Sunday, September 30, 2018

One Weird Encounter After Another

This is a page from Mercer Meyer's Little Monster's You-Can-Make-It Book from 1978. I figure it would make a decent one of those "drop die tables" all the kids were going on about a few years ago. Or you could just roll 2 4-sided die for X and Y coordinates.


You are on your own for statting most of these beings, But Mayer's books do reveal that the Yalapappas eats paper (including, I'm sure, pages from spell books and scrolls) and the trollusk is a collector of stamps. I always thought it would make a good halfling reskin, but he is a bit goblinish in appearance.

Friday, September 28, 2018

Cactoid [5e Race]

I figure a desert world under a blood-red sun should have a cactoid race. This is based on the Cactacae from the Mieville's Bas-Lag novels as presented in Dragon #352.

Cactoid Traits
Ability Score Increase. A Cactoid's Strength score increases by 2, and your Constitution score increases by 1.
Alignment. Cactoid tend to be lawful and neutral.
Size. Cactoid are medium.
Speed. Base walking speed is 30 feet.
Powerful Build. Cactoids count as one size larger when determining carrying capacity and the weight you can push, drag, or lift.
Plant Hardiness. Cactoids have advantage on saving throws against poison and resistance against poison damage
Tough Hide. Cactoids have a natural +1 bonus to their Armor Class.
Spines. The spines covering a cactoid's body allow them to do an 1d4 points piercing damage while grappling.
Languages. Cactoids speak Common and their own language.

Thursday, September 27, 2018

Futura [ICONS]



Art by Agus Calcagno
FUTURA

Abilities:
Prowess: 8
Coordination: 7
Strength: 7
Intellect: 6
Awareness: 6
Willpower: 7

Determination: 1
Stamina: 14

Specialties: Linguistics, Martial Arts, Medicine, Science

Qualities:
The Hope of Humanity's Future
In A Time Not Her Own
Raised by Robots

Powers:
Aging, Damage. and Disease Resistance: 6
Flight: 7
Super-Speed: 3

History
In a possibly alternate future, a war among superhumans devastated the Earth and destroyed most of civilization. So massive were the energies unleashed, the Earth itself was damaged to the core and threatened to break apart.

Some time after the war, perhaps as long as a millennium, intelligent robots lived in a massive, enclosed city known as Eden-One. They had been the caretakers of the last humans they knew to exist, and now sought to preserve human history and knowledge. One of these robots, a bio-specialist named Maia-1A457, engineered a human embryo with superhuman attributes from stored genetic material. The infant was gestated in an artificial womb. Maia-1A457 named the girl Futura, because she hoped the child would provide a future for humanity.

Futura was raised by the robots, not knowing she wasn't one of them until late in her childhood. In adolescence, she ventured outside Eden-One with the reluctant acquiescence of her robot caretakers and encountered post-human beings and aliens, making some friends among them. Most of her time, however, was spent in training and education so that one day she could make a trip to the past and prevent her catastrophic future from ever occurring.

When she reached young adulthood, she asked for her final examinations and proved to Maia-1A457 and the others she was ready for her mission. Using an ancient time machine, she journeyed back to 20th Century San Francisco. Soon after her arrival, she rescued four young people from a mutant monster that had inadvertently been transported to the past with her. The four (Dean Hunt, Zelda Dunkel, “Crunch” Samson, and Cynthia Vandaveer) offered her a room in the house they were living in, and inspired by her story, changed the name of their band to The Tomorrows.

Futura assumed the identity of Eve Hope, and got a job at a record store to better observe the culture and way of life of the humans of the era. In her true identity, she became famous as she battled threats to peace and freedom, always staying vigilant for signs of the coming future she hopes to prevent.

See Futura's FASERIP stats here.

Art by Anna Liisa Jones

Wednesday, September 26, 2018

Wednesday Comics: Storm: The Living Planet (part 6)

My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.


Storm: The Living Planet (1986) (part 5)
(Dutch: De Levende Planeet)
Art by Don Lawrence; script by Martin Lodewijk

It turns out Alice has not arrived from Wonderland, but is instead a projection of Mother Pandarve, an avatar of the living planet itself. She shows Storm that she could appear as a devil--or as Marilyn Monroe. In surprising show of jealousy, Ember nixes that idea.

"Alice" wants to show Storm something, so she leads him and Ember away, much to the chagrin of her "unfaithful servant" the Theocrat. She takes them to an elevator to travel to her core, and she reveals what she wants from them:

It seems that Pandarve's prime intellect has been busy for a long time with a mathematical problem, and the Theocrat has used the oppurtunity to cease power for himself. He hasn't released the Egg of Pandarve from her subconscious with should grow into her progency, satellite worlds. It that's not done, her mind will splinter. Due to the unusual energy around him, only Storm can do the job:


Of course, there are nightmare monsters down there, too. "Alice" gives Storm a weapon:


Storm and Ember land in open land under a red sky, near a forest--not exactly what one would expect at the center of a planet. But then, there are the nightmare creatures Pandarve mentioned..



TO BE CONTINUED

Monday, September 24, 2018

Weird Revisited: Different Dark Suns

I thought this classic post from 2014 would be a good compliment to yesterdays....

Dark Sun is an evocative setting as is, but there's nothing wrong with a little variety. Maybe there are two great tastes that taste great together? Try these:

Art by Kevin O'Neill
Dark Sun, Red Sands
Killraven (and the War of the Worlds tv shows, and perhaps The Tripods series of novels by John Christopher) posits a world where the Martians from Wells's novel return and succeed in their conquest. The Masters would no doubt turn their vast, cool, and unsympathetic intellects toward areoforming Earth in the image of their homeworld. Desertification and cooling, accomplished by casting dust into the sky (making the sun appear darker and redder).  Over time, the Masters became decadent and lost the ability to produce much of their technology. They amused themselves with bloodsports and petty intrigues. The mutants and monsters they had bred for various purposes escaped into the wilds. Earth becomes almost Mars, and almost Mars becomes Athas, or something pretty close.

Art by Frank Frazetta
Dark Red Sun
Two ideologies fought a centuries long war, unleashing weapons they destroyed their world's environment, mutated its creatures, and cast both civilizations back to a more primitive state.Perhaps these competing tribes were called the Kohms and Yangs, but certainly the victors in their struggle flew a red flag (as ERB had it, in the original version of the book that became The Moon Maid). In any case, their former differences don't matter as much anymore in a harsh world where human and inhuman is a bigger distinction. Sometimes, though, the desert tribes still give the ancient war cry: "Wolverines!" though none remember what it might mean.

Art by Ken Kelly
Dark Western Sun
This riff is to BraveStarr what McKinney's Carcosa might be to Masters of the Universe. When galactic civilization tore itself apart in civil war, many frontier worlds, left on their on, backslide into primitivism. The strange, psionic races of Darksun left their reservations and remote hiding places and turned human habitation into settlements isolated by wilderness, where the only law comes from the barrel of a gun.

Sunday, September 23, 2018

A Darker Sun

Brom

My idea for what to do with Dark Sun is more fully formed that my Ravenloft riff. Mainly, I would play up certain things that are already there:

Post-Apocalyptic Dying Earth. At some point in the future, the sun will sputter and fail, and the world will die. Civilization may not even survive until then. As in the Zothique, stories cities continue to die or be abandoned. However, the decadence and lassitude of the dying Earth genre is not as much in evidence as the grim struggle and sporadic madness of the post-apocalyptic story: the aesthetic and weird tribes of Mad Max, the savagery and cannibalism of the comic The Goddamned, and the horrifying monsters beyond the walls of Attack on Titan or zombie films.

Paolo Eleuteri Serpieri
Body Horror. Weird, disfiguring plagues; parasitic monsters; icky organic technology; body-warping magic/psi powers (Sorcerer Kings should be more Guild Navigator from Lynch's Dune) and drugs.

Weird Stone Age. No/few metal weapons; lots of tattoos and body paint; primitive tribesfolk. Clothing somewhere between Barsoom and 10,000 B.C. A light Masters of the Universe flourish, perhaps. Hok the Mighty as an HBO series.

Psychedelic Metal. Did I say no metal? I meant not much metallurgy, but there should be plenty of barbarian badassery. Also, though, there should mind-warping weirdness like strange monsters, drugs, and powers. It should be like Heavy Metal of the 70s-80s,encompassing the hypertrophic anatomies of Bisley and the trippiness of Druillet.

Simon Bisley

Friday, September 21, 2018

Castle Ravenloft


I've been thinking of maybe doing a series of posts on re-imagings of old TSR settings. First up is this admittedly not fully formed idea about Ravenloft.

I think it might be cool to make Ravenloft a little more Gormenghast: the castle is bigger and more dilapidated (visual reference: the castle in The Fearless Vampire Killers) and becomes more central to shrunken Barovia, which is maybe no more than a valley. The castle and environs would be a bit like Dark Shadow's Collinsport. There would be a lot of weird doings in just the house and area. Strahd would be perhaps a bit toned down in villainy, more like early, non-protagonized Barnabas Collins. Strahd should probably have some bickering, eccentric, and likely inbred human family inhabiting the castle as well.

The outside world would exist, but necessarily be vaguely defined. Barovia would be a hard to get to place, somewhat isolated from the rest of the world. The strange doors of Castle Ravenloft would open onto other Domains of Dread, though.

The play of the Gothic horror, I feel like it would work better with a funnel type situation, where characters of humble backgrounds either work at the castle and discover it's horrors or are visitors to Barovia.