2 hours ago
Friday, February 15, 2013
How Do You Like Your Sci-Fi?
My recent science fiction posts in multiple settings (Star Trek, Pulp Space, Talislantan Space) has got me thinking about the different levels of "hardness" in science fiction. (A topic that TV Tropes--unsurprisingly--has some thoughts on). This scale is a bit granular and more detailed (and perhaps a bit more judgey). Here's my sort of summary of the basics of both of these:
Hard: So, on one end we've got fairly plausible stuff that mostly extrapolates on current technology. This includes stuff like William Gibson's Sprawl series and the novels of Greg Egan (from the near future mystery Quarantine to the far future Diaspora). A game example is this category would be somethig like GURPS Transhuman Space.
Medium: Getting a little more fantastic, we arrive in the real of a lot of TV shows and computer games. One end of this pretty much only needs you to believe in FTL and artificial gravity but is otherwise pretty hard. Powerful but plausible nanotech might fall here, too (like in John C. Wright's Golden Age triology). The fewer impossible things you're asked to believe (and the better rationalized the ones you are asked to believe in are), the harder it is. The middle of this group adds in something like psionics (Traveller gets in here, and a lot of science fiction novels, like Dune and Hyperion). The softer end throws in a lot of too-human aliens and "pure energy" beings (Babylon 5, most Star Trek).
Soft: Here lies fantasy but with a science fiction veneer and context. Some Star Trek (the animated series, particularly) comes in here, and Farscape. This is also the domain of Star Wars. Simon R. Green's Deathstalker cycle turns up here, too.
Ultra-Soft: Some Star Wars tie-ins in other media come in here, as do things that include magic (or similar fantastic elements} mixed in with an otherwise soft sci-fi universe: This would include superhero sci-fi properties (the Legion of Super-Heroes and Guardians of the Galaxy) and comic book epic sci-fi (what might also be thought of as Heavy Metal sci-fi) like Dreadstar, The Incal, and The Metabarons. It's possible it stops beings science fiction on the mushiest end of this catgory and just becomes "fantasy."
So what consistency of sci-fi is your favorite--particularly in regard to rpgs?
Thursday, February 14, 2013
Talislantan Space: In the Expanse
The Zaran Expanse is a region of decimated star systems and damaged worlds, the epicenter of the devastation of the Great Disaster. The area gets its name from the ancient Zaran Empire, though how much of the territory the empire actually controlled is a matter of debate. Traversing through and residing in the Expanse are a mix of species from all over the galaxy:
A Nagra bounty hunter draws on his quarry. The Nagra's "spirit tracking" ability allows them to trace the psychic ripples of their prey's passing, even across space.
A group of Zandir fencers perform an exhibition bout.
Two Batrean females run a confidence game.
A rare glimpse of a Muse Empath outside the Seven Worlds Alliance.
A Nagra bounty hunter draws on his quarry. The Nagra's "spirit tracking" ability allows them to trace the psychic ripples of their prey's passing, even across space.
A group of Zandir fencers perform an exhibition bout.
Two Batrean females run a confidence game.
A rare glimpse of a Muse Empath outside the Seven Worlds Alliance.
Wednesday, February 13, 2013
Warlord Wednesday: Legacy of Nightmare
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...
"Legacy of Nightmare"
Synopsis: As Shamballah celebrates the end to the aging plague caused by Muldahara’s magic, Queen Tara is still troubled by traumatic dreams of the mental tortures she suffered at Desaad’s hands. She’s got to find away to get over her fears. She heads out of the palace without telling Morgan where she’s going, reminding him in passing of all the times he’s done it to her.
Meanwhile, Machiste confronts Mariah. He wants to know who she ran out on him for. She resists telling him, but ultimately the truth comes out: It was Morgan.
Tara rides out toward the only place she can truly face her demons: Desaad’s citadel (actually, it’s unclear in the story that that’s where she’s heading, but it’s the only thing that makes sense). Crossing a desert landscape, she attracts the attention of a group of bandits. Though she’s deadly with her bow, she’s outnumbered. The only place close enough for refuge--the citadel, of course.
A world away on Dinosaur Island, Redmond has found a cave that he believes may provide an entry point to Skartaris. He’s still convinced that Morgan went over to the Russians at some point. Even though Morgan has spent most of the last decade in a sword & sorcery fantasyland, and he couldn't have given the Soviets any information recent or useful, Redmond’s going to get his man. He immediately runs into trouble:
Tara makes it to Desaad’s Citadel. She plans to hide inside, luring the bandits in after her, then take them out one at the time Die Hard style. The former Vathek assassin, Y’Smalla hides in the citadel, planning to watch events unfold on the monitors but not interfere.
Tara manages to separate off some of the bandits and kill them, but there still too many, and she’s on the run. Cornered in a room, she accidentally triggers some of the illusion creating machinery. The bandit is disoriented, making him easy pickings. She begins luring the men into rooms and using the illusions to her advantage. The last bandit has gotten wise to the trick, though and doesn't fall for the illusion. Tara puts on Desaad’s helmet that allows the experiencing of the subjects emotions--and the exploitation of their greatest fears.
As she causes the bandit believe he's being squeezed to death by eel-things, she gets a jolt of the sadistic pleasure Desaad experiences.
She finally is able to stop, but the man is dead, and killed in a horrible way by her hand.
Meanwhile, the mysterious blonde stranger is trying to book passage to new Atlantis. The captain wants to head south instead of north. When a cargo net full of crates threatens to crush his daughter and the stranger saves her with a speed one might call faster than a speeding bullet...
...he relents and agrees to take the woman where she wants to go.
Things to Notice:
Warlord #117 (May 1987)
Written by Michael Fleisher; Art by Ron Randall
Synopsis: As Shamballah celebrates the end to the aging plague caused by Muldahara’s magic, Queen Tara is still troubled by traumatic dreams of the mental tortures she suffered at Desaad’s hands. She’s got to find away to get over her fears. She heads out of the palace without telling Morgan where she’s going, reminding him in passing of all the times he’s done it to her.
Meanwhile, Machiste confronts Mariah. He wants to know who she ran out on him for. She resists telling him, but ultimately the truth comes out: It was Morgan.
Tara rides out toward the only place she can truly face her demons: Desaad’s citadel (actually, it’s unclear in the story that that’s where she’s heading, but it’s the only thing that makes sense). Crossing a desert landscape, she attracts the attention of a group of bandits. Though she’s deadly with her bow, she’s outnumbered. The only place close enough for refuge--the citadel, of course.
A world away on Dinosaur Island, Redmond has found a cave that he believes may provide an entry point to Skartaris. He’s still convinced that Morgan went over to the Russians at some point. Even though Morgan has spent most of the last decade in a sword & sorcery fantasyland, and he couldn't have given the Soviets any information recent or useful, Redmond’s going to get his man. He immediately runs into trouble:
Tara makes it to Desaad’s Citadel. She plans to hide inside, luring the bandits in after her, then take them out one at the time Die Hard style. The former Vathek assassin, Y’Smalla hides in the citadel, planning to watch events unfold on the monitors but not interfere.
Tara manages to separate off some of the bandits and kill them, but there still too many, and she’s on the run. Cornered in a room, she accidentally triggers some of the illusion creating machinery. The bandit is disoriented, making him easy pickings. She begins luring the men into rooms and using the illusions to her advantage. The last bandit has gotten wise to the trick, though and doesn't fall for the illusion. Tara puts on Desaad’s helmet that allows the experiencing of the subjects emotions--and the exploitation of their greatest fears.
As she causes the bandit believe he's being squeezed to death by eel-things, she gets a jolt of the sadistic pleasure Desaad experiences.
She finally is able to stop, but the man is dead, and killed in a horrible way by her hand.
Meanwhile, the mysterious blonde stranger is trying to book passage to new Atlantis. The captain wants to head south instead of north. When a cargo net full of crates threatens to crush his daughter and the stranger saves her with a speed one might call faster than a speeding bullet...
...he relents and agrees to take the woman where she wants to go.
Things to Notice:
- Despite wearing her old outfit on the cover, Tara (just like everybody else) sports her new outfit in the story.
- On the subject of new outfits, Mariah's eye makeup has gone totally 80s and combined with her new headband, she looks like a member of Jem and the Holograms.
Where it Comes From:
This issue continues to deal with the dangling plot threads of the "Morgan's Quest" storyline. The new costumes tend to abandon some of the 70s-ism--and some of the fur. They didn't make the lasting impression Grell's outfits did, though.
This issue continues to deal with the dangling plot threads of the "Morgan's Quest" storyline. The new costumes tend to abandon some of the 70s-ism--and some of the fur. They didn't make the lasting impression Grell's outfits did, though.
Monday, February 11, 2013
Celluloid Rocketship
By the mid-thirties, the major film studios were all exploiting the public’s interest in the exotic worlds of the solar system. Of all the one-reel travelogue series produced, perhaps none was more popular than The Rocketship of Movietone, debuted in 1931.
Several of the earliest films dealt with Venus. “Giants of the Jungle” focused on the exotic and dangerous Venusian saurians. In early 1932, “Lost Cities of Venus” used footage from the Markheim survey expedition's dangerous foray into one of the ruins of the ancients.
Of course, Mars figures prominently in the early subjects. The low canal markets and bazaars were featured. Another dealt with the desert tribes--though the tragic fate of the expedition that provided the footage was wisely kept from the movie-going public.
While the initial run of films dealt predominantly with the inner worlds and their satellites, one was made from footage shot by one of the earliest commercial missions to Ganymede. While the footage is limited (still photos had to be used at times) and of lower quality than what was coming from film crews on Mars or Venus, it did give the public their first view of the eerie necropolises of that cold and distant moon.
More than one spaceman of the fifties and sixties sited these early Rocketship of Movietone films as an important influence on their lives.
Sunday, February 10, 2013
Hwuru
Hwuru are bipedal sophonts bearing some physical resemblance to Terran apes and sloths. They are shorter than humans but powerfully built with arms longer than their legs, and digits with claw-like structures (actually bony projections covered with horn) on their dorsal surface. They're covered with shaggy fur except on the anterior surface of their torsos, which are covered with leathery plates.
The hwuru evolved from arboreal insectivores. They have small, beak-like snouts (like the Terran echidna) and extendable tongues to aid in snatching up arthopods or their larvae in hard to reach places. Hwuru can’t swallow anything very large and must have bulkier foodstuffs made into a mash before they can consume it. Most hwuru have a mild dependence on chaoofsh a chemical attractant released by the trees native to their world. When off-world, they tend to wear a breathing apparatus to deliver this chemical.
On their native world, no hwuru have advanced beyond the Iron Age, and most live in tribal societies that use stone tools. Interaction with starfaring civilizations has afforded hwuru the chance to leave their planet, and they are sometimes found among the stars where their physical traits make them useful as hired muscle.
Stats for Starships & Spacemen:
Encountered: 2d4 (5d10)
Movement: 120' (40')
Intelligence: Average
Psionic Potential: 2d4, inactive
Hits: 1d8+1
Armor: -1
Combat Skill: 12
Save: L1
Attacks: 1 weapon or 2 claws
Damage: by weapon or 1d3/1d3
Morale: 9
XP: 15
Notes: This is an alien species of my own devising, inspired by an unnamed character in an episode of Superman: The Animated Series.
Friday, February 8, 2013
Tome of Draculas!
An orphaned Secret Santicore request from Ian was for “better draculas.” This cryptic request I interpret as referring to D&D’s propensity of turning unique creatures from mythology or fiction into a class of creatures. A dracula then is pretty much like the standard D&D vampire--except that they have a whole “urbane foreign noble fallen on hard times” thing going for them. For a standard dracula, simply use your vampire stats of choice: give him (it’s going to be a him, most of the time) a foreign accent, a stylish cape, and a dilapidated castle.
With that in mind, here are some dracula variants:
DRACULA, AQUATIC
Aquatic draculas haunt sunken funeral ships or castles submerged by some natural or manmade upheaval. Draculas are restrained by running water, but relatively still lakes, inlets or lagoons provide a place where they may be active at least some of the time. Aquatic draculas are unable to summon rats, bats, or wolves, but crabs, sentient seaweed, piranhas, and unsavory otters are an option.
DRACULA, ANIMAL
Merely vampiric animals (besides bats) are impossible, but the power of a dracula’s curse is such that even beasts must succumb. Dracula dogs are the most common variety, but even cows have been known. Dracula animals have HD 7 and all the usual vampiric powers and weaknesses, plus whatever innate abilities they possessed in life. Magical animals may not be dracula-ized. (An alternate version of the hellcow appears here.)
DRACULA, LOVELORN
Some draculas ache for a love lost and often mistake some woman or another for this long dead inamorata. The charm ability of the lovelorn dracula often convinces the woman in question that she is indeed a reincarnation. Lovelorn draculas are mechanically identical to the standard version, but they are often hunkier and have flowing locks and a penchant for going shirtless. They seldom bother with summoning vermin, though they probably can.
DRACULA, NOSFERATU
These draculas are hideous and vaguely rodent-like in appearance. They lack the suave demeanor other draculas affect: they are either testy and animalistic, or creep- pathetic and lonely. They have a special affinity for vermin and can summon twice the usual number of rats. They also tend to bring plagues where they go and can cause disease. When exposed to sunlight they fade away rather than turn to dust.
DRACULA, OTHERWORLDLY
This dracula violates the "mostly male" rule. These draculas are mostly female and their foreignness comes from being from another world or plane where blood flows like water. They have none of the shapeshifting or animal summoning powers of usual draculas, but make up for it with HD 9.
DUST OF DRACULA
After a dracula dies, they turn to a reddish powder. This dust can be collected and made into a beverage when mixed with wine and human blood. When this potion is consumed, the imbiber must save vs. polymorph or painfully transform into a duplicate of the dracula whose dust was used.
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.
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.
Subscribe to:
Posts (Atom)