2 hours ago
Thursday, April 11, 2013
Sights in the Strange Stars
Few galactic sporting events offer the sheer spectacle of the giant robot combats of Gogmagog. The robots are of unique design (but all humanoid) and tower anywhere from around 10 meters to over 80 in the world’s low gravity. Mostly they stand waiting for some signal—or maybe just the right moment. They may not move for years or even decades. Then abruptly, they sally forth to engage one of their fellows in hand to hand combat.
That’s when the motley bot breaker gangs go into action. They race to the location of the latest match on their dilapidated walkers, their howdah shantytowns rattling with the jarring motion and their frantic preparations. They have to work fast to salvage what they can from the defeated giant before the swarms of von Neumann machines skitter and crawl from their underground lairs to repair the fallen gladiator—and dissemble the bot-breakers’ tools and transport for raw materials. What the bot breakers can get away with they can sell to fringe scientists and inventors trying to duplicate exotic alloys or wealthy collectors looking for an alien objet trouvé.
A more transcendent vista can perhaps be found around Altair, the home system of the winged deva. Ten moon-sized artificial worlds are strewn like jewels around the oblate star, their diamondoid coatings glinting and iridescent in its light. These are said to be huge brains, or perhaps the separate components of one even larger mind. Some appear damaged, the result of some ancient war. The deva flit between between them, working to repair the spheres and restore the mind. They let few visitors enter the spheres themselves, though that may be with good reason. Rumors abound that the damaged psyches of the spheres produce dangerous qlippothic demons from deranged code.
Wednesday, April 10, 2013
Warlord Wednesday: A Look Back
Since last Warlord Wednesday completed my review of the Warlord annuals, I thought it was fitting to take a moment and look back at where we've been:
"Gateway to Doom" in Annual #1 (1982) found Shakira and Morgan trying to help a well meaning minstrel win the heart of a stuck-up princess.
Annual #2 ("The Prophecy," 1983) was sort of a prologue to the New Atlantis Saga, introducing Krystovar the Healer and New Atlantis, itself.
"Full Circle" in Annual #3 (1894) tied the New Atlantis stuff to the mythology of Warlord, by explaining the link between the beast-making device of the New Atlanteans and that of the aliens of the Blood Moon. It also gave us the chance to see that Deimos came from a long line of villains.
Annual #4's "Sins of the Father...Fate of the Son" (1985) has the Evil One rearing his ugly head and the Hellfure sword makes a reappearance. This also marks the end of the "Tinder is secretly Morgan's son" storyline. Not because it's resolved, but because Tinder is soon dropped from the series. This issue also has a map of Skartaris.
Annual #5 (1986) saw Morgan return to Earth for an encounter with technologically advanced Mayan-descendants and the CIA--primarily he dogged Redmond--in"The Uxmal Encounter."
"Gateway to Doom" in Annual #1 (1982) found Shakira and Morgan trying to help a well meaning minstrel win the heart of a stuck-up princess.
Annual #2 ("The Prophecy," 1983) was sort of a prologue to the New Atlantis Saga, introducing Krystovar the Healer and New Atlantis, itself.
"Full Circle" in Annual #3 (1894) tied the New Atlantis stuff to the mythology of Warlord, by explaining the link between the beast-making device of the New Atlanteans and that of the aliens of the Blood Moon. It also gave us the chance to see that Deimos came from a long line of villains.
Annual #4's "Sins of the Father...Fate of the Son" (1985) has the Evil One rearing his ugly head and the Hellfure sword makes a reappearance. This also marks the end of the "Tinder is secretly Morgan's son" storyline. Not because it's resolved, but because Tinder is soon dropped from the series. This issue also has a map of Skartaris.
Annual #5 (1986) saw Morgan return to Earth for an encounter with technologically advanced Mayan-descendants and the CIA--primarily he dogged Redmond--in"The Uxmal Encounter."
Tuesday, April 9, 2013
Another Review
If you're still sitting on the fence about picking up Weird Adventures (and I'm sure there's still somebody), check out a new review over at the excellent blog Daddy Rolled a 1.
Stay a while and look through Martin's other interesting posts, as well.
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.
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.
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.
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"
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:
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.
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