27 minutes ago
Sunday, August 5, 2018
Comic Book Implosion
In 1978, DC Comics enacted a plan to compensate for problems in the newsstand market and hopefully regain market dominance from Marvel called "The DC Explosion." The plan failed in short order, leading to cancellation of a number of titles and staff layoffs and has been derisively referred to as the "DC Implosion." A new book from TwoMorrows, Comic Book Implosion, written by Keith Dallas and John Wells describes itself as an oral history of DC Comics in the era.
Comic Book Implosion chronicles the basic facts: the state of the comics industry before the Explosion and the discussions that led to it. The surprise success of Star Wars and its associated comic, interesting, is one things given a bit of discussion. We also get full coverage about what was planned for the Explosion that never happened, including what never saw print and what characters wound up at other publishers.
What might be surprising (and more interesting) are some of the conclusions. Major blizzards in the Northeast in 1977-1978 may have strangled the Explosion in its crib. No one was in a position to benefit from DC's failure; Marvel was forced to cancel about sixteen titles in the same period. Dallas and Wells argue ultimately that it was the economics of the newsstand that was killing the comics industry as it had been known. Kahn's thinking behind the Explosion was correct in many ways, but came at the wrong time and in too small a measure.
All in all, Comic Book Implosion makes for a really interesting read.
Friday, August 3, 2018
Jungian-Gygaxian Alignment
I still have to do some thinking on all the implications, but mull this chart over as I do. It shows Jungian Archetypes super-imposed with the AD&D alignment axis.
Thursday, August 2, 2018
The Finer Elements of Inner Planar Adventuring
The original of this post appeared in 2014.
It's not an uncommon complaint on the internet that the Elemental Planes are boring because they're featureless expanses of the same thingm, which is sort of like saying dungeons are boring because thy're just empty spaces underground, or wilderness adventures are dullsville because it's just a whole bunch of trees. Most environments are probably not in and of themselves terribly interesting. They're interesting because of (a) what you can put in them and (b) the additional challenges their nature presents to PCs. I would also say that the Elemental Planes can be an interesting cosmological element in a setting even if not viewed as a place to go adventuring, but it's "place for adventuring" I'm going to focus on here.
First off, the Elemental Planes as typically described are for the most part pretty hostile to human life. I don't think that's a bad thing, necessarily. High level adventurers have access to a lot of great technology (i.e. magic) to protect themselves. Guarding against equipment failure and avoiding changing conditions certainly creates a lot of tension in science fiction books and movies; there's no reason it can't be put to similar effect in gaming. It's resource management that's more than just counting.
Here are some brief ideas and inspirations for Elemental Plane adventures:
Air
This one's probably the easiest, with flying creatures, cities on clouds and the like. I would draw some inspiration from sci-fi imaginings of life in the atmosphere of gas giants. The plane of air should only be featureless like space is featureless: there should be pieces of stuff falling/tumbling through it. There should be air-dwelling Portuguese man o' war type things and air-whales like living zeppelins that one can travel or even live on. Reliance on the strongest air streams for travel would ensure that there were certain air caravan routes.
Inspirations: the Cloud City of Bespin in The Empire Strikes Back, the Star Trek episode "The Cloud-Miners," The Mysterious Explorations of Jasper Morello, Castle in the Sky (1986), Last Exile.
Fire
Fire is like a really big star, though it's surface is much cool. There would be islands of rock (and by islands, I mean things bigger that continents) floating across it, or great metal craft drifting through it's smoke-choked corona. It would, of course, be populated (though perhaps not exclusively) by beings (jinn?) composed of Fire who did very similar stuff to Prime Material humans but were fiery while doing it.
Inspirations: Any Adventure Time episode dealing with the Fire Kingdom, the neutron star life of Forward's Dragon's Egg, parts of Sunshine (2007), Secrets of the Fire Sea by Stephen Hunt.
Earth
This plane is a huge sphere (or block or tesseract, or whatever) of rock, riddled with tunnels and chambers. In other words, it's a dungeon in three dimensions. It's sci-fi asteroid mining and molerat sapients, too.
Inspirations: Dig Dug, the Star Trek episode "Devil in the Dark," Derinkuyu.
Water
Like Air, it's fairly easy to see what to put into the Plane of Water, but maybe difficult to see why you wouldn't just do that stuff on a Prime Material ocean. I would say it's like an extraterrestrial ocean planet: You can make it far more exotic than you would the oceans of your main campaign world. Societies would have vertical and horizontal borders. Different depth layers would be like different levels of a dungeon, except (depending on how science fictional you got) adventurers might need increasing pressure protection to descend to the next level.
Inspirations: Neptune's Brood by Charles Stross, The Abyss (1989), Finding Nemo, 20,000 Leagues Under the Sea, Blue Submarine No. 6, Sub-Mariner, Aquaman, and Abe Sapien comics.
It's not an uncommon complaint on the internet that the Elemental Planes are boring because they're featureless expanses of the same thingm, which is sort of like saying dungeons are boring because thy're just empty spaces underground, or wilderness adventures are dullsville because it's just a whole bunch of trees. Most environments are probably not in and of themselves terribly interesting. They're interesting because of (a) what you can put in them and (b) the additional challenges their nature presents to PCs. I would also say that the Elemental Planes can be an interesting cosmological element in a setting even if not viewed as a place to go adventuring, but it's "place for adventuring" I'm going to focus on here.
First off, the Elemental Planes as typically described are for the most part pretty hostile to human life. I don't think that's a bad thing, necessarily. High level adventurers have access to a lot of great technology (i.e. magic) to protect themselves. Guarding against equipment failure and avoiding changing conditions certainly creates a lot of tension in science fiction books and movies; there's no reason it can't be put to similar effect in gaming. It's resource management that's more than just counting.
Here are some brief ideas and inspirations for Elemental Plane adventures:
Air
This one's probably the easiest, with flying creatures, cities on clouds and the like. I would draw some inspiration from sci-fi imaginings of life in the atmosphere of gas giants. The plane of air should only be featureless like space is featureless: there should be pieces of stuff falling/tumbling through it. There should be air-dwelling Portuguese man o' war type things and air-whales like living zeppelins that one can travel or even live on. Reliance on the strongest air streams for travel would ensure that there were certain air caravan routes.
Inspirations: the Cloud City of Bespin in The Empire Strikes Back, the Star Trek episode "The Cloud-Miners," The Mysterious Explorations of Jasper Morello, Castle in the Sky (1986), Last Exile.
Fire
Fire is like a really big star, though it's surface is much cool. There would be islands of rock (and by islands, I mean things bigger that continents) floating across it, or great metal craft drifting through it's smoke-choked corona. It would, of course, be populated (though perhaps not exclusively) by beings (jinn?) composed of Fire who did very similar stuff to Prime Material humans but were fiery while doing it.
Inspirations: Any Adventure Time episode dealing with the Fire Kingdom, the neutron star life of Forward's Dragon's Egg, parts of Sunshine (2007), Secrets of the Fire Sea by Stephen Hunt.
Earth
This plane is a huge sphere (or block or tesseract, or whatever) of rock, riddled with tunnels and chambers. In other words, it's a dungeon in three dimensions. It's sci-fi asteroid mining and molerat sapients, too.
Inspirations: Dig Dug, the Star Trek episode "Devil in the Dark," Derinkuyu.
Water
Like Air, it's fairly easy to see what to put into the Plane of Water, but maybe difficult to see why you wouldn't just do that stuff on a Prime Material ocean. I would say it's like an extraterrestrial ocean planet: You can make it far more exotic than you would the oceans of your main campaign world. Societies would have vertical and horizontal borders. Different depth layers would be like different levels of a dungeon, except (depending on how science fictional you got) adventurers might need increasing pressure protection to descend to the next level.
Inspirations: Neptune's Brood by Charles Stross, The Abyss (1989), Finding Nemo, 20,000 Leagues Under the Sea, Blue Submarine No. 6, Sub-Mariner, Aquaman, and Abe Sapien comics.
Wednesday, August 1, 2018
Wednesday Comics: Storm is Coming
After a bit of hiatus, I'm getting ready to return to my survey of Don Lawrence's Storm (hopefully) next week. To catch you up since it has been a while, here are the installments so far on the current volume "The Living Planet":
Part 1
Part 2
Part 3
Monday, July 30, 2018
Two Towns
These settlements go in this world, but certainly could be placed elsewhere.
Tuskinth: A village whose primary industry is nonnig husbandry. it specializes in the so-called healing breed of furry nonnig, whose purring and warmth is said to have a calming influence on the nerves which aids in healing, and of course, nonnig of any breed are highly nutritious and flavorful. The nonnig yards are composed of hill-mounds surrounded by small moats (the nonnigs avoid water). The nonnig breeders can be recognized by the mail gauntlets they wear on their left hands, to protect themselves from the sting of the mound wyrms that form a symbiotic relationship with the nonnigs and protect them from predation with the warrens. Some nonnig breeders may keep small mounds of scintilla-sniffers on the side, but the practical folk of Tuskinth look down upon treasure-seekers.
Harfo and Sons is the most prosperous of the breeders, though many in Tuskinth would opine that only the old man, Grenz Harfo has any particular head for nonnig-breeding. His eldest son, Halx, is a handsome dullard, and his youngest. Festeu, is a idler and wastrel. Of note, he does own a rare (outside of the Daor Obdurate) telesthetic hound. The poor beast is quite mad, made so by an over-sensitivity to human anxieties resulting from over-breeding. Its shrew-like snout is has a-quiver and dripping, and it's whip-like tail sways nervously.
Horbizond: Was the name of an ancient city, and also the current modest village that squats in a meager portion of it. The people of Horbizond dress in the decaying finery of the ancients and appoint their over-sized but crumbling homes in an equally ostentatious fashion. They live in holy dread of the Prismatic Man, an angular, crystalline visitant, who materializes at random intervals to isolated folk of the town. The actions of the Prismatic Man are various and strange. He has at times pointed with a glassy finger to hidden treasures. Other times, he has emitted a chiming that the hear perceived as some spiritual wisdom. Then there are the occasions when he has seemed to produce rays of color from his palms that struck an individual dead. If there is any rationale to whom the Prismatic Man favors and whom he destroys, the folk of Horbizond have yet to discern it. In fact, they believe it would be blasphemous to do so. The Hwaopt Library is willing to pay for detailed observations of the Prismatic Man, whose nature and purpose they are eager to discover.
Tuskinth: A village whose primary industry is nonnig husbandry. it specializes in the so-called healing breed of furry nonnig, whose purring and warmth is said to have a calming influence on the nerves which aids in healing, and of course, nonnig of any breed are highly nutritious and flavorful. The nonnig yards are composed of hill-mounds surrounded by small moats (the nonnigs avoid water). The nonnig breeders can be recognized by the mail gauntlets they wear on their left hands, to protect themselves from the sting of the mound wyrms that form a symbiotic relationship with the nonnigs and protect them from predation with the warrens. Some nonnig breeders may keep small mounds of scintilla-sniffers on the side, but the practical folk of Tuskinth look down upon treasure-seekers.
Harfo and Sons is the most prosperous of the breeders, though many in Tuskinth would opine that only the old man, Grenz Harfo has any particular head for nonnig-breeding. His eldest son, Halx, is a handsome dullard, and his youngest. Festeu, is a idler and wastrel. Of note, he does own a rare (outside of the Daor Obdurate) telesthetic hound. The poor beast is quite mad, made so by an over-sensitivity to human anxieties resulting from over-breeding. Its shrew-like snout is has a-quiver and dripping, and it's whip-like tail sways nervously.
Horbizond: Was the name of an ancient city, and also the current modest village that squats in a meager portion of it. The people of Horbizond dress in the decaying finery of the ancients and appoint their over-sized but crumbling homes in an equally ostentatious fashion. They live in holy dread of the Prismatic Man, an angular, crystalline visitant, who materializes at random intervals to isolated folk of the town. The actions of the Prismatic Man are various and strange. He has at times pointed with a glassy finger to hidden treasures. Other times, he has emitted a chiming that the hear perceived as some spiritual wisdom. Then there are the occasions when he has seemed to produce rays of color from his palms that struck an individual dead. If there is any rationale to whom the Prismatic Man favors and whom he destroys, the folk of Horbizond have yet to discern it. In fact, they believe it would be blasphemous to do so. The Hwaopt Library is willing to pay for detailed observations of the Prismatic Man, whose nature and purpose they are eager to discover.
Friday, July 27, 2018
More Supers Art
Thursday, July 26, 2018
Weird Revisited: In Arcadia
Here's another of my refinements/spins on the D&D Outer Planes. This one from 2012 was expressly for the world of Weird Adventures but might be usable elsewhere.
Astral travelers sometimes finding themselves passing through a veil of mists and arriving in the apotheosis of sylvan settings, the realm of Arcadia. In this plane dwell forgotten woodland spirits and pastoral gods and creatures out of myth.
Arcadia is hyper-real; it seems more vibrant and alive than the material plane. Smells and tastes seem directly drawn from the most vivid examples in memory; everything is in technicolor and imbued with a faint glow. The world itself is alive--with potentially communicative spirits in everything. Night and day and shifts of weather are sentimental things, sensitive to the meaning of events or the mood of powerful beings.
Arcadia borders other related realms. The Land of Faerie emerges from it (though this realm also has tunnels linking it to the Lower Planes). There is also the Land of Beasts, where the iconic animal lords dwell, ruled over by King Lion.
Despite it’s ties to age-old fables, the Land of Beasts keeps up with the expectations of modern visitors. Adventures from the City have found there home mirrored there in a city of anthropomorphic animals who frequent nightclubs and drive cars. The Cat Lord can often be found here, in the swankest of night-spots.
Astral travelers sometimes finding themselves passing through a veil of mists and arriving in the apotheosis of sylvan settings, the realm of Arcadia. In this plane dwell forgotten woodland spirits and pastoral gods and creatures out of myth.
Arcadia is hyper-real; it seems more vibrant and alive than the material plane. Smells and tastes seem directly drawn from the most vivid examples in memory; everything is in technicolor and imbued with a faint glow. The world itself is alive--with potentially communicative spirits in everything. Night and day and shifts of weather are sentimental things, sensitive to the meaning of events or the mood of powerful beings.
Arcadia borders other related realms. The Land of Faerie emerges from it (though this realm also has tunnels linking it to the Lower Planes). There is also the Land of Beasts, where the iconic animal lords dwell, ruled over by King Lion.
Despite it’s ties to age-old fables, the Land of Beasts keeps up with the expectations of modern visitors. Adventures from the City have found there home mirrored there in a city of anthropomorphic animals who frequent nightclubs and drive cars. The Cat Lord can often be found here, in the swankest of night-spots.
Magical practitioners view Arcadia and its neighboring realms as places to salvage materials and items out of myth and legend, and to parley with powers that--though perhaps consciously forgotten--still retain great mythic resonance in Man's unconscious. As with all extraplanar dealings, caution is warranted: These primal beings have agendas of their own.
Monday, July 23, 2018
Quake Alley Mayhem!
David Lewis Johnson has released the first adventure for his Gathox The Vertical Slum setting (read about it here): Quake Alley Mayhem. It's design for use with Swords & Wizardry, which means it will fit most retroclones well enough, and interestingly its a tournament module, so it's good for running at your local con, so people can see the sort of wild creative the OSR is about.
The setup is simple: The leader of the Purple Rockets has had a magical artifact (the Holy Driver--a big drill-thing like something a Dreadnok might use) by these cyclopean alien ne'er-do wells and he wants it back. They've hidden it in their trap-laden and dangerous "inverted tower" safehouse. Get it back, and you'll reap a reward, but you have to make it out alive.
Dave tells us the fatality rate in the playtests was well over 80%, so "mayhem" is well put. Further reason it would be perfect for a con or oneshot, though it obviously can be dropped into an ongoing campaign. The gonzo setting and weird gangs gives the whole enterprise a Heavy Metal magazine feel, or at least a Heavy Metal gloss on a grindhouse film. It's a very fitting approach and a strong answer to the question "what do you do with Gathox?"
Dave's artwork is rough, but never sloppy. It at once invokes an old school feel, but also a bit of a punk aesthetic that complete fits the material. The aesthetic continues to the pregen record sheets, but not to the map which is sensibly business-like and readily. The single column layout reads well in pdf.
If any of this sounds interesting to you, you should check out Quake Alley Mayhem. It's available at fine digital rpg sites everywhere (well, two of them).
Sunday, July 22, 2018
Thrilling Locations
My ebay buying out of print game spree continued last week with me picking up most of the modules for the Indiana Jones rpg and getting a lot of James Bond stuff. The James Bond rpg has been justifiably praised, but one thing I don't seem people mention too much (at least not as much as the Q Manual) is the book Thrilling Locations.
Thrilling Locations is the equivalent of a very detailed "setting book" for the world of James Bond, or perhaps it's more the equivalent of the Flying Buffalo City Guides. It is very detailed, but it is also completely full of practical information of interest to players and GMs alike. Need to know the minimum bet on the roulette wheels in the American Room at the Casino de Monte Carlo? It's got you covered. How about the nightly rate for a suite at the Hotel de Paris when the Grand Prix is going on? It's got that too.
There are descriptions of how various gambling diversion work in the real world, a floorplan of the MGM Grand Hotel, a section on the features of luxury yachts, and the whole skinny on the Orient Express. While I can't vouch for the accuracy of all of this information, copyright notices in various places make me modern if this is a fairly accurate representation of the places and things covered circa 1985. If so, it makes it an interesting time capsule.
Thrilling Locations is an interesting read, and would be an indispensable research for a game set in the era dealing with the lifestyles of the wealthy and jett-setting.
Friday, July 20, 2018
More Armchair Planet Who's Who Art
I just got these pieces this week, and I have been too busy to color them, so here they are in their line art glory:
These representatives of that race extradimensional dealmaker and powerbrokers known to superstitious folk as the Devils as rendered by Jason Sholtis.
And here are members of the hidden race of variant humanity that inspired the legends of elves, dwarves, goblins, and the like: the entourage and exiled royals of the astonishing Abhumans! Art by Agustin Calcagno.
These representatives of that race extradimensional dealmaker and powerbrokers known to superstitious folk as the Devils as rendered by Jason Sholtis.
And here are members of the hidden race of variant humanity that inspired the legends of elves, dwarves, goblins, and the like: the entourage and exiled royals of the astonishing Abhumans! Art by Agustin Calcagno.
Wednesday, July 18, 2018
Wednesday Comics: Batman by Grant Morrison
I'm laid low by sinusitis, but I wanted to at least nominally honor my (self-imposed) Wednesday comic book duties. Batman by Grant Morrison Omnibus Volume One is out now. It promises to be the first of three collecting Morrison's work with the character, though I assume that means his run including Batman & Robin and Batman Incorporated, but not older stories he wrote with the character (like "Gothic"), since the first omnibus dives right in with the "Batman & Son" storyline.
While I've always liked the character, I've never been a big reader of Batman comics, but Morrison's run was really enjoyable. It's often a bit like Silver Age or goof Bronze Age with a modern sensibility, similar in goal if not in presentation to All-Star Superman. It is dark in spots, true, but it brings back a lot of elements from earlier eras that have largely been tossed from continuity, and once the "event tie-in" stuff is out of the way, it gets much tighter and, I think better. In fact, the ending of his entire saga, made me feel that the "R.I.P" portion of the storyline had faltered less than when I first read it.
Monday, July 16, 2018
Total Party Jam Kills the Blue Meanie
Our 5e Land od Azurth game continued last night with the party re-united (after the explosive ending of last session) in the strange Blue Pagoda on the Misty Isle of the Meanies. They were faced with a door which they had been told would lead to the chamber of the Supreme Blueness. Inside, they found yet more of the guards, who they slaughtered pretty quickly after the obligatory attempt at deception, spoiled once more by the Meanies noting the musical instruments carried. The Meanies hate music.
Beyond that when was another door, and a larger Blue Meanie sitting in a floating egg chair. Again, the party tries to get information from his and deceive him, and again the fact that the bard is still carrying his guitar visibly spoils the deal. The Meanies (again) hate music!
So, the party goes about killing the few guards here. A giant flying glove emerges from behind the throne to smack down Erekose a couple of times. Shade's rain of arrows softens up all their foes for the rest of the party to finish off. In the end, their is only the Supreme Blueness and his right hand Meanie, Max.
The leader laughs at calls for his surrender. He assures the party reinforcements are on the way. He also proclaims that he is utterly immune to their attacks and magic. The party claims to discount this, yet no one attacks him to prove otherwise. For a few rounds, their is a stalemate while the party tries to figure out what to do.
Then, Waylon the Thief, acting on a hunch, whips out his banjo and starts planning. His Supreme Blueness cries out and writhes in pain. Kully the Bard starts playing his guitar and Shade the Ranger her flute. Dagmar and Erekose begin singing (probably badly), and Kairon casts Thaumaturgy to create music at an amplified volume. Under this assault, the Supreme Blueness withers to nothing.
With his passing, the mists recede from the isle, and the people who were turned to stone are restored. The party finds a fancy, handle-bar mustache in a velvet box, and hope to locate someone who can point them in the way of the Land of Under Sea.
Sunday, July 15, 2018
G.I. Joe Role-Playing Games
I've mentioned before on this blog that I made a G.I. Joe role-playing game (based on the 80s incarnation) back in the day. Revisiting the era of the action tables with Indiana Jones brought that to mind and got me interested in just what was out their in terms of unauthorized Joe role-playing. Here's what I found:
Technohol 13 has statted ip the Joes, COBRA, and even the Oktober Guard in FASERIP. He's broken them down by year (presumably of release of the toys).
Jay Libby has done this one based on the FUIZON system (remember that from the late 90s?). It's pretty comprehensive, as well.
Finally, here's one Ben Lathrop did using Mutants & Masterminds.
There are a couple of games that are G.I. Joe-ish but nor G.I. Joe, so they could be officially published. Crafty Games did Real America H.E.R.O.es for its Spycraft. They have a bundle of other cartoon-themed Spycraft conversions, misnamed "Saturday Morning Spycraft" because most of the cartoons they are homaging were syndicated afternoon fare.
Strike Force 7 by Super Genius Games is for Savage Worlds. It appears to be not as direct a pastiche as Real American H.E.R.O.es, but the G.I. Joe inspirations is still clearly there.
Friday, July 13, 2018
Kung-Fu Post-Apocalyptic Ravenloft
I have enjoyed Into the Badlands on AMC much more than I thought first saw advertisements for it. The fight scenes are well choreographed (much better than Marvel's Iron Fist) and it's vaguely Western post-Apocalyptic setting is more intriguing than expected.
Anyway, watching Into the Badlands the other night, I thought it not be cool in a mashup with Ravenloft. Perhaps it was the hint of 19th-Century that made me think of it, but you could replace Into the Badlands' barons with Ravenloft's Dark Lords and stir in some Vampire Hunter D seasoning.
This seems like it might work particularly well in 5e where the greater number of character powers/abilities would be easy to translate to a wuxia sort of thing.
Anyway, watching Into the Badlands the other night, I thought it not be cool in a mashup with Ravenloft. Perhaps it was the hint of 19th-Century that made me think of it, but you could replace Into the Badlands' barons with Ravenloft's Dark Lords and stir in some Vampire Hunter D seasoning.
This seems like it might work particularly well in 5e where the greater number of character powers/abilities would be easy to translate to a wuxia sort of thing.
This is Pride and Prejudice and Zombies, but it has martial arts, 19th Century stylings, and supernatural stuff too |
Thursday, July 12, 2018
Weird Revisited: Toward A Hard-Boiled Fantasy Sandbox
"Walk down the right back alley...and you can find anything."
- Sin City (2005)
Folks of a poetical inclination have called the City "unnamed." Truth is, the City has too many monikers for anybody to know them all. But you say "the City," and everybody from yokels up in the Smaragdine Mountains, to the newsie on the corner knows where you mean. There was a city here before it became the City, you know? Then some swell got himself itch to be an emperor and brought the five baronies together. So here we are, and that swell got his empire, but maybe it didn't turn out the way he thought. The City doesn't need soldiers or armies when it's got commerce and style.
Alright, maybe they've got all the movie stars--and most of the sunshine--out there in Hesperia, but all the other culture's right here. Ships come into this harbor from all over the world--bringing stuff to sell, bringing people. And a lot of the decide to stay. You go to the right neighborhood and you'll swear you got dropped into some foreign country. And the nightlife? This town jumps, friend. From low-class gin-dives to tony swing-clubs, it roars. I'd steer clear of the hinky alchemical liquors, though. Word to the wise.
Now, those joints I was talking about are full of would-be toughs and hard-cases come here to make a name for themselves. They go ransack the ruins the Old Ones, left all over the countryside, then they come to the City to sell their haul and hit the town. City-folk are happy to separate a rube from his money. Gin, jazz, janes--you know, whatever. Guys can make money too, if they know were to look. The gang bosses that run the streets always got a need for muscle, or a little cheap wizardry. Sometimes the ghouls from Undertown get kind of rowdy, and the coppers start looking for guys to deputize, too. Or maybe the rail-yards are looking for bulls to crack a few goblin skulls. Then of course there are bounties on monsters that need killing. What, you think there's only gold down in those ruins? Anyway, you get the idea. There's dough to be had, and plenty.
So welcome to the City. Have a good visit--but watch yourself, pal, things can get rough.
Wednesday, July 11, 2018
Wednesday Comics: Steve Ditko
With the passing of comics legend Steve Ditko, I thought it was worth looking at some of his work. I'm going to take a broad view of his career and not just focus on his work at Marvel, which many would consider his high point.
Likely his greatest work, the early issues of Spider-Man also have the virtue of being almost constantly in print in one collection or another.
Ditko's characters got more off-beat in his DC years, presaging the sort of stuff he would do in his later career in indies (though without as much of a political bend). This collection includes both the Shade the Changing-Man and Stalker stories, as well as some anthology pieces. You should check out his Creeper stuff too, but that collection is out of print and pricey.
While we wait for an omnibus of his work with the Silver Age Captain Atom, Blue Beetle, and Question at Charlton, you can check out the early issues of that work in this DC Archive.
Finally, for a nice overview of his career, check out Stranger than Strange: The World of Steve Ditko.
Likely his greatest work, the early issues of Spider-Man also have the virtue of being almost constantly in print in one collection or another.
Ditko's characters got more off-beat in his DC years, presaging the sort of stuff he would do in his later career in indies (though without as much of a political bend). This collection includes both the Shade the Changing-Man and Stalker stories, as well as some anthology pieces. You should check out his Creeper stuff too, but that collection is out of print and pricey.
While we wait for an omnibus of his work with the Silver Age Captain Atom, Blue Beetle, and Question at Charlton, you can check out the early issues of that work in this DC Archive.
Finally, for a nice overview of his career, check out Stranger than Strange: The World of Steve Ditko.
Monday, July 9, 2018
The Aberration!
I had hoped to show an example of the layout for the front (fluff) and back (game stats) of the pages in the Armchair Planet Who's Who today, but unfortunately, I was only able to get the front page finished to my satisfaction. Hopefully, I'm have the back page with ICONS stats up in a post later this week.
If you'd like to see the Marvel Super-Heroes rpg stats for this guy, you can find them here.
Sunday, July 8, 2018
The Adventures of Indiana Jones Role-Playing Game
TSR's Indiana Jones rpg from 1984 carries a reputation for badness. While tastes, of course, differ, the only factual information used to support this claim is the decision to not include character generation rules in the basic game, the designers intending you to play Indiana and his cohorts. This decision was corrected in the 1985 Judge's Survival Pack in rules that take up one page. The one time I played this game back in the day, we were undeterred and made up our on characters anyway by modelling them on the existing ones.
I've seen other deficits or poor decisions asserted on line that aren't true. Even wikipedia claims "No formal system of hit points or determining actual character death is put forth, and instead is left to the referee as a role-play element." The lack of hit points is technically correct, but the rest of that sentence is completely false. There are other similarly "true, but that gives a false impression" statements in the article.
So what is the game actually like? Well, in brief in resembles in broad strokes other TSR games of 1984-85, including Conan and Marvel Super-Heroes. It uses a percentile system and a color-coded chart in part of the process. It has skills, but it isn't really a skills-based game. It is cinematic and fairly "rules lite" in a pre-1990s way, which is to say not really rules lite by modern standards. More on the light side of rules medium.
It has attributes clearly derived from the D&D standard, but doing slightly different things. Strength is what you would expect, and Appeal is Charisma. Prowess is like Fighting in MSH. Movement is both speed and some of Dexterity, and Instinct is mostly Perception or Wisdom, but carries a bit of Intelligence's water, too.
Most actions are based on roll under attribute rolls. Like those other games, it has something of a unified mechanic, though it has not fully committed to this and has a number of special subsystems, which use the same sort of die rolls but in different ways. Attributes rolls can be modified to twice rating as a situational bonus or half or fourth rating for situational penalties. These are the only dice modifiers. Rolls of 96-00 are always "bad breaks" (critical failures), and 01-05 is a "lucky break" (critical success). Beyond that, there are levels of success based on the roll which have color codes and different meaning depending on which attribute is being checked.
It has the sort of rules quirks common in games of this era. It uses hit locations (different for various types of attacks) which are determined by reversing the numerals in the Prowess "to-hit" roll. The initiative system seems like it would either be fun or really irritating in play. It requires a sort of competition (using Movement rolls) among all those declaring they want to act at a given point. While interesting, I'm not sure what it adds over a simple initiative roll for everybody and seems like it would take up time.
It has "mook rules" of a sort with goons not accorded the same advantages that PCs and villains enjoy. Certain types of threats like drowning or falling are given "Danger ratings" that function like Prowess does in combat-style roles. Chases get almost a mini-game all their own.
So what about the lack of hit points? Well, damage causes wounds, light, medium, and serious, and wounds are applied to various body locations. Wounds are additive with 2 mediums equaling 1 serious, and impairing after a certain level. Three serious wounds carry a chance of death or unconsciousness, and four serious wounds mean death.
All and all, it looks like it would work pretty well in play. Some systems are a little wonky or over-complicated but none look really unfun. Other parts of it seems like good choices for a pulpy, lighter ruled game.
Friday, July 6, 2018
More Superhero Art and A Table of Contents
This first piece is still a bit of a work in progress (coloring-wise). It's the Cosmic Knights by Dean Kotz, of which Earth's hero, the Cosmic Knight is but one.
We're playing on two "issues" of characters and stats. Here's the projected contents of the first issue done up in the appropriate style. It may be subject to minor changes.
Monday, July 2, 2018
Weird Revisited: Stone Walls; Iron Bars
This post is loosely a follow-up to one my one on the lower planes last week, in that it continues to riff on ideas for Taterus/Carceri. It first appeared in 2011. This would pretty much become the Weird Adventures view of the plane.
The Black Iron Prison is the Plane of Confinement. Despite it’s name, the prison is not always as apparent as iron bars and stone walls (though it has plenty of that, carved as it was from ancient bones of some demonic titan)--its evil is more subtle than that. Restriction and imprisonment of various forms permeate it.
Portals to the plane are sometimes found on the Material Plane in the form palm-sized, rusted, black iron boxes, heavier than they appear. Visitors to the plane describe an "outer" desert of squalid intern camps, stretched arond and inner, three (or more) dimensional Escher maze of cell-blocks, isolation chambers, and interrogation rooms.
The plane is the home (and the prison) of the deodands, a vile race sentenced to serve as the guards and administrators of the apotheosis prison as punishment for ancient crime. Demonologists have cataloged three primary castes or species of these creatures (though there are undoubtably more):
The lowest caste of deodands are tall, emaciated, scabrous creatures with frog-like mouths. Their bare skins weep a tarry ichor from numerous injection sites. They're junkies and dealers; they mix the astral excreta of despair, callousness, and resignation that oozes from the souls that fall into their hands with the bile of arthropodals that make their homes in the prison’s substructure and inject it beneath their skin. The tarry substance--and a brief respite from their paranoia in a cold, sneering high--are the result. The tar is packaged and sold (to the prisoners to be smoked or injected) in exchange for pleasant memories or dreams or hopes--anything that defines the former self-hood of the soul. When not engaged in commerce, these tar demodands are the menials of the prison. On the Material Plane, their shadows have the same viscous consistence as their tar, but no psychoactive properties.
The middle caste are the color of a fresh bruise. Their limbs are swollen like blood sausages, and their tick-like bellies appear filled to near bursting, sloshing loathesomely as they waddle or fly drunkenly on ridiculously small wings. Their bloated faces are unpleasantly human-like and wear expressions of volutuous satiety, complete with drool running from the corners of their mouths and down their double (or triple) chins. Always their skins appear to glisten as if oiled; this is due to a slime they secrete. They sweat even more when they eat, and they eat almost constantly. They fancy themselves gourmets, and there is nothing they consider so refined as dining on astral substance of souls. They prefer fatted souls, though, and always expose victims to their slime before dining on them. Under the slime's influence, the poor souls become grossly corpulent. At that point, they're ready for the slime deodands to drain them to emaciation but never destruction. The they restart the slime feeding and the process begins again. Slime deodands are torturers and interrogators in the deodand hierarchy.
The highest caste are strutting, sadistic martinets--the wardens and senior guards of the prison. They’re vaguely human-like in form, but with pale, wrinkled skin that seems ill-fitted to their bodies. They’re androgynous with bald heads and unfeminine faces, but pendulous breasts and high-pitched voices. They have a penchant for dressing in uniforms, the more elaborate the better. Sagging deodands (as they’re called) are found of searches, interrogations, and tortures. They foster paranoia not as a hobby, or even a vocation, but simply due to their natures. Infractions are always found, and prisoners are encouraged to inform on others--but only after they themselves are questioned to the breaking point.
It’s a good thing for Prime Material Plane that deodands seldom arrive on it unbidden. Sadistic sorcerers have been known to arrange “renditions” for enemies, though the price for such a service is rumored to be steep.
The Black Iron Prison is the Plane of Confinement. Despite it’s name, the prison is not always as apparent as iron bars and stone walls (though it has plenty of that, carved as it was from ancient bones of some demonic titan)--its evil is more subtle than that. Restriction and imprisonment of various forms permeate it.
Portals to the plane are sometimes found on the Material Plane in the form palm-sized, rusted, black iron boxes, heavier than they appear. Visitors to the plane describe an "outer" desert of squalid intern camps, stretched arond and inner, three (or more) dimensional Escher maze of cell-blocks, isolation chambers, and interrogation rooms.
The plane is the home (and the prison) of the deodands, a vile race sentenced to serve as the guards and administrators of the apotheosis prison as punishment for ancient crime. Demonologists have cataloged three primary castes or species of these creatures (though there are undoubtably more):
The lowest caste of deodands are tall, emaciated, scabrous creatures with frog-like mouths. Their bare skins weep a tarry ichor from numerous injection sites. They're junkies and dealers; they mix the astral excreta of despair, callousness, and resignation that oozes from the souls that fall into their hands with the bile of arthropodals that make their homes in the prison’s substructure and inject it beneath their skin. The tarry substance--and a brief respite from their paranoia in a cold, sneering high--are the result. The tar is packaged and sold (to the prisoners to be smoked or injected) in exchange for pleasant memories or dreams or hopes--anything that defines the former self-hood of the soul. When not engaged in commerce, these tar demodands are the menials of the prison. On the Material Plane, their shadows have the same viscous consistence as their tar, but no psychoactive properties.
The middle caste are the color of a fresh bruise. Their limbs are swollen like blood sausages, and their tick-like bellies appear filled to near bursting, sloshing loathesomely as they waddle or fly drunkenly on ridiculously small wings. Their bloated faces are unpleasantly human-like and wear expressions of volutuous satiety, complete with drool running from the corners of their mouths and down their double (or triple) chins. Always their skins appear to glisten as if oiled; this is due to a slime they secrete. They sweat even more when they eat, and they eat almost constantly. They fancy themselves gourmets, and there is nothing they consider so refined as dining on astral substance of souls. They prefer fatted souls, though, and always expose victims to their slime before dining on them. Under the slime's influence, the poor souls become grossly corpulent. At that point, they're ready for the slime deodands to drain them to emaciation but never destruction. The they restart the slime feeding and the process begins again. Slime deodands are torturers and interrogators in the deodand hierarchy.
The highest caste are strutting, sadistic martinets--the wardens and senior guards of the prison. They’re vaguely human-like in form, but with pale, wrinkled skin that seems ill-fitted to their bodies. They’re androgynous with bald heads and unfeminine faces, but pendulous breasts and high-pitched voices. They have a penchant for dressing in uniforms, the more elaborate the better. Sagging deodands (as they’re called) are found of searches, interrogations, and tortures. They foster paranoia not as a hobby, or even a vocation, but simply due to their natures. Infractions are always found, and prisoners are encouraged to inform on others--but only after they themselves are questioned to the breaking point.
It’s a good thing for Prime Material Plane that deodands seldom arrive on it unbidden. Sadistic sorcerers have been known to arrange “renditions” for enemies, though the price for such a service is rumored to be steep.
Friday, June 29, 2018
Weird Revisited: A Conceptual Tour of the Lower Planes
This was one of the first things I wrote about planes back in April of 2010, when the blog was less than 6 months old. This is more conventional than the views of the lower planes I'd present later, but it contains some ideas I would revisit. I don't like to ever let a good idea go to waste.
In my current campaign setting, I'm working within the bounds of the traditional AD&D "canon," but trying to wring somewhat novel and interesting (at least to me) interpretations from it. One of these elements is the "standard model" of D&D cosmology--what's sometimes called "The Great Wheel."
As portrayed, it's a bit literal and mechanical, which is a shame because at its core its a crazy enough mashup concept to appear in a mimeographed pamphlet left in public places. Bissociation should be the watchword here. Or maybe multissociation? I think the planes can (and should) be both other realms of consciousness and physicalities. Conceptual overlays on the material world, and places where you can kill things and take their stuff.
To that end, I decided to riff on the concepts of the planes, and see what associations they brought out. Not all of these will be literalized in the version of the planes visited by adventurers from the world of Arn, but all of these associations might inform how I presented the planes and the alignment forces they're of which they're manifestations or vessels. Maybe later I'll get into all the heady faux-metaphysical theory I devised behind all this. Or maybe I'll xerox my on crackpot tract.
Anyway, I figured the best place to start was a trip to hell.
The Abyss: The Abyss is the best place to start as it was probably the first of these planes to exist--the formless, primordial chaos, tainted only by Evil. An Evil that emerged, ironically, only after a material world appeared to be appalled at, and to yearn to destroy. Without creation, destruction would just subside into roiling chaos. AD&D cosmology gives us 666 layers to the Abyss, but I suspect the Abyss is infinite. Maybe its the demon lords that number 666--and the so-called layers are really the lords. Maybe all the other demons are merely extensions of their substance and essences--their malign thoughts and urges accreted to toxic flesh. They're like a moral cancer maybe, seeking to metastisize to other planes and remake them in their image--or maybe madness is a better analogy, if we're talking about the kind of madness that afflicts killers in slasher films. A psychokiller madness on a universal scale.
Tarterus: This plane is later called the Tarterian Depths of Carceri or just Carceri. I'm calling it the Black Iron Prison, because it fits, and because it recalls Phillip K. Dick's VALIS and The Invisibles. It's called the prison plane--which the Manual of Planes interprets a little literally. Not that it isn't all the obvious bad things about prisons, but its also got a Kafka-esque quality, maybe. Most souls don't know why their there and don't remember how they got there. And watch what you say 'cause the bulls have informants all over. You wait and wait for a promised trial that never comes. I suspect souls get "renditioned" from the material plane and brought here for angering a god or an Ascended. The gaolers (as Lovecraft would have it) are the demodand or gehreleths. Demodand is an interesting name as it probably comes from Vance's "deodand" which is a real word meaning "a personal chattel forfeited for causing the death of a human being to the king for pious uses" which may (or may not) hint at some sort of origin for the demodands/gehreleths. It's also interesting that the kinds of demodands--shaggy, tarry, and slime--are all related to things that can sort of be confining or restricting.
Hades: Later called the Gray Waste (a better name, I think), it's a plane of apathy and despair. There's some Blood War nonsense later, but apathy and despair is a theme to conjure with. It makes me think of Despair of the Endless from Sandman and her somber realm of mirrors. The Gray Waste is depression and hopelessness actualized. Not the sort of place for adventures, maybe, but a place good for some creepy monsters to come from.
Gehenna: Later called the Fourfold Furnaces, or the Bleak Eternity of Gehenna. This is the plane of the daemons, later yugoloth--which is suitably Lovecraftian. Daemons I liked in Monster Manual II because they were sort of "the new fiends" that seemed fresher than demons and devils, which were kind of old-hat by that time. As neutral evil, the daemons have nothing to motivate them but evil, really. The various alternate names of the plane make me think of Jack Kirby's Apokolips and its ever-burning fires--Gehenna has an assocation with fire anyway, going back to its origins as the Valley of Hinnom. Like the denizens of Apokolips, I think daemons should represent evil in various forms from banal to sublime. The Bleak Furnances fire the machineries of war. Being close to the realm of lawful evil, they sometimes dress up in the trapping of law, but its just fancy uniform facade. The whole place might appear as an armed camp run by tin-plated fascists. There are secret police, and propaganda bureaus, and sadistic experiments.
The Nine Hells: Later Baator, which doesn't work as well. This is the realm of the fallen--not the romantic, Miltonic rebels, but the fascist generals who tried to stage a junta and got exiled. Sure, they dress it up in decadence and "do as thou wilt" but really they're all oppressive laws and legalistic fine-print. And every one of them thinks they'd be a better leader than their boss, so they plot and scheme while playing it obsequious and dutiful. Some of the devils might say they're still fighting the good fight--that they do what they do to preserve the system from the forces of chaos. A multiverse needs laws after all, they say. That's all just part of the scam. Still, I like China Mieville's idea of New Crobuzon having an ambassador from hell. Maybe no city in the world of Arn has an infernal ambassador, but at least Zycanthlarion, City of Wonders, has sort of a "red phone" that can get a high-placed devil on the line. After all, better the devil you know...
In my current campaign setting, I'm working within the bounds of the traditional AD&D "canon," but trying to wring somewhat novel and interesting (at least to me) interpretations from it. One of these elements is the "standard model" of D&D cosmology--what's sometimes called "The Great Wheel."
As portrayed, it's a bit literal and mechanical, which is a shame because at its core its a crazy enough mashup concept to appear in a mimeographed pamphlet left in public places. Bissociation should be the watchword here. Or maybe multissociation? I think the planes can (and should) be both other realms of consciousness and physicalities. Conceptual overlays on the material world, and places where you can kill things and take their stuff.
To that end, I decided to riff on the concepts of the planes, and see what associations they brought out. Not all of these will be literalized in the version of the planes visited by adventurers from the world of Arn, but all of these associations might inform how I presented the planes and the alignment forces they're of which they're manifestations or vessels. Maybe later I'll get into all the heady faux-metaphysical theory I devised behind all this. Or maybe I'll xerox my on crackpot tract.
Anyway, I figured the best place to start was a trip to hell.
The Abyss: The Abyss is the best place to start as it was probably the first of these planes to exist--the formless, primordial chaos, tainted only by Evil. An Evil that emerged, ironically, only after a material world appeared to be appalled at, and to yearn to destroy. Without creation, destruction would just subside into roiling chaos. AD&D cosmology gives us 666 layers to the Abyss, but I suspect the Abyss is infinite. Maybe its the demon lords that number 666--and the so-called layers are really the lords. Maybe all the other demons are merely extensions of their substance and essences--their malign thoughts and urges accreted to toxic flesh. They're like a moral cancer maybe, seeking to metastisize to other planes and remake them in their image--or maybe madness is a better analogy, if we're talking about the kind of madness that afflicts killers in slasher films. A psychokiller madness on a universal scale.
Tarterus: This plane is later called the Tarterian Depths of Carceri or just Carceri. I'm calling it the Black Iron Prison, because it fits, and because it recalls Phillip K. Dick's VALIS and The Invisibles. It's called the prison plane--which the Manual of Planes interprets a little literally. Not that it isn't all the obvious bad things about prisons, but its also got a Kafka-esque quality, maybe. Most souls don't know why their there and don't remember how they got there. And watch what you say 'cause the bulls have informants all over. You wait and wait for a promised trial that never comes. I suspect souls get "renditioned" from the material plane and brought here for angering a god or an Ascended. The gaolers (as Lovecraft would have it) are the demodand or gehreleths. Demodand is an interesting name as it probably comes from Vance's "deodand" which is a real word meaning "a personal chattel forfeited for causing the death of a human being to the king for pious uses" which may (or may not) hint at some sort of origin for the demodands/gehreleths. It's also interesting that the kinds of demodands--shaggy, tarry, and slime--are all related to things that can sort of be confining or restricting.
Hades: Later called the Gray Waste (a better name, I think), it's a plane of apathy and despair. There's some Blood War nonsense later, but apathy and despair is a theme to conjure with. It makes me think of Despair of the Endless from Sandman and her somber realm of mirrors. The Gray Waste is depression and hopelessness actualized. Not the sort of place for adventures, maybe, but a place good for some creepy monsters to come from.
Gehenna: Later called the Fourfold Furnaces, or the Bleak Eternity of Gehenna. This is the plane of the daemons, later yugoloth--which is suitably Lovecraftian. Daemons I liked in Monster Manual II because they were sort of "the new fiends" that seemed fresher than demons and devils, which were kind of old-hat by that time. As neutral evil, the daemons have nothing to motivate them but evil, really. The various alternate names of the plane make me think of Jack Kirby's Apokolips and its ever-burning fires--Gehenna has an assocation with fire anyway, going back to its origins as the Valley of Hinnom. Like the denizens of Apokolips, I think daemons should represent evil in various forms from banal to sublime. The Bleak Furnances fire the machineries of war. Being close to the realm of lawful evil, they sometimes dress up in the trapping of law, but its just fancy uniform facade. The whole place might appear as an armed camp run by tin-plated fascists. There are secret police, and propaganda bureaus, and sadistic experiments.
The Nine Hells: Later Baator, which doesn't work as well. This is the realm of the fallen--not the romantic, Miltonic rebels, but the fascist generals who tried to stage a junta and got exiled. Sure, they dress it up in decadence and "do as thou wilt" but really they're all oppressive laws and legalistic fine-print. And every one of them thinks they'd be a better leader than their boss, so they plot and scheme while playing it obsequious and dutiful. Some of the devils might say they're still fighting the good fight--that they do what they do to preserve the system from the forces of chaos. A multiverse needs laws after all, they say. That's all just part of the scam. Still, I like China Mieville's idea of New Crobuzon having an ambassador from hell. Maybe no city in the world of Arn has an infernal ambassador, but at least Zycanthlarion, City of Wonders, has sort of a "red phone" that can get a high-placed devil on the line. After all, better the devil you know...
Thursday, June 28, 2018
Futura [FASERIP]
STATISTICS
F AM (50)
A IN (40)
S IN (40)
E IN (40)
R RM (30)
I RM (30)
P IN (40)
Health: 170
Karma: 100
BACKGROUND
Real Name: Futura, "Eve Hope"
Occupation: Record store employee
Identity: Secret
Legal Status: Undocumented immigrant in the United States of the present era
Place of Birth: Eden-One, North America
Marital Status: Single
Known Relatives: None
Base of Operations: San Francisco, California
Group Affiliation: Super-Sentinels
First Appearance: FUTURE WORLDS #65
KNOWN POWERS
True Invulnerability : Remarkable resistance to physical, energy, heat, cold, toxins, aging, and disease.
Hyper Running: Typical ground speed.
True Flight: Incredible air speed.
Enhanced Senses: Excellent level sight, hearing, taste and smell.
Talents:Martial Arts: A, B and C, Natural Sciences, Medicine
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 much as a millennia, 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 name Maia-1A457, engineered a human embyro with the 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 womanhood, 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 the 20th Century, where she began living among humans in the identity of Eve Hope, observing the culture and way of life of past humans, and protecting them from super-powered threats as Futura.
Wednesday, June 27, 2018
Wednesday Comics: Underground Comics #1 on Comixology
You can now purchase Underground Comics #1 at Comixology in digital, and of course, it's still available at IndyPlanet in digital and physical copy.
It's 36 pages by some great DIY rpg illustrators. Here are the preview pages that will (eventually) be on the IndyPlanet page:
Monday, June 25, 2018
Weird Revisited: Deals With Devils
This is more recent that my usual revisited posts, coming as it does from 2015, but it continues the theme from last week of taking the basic concept of Spelljammer (fantasy in space) and doing something different...
Hyperspace works on laws altogether different than the amoral, mechanical physics ascendant in our universe. Some experts theorize that in the bulk in which the multiverse is embedded, forces that could be reasonably described as moral principles are objectively real--or at least as objectively real as anything else. Evil might be tangible and quantifiable. That would go a long way to explaining the Diaboli.
The Diaboli are a clade, a culture, or maybe a corporate entity that despoil worlds and corrupt other cultures—even whole universes—with faustian bargains of advanced technology and metaphysical knowledge. Maybe they've tempted some with miracle cures for disease or solutions for world hunger, but more often they appeal to baser instincts with advanced weapons of war or aids to the pursuit of pleasure. Whatever they offer, the cost is inevitably high--too high. The Diaboli are quick to sell fixes for the problems that arise, which inevitably just make things worse. At every turn, the Diaboli enhance their material wealth and create misery from which they are able siphon metaphysical energy. Some of their victims survive the devastation of their previous culture to become junior Diaboli themselves, and the toxic memeplex propagates like a multiversial pyramid scheme.
The Diaboli are very old; some believe they are the degenerate remnant of the Precursors who built the Ways. The truth, though, (at least as much as can be gleaned from a group as duplicitous as this one) is that the Diaboli fear the apotheosed Precursors. They believe the Precursors' Judgment is coming someday—and they plan to deny that judgment by becoming powerful enough fight back against gods. Only by draining or corrupting all potential rivals do they believe this end to be achievable. They view this as a net good for the entire multiverse and see themselves as defenders of order and civilization, albeit one where their inherently superior culture is in power.
Art by Paul Harmon |
The Diaboli are a clade, a culture, or maybe a corporate entity that despoil worlds and corrupt other cultures—even whole universes—with faustian bargains of advanced technology and metaphysical knowledge. Maybe they've tempted some with miracle cures for disease or solutions for world hunger, but more often they appeal to baser instincts with advanced weapons of war or aids to the pursuit of pleasure. Whatever they offer, the cost is inevitably high--too high. The Diaboli are quick to sell fixes for the problems that arise, which inevitably just make things worse. At every turn, the Diaboli enhance their material wealth and create misery from which they are able siphon metaphysical energy. Some of their victims survive the devastation of their previous culture to become junior Diaboli themselves, and the toxic memeplex propagates like a multiversial pyramid scheme.
The Diaboli are very old; some believe they are the degenerate remnant of the Precursors who built the Ways. The truth, though, (at least as much as can be gleaned from a group as duplicitous as this one) is that the Diaboli fear the apotheosed Precursors. They believe the Precursors' Judgment is coming someday—and they plan to deny that judgment by becoming powerful enough fight back against gods. Only by draining or corrupting all potential rivals do they believe this end to be achievable. They view this as a net good for the entire multiverse and see themselves as defenders of order and civilization, albeit one where their inherently superior culture is in power.
Sunday, June 24, 2018
Dungeonmaster [FASERIP]
STATISTICS
F TY (6)
A GD (10)
S TY (6)
E GD (10)
R EX (20)
I EX (20)
P RM (30)
Health: 32
Karma: 70
BACKGROUND
Real Name: Arnold "Arnie" Francis Dilbert III
Occupation: Former college student; Professional Criminal
Identity: Known to authorities
Legal Status: Citizen of the United States with a criminal record
Place of Birth: Milwaukee, Wisconsin
Marital Status: Single
Known Relatives: None
Base of Operations: Mobile
Group Affiliation: Masters of Menace
KNOWN POWERS
None.
Equipment:
Icosahedron of Ioum: A roughly soccer ball sized crystalline, two-sided solid of Unearthly material strength that grants Dilbert the following powers:
Reality Manipulation: Dungeonmaster has Illusion Generation Powers of Unearthly ability, such that for most people, indistinguishable from reality. His area of effect is limited to no more than 10 areas, however, otherwise he is unable to maintain fine detail and his creations seem less substantial or fake. Even with concentration, his creations last no more than 4 hours. He can maintain only only 3 effects at a time at full solidity, any others tend to become more insubstantial and are illusions only of Excellent rank. He uses this power in the following ways:
- Creation of "monsters" he can control
- Creation of a underground maze environment
- Creation of "magic items" that can duplicate powers up to Incredible rank
Teleportation: of himself or others with Incredible ability.
Probability Manipulation: Dungeonmaster can attempt to reverse the outcome of a roll not to his liking made by himself or another character with Amazing ability. This requires him to make a power FEAT roll of an equal degree or greater degree of success. He uses this power very sparingly as either he or the Incosahedron considers it cheating, and his worry about the consequences is that he must make a Psyche FEAT roll equal to the degree of success of the of his Probability Manipulation roll, to continue using his powers. A failure means he is without them for 1-20 hours.
History: Dilbert was a capable but poor-performing college student, due to the time he spent planning the role-playing game Monsters in Mazes with his few friends. Unhappy with his real life, Dilbert began to immerse himself more and more into fantasy. He convinced his friends to act out their gaming characters exploits in a small cave system near their university. Annoyed by Dilbert's increasingly demanding behavior, the others left in, and he became lost in the cave.
While in the cave, Dilbert claims to have discovered a hidden run where he found the large, crystalline Icosahedron of Ioum. This artifact obeyed his commands, giving him apparently magical powers, but whether by design or Dilbert's own psychological quirks, it limited him to the mimicking the powers analogous to those wielded by a Monsters in Mazes referee.
Dilbert used these powers to settle scores with his neglectful parents and former classmates, before embarking on a criminal career. His most common modus operandi was to great a "dungeon" in the area the crime was to take place and force bystanders to achieve his goals by coercing them with monsters and traps. His opposed by Rocket early in his career, and considers her his archenemy, though Rocket does not reciprocate.
Friday, June 22, 2018
Weird Revisited: Space Fiends: Marauders from Hyperspace
This post original appeared in December of 2013. It followed a post about using AD&D Fiend Folio monsters in a science fiction context. It's not set in any particular sci-fi universe I've presented, any more than the write-up of the monster that inspired it was. This was one of a number of posts over the years of monsters or setting trying to get at something that was Spelljammer but not Spelljammer.
No. Appearing:1-4
AC: 4
Hit Dice: 1 (or better)
Saving Throw: as per class and level
Attack Bonus: +2
Damage: 2d8+2 mag rifle, 1d8+1 monoblade
Movement: 30'
Skill Bonus: +1
Morale: 9
Gathyengi are a xenophobic humanoid species who act as pirates, striking from hidden bases within hyperspace. They are theorized to be descended from humans abducted by the psionic Masters from Earth millennia ago to serve as both labor and food source.
Gathyengi (sing. gathyen) are ectomorphic, almost skeletal in appearance. Their skin is dusty yellow to the color of parchment, and leathery. Their skull-like faces, solid black eyes, and pointed teeth (likely ritually sharpened) give them a fearsome appearance in keeping with their reputation for violence.
A gathyengi raider will have a crew compliment of various classes, similar to any human vessel. A raid will be led by a captain of 4-7th level, depending on the size of the ship. It is likely there will be at least one combat psychic among them.
All gathyengi can shift back into hyperspace at will. Whether this is an innate ability or technological is unclear. Dead gathyengi shift back into hyperspace as well, thwarting attempts at close examination.
No. Appearing:1-4
AC: 4
Hit Dice: 1 (or better)
Saving Throw: as per class and level
Attack Bonus: +2
Damage: 2d8+2 mag rifle, 1d8+1 monoblade
Movement: 30'
Skill Bonus: +1
Morale: 9
Gathyengi are a xenophobic humanoid species who act as pirates, striking from hidden bases within hyperspace. They are theorized to be descended from humans abducted by the psionic Masters from Earth millennia ago to serve as both labor and food source.
Gathyengi (sing. gathyen) are ectomorphic, almost skeletal in appearance. Their skin is dusty yellow to the color of parchment, and leathery. Their skull-like faces, solid black eyes, and pointed teeth (likely ritually sharpened) give them a fearsome appearance in keeping with their reputation for violence.
A gathyengi raider will have a crew compliment of various classes, similar to any human vessel. A raid will be led by a captain of 4-7th level, depending on the size of the ship. It is likely there will be at least one combat psychic among them.
All gathyengi can shift back into hyperspace at will. Whether this is an innate ability or technological is unclear. Dead gathyengi shift back into hyperspace as well, thwarting attempts at close examination.
Thursday, June 21, 2018
Some Art from An Upcoming Superhero Thing
No stats today, but here's some spiffy new art for a planned supers project:
The villainous Dungeonmaster by Chris Malgrain, and
the Champion's wizardly mentor by Jeff Call.
More to come!
The villainous Dungeonmaster by Chris Malgrain, and
the Champion's wizardly mentor by Jeff Call.
More to come!
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