Saturday, October 30, 2010

Guest Blog Post - Becoming a Freelance Writer by Matt Forbeck

Matt Forbeck has been a freelance writer and RPG publishing legend of such products from companies like AEG, Atari, BOOM! Studios, Decipher, DK Publishing, Games Workshop, Green Ronin, Image Comics, Mattel, Penguin, Pinnacle, Playmates Toys, Random House, Reaper Miniatures, TSR, Ubisoft, White Wolf, WildStorm Productions, Wizards of the Coast, and many, MANY more. So if you want to know about becoming a freelance here is the person you should listen to. Matt was kind enough to do a guest post for us here at In the Mind of a Mad Man, about becoming a freelance writer.  Hope you enjoy…


I’ve been a freelance writer for the vast majority of my adult life, and even in the times I’ve had a day job, I still worked as a writer/game designer. Becoming a freelancer may seem like a huge leap, and it is, but all it really takes is determination and patience.

First, you need to figure out what sorts of things you want to write: stories, rules, RPGs, essays, poems, news articles, interviews, or whatever. Then you need to research the market for those sorts of bits — to find out who might be willing to pay you for your work.

If you already read those sorts of things — and you should if you want to get published in that field — it’s simple. Find out who published the articles and then hit their website. Most publishers have submissions guidelines listed right there.

Read the guidelines and follow them to the letter. Some guidelines feature “idiot tests,” simple things you must do so that the publisher can tell that you can read and follow directions. Do just that, and you’ll pass.

Once you know who to contact and how, do so. Usually you should send a simple query note first, nothing longer than one page. If the editor wants to see more, he or she will ask you for it. Once that happens, read and follow the direction again. Rinse and repeat until you’re published.

There’s a lot more to it than that, of course. You need to have both some talent and some skill. And you need to be able to hit your deadlines. If you can manage those three things, you can go far.

There’s no licensing involved in becoming a freelance writer. You can’t take a class to get certified. You just need to keep improving your writing and putting yourself out there until someone manages to recognize your brilliance. This usually happens slowly.

Most editors have been burnt before, and they’re shy enough about it now that they like to start out any new relationship by taking it slow. Unless you have a list of published credits already, smart editors will only give you small projects, things that they can let go of if they never show up — or that they can re-commission from someone else in a heartbeat. That gives each side a chance to make sure that they can trust each other before you move on to bigger things.

Some writers think that quality of the work is the only thing that matters, and to a certain extent that’s true. No one wants to publish crap, and no one else wants his or her name attached to it. However, if the publisher doesn’t have anything to publish when a piece is scheduled, it doesn’t matter how good it might be when it shows up. The lack of that piece means no sales (or ads or patrons or whatever) until it arrives, and the publisher’s landlord, phone company, internet provider, and printer don’t care about anything other than when they can expect their not-quite-here-yet money.

Make your editor’s job as easy as you can, and you’ll get the chance to show off your talent and skill as often as you like. Editors love writers that do that, and they’ll come back to you time and again, often with better projects every time.

Once again thanks to Matt for taking time out of his BUSY schedule to give us some great info about being a freelance writer.  Talk to you later...

Wizard World starts a Convention in Miami!

It is an announcement that has surprised a lot of people. I can't wait! Read about it here!

Friday, October 29, 2010

Undefeatable Friday - Foul Blood & Lionheart

Foul Blood (General)
By a quirk of birth or fate, your flesh and blood is dangerous and foul tasting. Not being palatable to most monsters is a fine trait for an adventurer to have.
Benefit: Anytime you are successfully hit by a creature’s natural bite or swallow hole attack the attacking creature must succeed at a FORT Save (DC 12 + your CON modifier) or be poisoned. Your natural poison lasts for upto 6 rounds and inflicts 1d4 DEX damage per round. Your blood and flesh cannot be harvested or preserved to make poison.

Lionheart (Combat)
You relish nothing better than an honorable struggle against a foe you are not sure you can best. You have been honored with the appellation “Lionheart” symbolizing your courage and willingness to take on hopeless battles in the name of honor and duty.
Prerequisites: Base Attack Bonus +5, Toughness, any good alignment
Benefit: When battling any non-good enemy or group of enemies whose Challenge Rating is more than 4 greater than your total character level, your senses are sharpened and your will is strengthened. You roll 2d20 when confirming critical hits, and take the better of the two rolls. Additionally, you receive a +2 morale bonus on WILL Saves.

You receive a +2 bonus on Intimidate checks made against sentient non-good characters who are aware of your name and your deeds. This bonus applies at all times, not just when confronting a superior threat. 

Thursday, October 28, 2010

[LPJ Design] Ultimate Spell Decks: A Place Beyond Hell Spell Cards for the Pathfinder Roleplaying Game

Wish you didn't have to flip through books or searching PDFs every time you want to cast a spell?  You can't see to remember the range, duration or Save of a spell off the top of your head?  Wish you could introduce unique and new spells to your campaigns in an easy format.  Help is coming for you in the form of Ultimate Spell Decks: Spell Cards. For use with the Pathfinder Roleplaying Game players and GMs!  Ultimate Spell Decks: Spell Cards are printable forms for players and GMs alike which makes managing a spellbook simple and easy.  Now your storehouse of magical power will fit right in the palm of your hand with these easy to use, convenient spell decks. Each card contains the significant and relevant rules and description of a different spellcaster's arsenal for use with the Pathfinder Roleplaying Game.  If you play a magic caster using A Place Beyond Hell, then you have to have this product.  Created by LPJ Design. Available Here!!

[LPJ Design] A Place Beyond Hell for the Pathfinder Roleplaying Game Available

Louis Porter Jr. Design has just released it sequel to their highly successful post-apocalyptic survival horror campaign setting, Obsidian Twilight; A Place Beyond Hell.  A Place Beyond Hell is a LovecraftianHorror sourcebook for use with the Obsidian Tilight campaign setting or any setting looking to add horror into their home campaigns. Obsidian Twilight Campaign Setting is available at RPGNow.com and DriveThruRPG.com.  Here is information on this product:

A dark star fell from the sky bringing with it the end of all things! The sanctity of the world known as Abaddon was shattered when a global apocalyptic event of a meteor impacting the planet causing a destructive ecological and eldritch change. But what really was the meteor that hit the planet of Abaddon?  The H’Laqu were not present on Abaddon until the disaster happened. They came with it, were the progenitors of it, were part of the meteor itself. They were – and are – the engineers of Abaddon’s destruction. Now they’re found, increasingly, all over the world. Insinuating themselves into air, stone, flesh and plants, subverting and spreading, wandering far and wide and engaging in strange and unnatural behaviours that nobody can understand. They’re not of this world, not of this dimension, not of this reality in any way. Inscrutable, inimical to the very existence of this world, perhaps even insane, the H’Laqu are a growing presence, a growing influence and a growing concern to all the forces at work across Abaddon. A threat that can’t be understood, controlled or even directed, beyond the schemes and plans of man and undead alike.

Inside this book you will find you’ll need to embark on adventures using A Place Beyond Hell sourcebook including:
       The History of the H’Laqu
       Over 20 all new feats including Black Blood, Horrific Countenance and Withering Stare.
       Over 20 all new spells including Antilife Bolt, Immaculate Dissection, Mind Trap and Void of Despair.
       Ten all new monsters and NPCs including Abyssal Arm, Infected Land and Nyxsus the Surgeon.
       Background of the Cult of Black Glass
       Rules for the Breaching Points of H’Laqu

Written by James ‘Grim’ Desborough and Louis Porter, Jr.  Available Here!!!


SAVE MONEY by purchasing the Ultimate Spell Decks (PRPG) Bundle Right Here!!! 

Deadly Trap Thursday - Mage Killer Spell Engine

Mage Killer Spell Engine (CR 18)
This arcane trap is specifically design to cripple intruding spellcasters. The device consists of a massive and complex engine hidden behind the walls of the chamber, a construct of both clockwork science and cutting edge magic. When the trap is triggered, lances of foul yellow energy blast towards spellcasters. A magic user unfortunate enough to be struck by this trap seems to explode from within, as stored spells detonate within his or her aura, inflicting both physical and emotional wounds. Most spell casters who survive a brush with a “Mage Killer” are extremely careful to check for traps… if they don’t just give up adventuring all together in fear.

Type: magical trap
Perception: DC 26   
Disable Device:
DC 30
Trigger: visual (arcane eye)
Duration:
Instant
Reset:
automatic reset after 6 hours, when the arcane batteries recharge
Effects:  Never Miss (1 round onset) ; Multiple Targets (all arcane spell casters within a 30 ft square room)

Effect: Targeted arcane spell casters must make a separate WILL Save for each level of prepared spells or spell slots. This save DC is 12 + the spell level affected. If the spellcaster succeeds on the saves, he or she retains the prepared spells/available slots of that level. If the save for a level fails, all prepared spells or available slots for that level are erased, as if they had been expended normally. The spellcaster can recover slots or prepare new spells normally when he or she next rests and prepares spells.

Secondary Effect: Targeted spellcasters suffer 1d8 points of damage for every spell level lost to the trap. 

Wednesday, October 27, 2010

Should NeoExodus have Iconics like Paizo?

Since we are all big Paizo fans here at LPJ Design, we have been talking about what we would like to see with the re-release of NeoExodus: A House Divided. One of the BIG things we have been talking over is the usage of Iconics, like what Paizo has done. I like Iconics and think they are great for RPG games. So we want to hear what you think. What do you think about Iconics? Should we include them? Should we forget about them? Are they useful? Let us know. Talk to you later...

The Obsidian Twilight sequel, A Place Beyond Hell arrives tomorrow!!!

Finally it is DONE!!! And on Thursday, October 28th, 2010 you can pick up you copy from RPGNow.com AND Paizo.com.  If you liked the original Obsidian Twilight, then this will be an added plus to you time in the setting.  Plus this is a great way to add a little Lovecraftian Horror to your local game. Get your money ready for tomorrow and have everything you need for your Halloween weekend gaming session.  Talk to you later...

Wondrous Equipment Wednesday - Pipes and Tabacco

Pipe: Fine wood pipes are beloved by adventurers and merchants alike, and a pleasant smoke at the end of the days travails. The best pipes are made of durable wood laminated for strength and long service, and many are carved with intricate but tiny scenes.
Pipe: Fine object, negligible weight, 5 sp
           
Tobacco: Tobacco is sold in small pinches, which can be carried in a leather sack that’s hopefully at least a little bit waterproof, or in a small wood or tin box. Price given is for one day’s ration.
Tobacco: Fine object, ¼ lb, 4-5 sp

 Exotic Tobaccos: The following tobaccos come from far-off and exotic lands, and are mixed with mystical herbs and prepared according to exacting and traditional specifications. A character can benefit from smoking a single kind of tobacco once per day. Smoking a pipe requires at least a minute, and all effects last for 1d6 hours, or until the character next sleeps or rests.
           
Exotic Tobacco
Effect
Price
Braggart’s Weed
+2 bonus on Bluff and Gamble checks
5-7 gp
Bloody Arrow Tobacco
+1 morale bonus on ranged attack rolls
95 gp
Cynic’s Tobacco
+2 morale bonus on WILL Saves against fear and versus illusions
65 gp
Elemental Flame & Smoke
User gains Fire Resistance 2
100 gp
Goodwife’s Smoke
+1 bonus on all Craft and Profession skills
10-12 gp
Harlot’s Vine
+1 morale bonus on CHA based skill checks (except Intimidate) against those who would be attracted to your gender
55 gp
Horseman’s Leaf
+2 bonus on Ride and Handle Animal checks
8-12 gp
Journeysmoke
+2 bonus on Survival checks and can automatically sense true North
55 gp
Linguist’s Tongue
User can speak but not read one randomly chosen language
30 gp
Zealot’s Grey Smoke
User can continue fighting efficiently at 0 HP to -10 HP similar to the Half Orc racial ability Ferocity
150 gp

Tuesday, October 26, 2010

[LPJ Design] Undefeatable 21 for The Pathfinder Roleplaying Game Coming Soon

Louis Porter Jr. Design will be releasing its all new product for use with The Pathfinder Roleplaying Game called Undefeatable at RPGNow.com and DriveThruRPG.com.  Here is information on this product:

Undefeatable is the new supplement line for fans of The Pathfinder Roleplaying Game who are looking to add more interesting a different feats to their gaming sessions.  Undefeatable 20 which focuses on Cavaliers has over 15 feats including Crusade, Improved Mount, Knight Of Pentacles, Sheriff and Vendetta that are perfect to be used in any game setting.  In addition, there are two all new Cavalier Orders: Order Of The Citadel and Order Of The Wolf.  This 6 page PDF is just the sort of thing needed for GMs to add depth to any great Pathfinder Roleplaying Game gaming session. Written by Erin Palette. Available soon at RPGNow.com.

Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.

Cast a Spell Tuesday - Cruel Mummification & Luck of Heroes

Cruel Mummification
School necromancy Level sorcerer/wizard 6
Casting Time 1 standard action
Component V, S, M 
Range Medium (100 ft + 10 ft/level)                        
Duration 1 round/ level
Saving Throw WILL negates, see text Spell Resistance yes

With a shouted invocation and an outstretched hand, you blast out cloying crimson and violet bands of mystic force that cocoon an adversary and sap its life and will. Each round your opponent spends in the all concealing cocoon seems like an eternity, as they are tormented by hallucinations of past losses and agonizing weakness as the magic leeches their soul through their pores.

A target cocooned by Cruel Mummification is paralyzed for a minimum of one round, without offering a save upon the first round. On the second round, and on each additional round until the spell’s duration ends, the target may attempt a WILL Save to break free. Until the victim breaks free, he or she suffers 1 point each of temporary WIS and CON damage.

A target slain by cruel mummification returns to life as a zombie under your control. This undead wretch serves you loyally for a number of rounds equal to your level, before crumbling to dust and biological excreta.

Luck of Heroes
School enchantment Level cleric 3, sorcerer/wizard 4
Casting Time 1 standard action
Component V, S, M 
Range self or touch        
Duration 1 minute/ level (D)
Saving Throw FORT Negates (harmless) Spell Resistance yes (harmless)

While affected by this spell, the target seems to glow with an inner light and his muscles are swollen, as if by hard labor or the rush of battle. For the duration of the spell, anytime the target is struck by a critical threat, his opponent rolls 2d20 for the critical confirmation roll and takes the worse of the two results. 

Monday, October 25, 2010

Magic Item Monday - Torque of Maximization & Gris Gris Fetish

Torque of Maximization
Aura: strong universal CL: 14th
Slot: necklace              Price: 117,300  gp      Weight: ½  lb
This golden torque is worn around the throat, and each end of the band terminates in a tight spiral with a gem at the center. One gem is a sapphire as cool and blue as the tropical ocean, while its opposite is a ruby redder and richer than blood. The gems both glow briefly when the wearer calls upon the torque’s magic.

Three times per day, the wearer may cast any spell as Maximized without increasing the spell’s casting time nor increasing its level. This benefit only applies to spells the wearer casts personally, not to spells cast from scrolls, wands or other devices.

Construction Requirements: Craft Wondrous Item, creator must possess the Maximize Spell feat, limited wish
Cost: 58,650 gp

Gris Gris Fetish
Aura: faint enchantment          CL: 1st 
Slot: none        Price: 100 gp  Weight: ½  lb
This minor magical wonder is a product of ancient forms of magic, and small, hand made gris gris fetishes are carried by barbarian heroes and foresters as a symbol of home and family as much as they are as magical protections. A gris gris fetish is a small cloth or leather sack sewn or tied  into a roughly man-like shape. Inside the gris gris fetish are, tokens of home, family and divine protection such as locks of a loved one’s hair, iron shaving from nails, a pinch of salt and rinds of dried fruit sacred to the wearer’s gods.

Each gris gris fetish is keyed to one of the saving throws (FORT, REF or WILL) at the time of its construction, and identified as such by its color and the designs sewn or painted onto the tiny crude mannequin. Whenever the wearer next fails the associated save, the magic of the fetish activates. The wearer may reroll the failed save, and take the better of the two rolls. Once used, the gris gris fetish visibly chars and the contents seem to dissolve; the fetish then becomes non-magical, but few warriors ever discard an expended fetish.

Construction Requirements: Craft Wondrous Item, bless, creator must have the Barbarian Rage class feature
Cost: 50  gp 

Sunday, October 24, 2010

The Cover of Pirates of the Bronze Sky inspired by a Red Star...

When I first started thinking about what I was going to do for the cover of the upcoming Pirates of the Bronze Sky, I went with the same mind set and format I always use to getting ideas with cover.  I went to comic books and with this I knew what comic book I wanted to inspire the image that I would want.  That was The Red Star by Image Comics and Archangel Studios.  The Red Star was created by Chris Gossett of Lucasfilms Ltd fame who I happened to meet years ago at MegaCon and have become "con friends" with him and several of the members of the studio including Snakebite and Paul Schrier of Power Rangers fame over the years. The Red Star was one of the most innovative comic books to come out in the early 2000s.  They did a combination of computer generated images and traditional artwork gave the comic a very unique look.  In addition, the look of the comic was that of what many have considered to be similar to Bryan Hitch's widescreen look of the Authority and The Ultimates comics.  

With the Pirates of the Bronze Sky cover, I am going to attempt to do computer generated images with hand drawn artwork.  I can't seem to remember or know of anyone who has done this with an RPG cover.  I might be mistaken but I can think of anyone. This is going to be a very interesting mix and will give the book a very unique look to the setting.  I like to do thinks artistically that many people are not doing and try things to have a very uniques look.  It is one of the things my company is known for and I want to keep pushing the boundaries of that.  Who will be doing the artwork?  Well due to my relationship with him, I expect Ean Moody to be the artist who will handle the computer generated artwork and I would like Alex G who did the majority of the artwork on Obsidian Twilight.  So no matter what, Pirates of the Bronze Sky is going to look slick.  Start saving your money.  Talk to you later...

Saturday, October 23, 2010

99 CENT DIGITAL COMICS?! - MARK WAID's Controversy Explained

Mark Waid explains the reasoning behind his controversial speech where he mentioned bringing down the price point down to 99 cents for digital comics. Watch it here!

Friday, October 22, 2010

Undefeatable Friday - Anesthetic Spell, Tactical Defense & Vulture

Anesthetic Spell (Metamagic)
You have mastered a combat focused arcane style that twines a powerful variant of the familiar sleep spell into damage dealing spells, allowing you to either incinerate your enemies… or take them out of the fight even if they survive your spell barrage.
Benefit: You may modify any damage dealing spell into an anesthetic spell. An anesthetic spell takes up a spell slot two levels higher than normal. When struck by an anesthetic spell, all victims who take damage from the core spell must succeed at an additional WILL save or be affected as if by the sleep spell. The DC of the sleep spell’s associated WILL Save is determined by the level of the core spell, not its own. An anesthetic spell has no additional effect on creatures normally immune to sleep, such as Elves

Tactical Defense (General)
Prerequisites: Base Attack Bonus +10, Weapon Training II
Benefit: Whenever you are attacked by an enemy wielding a weapon for which your Weapon Training class feature would apply, you add your Weapon Training bonus as an insight bonus to your armor class. You must be aware of the attack and not denied your DEX bonus to armor class to gain the benefit of this feat.

Vulture (General)
You have a keen sense of impending death, and fight at your best when preying on those already suffering and wounded.
Prerequisites: favored enemy class feature, any non-good alignment
Benefit: When battling any favored enemy, you are aware of your target’s maximum and current HP total, and receive an additional +1 morale bonus on attack and damage rolls made against any favored enemy with half Hit Points or fewer. 

Thursday, October 21, 2010

My comments to Gareth's Tabletopocalypse Now

Deadly Trap Thursday - Petrifaction & Punishment and Choker Sludge Trap

Petrifaction & Punishment Trap (CR 13)
This complex magical trap is designed not only to forever entomb the original victim, but to wreak havoc on his friends and allies when they try to save their unlucky comrade.
Type: magical trap
Perception: DC 30
Disable Device:
DC 25  
Trigger: proximity (alarm)
Duration:
Instant
Reset:
None
Effects: This magical trap has two equally mean-spirited stages.
Initial effect: Target is petrified as per the flesh to stone spell (FORT DC 19 negates)
Secondary effect: When any creature attempts to free the petrified target by applying a stone to flesh spell, dispel magic or similar effect, an arcane bomb within the original petrified target detonates. Multiple Targets (all targets within a 30 ft radius), Petrifaction (FORT DC negates 19).

Choker Sludge Trap (CR 5)
This cruel mechanical trap involves a cleverly concealed launcher and a jar of viscous, instantly hardening alchemical tar and plaster. Anyone unlucky enough to trigger this trap gets a bucket full of frothy grey sludge to the face. It’s a comical sight… until the victim’s allies realize their friend can’t see, hear or breathe beneath the quickly hardening slime!
Type: mechanical trap
Perception: DC 25
Disable Device:
DC 20  
Trigger: touch (tripwire or trigger square)
Duration:
Instant
Reset:
manual
Effects: Target is blinded, deafened and begins to suffocate (see Pathfinder RPG page 445). (REF DC 22 negates). The choker sludge hardens instantly and has Hardness 5 and 15 Hit Points; the character trapped inside takes half damage from any attack directed at the choker sludge. 

Wednesday, October 20, 2010

Complete list of feats for Pirates of the Bronze Sky

Here is the complete list of feats that Chris Field has written up for Pirates of the Bronze Sky. That are going to be great for the setting and I think a lot of people will find these very interesting and very useful.  Talk to you later. 



1.     Aerial Combat Mastery (Combat)
2.     Aggressive Pilot (Combat)
3.     Agile Flier (Combat)
4.     Air Cavalry (Combat)
5.     Attack with Opposition (Combat)
6.     Azlati’s Kiss (Azlati)
7.     Battle Focus (Combat)
8.     Blinding Slash (Combat)
9.     Blood Royal (Birthright)
10.  Blunted Goliath (Kaylethon)
11.  Both Barrels (Combat)
12.  Bristleback Godborn (Kaylethon – Birthright) 
13.  Careless Assault (Combat)
14.  Cascading Bull Rush (Combat)
15.  Carrion Scavenger (General)
16.  Cloak Disarm (Combat)
17.  Cloak Feint (Combat)
18.  Count Coup (Combat)
19.  False Death (Gnome)
20.  Fight Like a Demon (Combat)
21.  Flesh Ripper Talons (Tocarra – Birthright)
22.  Flier’s Instinct (Azlati - Tocarra)
23.  Flyby Attack (Combat)
24.  Flyby Cleave (Combat)
25.  Forgettable (General)
26.  Fortified Encampment (General)
27.  Grand Horn (Kaylethon – Birthright)
28.  Granite Hide (Tocarra – Birthright)
29.  Healing Prayer (General)
30.  Heavy Wings (Tocarra)
31.  Hippogriff War Mage (Combat)
32.  Hindering Slice (Combat)
33.  Home Field Advantage (General)
34.  Humiliate (Combat)
35.  Improved Coup De Grace (Combat)
36.  Innate Spell [Metamagic]
37.  Into the Woodwork (General)
38.  Jinx (General)
39.  Kaylethon Craftsmanship (Kaylethon)
40.  Kissed by the Wind (Birthright)
41.  Lady Port Foreteller (General)
42.  Last Gasp (General)
43.  Lawful Landholder (General)
44.  Letters of Credit (General)
45.  Lock Swords (Combat)
46.  Lovers in Every Port (General)
47.  Lucky Thirteen (Birthright)
48.  Mad Bomber (General)
49.  Merchant’s Eye (General)
50.  Monkey in the Rigging (General)
51.  Overwhelming Evil (General)
52.  Port Savvy (General)
53.  Quadruple Brawling (Kaylethon- Combat)
54.  Quadruple Fullisade (Kaylethon- Combat)
55.  Raider-Man Brotherhood (Tocarra – Combat)
56.  Rapid Reload (Combat)
57.  Reflexive Duelist (Combat)
58.  Reload on the Run (Combat)
59.  Shield Wall (Kaylethon – Combat)
60.  Shoot From Above (Combat)
61.  Shoot From the Hip (Combat)
62.  Sisterhood of the Wing (Tocarra)
63.  Skilled Pilot (Combat)
64.  Skyship Captain (General)
65.  Stand Watch (General)
66.  Steady Feet (Combat)
67.  Still the Wind (Azlati)
68.  Storm Wing (General)
69.  Summon the Storm (Azlati)
70.  Sunfall’s Revenge (General)
71.  Swashbuckling Sailor (General)
72.  Swinging Attack (General)
73.  Tales As the Winds Howl (Azlati)
74.  Teetotaler (General)
75.  Through the Tumult (General)
76.  Thunderbolt’s Charge (Combat)
77.  Tireless Worker (General)
78.  Tornado Blow (Combat)
79.  Underhunter (Tocarra)
80.  Undersoul (Tocarra)
81.  Wind Snap (Azlati)
82.  Wing Parry (Tocarra)
83.  Winged Male (Tocarra)