Thursday, October 11, 2018

Ozoom

Art by Kyle Latino
Scott Martin can be blamed for this post for pointing out the similarities between Oz and Edgar Rice Burroughs fandom....

Mars is dying and has been for millennia. The only truly fertile land left in the squarish Land of Oz, surrounded on all side by the deadly desert.

Oz has four countries, each home to a different race of men. The east is the home of the Blue Men, sort in stature and friendly. It was once ruled by an ancient crone, but she was dispatched by a little girl from Earth. In the South is the Country of the Red Men, ruled by a benevolent queen. In the west are the Yellow Men, who are renowned for their technological skill. They are ruled by a metal man. The northern country is the land of the Purple Men. They have been ruled by a succession of queens with a mastery of powers of the mind.

In the center of Oz is the Emerald City-State, made entirely of crystal. Its true color is not one human (or Martian eyes) may see, but the people wear optics which convert the color to green. It was formerly ruled by a man of Earth, a charlatan and huckster, but the rightful queen has been restored, who had spent her young life disguised as a boy.

Young Dorothy Gale was transported to Mars by a strange storm that through her and her house and dog across the astral void. She killed a which, exposed a charlatan, and helped restore the rightful ruler of Oz. She didn't do it alone. She was aided by a Lion Man, exiled for his supposed cowardice, a an artificial man without the ancient brain that formerly guided him, and a Yellow Man who's mind was placed in a metal body. They took the ancient Golden Road that followed the canals that flowed from the hum of the great Emerald City, then undertook a quest to depose the witch that ruled the Yellow Men and forced them to use their knowledge to build an army for war.

This was only the first on many trips Dorothy Gale made to Mars. A younger farm girl became an dying world's greatest hero.

Wednesday, October 10, 2018

Wednesday Comics: Storm: The Living Planet (part 7)

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 7)
(Dutch: De Levende Planeet)
Art by Don Lawrence; script by Martin Lodewijk

Stom and Ember run to the forest with the monster on their heels. There guide--the Chesire Cat--appears in a tree nearby and prompts Storm to use the "weapon" (the little pair of scissors) he was given:


The nightmare monsters keep coming, though. Storm blasts away at them as they frantically try to find the Tree of Ignorance and its fruit. Finally...


Storm realizes the scissors are also hand for cutting the fruit from the tree. He gets two of the red spheres, which seem to hold the nightmares at bay.


The make it back to the pillar of light. Storm throws in the fruit--the egg of Pandarve--and it is cast forth from the center of the planet into the atmosphere-filled space. There it forms the seed for accretion of a new world.

With the other egg hooked on Storm's belt, he and Ember enter the pillar. They too are shot out into the clouds, luckily close to the gnome people's ship where their friend Nomad is being held hostage until their return. The big the little men the egg, and Nomad is freed, though he hardly seems to have suffered in his captivity:


The gnome's even give them a sloop. They set sail for the nearest planetoid. Storm receives a surprise message:


THE END

Monday, October 8, 2018

Lurking Shadows in Under Sea

Our 5e Land of Azurth game continued last night. After hearing the party's story, the lovely Randa decides to take them to her father, the wizard Phosphoro, who she is sure will help them, though he tends to disintegrate most visitors. They travel the the innermost sphere of the sanctum to meet him.


To their surprise, the stern and imperious wizard does offer to remove the curse of wandering laid on them by the Sea King, point them in direction of Under Sea, and allow them to keep the magic items they have stolen, but they must do something for him in return. He wants a particular page from the Book of Doors (which they took from Mortzengersturm). After some debate, the party agrees to give him the page he wants, but Phosphoro explains he cannot take the page now, because he can't identify it. He needs them to bring him the page from the future. He also suggests that there Kully can get his wish to find out more about Princess Viola.

Not really understanding how this will work, the party nevertheless agrees since Phosphoro is allowing them to complete their quest to Under Sea first. With his magic staff, Phosphoro transports them back to the submarine and sets them on the path.

Within hours they descend into the depths, then come up in Under Sea, which is a land of a lazy river and Spanish moss in live oaks, that happens to have the shimmering sea forming a dome above it. The one frogling town in Under Sea is now under the thumb of the Toads and their Toad temple, which just appeared one day in a blinding flash. Frogling are taken to the temple for sacrifice.


Old Freedy, the ambassador, goes off to find out when the next sacrifice is likely to be, while the party hides out to formulate a plan. Shade and Waylon do some invisible scouting and see a toad priest and some acolytes going to a tavern. They seem less like toad people and more like people in toad masks. Before they can investigate further, Old Freedy comear tearing down street chased by an actual toad monster than seems to move in shadows.

They manage to pull Freedy into an alley and try to trick the creature with an illusion, but it doesn't work. Somehow, the thing moves through the shadows to end up behind them and uses its toxic tongue to yank Waylon into its mouth. Shade puts several arrows in the monster, but it only lets a near death Waylon go when Freedy escapes.

They return to the stable where the the party is hiding out. The monster attacks there too, somehow mystically tracking Freedy. Pummelled by spell and arrow, the thing eventually disolves into goo and a wispy shadow, but only after Kairon shrank it too small to swallow anyone.


Sunday, October 7, 2018

Black Void [ICONS]



Art by Chris Malgrain
BLACK VOID

Abilities:
Prowess: 6
Coordination: 4
Strength: 7
Intellect: 5
Awareness: 5
Willpower: 8

Determination: 1
Stamina: 13

Specialties: Science

Qualities:
"All was born from us and to us it will return"
"I am what remains of Kolb...and more"
Corpse Animated by Protoplasm

Powers:
Energy Drain (Life Drain, Storage): 7
Life Support: 10
Armor (Containment Suit): 5
Telepathic Link (Black Mass only): 8

History
Ed Kolb was a petroleum engineer for Hexxon Oil tasked with exploring a pocket deep underground where a substance, dubbed the "Black Mass," with unusual properties had been discovered. Upon breaching the chamber, Kolb and his team found that the Black Mass was a vast pool of protoplasm with an alien intelligence. Telepathically communicating with them, the entity asserted that it was the oldest living thing on earth, and all other lifeforms were ultimately derived from its substance. With its pseudopods, the Black Mass absorbed the others, but left Kolb with part of his intellect intact and animated his partially consumed corpse within his environmental suit, so it could use him to explore the outside world.

  The Kolb-Black Mass hybrid soon came in contact with Subterraneans, whose civilization had long been aware of the entity they called the Black Void and had sought to contain it. The prince of the underground civilization, the Sub-Terran (see Sub-Terran), battled this new manifestation of the Black Void and forced him back into the chamber where the Black Mass resided then resealed it.

   Later, agents of Hexxon released the Black Void and brought him to Hexxon’s board of directors, who were all be members of a secret cult that worshiped the Black Mass and sought to use it to gain power. Black Void killed most of the board members and for a time took secret control of Hexxon.

See Black Void's FASERIP stats here.

Friday, October 5, 2018

Deep Pulp

Currently, I'm alternating my reading time between two pulp science fiction novels from the 1960s: Lin Carter's Tower of the Medusa and Gardner Fox's Warrior of Llarn. Neither writer is hailed for their great literary accomplishments, though Gardner Fox made substantial contributions to Silver Age comic book history. Both write in a style that harkens back to the days of the actual pulp magazines (which, in Fox's case is where he got his start) and whatever their deficiencies can occasionally turn out a serviceable yarn.

originally published in an Ace Double
Carter has a flare for world-building, if occasionally done in too formulaic and always pretty derivative sort of way. He has a "genius" of combining subgenres that no one had put together before: His Lemuria stories, for instance are basically Conan in a Edgar Rice Burroughs yarn. His Gondwane tales are a faux Vancian mix Oz, Flash Gordon, and the Dying Earth. Tower of Medusa here feels a bit like a C.L. Moore riff in conception: In a future interstellar civilization where less of old knowledge makes ancient tech seem as magic (or maybe it was a fusion of the two?) a tough guy thief and his side kick are coerced into a difficult job: the theft of a jewel called Heart of Kom Yazoth. The story reads more like Moore's husband Henry Kuttner in his early pulp stuff. It has none of Moore's atmosphere. Still, it's an above average Carter effort, I feel like.


Warrior of Llarn is a Sword & Planet yarn. Earthman Alan Morgan gets transport to a distant world by means as yet mysterious. He saves a princess and gets involved with a war between two civilizations. The level of technology of the world is a bit higher than Barsoom, and Fox provides a Dune-esque (a year before Dune) explanation for why people with energy weapons might still use swords. Like Fox's earlier Adam Strange stories for DC, the planet has suffered a nuclear war in the past, which is the cause of it's strange creatures and current lower level of civilization. Fox's story is old fashion, even quaint in many ways, but he's accomplished at delivering the goods. It is not boring.

Thursday, October 4, 2018

Constructing A Dark Sun and A Dying Earth

Art by Don Dixon
Still ruminating on my Dark Sun riff, I figure first things first: that dark sun. Smith and Vance provide the prototype. As the Smith writes in the "Dark Eidolon": "...the sun no longer shone with the whiteness of its prime, but was dim and tarnished as if with a vapor of blood."

Not that it needs to be even vaguely scientific, but the usual way people give this a scientific veneer is to have the Sun (or whatever star) have turned red giant in old age. In our solar system, current theory suggests the Earth will have been scorched by the Sun's increasing luminosity billions of years before it goes red giant and consumes the planet entirely, but again fantasy. Also, even a red giant star burns white hot, so would hardly be "tarnished as if with a vapor of blood," but that's seldom concerned sci-fi writers, and shouldn't unduly concern us.

Another option, rather than the very luminous red giant, is the small, dark, and cooler red dwarf star. It is true that our Sun (or any star) won't become a red dwarf as it's dying--in fact red dwarfs are very long lived--but hey magic or sufficiently advanced science, right?


A red dwarf wouldn't typically look red in the sky either, but it's light diffused through dust or clouds would definitely be more orangish, at least, and it would be dim enough that you could look at it and see flares and things on it's surface. Dim enough, and close enough, because the habitable zone of a red dwarf would be very close to the star, so an Earth like world would be huddled in like a person around a campfire on a cold night.

The thing about being so close to the star as that it would likely mean the world was tidally locked; It might well present the same face to the star at all times and have a dayside and a nightside. This could then be a world with a scorching day time desert and a freezing night time desert, but it also offers other possibilities. Of course, the planet could have a 3:2 resonance like Mercury, rather than a 1:1 tidal lock like the Moon, too.

So doing a little bit of calculation, and a little bit of making stuff up, here's what I came up with: An world tidally locked to a dwarf star. It's day side is a scorching desert, dotted with dead cities and desiccated sea basins from before whatever happened happened. On the day side over the equator, the sun would be white and a little over 3 times as large as the Sun is in our sky.  Further from the equator and the prime meridian (not as arbitrarily placed on a world where the sun doesn't move) the sun is lower in the sky and redder in color.

Moving toward the night side, the land would become a little less dry by stages until you reached the terminator (no, not that one) where there would be forest and jungle cloaked in eternal twilight and wracked by fierce storms caused by the meeting of the hot air from dayside and the cold air of the nightside. Here be monsters.

Most of the night side, lit only by the stars, is a cold ocean. As we all know places of eternal night are havens of undead, and so must it be here. And of course, sea monsters.

Wednesday, October 3, 2018

Wednesday Comics: Mike Grell


TwoMorrows just released a new retrospective on the creator of Warlord, Sable, and so many others, titled Mike Grell: Life Is Drawing Without An Eraser. The hardcover clocks in at 178 pages (full color) and is of course full of Grell art from his start on Brenda Starr, through his work for the Big Two and creator owned work.

There are chapters on all of his major works (the Legion, Warlord, Sable, Green Arrow, Shaman's Tears, and Starslayer) and own his work on the Tarzan newspaper strip and James Bond graphic novels. Interspersed are mostly reprint but still interesting interviews with Grell or collaborators. There's also a checklist of Grell's work in comics.

The hardcover has an additional gallery section in the back that the paperback lacks. This has several more Warlord images.


Monday, October 1, 2018

Weird Revisted: Clowns in the Clouds

This post first appeared in December 2012. I have sorted wanted to use these guys in the Land of Azurth, but haven't done so yet.

There is, they say, a wandering, cloud island, that is home to clowns. These are no mere performers but the thing the mummers ape, fey and changeable beings not of this world.

Where the cloud island passes in it's maundering way, the clowns come down among normal folk, dropping from the sky under motley umbrellas, or sliding down shafts of light. They put on carnivals, perform farces, and throw out candies. After they have gone, people are sometimes found missing, particularly children.

Sometimes when the island passes, the clowns don't come down but instead drop candies of preternatural flavors and small items imbued with magic: a hand mirror, a short sword, a jar of skin cream, a pack of gum. There are rumors that these come in trade--or are perhaps stolen--from the Moon. There are tales spun of daring thieves sneaking on to the cloud island to rob the clowns' treasure stores, but as far as is known, these are just stories.

Other tales purport to come from people who have visited the cloud island and returned. These seldom mention  treasure stores, but do describe colorful tents scattered among cyclopean stone ruins (that may predate the clowns) and the rare tree, strewn with mists and carnival lights. The anarchic clowns careen between merriment and slumber. No clown ever seems to die, no matter what sort of violence is done to them. 

Sometimes, for reasons unknown, a clown falls from the island. These strange,sad creatures become wandering tramps, losing much of their magic and too often turning drink.


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.

Thursday, September 20, 2018

Weird Revisited: Random Zonal Aberrations

This 2015 post was a follow-up to my recently ressurrected post about Zonal Anomalies.


Aberrations (not to be confused with the D&D monster type) are a type of hazard encountered in zones. The resemble mobile anomalies in some ways, but they exhibit wider patterns of behavior, resembling (at least in limited observation) living things. They are abiologic, however; their tissues (if they have them at all) appear undifferentiated to close inspection, or they may have simulacra of organs that are clear nonfunctional. They do not appear to eat, grow, or reproduce, though they sometimes mimic behaviors associated with these activities. They can not be destroyed or driven off by "wounding" them (in most cases, it's unclear if they can be wounded) but must be completely destroyed.

Aberrations have a substance (similar to the manifestations of anomalies), a behavior pattern, and effects/abilities. A lot of D&D monsters would make good inspiration for aberrations. So are some paranormal or folkloric entities but keep in mind in their game usage they are more like obstacles or traps than monsters to be fought. Slimes and oozes are good models. You could destroy them, but it's generally more fruitful to just avoid them.

Unlike most anomalies, aberrations can spot/notice things approaching them as well as being noticed themselves--though the sensory modality by which they do this isn't clear. They are not usually as tied to as specific an area as anomalies, but most will have a specific territory, in the way an animal might.

Substance
1  Apparition
2  Construct
3  Crystalline/Mineral
4  Flesh
5  Fluid
6  Gas
7  Growth
8  Light
9  Ooze/Slime/Gelatinous
10 Shadow

Behavior
1  Ambusher. Lies in wait, sometimes in a dormant or indolent state, until approached.
2  Builder. Involved in some sort of construction project like a nest or nonrepresentational sculpture.
3  Chaser. After detecting target, follows targets at a high rate of speed.
4  Collector. Forages for particular objects or objects with particular characteristics.
5  Follower. Loosely joins with the target, following at a respectful distance without overt hostility.
6  Guard. Only active in a certain area. Patrols and menaces those who enter.
7  Harbinger. Appearance precedes some other event.
8  Lurker. Follows targets, but furtively, as if shy.
9  Mimic. Seems to repeat the actions or behaviors of a target.
10 Ritualist. Performs certain fairly complicated but perhaps mundane actions over and over.
11 Swarm. Smaller entities surround targets.
12 Snooper. Curious, possibly annoyingly and intrusively so, but not threatening.
13 Stalker. After detecting target, hunts it over distances.
14 Watcher. Stays in plan view, but at some remove as if only there to observe. No direct interaction.

Effects: Use the table for Zonal Anomalies--or borrow from a monster.


Examples:
chasing shadow: Too thick and deep black to be natural, the chasing shadow is nevertheless able to lurk unseen in normal darkness. It slides out of hiding when a living thing draws near, and if not stopped, attaches itself to them at their feet like a normal shadow--though does not also flow out in the same direction as the natural one. It slowly begins to crawl up the victims body and if not stopped, will cover a person complete in darkness in 20-30 hours. Over the next 30-45 minutes it will contort and collapse their body until only the flat shadow remains. What happens to the victim is unknown. If caught early, the shadow can be removed but only if the victim is surrounded by bright light and a small laser (like a laser pointer, for example) is used carefully "cut" away from the chasing shadow.

grim: Something like the featureless, white quadrupedal shape, surrounded by blotchy redness, like the silhouette of a large dog outlined in red spray paint. Grims simply appear on high ground, never approaching, and retreating if they are approached. They usual appear after someone has been seriously wounded, and Zone hunters fear them as a harbinger of death.

memory flashes: Groups of will-o'-the-wisp-like flashes of light with colorful after-images. They move quickly to swarm around a person, typically for no more than a minute. After the flashes pass, a person so caught will have one or more new memories of things that happened to someone else instead of them. They will also likely notice at some point that one or more of their own memories are missing--always small, discrete things, but perhaps important (like a telephone number of the location of something).

Wednesday, September 19, 2018

Wednesday Comics: Atomahawk

Atomahawk by Donny Cates (script) and Ian Bederman (art) was first serialized in Heavy Metal, but has been collected by Image into a volume numbered "0" for some reason. Atomahawk is a very metal story, in fact it is more metal than story. This panel is representative:


I kind of goes on like that. I lot of threats with the evocation of Masters of the Universe or Kirby Cosmicism as interpreted in an Iron Maiden concept album. It tells the story (or part of the story) of a warrior of flesh and blood (perhaps a Neanderthal, but the story is set "millions of years ago") resurrected in a robotic body by a futuristic god. Now known as Cyberzerker, he wields the intelligent axe known as Atomahawk, powered by crystals left over from the war of the gods.

Cyberzerker goes through the story slicing away and robots and people who get in his way in an over-the-top way until the ride ends, with teh story unfinished. Hopefully, there will a a 1 to follow the 0.


Monday, September 17, 2018

Atomic Age Operation: UNFATHOMABLE!


At the close of World War II, captured German scientists revealed to both the Americans and the Soviets the existence of an unfathomable Underworld on hinted at in legend and folklore. Perhaps driven mad by experimentation with Underworld technology, the Soviet scientist Yerkhov, with the consent of his superiors, takes an artifact known as the Nul Rod and leads an expedition of crack Soviet troops into the depths. The exact fate of the expedition is unknown, but one of Yerkhov’s assistants emerged from a cave in the Nevada desert. His mind broken by his experiences, he gave revealed little reliable intelligence, but did have in his possession a rough map of the expedition’s journey.

Denying the Soviet’s the Nul Rod and establishing an American presence in the Underworld is now our strategic priority. We believe a smaller mission, attracting less attention from the hostile locals, might be able to succeed where Yerkhov failed.

So, I think it would be pretty easy to drop Jason Sholtis's Operation Unfathomable into a 50s sci-fi/monster movie sort of setting. It already has a lot of the right elements. I could see a TV show (by Irving Allen, naturally), something like a cross between Voyage to the Bottom of the Sea and Combat!.

Art by Jason Sholtis

Thursday, September 13, 2018

Girlgantua [ICONS]



Art by Chris Malgrain
GIRLGANTUA

Abilities:
Prowess: 5
Coordination: 6
Strength: 6
Intellect: 3
Awareness: 4
Willpower: 4

Determination: 4
Stamina: 10

Specialties: Athletics

Qualities:
Spoiled and Rich
"It's not fair!"
Inner Monster Unleashed

Powers:
Growth: 8
Tail (Fast Attack 5)

A plane crash left college student Nicole Summers, her mother, and her mother's personal trainer/boyfriend on Isla de los Monstruos where an ancient Muvian device causes teratogenesis of earthly lifeforms. Blasted with its energies, Nicole is transformed into the rampaging lizard-woman, Girlgantua!

Wednesday, September 12, 2018

Wednesday Comics: American Flagg!

In a quick sketch, Howard Chaykin's American Flagg! might seem like some people's version of utopia: the Federal government is nonexistent, the coastal elites (indeed, the coasts) are gone, gun ownership (and use!) is unfettered. Of course, there's also a plan to sell whole states to the Brazilians by the U.S.'s corporate managers, prostitution is legal, surveillance is common, morning after contraceptive use is ubiquitous, and the lucky upper classes get to live in shopping malls instead of post-urban and rural wastes. Chaykin's 2031 seems to be his projection of where the unbridled capitalism and emerging media omnipresence of the Reagan era and the foreign policy of the American Century in general was taking us.

Enter Reuben Flagg, hunky, Jewish former actor (he lost his job to a CGI version of himself), turned lawman for the Plex (perhaps derived from "government-industrial complex," but this is never made clear). Raised by parents with unconventional ideas, he's got a rosy view of America. One he is soon disabused of when he arrives in Chicago and sees the televised firefights between legal policlubs and the illegal rampage of gogangs. A rampage, it turns out, is being fueled by subliminal messages in the hit tv show, Bob Violence. Thanks to Flagg's Martian diet and metabolism, he can see the messages others are blind to.

What follows is a satirical, sometimes farcical, chronicle of Flagg and his eccentric cohorts as they try to save America (metaphorically and Chicago actually) from threats both internal and external, including fascist militias, agents of Communist Africa, and the Plex's own incompetence and greed. Flagg has a noble heart, but he's sometimes distracted by his libido and inflated sense of self. By sometimes I mean quite frequently, at least in the former case.

American Flagg! pioneered a number of the storytelling techniques put to use in Watchmen and Dark Knight Returns a few years later, and if it wasn't an influence on Max Headroom and Robocop, it at least beat them to the punch. Its biggest flaw is that after the first "big arc" (12 issues) Chaykin's attention seems to wane, or at least he appears to be feeling the pinch of the monthly grind. What follows isn't bad, but it doesn't quite build in the way it seemed it might. 

The original issues suffer from poor color reproduction of the era, but the Dynamite two volume collections have thankfully fixed all that.



Monday, September 10, 2018

Weird Revisited: Mall Security 2020

Rereading American Flagg! on a plan trip this weekend reminded me of this post from 2016...


Let's go back to the 80s when the Soviet Union was still a thing, indoor malls were at their height, and the dystopian near future wasn't usually full of zombies.  From that early 80s mindset, imagine the world of somewhere around 2020...

The environment isn't so good. In fact, there was probably a brief nuclear exchange some time in the past decades. And an economic crisis or two. Things aren't all that bad, though. Rampant consumerism still abounds, and this guy (or his clone) is still President:


Megacorporations helped America (the world actually) out of those crisis with a leveraged buyout--a sponsorship. The Soviet Union was bought out, too, only over there in USSRtm, they offer consumers a planned community with a "Golden Age of Communism" theme. In the good ol' USA, some rednecks, religious cults, and survivalist nuts stick to the environmentally-damaged rural areas (think Mad Max meets Winter's Bone), and some wealthy folks can afford walled enclaves meant to replicate idyllic suburban life of the 20th Century with protection by real police, but most people huddle around the decaying industrial city cores in neon-lit arcologies that combine shopping and living in one. Malls.


These Malls need protecting and that's where the PCs come in as deputized corporate security officers safe guarding the 21st Century American Dream!tm from all sorts of threats to peace and prosperity: trigger-happy poli-clubs, youth gangs, subversives, and consumer products run amuck. Think Shadowrun with less punk and less cyber. And presented as a Nagel painting.

So this is American Flagg! or Judge Dredd (with more of an MTV aesthetic), influenced by any number of 70s and 80s dystopian films like Rollerball or Robocop, mostly played with the black humor of the latter. Literary sources like Shockwave Rider and Stand on Zanzibar by John Brunner or some later Cyberpunk works will also be informative.

Thursday, September 6, 2018

Adventure Time and Campaign Construction


Adventure Time aired its last episode this week. Eight plus years on, the show was a different sort of thing in many ways than when it started. While its gradual evolution meant it lost some of the zaniness of its earliest days, the show gained a depth of world and storytelling in its place.

But anyway, this isn't a post particularly about Adventure Time. I bring it up to point out that very little (perhaps none) of the world-building and character development done over 10 seasons was planned from the outset. Like most TV dramas up until people started complaining about it in the wake of Lost and Alias, the writers made it up as they went along. (Quite likely this is still the standard for TV dramas outside of prestige dramas, and even there they may just hide it better.)

This may not make for the best novelistic storytelling, but there are good, practical, even one might say democratic, reasons for serial fiction presented in weekly installments and at the mercy of weekly ratings to operate this way--and (I'd argue) for the rpg campaign settings to do the same.

I don't have to waste time extolling "a light touch" and  a"focus on evocative, potentially player-involving details" in regard world-building, because that's the received wisdom, right? I will add that keeping it simple to start with not only keeps from drowning players (or purchasers of your product) in detail, it also serves not to fence you in a way that might not serve your or your players' enjoyment in the long term. The revelation of the world through play should be an experience for both player and GM--even though the GM must necessarily stay a few steps ahead in that journey.

The players are both creative consultants and the audience. Their interest guides where the focus goes. Their speculations about the world and their actions within it generate ideas for further development. And like with Adventure Time, the developments shouldn't be limited to locales, items, or monsters. It ought to extend to relationships between NPCs and even history. These developments should be doled out (and maybe even only created) in small adventure-relevant or tantalizing details not immediate info-dumps.

For instance, Adventure Time gets a lot of mileage out of showing us occasional relics of a technological past, then dropping the phrase "Mushroom War." It ensures it has our interest before it shows any nuclear war backstory.

I'm not advocating some sort of shared narrative control (Though neither am I arguing against it. Whatever works for you.), rather I'm just suggesting using player interest and action to spur world-building efforts, not just in the sense of what dungeon you'll draw next, but in what that dungeon, its denizen and their history says about the world, seems a good way to go.