06 septiembre 2022

Look! Up in the Sky! - The Podcast | Ep.7: Onomatopeyas (y cómo leer cómics al estilo Marvel)

Hoy comparto con vosotros el placer de charlar con un tipo tan genial como creativo, Mikel Navarro, crack del diseño y de la tipografía, con quien ya había trabajado antes en las revistas SFX y Comicmanía. Esta vez hemos coincidido preparando la edición española de un tebeo sobre la lectura (y la creación) de los tebeos: Cómo leer cómics al estilo Marvel.

Disculpad lo mal que se oye el arranque, pero ya os lo resumo: ¡Ay! ¡Boing! ¡Bamf! ¡Crash! ¡Zing! ¡Boom! ¡Hubba-hubba! ¡Moan! ¡Ping! ¡Pow! ¡Skip! ¡Slice! ¡Snikt! ¡Thwip! ¡Whoop!

10 julio 2022

Look! Up in the Sky! - The Podcast | Ep.6: Friday Night Karaoke - Musicales 1980-2019

 Y con esto terminamos la trilogía de karaokes musicales del podcast, con los cuatro que van de los 80 a los 2010: "Unexpected Song" de Tell Me On A Sunday, "Tango Maureen" de Rent junto a la compañera de FNK Kara Rurup, "Diva's Lament" de Spamalot y "Hard to Be the Bard" de Something Rotten! ¡Espero que los disfrutéis!


05 julio 2022

Look! Up in the Sky! - The Podcast | Ep.5: Friday Night Karaoke - Musicales 1940-1979

Continuamos yendo de musicales y de karaoke (y de Friday Night Karaoke) en la segunda entrega de este recorrido cantado por la historia del musical: en esta edición con temas de Carousel, West Side Story, Mary Poppins y A Chorus Line.


04 julio 2022

Look! Up in the Sky! - The Podcast | Ep.4: Friday Night Karaoke - Musicales 1900-1939

 Al alcanzar los 100 videos en mi canal de YouTube y siendo la mitad de ellos videos de karaoke, toca celebrarlo con una serie de tres programas en la que repasaré cantando la historia del teatro musical a lo largo de las décadas: aquí, desde los 1900s hasta los años 30. Y celebrando también, de paso, a la mejor comunidad de karaoke del mundo entero: Friday Night Karaoke.

16 junio 2022

Look! Up in the Sky! - The Podcast | Ep.3: ¿Tú juegas la ficha?

En la tercera entrega de nuestro podcast hablamos de teoría e historia rolera: ¿es bueno limitarse a jugar la ficha? ¿Cuándo empezó a interpretarse el personaje? ¿Os resulta más fácil o difícil jugar personajes preexistentes?


09 junio 2022

Look! Up in the Sky! - The Podcast | Ep.2: Marctualización

Random House distribuirá Marvel en todo el mundo. Con esa noticia abrimos el repaso a lo que he estado viendo y leyendo últimamente: ¡es una Marctualización!


06 junio 2022

Look! Up in the Sky! - The Podcast | Ep.1: Supergirl: Titans

 ¿Un podcast? Really, Marcos?

Bueno, yo empecé en la radio local y luego básicamente nos inventamos los podcasts en World Wide Radio a finales de los 90. After the local radio experience at Radio '92 in Barcelona's Olympic Village we basically pioneered the podcast scene in WorldWide Radio. Con la venia de Fernando Berlín, que ya llevaba mucho tiempo con lo suyo.

So, we stopped doing it basically when the word Podcast appeared. Fue llegar la palabra Podcast al mundillo, y dejamos de hacerlo.

And here we are, in 2022, after Radio 92, and WWR and Televisió Comtal/Televisió Sense Fronteres and the Maison de la Radio et la TV y la revista SFX, estoy traduciendo cómics Marvel... and a fan film about Supergirl is in the works. So I thought: ¿puede que a este gato-blog medio en ruinas aún le quede una vida más? 

¿Puede que aún tenga aliento para un podcast? 

Para volver a hacer lo que hacía al principio, pero esta vez sencillamente porque me gusta. Convertí mi afición en periodismo, ¿puedo volver el periodismo de vuelta en afición?

Y sobre todo, ¿lograré que haya una segunda entrega antes de un año? Que me conozco (fanfics, no os tengo olvidados, es que el mundo has gone crazy)... To be continued... ¡Y dentro careta!


01 febrero 2022

Pathfinder's Doctor Strange

Stephen Strange (CR 16)
XP 76,800
human sorcerer 15 ritualist 2
NG Medium humanoid (human)
Init: +6; Senses: Perception +8

DEFENSE
AC: 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
HP: 76 (17d6)
Fort: +6; Ref: +8; Will: +13

OFFENSE
Speed: 30 ft
Melee: Axe of Angaruumus +7/+2 (1d8+3, x3)
Ranged: Arcane Blast +10 ranged touch (2d6+1d6/spell level slot, 30')

Special Attacks: Arcane Blast (standard), Arcane Strike (swift, +4 magic weapon damage)

STATISTICS

Str: 10, Dex: 14, Con: 11, Int: 16, Wis: 12, Cha: 19
Base Atk: +8/+3; CMB: +8; CMD: 20

Feats: Arcane Blast, Arcane Shield, Combat Casting, Empower Spell, Eschew Materials, Ghost Whisperer, Improved Counterspell, Improved Initiative, Iron Will, Magical Aptitude, Psychic Sensitivity, Reach Spell, Skill Focus: Heal 

Skills: Appraise +8, Bluff +10, Diplomacy +9, Fly +8, Heal +14, Intimidate +10, Knowledge (Arcana) +21, Knowledge (Planes) +17, Knowledge (Religion) +15, Knowledge (Dungeoneering, Geography, History, Local) +7, Linguistics +8, Perception +8, Sense Motive +10, Sleight of Hand +5, Spellcraft +20, Survival +3, Use Magic Device +20

Languages: Common (English), French, German, Italian, Russian, Spanish

Special Qualities: Arcane Bond: Bonded Object (Eye of Agamotto), Bloodline: Arcane; Bloodline Arcana, Esoteric Discovery (Kn.Arcana), Metamagic Adept, New Arcana, School Power (Abjuration), Stabilize Ritual, Student of Mysteries

Sorcerer spells known: (CL 17, Concentration +21, +4 defensive/grappled)

Cantrips (at will)- Arcane Mark, Breeze, Dancing Lights, Daze (DC 14), Detect Fiendish Presence, Detect Magic, Light, Mending, Read Magic

1st (7/day)- Burning Hands (DC 15), Identify, Magic Missile, Shield, Sleep (DC 15), Stunning Barrier (DC 17)

2nd (7/day)- Eroding Ray (DC 16), Foc Cloud (DC 16), Gust of Wind, Invisibility, Mirror Image, Scorching Ray (DC 16)

3rd (7/day)- Ablative Sphere, Deep Slumber (DC 17), Dispel Magic, Nondetection (DC 30, DC 34 self), Speak with Dead (DC 17), Wind Wall

4th (7/day)- Dimension Door, Homeward Bound (DC 20), Resilient Sphere (DC 18), Solid Fog (DC 18), Speak with Haunt (DC 18), Tongues, Communal; Ward Shield (SR 27)

5th (6/day)- Astral Projection, Lesser, Constricting Coils (DC 19), Dismissal (DC 21), Icy Prison (DC 19), Overland Flight

6th (6/day)- Chains of Light (DC 20), Forceful Hand (DC 20), Getaway, Globe of Invulnerability (DC 22), True Seeing

7th (6/day)- Banishment (DC 23), Ethereal Jaunt, Finger of Death (DC 21), Teleport, Greater (DC 21)

8th (4/day)- Maze (DC 22), Sunburst (DC 22)

Rituals known: Breach the Veil of Dreams, Ensnaring Circle, Invisible Aegis, Seek Astral Insight

Combat Gear: Axe of Angarruumus (+3 Battleaxe)
Magic Items: Eye of Agamotto [3/day: detect magic, greater; locate creature, true seeing; 1/day: detect thoughts, locate object, 1/week; telekinesis, holy smite, CL 15, neck slot, cost: 222,943 gp; bonded item: amulet], Cloak of Levitation [+2 natural AC bonus, 3/day: Fly (self), User may spend any non-orison/cantrip spell slot to cast Featherfall as an immediate action, CL 7, shoulders slot, cost: 40,000 gp], Orb of Agamotto [Crystal Ball]

Bloodline arcana: Whenever Strange applies a metamagic feat that increases the slot used by at least 1 level, increase the spell's DC by +1. This bonus doesn't stack with itself or Heighten Spell.

Bonded object: Once per day, Strange may cast any one of his spells without using a slot.

Metamagic adept: 4/d, Strange can apply any one metamagic feat he knows to a spell without increasing its casting time. He must still expend a higher-level spell slot to cast this spell.

School Power: The DC for Abjuration spells Strange casts increases by +2.

Stabilize Ritual: 1/d, full round, Strange can refocus a ritual that has been paused, removing any increases to the ritual's skill check DCs that have accrued thus far due to pausing the ritual.

Student of Mysteries: Doctor Strange adds +1 on Intelligence checks made to learn new occult rituals.





(Imágenes creadas con Hero Forge, diseñador de miniaturas personalizadas)

24 enero 2022

Pathfinder's Wolverine

Logan, Wolverine (CR 9)
XP 6,400
human barbarian 11
N Medium humanoid (human, mutant)
Init: +1; Senses: Perception +11, +3 vs traps, +2 vs cursed items, haunts and magically disguised, Scent (while raging)

DEFENSE
AC: 14, touch 11, flat-footed 13 (+3 armor, +1 Dex), +3 dodge vs traps
HP: 112 (11d12+36)
Fort: +10; Ref: +4, +3 vs traps; Will: +6

Special defenses: Damage Reduction 2/-

DEFENSE (rage)
AC: 14, touch 9, flat-footed 13 (+3 armor, +1 Dex, -2 rage, +2 natural), +3 dodge vs traps
HP: 156 (11d12+80)
Fort: +14; Ref: +4, +3 vs traps; Will: +9

Special defenses: Damage Reduction 2/-

OFFENSE
Speed: 40 ft
Melee: Katana +12/+7/+2 (1d8+1, 18-20/x2)

Rage: 32 rd/day


OFFENSE (rage)
Speed: 40 ft
Melee: Claws +16/+16 (1d8+4, x3) or Katana +15/+10/+5 (1d8+6, 18-20/x2)

Special attacks: Pounce


STATISTICS

Str: 13, Dex: 12, Con: 16, Int: 9, Wis: 16, Cha: 14
Base Atk: +11/+6/+1; CMB: +12; CMD: 23

STATISTICS (rage)
Str: 19, Dex: 12, Con: 24, Int: 9, Wis: 16, Cha: 14
Base Atk: +11/+6/+1; CMB: +15; CMD: 24

Feats: Armor Proficiency: Light, Medium; Endurance, Extra Rage, Extra Rage Power x3, Raging Vitality, Shield Proficiency; Weapon Focus: Claw; Weapon Proficiency: Simple, Martial 

Skills: Acrobatics +7, Climb +7, Handle Animal +6, Intimidate +9, Knowledge (geography) +0, Knowledge (history, local) +1, Knowledge (nature) +3, Perception +11, Ride +5, Sense Motive +5, Stealth +8, Survival +12

Skills (rage): Acrobatics +7, Climb +10, Handle Animal +6, Intimidate +9, Perception +11, Ride +5, Sense Motive +5

Languages: Common (English)

Alternate Racial Trait: Heart of the Wilderness

Traits: Dormant Defense, Preternatural Awareness

Special Qualities: Damage Reduction, Fast Movement, Greater Rage, Improved Uncanny Dodge, Rage, Trap Sense +3, Uncanny Dodge

Rage Powers: Beast Totem; Beast Totem, Greater; Beast Totem, Lesser; Guarded Life, Regenerative Vigor, Renewed Vigor (1/d), Scent, Smasher (1/rage)

Combat Gear: MW Studded Leather, Katana

Beast Totem, Lesser: While raging, Logan gains two claw attacks. These attacks are considered primary attacks and are made at his full base attack bonus.

Beast Totem: While raging, Logan gains a +2 natural armor bonus.

Beast Totem, Greater: While raging, Logan gains the pounce special ability, allowing him to make a full attack at the end of a charge. 

Dormant Defense: The DC for Perception checks Logan attempts while asleep increase only by 7. While dazed, stunned or helpless, he has a 25% of negating critical hits and sneak attacks, turning them into normal damage.

Guarded Life: While raging, if Logan is reduced below 0 hit points, up to 11 points of lethal damage are converted to nonlethal damage. If he's at negative hit points due to lethal damage, he immediately stabilizes. 

Heart of the Wilderness: Logan gains a +5 racial bonus to Survival checks (included). He only dies when his negative hit point total reaches -21 (-25 while on a rage).

Preternatural Awareness: +2 trait bonus on Perception and Sense Motive checks to notice cursed objects, haunts and magically disguised creatures.

Regenerative Vigor: After using Renewed Vigor and until his current rage ends, Logan gains Fast Healing 1, regaining points at the start of each of his turns

Renewed Vigor: Once per day, as a standard action while raging, Logan heals 2d8+7 points of damage.

Rage, Greater: While on a rage, Logan gains a +6 morale bonus to STR and +8 to CON, +3 morale bonus on WILL saves and a -2 penalty to Armor Class. He's then fatigued for 2 times the number of rounds spent on the rage. He cannot enter a rage while fatigued or exhausted, but (Raging Vitality), his rage doesn't immediately ends if Logan falls unconscious.

Smasher: Once per rage, whenever Logan makes an attack against an unattended object or a sunder combat maneuver, he can ignore the object's hardness. This ability must be used before the attack roll or sunder check is made.

Trap Sense: Logan gains a +3 bonus of Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps.

Uncanny Dodge: Logan cannot be caught flat-footed, nor does he lose his Dex Bonus to AC if the attacker is invisible. He still loses his Dex bonus to AC if immobilized and against succesful feint actions.

Uncanny Dodge, Improved: Logan cannot be flanked. A rogue needs to be at least level 15 to sneak attack Logan by flanking him.


 

17 enero 2022

Pathfinder's Cyclops

Scott Summers, Cyclops (CR 9)
XP 6,400
human kineticist 11
LN Medium humanoid (human, mutant)
Init: +3; Senses: Perception +10

DEFENSE
AC: 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
HP: 94 (11d8+22)
Fort: +9; Ref: +9; Will: +7

Special defenses: Elemental Defense (Force Ward, +11 temp hp, regenerate 1/minute; 1 Burn: +5 hp, +0.5 regenerate/minute; wild talent burn = recover up to 11), Elemental Overflow (3+ burn: 5%/burn of ignoring critical hits and sneak attacks), Secret-Keeper (+1 vs divinations, dominations & effects to speak the truth)

OFFENSE
Speed: 30 ft

Melee: Unarmed Strike +10/+5 (1d3+2)
Ranged: Kinetic Blast +11 (6d6+8, 30', max. 1,100 lbs) or Force Blast +11 touch (6d6+1 force, 30', Burn 2)

Special attacks: Aetheric Boost (+6 dmg kinetic blast, 2 burn), Elemental Overflow 3 (+1 hit, +2 dmg per Burn; máx. +3/+6), Tactician (+2 trait on 1 AoO, 1/d)
Burn: 3/rd; Max. 5 (+1 per +2 CON)

STATISTICS
Str: 14, Dex: 14, Con: 14, Int: 14, Wis: 14, Cha: 13
Base Atk: +8/+3; CMB: +10; CMD: 22

Feats: Blind-Fight, Bullseye Shot, Improved Unarmed Strike, Iron Will, Point-Blank Shot, Precise Shot, Weapon Focus (Blast) 

Skills: Acrobatics +7, Bluff +6, Climb +5, Diplomacy +6, Disguise +5, Escape Artist +6, Fly +9, Intimidate +9, Knowledge (engineering) +9, Knowledge (arcana, history, local) +6, Lore (mutant) +9, Perception +9, Sense Motive +7, Sleight of Hand +6, Stealth +8, Survival +6, Swim +6

Languages: Common (English), Chinese (Mandarin), Russian

Alternative racial trait: Institutional Memory

Traits: Mathematical Prodigy, Secret-Keeper, Tactician
Drawback: Self-doubting

Special Qualities: Element: Aether; Blasts (5th lv): Telekinetic, Force; Elemental Overflow (Burn >2: +2 size bonus on two physical abilities; Burn >4: +4 size bonus 1 physical ability, +2 the other two), Gather power, Infusion specialization 3, Internal buffer 2, Metakinesis (Empower, Burn 1; Maximise, Burn 2), Supercharge (gather for Wild Talents: -2 burn, move; -3 burn full-round)

Infusions: Bowling Infusion (blast damage + trip with CMB (Con) +10, Burn 2), Extended Range (120', Burn 1), Extreme Range (480', Burn 2), Focused Blast (+1 enhancement attack/Burn 2; half damage = half burn), Pushing Infusion (blast damage + bull rush with CMB (Con) +10, Burn 1, Max 5', +5'/Burn), Spindle (30', blast 2 squares with Ref DC 14, TK half damage, Force full damage, Burn 2)

Wild Talents: Basic Telekinesis (1,100 lbs, long range, 60'/round; Open/Close), Kinetic Awe (standard, Dazzling Display 30', Gather = +5 Intimidate), Skilled Kineticist, Telekinetic Haul (1 Burn = TK 11,000 lbs, 11 min), Touchsight (blast damage = Blindsight that creature until end next turn; 1 burn = 11 rounds), Reactive Touchsight

Combat Gear: dragonhide studded leather (Fire Resistance 5, Electricity Resistance 5)