Jul 27, 2026

AD&D Secondary Skills as Backgrounds

In my somewhat biannual re-reading of the AD&D DMs Guide I was considering the oft-overlooked table called "Secondary Skills." This provides a background for your character for what they did before becoming a professional adventurer. The list itself is barely a skeleton; there is no elaboration as to what benefits the character may have from their former trade. While vague guidelines are provided, there is opportunity for so much more. Here is a rough attempt to flesh them out and make them a bit more useful in your game.

Player Backgrounds

For use with 1st Edition (ODD compatible)

When a player selects a class for a character, this class becomes the character's main profession. The character has followed this profession before the game starts. The character has done almost no other activities. The character starts at level 1.

But the character can also have some knowledge of ordinary skills. The character got this knowledge in two ways. First, the character learned it in early life. Second, the character learned it by accident during training for the main profession (for example, cleric training or fighter training).

Use the table below if your campaign includes backgrounds at this level of play. Use the table to give a background to a player character. You can also use the table to give a background to a henchman.

Give a background to a character in one of two ways:

  • Select a background that matches your campaign setting.
  • Roll on the table to select a background at random.

To find a background, roll on the table. If the dice show "TWO BACKGROUNDS," give the character a second, suitable background.

Each background below assumes that the character worked in this trade for many years before becoming an adventurer. Background bonuses add to class bonuses, except where the text says otherwise. For abilities with a percentage chance, treat the percentage as a base value. Adjust the percentage to fit the situation.

BACKGROUNDS TABLE

Roll %d

Result

01-02

Armorer

03-04

Bowyer/fletcher

05-10

Farmer/gardener

11-14

Fisher (netting)

15-20

Forester

21-23

Gambler

24-27

Hunter/fisher (hook and line)

28-32

Husbandman (animal husbandry)

33-34

Jeweler/lapidary

35-37

Leather worker/tanner

38-39

Limner/painter

40-42

Mason/carpenter

43-44

Miner

45-46

Navigator (fresh or salt water)

47-49

Sailor (fresh or salt)

50-51

Shipwright (boats or ships)

52-54

Tailor/weaver

55-57

Teamster/freighter

58-60

Trader/barterer

61-64

Trapper/furrier

65-67

Woodworker/cabinetmaker

68-85

NO SKILL OF MEASURABLE WORTH

86-00

ROLL TWICE IGNORING THIS RESULT HEREAFTER

Armorer

Trained in the forging, fitting, and repair of armor, from leather jacks to plate.

  • Can appraise the value and quality of armor on sight (90% accurate).
  • May attempt field repairs to damaged armor given 1 hour and basic tools, restoring it to full protection.
  • +1 to AC when wearing armor of their own make or maintenance (snug, well-fitted).
  • 25% chance to identify the origin/make (dwarven, elven, regional smithwork) of a piece of armor.

Bowyer/Fletcher

A maker of bows and arrows, skilled in selecting wood, tillering staves, and fletching true shafts.

  • +1 to hit with self-made bows (the weapon "fits" the archer).
  • Can craft/repair bows and arrows given raw materials and time (1 short bow or 12 arrows per day).
  • Can judge the quality, range, and pull-weight of any bow on sight.
  • Ammunition crafted personally never suffers the -1 penalty for using "found" or scavenged arrows.

Farmer/Gardener

Raised working the soil, tending crops and livestock plots.

  • Can determine soil quality and predict crop yield with a glance.
  • Skilled at foraging edible wild plants; halves chance of accidental poisoning from unknown flora.
  • +10% to survival-related checks when in cultivated or temperate terrain.
  • Knows basic weather-reading from sky, wind, and animal behavior (as a weak predict weather, 1-mile radius, next 24 hours, 70% accurate).

Fisher (Netting)

Works nets, weirs, and seines to bring in the catch.

  • Can cast and mend nets; guarantees a subsistence catch (enough to feed 6 people) after 2 hours' work near any fishable water, barring supernatural interference.
  • +2 to any attack roll made using a net as a weapon.
  • 80% chance to free self or others from entanglement (nets, webs, snares).

Forester

At home in the woods, trained to manage and read the deep forest.

  • Moves through natural (non-magical) forest terrain without leaving a trail, 90% of the time.
  • +10% to surprise rolls when in woodland.
  • Can estimate age, health, and species of trees; identifies useful/dangerous woodland plants 75% of the time.
  • Rarely gets lost in forested terrain (add +2 to any navigation check in such terrain).

Gambler

Lived by the cards, dice, and the turn of fortune in taverns and back rooms.

  • Can detect cheating (loaded dice, marked cards, sleight of hand) 60% of the time.
  • +10% reaction bonus in social encounters involving wagers, games, or barter of chance.
  • Once per day, may re-roll one failed saving throw related to a game of chance or a bet gone wrong (Referee's discretion), taking the second result.
  • Skilled at reading people; +1 to reaction rolls when sizing up a stranger's intentions.

Husbandman (Animal Husbandry)

Bred, raised, and cared for livestock — horses, cattle, sheep, and the like.

  • Can judge the health, age, temperament, and value of any domestic animal at a glance.
  • Animals tamed or trained personally gain +1 to loyalty/morale checks.
  • Can treat sick or injured domestic animals as a healer treats a wound (restores 1d3 hp or cures minor animal ailments, once per animal per day).
  • +15% to any check involving calming, gentling, or controlling a frightened or hostile domestic animal.

Hunter/Fisher (Hook and Line)

A patient provider, skilled with rod, line, and the hunter's stalk.

  • Guarantees subsistence food for self plus 3 others per day spent hunting/fishing in viable terrain (90% in good terrain, 50% in poor).
  • +1 to hit with thrown or missile weapons against animals specifically (not against sapient foes).
  • Can track game 60% of the time in wilderness terrain.
  • Skilled at remaining motionless and quiet; +10% to surprise when lying in wait.

Jeweler/Lapidary

Trained eye and steady hand for gems, precious metals, and fine detail work.

  • Can appraise the value of gems and jewelry (90% accurate, identifies fakes 75% of the time).
  • Keen eyesight grants +1 to find secret compartments, traps, or hidden inscriptions on small objects.
  • Skilled at fine handwork; bonus to any task requiring delicate manipulation (disarming small mechanisms, engraving, etc.) at Referee's discretion.

Leather Worker/Tanner

Cures hides and crafts them into goods, from boots to armor.

  • Can appraise the quality and value of leather goods and hides on sight.
  • May craft or repair leather armor and goods given materials and time (leather armor repaired to full in 1 hour).
  • 50% chance to identify the creature a hide or leather item came from.
  • Leather goods made personally are more durable: +5% to saves vs. normal wear, rot, and breakage.

Limner/Painter

An artist trained in portraiture, illumination, and pigment work.

  • Can produce a recognizable likeness of any person or scene seen, useful for "wanted" bills, records, or gifts.
  • Keen observational eye grants +1 to notice details in a painting, mural, or visual clue that others overlook.
  • Can identify the school, era, or origin of a painting or illuminated manuscript 60% of the time.
  • Can mix pigments and prepare inks/paints from natural materials.

Mason/Carpenter

A builder in stone or timber, trained to raise walls and structures that last.

  • Can assess the structural soundness of a building, wall, or bridge, spotting weak points 75% of the time.
  • Can identify recently disturbed stonework, false walls, or hidden doors in worked stone/wood 20% of the time (in addition to standard search).
  • Can construct or repair simple structures (doors, barricades, scaffolding) with available materials.
  • +1 to checks to force, brace, or shore up a failing structure.

Miner

Spent years underground, cutting through rock in search of ore and stone.

  • Can judge the stability of tunnels, caverns, and mine shafts, sensing imminent collapse 70% of the time.
  • Base 15% chance to detect slope, depth, and direction underground (as the dwarven racial ability, though weaker).
  • Skilled with pick and shovel; digs at double the normal rate of an untrained laborer.
  • Can identify valuable ore veins and common minerals on sight.

Navigator (Fresh or Salt Water)

Trained to read stars, currents, and charts to bring a vessel safely to port.

  • Can plot and hold a course, reducing chance of becoming lost at sea/river by 50%.
  • Can determine approximate location using stars, sun, and landmarks (weather permitting), 80% accurate.
  • Skilled with charts and instruments (astrolabe, compass, lead line); can produce or read a navigational map.
  • +1 to any reaction/survival roll during a shipwreck or storm at sea due to steady, practiced calm.

Sailor (Fresh or Salt)

A hand before the mast, skilled in rigging, knots, and shipboard life.

  • Climbs rigging and ropes with no chance of falling under normal conditions; 90% under adverse conditions (storm, combat).
  • Can tie/untie any knot instantly, including under duress; +2 to escape bonds or rigging-based traps.
  • +1 to hit in shipboard combat (boarding actions, deck fighting) due to familiarity with footing on a moving vessel.
  • Knows common sailor's cant and gestures, useful for silent communication aboard ship.

Shipwright (Boats or Ships)

A builder of watercraft, from simple skiffs to seagoing ships.

  • Can assess the seaworthiness of any vessel at a glance, spotting rot, poor construction, or sabotage 75% of the time.
  • Can oversee or perform repairs to a damaged vessel, restoring seaworthiness given time and materials.
  • Knows the approximate value, cargo capacity, and crew requirements of any watercraft on sight.
  • +10% to checks related to keeping a damaged ship afloat.

Tailor/Weaver

Skilled with needle, thread, and loom, crafting and mending cloth and clothing.

  • Can appraise the value and quality of cloth goods and clothing (identifies fine/foreign fabrics 70% of the time).
  • Can craft or repair cloth goods, disguises, and padded/quilted armor given materials and time.
  • +10% to disguise checks involving altered or well-fitted clothing.
  • Keen eye for detail; may notice a hidden pocket, forged seam, or concealed item in clothing 20% of the time beyond normal search.

Teamster/Freighter

Drove wagons and pack trains over long roads, managing cargo and beasts of burden.

  • Can handle draft animals and wagons with expertise; +2 to control a team in dangerous conditions (panic, bad terrain, combat).
  • Knows how to properly load and balance cargo, reducing chance of losses/spoilage by half on overland journeys.
  • Familiar with trade roads; 50% chance to know general terrain, waypoints, and dangers along a well-traveled route.
  • Can perform running repairs on wagons/carts given basic tools.

Trader/Barterer

Made a living buying low and selling high, with a sharp head for value and deal-making.

  • +10% reaction bonus in any negotiation, haggling, or buying/selling situation.
  • Can appraise the general market value of common trade goods (not gems or magic) with 85% accuracy.
  • Knows current/regional price fluctuations for common goods 60% of the time (Referee's call on setting).
  • Skilled at spotting a bad deal or an outright swindle, 50% chance to notice before committing.

Trapper/Furrier

Lived off the land setting snares and lines, and preparing pelts for market.

  • Can set snares/traps that guarantee a catch of small game 60% of the time per night, in viable terrain.
  • Can skin and prepare a hide/pelt without damaging its value, and appraise furs at market rate.
  • +10% to avoid or detect natural traps, deadfalls, and snares (own trade turned to caution).
  • Can track animals through disturbed terrain and identify species from tracks 60% of the time.

Woodworker/Cabinetmaker

A craftsman of fine furniture, chests, and detailed joinery.

  • Can appraise the value and craftsmanship of wooden furniture and objects on sight.
  • Skilled at detecting false bottoms, hidden compartments, or trick joinery in wooden furniture/chests, 25% chance beyond normal search.
  • Can craft or repair wooden items and simple mechanisms (locks, boxes, tool handles) given materials and time.
  • +1 to disarm/rig traps built into wooden furniture or fixtures, owing to familiarity with joinery and mechanisms.


Summary

Backgrounds work together with class abilities. They do not replace class abilities. For example, a fighter with a Trapper background is still a fighter first.

The Referee can rule that a character may take only one background. This represents a life at one trade before the character became an adventurer.

When you use backgrounds, you must create and judge situations where the background abilities apply. In general, a background gives a character these abilities:

  • The character can judge the value and condition of certain items.
  • The character can find food.
  • The character can make small repairs.
  • The character can make simple items.

For example, a character with an armorer background can do these things:

  • Judge the quality of normal armor.
  • Repair minor damage to weapons and armor.
  • Make certain simple weapons.

To find the exact limits of a background, do this: think like a person with that background. Select a background that you know something about. Decide what a person with this background could do in real life. Use this as a guide. Compare this to the abilities of other character backgrounds.




Jul 21, 2026

Knights Hawks Minor Update

I received a message on DriveThruRPG a while back asking why Colonial Troopers: Knight Hawks was not available on POD. I was a bit surprised as I thought it was up there. Nope. Not there. So I tracked down the files and went through the grueling song-and-dance DriveThru makes you go through to get a POD book up. Proof arrived today, and it looks great. So it is up now.

Since I had to make a new proof, I went ahead and did a very light edit of a few niggling little issues. Minor grammar here and there, and none of the beasties had XP values. So I fixed that. You know, when you start changing things, it can quickly snowball. One sentence can flow over to the next page and mess up all the formating on the pages after. Since I was at it, I cleaned up some of the graphics to be a little more "on brand." Before I ended up doing more, I called it done and published it.

It is still the same edition, and I'm updating the PDF so those of you who have it will get this little minor update.


Colonial Troopers: Knight Hawks is a light starship combat supplement for the Colonial Troopers RPG. It can also work as a standalone system for most original edition-compatible games. It has tabletop starship combat rules, starship descriptions, space mining-colony adventure locations, and a collection of space-bug beasties.

Jun 1, 2026

Stephen Fabian Appreciation

 We should appreciate Stephen Fabian's contributions to Dungeons & Dragons more.

Stephen Emil Fabian Sr. (January 3, 1930 – May 6, 2025) was an American fantasy and science-fiction artist who only became a professional artist at the age of 44 after losing his job. Despite being a self-taught artist, he became a widely known illustrator in the science-fiction and fantasy market, and was given a World Fantasy Award for Lifetime Achievement in 2006 at the age of 76.[1]

The first recollection I have of Stephen Fabian's work was in the Ravenloft hardcover book published for 2nd edition AD&D. For whatever faults 2e may have, the settings were the best published work TSR was doing in the late 80s and early 90s. And in particular the Ravenloft campaign setting book is outstanding and captures the feeling of gothic horror if you want that in your fantasy game. Which I often do.

I imagine if Fabian had been doing work for TSR in the late 70s or early 80s before the Easley, Elmore, Caldwell, and Parkinson era, we may have the same fondness for his work that we have for Dave Trampier. His compositions and storytelling are really remarkable, and he has an excellent classic swords & sorcery quality to his illustrations.







Most of his published work is black & white, but the examples of color he has are outstanding. I'd like to have seen much more of this.



There are a couple of good collections of his work. Ladies & Legends is available in hard and softcover. It is one of the treasures in my art book collection. I think at first I wasn't blown away by it, but his work has grown on me over time, and I think it's long overdue that we recognize what an outstanding artist he was in the field.



1. Wikipedia - Stephen Fabian


May 1, 2026

Parkinson's Cavalier Art

 The pen and ink drawings of the Cavalier in Dragon #72 by Keith Parkinson have drawn criticism by some. They said he should stick to painting. However, since I got this issue, I have always enjoyed these drawings. A warhorse-riding cavalier elf maiden? That's really awesome stuff. I appreciate the vibe and how bold the inking is.

In his Art of books, Keith acknowledges that he's sometimes struggled with drawing. I'm inclined to like these because I'm a big fan of Parkinson's work, and I have a special fondness for ink drawings. Other than these, there aren't many instances of him working with ink. DL3 Dragons of Hope are the only other examples I can think of off the top of my head.

It's obvious that the Cavalier class is overpowered. At times "game balance" didn't really seem to matter much to Gary, but it wasn't as out of hand as Paladins are! He had a talent for focusing on the cool aspects of things while ignoring or waving away the power levels. Nevertheless, you can't help but think that the cavalier is a fantastic idea for a class.

Side note: I got tired of only finding low-rez jpegs online of these illustrations, so I went to the source issue and scanned in hi-rez versions to post here.






Apr 23, 2026

Celtic Legends Character Sheets

 



For those enjoying the Celtic Legends books, here is a simple character sheet done in the classic B/X style but formatted for a half-sheet. The hue of the green is the same as the Irish flag.

Celtic Legends Faeries & Spirits

Celtic Legends Gods & Druids

Celtic Legends The World of Eire


On a side note, someone asked about the order of the Saving Throws on this sheet. I explain it here: Saving Throws by Edition, Unified









Apr 21, 2026

Book of Valkyries (OSR Edition) print copy available

 The print-on-demand edition of Book of Valkyries made it through the approvals gauntlet and is available at last. If you've been waiting for this, you can also get the Print + PDF combo.

Print & PDF are available here: https://www.drivethrurpg.com/en/product/559961/book-of-valkyries





If you are curious, here is a preview video: https://www.youtube.com/watch?v=a0kzJLhBwHY


Mar 31, 2026

The Book of Valkyries - OSR edition PDF

 Yesterday I received the proof copy of The Book of Valkyries. It's hard to believe it's been over 5 years of work on this little book. Though this is only the tip of the iceberg of this project. The proof had a few tiny things to fix (normal last-minute polish), but those are done, and the final file is off to the printers.

While the print copy is still in the approval stage (it takes ~2 weeks typically), the PDF is ready now! For those only interested in a digital copy for your collection, it's available. Or you can wait for the print copy if you prefer that format. I'll announce here and on various forums when that's available.

This project has been a true labor of love. Every illustration was done by hand, and a lot of care went into making sure the material feels grounded and respectful to the source myths while still being usable at the table. The Valkyries are such compelling figures, beautiful, fierce, mysterious, and a little unsettling in the best way.

Your campaign will be enriched by the inclusion of these beautiful and terrifying demigoddesses. Even if you're not running a Norse Mythology setting, these characters will fit in well with any epic fantasy as emissaries and violent instruments of the gods.

https://www.drivethrurpg.com/en/product/559961/book-of-valkyries



Mar 30, 2026

The Best Ranger

 The Ranger class makes its first appearance in Strategic Review Vol. 1 Issue 2, in an article written by Joe Fischer. It is remarkable to note that no official Ranger class exists in original D&D even though it is considered a staple. It isn't until the publication of the AD&D Players Handbook that one is published.

Who is Joe Fischer? 

Gygax says: “Joe Fischer played in my group, and he did an article in THE STRATEGIC REVIEW introducing the Ranger Class for the D&D game. From that I built the AD&D version.”

On another thread this was posted:

Q: "Likewise the Rangers use of magic user spells, as opposed to more nature based magic. Was the ranger originally intended as something else than the foresting, robin hood type ?"

Gygax: "Ask the originator of the class, Joe Fischer. I polished his original material for The Strategic Review, and all the readers loved it the way it was, to it remained in that general form for the AD&D game. No sense in fixing something that isn't broken as far as most players go."

Joe also wrote a series of articles in Strategic Review and early The Dragon magazines on Hints for D&D Judges: Part I - Towns, Part 2 - Wilderness, Part 3 - The Dungeon which were reprinted in Best of the Dragon I.

The original Ranger has many of the tropes that are still associated with the class: hard to surprise, a bonus against giants, some spell use at high levels, and tracking of course. This article is written a little rough; it can be a bit hard to make out how it all works, and it has one of the worst kludgy mechanics to be found in OD&D (and that's saying a lot). 4 XP for every 3 XP until 8th level. Why not just reduce the XP required per level by 25% at levels 1-7?


Taking those things into account, I reorganized the information, removed redundancies, and clarified certain points while keeping the design absolutely the same. Here it is laid out in classic White Box style. You can print this out and fold it into your own copy of OD&D if you're so inclined.



Check out these blog posts for some additional takes on the original Ranger:
https://www.blogofholding.com/?p=5753



Mar 24, 2026

Celtic Legends 3: The World of Eire

 

The third book in the Celtic Legends series is now out, and it feels like a good time to say a bit more about how it fits into the broader pile of things I’ve been tinkering with.

If you’ve seen the Norse material I’ve shared here before, this sits in a similar space. I tend to think of these lines less as separate projects and more as related branches, different expressions of the same underlying idea. That idea is something I’ve been calling Terra Mythica for a while now: a loose framework where real-world mythologies can coexist within a shared campaign space.

It’s not meant to be overly systematized or locked down. The appeal, at least for me, is in letting these traditions retain their own tone and identity while still brushing up against one another at the edges. If I had to point to a comparison, the closest might be Riverworld, though the similarity is more conceptual than literal.

Celtic Legends itself is written by Rob Stone, someone I’ve collaborated with quite a bit over the years. This particular corner of mythology is very much in his wheelhouse, and it shows. My role on these books was limited to layout, the voice and substance are all his.

If you’re curious, you can take a look here:
https://www.drivethrurpg.com/en/product/559206/celtic-legends-the-world-of-e-ire

More to come on Terra Mythica as it continues to take shape.


Mar 17, 2026

Book of Valkyries (OSR edition)

Just finished the final drawing for the Book of Valkyries. This is a revised version and a new drawing for Skuld. This finalizes the book and it's off to the printer. 


Skuld
Seer of the Valkyries

Aesir Demi-Goddess, Medium Humanoid, Lawful Neutral

Armor Class: 20 (runic mail and cloak of fate)
Hit Dice: 12d8+36 (hp 92)
BHB: +9
Attacks: Spear (1d8+4) or staff (1d6+3)
Move: 120’ (40’) / 180’ (60’) flying
Save: D3 W4 P4 B5 S7 (F12)
Morale: 11
XP: 4,200
TT: G

Str: 14/+1 Dex: 18/+3 Con: 17/+2 Int: 19/+4 Wis: 26/+8 Chr: 22/+5

Sight of Skuld. Skuld perceives threads of fate surrounding all creatures. She cannot be surprised and always acts in the first round of combat unless facing another divine being, then initiative is rolled for her normally.

Skuldborg - Shield of Destiny. After a successful attack roll is made against the bearer, they may force the attacker to reroll the attack and take the worse result.

Rune of Foresight. Twice per day Skuld may grant an ally within 30’ the benefit of foresight, giving +2 to attack rolls and saving throws for 2 rounds.

Seer of the Valkyries. Other Valkyries within 60’ gain +1 to attack rolls and morale while Skuld is present, as she guides them according to the patterns of fate.

Skuld (/skoold/ debt, obligation, that which is to be) is both a Norn and a Valkyrie, a rare figure who stands between the weavers of fate and the choosers of the slain. Alongside Urðr (what has been) and Verðandi (what is becoming), she forms the triad of Norns who determine the destinies of gods and mortals. While her sisters tend the well of fate, Skuld also rides with the Valkyries, carrying the decrees of destiny onto the battlefield.

Mar 4, 2026

Geirskögul - Valkyrie of Shaking Spears

It's been a few months since I posted a Valkyrie; here you go.

Geirskögul

Valkyrie of Shaking Spears

Aesir Demi-Goddess, Medium Humanoid, Chaotic Good

Armor Class: 20 (dress of divine protection)
Hit Dice: 11d8+22 (hp 72)
BHB: +9
Attacks: Spear +10 (1d8+3) or Sword +10 (1d6+3)
Move: 120’ (40’) / Fly 180’ (60’)
Save: D3 W4 P4 B5 S7 (F11)
Morale: 11
XP: 3,000
TT: F

Str: 17/+2 Dex: 21/+4 Con: 15/+1 Int: 14/+1 Wis: 16/+2 Chr: 19/+3

Shaking Spears. Once per battle Geirskögul can inspire nearby warriors to fury. All allies within 60’ gain +2 to attack rolls and Morale for 3 rounds. Enemies witnessing the charge must Save vs. Spells or suffer –1 to attack rolls during the same time.

Battle Sense. She can sense the presence of impending battle or armed conflict within 1 mile.

Geirskögul (“Spear-Shaker”) is a fierce Valkyrie known for stirring warriors to battle. Her presence often heralds the beginning of great clashes, where shields splinter and spears tremble in the hands of charging armies. Clad in an ebon dress and bearing a long war-spear, she rides above the battlefield selecting the bravest fallen for Odin’s halls. Among the Valkyries she is known as a herald of battle, appearing where the tide of war is about to break. 


Feb 9, 2026

Happy Frazetta Day

 Happy Birthday to the greatest artist of the 20th century. Frank Frazetta was born this day 1928 in Brooklyn, New York.

Here are a few close-ups of some of his greatest hits. His brushwork is amazing, the confidence, the power, it all works together so well. Many have tried but no one will ever be like Frazetta.







Jan 14, 2026

How Much Can Superman Lift in Guardians?

Superman's lifting power changes a lot in the comics. It's not one number. It can seem endless. He does huge feats like lifting the Earth or towing a galaxy. Here are some indications of just how much he can lift. 


Big Lifting Feats

Bench-press the Earth: In New 52, he lifted Earth's full weight (5.97 sextillion tons) for 5 days. No sun, and he was not tired at all.

200 quintillion tons: In All-Star Superman, a dying Superman lifted this much with one arm. He said he could do more.

Hold up everything: In Superman: Man of Tomorrow #12, he took Atlas's job. Held the whole DC Universe, that's all worlds, things, and people. Everything.

Tow a galaxy: Silver Age Superboy pulled a whole galaxy like it was nothing.


Why His Strength Changes

Writers explain the ups and downs like this:

Motivation: He gets stronger to save people. Holds back vs. weak foes. Goes all out vs. big threats.

Solar energy: Power from the sun. More sun = more strength. "Sun-dipped" means supercharged.

Holding back: He limits himself on purpose. Versus Batman, he pulls punches. He once hurt himself with a big punch by mistake.

Story needs: Some lifts are symbols, not real weights. Like lifting a book with infinite pages in a dream world.


For your Guardians game, don't pin Superman to one stat. Let strength scale with the plot. Need him to lift a planet? He can. Fighting street thugs? He holds back. Tie it to "will to protect" or sun points. Keeps things fun and true to the comics. Superman lifts what the story demands.


Looking for a more firm answer? Ok, here you go:

Superman can lift two billion tons in his normal form, but when he's supercharged, he can lift at least 200 quintillion tons!

Nov 25, 2025

Hervör Alvitr - the Valkyrie of Wisdom

 We've got a strange one today folks. A rarely seen and scarcely known valkyrie. Her name is Hervör Alvitr, she is the Valkyrie of Wisdom.

Hervör Alvitr
Valkyrie of Wisdom

Aesir Demi-Goddess, Medium Humanoid, Lawful Good

Armor Class: 19 (divine mail, shield)
Hit Dice: 10d8+20 (hp 65)
BHB: +8
Attacks: Spear +9 (1d8+2) or Sword +9 (1d6+2)
Move: 120’ (40’) / Fly 180’ (60’)
Save: D3 W4 P4 B5 S7 (F10)
Morale: 10
XP: 2,800
Str: 15/+1 Dex: 17/+2 Con: 14/+1 Int: 18/+3 Wis: 29/+7 Chr: 17/+2
Insight: Hervör can see through illusions, lies, and enchantments as if under a true seeing effect. Once per turn, she may grant an ally within 30’ a +2 bonus on a saving throw against mind-affecting magic.
Runes of Foresight: Once per day she may cast the runes of Odin for guidance. This has the combined effect of a Divination and Augury spell.
Innate Spellcasting
At will: Detect Magic, Detect Evil, Light
3/day each: Dispel Magic, Clairvoyance
1/day: Commune
Aura of Calm. All allies within 20’ gain a +2 bonus to Morale checks and saving throws vs. fear or charm.

Hervör Alvitr (“the Strange Wise Creature”) is a serene and enigmatic Valkyrie known for her sharp insight and calm judgment. Her pale, steady gaze and composed demeanor set her apart from her more warlike sisters. She is associated with knowledge, foresight, and the subtle workings of fate, offering guidance that is often brief, direct, and unexpectedly accurate. She influences events through counsel and understanding rather than open combat, though she is a capable fighter when needs call for it.



Oct 27, 2025

Review: Gunslinger, Great OSR TTRPG For Weird West


The Random Encounter Show did a review of Gunslinger. It is a bit long and fairly thorough. The review also mentions some tips for playing solo.

https://www.youtube.com/watch?v=V-NdKir0hbQ&t=559s


Oct 15, 2025

Celtic Legends - Gods & Druids

 


The second book in the Celtic Legends series Gods & Druids is now available. 

Embark on an epic journey into the heart of ancient Ireland with Celtic Legends: Gods and Druids. This 50-page supplement is your essential guide to a world steeped in mysticism, heroism, and the raw power of nature, perfect for both seasoned Game Masters and players eager to infuse their fantasy campaigns with authentic Celtic lore.

Inside you will discover:

The Pantheon of Gods in Celtic Ireland: Delve into the divine hierarchy with detailed descriptions of twelve primary gods from Celtic Irish Mythology, each a potent force to inspire your narratives and challenge your heroes.

60 New Druid Spells: Expand your magical repertoire with five unique, thematically rich spells for each of the twelve gods, allowing your druids to channel the very essence of their chosen deity.

2 New Classes: The Draoi Class (Celtic Druid) and The Kern (Celtic Forest Warrior.

Celtic Legends: Gods and Druids offers a wealth of inspiration and practical tools to bring the magic and mystery of Celtic Ireland to life at your gaming table. Immerse yourself in a world where ancient legends breathe, and the power of the gods and druids shapes destiny.


https://www.drivethrurpg.com/en/product/538164/celtic-legends-gods-druids



Oct 7, 2025

Thrüd - Daughter of Thor

Another revisit of a valkyrie. This time Thrüd the daughter of Thor! 

Þrúðr  Valkyrie of Strength

Aesir Demi-Goddess, Medium Humanoid (Asgardian), Chaotic Good

Armor Class: 21 (enchanted armor and divine resilience)
Hit Dice: 16d8+40 (hp 112)
BHB: +12
Attacks: Hammer +12 (2d6+7 bludgeoning + 2d6 thunder), Axe +12 (2d6+7 slashing + 2d6 lightning)
Move: 150’ (50’)
Save: D4 W6 P5 B5 S8 (F15)
Morale: 12
XP: 9,000
TT: H

Str: 20/+4 Dex: 18/+3 Con: 17/+2 Int: 12/+0 Wis: 16/+2 Chr: 19/+3

Asgardian Weapons. All her weapons are magical and strike as +12 for purposes of hit and damage.

Intimidation Aura. All hostile creatures within 20’ must Save vs. Spells or be shaken for 1 round (–2 to attack rolls and morale). Creatures that succeed are immune to this effect for 24 hours.

Innate Spellcasting.

  • At will: Dispel Magic, Dimension Door, Protection from Evil, Detect Evil

  • 3/day: Hold Monster, Lightning Bolt, Teleport

  • 1/day: Control Monster

Magic Resistance. Thrüd saves vs. spells with a +4 bonus.

Regeneration. She regains 2 hit points per round. Fire or unholy damage suspends this regeneration for one round. She dies only if reduced to 0 hp and fails to regenerate at the start of her next turn.

Þrúðr (Old Norse: “strength” or “power”), daughter of Thor and Sif, is a towering, red-haired warrior whose presence crackles with stormlight. Her eyes flash with lightning, her laughter rolls like thunder, and the ground itself trembles beneath her steps. Both Valkyrie and goddess, she embodies divine might, courage, and leadership, often leading the Valkyries into battle when her father’s hammer strikes across the Nine Realms.

Wielding both hammer and axe, Þrúðr is renowned for her valor and mercy toward brave mortals, yet she despises cowardice and deceit. She is named in Skáldskaparmál as Thor’s daughter and may be the same daughter he guarded from the dwarf Alviss in the Alvíssmál, where Thor outwitted the suitor until sunrise turned him to stone. Þrúðr is also listed among the Valkyries who serve the honored dead in Valhalla, forever a symbol of strength, steadfastness, and the thunder god’s proud lineage.