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Tue, Jun. 11th, 2019, 12:02 pm
Triplanetary (board game): house rule for the Prospecting scenario

Triplanetary is a fun, unique game with realistic space velocity rules in which you spend your fuel to change your movement vector rather than to move directly. And it comes with a variety of different scenarios, including "Prospecting." However, that scenario has a critical flaw: It requires ore to show up, but whether it does is based 100% on a random die roll.

Long story short? We played a four-hour game of Prospecting where we explored 33 different sectors and only one of them -- on the very last turn we bothered with -- ever had ore. Now, I realize that's extremely unlikely, but the point is that it can (and did) happen. So why use a die roll when you could achieve random-yet-consistent results with a card draw? Plus this change lets us make ore a little bit more common than CT shards, which feels right.

This is a very good house rule. I'd go so far as to call it necessary. Use it.

Prospecting (house rule)

In the first Prospecting paragraph, replace sentences two through four with the following:

Draw from a standard deck of 54 cards (with Jokers). If the card is a diamond, ore is present (mark an O); if not, it isn't (mark an X). If the card is a King, Ace, or Joker, the ship has encountered a contraterrene (CT) shard.

And if you want some additional complexity, add this:

Optional Rule: If a Joker is drawn, the CT shard is particularly potent. If captured and sold, it earns an additional 50% profit; if not, the damage roll is at +1 (max 6)!

Wed, Mar. 27th, 2019, 04:46 pm
Dungeon Fantasy: Merry Andy the 86th, dungeon juggalo (starting carnie PC)

There are some who say that the carnie template (Pyramid 114) exists for reasons other than to make a dungeon-crawling juggalo. Those people are wrong.

Meet "Merry Andy the 86th," an axe-wielding, madness-inducing thug who would wear clown-style war paint to a ballroom dance (if anyone was crazy enough to invite him). It's crucial to note that he is not based on the "clown" suggestions for the carnie, doesn't have garishly bright armor, or anything like that. He doesn't perform for the world, he holds it hostage.

(Obviously, I used my standard house rule for separating IQ and Will. If you don't use that, raise his Per to 14.)

His pretty PDF character sheet is here...


...or the text version follows.

Name: Merry Andy the 86th
Race: Human
Attributes [220]
ST 11 [10]
DX 14 [80]
IQ 14 [80]
HT 12 [20]
HP 11
Will 14 [20]
Per 12 [10]
FP 12

Basic Lift 24
Damage 1d-1/1d+1
Basic Speed 6.5
Basic Move 6
Ground Move 6
Water Move 1

Social Background
TL: 3 [0]
Cultural Familiarities:
Languages: Common (Native) [0].

Advantages [81]
Cotton Stomach [1]
Damage Resistance (2) (Tough Skin) [6]
Luck [15]
Mad: Terrifying Gaze [27]
Mad: Visions of Madness [26]
Madness Talent (1) [5]
Penetrating Voice (The Laugh) [1]

Disadvantages [-50]
Callous [-5]
Code of Honor (Pirate's) [-5]
Compulsive Carousing (12 or less) [-5]
Impulsiveness (15 or less) [-5]
Odious Personal Habit (Actively terrifies those he can, creeps out those he cannot) (-3) [-15]
Trickster (12 or less) [-15]

Quirks [-5]
Believes nobles, rich merchants, etc., are inherently bad people [-1]
Broad-Minded (treats all races equally, even monsters) [-1]
Loves the ladies, has absolutely zero standards [-1]
Makes up theology for the Dark Carnival "religion" [-1]
Wears clown makeup almost all the time [-1]
(Quirks added Shadowing, +1 Axe/Mace, +1 Stealth)
Skills [34]
Acrobatics DX/H - DX-1 13 [2]
Axe/Mace DX/A - DX+1 15 [4] (Parry: 10)
Forced Entry DX/E - DX+1 15 [2]
Intimidation Will/A - Will+0 14 [2]
- Conditional: +1 from 'Callous' when you use threats or torture, +1 from 'Madness Talent' when using Terrifying Gaze, +1 from 'Penetrating Voice (The Laugh)' when surprising with a shout, +1 from 'War Paint' when applied to the face
Mental Strength Will/E - Will+1 15 [2]
Mind Block Will/A - Will+0 14 [2]
Observation Per/A - Per-1 11 [1]
Panhandling IQ/E - IQ+1 15 [2]
Performance IQ/A - IQ+0 14 [2]
Psychology (-) IQ/H - IQ-1 13 [2]
- Conditional: -3 from 'Callous' when attempting to help people
Shadowing IQ/A - IQ-1 13 [1]
Stealth DX/A - DX+1 15 [4]
- Conditional: -1 from 'Encumbrance Penalty', +1 from 'Ninja Slippers' when vs Hearing
Streetwise IQ/A - IQ-1 13 [1]
Thrown Weapon (Axe/Mace) DX/E - DX+1 15 [2]
Urban Survival Per/A - Per-1 11 [1]
Ventriloquism IQ/H - IQ-1 13 [2]
Wrestling DX/A - DX+0 14 [2] (Parry: 10)

Stats [220] Ads [81] Disads [-50] Quirks [-5] Skills [34] = Total [280]

Hand Weapons
2  Throwing Axe LC:4  $120  Wgt:8
Dam:1d+3 cut  Reach:1  Parry:10U  ST:11  Skill:SK:Axe/Mace, ST:DX-5, SK:Flail-4, SK:Two-Handed Axe/Mace-3

Ranged Weapons
1  Terrifying Gaze (Intimidate vs Will)  LC:*  Dam:FC   Acc:-  Range:10
RoF:-  Shots:-  ST:*  Bulk:*  Rcl:-  $0  Wgt:0
2  Throwing Axe  LC:4  Dam:1d+3 cut  Acc:2  Range:11 / 17
RoF:1  Shots:T(1)  ST:11  Bulk:-3  Rcl:  $120  Wgt:8
1  Visions of Madness (Will+MT vs Will)  LC:*  Dam:aff   Acc:-  Range:999
RoF:-  Shots:-  ST:*  Bulk:*  Rcl:-  $0  Wgt:0

Armor & Possessions
15  _Coin, Copper  $15  Wgt:.3  Location:
8  _Coin, Silver  $160  Wgt:.16  Location:
1  Armor, Heavy Cloth (DR 2)  $450  Wgt:36  Location:all
1  Ninja Slippers  $100  Wgt:.5  Location:
1  Personal Basics  $5  Wgt:1  Location:
1  Purse  $10  Wgt:.2  Location:
14  War Paint  $140  Wgt:.28  Location:
1  War Paint is from DFD Barbarians p. 25  $0  Wgt:0  Location:

VISIONS OF MADNESS: Will + Madness Talent (at -1 per yard of distance) vs Will. For MoS minutes, victim must roll Will before each success roll: -2 on success, -5 on failure, gone on crit fail.

Tue, Mar. 26th, 2019, 02:47 am
GURPS Dungeon Fantasy: Innkeeper lens (generic)

This is adapted from the version in DFD: Swashbucklers, but it's important to realize that the IQ +1 is not a universal change; in this case it was necessary because swashbucklers aren't very bright! Instead, what we're going for is making the existing template as generally capable as possible. Your choice of attribute options should reflect what you most need -- if IQ or HT are low, buff whichever is lowest, and if both are decent, buff Luck.

Special: Choose one of the following 15-point packages.
1. IQ +1 [20] and either Will or Perception -1 [-5].
2. HT +1 [10] and either Will or Perception +1 [5].
3. Luck [15], or improve existing Luck to Extraordinary Luck [30] for 15 points.
Advantages: Wild Talent 1 [20]. • Two of Alcohol Tolerance [1], Honest Face [1], Improvised Weapons (Kitchenware) [1], No Hangover [1], or Penetrating Voice [1].
Skills: Spend a total of 13 points as follows. First, add or improve the following skills so you have at least 2 points in each: Carousing (HT/E), Merchant (IQ/A), Professional Skill (Bartender) (IQ/A), and Streetwise (IQ/A). Then spend leftover points to raise those skills further, to acquire unchosen perks from above, or to add or improve any skill from the innkeeper template.

Mon, Jan. 14th, 2019, 09:03 am
Starling -- a Vampire: the Masquerade PC

Stewart Sands, a Toreador famed for his inspired sculptures but perhaps more for his rejection of what he sees as "the vein of hedonism that holds back our clan," found some unknown and beautiful quality in a college art student. He was saddened to see that the Embrace brought this very vein to the forefront in his new childe, who went from a once-a-fortnight clubber to a hardcore rave kid. Self-christened "Starling" (and taking pains to hide their original name), the neonate wasted no time dropping out of college and falling into the street scene. The understated appearance which originaly drew the ascetic sire's attention was replaced with a powerful, androgynous sexuality and beauty that made it easy for Starling to find a new person to stay with every day. The local 18th Street gang has fallen underneath Starling's sway, providing the occasional favor (including the 9mm the vampire carries for protection). Despite being broke and technically homeless, Starling has big dreams of eventually creating a club just as important as Asylum or the Succubus Club, and those plans start with becoming beloved and feared on the streets and dance floor.

Note: Yes, this PC unashamedly embraces stereotypes, but I enjoy the challenge of starting with a cliche and turning it into a truly complex and deep character. "Embrace the Stereotype" is a nod and wink to that, with the rationale that Starling will talk someone else into supplying the venue.

NAME: Starling (just Starling)

CLAN: Toreador

SIRED BY: Stewart Sands, sculptor and ascetic, disappointed and embarrased by his hedonistic childe

XP: 0

Strength 1, Dexterity 3, Stamina 2
Charisma 3, Manipulation 4, Composure 3
Intelligence 2, Wits 2, Resolve 2
Health 5, Willpower 5

Athletics 2
Awareness 2
Craft 1
Drive 1
Etiquette 1
Firearms 2
Insight 3
Intimidation 2
Performance 1
Persuasion 3
Politics 1
Stealth 1
Streetwise 2
Subterfuge 3
Technology 1

Awareness (Instincts)
Craft (Sculpture)
Performance (Dance)
Persuasion (Seduction)

Auspex 0
Celerity 2 (Cat's Grace, Rapid Reflexes)
Presence 2 (Awe, Daunt)

3 Embrace the Stereotype (Loresheet: Descendent of Helena)
1 High-Functioning Addict (ecstasy/molly improves Mental)
1 Rebel Cell (Loresheet: Theo Bell) (18th Street gang)
4 Stunning

1 No Haven
1 Stalker (ex-lover of the moment)
1 Suspect (Camarilla, as unproven and too Anarch-friendly)

Involuntary bondage is evil
When you feel bad, stop feeling bad and feel awesome instead

AMBITION: Establish a trendsetting nightclub with a permanent Elysium

DESIRE: (currently) To amass a harem of loyal followers

PREDATOR TYPE: Siren (Seduction specialty, Presence 1, Beautiful, Enemy or Stalker)


Read more...Collapse )

Starling Upgraded
A friend asked me to give Starling another 100 XP for use in a different Vampire game, so this is a snapshot of Starling a few years later.

This version has had time to work on those lofty ambitions. They've partnered with Gilbert Younger, a mortal investor who launched a hostile takeover of the nightclub Ameinias on Starling's behalf. Buoyed by Gilbert's financial acumen, Starling has slowly turned Ameinias into a vibrant hotspot, though it isn't quite on the level of legendary establishments like the Succubus Club or Asylum.

Strength 1, Dexterity 3, Stamina 2
Charisma 3, Manipulation 4, Composure 3
Intelligence 2, Wits 3, Resolve 2
Health 5, Willpower 5

Athletics 2
Awareness 2
Craft 1
Drive 1
Etiquette 1
Firearms 2
Insight 3
Intimidation 2
Performance 1
Persuasion 3
Politics 2
Stealth 1
Streetwise 2
Subterfuge 3
Technology 1

Awareness (Instincts)
Craft (Sculpture)
Performance (Dance)
Persuasion (Seduction)
Subterfuge (Seduction)

Auspex 1 (Sense the Unseen)
Celerity 2 (Cat's Grace, Rapid Reflexes)
Presence 3 (Awe, Daunt, Dread Gaze)
+1 die to all from Blood Potency 2

3 Contact (Gilbert Younger, wealthy investor)
3 Embrace the Stereotype (Loresheet: Descendent of Helena)
4 Haven (Ameinias, 3 dot, Location)
1 High-Functioning Addict (ecstasy/molly improves Mental)
2 Influence
2 Mask
1 Rebel Cell (Loresheet: Theo Bell) (18th Street gang)
2 Resources
4 Stunning

1 No Haven
1 Stalker (ex-lover of the moment)
1 Suspect (Camarilla, as unproven and too Anarch-friendly)

Involuntary bondage is evil
When you feel bad, stop feeling bad and feel awesome instead

AMBITION: Establish a trendsetting nightclub with a permanent Elysium

DESIRE: (currently) To surruptitiously steal ownership of Ameinias from Gilbert



Fri, Dec. 7th, 2018, 07:29 pm
An outtake from GURPS Monster Hunters 6: Holy Hunters

My book GURPS Monster Hunters 6: Holy Hunters came out this week. I thought it might be of interest to share a box that got cut in favor of some extra verbiage about Native American religions penned by the wise Christopher Rice. In the end, it was decided that we shouldn't give space to silly religions when there was so much more to be said about "real" ones. Hence this deleted scene . . .

Irreverent Reverends

While this supplement attempts to respect all faiths, there are some religions that couldn’t care less about respect! These tongue-in-cheek faiths exist more as a commentary on religion than anything, but if your group doesn’t take itself or religion too seriously, you could always play a crusader of . . .

Discordianism: According to the Principia Discordia, reality is a mix of order and chaos; those who try to enforce order on the universe are chasing an illusion. Discordians worship Eris, the goddess of chaos, via such nonsensical rituals as eating hot dogs on Friday. A Discordian crusader should take abilities from the Chaos power on p. 124 of GURPS Powers.

The Church of the SubGenius: The high prophet of the Church, J.R. “Bob” Dobbs, warns that a global Conspiracy of Normalcy is trying to steal everyone’s Slack (“happiness,” “joy,” or “giving-a-damn-ness”). The Book of the SubGenius promises eternal salvation via the intervention of aliens (the “Xists,” who are probably the Nordics from GURPS Monster Hunters 5: Applied Xenology) for every SubGenius who’s paid proper dues at subgenius.com (currently $35). A SubGenius is lucky, not smart; consider Probability Alteration (GURPS Psionic Powers, pp. 43‑46) with the Mysticism PM.

Pastafarianism: Although the baby of the bunch at barely a decade old, the church of the Flying Spaghetti Monster (FSM) became widely known after going viral on the Internet (venganza.org). Pastafarians wear colanders on their heads and have great respect for pirates. Those touched by His Noodly Appendage look forward to an afterlife with beer volcanoes and “stripper factories.” Use the standard Mysticism abilities, as the FSM takes the place of the Abrahamic God.

Sun, Dec. 2nd, 2018, 03:04 pm
New GURPS Ability: Omnicontact

20 ponts/level

You know people everywhere. Once per session per level of this ability (if the GM permits multiple levels), you can declare that you have a nearby Contact. The GM must approve the Contact (no saying, "I just so happen to be best friends with the leader of the bad guys, so I ask him nicely to stop") but should take your needs into account for anything short of derailing the campaign.

Decide how high-ranking (effective skill) the Contact is when you use this ability; this affects their reliability. A skill-15 Contact is Completely Reliable. A skill-18 Contact is Usually Reliable. And a skill-21 Contact is Somewhat Reliable.

Statistics: Wild Talent (Wild Ability Only, +0%) [20]; Special Effect: Based on Contacts instead of power abilities.

Fri, Oct. 26th, 2018, 10:26 pm
Rufus Undertree, a Torg Eternity PC

Rufus was a Keefee Haroo, always a loner who never quite fit in in any tribe. When he heard of the tunnels between the Living Land's Merretika and Aysle's Land Between, he knew he had to explore them. Emerging into a world of fantasy and wonder, Rufus transformed into Aysle's reality almost instantly, and left his old life behind without hesitation. A circle of holy theurgists mistook him for a hobbit, and taught him their blend of magic and faith. Rufus experienced his Moment of Crisis when called upon to defend his laity from Utherion's dark forces, and  when the Storm Knights came, he saw an opportunity to make the world a better place.

Rufus is a devoted worshiper of Audros, God of The Storm, a dual-natured deity whose rains bring nourishment and life to the world, but whose swift lightning smites those with evil in their hearts. Rufus reflects this in his approach to most situations, either choosing a defensive and carefully measured tactic, or attempting shock and awe (which may mean anything from intimidation to flying above the enemy and raining death from above). Sometimes there's a fine line between bipolar disorder and true faith.

This character concept started when my train of thought ran from "I wonder of the Aysle sourcebook will have hobbits" to "Wait, we already have hobbits in another cosm." Rufus isn't particularly balanced, mind you -- I freely admit he's a somewhat silly, min-maxed, special snowflake. He's incredible at his areas of arcane mastery, but not much else, and one called shot could take him out. Still, the combination of his Very Small racial ability and halfway decent Dexterity keeps him surprisingly survivable despite his (heh) shortcomings.

Keefee (from The God Box)

Home Cosm
Aysle: Magic 24, Social 16, Spirit 18, Tech 14

Charisma 6
Dexterity 8
Mind 6
Spirit 14
Strength 6

Skills - Combat
Dodge +3 (Dexterity) = 11
Skills - Interactions
Intimidation +0 (Spirit) = 14
Maneuver +0 (Dexterity) = 8
Taunt +1 (Charisma) = 7
Trick +0 (Mind) = 6
Skills - Other
Apportation +3 (Spirit) = 17
Conjuration +3 (Spirit) = 17
Faith +3 (Spirit) = 17
Reality +3 (Charisma*) = 9

Miracles (Light)
Spellcaster (Mage)
Small Size (double clothing/armor cost, Small weapons only, often mistaken for a child)
Unique (only one per party, may draw attention)
Very Small (-4 to be hit, about 1m tall)

Dodge 11 (effectively 15 with Very Small)
Melee 8 (effectively 12 with Very Small)
Unarmed 8 (effectively 12 with Very Small)
Toughness 9 (6 + 3)
Shock 14
Wounds 3

Healing (Sp10)
Soothe (Sp7)
Ward Enemy (Sp8)

Fly (M14)
Lightning (M14)
Portal (M14)

Armor, Elven Chain, Keefee-Tailored ($1,000, Tech 12, Armor +3, Torso, Max Dex 10)

Advancement Track:
5 XP: Strong-Willed
7 XP: Mind 7
7 XP: Miracles (add bless)
8 XP: Mind 8
9 XP: Spellcaster (add shield)

* House rule. Recommended for reasons explained here. Actually, Rufus is a great example of how potent Spirit already is; if his reality skill were Spirit-based it'd be 17, making his Soak rolls ridiculous as well.

Fri, Jul. 27th, 2018, 04:05 am
Uraz Thirty-Eight -- a Torg Eternity PC

Uraz Number 38 was the result of one of the many Race experimentation programs implemented throughout Tharkhold. Engineered with occultech implants and a psychically enhanced brain, Uraz unhappily served their Tharkoldu masters in a wide variety of unsavory (mainly undercover) ways, including in the invasion of Core Earth. The Moscow incident was the first time that Uraz was able to see true weakness in the Tharkoldu, which gave the thrall the guts to abandon the cosm and seek out a better way -- which eventually turned out to be the Delphi Council.

Uraz is asexual, but comfortable faking attraction to others. They think of themselves as genderless, but don't particularly mind if others refer to them as "she" (since they are biologically female). Years of experience has made the former thrall a master of getting into places and extracting information (one way or another), but they still feel like an outsider in basically any situation, and constantly strive to find ways to truly empathize and fit in with the rest of humanity. They generally wear baggy clothing to hide the occultech implants, and rely on their slight frame (5'2" and 105 lbs.) to cause others to underestimate them.

Outside of Tharkhold, nearly everything exciting and fun that Uraz does will be a one-case contradiction! On the bright side, the Storm Knight is unlikely to do anything that would be a four-case. They use their psi regularly, particularly Mind Cloud (to get away with wearing demon hide armor) and Mind Sense (for a regularly updated mental map of everyone nearby).

"The Race" (Human)

Home Cosm
Tharkhold: Magic 12, Social 25, Spirit 4, Tech 25

Charisma 10
Dexterity 10
Mind 6
Spirit 7
Strength 7

Skills - Combat
Fire Combat +1 (Dexterity) = 11
Melee Weapons +1 (Dexterity) = 11
Skills - Interactions
Intimidation +1 (Spirit) = 8
Maneuver +0 (Dexterity) = 10
Taunt +0 (Charisma) = 10
Trick +2 (Mind) = 8
Skills - Other
Find +3 (Mind) = 9
Lockpicking +1 (Dexterity) =  11
Reality +1 (Charisma*) = 11
Telepathy +3 (Charisma) = 13
Willpower +3 (Spirit) = 10

Occultech ($10,000)
Psionic (Cloud Mind [So23], Mind Sense [So21], Read Mind [So23])

Dodge 10
Melee 11
Unarmed 10 (almost never applies, thanks to Zan Slashers)
Toughness 11 (7 + 4)
Shock 7
Wounds 3

Occultech (all Tech 25)
Digan Darksight Eyes Mk III (ignore 6 points of darkness, $3K)
Thav Integrated Weapon Mount (with Thav-9 SMG, $500)
Vav Sensation Suppressor (reduce all Shock by 1, $6K)
Zan Slashers (melee weapon, Strength +2, $500)

Other Gear
Hands-Free Comms (Tech 23, $150)
Technodemon Hide Vest (Tech 25, Armor +4, Torso, Fatigues, $350)
Thav-9 SMG, Implanted (Tech 25, Damage 13, Ammo 60, Range 25/50/100, Short Burst, $500)

* House rule. Recommended for reasons explained here.

Advancement Path
5 XP: Stealth +2 (from +0), Reality +2
5 XP: Stalker (from Living Land Backer Archetypes)
2 XP: Fire Combat +2
7 XP: Trademark Weapon (Thav-9 SMG)
9 XP: Double-Tap
11 XP: Killshot (from Beta Player's Guide)
3 XP: Fire Combat +3
13 XP: Sniper

Thu, Jan. 18th, 2018, 04:14 pm
GURPS Dungeon Fantasy: Wrestler lens

Precis - A 50-point "cross-training" lens for the GURPS Dungeon Fantasy wrestler -- the template from the new issue of Pyramid.
One of my players came up with this simple "cross-training" lens (in the vein of DF3) for the wrestler -- a brand-new template from this month's issue of Pyramid. The Notes are a bit complex, but they have to be to keep this to a single lens, since it can interact oddly with certain templates (e.g., to prevent a shirtless savage barbarian-wrestler from ending up with DR in the teens).

Wrestler Lens (+50 points)

Attributes: +1 ST [10].

Advantages: Enhanced Parry 1 (Unarmed) [5]; Lifting ST 3 [9]; Damage Resistance 1 (Tough Skin, -40%) [3]; and Wrestling Master [10]

Skills: Brawling (E) DX [1]; Immovable Stance (H) DX-1 [2]; Push (H) DX-1 [2]; and Wrestling (A) DX+2 [8].

Notes: If you're already strong, you only need to buy enough ST and Lifting ST to get your effective ST to 18. If you already have 3+ levels of DR (Tough Skin) from a professional template -- not your race -- don't buy any further "wrestler" DR, from this lens or later on (your maximum from this profession is 3). If you already have any of the skills here, use the given points to raise them if possible. Any points left over after following these instructions should go toward further Lifting ST (up to 6) and Wrestling (no limit); if 1-3 points remain, use them to raise the other skills and/or to add Parry Missile Weapons.

The wrestler deserves some unique power-ups, but for now this template has access to Bear Hug, Bone Breaker, and Extra Option (Beefcake Protection) (all from Dungeon Fantasy Denizens: Barbarians) and Rolling Throw (from Pyramid 61).

Wed, Dec. 27th, 2017, 12:26 pm
Loot Crate Review: December 2017 ("EXPLORE")

I'm reviewing (in brief) each month's standard Loot Crate, so I have something I can point friends to when they're curious about whether to sign up. For the record, I'm also a member of Loot Wear Socks, which I think is an absolute must-have for any geeky sock fanatic; I've never felt like I didn't get my full money's worth there, so I'm not going to review them (consider them to consistently score B+ to A+).

Basically each review is going to state what value I feel that I, personally, got out of the box, compared to the $20 cost of it. The dollar amounts are not MSRP, but instead what I'd have been willing to pay for such a thing (or the value I expect to get when I trade it in).

(Sorry for skipping November -- though I doubt anyone else is reading these anyway, so that's more directed at myself.)

Loot Crate: December 2017 ("EXPLORE")

First, a note. They've gone from including a full "magazine" (booklet) in the box to just including a single postcard-sized checklist of what's in the box, with a link to an online version of the full booklet. I am 100% okay with this. Every month I read the booklet once and then throw it away, so why not save paper? The only weird bit is that neither version mentions the A.C. figure for some reason! So strange. Did they not have the right to sell it or something?

Destiny 2 T-Shirt: I'm not a fan of the game, and this shirt is only for fans of the game -- because on its own, it's kind of ugly and plain. I have friends who do like the game, but not sure if any are my size. I'll call this $5 for regiftability.

Assassins Creed Black Flag Edward Kenway FIgure: Really cute and kawaii, which is just weird for this game and character, IMO. I don't like it, but I'm sure some ACBF fan will. I'll be selling it to McKay's and estimate I'll get $6 for it.

Star Wars Adventures "Destroyer Down" Graphic Novel: I realize that everyone but me loves Star Wars, so this is probably worth $8 to most of you -- it's a 60-page graphic novel about Rey's origins or something. For me, I'll be selling to McKay's for an estimated $1.

Guardians of the Galaxy 2 Mini Wall Calendar: A 2018 calendar (with a single page at the end previewing 1/19-4/19) with surprisingly good production value. It's not just "pic above, calendar below," but has a cool design style throughout. We'll probably use this as our house calendar despite the small size. Worth the full value of a small wall calendar: $8

DLC: At first I was excited -- 90 days of free Pandora Premium? Awesome! Except no. First off, it's a 90-day trial and they demand your credit card. Second, it's only available on their mobile platform, where I mainly use Pandora at home. Lame. I feel that this is disingenous enough to take off -$2.

Retro Rocket Pin: I actually really like this. It's super simple, just a thin rocket ship, but it really works well. $2

Star Wars Spaceship-Battle Box: Obviously I didn't like this one, but I don't think even Star Wars fans will. Yes, you can turn it inside out as a gift box, but if you do the artwork is only on three sides, which isn't very impressive. $0

Total Value: $20 (100%)

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