Thursday, February 7, 2013

Talk to the Animals

For Starships & Spacemen, here's an obscure species from the background of Star Trek: The Motion Picture:


KAZARITES
Requirements: CON 9
Ability Adjustments: INT +1
Skill Adjustments: Contact +1
Metabolism: Iron Based

Kazarites are a Federation member species known for largely living a simple, bucolic lifestyle, despite their technological advancement. There are few cities on Kazar and herds of great beasts still migrate, guided by shepherds in telepathic communication with their charges.

Kazarites are somewhat anthropoid in appearance and tend to dress in homespun garments. They possess active psi abilities: most notably, the ability to communicate telepathically with nonsapient lifeforms. Perhaps because of their abilities, many Kazarites are vegetarians and carry their own food for practicality’s sake. They wear small bags of pellets around their neck that can be mixed with water to make a yeasty paste.

Psi Powers: In addition to Animal Telepathy (functions similar to the telepathy, except that it is limited in the complexity of the thoughts that can be conveyed due to the limited intelligence of the animal), a player may select 1 more psi powers at character creation.




Note: Kazarites just appeared in the background of ST:TMP and have never been featured prominently. They don't even show up in any of the Trek rpgs. What little information has been published about them comes from the costume designers for the film.

Wednesday, February 6, 2013

Warlord Wednesday: Revenge of the Warlock

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...

"Revenge of the Warlock"
Warlord #116 (April 1987)
Written by Michael Fleisher; Art by Ron Randall

Synopsis: Amazingly, Tara forgives Mariah for trying to steal her husband, though saving her life has something to do with it. Everyone’s primary concern now is Jennifer: She’s still dying and they don’t have a cure.

Meanwhile in P’Thun (a small kingdom north of Shamballah) the flamboyant wizard Muldahara prances into the throne room and announces his intention to take over the city. He blasts the king with his jeweled wand causing the monarch to rapidly age to death.

A rider arrives in Shamballah from P’Thun and gives Morgan and Tara the news. Morgan remembers Muldahara as the wizard that sent him on the quest to find V’Zarr Hagar-Zinn. The jewels in his wand sound like the eyes of Ankanar Morgan stole for him. And the aging--it’s just too coincidental. Morgan’s been played.

The object of Morgan’s ire is luxuriating in a bath and reminiscing about how he got to this point. He was skulking around around the rebel camp when he saw Ankanar attack and blast Jennifer with the aging ray from its eyes. When Morgan came to him for help, Muldahara sent him to steal Ankanar eyes, then dispatched him on a long quest to the edge of the world to get him out of the way. Mudahara then fashioned his fancy rod to hold the eyes.

On the road to P’Thun, Morgan encounters a large hedge maze that wasn’t there before: More wizard’s work. The magic ring from Hagar-Zinn points out the right path, but then:


A world away in the South Pacific, Redmond is flying to Dinosaur Island. His interrogation of the hapless tourist captured by a lost group of Mayans (back in Annual #5) reminded him of this place. After a run in with some pteranodons damages his plane brings the jet in for a crash-landing.

Morgan’s neither Morgan’s sword or his pistol does much to the creature. It regenerates. Finally, he hits on the idea of setting it on fire. The monster dispatched, Morgan is soon storming the steps of Muldahara’s palace. The wizard is waiting.


Muldahara uses his wand to age the floor to crumbling beneath Morgan’s feet. Then, he ages his sword to dust. Eventually, once he’s done playing with him, he’s going to age Morgan himself.

Miles away, Jennifer--frail as she is--senses her father is in danger. She summons all of her sorcerous powers and instantly transports herself to the palace in P’Thun. She shatters the gems in Muldahara’s rod with a blast.


With the jewels gone, Jennifer de-ages.

Meanwhile, a mysterious stranger arrives in Bandakhar:


Things to Notice:
  • Mike Grell returns to Warlord--at least its cover.
  • Our main characters get new outfits this issue. They aren't that impressive.
  • This is the conclusion (finally) of  "Morgan's Quest" after a sort of hiatus for Legends
Where it Comes From:
Muldahara is back (last seen in issue #101) and his very complicated evil plot is finally revealed.

The aircraft flown by Redmond to Dinosaur Island in this issue appears to be the F-19 Stealth Fighter--which never actual existed as far as is known. The design here is based on the Testor Corporation model kit for the "Lockheed F-19 Stealth Fighter," released in 1986.

Monday, February 4, 2013

And the Superhuman Krewe


The Southron canal city of New Ylourgne has a culture all its own. This is as apparent in its magical traditions as anywhere else. While a  professional, (somewhat) public, and singular Thaumaturgical Society holds sway in the City, New Ylourgne is home to a patchwork of societies and cabals, secretive in their teachings but often flamboyantly public in their rivalry.

Despite the tales sometimes heard in the Sorcerers' Quarter, most of these mystical societies or “krewes” don’t trace their traditions to the Averoignian magocracy that once ruled the city. Most seem instead to date back about fifty years, and the oldest rarely more than a century. They began as as social clubs for local thaumaturges (and non-thaumaturgist adventurers), who threw public parties and helped fund parades and celebrations related to Oecumenical holy days. These krewes began to compete for public acclaim, and thaumaturgical spectacle was part of winning these contests.The spells that created illusions and wonders became closely guarded secrets, hidden behind layers of coded language, and artificial mythology, unique to each krewe.

There was some precedent for these organizations. The mages of the Black Folk had long formed gender-specific orders for socialization and the exchange of knowledge.These orders waged ritualized magical battles in order-specific costumes in the city’s streets. Though this practice was suppressed by the ruling Averoignian sorcerers, it was never completely eliminated. The krewes may have been inspired to a degree by these groups, and in turn the Black Folk orders have conformed their primary ritual performances and competitions to the Oecumenical holiday calendar.



The krewes typically have exalted or archaic sounding names, harkening to some legendary founder or progenitor. The officers of the krewes (which are typically almost every thaumaturgy practicing member) take on ornate and nonsensical titles, and often go masked in public performances to evoke an air of mystery. Much of this mummery is magical enhanced; in many ways, the krewes are as adept as illusionists at fooling the public.

While the vast majority of the krewes are only out for fun and entertainment, the magics they wield are very real. Though it happens less these days, it’s not unheard of for serious magical feuds to exist between krewes that have ended in death.

Sunday, February 3, 2013

Talislantan Space: Kasmirans


Kasmirans are a short, lean, humanoid species with heavily wrinkled skins. Displaced by the Great Disaster, they now inhabit an arid world near the Seven Worlds Alliance's border with the Zaran Expanse. Despite their origin as refugees, the Kasmirans have become a wealthy people, though how they acquired this wealth is not entirely clear. They are infamous throughout the galaxy, however, as misers and shrewd negotiators.

The Kasmirans have maintained (and expand) their fortunes through investment banking.They have a reputation for ethical behavior and conservative investment, but also infamous as sticklers for the letter of contracts and for their hard credit terms.

Kasmiran society is divided into clans. The heads of these clans elect a Chief Executive Officer of Kasmir. When the Kasmiran clan leaders lose confidence in a CEO, he or she is replaced--and memory-wiped to insure the protection of secrets. This process is referred to as “beheading.”

Their desire to protect their wealth (and the wealth of their clients) has led the Kasmirans to become experts in both physical and data security. Prevailing Kasmiran aesthetics in physical security measures tends to favor clockwork mechanical devices with only sparing use of electronics; they extend this mechanical design into the nanoscale.

Kasmir City, the capital of the world of Kasmir, has a walled and check-pointed city center full of windowless high-security towers where the wealthy Kasmirans reside. Offworlders that work for them reside in the more modest areas surrouding it.

Friday, February 1, 2013

Hidden Lands & Inner Space

Here are a couple of maps from the pages of Marvel comics that could be put to good rpg use.

The first is from the pages of Micronauts. It gives me flashbacks to organic chemistry but also provides a basic layout of Homeworld:


This one is of a hidden land of prehistoric holdouts in Antartica: Ka-Zar's Savage Land:


Thursday, January 31, 2013

A Bug of a Different Color

Here's another obscure Star Trek species for Starships & Spacemen:

NASAT
Encountered: 2d4 (5d10)
Movement: 90' (30')
Intelligence: Average
Psionic Potential: 4d4, inactive
Hits: 1d8
Armor: -2
Combat Skill: 12
Save: L1
Attacks: 1
Damage: By weapon or 1d4
Morale: 7
XP: 10

Nasat are short humanoids vaguely resembling Terran isopods. They are known to the Federation in the 23rd Century, but are not yet members.

Nasat average 4 ft. tall and have 8 limbs, but typically ambulate bipedally. Either of their upper pairs of limbs may be used as manipulators. Though they have an internal skeleton, they also possess thick plates of carapace that extend down their tails. Their integument is either green, blue, red, brown on yellow.  

These colors divide the Nasat into “shell-groups” which are geographically co-mingled but divide their society in a way analogous to kinship groups in human societies. Nasat have no other concept of kinship. or even pair-bonding. Mating is a casual affair, with no real associated emotion. Children are raised in communal nurseries  and shepherded through adolescence by minimal support from members of their shell-group.  

Nasat are cautious, often to the point of cowardice from the perspective of other species. They make poor fighters, but have a natural aptitude for technology and make excellent technicians and engineers.



Note: Em3Green was a thief and expert lockpicker  who appeared in the animated series episode “The Jihad.” His species was named and further members were introduced in the ebook series Star Trek: Starfleet Corps of Engineers .

Wednesday, January 30, 2013

Warlord Wednesday: Citadel of Fear

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...

"Citadel of Fear"
Warlord #115 (March 1987)
Written by Michael Fleisher; Art by Ron Randall

Synopsis: Crossing the desert on the way to Kaambuka, a merchant caravan is attacked by “the Warlord and his blood-mad horde.” The survivors of the caravan are taken off to the Citadel of Fear. The Citadel’s master is Desaad, chief torturer of Darkseid, who’s indulging his sadism at the expense of the captives. When the technological illusion drops away, the Warlord is revealed to actually be Y’smalla, the former Vashek assassin. She allied herself with Desaad in her quest for vengeance.

Meanwhile, the real Morgan and his companions are returning from the castle of V’Zarr Hagar-Zinn--still without a means to save Jennifer. He’s also not looking forward to facing his wife Tara and telling her he’s now in love with Mariah! Shakira is disgusted with him and rides off on her own.

Mariah and Morgan ride into a town where Morgan is immediately attacked. The two are taken captive and the townsfolk plan to burn Morgan alive! A bystander rushes to a horse to ride to Shamballah and tell Queen Tara.

He arrives just in time to see a person with the appearance of Morgan shift into the form of Desaad and kidnap the Queen. The man doesn’t want to tangle with a sorcerer, but he rides back to the town, arriving in time to save Morgan and Mariah from being burned at the stake. (It’s a good thing Shamballah and this town are so close.)

This helpful fellow leads Morgan and Mariah to the Citadel of Fear where Desaad is already subjecting Tara to his tortures. Morgan may be in love with Mariah (thanks to a magic charm Mariah bought) but he feels honor bound to save Tara. Mariah, for her part, is starting to feel guilty about manipulating him.

Y’smalla warns Desaad that Morgan is coming. The Apokolipsian villain plans a reception for the Warlord. When Morgan arrives, he sees Tara reclining in sybaritic indulgence with wine and two guys. It’s all an illusion courtesy of Darkseid. Morgan wavers for a moment, but then V’Zarr Hagar-Zinn’s magic ring kicks in:


Desaad knows the jig is up. He tries to blast Morgan but hits Mariah instead. Morgan returns fire with his pistol, destroying some of Desaad’s machinery. The torturer decides his work here is done and makes his escape. Desaad’s device is falling apart--and both Tara and Mariah are in harm’s way! Who will Morgan choose?

Morgan runs for Mariah, who suddenly has an attack of conscience. She throws the love charm in a nearby fire. She tells Morgan to save Tara. With the charm destroyed, Morgan makes an about face and runs to save his wife. A certain black cat bounds in and transforms into Shakira. She helps Mariah get to safety.

Our heroes are all safe, and Morgan and Tara are reunited. And Mariah:


Desaad leaves Skartaris, his mission to destroy the legend of the Warlord far from a complete success but not a total failure, either. He’s also left Y’smalla behind with tools to cause chaos as a parting shot.

Things to Notice:
  • This issue is a Legends crossover.
  • Morgan calls his beloved Mariah "youngster," too. That's even more odd than him calling Shakira that.
  • It's strange that the loyal Shamballan so pivotal to this story goes unnamed.
Where it Comes From:
The title of this issue is the same as a 1918 lost world novel by Francis Stevens (Gertrude Barrows Bennett),  but there is no clear link between the two.