Thursday, September 23, 2010

Random Femme Fatale Encounter


In the bold tradition of the AD&D Dungeon Masters Guide's Random Harlot Encounter Table, I thought I should offer a somewhat less focused Random Femme Fatale Encounter Table for use in the City, and its world--or maybe any pulpish setting.   And its illustrated.

Femme fatale’s are 50% likely to have useful information, but only 30% likely to spill it, and 15% likely to make up something. There is 60% chance she’ll attempt to enlist a PC's help in regard to her problem which will inevitably lead to more trouble.

01-10  Devil in a Blue Dress

11-25  Songbird

26-35  Reform School Girl

36-45  Carnival Girl

46-55  Burlesque Dancer/Stripper

56-69  Working Girl*

70-75  Wayward Wife

76-85  Gun Moll

86-90  Dope Girl


91-92  "Mata Hari"


93-94  Hayseed/Hillbilly Hussy**

95-98  Swamp Babe**
 
99-00  Witchy Woman
 
*If in an urban environment, otherwise replace with appropriate rural alternative.
**If in appropriate rural environment, otherwise re-roll.

Wednesday, September 22, 2010

Warlord Wednesday: The Curse of the Cobra Queen

It's Wednesday, so let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...

"The Curse of the Cobra Queen" and "Wizard World"
Warlord (vol. 1) #28 (December 1979)

Written and Pencilled by Mike Grell; Inked by Vince Colletta (first story)

Synopsis: Riding across Skartaris, Morgan and Ashir reach a parting of ways. Ashir rides for Kaambuka to claim his crown, and the responsibility he’s shirked. Morgan is on his way to Shamballah--and his wife with whom he intends to reconcile.

The two haven’t long parted ways, when Morgan is startled by a meteorite streaking across the sky--one that must have chanced to fall through the polar opening and into Skartaris. Morgan is unaware that the meteor’s fall is even stranger than he can guess. It passes through the “corona” of Skartaris’ eternal sun and is bombarded with radiation. It crashes into the jungle, where a serpent comes to bask in the warmth of its eldritch emanations.

Morgan’s ride takes him close to the place of the meteorites fall. Due to the strange flow of time in the inner world, there is no way to know how long its been since he saw the shooting star. In an area of the jungle darkened by the tree canopy, amazons in reptilian headdresses ambush Morgan. Their numbers, and Morgan’s reluctance to fight women. allow them to take him down with a club to the back of the skull.

When Morgan awakens. he's tied before a throne of a bone, where a beautiful, green-skinned woman with a reptilian cast to her features, reclines. This is the cobra queen. She moves toward Morgan with a raised dagger, but instead of using it on him, she cuts his bonds.

Morgan is mesmerized by her sensuous grace; she moves in for a kiss. Suddenly, there’s a stirring in the underbrush, and the cobra queen recoils in terror. Morgan goes to investigate and finds it's only a small mongoose.

When Morgan turns back to the woman, he finds a giant cobra in her stead! The cobra queen’s hand-maiden’s flee in terror, but Morgan lunges with his sword. He stabs the serpent through its hood, but then is caught in its coils. His sword is wrenched from his grasp. Desperately, he stabs at it with his dagger, hoping to loosen its hold enough so that he can pull his pistol.

Finally, he’s able. He shoots the cobra in the head, killing it. He wonders for a moment if it was a woman who became a snake, or a snake who became a woman? Putting such idle thoughts aside, he rides on, leaving the mongoose to sniff at the body of what is now a beautiful woman once more.

“Wizard World”
In the forests near Shamballah, Tara, Machiste, and Mariah also see a fragment of the falling star coming down. Mariah, aware of the rarity of such a sight, rides ahead into an ancient ruin to investigate. Tara warns her that legends say this is a place where black arts were practiced in the Age of Wizard Kings, and magic is said to still be in the stones. Mariah dismisses all that as superstition.

As Mariah gets close to the meteorite fragment, a strange tear occurs in the fabric of reality, and she falls in. Mariah emerges from her fall through darkness inside of a pentagram inscribed on the floor--startling a diminutive wizard who had been trying to summon a three-headed dog!

The wizard (who addresses her as “demon”) tells her he’s Mungo Ironhand, Sorcerer Supreme, and that this is the Age of the Wizard Kings--it won’t be called Skartaris for another eon or two. He says he’s summoned her to do his bidding, and now he bids her to kiss him. Mariah firmly declines.

Meanwhile, back in Skartaris, Tara tries (unsuccessfully) to stop Machiste from following Mariah into the rift...

Things to Notice:
  • Skartarian time weirdness is used in the furtherance of plot (sort of).
  • Apparently, Skartarian cobras have some constrictor-ish characteristics.
  • This is the first Warlord issue with a back-up story.
Where It Comes From:
This issue was perhaps inspired by the 1972 film Night of the Cobra Woman, wherein a beautiful woman, who transforms into a cobra, must seduce and suck the life from men to stay youthful.  It's also possible that the 1966 Hammer film, The Reptile wa in inspiratiom.  Here, a woman cursed by a snake cult takes on a reptilian form--much less attractive then our cobra queen in this issue.


Wizard World is both more "high fantasy" than Skartaris, and more humorous as well.  Grell seems equally inspired by Lord of the Rings and The Wizard of Oz.  Cigar-chomping Mungo Ironhand was perhaps inspired by a another cigar afficiando wizard with a not dissimilar personality--Avatar, from the 1977 animated film, Wizards.

Tuesday, September 21, 2010

Skills They Didn't Even Know They Had


In preparing for my groups foray into the Weird Adventures in the City, I’ve been thinking about skills. Of course, this isn’t everyone’s old school cup of tea, but particularly in a more technologically advanced setting like this one, I feel like it has its place.

What I don’t want is a complicated system with a lot of different skills to keep track of like GURPS, or even d20, or the like. Instead, I’d like broad abilities that work well with a sort of pulpy not terribly realistic flavor, and won’t bog the GM (myself) or player’s down too much. Most of all, I want them to suggest things the characters can do that enhance role-playing, rather than have players over-concerned with scanning character sheets for what they can or can’t do. In I way, I may be thinking more broadly; maybe abilities is a better descriptor than skills.

I think I’m going to employ Delta's "Target 20" mechanic--not just for combat, but as a central mechanic for skills/abilities, too. Player’s will add the pertinent ability modifier (mostly intelligence) to a role of the d20, and then the GM will apply a modifier based on some determination of difficulty, and the result most be greater than or equal to 20.

This line of though got me thinking about the skills/abilities that character’s have that aren’t (at this point) clearly delineated. Certainly place of origin and social status convey some benefits. The same goes for the "adventuring profession" itself.

Classes would confer skills, too, which would improve with level. Here’s some examples of what I’ve been thinking of:
  • Fighters: assess quality of weapons, care of weapons, possibly some tactics, or even strategy
  • Clerics: theology, liturgy, performing rituals, church gossip/personalities/history
  • Magic-Users: magical history and theory, maybe a bit about magical creatures?
  • Thieves: well, thieves already have an array of skills. Maybe these should be moved to a similar mechanic.
I’m not sure that these skills all need to be individually defined. In fact, I’d prefer that they aren’t. Anything that a player can convince the GM that its reasonable for him to know because he’s a cleric, I think he ought to be able to have a chance at--the GM’s job would be to assess a modifier based on not only difficulty, but how much the GM judges the character’s likely to know just based on his profession.

Anyway, all somewhat theoretical at this point.  I’ll give some examples soon that I intend to use in my Weird Adventures campaign.

Monday, September 20, 2010

Vampires and the City

“The face of evil is always the face of total need.”
- William S. Burroughs, Naked Lunch
The vampires which haunt the City’s streets and prowl its night-spots are somewhat different from those which might be encountered in other places, other worlds.

First though, the similarities: they are indeed undead, and they must drink the blood of the living to survive. Specifically, the blood of living humans; the blood of other animals will stave off withdrawal, but won’t give them the high they crave, and leaves them in a weakened state. Like vampires elsewhere, they’re nocturnal hunters who can’t stand the light.

Unlike the cloaked, evil masterminds of some fiction (or the immortal brooders of other fiction), the City’s vampires are perhaps best analogized as addicts or junkies. A vampire in need of blood is afflicted by terrible physical and psychological symptoms of withdrawal. Whatever their moral or ethical feelings were in life (or even in their undeath), the need crippling need drives them to harm others.

In the early stages of vampirism (perhaps the first few weeks after they rise), most enjoy the “high” of blood-drinking. Many only take it from semi-willing victims they have seduced, and are often careful not to kill. Some may only need to ingest blood every other week at this stage. Over time, tolerance develops, and the amount of blood needed to hold off withdrawal becomes greater--as does their willingness to do almost anything to get it. Advanced-stage vampires may need to consume blood nightly.

This increased use takes its toll on their body. Nature abhors the vampire, and immune elements in the blood they ingest lead to the the development of sores on their undead skin. Older vampires often loose their hair and muscle mass, and have yellowed nails, teeth, and jaundiced whites of their eyes.

Eventually, they are either killed in their pursuit of blood, or their need develops to the point where they can no longer feed it, and rest throughout the day. At this elder stage, their metabolism seems to shut down. They may spend months, even years, in torpor, only rising for frenzied binges, then sleeping again. Some later stage vampires move to injecting blood rather than drinking it, as it takes less to generate the desired effect.

Vampires of the City possess most of the usual vampire powers when flush with blood, however within 4-5 days for young vampires, and perhaps only as little as a day for older ones, these powers fade to something approximately an undead version of their previous (living) capabilities. These vampires are not affected by holy symbols (unless, interestingly, the vampire was devout in life, and the symbol in question is the one of the vampire’s religion), nor running water. Sunlight does burn them, as does silver. Those with magical sight can see that vampires cast two shadows--one normal, and one which has a hazy appearance and a gauzy texture. In a mirror, the one “normal” shadow visible to everyone, can be seen to move independently of the being casting it.

Not all drained of life by a vampire become one (the chance is perhaps 1 in 4). It is unclear why some develop the curse and others do not. Ghouls can be killed by vampires, but never rise.

There are said to be underground blood-parlors in certain parts of the City--decadent establishments which first appeared in the Old World, where younger vampires and vampire-wannabes gather to feed their mutual habits. There are also rumored to be procurers who find “fresh blood” for vampire clientele for a price.

Sunday, September 19, 2010

More Cryptids

FROG MEN
These 3-4 foot tall humanoids have leathery skin, webbed hands and feet, and hairless, wrinkled, frog-like heads. They're typically found around rivers or creeks in wilderness areas, though what they’re doing there is any body's guess. Leaders carry wand like devices that produce sparks, which can probably be used as a weapon. These creatures were sighted in our world on May 25, 1955 at 3AM by an unnamed businessman near a bridge alongside the Miami River in Ohio. Ohio Frog Men: #App.: 3-6; HD: 1, AC 7 [12]; Atk 1 bite (1-4), or weapon; Move 12; Save: 18; Special: wand (1d6 points electrical damage on hit).


MOMO (Missouri Monster)
A anthropoid creature with a large, pumpkin-shaped head, and black fur so shaggy that no facial features can be discerned, beyond perhaps the occasional glimpse of eyes. It has three-toed feet. Like the skunk-ape, momo exudes a nauseating stench. Momo is always hungry and has been known to kill small animals for food, or steal human food Yogi Bear-style. In our world, Momo is sighted in Missouri in wilderness areas along the Mississippi River.
Momo: #App.: 1; HD 3; AC 5[14]; Atk 2 claws (1d4); Move 9; Save 14; Special: stench: save vs. poison or -1 to attacks due to nausea.

Friday, September 17, 2010

Old School RPG Blogger Advancement Table

Humorously inspired by Cyclopeatron's recent post listing old school blogs (with the caveats he provides), here are the level titles associated with each rank and number of followers...
  1. Newbie                0
  2. Beginner              5
  3. Enthusiast           10
  4. Commentator      20
  5. Thinker              40
  6. Maven                80
  7. Pundit               160
  8. Sage                  320
  9. Guru                  640
You'll note that none of Cyclopeatron's listed bloggers have reached 9th level.  This is because the internet is a well-run and strict campaign devoid of Monty Haul-ism.

You know, if that chart doesn't do it for you the list could also be mapped to the Marvel Super-Heroes RPG rankings-- in which case this corner of the blogosphere goes from Feeble (no comment on quality, of course) to Shift Z.

Thursday, September 16, 2010

Exterminators

Exterminator in heavy enviromental gear

The exterminators of the City are a special breed, as hard-bitten and courageous as any adventurer. The ones deserving of that appellation are not the day-to-day workers in the private pest control business (though some of them are tough cases, too), but rather the highly trained and perhaps a little crazy men (and few women) working for the Municipal Department of Animal and Pest Control.

Escaped familiars or the occasional wandering monster from out of the wilderness are the sort of calls that will bring out the men of the MDAPC, but their work a day grind is the monitoring and clearing of the various subterranean areas beneath the City. The City was built on swampy land crisscrossed by creeks and streams. These swamps were drained, and many of the waters directed underground through tunnels. Add to these waterways the sewers, steam tunnels, and subway stations that support the modern city--to say nothing of the occasional underground structure built by the Ancients. All these subterranean environments support life.

In the upper levels, one mostly encounter creatures which may have wandered down from the surface, or vermin swarms, or larger than normal specimens of such. Dangerous fungi are not unknown. Here the exterminators must also be careful to respect the ghouls and give them wide berth.

In the mid-levels, or in wetter places, various slimes, oozes, and molds are found. These strange life forms are born of the effluvia of industrial alchemy, the sludge of botched thaumaturgy, or the strangest flourishes of Nature--or possibly all three. Control of these lifeforms requires special preparation and often protective garb.

The lowest levels present the strangest and most eclectic challenges. There are prehistoric holdouts evolved (or devolved) to hideous, blind forms in eternal darkness. There are chimerical creatures produced by the decadent sorceries of the Ancients. There are even extraplanar visitors trapped their for millennia, summoned by prehuman wizards, and held behind eroding wards.

In other words, the brave officers of the MDAPC face most of the challenges faced by your average professional adventurer. The only real difference is, they have a city pension to look forward to instead of a treasure haul. Is it any wonder many give up civil service in favor of putting their skills to use elsewhere?