Wednesday, March 27, 2019

Wednesday Comics: Some Things I Read

Moving as left me no time for reading Storm, so his adventures will have to wait a little longer. Instead, here's the rundown on some stuff I read recently:
Spider-Man: Life Story 1: The 60s
Chip Zdarsky and Mark Bagley begin the story of Peter Parker's life as Spider-Man, if it hadn't been untethered from the era in which it was written and proceeded in real time. As readers of my Omiverse essays have likely guessed, this is the sort of thing I like. The first issue didn't wow me, but it was competent, and I'm on board. There are hints that it may develop into a fairly different Marvel Universe along the lines of the differences to the DC universe seen in the similar DC New Frontiers or maybe even as variant as Batman & Superman: Generations. We'll see.

Peter Cannon: Thunderbolt #2
I mentioned issue #1 of this here. I admit after the clever first issue, I expected issue #2 would start getting down to brass-tacks superheroics of dealing with the "evil" (we assume) Not-Ozymandias-But-Peter-Cannon of the alternate Earth, but nope, Gillen chooses to go full Morrison, with characters entering (and breaking) the nine panel grid like it was  a magic circle. I want to say it was a bit too clever for its own good, but maybe its because I was expecting it to do what it did. Regardless, they have on board for next issue.

Monday, March 25, 2019

Just Another Omniverse Monday

Gameroom in Progress.
I spent most of my weekend packing books and assembling a new gaming table, so all I've got for you today is two new previously only available on Google Plus Omniverse posts.

These delve into the lesser known periods: the secret vigilante past of the future Commissioner Gordon of Gotham and the heroes who combated the monster surge of the 1950s, the Monster Hunters.

Sunday, March 24, 2019

Maps of Inner Space

I posted these maps/diagrams from Marvel's Micronauts before, but it has been a few years. They're always good for a gander...

Here's the Homeworld of the Micronauts:



And here's the insides of their ship, Endeavor.


Thursday, March 21, 2019

Weird Revisited: Celluloid Rocketship

This post was originally from 2013. It doesn't related to any of my recent Solar System speculations, pulpy or otherwise, though of course it could. He bared repeating for Lester B. Portly's animated title...


By the mid-thirties, the major film studios were all exploiting the public’s interest in the exotic worlds of the solar system. Of all the one-reel travelogue series produced, perhaps none was more popular than The Rocketship of Movietone, debuted in 1931.

Several of the earliest films dealt with Venus. “Giants of the Jungle” focused on the exotic and dangerous Venusian saurians. In early 1932, “Lost Cities of Venus” used footage from the Markheim survey expedition's dangerous foray into one of the ruins of the ancients.


Of course, Mars figures prominently in the early subjects. The low canal markets and bazaars were featured. Another dealt with the desert tribes--though the tragic fate of the expedition that provided the footage was wisely kept from the movie-going public.

While the initial run of films dealt predominantly with the inner worlds and their satellites, one was made from footage shot by one of the earliest commercial missions to Ganymede. While the footage is limited (still photos had to be used at times) and of lower quality than what was coming from film crews on Mars or Venus, it did give the public their first view of the eerie necropolises of that cold and distant moon.


More than one spaceman of the fifties and sixties sited these early Rocketship of Movietone films as an important influence on their lives.

Wednesday, March 20, 2019

Wednesday Comics: Classic Star Wars: Devilworlds #1-2

If you ever wondered what an Alan Moore Star Wars story would be like, this two issue limited series from Dark Horse (and released in digital format by the current licenseholders, Marvel) will be enlightening. Devilworlds reprints stories from various Marvel UK titles from 1982.  Besides Alan Moore, it features work by the likes of Steve Moore, Steve Parkhouse and Alan Davis.

The stories don't quite feel like Star Wars--or at least, don't feel like Star Wars of 2018 or even 1999. How they would have read in 1982, when there were only two films and a Christmas Special, who can say? Today, they feel much more like stories from 2000AD archives or Doctor Who Magazine, which isn't surprising given the writers did work for those titles.

Allow me a couple of spoilers to illustrate. In "Rust Never Sleeps" Artoo and Threepio end up on the Imperial junk planet of Ronyards, and encounter a droid cult that worships a scrap god. In "Tilotny Throws a Shape" (with art by John Stokes) Princess Leia and a group of pursuing Stormtroopers have a strange encounter with group of extradimensional or spirit beings (they would be a good portrayal of the Fair Folk in Exalted) who have vague grasp of the concepts of matter and time.


If this sounds like the sort of off-kilter Star Wars you can tolerate, then you'll be glad to know the issues are a mere 1.99 each on Comixology.

Sunday, March 17, 2019

Days of Azurth Future Past

art by Jason Sholtis
Deposited in the future by the whim of the wizard, Phosporo, the party in our 5e Land of Azurth game, found Rivertown in ruins and Castle Machina again mobile and stalking the land. What's more the Toad Temple--the Frog Temple in this time-- could be seen in the distance and was painted a brownish orange and had a decidedly friendly cast about it.

It was all very strange, but the party had a job to do. They went searching for the ruins of the Dove Inn to find their Armoire of Holding and the Book of Doors contained therein to get Phosphoro off their back. On their way there, they encountered a sleeping young man in strange clothes. He wasn't sure if Azurth was real, or even if he was real. There seemed to be some gaps in his memory. He knew he was a member of something called "the Golden Dawn" and that his name was "Roderick Drue." He remembered an old man had sent him here--or maybe it was the opium he had smoked. He recalled a place he had been, called the World Exposition.

The party didn't know what to make of any of this, but they allowed him to accompany them. They arrived at the ruin of the Dove Inn to find their armoire likely buried in rubble. (The presence of something was confirmed by detect magic.) Before they could begin searching, there were gibbering voices and something protoplasmic rose from the debris and coalesced into a spheroid in front of them.

Its eldritch gibbering paralyzed the group for some time. Its many mouths bit them, and its eyes blasted them with baleful magic. In the end, they drove it back with Dissonant Whispers and wore it down, until it collapsed into goo. Exhausted, but only mildly harmed (except Erekose who took the brunt of its assault), they began digging into the rubble.


More voices. These belonging to a group of little people who claimed to be from another world. They had taken up residence in the very spacious interior of the armoire. They agreed to turn over the book in exchange for getting to keep everything else. They also related that war had destroyed Rivertown. They suggested the party could find shelter with the benevolent religionists of the Frog Temple.

The party was nervous about doing so, but ultimately did. The rustic beast folk welcomed them warmly. Their frogling leader revealed that they venerate a frogling of the past--Waylon! They also revealed that the war had ultimately been a civil war between the Wizard of Azurth and the Clockwork Princess. They reported the forests were now the domain of a fierce elf called the Dread Queen of House Perilous. The party is sure that this is their own Shade.

Intrigued and troubled by all this, the part stays the night in the temple to consider what to do next!

Through A Superhero Lens


One of the charming (to me) things about Silver Age/Bronze Age comics is that often series with settings and elements of other genres have a superhero veneer. Either the creators though that was what the audience wanted, or that's just the vernacular they were used to expressing themselves in. Define "superhero" elements, you ask? Well, things like code names, secret identities, costumes, costumed villains with themes or motifs, and of course, super-powers. Not all of these are present in every case, of course, and some of the elements were part of the pulp or adventure hero tradition prior to superheroes. By the 60s, though, superheroes were the most conspicuous purveyors of those tropes.


This doesn't just show up in comics. Hanna-Barbera's Mighty Mightor (1967) is just the Captain Marvel (or Shazam for you kids) of the Stone Age. The late 50s and 60s seems to have been the biggest era for this since we got Super-Chief, the Legion of Super-Heroes, and Captain Comet during this era, as well as the cartoon characters Space Ghost and Mightor.

By the 70s and 80s, either writers were getting more sophisticated to their approach to other genres or they thought there audience wanted something different. Still, I would argue that some of the fantasy characters of the era (Warlord, Atlas, and Stalker, perhaps?) have traces of this, as do space operas like the Micronauts, and modern/military action like G.I. Joe. Certainly, Masters of the Universe is other-genre supers in spades.


This genre-bending seems to have been mostly ignored in superhero rpgs. There are a few Legion of Super-Hero-esque science fiction supplements, and there are short, sidebar discussions of other genres in places. Warriors & Warlocks for Mutants & Masterminds touches on this for fantasy. Given the number of superhero games and the popularity of other genres in rpgs like fantasy and science fiction or even Westerns, there have been very few.

Friday, March 15, 2019

Maps of Eternia

Check out a couple of the maps put out as posters with the Masters of the Universe Classic line. Plenty of good adventure fodder to be had!

Here's Preternia (get it?):


And for your sci-fi or space opera needs, here's the "Extent of the Horde Empire":


Thursday, March 14, 2019

Random Mercury


Mercury is the least defined of the inner planets in pulp and early sci-fi. Beyond it being tidally locked  (which we've since learned it actually isn't), Mercury had no fixed characteristics, other than being generally more inhospitable than the other planets I've already dealt with: wet Venus or desert Mars. A lot of stories use Mercury for "Man Against Nature" stories, either for survivors of some sort of disaster or rescuers of survivors. But hey, when you've got your own Mercury, you can do what you want with it!Let's randomize:

Problems with Getting There?
1 None
2 Solar Storms (heat, radiation)
3 Magnetic Anomalies

Where’s the Action for Earth Folk?
1 Day Side
2 Twilight Belt
3 Night Side
4 The whole planet


Day Side Life?
1 None
2 Silicon-based lifeforms
3 Insect/Arthopods
4 Energy/Plasma beings
5 Whoever they are, they live underground
6 Alien robots/cyborgs

Earthlings on Day Side?
1-2 Not if they can help it. It’s got lethal heat and radiation with special gear.
3-4 Crazy prospectors in protective domes
5-6 Maverick archeologists after ancient artifacts
7-8 Fearless scientists studying the Sun (or Vulcan!)
9-10 Just robots

The Twilight Belt Terrain:
1 Badlands
2 Mountains, canyons and a cave network
3 Weird, crystalline forest
4 Torrid jungle, wracked by storms

Twilight Belt Life?
1 Hairy humanoid primitives
2 reptilian monsters
3 Plant-like
4 the same sort of beings as Day Side

Earthlings in the Twilight Belt?
1 Criminals hiding out
2 A small, struggling colony
3 Castaways
4 A scientific expedition


Night Side Terrain:
1 Cold, rocky desert
2 Odd crystal formations
3 Ruined Cities (and roll again)
4 Ice

Night Side Life?
1 None
2 Crystalline beings with telepathy
3 Incorporeal ergovores
4 Androids left by ancient inhabitants
5 Viscous, slime-like colonial intelligence
6 Creatures strangely resembling supernatural terrors of Earth legend

Earthlings on the Night Side?
1-2 Not if they can help it. It’s cold, dark, and unexplored.
3-4 Wanted men
5-6 Maverick archaeologists after ancient artifacts
7-8 Survivors from a long-lost rocket crash
9-10 Exploratory robots

Wednesday, March 13, 2019

Wednesday Comics: Attack of the Clones Revisited

There's been a lot of Star Wars talk over on my discord channel, so I thought it was a good time to revisit an old post about Star Wars' effect on comic books, even in its first decade. It's perhaps unfair to call the series below clones exactly, but some sort of force is clearly with them.

Since science fiction comics and Star Wars draw on some of the same influences, it's not always easy to know what is Star Wars inspired and what isn't. Chaykin's Ironwolf had a rebel fighting a galactic empire in '74--3 years before Star Wars! Still, if one looks at Chaykin's follow-up, Cody Starbuck,(also '74) the pre-Star Wars appearances have the look of Flash Gordon and the widespread swordplay of Dune. In the post-Star Wars appearances, costumes have a bit more Japanese influence and guns are more in play; both of these are possibly Star Wars inspired innovations.

Star Hunters (1977)
Empire? A sinister Corporation that controls Earth
Rebels? Sort of, though the protagonists start out forced to work for the Corporation
The Force? There's an "Entity" and a cosmic battle between good and evil
Analogs? Donovan Flint, the primary protagonist, is a Han Solo type with a mustache prefiguring Lando's.
Notes: If Star Hunters is indeed Star Wars inspired, its a very early example. The series hit the stands in June of 1977--on a few days over a month after Star Wars was released.

Micronauts (1979)
Empire? A usurpation of the monarchy of Homeworld. So, maybe a lateral move, except for EVIL!
Rebels? Actually previous rulers and loyalists; a mix of humans, humanoids, and robots.
The Force? The Enigma Force, in fact.
Analogs? Baron Karza is a black armored villain like Vader; Marionette is a can-do Princess; Biotron and Microtron are a humanoid robot and a squatter, less humanoid pairing like Threepio and Artoo.

Metamorphosis Odyssey (1980)
Empire? The Zygoteans, who have concurred most of the galaxy.
Rebels? A disparate band from various worlds out to end the Zygotean menace.
The Force? There's Starlin cosmicness.
Analogs? Aknaton is an old mystic who know's he's going to die a la Obi-Wan. He picks up Dreadstar on a backwater planet and gets him an energy sword.

Dreadstar (1982)
Empire? Two: the Monarchy and the Instrumentality.
Rebels? Yep. A band of humans and aliens out to defeat the Monarchy and the Instrumentality.
The Force? Magic and psychic abilities.
Analogs? Dreadstar still has than energy sword; Oedi is a farm boy (cat) like Luke; Syzygy is a mystic mentor like Kenobi; Lord High Papal is like Vader and Palpatine in one.
Notes: Dreadstar is a continuation of the story from Metamorphosis Odyssey.

Atari Force (1984)
Empire? Nope.
Rebels? Not especially.
The Force? Some characters have special powers.
Analogs? Tempest is a blond kid with a special power and a difficult relationship with his father sort of like Luke. There are a lot of aliens in the series, so there's a "cantina scene" vibe; Blackjak is a Han Solo-esque rogue. Dark Destroyer is likely Vader-inspired, appearance-wise.
Notes: This series sequel to the original series DC did for Atari, taking place about 25 years later. The first series is not Star Wars-y.

Sunday, March 10, 2019

Random Mars


Mars shows less variation that Venus in pulp and old sci-fi sources. Still, not all Marses are alike, so you deserve your own unique yet very derivative one! Let the randomizing commence:

Basic Theme:
1-2 Dying - The world is desiccating and civilization is trying to stop it/adapt to it. 
3-4 Worn Out - It lost the planet formation lottery and is a dried up, "failed earth." Civilization is of any sort
5-6 Doomed - The world is drying up, and civilization is too decadent to care.

Atmospheric Density:
1-2 Complete breathable
3-4 Anyone not from the Andes or Himalayas will need to acclimate
5-6 Earth folk need oxygen

Temperature:
1-2 Like Southern California
3-4 Gobi Desert Spring in the day, Gobi Desert winter at night
4-5 Artic Circle

Water?
1-2 Poles and canals only
3-4 Nothing above ground, no canals
5-6 Some shallow seasonal wetlands where once were mighty seas


Dying World Civilization:
1 Wise and Noble but tinged with Melancholy
2 Overly Cerebral
3 Passionate and Vibrant but Tradition-bound and/or Factionalized
4 Post-technological
5 Post-sophont
6 Only the Robots are Left

Decadent Civilization:
1 Atavistic; Fallen into Primitivism
2 Withered bodies, minds consumed with the distant and abstract
3 Devoted entirely to bloodsports and other dubious pleasures
4 Consumed by meaningless sectarian struggle
5 Enslaved by something
6 Destroyed by war, with few mutated survivors

What do Earthmen Want?
1 More room
2 Drug Tourism
3 Ancient Technology
4 Powers of the Mind
etc.

Friday, March 8, 2019

Random Venus

Modern science tells us Venus is a hellscape resulting from runaway greenhouse effect, but that was not always the way we imagined it to be. Early sci-fi and pulp sci-fi Venus was general assumed to be verdant under its eternal cloud cover. Sure, even before space probes spoiled all the fun, Venus had already been conceived of as a harsh desert wracked by storm (see Anderson's "Big Rain"), but mostly it's drippy jungles.

That still leaves a lot of variation. Here are some random charts to make your own pulp Venus or similar worlds:

Basic Terrain:
1-2 Oceanic
3-4 Desert
5-6 Jungle
7-8 Swampy/Low-lying
9-10 Tidally Locked (as seen in Weinbaum's "Parasite Planet."  Dayside is a desert and nightside is frozen. Action's in the Terminator)

Basic Theme (probably applies to anything but desert, but up to you)
1 Eden - Almost too pleasant and inviting
2 Primeval - Like Earth in an earlier age, perhaps the Mesozoic or Triassic?
3 Hostile - Too hot, too wet, too fecund, too alien. Humankind finds it tough. Roll below.
4 Hell - Like hostile turned up all the way. Roll Below.



Why So Inhospitable?
1 Endless Rain (Bradbury, "Death-By-Rain")
2 Parasitic Life
3 Horrible Storms
4 Giant Monsters
5 Everything Wants to Eat You
6 The Natives Have a Horrible Secret

Dominant Lifeform
1 Reptilian* (includes Dinosaurs in the pulp era)
2 Amphibian
3 Plant/Fungal
4 Icthyoid
5 Humanoid
6 Hyper-evolved - brain things/energy creatures

One Notable Thing
1 Gaseous Sea
2 Alluring Slave Girls/Guys
3 Rare Element
4 Mysterious Artifact
5 Giant Trees
6 Ancient Ruins
add your own!

Thursday, March 7, 2019

More Omniverse

source

Two new (old) Omniverse posts from Google+ were released today. Give her movie opening this weekend, Captain Marvel (or Ms. Marvel) gets her due in "This Woman, This Warrior," and just out of February, I examine the birthdays of both Superman and the original Captain Marvel in "Leap Day."

Wednesday, March 6, 2019

Wednesday Comics: Things I Read Recently

Classic Star Wars
From 1981-84, the Star Wars newspaper comic strip was written by Archie Goodwin and drawn by Al Williamson. I am a big fan of Williamson particularly with sci-fi, and these stories, while hardly standouts, are serviceable, and will make you nostalgic for the days before Star Wars became a genre unto itself with an immense backstory.

Peter Cannon: Thunderbolt #1
You know, of course, that Alan Moore had at one point pitched the idea of that would become Watchmen using the characters DC had acquire from Charlton Comics. One of those was Peter Cannon aka Thunderbolt, who was the initial inspiration for Ozymandias. Morrison used the Charlton characters in a way that referenced Watchmen in Multiversity, by DC had lost the rights to Peter Cannon by that time.  Enter Dynamite and Kieron Gillen, who (mild spoilers) pits one version of Peter Cannon against another, with the fate of the world at stake.

Martian Manhunter #3
I keep telling you this is good.

Monday, March 4, 2019

The Off-Worlder Funnel


The person from another world arriving in fantasyland is a genre staple. Typically, these off-worlders, whether they be John Carter on Mars or the kids from the Dungeons & Dragons cartoon, have some sort of edge that gives them a fighting chance or better in their new environment. But what if that wasn't the case? What if they were as unprepared as the survivors in zombie apocalypse fiction?

The death rate would be pretty high, particularly if you drop them in a typical D&D world and allow for the almost absurd horrors of the dungeoncrawl. It would be an interesting way to do a DCC-esque funnel with starting characters other than the usual suspects.

Here's another image of regular folks dying tragicomic deaths from "Planet of the Damned" in Starlord #2 (1978).

Sunday, March 3, 2019

The Martian Froniter

A Martian farmhand
To many a colonist of Mars, it might seem that if there is a bright center of Solar civilization in the days of the Empire, the deserts of Mars are far from. Sodbusters and homesteaders came in with the promise of free land, but the arid land and rarefied air don't make it easy.


Strange monuments, pyramids, and the occasional ruin reveal the existence of a Martian civilization of the past, when it was perhaps a greener world. Historians are divided over whether any of the current inhabitants are related to these ancient people. The gangly limbed, barrel-chested Sand People of the deep desert that raid Earther settlements, show no cultural interest in the old places and are as ignorant of the ancient hieroglyphs as they would be the mating habits of a Venusian dracosaur. The rodentine scrappers with their crawling junkyards seem no better adapted to the Martian environment that humans.


The Amos Isley Spaceport (named for one of the early rocket barons of the Red Planet) is as raucous as most of the other farm town settlements are quiet. Many a being with a price on its head ends up hiding out here, and in fact, interplanetary criminal gangs are known to have hideouts in the Martian wastes.

Thursday, February 28, 2019

Solar Trek: The Amok Trigger

These are the voyages of the exploratory vehicle, Enterprise...

In 2262, Dr. Leonard McCoy discovered the continuation of outlawed genetic practices among certain prominent families of Mars. This was revealed when Enterprise's first officer, Commander Spock began experiencing drastic mood swings and neurologic pain. Neurochemical triggers made Spock seek to return to Mars, regardless of his orders to the contrary.

The cause of his condition was an engineered gene sequence, created in the 21st Century by Martian geneticists for the purpose of making arranged marriages among their people compulsory and binding. The small, modified human population of Mars practiced arranged marriage for purposes of genetic diversity and promotion of genes critical for survival in the partially terraformed Martian environment to come over the next century. An unidentified family member of Spock's betrothed had introduced the genetic sequence through use of a viral vector when Spock was in his teens. The reasons are unclear, but may have had to do with Spock's father's diplomatic position.

T'Pring, Spock's betrothed, was absolved of any wrongdoing in regard to the genetic manipulation, but she did instigate a trial by combat that could have resulted in the deaths of one or more Space Fleet officers in order to be free of her obligation to Spock.

Dr. McCoy was able to repair the genetic damage to Commander Spock. His efforts led to a greater understanding of historic Martian gene-engineering techniques.

Wednesday, February 27, 2019

Wednesday Comics: Storm: Vandaahl the Destroyer (part 2)

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: Vandaahl the Destroyer (1987) (part 2)
(Dutch: Vandaahl de Verderver)
Art by Don Lawrence; script by Martin Lodewijk

When last we left our heroes, so kids on the water planet had just released a conqueror from another universe from what was supposed to be his eternal prison. One of his first acts is to zap Ember.

Back in his home universe, scientists inform the Lord Judge than sentenced him, that Vandaahl the Destroyer might well be alive, having slipped through a wormhole instead of being killed in a black hole. They decide the only decent thing to do is retrieve him, rather than let him lay waste to other words.

Vandaahl has already started by laying waste to the tree settlement, though he allowed the people, including Storm  and friends, some time to escape first.


With Vandaahl on the loose, Storm decides they must warn the people of Pandarve. To help him get off world, the Water-Planet people summon dolphin-like creatures that tell them of a waterspout leading off planet.


The vessel the people of the Water-Planet give them isn't made for long space voyages, though. Luckily, they run across a large trading vessel before their supplies run. They're able to get a ride.



TO BE CONTINUED

Monday, February 25, 2019

Carapace


In a fit of waning Google+ generosity, Goblin's Henchman sent me a copy of his zine-size adventure Carapace, available for free on drivethrurpg.

Carapace is an interesting product. The adventure (geared toward AD&D but usuable with any flavor), involving a giant ant-hill near a isolated town has no keyed locations. There is a brief bit of setup, covering not only the situation but what various parties in the community might want done, and what the consequences of the adventure might be. After that, there's section of on not one, but three different methods of procedurally generating the maze of tunnels and rooms in the colony: Pointcrawl, Labyrinth Move, and Hex-Flower. Read the Henchman's brief explanation of them here. Finally, there's a section on random encounters and random "dungeon dressing."

If you really dig new procedural approaches and procedural generation in general, this will definitely be your thing. Even if you are like me and this isn't generally your thing, the alien structure of an ant hill seems to me exactly the place where something like this might be useful. Not only would I run this, I may steal some of its techniques for use in other environments.

Sunday, February 24, 2019

The Other Side of the Frontier


Much has been made of the themes of colonialism in D&D--perhaps too much, not because they aren't there, but because there are a lot of ways to play D&D, and "taming the frontier" doesn't seem to be the most common approach these days. In any case, it seems to me that it would be easy to reverse the roles and have the PCs and their cultures fighting colonization (or the remnants of colonization) rather than colonizing.

We can image the ur-humanoid species (be they orcs or trolls or something else), arriving at a new world and working to suppress its technology and abducting natives for experimentation like the greph in Vance's The Dragon Masters. The humanoid invaders might be technological or employ magic, but either way their "science" would be origin of many of the monsters of latter times.

The invaders have a weakness (or perhaps several, but one big one): they are from a world with a less bright sun, so they're nocturnal and prefer underground bases. Perhaps due to the magic possessed by the natives, or perhaps due to fractionalization among the invaders, the shock-and-awe conquest becoms a protracted slog that wears down both sides. The invaders borrow in and hunker down, and maybe in some places the original inhabitants think they have been wholly defeated.

The natives, of course, have paid a price as well, being reduced in number by weird weapons and alien diseases. Their civilization has as has their population, leaving many areas as wilderness filled with ruins.

So then what happens is up to the PCs and people like them. Do they drive the former invaders from their world? Do they make alliances where they can? Is it just recovering the wealth and technology for their on benefit they are after or do they try to restore their cultures to their former greatness?

Art by William Stout

Friday, February 22, 2019

Bgtzlian [5e Race]


In the DC Universe, Bgztlian are human-like beings inhabiting a world that occupies the same location as Earth, but at a another vibrational plane. All Bgtzlians possess the ability to become incorporeal. Here's a "Phantom Folk" race for 5e based on them:

Bgtzlian Racial Traits
Ability Score Increase. A Bgtzlian can improve one ability score of their choice by 2 points and another by one point.
Age. Same as humans.
Alignment. Any.
Size. Bgztlians are Medium.
Speed. Base walking speed is 30 feet.
Languages. Bgtzlians can speak, read, and write Bgtzlian and Common.
Phasing. As a bonus action, a Bgtzlian can become incorporeal, either entirely or only a part of their body. While incorporeal their movement becomes flight, and they move through other creatures and objects as if they were difficult terrain. They takes 5 (1d10) force damage if it ends its turn in side an object. They are immune to nonmagical damage while entirely incorporeal. Anything nonliving they are carrying or wearing becomes incorporeal as well, but they are unable to manipulate any new objects, or make attacks or cast any new spells.

Thursday, February 21, 2019

Omniverse: Teen Titan Edition


I've released a few more Omniverse posts, rescued from Google Plus. All of these have to do with the Teen Titans. One shines the spotlight on the older Barton brother, Speedy. Another looks at the villain turned hero, Nighthawk, and the teen that would assume his mantle. And finally, I look at the formation of the original team.

Follow the Omniverse label for more articles.

Wednesday, February 20, 2019

Wednesday Comics: Outer Darkness

Outer Darkness from Skybound and Image is a blend of science fantasy, space opera, horror, and a bit of humor. It's written by John (Chew) Layman and drawn by Afu Chan and tells the story of the voyages of the USS Charon on its mission beyond known space into the titular Outer Darkness. It's sort of like Star Trek, if the crew were mostly scheming bastards of various sorts, the Captain a disgraced mutineer with a hidden agenda, and the Enterprise's warp drive was a Sumerian god that demanded periodic human sacrifice.

The Charon's compliment includes a ship's oracle and various quantum mages among the usual space opera crew positions. Threats its crew will face include a demonically possessed sun, undead aliens, and hidden threats from within.

"Magitech" is something I find pretty cool when done well precisely because it is not typically done well. It works best when it isn't the fantasy equivalent of the Stone Age tech on the Flintstones, but instead holds on to a degree of the fantastic rather than making the fantastic mundane. A flying carpet that acts just like a car is bad, but a car that obeys rules of magic is potentially interesting. So far, Outer Darkness as more of the latter than the former.

The art and the story are pretty good too, though the art style doesn't particularly say horror, to me. That's probably to the book's advantage, because the story seems more darkly humorous than horrific, at least in the first 3 issues.