Tuesday, May 5, 2015

Science Fiction Month Sale

May is Science Fiction Month on Rpgnow and Drivethrurpg. The *Strange Stars* pdf is one of the great science fiction titles at 15% off.

Need more convincing? Check out this new review.

Also, check out The Manor #8 (coming out later this week) for a Strange Stars feature!

Monday, May 4, 2015

Your Own Cinematic Universe


I saw Avengers: Age of Ultron this weekend and my short review is: it's good. I'm slightly troubled by the degree setting up future films and dealing with "universe" concerns are becoming more and more a part of the Marvel cinematic experience, while perhaps paradoxically also miffed they seem to drop plot threads from previous films. These are small concerns, though. I didn't seriously impair my enjoyment.

I had some game related thoughts after the movie--and maybe this is something everyone else thought of a long time ago and only my comic-centric thinking has kept me from considering it. As I mentioned last week, superhero games are potentially bedeviled by the problems of all licensed property games: fan-players' knowledge and connection to canon, and on the other side of the coin, inaccessibility or at least a steep learning cover for newcomers.


Movies and animation all have to deal with that second problem (They have the first too in a way, but that crowd is much smaller for them.) and they get around it by creating their own universe, by picking and choosing from the existing mythology. Since anyone's in-game version of a comic book universe winds up being an alternate universe anyway, why not make it one from the start? To me, this sort of seems like the best option for getting the advantage of a established universe while having a good deal of creative freedom and not have to sweat your player's knowledge of the comics.

One final note: comics rpgs haven't completely ignore other media, but they tend to focus on trying to recreate the feel of certain other media adaptations rather than the continuity aspects I'm talking about. There haven't been any such supplements for licensed rpgs as far as I know.

Sunday, May 3, 2015

Rumored Mysteriarchs of Zed


As their name should suggest, little is known of those great magi, the Mysteriarchs of Zed, and this is presumably the way they prefer it. Even great wizards are powerless before rumor and tale-telling, however, and so the names of some alleged members of that shadowy assemblage are widely whispered in the Land of Azurth:

art by Francisco Segura
The Great Enigma may or may not have ascended to a higher plane to compare his knowledge with that of more potent beings than humanity, or perhaps he lingers awhile yet to train worthy apprentices. He has placed himself under a peculiar geas wherein in a challenge he will only cast any spell his opponent hasn't thought of yet, but none that they have.

Art by Algosky
Agar the Green holds unorthodox theories about slime and its place among the primordial elements. He makes a study of various slimes, oozes and jellies, and spends much of his time in a semi-viscid form to aid his research. Some of his colleagues suggest he has even sought the lubricous embrace of Jellia, the Gelatine Princess of the Ooze Folk, but such matters are scarcely the topic of polite conversation.

art by Moebius
Generys the White is said to have lived half her life in the realm of dreams, and this has made her cold and cruel in her affairs in the mundane world. She knows secrets that are only shared in dreams and the making of potions that aid either forgetfulness or memory. Any gift of a jewel or precious stone from her is to be avoided at all costs, but must be refused politely.

Friday, May 1, 2015

Another Head of the Hydra


As mentioned by Chris Kutalik on his blog earlier this week, I've joined forces with the Hydra Cooperative. You already know Hydra, of course, from the very successful Kickstarter and release of Slumbering Ursine Dunes. I've worked with Hydra on some of the stretch goals (soon to be released!) for Dunes, so in addition to knowing the members socially from G+ and the blogosphere, I also know they are a creative bunch of guys and dedicated to turning out great rpg projects. I don't mind admitting that after the grueling last few miles in the marathon that was Strange Stars, I was considering taking a looonnng break from indie publishing after I got the gamebooks out. Working with Hydra has given me a bit of a rejuvenation.

So it seems natural to merge my Armchair Planet storefront with Hydra's. This will give them a higher profile and given customers one place to go to get all of our products.  Like what, you ask? Well, Strange Trails--my pre-Weird Adventures free pdf is already there. So is Mike Davison's feudal Japan-tinged old retro-clone, Ruins & Ronin, and a host of Hill Cantons-related goodies. And that's just the beginning. A Hydra website is in the works, but for now, check out the G+ forum for updates.

Thursday, April 30, 2015

Atlas Super-Heroes Roleplaying


When contemplating a new superhero campaign, the choice is usually between creating an original setting or playing in an established comic book universe. It occurs to me another option be playing in a failed or defunct superhero universe: you get the advantage of having some established elements to pull from (not to mention art), but few people will have strong enough attachments to it and the worlds are unlikely to have last long enough to really constrain you with canon. You get to build your own house but with a foundation and all the building materials supplied.

No has-been or never-was universe became so as spectacularly and quickly as 70s Atlas Comics (or Atlas/Seaboard). I won’t delve into the history (you can read it here) but suffice to say despite prestigious talent and money no Atlas title lasted more than 4 issues. Conventional wisdom would hold that this failure was because the Atlas characters weren’t very good and their stories possibly worse. I would submit, however, that uninspiring or mediocre comic book characters are pretty much the stock and trade of supers rpgs. Game characters don’t need concepts that swing for the fences, they just need to get on base. That’s why Marvel and DC B and C-listers are the sweet spot for using as game characters—and Atlas’s “superstars” are pretty much at that level.  Let’s look at the standouts in turns of gameability:

Jeff “the Cougar” Rand is a stuntman that battles supernatural or weird menaces that keep cropping up in LA. He’s sort of Colt Seavers: The Night Stalker.

A Viet Nam vet joins a cult and gifted with supernatural powers, including a cape that serves as a portal to a pocket dimension. He turns on the cult when he found out thy’re out for Xenogenesis, and the advent of Demon-kind on Earth. This is pretty much the same character Rich Buckler would introduce at Marvel as Devil-Slayer.

The Destructor is young criminal whose scientist father gives him an experimental formula to save his life. He gets powers a bit like a combination of Daredevil and Wolverine. He’s sort of like a Peter Parker gone wrong, out for vengeance on the Syndicate who killed his father.

An astronaut rescued by aliens steals a super-powered suit from them and escapes, then fights to stop the aliens from destroying mankind. Phoenix has a bit of a Green Lantern or Captain Marvel vibe, with a little von Däniken/70s UFO conspiracy garnish.

18th Century Highway is released from Hell by Satan serve as his agent in the 20th century, sending the souls of evil-doers straight into Perdition’s flames. He’s sort of the Scarecrow of Romney Marsh by way of Spawn.


Not exactly the “new house of ideas,” but not that bad, either. Well, most of these characters got a big shift in the last issue, so the thought would be: take the first issue or two as “canon”, then build your own universe from there, using things from later stories as fodder for inspiration. PCs could have latitude in how to develop their characters further from their comic roots, perhaps doing some “retcons” to the backstory over time, just as would likely have happened had the comics kept being published.

There are other Atlas characters, some that could be good PC material with a “bold new direction” here or there. There are also several barbarians, a few horror characters, tough cops, and two future dystopias that can help fill out the universe and inspire further development.

What crashed and burned in the world of comics publishing may soar in gaming. The Atlas Age just might be here!

Wednesday, April 29, 2015

Wednesday Comics: Essential Ultron


With Avengers: Age of Ultron opening this week, there's no time like the present to get caught up on Ultron's greatest hits. Here are some stories you should probably check out, in no particular order:

The Rise of Ultron
Avengers #54-58
You get the Masters of Evil, the first appearance and origin of Ultron, and the first appearance of the Vision.
Collected in: Essential Avengers vol 3Avengers Epic Collection: Behold the Vision (starts with #57).

The Return of Ultron
Avengers #66-68
Ultron's back, cementing his status as a major villian. This time, he's got a new body of adamantium.
Collected in: Essential Avengers vol 3Avengers Epic Collection: Behold the Vision

The Bride of Ultron
Avengers #157- 166
Ultron, in all his Oedipal glory, kidnaps Wasp and makes his own robot bride based on her--Jocasta.
Collected in: Avengers: The Bride of UltronAvengers Epic Collection: The Final Threat


Ultron Mark 12
West Coast Avengers vol. 2 #1-2, 4-7, and Vision And Scarlet Witch vol 2 #2
Ultron turns good? Perhaps the most unexpected Ultron story of all!
Collected in: Avengers: West Coast Avengers Omnibus vol. 1

Ultron Unlimited
Avengers vol. 3 #19-22
Ultron at his most evil. He decimates a city, turning the dead into an army of Ultron clones.
Collected in: Avengers: Ultron Unlimited (this one's pretty pricey; the issues might be cheaper!)

Monday, April 27, 2015

Our Heroic Age

Though we played a lot of fantasy games (mostly AD&D) in my middle and high school years--probably more than anything else--our longest campaigns (defined as the same characters in the same setting/situation) were in superhero games. While we'd played with Villains & Vigilantes and with the first editions of TSR's Marvel Super Heroes and Mayfair's DC Heroes, our "Heroic Age" really got started in '86 after the release of the Marvel Super Heroes Advanced Set.

Our first and longest running team was called the New Champions (taking the name from the L.A. based team of the Bronze Age and the idea of a new iteration from The New Defenders, which had just ended the year before). Our characters were street-level/near street-level characters, some of which were reformed villains. We picked the characters from the pages of the Official Handbook of the Marvel Universe, for the most part, rather than going with well-known characters. I used Paladin, my brother, Puma, and our friend Al, Hobgoblin (the former Jack o' Lantern version). That was the core group of players and characters, but other players and other Bronze and early Modern C-listers joined the New Champions ranks at some point: White Tiger, Madcap, Shroud, and Unicorn, among others I've likely forgotten. The team had a West Coast era (borrowing from West Coast Avengers, which I had a subscription to), as well, and probably at least one "all-new, all different" period--but it was also part of the same continuity.

The second edition of DC Heroes, was probably our last gasp of superhero gaming. The Marvel games had mostly been over the summer and with a crew somewhat different than my usual gaming group, since none of us were able to drive yet and it was tough to get together when we weren't in school. By '89 though, that wasn't the case, so the DC group was largely the same as my Dungeons & Dragons and GURPS crowd. This time, we made up our own characters and our own super-hero universe. Lower key, more "realistic" superheroes were the order of the day. About half of the group (which was never named as a team, really) didn't wear costumes, and the villains were are somewhat quirky, and many of them didn't wear costumes either. I suspect the primary inspiration was the Wild Cards universe, but Thriller, the New Universe, and Doom Patrol might have been in there, too.

We played some 4th edition Champions after that and maybe some GURPS Supers, but neither of them had the ease of use of MSHRPG or DCH so they didn't last long. These two campaigns created some truly memorable characters--or at least memorable sessions.

Friday, April 24, 2015

The Faeborn of Virid

I finally got a chance to look through the Elemental Evil Players Companion to see if there was anything that jumped out to me to add to my Land of Azurth campaign. I've already written about the Azurthite version of Aarakocraa, so I probably won't be using them as a PCs race. Deep gnomes are different, so they'll take a bit more adapting first. The Genasi work pretty well, we'll call them the Faeborn.

In the Land of Azurth, people with faerie ancestry are uncommon outside of the Country of Virid. Lady Desira, the Enchantress of Virid, is herself of fae descent. The most common sort of Faeborn folk are those who have ancestors among the elemental faerie who worked for Gob, the great craftsman, and Queen Azulina in fashioning the land of Azurth. Each of these types occupies various subkingdoms within Virid.

While they're variable as other folk, their personalities tend toward the humor associated with their element.

Each of the faeborn subkingdoms has a prince or princess and most of these are friends and/or former suitors of Lady Desira:  Parald, Ariel, Jin, Seraph, Gobe, Necksa and Nixi. They took part in the many adventures of her youth: ,

Thursday, April 23, 2015

"Shuttlecraft to Traffic Control..."


So, how about a peak at some new Strange Stars art? I had originally planned not to get any new art for the gamebooks, but the sales of Strange Stars have gone a little better than expected, so I felt better about outlaying a bit more money for (just a few) black and white images. The piece above is by Reno Maniquis. You can also expect to see stuff by David Lewis Johnson and Adam Moore, who did the well-received DMG/King Kong homage in Weird Adventures.

Wednesday, April 22, 2015

Wednesday Comics: Weirdworlds and Slayers

Marvel has release a couple of new collections of interest both to the Bronze Age comic fan and the tabletop rpg playing comics enthusiast.


I've covered Weirdworld here before. Inspired by the work of Tolkien, It was the creation of Doug Moench and initially brought to life by the art of Mike Ploog. This is the first time all of the Weirdworld stories have been collected in one place.


Skull the Slayer is a bit pulpier. It involves a Vietnam vet in a plane crash in the Bermuda Triangle, which you might thing is about as 70s concept you can get, except that the other survivors are other 70s stock characters (angry black man, rebellious rich kid, downtrodden young woman trying to get liberated), and the world they've found themselves mixes The Land That Time Forgot with Chariot of the Gods. It's no Warlord, but if you like Warlord, it's probably in your wheelhouse.

Monday, April 20, 2015

Fate Strange Stars Page


Here's another page from the work-in-progress Strange Stars Fate gamebook. The text is by John Till, the picture by David Lewis Johnson, and the layout by Lester B. Portly.

Sunday, April 19, 2015

More Savage Worlds Strange Stars


Mike's latest efforts over at Wrathofzombie:

from the Vokun Empire, the Kuath, ibglibdishpan, voidgliders, and the Yantrans; and the nomadic Star Folk.

Check them out.

Friday, April 17, 2015

Azurth Monster Review


Yesterday's tigerpillar was only the beginning. Here's some other entries from the bestiary you might have missed:

Deodand, Hirsute and Gleimous varieties.
Dragonborn are a different thing in the deserts of Sang.
Manhound. "He who makes a beast of himself gets rid of the pain of being a man."
Moon Goon arrives in a lead balloon.
Super-Wizard ancient, ultra-powerful alien wizards.

Thursday, April 16, 2015

Azurthite Bestiary: Tigerpillar

by B.R. Guthrie
Tigerpillars are horrible because they are always hungry. Owing to their magical nature (their creation blamed on one ancient and obviously depraved sorcerer or another), their organs are all mixed up--in one place tiger-like and another more like an inchworm--and they can never get fully satiated. They make their lairs in remote places in the wilderness or underground not because they prefer these places, but there they can devour whatever unfortunates might happen by with less interference.

Some say the tigerpillar metamorphizes into an adult form--a tiger moth or slaughterfly, perhaps--at some point, but others say this is nonsense.

TIGERPILLAR
large monstrosity, unaligned
AC 13 (natural armor)
Hit Points: 51 (6d10+18)
Speed: 30 ft.
STR 17(+3) DEX 13(+1) CON 16(+3) INT 3(+4) WIS 12(+1) CHA 8(-1)
Skills: Perception +3, Stealth +3
Senses darkvision 60 ft., passive Perception 13.

Keen Smell. The tigerpillar an advantage on Wisdom (Perception) checks relying on smell.

Pounce. If the tigerpillar moves at least 20 ft. straight toward a creature then hits it with a claw on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tigerpillar can make one bite attack it as a bonus action.

Actions:
Multiattack. The tigerpillar makes two attacks: one with its claws and one with its bite.
Bite. +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.
Claws. +5 to hit, reach 5 ft., one target. Hit 7 (1d8+3) slashing damage.

Wednesday, April 15, 2015

Wednesday Comics: Timelines, Sliding and Otherwise

These panels are no longer in continuity. Best forget reading them!
The advance of years has led Marvel and DC to pull make changes to keep their characters young. In 1968, Marvel took the first steps toward what would come to be known as a "sliding time scale" where the amount of time from the beginning of the heroic age stays the same, even as more and more adventures get forced in, and the beginning of that age never gets any farther away from the present. This has been coupled with an increasing avoidance of specific references to current time or events--"topical references--though there are exceptions (like right after 9/11). DC does something similar now, too, but that wasn't always their approach. Earth-Two was invented as the home of their Golden Age heroes, so it was natural for it to also become the home of Golden Age versions of their never-launched characters like Batman and Superman. For a while, this allowed DC's characters to stay "topical" and tied to the real world, though they seldom took advantage of it.

Before "Marvel Time" completely took hold--throughout much of the 70s--Marvel characters stayed somewhat topical. This is best exemplified by Claremont's run on the X-Men. Magneto's past is tied to Auschwitz and the Holocaust. We are told Ororo "Storm" Munroe was born in 1951 and that was orphaned by the Suez Crisis. Jean Grey's tombstone gives the extent of her life as "1956-1980."

Did Professor X let a 13 year-old fight Sentinels?
This can't be the Jean Grey that first appeared (likely as a high school sophomore) in 1963, though. (In fact, it doesn't seem likely that it's the same Jean Grey in that talked about meeting the Sentinels in '1969' in X-Men #98--don't know what Claremont was doing there.) Like the Golden Age Superman slowing melding into the a Silver Age one, the Silver Age Jean Grey slowly became the Bronze Age one while nobody was really paying attention.

A lot of people might not agree, but I kind of wish the DC approach had been stuck with by both companies. Instead of squishing and distorting things to fit a sliding time with very little to link it to real history, why not just switch the particular version of the characters you're chronicling every decade or so? The Silver Age Reed and Ben that fought in World War II would eventually become the Bronze Age Ben and Reed that fought in Korea or Vietnam, and the Modern Age ones that weren't in any war, You can keep the things they wanted and reboot others for each era.

Monday, April 13, 2015

Basic Strange Stars Tech

Art by Don Maitz
Despite its somewhat retro trappings, the actual technology of the Strange Stars owes more to modern science fiction. Across worlds and habitats it varies, of course: some places are at a Stone Age level while others border on post-scarcity. Here's a rundown of the common technologies available to the average citizen of the "standard" world or habitat:

Metascape: Most people experience the world through an augmented reality overlay. It contains useful information for travels, social media messages, and lots and lots of spam. Nobody walks through a public square without their filters on, lest they be bombarded by all sorts of virtual messages. Clothing is enhanced--or even sometimes completely generated--in the metascape. Some jurisdictions make it a crime to view the world infiltered by metascapes as this is seen as an unwarranted invasion of others' privacy.

Noosphere: The cyberspace of the far future, essentially, encompassing traditional internet activities, the metascape, and the living environment of infosophonts.

Implanted Cyberware: brain-computer interface is as common as smartphones are today and used for similar purposes. The typical pre-programmed software allows metascape interface, noospheric connectivity, communication (where messages can either be read or heard as read by an avatar or the sender or anyone else), chronometry, basic calculation, and interface with most modern devices. Most individuals don't navigate their own apps, but use a personal daemon--a nonsophont ai--as an advanced "Siri" and an answering service. Some cultures (like the Vokun) find implanted devices distasteful as do some individuals. They use wearable devices for the most part.

Fabber (or mini-fabber): A nanofabrication unit--essentially an advanced 3D printer--assembling at a molecular level, finished products from raw materials. These aren't exactly portable, but they are near ubiqitous household and shipboard items and public units can be used for a fee. Anything from foodstuffs (though this would only be done on long space voyages) to starship parts can be made given enough substrate and the necessary "blueprints." Commercially available models can be "jailbreaked" to make illicit drugs or weapons, but its generally easier just to buy or steal such common items.

Sunday, April 12, 2015

12 Monkeys and the Temporal Investigation Game


I after the first episode, I though SyFy's 12 Monkeys series was going to be an episodic "hunt down the lead of the week" sort of thing. I was not totally wrong, but I didn't anticipate the interesting background mythology the writers would weave into the show or the clever twists they had in store. With season one over, I think its a great example of how an investigation/mystery game could be done with points in time taking the place of physical locations.

This sort of setup requires time travel to be limited in its utility. No Dr. Who-esque traveling to anywhere in space and time. Limited the number of times a person can time travel helps. Also, having the timeframe of the mystery roughly delineated so that it covers a period of a few years or decades at most.

Like when developing a hexcrawl or a pointcrawl the events (and clues) available at every time point should be planned out before hand, so that PC's can investigate them in any order they want to, Obviously, time travel institutes the possibility that PCs might do something to change the past (or the present). The easiest way to handle this is to have changes sprout alternate timelines, so the original clues remain untampered with. The problem with that is, it removes an easy reason PCs would have to be doing this travel to begin with--to change the future.

Another way to do it would be to add new points and new clues to accomodate PC changes. The antagonists have to react to the PCs actions, perhaps though, they're helped by a tendency of the time-stream to resist change.

Finally, if you're going to go to the trouble of time traveling to solve a mystery, the stakes need to be high and the clues evocative and strange. Besides shows like 12 Monkeys, Lost, Helix, and to an extent True Detective, are good at doing this sort of thing. Getting players to wonder about the location and nature of the Night Room or who the Magic Man or Jacob is will help keep PCs interested even with setbacks or leads that don't pan out.

Friday, April 10, 2015

Another Savage Friday


In what's becoming a regular feature, let's again turn to channel Wrathofzombie as Mike has been hard at work again this week adapting Strange Stars for Savage Worlds:

Neshekk: privacy obsessed bankers.
Gnomes: eusocial asteroid miners.
Deva: mysterious, angelic, post-humans.
Blesh: alien bioroids with the minds of long-dead humans.

Thursday, April 9, 2015

In the Vicinity of Vega


The setting for DC Comics Omega Men. The links here will take you to detail about some of the locations, but of course, it might be much more game-useful to make up your own details.

Wednesday, April 8, 2015

Wednesday Comics: Multiversal Spotlight: Earth-19

Earth-19
Concept: Earth Victoriana/Steampunk
Pictured: (left to right) Bat Man (Bruce Wayne), Accelerated Man, the Shrinking Man, the Wonder Woman (Diana).
Sources/Inspirations: Gotham by Gaslight (1989) and Batman: Master of the Future (1991) collected in Batman: Gotham by Gaslight, Wonder Woman: Amazonia (1997), Countdown Presents: The Search for Ray Palmer: Gotham by Gaslight #1 (January 2008).
Analogs: Pre-Crisis Earth-1889 was the home of Victorian Batman as established in Absolute Crisis on Infinite Earths (2006); post-52 Earth-19 features Batman plus several more Victorian analogs as shown in Countdown Presents: The Search for Ray Palmer: Gotham by Gaslight (January 2008) #1; Post-52 Earth-34 was the setting for Wonder Woman: Amazonia as revealed in Countdown to Adventure #1 (October 2007).
Comments: Gotham by Gaslight, with its story of an 1889 Batman facing off with Jack the Ripper, started the whole Elseworlds franchise (though its first printing predated the label). It's sequel has Batman fighting a Robur the Conqueror stand-in in 1892.

The Elseworlds Wonder Woman: Amazonia is set in an alternate 1928, which presents a different identity and history for Jack the Ripper (he becomes King after killing Victoria and her family). How these two distinct worlds are melded in Earth-19 has yet to be revealed.

Monday, April 6, 2015

Hyehoon, Ksaa and Kosmoniks


Mike continues his Strange Stars adaptations for Savage Worlds.

Check out the avian Hyehoon, the scheming "Cold egg" ksaa, and the star-roving Kosmoniks.

Sunday, April 5, 2015

Azurthite Bestiary: Super-Wizard


Before there ever was a Land of Azurth, an ancient race known as Super-Wizards strode the various worlds as demi-gods, bending the forces of matter, energy, and time to their inscrutable and sometimes nonsensical will. They built strange cities and monuments and worked weird wonders, and they among themselves and with primordial monsters. It was hubris that led to their end. Either by their own hand they unleashed forces that even they could not master, or their arrogance troubled the sleep of the Slumbering God enough that his dreams conceived their doom. In any case, their very planet that once occupied the sphere between Mars and Jupiter was lost in a cataclysm.


The Super-Wizards' power being what it was, there is always a chance, however, that some escaped the fate of their world and are plotting with immortal patience their re-ascendance. It is the official position of the most learned arcane scholars of Azurth that the Super-Wizards are no more. However, the Wizard of Azurth and the Mysteriarchs of Zed are known to pay handsomely for an information about the Super-Wizards, particularly as might hint to their continued existence.

The following stats represent an "average" member of the Super-Wizard race. Exceptional individuals will be far more formidable.

SUPER-WIZARD
medium humanoid, any alignment
AC 17 (natural armor)
Hit Points: 139 (13d10+74)
Speed: 30 ft.; fly 90 ft.
STR 18(+4) DEX 18(+4) CON 18(+4) INT 17(+3) WIS 17(+3) CHA 18(+4)
Saving Throws  Con +8 Cha +8
Skills Arcana +7, Insight +7, Perception +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons, cold, necrotic
Senses passive Perception 17

Spellcasting. Most Super-Wizard's are 10th-level spellcasters, with a number of spell slots equivalent to a Sorcerer of the same level. Their spellcasting ability is Charisma (spell save DC 16, +8 to hit with attack spells). Their spells never requirement material components. They The following spells are common:
Cantrips (at will): Friends, Light, Mage Hand, Message1st level: Comprehend Languages, Disguise Self, Thunderwave2nd level: Alter Self, Detect Thoughts, Scorching Ray3rd level: Blink, Haste, Protection from Energy4th level: Dimension Door5th level: Teleportation Circle
Magic Resistance. A Super-Wizard has an advantage against spells and other magical effect.

Actions:
Multiattack. A Super-Wizard can make two melee attacks.
Melee Weapon. Super-Wizards employ a variety of over-sized or exotic appearing simple or martial weapons which function like standard ones of their type.


Friday, April 3, 2015

The Ethereal Prison


The Ethereal Plane as written in D&D is a transitive plane. It's a place you travel through or the medium stuff floats in. What if it were a bit less accessible--on purpose? What if, like the Phantom Zone is DC Comics, it was a prison? Maybe the gods or super-wizards of ages past had imprisoned renegades, criminals and monsters there?

If you aren't familiar with the Phantom Zone, read about here, The concepts a pretty simple one, though, even if you've never heard of it. Imprisoned creatures float around like ghosts.

This would have the advantage of differentiating the ethereal more from the other transitive planes and establish some interesting mysteries for PCs to look into.


Thursday, April 2, 2015

More Savage Strange Stars


Mike aka Wrathofzombie has been on a tear. If you're a Savage Worlds fan, his progression toward likely mental breakdown is your gain. Check out these Strange Stars adaptations:

Engineers Cybernetic crustacean builders of Vokun technology.
Bomoth Caterpillar-like musicians.
Smaragdines Green-skinned psionicists.

Wednesday, April 1, 2015

Wednesday Comics: Multiversal Spotlight: Earth-33

Earth-33
Concept: Earth-Prime
Pictured: Ultra and everybody
Sources/Inspirations: Flash #179, Flash #278, Justice League of America #123-124, Justice League of America #153, DC Comics Presents #87.
Analogs: Earth-Prime of the pre-Crisis universe, first appearing in Flash #179 (May 1968); post-52, Earth-Prime was home to Superboy-Prime and a version of the Legion of Superheroes as seen in Final Crisis: Legion of 3 Worlds #5 (July 2009)
Comments: Earth-Prime started out as the place where the stories of DC Comics were read and written. In Flash #179, the Flash winds up their and enlists the help of Julius Schwartz, then writer of his title, to return to Earth-One. Flash #228 introduced the wrinkle of the writers on Earth-Prime not just chronicling the adventures on the other earths but influencing them, as well. In Justice League of America #123 (1975), Cary Bates briefly becomes a megalomaniacal super-villain on Earth-Two thanks to this power. That would set the stage for tragedies to come.

In Justice League of America #153, Earth-Prime stops being our world when he gets its own superhero, Ultraa. Still, Ultraa decides Earth-Prime just isn't ready for superheroes and migrates to Earth-One. Even though Ultraa had a similar origin to Superman's, Earth-Prime gets its own Superman in the Crisis crossover DC Comics Presents #87 (1985) in the form of Superboy(-Prime).

Earth-Prime gets destroyed by the Anti-Monitor in Crisis and Superboy-Prime gets raptured to superhero out of continuity heaven with Earth-Two Superman and Alexander Luthor at the events end. The ending doesn't last, as he's back as a maniacal, genocidal villain in Infinite Crisis.

Monday, March 30, 2015

Azurthite Bestiary: Deodand, Gleimous


The lucifugal monsters called deodands are a sinister, lurking presence in the dark places of Subazurth. The Gleimous variety may well be the most foul of them, adding the insult of its slimy excess to the already sufficient injury of its anthrophagousness. No specimen of a gleimous deodand has ever been examined in detail, but the reports of those unlucky enough to have encountered them and lucky enough to have survived give the impression of a hunched and hairless body, emaciated, but suprisingly strong. At least three, bloodshot eyes of differing sizes protrude from their flat faces, and a great, multi-headed, wet, worm-like tongues writhes between fearsomely toothed jaws, agape and heavily drooling. This heavy drool it wipes on its arms and hands and is what gives the beast its name.

They are recognized by their peculiar vocalizations: an idiot snickering, punctuated by the occasional sniffle, and wet, lip-smacking sounds. They tend to mark potential pray by licking the unfortunate first or perhaps starting with their unattended belonging before moving to the individual. Later, they snatch them from the darkness. They tend to feed on skin, striping it with their abrasive tongues, and them dismember the corpse to more easily break the bones and suck out the marrow. The flesh itself is left for the scavengers.

DEODAND, GLEIMOUS
large monstrosity, neutral evil
AC 21 (natural armor)
Hit Points: 139 (13d10+74)
Speed: 30 ft.
STR 17(+3) DEX 18(+4) CON 20(+5) INT 11(+0) WIS 12(+1) CHA 17(+3)
Saving Throws  Str +7 Dex +8 Con +9 Wis +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities poison
Senses Truesight 60 ft., passive Perception 11.

Magic Resistance. A gleimous deodand has an advantage against spells and other magical effect.
Slime. A creature that touches a gleimous deodand or hits it with a melee attch while within 5 ft. must make a DC 12 dexterity save or take 3 (1d6) points of acid damage from flying drool.
Sunlight Weakness. In anything brighter candlelight, deodand have a disadvantage to attack rolls, ability checks, and saving throws. Bright sunlight causes them to melt like film in a projector, losing i hit dice worth of hit points a round.

Actions:
Multiattack. A gleimous deodand may make two claw attacks and one bite or tongue lash.
Claw. +8 to hit. 10 ft. reach, 1 target. Hit: 11 (1d8+7) damage.
Tongue Lash. +9 reach 10 ft.; one target. Hit: 10 (1d6+7) damage plus 1d6 acid damage from caustic saliva.
Bite. +8 to hit, reach 5 ft., one target. Hit:  (1d8+7) plus 1d6 acid damage from caustic saliva.

Sunday, March 29, 2015

Strange and Savage Stars


Over at the Wrathofzombie's blog, Mike the wrathful zombie himself has posted what I hope are the first in a series of posts adapting Strange Stars to Savage Worlds. Check what he's got up so far here and here.

Oh, and worked proceeds on the Fate adaptation, with the Stars Without Number adaptation to follow after I get that one off to layout.

Friday, March 27, 2015

Strange Stars Character Types in SWN


The three broad sophont types in Strange Stars (see the setting book, on sale now) adapt fairly easily to Stars Without Number:

Biologics: These are either humans or aliens (and in the far future of Strange Stars the distinct isn't always clear). They're created using the standard character creation rules in SWN plus the any particular attribute requirements/modifiers that might apply to their particular clade.

The sort of body-swapping described in Mandate Archive: TransTech is much more common in Strange Stars than in the default SWN setting. Many people may start with some sort of genemod upgrade and backups are common for those who can afford them. Unlike Threshold Sector, the Strange Stars are not post scarcity; things still cost credits. Cyberware (like in the core book and Mandate Archive: Polychrome) is also common, though most cultures in known space find overt cyberware tacky and primitive: it's been replace by gengineering. The Zao Pirates do not share this disdain.

Bioroids are biologic androids. Their bodies are essentially built like a hull. Unlike other biologic entities, they can not reproduce naturally; they are built or grown in vats.

Moravecs: Sophont robots. Many moravec types will essentially just be mechanical "species." Other s will be built easier via the AI rules.

Infosophonts: Digital minds. These are AI, essentially. They could be downloaded into a bioroid body (hull) or a mechanical one (armature). The differences between infosophonts are moravecs fuzzy at times, but many moravecs are as attached to their single, physical forms as much as many baseline humans. Infosophonts just say those forms as outfits.

Thursday, March 26, 2015

Azurthite Bestiary: Deodand

The deodand are a sinister, lurking presence in the dark places of Subazurth. Its appetite is insatiable, and it prefers to feed on people above all else. It abhors the light, and as a consequence no deodand has ever been seen clearly--or at least no one has survived the encounter to give a full description.

It is the general consensus that their are three varieties of deodand: leprous, gleimous, and hirsute. A fourth type, the slithery or lubricous is mentioned in some texts, but its existence is disputed. Glabrous and rugose varieties are described in Hokum's A Compleat and Entirely Accurate Bestiary of Subazurth, but the contents of that work are often as dubious as its title.

This is what is known of appearance of deodands in general: They are roughly human in shape, but taller. Their eyes glow like smoldering coals in the darkness. They seem no more intelligent than beasts and use no tools.

Today, we'll consider the Hirsute Deodand.


DEODAND, HIRSUTE
large monstrosity, neutral evil
AC 20 (natural armor)
Hit Points: 157 (15d10+75)
Speed: 30 ft.
STR 18(+4) DEX 14(+2) CON 21(+5) INT 11(+0) WIS 16(+3) CHA 18(+4)
Saving Throws  Str +9 Con +10 Wis +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities poison
Senses Truesight 60 ft., passive Perception 13.

Magic Resistance. A hirsute deodand has an advantage against spells and other magical effect.
Stench. Within 5 feet, make a DC 13 save or be sick.
Sunlight Weakness. In anything brighter candlelight, deodand have a disadvantage to attack rolls, ability checks, and saving throws. Bright sunlight causes them to melt like film in a projector, losing i hit dice worth of hit points a round.

Actions:
Multiattack. A hirsute deodand may make two claw attacks and one
Claw. +9 to hit. 10 ft. reach, 1 target. Hit: 12 (1d8+8) damage.
Bite. +9 to hit, reach 5 ft., one target. Hit: 6 (2d6) damage.

Hirsute deodands are large, gangingly humanoids, their mass filled out by thick, course, foul-smelling hair. Their only vocalization is a phlegmatic growl or chortle. Only their malevolent red eyes are ever seen.

Deodands move silently and quickly for creatures so large, The favorite tactic of a hirsute deodand is to snatch folk from parties traveling through Subazurth--perhaps stragglers or merely the unaware--snuff their light source quickly, then carry them into the darkness to consume at their leisure. They consider eyes a delicacy. Their meeps of pleasure can sometimes be heard reverberating through dark and cavernous places. It might otherwise be a comical sound, but is chilling in context.

Wednesday, March 25, 2015

Wednesday Comics: Multiversal Spotlight: Earth-16

Earth-16
Concept: Earth of celebrity superhero scions
Pictured: (left to right) Batman (Damian Wayne), Alexis Luther, Superman (Chris Kent), The Flash (Wally West), Green Lantern (Kyle Rayner), Arrowette (Cissie King-Hawke), Bloodwynd, Sister Miracle.
Sources/Inspirations: The Multiversity: The Just #earthme #1, The Saga of the Super-Sons (originally presented in World's Finest); (Chris Kent) Superman: Last Son; (Damian Wayne) Batman: Son of the DemonBatman and Son.
Analogs: The world of the Super-Sons was identified as pre-Crisis Earth-154 in Infinite Crisis #6; Mark Gruenwald had previously referred to this world as Earth-E in A Primer on Reality in Comic Books (1977). Earth-16 in the post-52 multiverse was the world of the Young Justice tv series.
Comments: Imaginary tales going back to the fifties portrayed Superman and Batman having kids with Lois Lane and Kathy Kane, respectively, but the story of the trials and tribulations of these kids as adolescents/young adults only started being told when Bob Haney and Dick Dillin introduced the Super-Sons in World's Finest Comics vol 1 #154 (December 1965). Morrison expanded the concept here to include a whole new generation of super-powered offspring in a world where all the heroic battles had already been fought.