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Behold, the S.H.A.R.K. Art!
In my article about producing game products with low-to-no art budgets, I said “If you specifically need art of cybernetical-augmented anthropomorphic sharks with stun-gun-equipped mancatcher polearms… chances are you won’t find stock art to meet your needs.”
And, you know, when I wrote it, that was true.
But NOW, Michael McNeill (productionplatform3@gmail.com) has created this:

So, I suddenly feel the need to name the cybershark mancatcher mercenaries.
The best option I came up with was:
S.H.A.R.K.: Synthetic Hybrids Armed to Retrieve or Kill
Of course, there are other options.
Skirmishing Hyperpowered Advanced Recon Killteam
Special Handling Assets: Roving Knights
Strategic High-Value Assault Relief Key-forces
So, enjoy the weird idea… now fully illustrated!
[Normally my Tuesday posts are Patreon-only, in an effort to increase subscription to my Patreon. However, since this was a follow-up to my big Monday post, it felt unfair to paywall this one. But if you feel moved to Join My Patreon, I won’t object. :)]
Top Ten Names For Blemmyes
Blemmyes are one of the mythological creatures of antiquity that seem to get the least spotlight time in modern fantasy stories and games. Maybe we just need better names for Blemmyes characters?
Here are my:
Top Ten Names For Blemmyes
10. Gregory Pectoral
9. Brabdomen
8. Deltoid Burke
7. Baxtorso
6. Donald Stump
5. Thorax, God of Gut Thunder
4. Mary Belly’s Frankenstein
3. Annibole
2. Howard Sturnum
1. Chestopher
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“Imaginary Friend,” a Quirky Feat for ShadowFinder (a Starfinder Play Mode)
This feat is specifically designed for ShadowFinder, a play mode for Starfinder, but should work in any Starfinder game where it is thematically appropriate. It’s in a category called “Quirky Feats,” that a GM may exclude from a ShadowFinder game… or might give every character one as a bonus when the campaign starts, or after a major event. In this case, the feat represents a character with an apparently at least semi-real “imaginary friend.”
Imaginary Friend (Quirky)
There’s a…. thing, that talks to you sometimes. It may look like an animated mouse in a trenchcoat with pistols. Or a stuffed animal from your childhood. Or a translucent ghost costume made out of a sheet. You’re not sure it’s real. But it seems to want to help, and it’s not like you haven’t seen weirder things…
Benefit: With very rare exceptions, only see your imaginary friend.

Most of the time, your imaginary friend comes and goes without doing a lot to help (often making snide remarks in the process). Your GM can use this as an opportunity to have an NPC around to crack jokes, though they should be sure they aren’t so annoying with this that you (the player) regret spending a precious feat slot to get an imaginary friend. It’s fine for your character to wish they didn’t have an imaginary friend, but overall you should be enjoying the experience.
You can choose to have your character’s imaginary friend take one of the following actions. This is not dependent on the character being free to act—the action occurs on the character’s initiative count, but can be taken even if the character is unconscious, paralyzed, nauseated, or unable to take any action. Once you have used this ability you cannot do so again until after you next recuperate*, and doing so requires you to expend a number of Resolve Points equal to the number of times you’ve already used the ability in the same day.
Demoralize: The imaginary friend briefly reveals itself to a creature, and makes a check to demoralize that creature, as the demoralize task of Intimidate. The check has a special bonus bonus equal to your level plus your Charisma modifier or key ability modifier, whichever is higher.
Gather Information: The imaginary friend zooms around and spies on conversations… but somewhat at random. Imaginary friend comes back with the information at the beginning of your next turn, and this functions as the gather information task of Diplomacy. The check has a special bonus bonus equal to your level plus your Charisma modifier or key ability modifier, whichever is higher.
Look Out!: Your imaginary friend warns you about an ethereal or incorporeal creature, which it can see even if you don’t. As a move action each round you can listen to it try to describe what and where the threat is. This allows you to make an appropriate recall knowledge check to identify the creature, prevents you from being flat-footed or off-target against it, and tells you what square it is in. This lasts for one round per character level, after which your imaginary friend falls unconscious in dizzy frustration.
Snap Out of It: The imaginary friend tries to snap you out of a mind-affecting effect. It may do this gentle… or it may blow an airhorn in your ear, set fire to your toes, or treat your nose as a punching bag, depending on its personality and attitude. You gain an immediate saving throw against one mind-affecting effect you are under, at the same DC as its original save. This is a boosted** roll. If the save succeeds, the effect ends.
*Recuperate is my proposed term for when a character takes 10 minutes and expends a Resolve Point to regain all their Stamina Points.
**Boosted is a term that refers to a d20 roll with a special benefit. If the d20 result is a 1-10 (the die shows a 1-10), you add +10 to the result (so, effectively, a boosted roll always results in a value from 11-20, though only an actual 20 on the die counts as a “natural” 20).
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Random Cool-Sounding Science-Fantasy Terms
No, this isn’t going to be as focused (or authentic) as my Revised, Partial List of Very Fantasy Words (which can be found here), but if you need jumping off points for soft science-technobabble, science-fantasy black-box-magic, or technology so advanced it’s indistinguishable from magic, these may be good places to start.
A few of these can be put together to maybe mean something, but don’t count on it (or feel limited by it).
Arcasement
Asymmetric Chronal Matrix
Decoherence Canon
Depleted Oragone
Eldrion
Enriched Orichalcum
Exterociter
Focal Inflection
Half-Death Decay Rate
Haser (H.A.S.E.R; Hex amplification by stimulated enchantment of radiation)
Inertial Converter
Inverse Reactive Force
Logarithmic Casing
Neogenic Incursion
Phrenic Bus Bar
Picoites
Prefabulated Amulite
Positronic Impulsor
Psionic Accumulator
Q-Shaped Helix
Quantum Coherence
Radiopsytronic
Resublimated Vril
Scry Shielding
Sinusodial Transmission
Spellation Particle
Spinal-Mounted Primary
Subcritical Thiotim Breeder
Subspace Decay
Superstring Equilibrium
Transadiate/Transaditation
Void Circuit
Warp Plasma
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Partial List of Very Fantasy Words (Update!)
As I do from time to time, I’ve updated the Revised, Partial List of Very Fantasy Words (which can be found here)!
So if you want to have a banneret use axinomancy to gird himself against a spadassin’s gainpain, these are the words for you!
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“Three If By Air”
Okay, this is one run at “Three if By Air, the Game of Revolutionary War Air Combat.”
Written by Owen K.C. Stephens, Illustrated by Stan!
The final may play nothing like this.
MAP
Play on a hex grid at least 22 x 36. Each player sprinkles a handful of coins (no more than 20, no less than 5) across the grid for terrain. These represent things sticking up into the air–steeples, treetops, flagpoles, and so on. (Look it’s the 1700s, You are fighting HIGH in the air!) Center each coin in a hex. If an attack you be traced through a hex with a coin, you can’t make that attack unless an ability says otherwise.
PLAYERS
Players — 2 Units — 6 each
Players — 3 Units — 4 each
Players — 4 Units — 3 each
Players — 5 or 6 Units — 2 each
Each player is British, or American. In 2, 4, and 6 player games, make teams of an even number of players. In 3 or 5 player games, it’s a free-for all (fog of war, and all that — the final game may include more factions such as Canadian Moose Dirigibles, Tidewater Steam Gliders, and Pogo-Armed Yetis, for all I know).
British players may have British or Hessian troops. American players may have American or French troops, but cannot have more French than American.
Make your units before play. You get 10 points. Divide them among these 5 attributes, which are used with combat characteristics, no more than 4 in any one attribute.
Attributes
Offense: Used with ATTACK.
Defense: Used with EVADE.
Toughness: Used with HEALTH.
Speed: Used with MOVE.
Accuracy: Used with RANGE.
.
COMBAT CHARACTERISTICS
ATTACK: For each attack, roll 1d6 and add your Offense. If the value exceeds your target’s Evade, the difference is the damage you do.
EVADE: Each time you are attacked, roll 1d6 an add your Defense to see if you are damaged.
HEALTH: You can take damage equal to 2 + double your Toughness value. If damage would reduce you below this number, that unit is removed from play.
MOVE: Determines both movement order and how far you can go. Each round you can move a number of hexes equal to 1d6 + your Speed, to a maximum of 7. If you choose not to ATTACK, you may move an additional 1d6 hexes in phase 2. You can always move less than your maximum (including moving 0).
RANGE: Each round at the beginning of Phase 2 you roll 1d6 -3, and add your Accuracy. On that Phase you can attack foes a number of hexes away equal to this number, to a minimum RANGE of 1.
UNITS
If you are AMERICAN, your units are Lightingrod Class War Kites. If on your first attack against a target your attack roll is a natural 6 (a 6 shows on the d6), you may also attack a second unit if it is within 6 hexes.
If you are BRITISH, your units as Beefeater Rocket Cavalry. You gain a +1 to attacks made against a target in an adjacent hex.
If you are FRENCH, your units are Hot Air Balloon Dragoons. When one of your units takes damage, it moves 1 hex in a direction of your choice.
If you are Hessian, your units are Trebuchet Infantry, lobbed into the air by ground forces each round. You may only move in a straight line each turn, and gain +1 ATTACk and +1 EVADE.
PLACEMENT
Each player picks one side of the map to begin on, in secret. All sides are then all revealed. If two or players pick the same side, and there is a side with fewer players having picked it, the players each roll a d6 (rerolling ties) and the one who rolls highest decides to stay or move 1 side clockwise to the nearest side with fewer players. After that, each other player in descending order of die rolls must move 1 side clockwise to the nearest side with fewer players until there is not a side of the map with fewer players assigned to it.
The each player rolls 3d6 and totals them. In descending order of those die rolls, each player places 1 unit within 3 inches of their side of the map. Proceed through this order until all units are placed.
PLAY
Phase 1.
Everyone rolls their MOVE. The unit with the highest move may choose to go first, or wait and go last. If two units have a tied MOVE, they may defer to one another, or write down their movement and reveal them simultaneously to move simultaneously.
The unit with the next highest MOVE then decides to go immediately, or go last (or next-to-last if the highest MOVE is going last).
Proceed until everyone has moved.
Phase 2.
In order of MOVE, each unit rolls its RANGE, then attacks or moves another 1d6 hexes.
Proceed through all units, then the round is over, and go to Phase 1 of the next round.
RETREAT
If a player ever goes 3 rounds in a row without any unit making an ATTACK against a target in range, that player’s units are considered to have no taste for battle and retreat, and are removed from play.
VICTORY
If you have eliminated more than half of an opponent’s units, that opponent is eliminated and any remaining units are removed of play.
One side wins when all opposing sides have had all their units removed from play.
Speculative Fiction Show Ideas
Speculative Fiction Show Ideas
Look, Amazon and Netflix are greenlighting everything else, so…
“SPOOKED” When the randomly-selected patsy of a deep cover spy mission turns out to have an honest-to-magic necromancer as a sister, spies and ghosts face off in a world that runs from honeypots to ceramic urns and pits undercover against undead.
“BLACK SPOT” For centuries the Order of the Black Spot have been hunting and killing pirates, working outside of government and outside the law. Now the King, Queen, and Jack of Spades, the royal family ruling the order, have mysteriously turned to the FBI to give information about bringing down both the remaining pirate organizations of the world, and their own Order.
“CRIME AND CHAOS” When the government becomes the problem, who can the people turn to? A mastermind thief, greedy con, addicted stage magician, reformed pacifist ex-assassin, gray hat hacker, and disillusioned counterfeiter form the ultimate crime league, with their only targets the corrupted forces who now control law and order.
“PLAN Z” Dozens of corporations and more than a few terrorist groups have access to a weaponized virus that creates undead, and the governments of the world are endlessly dealing with breakouts and pandemics in a desperate bid to prevent the zombie apocalypse. When a zone is too hot for any human to be sent in, the trained, international, experimental squad of soldiers who are immune carries to the zombie virus are sent in as Plan Z.
“GOTHIC JUSTICE” When Lady Penanggalan went to sleep in 1800, she expected her monstrous partners to wake her in a century, as agreed. Now it’s 2017, and she’s discovered not only did the other Gothic Scions betray her, most have turned to run organized crime. She is pissed, and ready to work with human law if that’s what it takes to gain her revenge. But the most powerful of those scions, the dreaded Akephaloi or “Headless Man” knows more about Lady Pen’s sleep and why her allies betrayed her than she could ever guess.
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Ten Unlikely FOX/Disney Mash-Ups, Ranked!
So, as of today, Disney owns the FOX catalog of movies and television fiction.
Sure, that means LOTS more characters enter the Marvel Cinematic Universe, and Star Wars: A New Hope distribution rights now go back to Lucasfilm. Those are the “mainstream” stories about this merger.
But Disney had made TONS of money building linked cinematic universes and rebooting properties in the past 15 years.
So, what are some unlikely but now technically possible combinations of new FOX acquisitions and old Disney properties they could try?
Here are Ten, ranked from worst to best.
10. Program of the APES (Planet of the Apes/TRON)
When an uplifted chimpanzee finds an old, independent research facility…. Nope. I can’t do it. Some great tastes just do NOT taste great together!
9. DIE HARD Wore TENNIS SHOES (Die Hard/The Computer Wore Tennis Shoes)
…
The only reason this isn’t the worst idea on this list is that I COULD see a way to do this as a parody… and Program of the APES really is a worse idea.
8. Serenity Witches (Firefly/Witch Mountain)
I mean, it might be fun just to see Browncoats’ heads explode. Mal and the Serenity must help a couple of psychic kids escape their government pursuers and return to the frontier planet Witch Mountain.
7. Swiss Family Robinson ALIEN
Yes, it’s a reach, but hear me out. In the future a family of explorers, with one famous example of being stranded, get stuck when their colony ship crashes on a deserted planet. They set about trying to survive already harsh conditions, when one of the animals finds this leathery egg…
Alien is at its best as either full-on military action, or small, isolated horror. Why not try that second one again?
(But if you do… yeah let’s NOT actually mention Swiss Family Robinson)\
6. Flight of the AVATAR
Do a straight-up remake of Flight of the Navigator, but with a Na’vi kid.
This is a heartless cash grab idea. Those always do well, right?
5. My X-FILES Project (X-Files, My Science Project)
A group of teens find the junkyard where the government sticks all the alien gadgets and gizmos that were stolen away to make sure the FBI team known as the X-Files can’t prove they exist. Now the X-Files are closed down, and it’s up to the kids to use the alien tech they have recovered to investigate other strange phenomenon.
…
Okay… I’d at least give this one a try.
4. Predator: Black Hole
I’m not saying there’s any tonal or aesthetic justification to linking these properties. I’m just saying if I get a movie post with Maximilian facing off against a Predator, and the tagline “The Most Dangerous Hunter Needs the Most Dangerous Hunting Grounds,” with the Cygnus and a black hole in the background?
I’m in!
And no one knows what to do with either franchise, so why not give it a shot?
3. Muppet Night at the Museum
Hear me out!
All you need is for the Museum where exhibits come to life to have a travelling Muppet display be installed, and hilarity ensues! Let’s face it, Night at the Museum could use a threequel, and Disney doesn’t know what to do with the Muppets anyway. And Miss Piggy karate chopping soldiers of all eras has some promise for comedy.
2. Kingsman/Pirates of the Caribbean
Look, Disney is GOING to make more PotC movies. If one of the new characters is a tailor, who gets a huge pirate treasure an uses it to begin training other tailors as super-spies? That’s a win.
1. The Orville/The Cat From Outer Space
This one is a no-brainer, but it should also be more an Easter Egg in an Orville two-parter, or MAYBE for “The Orville The Movie.”
But you can’t convince me a race of psychic cats isn’t perfect for The Orville.
BONUS MASH-UP
Ice Age “Live Action” Remake
Ice Age lost some steam, but still has lots of fans and great actors in its key roles. Just give us photo-real CGI prehistoric beasts, and people will pack the theaters.
This is the ONE idea on this page I think has any chance whatsoever of actually happening.
(Though if Disney wants to pay me to explain how ANY of these ideas could work, I’m available!)
PATREON
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TOP TEN INEVITABLE GEEK SHOWS
I haven’t done one of these for a while, so:
TOP TEN INEVITABLE GEEK SHOWS
10. The Southsons Family Park and Morty
Irreverent animated family comedy that riffs off more popular shows, while trying to create its own catchphrases and making all the same mistakes and with less original writing.
9. Preteennatural
Look, Supernatural has gone on forever, all the main characters have died (most more than once), and no spin-off has been produced. So:
Young hunky gender-swapped clones of the most popular characters–Deanne, Samantha, Charlie, and Cassielle, try to make their own path and escape the shadow of their originals.
8. GRIMLOCK
A reboot of the T-Rex Transformer as a high-functioning sociopath robot that solves crimes. Seven episodes over four years!
7. Mithral Girls
Linda Carter heads up this heroines-of-a-certain-age sitcom when powerful, confident women who saved the world in the 40s, 50s, 60s, and 70s decide retirement isn’t the best use of their golden years.
6. Crowd Hoot
UNIT was disbanded for budgetary reasons… but not everyone is willing to leave the Earth undefended. Every time a new threat looms, rogue “Companion’s Companions” gather a different force of people who have traveled in a TARDIS before to deal with it. All under the direction of the mysterious mastermind “DN.”
5. Agents of G.O.T.H.A.M
It practically writes itself, continuity be damned.
4. Throne of Games
Political intrigue, sex, betrayal, and war as a single shared video game universe groans under the weight of Smash Brothers, Tekken, Mortal Combat, and Kingdom Hearts all fighting to control the Grid. The mash-up you never asked for!
3. The Mighty Crusaders
Heroes are big, in movies and on TV. Archie Comics characters are making a big push on TV and streaming. So doesn’t it make sense for the heroes originally written by Superman co-creator Jerry Siegel to get their own show?
The Shield, Flygirl, the Black Hood, War Eagle (if the rights can be ironed out), the Shadow (again, rights), the Comet. The Crusade starts now!
2. Star Trek: Eugenics War
After the war, the records of what happened when got badly confused. The Eugenics War is now, and Khan is Earth’s last, best hope.
I mean, it’s worth a shot…
1. CSI: Brainiac
He’s stolen cities and destroyed planets to collect all the knowledge in the universe. But there are some unsolved mysteries throughout the galaxy Brainiac can’t stand not knowing the answers to. So the all-powerful artificial intelligence has gathered the best CSIs of all worlds and sets them to solve one mystery each week.
Or else.
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