Monday, August 4, 2014

Drive Box


Drive boxes or drive cubes are highly sought after artifacts of the Archaic Oikumene. They are sometimes salvaged from the wrecks of old ships. These cubes vary in size, but most are around 12 cm. When inactive they absorb virtually all the light contacting their surface, and so appear black like a void in the universe. When activated, a box will turn translucent and sometimes pulse with color. At all times they are cool to the touch and the texture of smooth plastic. They're heavier than they appear, but usually can be carried in one hand of a standard-muscled baseline.

Drive boxes are so named because they are used to control starship reactionless drives. Like most devices of the Archaics, drive boxes contain hypersapient ai with no sense of self, dedicated to the operation of the drive. The boxes are "plug and play" to the extent that they contain the knowledge necessary to build a reactionless drive, given a link to a fabricator and the necessary raw material. The box will then integrate with a ships systems to run the new drive. It will not upgrade structural deficiencies in the ship that will would lead to a catastrophic failure if the drive is activated, but it will warn of these sort of issues and will not activate the drive.

Attempts to hack drive boxes are always thwarted by the box's mind (who is able to mimic self-hood for lower intelligence beings). A drive box can be destroyed utterly, but attempts to physical disassemble one only trigger a catastrophic reaction in it's presumably femtotech circuitry that leads to it fusing into a block of inert matter.


Spacers' legends tell of drive boxes, deranged by long disuse that do develop senses of self and become sadistic and even murderous. More than one "ghost ship" story begins with the initialization of a new drive from an insane box that dooms the crew to an endless flight.

Sunday, August 3, 2014

Reskinned from Across the Galaxy

Still feeling the usual D&D races are a bit stale? Don't like my previous reskinning suggestions? Just give them a makeover and keep the old mechanics.  Try these knew visuals inspired by Guardians of the Galaxy on for size:

For elves:
Finheaded alien archers.

For dwarves:
Crystal-men. (The height would have to be modified.)

for halflings:
Anthropomorphic raccoons.

Friday, August 1, 2014

Guardians of the Galaxy

Guardians of the Galaxy is probably not a great film as science fiction. I don't mean in the "so implausible!" sort of nonsense, I mean that it doesn't evoke the feel of another world in the way that almost anything in the Star Wars series does. Maybe that's unfair--Star Wars is really good at that, after all--but I would say GotG is less good at that then Serenity or Chronicles of Riddick, as well. It's most sense of wonder inducing location is Knowhere, and it doesn't really do as much as it might with a place that is a giant alien head that people are living in and mining! (I shoud point out that Farscape did something similar back in "Home on the Remains" in 2000).

Also, it probably falls short as an epic. It's villains are sort of perfunctory and at times a bit silly. Maybe it's seeing Lee Pace on Halt and Catch Fire too much these days and knowing Karen Gillan only from Dr. Who, but they seemed almost laughably over the top in early scenes. The makeup designs were good, but it felt like Gunn might be directing them to try to out "drama!" Shatner and Montalban in Wrath of Khan. If either had had a mustache they would have no doubt twisted it. I will say this attenuated a bit as things went on, so either they got more comfortable in the roles, or it was just me.

All that said: I think it's a good movie. It's a fun movie. It has great pacing. It's main characters (while simple in characterization) are all given both good comedy and dramatic moments. While I didn't find it as funny as some, I will say their are really very few groaner lines for this sort of thing.

Most of all, I think it's a great blueprint for a space opera-ish rpg campaign. The characters all have their own roles and the group has their own ship. They are initially mistrustful, but they find reasons to team up. Action takes preference over world-building, but there is just enough of the latter to intrigue players. The climatic battle is big, but structured in such a way to give the PCs central rolls. The ending sets things up perfectly for more adventures.

So yeah, go see it, despite my nitpicks.

Also: Maybe it's just me, but it bears a strong resemblance to Farscape. A disparate band escapes prison, We've got a pop culture referencing, sometimes buffoonish, hero from earth, a badass warrior woman betraying her people who has sexual tension with the hero, a sonorous-voiced warrior mourning his wife and child, a diminutive and amoral nonhuman, and a tender-hearted plant being. Weird, huh?


Thursday, July 31, 2014

Strange Stars Update: History Lesson

Work proceeds on Strange Stars. After some wrangling, we've gotten the layout into pretty much it's final form, so I thought it was time again to show off some pages. This is a two page spread:


There are some typos in the text to be fixed, but I I'm really happy with how the pages shaped up.

This page features the artwork of Jez Gordon and Dave Johnson, and as always, is brought to you by the graphic design skills of Lester B. Portly.

Wednesday, July 30, 2014

Wednesday Comics: The Price (part 4)

We continue our examination of Jim Starlin's Dreadstar Saga with The Price. The earlier posts in the series can be found here.

The Price (part 3)
Eclipse Graphic Album Series #5 (October 1981) Story & Art by Jim Starlin

Synopsis: While Syzygy Darklock is claiming the power of the gods, Sister Marian waits--and worries. She knows she could get excommunicated for helping Darklock, but she cares for him too deeply not to. She reminds herself that she has taken vows of absolute chastity...

Suddenly, she hears Darklock call. He's back:


Darklock winds up in the hospital. He's lost an eye, an arm, and both legs. He has burns all over his body. But he's also healing at an incredible rate and he's grown half a meter. Bandaged up and in a hospital bed, he explains to Sister Marian what happened: The power was too much for his human frame and his body nearly burst trying to contain it. Bailgesuard closed the iris and saved him, but not before the damage was done.

In addition to the power, Darklock has inherited his brothers estate. The cybernetic specialists comes in and:


That done, he's ready to go after Killgaren. Sister Marian agrees to be his anchor once again, but after this is done she thinks they should discuss their feelings. Darklock agrees, not really paying full attention to her feelings. He's focused on revenge.



Things to Notice:
  • The doctors are puzzled by Darklock's condition but not all that freaked out. This sort of thing must not be that unusual in the Instrumentality.
Commentary: 
The Price now reveals itself as a superhero origin story of sorts, in the Marvel mode. Darklock gains great power (at great price), but he's not paying enough attention to his relationships, and it seems likely he'll live to regret it.

This is probably as good a place as any to discuss Darklock's first name, "Syzygy." It comes from a Greek word σύζυγοι (syzygoi), meaning literally "yoked together." In some forms of Gnosticism, this was the name given to male/female pairs of emanations of God. Carl Jung used the term to mean "a union of opposites." It also is used in astronomy to mean a straight line configuration of three celestial bodies. Starlin may have chosen the name just because it sounded cool, or perhaps he had some of these meanings in mind.

Monday, July 28, 2014

Superman vs. Gandalf


Some years ago, I was reading a Shannara book (not something I'm likely to repeat), and one of the things that bothered me about it was how characters kept talking about "your magic" or "his magic is [x]." This language was grating because it contradicted my view of magic (formed from most fantasy fiction) as a singular force or tool that might be used in different ways, but was always just "magic." This language reminded more of a superhero setting. This got me thinking about what difference was between these approaches in terms of how fantastic abilities are portrayed.

It seems to me that there's probably a continuum with two poles:

Skill/Expertise: Fantastic abilities are accessed by training or learning, though as with any skill, some people will have a greater aptitude for it than others. The ability pretty much does the same thing for everybody, the difference is in the creativity of application and power level. Examples: Green lantern power rings, magic in the Conan stories or in The Dying Earth.

Unique Power: Fantastic abilities come in the form of idiosyncratic powers or at least one in a large array of powers. The focus is more on what a character can do rather than how good they are at doing it. Examples: standard superheroes.

Note that the names don't necessarily carry any connotations beyond the stated ones. For instance, the fantastic ability could be completely inborn or intrinsic but still fall into the "skill/expertise" category.

There is a category between those two that shows a greater variety of presentation. I would call this one:

Interesting Technique: Fantastic abilities have a common origin and common basic features, but individuals will develop a single unique application of sub-ability, or a small number of them. Examples: psi-powers in a lot of media, the powers of the Shimigami in the anime Bleach (fighting anime has this sort of thing a fair amount), the eponymous Exalted in the rpg.

The middle option tends to occur a lot when all the characters are of the same organization/origin, whereas the skill expertise approach is more commonly seen when fantastic powers are rare--but not always. There is a common variant where each power source/variety works like Skill/Expertise, but there are multiple power sources/varieties (bending in Avatar would be a good example). Also, settings can be mostly one presentation, but still have characters/groups show up that better fit another.

Sunday, July 27, 2014

Ultra-Warriors!


I've again been thinking about a superheroic science fantasy game, an evolution of this idea, set in the world of this post and this one. A world where superhuman beings battle across a post-apocalyptic landscape, fighting over the strange relics of a strange war between magic and technology.

Besides all things Masters of the Universe (especially the Don Glut mini-comics), here are some other inspirations:

Novels & Short Fiction:
Alistair Rennie. "BleakWarrior Meets the Sons of Brawl" and "The Gutter Sees the Light That Never Shines"
Karl Edward Wagner. the Kane stories
Zachary Jernigan. No Return: A Novel of Jeroun



Animation:
Blackstar
Dragonball and Dragonball Z
Ninja Scroll
Thundarr the Barbarian

Comics:
Jack Kirby. First Issue Special #1, Forever People, New Gods
Jim Starlin. Warlock series, The Price
Gray Morrow. Orion, Edge of Chaos