Monday, April 8, 2013

Blue Monday

Continuing my exploration of the inimical ssraad:

BLUE SSRAAD
No. Appearing: 2-12
AC: 4
HD: 8
Saving Throw: 11
Attack Bonus: +8/+8/+8
Damage: 2d6/2d6 claws, 1d12 bite
Movement: 30’
Morale: 12


The blue ssraad make their lair in stolen asteroid habitats huddled close to the cinder of Sirius B. From this base, they launch raids across the Expanse and wage a grinding war against the green ssraad holding Sirius A.

The hulking blue (3 m tall) are the most massive of the ssraad species and are more intelligent and organized than the red. Still, they have no hierarchy beyond the tribal level, where the strongest rule, and what technology they possess is stolen.  They force captives to remodel their starships for the ssraad’s large frames before they kill them. They can employ weapons, but they prefer to use the bone spur claws that grow from dorsal surface of their hands, and their massive jaws.

Ssraad reproduce asexually. Dominance challenges between ssraad can lead to slashes along the back of the loser by the victor’s bone spurs that (combined with chemicals introduced into the loser’s bloodstream from the victor’s saliva) stimulate grow of eggs beneath osteodermic plates on the loser’s back. These eventually bud off into larva, to which the adults pay little attention. The victor sometimes passes genetic material to the loser’s eggs through his saliva in a manner similar to bacterial conjugation.

Sunday, April 7, 2013

Red in Tooth and Claw

The decimated systems and damaged worlds of the Zuran Expanse are stalked by several hostile sophont species. Among the most feared are the ssraad [ʂra:d], who claim the whole region as their own by reason of their supposed descent from the enigmatic zurr for whom the Expanse is named. Others have theorized that the ssraad are more likely a creation of the zurr—and perhaps their undoing. No biologic evidence of the zurr exists to prove or disprove either theory.

The three species of ssraad are differentiated by color and some morphological features, but all are bipeds with broad, wide-mouthed heads and bumpy skins, reminiscent of toads. The species exist in a state of mutual hostility. The two dominant species (the blue and the green) employ the reds in their warfare against other and other sophonts.

reconstruction of red ssraad image from visual cortex of victim

RED SSRAAD
No. Appearing: 1-4
AC: 5
HD: 6
Saving Throw: 13
Attack Bonus: +6/+6/+6
Damage: 1d4/1d4 claws, 1d10 bite
Movement: 30’
Morale: 10
Red ssraad at nearly 2.5 m tall and have dull red skin. Though sophont, red ssraad act more like ravening animals than sapient beings. Often only their sadism gives them away. They do not build or create, but are capable of utilizing technology when necessary. Red ssraad are used as shock troops and terror weapons by the greens. They are phenomenal hardy and regenerate 2 hit points a round.

Red ssraad reproduce in an unsual way.  They parthenogenetically produce eggs that must incubate with a living host. Ssraad use their hollow tongues to inject eggs (40% chance) into a host on a bite that does damage. Once inside, the egg gestates for 3 weeks. After that, the host falls ill for approximately 24 hours with nausea and abdominal pain before the ssraad larva eats its way out of their body, killing them.

Friday, April 5, 2013

Blesh


The blesh are members of the Alliance in the Orion Spur. Unique among the Alliance species (and rare in the known galaxy), the blesh are gestalt beings, a blending of human and nonhuman.

Appearance and Biology: Physically, the blesh are six-limbed bipeds, with some vaguely insectoid features. They appear to made of crystal, with translucent bodies within which their organs (like strangely-shaped decanters) can be glimpsed.  They are likely either the bioroid creations or descendants of a long dead species. Blesh do not reproduce sexually, but are instead grow like fruit from specialized cybernetic “trees” on their homeworld.

History: Until their “Great Awakening,” the bioroids were a post-sapient species; they had long ago broken the strange-loop of self to live edenic lives in the tranquil gardens of the totally controlled biosphere of their homeworld. All their needs were provided by the techno-organic trees they tended. Sometime in the dark age following the Great Collapse, a slower-than-light ark, launched from Old Earth long ago, crashed on their world. The trees dutifully downloaded the refugee human minds from the ark and (reading the ark's purpose) began distributing the minds to their charges/gardeners. The blending of the human minds and the minds and bodies of the bioroids formed the merged entities who call themselves blesh.

Psychology: There were 1803 human minds recovered from the ark. Every blesh is one of these minds blended with a bioroid post-sapient to form a new consciousness. They name themselves by combining the name of the human mind, a number designation related to the tree they grew from, and a monosyllabic prefix. Blesh are a peaceful species with respect for other sophonts. They have not historically been explorers, but they believe their culture to be enriched by learning about other species, and they are interested in galactic stability. Perhaps from the human elements in their minds, they have a great curiosity about ancient human artifacts. Though the blesh have the memories of the human part of their composite mind, these memories belong to someone long dead and have for them a dream-like quality; they feel like visions of the past rather than events actually experienced.

Stats: Blesh have a minimum Intelligence and Constitution of 9. Due to their synthetic biology, they have a +1 to saves against most poisons and diseases. Their integument provides AC 7 against weapons Tech level 3 or less. Their bodies heal slowly, however, without the aid of their engineered trees (+1 to all roles for length of time required for healing).

Wednesday, April 3, 2013

Warlord Wednesday: the Gods Make War (part 2)

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. This is part 2 of my review of the last Warlord Annual:

"When the Gods Make War"
Warlord Annual #6 (1987)
Written by Michael Fleisher; Art by Pablo Marcos

Synopsis: When last we checked in on Skartaris, the Apokolipsian invasion forces were attacking all the city-states.  Lonar wants to use his mother box to call in reinforcements from New Genesis. He gets taken out, but Morgan manages to grab the mother box and escape.
In Kiro, Y’Smalla (disguised as Tara) makes her move to assassinated Machiste. She might have succeeded, had the real Tara not come to the rescue:


The two identical women fight a pitch battle. Y’Smalla, fearing she’s out-matched, escapes out a window.

Tara and Machiste join the battle outside and spot Desaad watching the proceedings with glee. They decide to drop in on him. A cowering, defeated Desaad delivers an ironic line:


The Apokolips army is forced to withdraw from Kiro, but Shamballah is still under siege. Morgan manages to get a message sent via the mother box before the Apokolipsians find him. His pistol jams and things look grim, but then the cavalry arrives in the form of a contingent of new gods. Living up to his nom de guerre, the Warlord takes command: He sends the new gods out to liberate the other Skartarian city-states while he takes one of the new Darkseidium Apokolips rifles and goes after Mantis, the leader of the Apokolipsian forces in Skartaris. Lonar worries about Morgan facing Mantis alone, but Morgan says he can handle it.

So we get a lot of snippets of fights among new gods: Lightray takes down Kanto in Bakwele. Orion puts a beat down on Kalibak in Kallistan. Forager disgraces Baron Vundabar in Kaambuka. Everywhere they go, they tell the people they come at the Warlord’s bidding, rehabilitating the image tarnished by Desaad’s shenanigans.

All the while, Morgan is maybe regretting taking on Mantis alone. His gun doesn’t work against him. All he can do is evade—which in the end, turns out to be enough. Mantis drains his power trying to hit him and is forced to return to his power pod.

Skartaris is freed. All the new gods boom tube back to their respective worlds. Lonar warns Morgan before he goes that Skartaris still has the ore Darkseid wants—and the lord of Apokolips doesn’t take defeat gracefully.

Things to Notice:
  • Lonar's predictions about a return of Darkseid prove false. He doesn't show up again in the series.
Bonus Pin-up:
From Gil Kane:


Monday, April 1, 2013

The Gnomes of Dzrrn


The gnomes are a member species of the Alliance. They hail from ancient subterranean habitats on Dzrrn, a large asteroid. They've colonized more asteroids in their own system and in others.

Appearance and Biology: Gnomes are small (1.-1.3 m) humanoids with loose, wrinkled skin and large ears. Most gnomes encountered will likely be male, but there is little sexual dimorphism. Gnome clans are seldom made up of more than 100 individuals, though they tend to have close ties with nearby clans. Only few individuals in a clan are capable of breeding at a time, though a female may breed with multiple males. Mating produces an organism the gnomes call a”mother”--essentially an external womb. The mother generates gnome embryos from the genetic material donated from its maternal gnome and all the males she mated with. The female coordinates the mother’s care, but all members of clan take part.

Gnomes have castes, as well. Most males (and a few females) are “workers” responsible for the care and maintenance of the habitat. The somewhat taller “managers” are disproportionately female, but still numerically mostly male. They have primary responsibility for the rearing of children, the protection of the clan, negotiation with outsiders, and strategic planning.

Psychology: Gnomes are gregarious and inquisitive, but deliberate in their thought process. They seldom act rashly. They observe less need for personal space than most humanoids, and in fact, are prone to depression if forced into situations where they can have little physical contact with others for extended perionds. Many gnomes suffer from a fear of open spaces, and may experience a panic reaction.


Stats: Gnomes have a Constitution of 9.

Sunday, March 31, 2013

The Maze


The so-called Apotheosis Maze is an ancient structure of great power. It sits on an all but lifeless world on the seldom-traveled fringe of civilized space, yet still it draws visitors willing to accept it’s wordless challenge: Find the path through and perhaps attain godhood.

The maze covers nearly 20,000 m2. From a distance, it appears to be made of marble. Closer inspection reveals the material has an iridescent, oil-slick sheen when the light hits it right. Scanning reveals it to be much more than simple stone: There are patterns in its structure at the picometer (and possibly smaller) level: circuits repeating. The maze has a psionic presence, too--like faint, whispering voices in an adjacent room.

It’s said that no known weapon can damage the maze’s structure. It is uncertain whether anyone has ever actually tried. The guardians of the maze move quickly to stop any visitor who attempts violence against them or the maze. They wield quantum weapons, that are powerless cubes outside of their hands.

The guardians are tall, robed humanoids with enlarged craniums and skin as black as starless space. There are always three, though perhaps not always the same three. Their primary task seems to be to decide who may walk the maze from the supplicants present. They never allow more than five in, but the number varies; they often select fewer. Those they choose must divest themselves of weapons, equipment, and uplinks, and don simple robes before entering the maze.


Despite the fact that the maze is open to the sky, no one has ever been observed traversing it. It would appear that the maze's interior exists elsewhere. The vast majority of those who enter the maze never emerge. In fact, there is no recorded instance of anyone emerging--but many stories exist. All the stories suggest sophont beings who walk the maze transcend in some way--perhaps even to godhood. The hyehoon faithful believe their Mother Creator, Anat Morao, walked the maze before ascending into heaven where she continues to watch over her children. Some versions of Instrumentality doctrine mention attempts to walk the maze, either praising or condemning them. A conspiracy meme during the Radiant Polity held that the first psi mutant (an immortal being of immense power, supposedly) was born of a pregnant mother who had walked the maze.

The legends keep people trying. Some attempt to hedge their bets by finding a map of the maze. Such maps surface from time to time--and people have killed to get them--but as far as is known, they've all turned out to be fakes. A rumor current among spacers is that there’s a mendicant on a backwater world called Oriax, who carries the map (perhaps unknowingly) in his brain, but few have been able to locate the planet much less any miraculous vagrant.

Friday, March 29, 2013

Ready for a Mall-Crawl?


This has been a good week for free stuff. Today, let me direct your attention to an offering from Justin, the chronicler of A Field Guide to Doomsday. Justin has served up The Ruins of Woebrook. It's either a stinging critique of 21st Century American consumerism disguised as an adventure module or an excuse for mall-inspired encounters with creative, punningly named mutant monsters: You decide!

The Cinnaman gives it two stick-sweet thumbs up/