wednesday, September 22, 2010
Tuesday, September 21, 2010
Flashback from 10/2009 - Game Geeks review of Legends of Steel-Savage Worlds Edition
AWESOME!
Monday, September 20, 2010
So what's happening at Evil DM Productions?
* Legends of Steel- BASH Edition – We have layout guy. who will be starting work on it. Chris R. at Basic Action Games is looking at a release around the end of the year.
*Legends of Steel ZeFRS – This has been in limbo for a while now. There have been some changes made and we have Jason Chalker onboard on layout and we should see a release in November.
*Dicey Tales – A Pulp era supplement for the Barbarians of Lemuria system – WE are wrapping up the manuscript and Chris S. is working diligently on the art.
*The Lost World of Hador- a Lost Worlds supplement for Dicey Tales. I’m sure many of you have forgotten about this. Well I haven't. Once Dicey Tales has been released this will be the first follow-up product for it. I just found a great new artist to help the team get the vision of Hador on paper. John Gray is an artist out of the U.K. Here is his sight.
And here is a sample of his work for Hador- a trio of gun-toting out of work Templars looking for their next job.
Sunday, September 19, 2010
Saturday, September 18, 2010
How much would you pay for John Carter and Tars Tarkas action figures?
If you can swing $299.99 for an action figure then you must be rich or single. Actually these guys would look very awesomely cool in your bachelor pad (or your parents basement). The rest of us poor married Schmucks will just have to come over and drool over your Barsoomian awesomeness.
Tars here comes in at $299.00
My main gripe is that his hands have no articulation. for 300 bucks they could at least give me hands that open and close.
Coming in at a paltry $109.99 is John Carter (I love the fact that they have to get that “extra” .99cents).
I can’t wait for the Dejah Thoris figure.
Friday, September 17, 2010
Pirates of Darkwater and Thundarr The Barbarian on DVD
According to the WB shop, the Darkwater set is out now and Thundarr should be out by 09/28/2010.
The thing is they appear to be mail order and “made to order” videos. What that means is that these are not digitally re-mastered copies and there are no special features, like Behind the scenes mini movies or any actor commentaries- none of the bells and whistles every geek loves to see.
But at least they are out and probably in way better shape than the pirated copies we can find on You Tube or Pirate Bay.
Thursday, September 16, 2010
Tuesday, September 14, 2010
Flashback-1/2/2007- Just Chill

The other day I posted an article of mine from a past issue of Knights of the Dinner Table Magazine revisiting the Conan game by TSR. Today I have another article from a past issue (#118) revisiting The horror RPG Chill from Pacesetter games.
Chill-Adventures into the unknown
Jeff Mejia
In 1984 a small company called Pacesetter games released “Chill”, a Role Playing Game set in the genre of classic horror. All the guys in my gaming group back then grew up on a regular diet of Saturday night “Creature feature” shows on TV. We loved the old black & white Universal monster movies featuring Dracula, The Mummy, Frankenstein’s monster, etc. as well as the Hammer horror films with Christopher Lee and lots of busty vampire chicks.
Up until Chill the only horror game around was Call of Cthulhu, and while there is no denying that Call of Cthulhu is a classic, my group never really cared for it, mainly because no matter how well you played your character, He/She would eventually go insane, in fact everybody’s character eventually goes insane in Call of Cthulhu. My group was made up of mostly “meat and potato” gamers- we liked to hunt down the bad guy, hack him into tiny pieces, and then loot his lair for +2 swords. The idea of our characters eventually going nuts never held much appeal.
Chill didn’t have that aura of hopelessness that Call of Cthulhu had, and none of the pretentious angst that “Vampire: the Masquerade” would later have. And though I was familiar with Lovecraft’s works most of the guys in my group weren’t, so it was hard for them to visualize why they should be running from a “Slithering Miyagi” or an oozing puddle of space pudding with a hundred eyes. It just wasn’t working for them. With Chill, if I told them they were being attacked by a pack of hatchet wielding zombies led by a Voodoo priestess, they had a frame of reference.
The Chill game comes boxed. Back in the day, most Role-playing games came packaged in a box. And believe it or not, many a games complexity and dollar value was judged by the weight of the box. Chill came in at a healthy weight, better than “Cyborg Commandos” but way less than “Bushido”. The game consisted of two rulebooks, a world map, introductory adventure, three 10-sided dice, a set of cardboard counters and what in today’s terms would be called a set of “fast play” rules.
In Chill, the player characters are all part of a secret organization called S.A.V.E (Societas Albae Viae Eternitata, the Eternal Society of the White Way).
S.A.V.E. Operatives fight a never-ending war against the supernatural forces of evil. In the world of Chill, Vampires are real, Were-creatures are real, and Malign spirits are real. The forces of evil exist and the agents of S.A.V.E. seek them out and destroy them. The setting for the game can be in any period from the mid 1800’ to present day, and globe spanning adventures are not only possible but encouraged. The setting has a classic horror movie feel to it thanks to the great artwork of Jim Holloway throughout the rulebooks.
The campaign book covers character creation based on eight abilities generated by random dice rolls and a system formula. Along with the regular Strength, Dexterity, Agility, Stamina, and Personality, they offered some additional “genre” specific abilities such as Willpower (used when making the obligatory “fear check”), Perception (which aids in noticing specific clues or unusual details), and Luck (which aids in character survival by allowing “Luck checks” to avoid immediate death).
All of these abilities are used when deciding the success of a characters action, this is known as making an ability check. There are two types of ability checks the first is known as the standard check, and is used when rather straightforward actions are resolved the second is known as a specific ability check this type of check uses a unique chart system known as the “Chill action table” to gauge the degree of success. The better the roll, the higher the degree of success, for instance, if your character is trying to jump out of a window to escape from a foe, the referee may want you to roll an ability check based on agility. If you succeed the referee will compare your roll to the success chart. A limited success may indicate you jumped out of the window but may have injured yourself on the fall. A medium success could indicate you landed hard but are uninjured, a high success may mean that you landed on your feet and can move normally next round.
Characters advance and gain experience in Chill by participating in adventures and defeating evil creatures and their minions. “Insight Points” are awarded for success and these points can be later used to improve current abilities and skills or to purchase new skills for future use.
Chill offers a wide variety of combat and non-combat skills to choose from when creating a character. All skills have corresponding success scores that are based on one or more abilities and ranked as student, teacher, or master. Each rank adds a percentage point bonus to the skill, which insures a player at master rank, is effectively a leader in that field. Players start the game with student ranks and use “insight points” to increase their rankings in various chosen skills.
As with the ability checks, Chill has two types of skill checks. The basics skill check which is a straight success/failure roll and a specific skill check which utilizes the “Chill action table” to determine the degree of success. There are a fairly adequate number of skills supplied for the game, and by following the general formula it’s not at all difficult to add new skills to the list as needed. It’s worth noting as well that Chill spends a good amount of time explaining the use of professional and research skills. In Chill your characters ability to read a map, use a library, and speak Latin will be as valuable as what caliber of pistol he carries or what level of mastery he has in Judo.
Character actions are covered in the next section. The mechanics of campaign play are introduced in this section. Game time, travel times, fear checks, movement, damage and healing, and combat are all examined. An area, which was revisited quite often in our campaign, were the rules on lighting and visibility. Quite a few of our combats took place on fog-shrouded streets and in dark cemeteries.
The various types of Non-player characters are covered in part five of the rules. The reactions of Animals, persons and creatures are covered here along with societies reactions in general. The hardest part about interacting with NPC’s in Chill is trying to convince them that your character isn’t a loon, this is where having an organization such as S.A.V.E around is invaluable. Not only are there people who will actually believe your story about the secret cabal of demon worshippers at Fairfax manor, they may even be able to help you do something about them.
Which leads us to part six of the rulebook. Characters in Chill may face vampires, mad scientists and evil witches, but they don’t do so without powers of their own. This section of the rules outlines the use of The Art. The Art is basically a collection of disciplines used to combat the minions of evil. The Art is a combination of Psionic abilities and arcane protections that enable the agents of S.A.V.E a fighting chance when confronting the disciples of the evil way. The chapter ends with a brief history of S.A.V.E, it’s rules and tenets. The final section gives some brief advice for the “Chillmaster” (CM) on running a successful horror campaign.
The second book in the boxed set is titled Horrors from the unknown. This volume is essentially a combination spell book and monster guide. The first part describes the various spells and magical effects that the creature’s posses and use to combat the heroes of S.A.V.E. the second half of the book details creatures both common and supernatural that are used in the Chill game, unfortunately they only list around eighteen creatures total.
Chill received a decent amount of support for its run. There were nine published modules ranging from encounters with Dracula and the Mummy to exploring haunted amusement parks and touring with a rock band.
There were also several sourcebooks, which added to the Chill line:
• A “Chillmasters” screen with the obligatory mini-adventure.
• Vampires-a sourcebook giving detailed descriptions of several vampires from different parts of the world.
• Creature Feature- a Chill game variant that lets the players assume the role of the monsters. The book also offers more rules for combat, new skills and an additional discipline of the Art.
• Things- basically an expanded (over fifty) listing of creatures and new evil way disciplines.
• Evenings of terror with Elvira- a set of nine linked scenarios hosted by the mistress of the dark herself.
It’s worth noting as well, that in the 1990’s Mayfair games purchased the rights to Chill and gave it a new look and a new audience for a brief time.
By today’s standards, when held up against somber fare like the World of Darkness and Kult, Pacesetters Chill might seem a little light and old fashioned. But for the folks who like their horror a little less Anne Rice and a little more Boris Karloff, Chill is just the ticket.
Monday, September 13, 2010
Flashback from 06/2/2006 - Kingdom of Heaven revisited yet again...

Back in April I posted that Kingdom of Heaven will be re-released as an expanded directors cut with tons of additional footage. I saw it the other day, and believe me it’s like watching a whole other movie. So much was explained and made clear, there were whole story arcs that were abandoned by the studio that Ridley Scott felt were necessary to the story (and they were) the story is richer for all the added material. Just to give you a glimpse: I just couldn’t get my head around the fact that this village blacksmith could arrive in Jerusalem and suddenly know how to build trebuchets and fight off a siege. Well in the extended version we find out that Balian the blacksmith is not only an accomplished smith but also a veteran soldier who served as an engineer and sapper. That little nugget of info took like 5 seconds to convey but was left out of the theatrical version- talk about missing important plot points! If you are a fan of epic motion pictures you really owe it to yourself to see the extended cut of this movie. It’s a definite must have!
Saturday, September 11, 2010
Friday, September 10, 2010
Setting the record straight on Skype
Overall, these last couple of years Skype has proven itself invaluable to me as a means of affordable business and personal communication. I use Skype just about everyday and have contacted people as far away as Britain and Australia. The conversations still come with a bit of a delay but for $12.00 a month unlimited access to either computers or regular phones world-wide, it’s not a bad deal at all.
Thursday, September 09, 2010
Tuesday, September 07, 2010
This is why you always look in the children’s book section at Goodwill
One thing that kind of sucks about looking for books at Goodwill is the fact that you have to look through EVERYTHING! Most of the staff that work in the book department have minimal training in keeping things organized, so you find cookbooks next to Prima strategy guides and the works of Shakespeare mixed in among the Mack Bolan paperbacks. But you have to take the time to look lest you miss a gem like this:
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$2.49
SCORE!!
Monday, September 06, 2010
Atlas comics may be coming back from the dead.
Back in the 70’s for a few brief months, DC and Marvel had a new challenger to contend with It was called Atlas Comics. As a young comic geek at the time this was something totally new. The only thing competing with the two giants were Charlton (blah) and a shit load of weird ass underground comix about smoking weed and having sex in the back of a Chevy van.
So to walk into my old comics store and see a whole slew of characters blew me away. unfortunately Atlas only lasted for a few months and finally dried up. But it was a fun ride, and the memories are still with me.
Now according this article from CBR. there is real talk of the Atlas properties seeing print again. now if we can just get them to get the Amalgam characters into monthly books.
Saturday, September 04, 2010
Friday, September 03, 2010
Make Major Maddox your first stop every Monday and Thursday!
Friend of the Lair -Jason Chalker (who is also the artist of the incredibly cool “Dicey Tales” cover) has a new web comic underway, featuring the thrilling adventures of Major Maddox! It has a great retro Space-Pulp feel. I’ve been reading it and I cant help but think that if Steve McQueen had ever made a science fiction film, this would be the one.
Thursday, September 02, 2010
Legends of Steel -BASH Edition. Profile:Risa of the Goban, mercenary archer
Tuesday, August 31, 2010
DC Adventures - Have I finally found a DC Heroes RPG I understand?
This Thursday I have back surgery scheduled, so what better time to elicit a bit of sympathy from “She who must be obeyed”? I convinced her that I NEED something to read at the hospital during my overnight stay, and that none of the 350,000 unread books in my personal library would do. So we went to my Friendly Neighborhood Game Store and picked up the brand spankin’ new DC Adventures Hero’s Handbook.
Huzzah!
Truth be told this isn't the first try at a DC flavored RPG. Back in the late 20th century a company called Mayfair games came out with one. It looked real nice too. I bought it as the manager in the store was unpacking them. I opened it up in the car. I read through it on the way home. I tried to create a character at the dinner table. My buddy and I tried to run the character through a scenario. Later that night I put the game in my closet and never spoke of it again.
I don't know whether it was the game or me. I never asked, I was too ashamed. I think it had something to do with algebra, I’m not sure. Math was never my strong suit.
I’ve played Mutants & Masterminds before and enjoyed it a lot, so I think I’ll be able to wrap my head around it this time.
Wish me luck.
Monday, August 30, 2010
Manly Monday at the Movies -The Outpost on DVD
I picked this up over at Biglots for $3.00 a few months ago because it had Ray Stevenson (Pullo from the HBO series Rome) in it. It had sat on my shelves since then without a glance. I popped it open today to watch just because I noticed it was still in the wrapper. Boy am I glad I did. The Outpost
Sunday, August 29, 2010
Saturday, August 28, 2010
A new tradition is born
We spent the greater part of the day here at the Lair enjoying a marathon geekfest of the Lord of the Rings. We had some serious “family time” as everyone sat around the living room and revisited Middle Earth amongst popcorn, soda, and corndogs.
I love these movies. I love that my Minions love these movies.
I think I’m gonna make this a yearly thing. Can you imagine all of us watching The Lord of The Rings and (by that time I hope) The Hobbit, with our Grandkids?
Yup. New tradition at the Lair-
Lord of The Rings Marathon every year!
So let it be written, so let it be done!
Friday, August 27, 2010
Thursday, August 26, 2010
Legends of Steel-BASH Fantasy Edition. Spotlight-Talena
Fun fact: did you know Talena was once a Wednesday girl?
It’s true.
