Monday, November 2, 2015

It's Not Easy Being Green: 2 Strange Stars Clades for SWN

Here's another excerpt from the Strange Stars OSR rulebook, currently in the works: two clades without much in common other than their green skins:


SMARAGDINE
Physical Characteristics: Biologic humanoids with skins in various shades of green.
Psychological Characteristics: Smaragdines see themselves as heirs to the technology and sophistication of the Archaic Oikumene and view psi abilities as the way of the future. They are the visionaries of the Alliance, but often viewed as a bit arrogant by its other members.
Names: Smaragdines have a personal and gens name. The personal names are frequently chosen from Old Earth mythology or literature. Smaragdines often retain the gender association of the source name out of respect, but not always. The gens name is a copyrighted reference to a specific registered genetic lineage; it is typically that of one or more of an individual’s parents, but not necessarily. Gens are from similar sources as personal names, but tend to be derived from ancient mythological or literary wizards or monsters. Samples:
Personal Names: Accolon, Belphoebe, Dindraine, Finn, Gloriana, Phaon, Rinaldo, Sedna, Tsais, Thalna.
Gens Names: Euryale, Glatisant, Hydra, Mazirian, Prospero, Simurgh, Typhon.
Backgrounds: Any, though Adventurer, Hacker, Noble, Politician, Researcher, and Soldier are most fitting.
Classes: Any.
Attributes: Standard.
Special:
Psi-Society: Smaragdine society is based on psi-use. All citizens of Smaragdoz have the equivalent of the discipline Mental Link.
High Tech: Smaragdine is tech level 5 society, though much of their technology is not exportable.

VIRID
Physical Characteristics: Biologic sophonts blending plant and animal characteristics. Skins of various shades green (due to presence of symbiotic cyanobacteria) and foliage-like hair. Local groups vary a great deal in height and build. All virid are linked by nanotechnology to the world consciousness of their homeworld, but this obviously does not extend over interplanetary (or greater) distances.
Psychological Characteristics: Virid are gregarious and pleasure-loving. Coming from an idyllic garden world, they are closely attuned to nature, but naive regarding the hazardous of other, less pleasant worlds--and of civilization.
Names: Virids use “translated” plant or nature-themed names with other sophonts. 
Backgrounds: Tribesman, Adventurer.
Classes: Any but Psychic.
Attributes: Most virids have ability scores in the same range as humans, though larger or smaller tribes will vary. 
Special: 
Photosynthetic Symbiotes: Living nanotech supplements virid metabolism and causes faster healing when they are under visible light sources with spectra similar to their native yellow sun. Every day spent in direct sunlight allows them to heal 1 additional hit point, and every day resting in direct sunlight allows a virid to recovery 2 additional hit points. They also lose System Strain at a rate of 2 points a day in the sun. 
Phytoxin Resistance: Virids get a +1 to Physical Effect saving throws against plant-derived toxins.

For more Strange Stars stuff, check out John Till's ongoing A to Z here.

Sunday, November 1, 2015

Bone Tomahawk

The Western horror film (or Horror Western) subgenre is a Boot Hill populated enough that you can probably think of a few, but neglected enough that very few of them are particularly good. Bone Tomahawk (now on streaming services) sits comfortably within that small group--and probably among the best of that company.

Briefly, its apparently sometime in the 1890s (though it looks more 1870s-80s) two bushwhacker thieves (Sid Haig at his most Denver Pyle and David Arquette pretty much David Arquette) accidentally enter a secluded canyon where a lot of human bone decoration should tell them they are in a place they shouldn't be.

Eleven days later, Arquette is mark as suspicious by the constabulary of the town of Bright Hope. Sheriff Hunt (Kurt Russell) puts a bullet in his leg to keep him from escaping. The Samantha O'Dwyer (Lili Simmons) either a doctor or a nurse, I'm not sure, is summoned to provide medical assistance, leaving her broken-legged cowboy husband Arthur (Patrick Wilson) convalescing at home.

That night after some strange sounds and the slaughter of the man tending the stables, a prisoner, a deputy, and Mrs. O'Dwyer are missing and presumed kidnapped by Indians. Or not Indians, as a locale Native American informs them; a degenerate, subhuman, cannibal tribe called "troglodytes."

Stalwart Sheriff, hobbled cowboy and worried husband, Walter Brennan-esque "back up" deputy (Richard Jenkins) and dandified former Indian fighter (Matthew Fox) set out to find their townsfolk and bring them home, wholly unprepared for the horrors they will encounter.


People have likened Bone Tomahawk to The Searchers meets The Hills Have Eyes, but it lacks the scope and drama of the former and the visceralness of the latter. All the actors are competent and their characters well-realized and the dialogue is a bit of Tarantino, a bit of Deadwood, and generally good. The only problem is for its running time, the characters aren't given a whole lot interesting to do or talk about. The journey to the Valley of the Hungry Men doesn't really build tension like it could have, and the horror of the troglodytes isn't developed in the same way it was done in a film like The Hills Have Eyes or The Descent. There is violence, certainly, and a bit of gory, but it didn't feel like there was as much of either as the setup called for.

Those criticisms aside, it's a competent film well worth seeing. The nature and proclivities of the troglodytes make me wonder if perhaps the Appalachian crawlers of The Descent are descendants of an eastern branch of the troglodytes?

The troglodyte's eerie communication suggested a number gameable thing to me. It's been proposed than though the Neanderthals lacked full verbal communication as we know it, they might have used singing to convey information and coordinate efforts, as musical ability appears to evolutionarily older. It's certainly a potentially strange and inhuman sort of trait Bone Tomahawk puts to good effect.

Friday, October 30, 2015

Cloud Castle of Azurth Excerpt: Cosmic Cat

Taking a little breather from my work on the Strange Stars OSR book, I worked on a few pointcrawl points in the Cloud Castle of Azurth mini-sandox All trick, no treat:

COSMIC CAT
A cosmic cat is seated or curled upon a small (2' diam.) meteorite half-buried in cloudstuff. Peaceful visitors will be favored with a look that suggests the cat’s opinions regarding the drollness of terrestrial existence. The cat will converse telepathically (it’s mind-voice has a reverse echo; its laugh has a touch of flange) and answer questions, though it’s responses will tend towardthe vauge if not the enigmatic.

Here are some random statement the Cosmic Cat may make, when appropriate (or even when not appropriate (d8):
  1. Oh. it’s you. I thought perhaps I had dreamed you, but you seem material enough. Unless that’s part of the dream, or my dreams are more powerful than I imagined?
  2. They once came here for amusement, you know. I suppose it’s all still very amusing, really, just in a different direction. By the time I arrived they had mostly abandoned this place, except the crazy ones. For a while at night, if I looked out over the cloud’s edge, I could see the blue glow of their ruins. That all faded away in a few centuries.
  3. I had an upset stomach, so I needed a place to rest and this rock seemed comfortable enough. I had eaten one of the those inky spiders from the dark side of the moon I caught crawling down a moonbeam, and it did not agree with me. It was foul. It tastes like curdled nightmares and acrid regret.
  4. How do you suppose all this stays up here on wisps of water vapor, anyway? Doesn’t seem safe. And it’s an affront dignity of other clouds. Don’t think they haven’t noticed.
  5. Have you ever tasted phlox? The color, I mean. It reminds one of the evanesce of comets and ephemeralness of thought.
  6. The Sun is just a dwarf, you know, made of countless little dwarfs. I met one, once. It made my eyes hurt to look at it. It was incandescent with tedious purpose, but it’s voice was warm on my skin and gave me the urge to nap.
  7. There’s a giant under that castle. He’s vaster than this world, perhaps--just folded up and stuffed into something tiny. I wonder how long that mellow cage of light and colored wax will hold him? Lamps flicker, after all.
  8. I wouldn’t go that way [island anterior]. You will likely either die by a fall from a great height or suffer a tiresome tea service with a chatty dragon.
The meteorite it lounges upon is of iron as cold as the void. Its cosmic inertness is such that it is profoundly anti-magical.. In a ten foot radius all spells and magical effects dissipate. Magic items kept within a five radius of it for an extended period will be drained to mundanity at the rate of a +1 or spell level every six hours.

Thursday, October 29, 2015

Hydra Halloween Sale & Strange Stars Update


There's a Halloween Sale going on on drivethrurpg and rpgnow. Both Weird Adventures and Strange Stars are in it, as are the rest of Hydra's quality products.

Speaking of Strange Stars: the Fate rule book is literally all done but the contents page and last bit of prep for submission, so it should be dropping very soon. The OSR rulebook proceeds. Two complete chapters ("Factions" and "Adversaries & NPCs") are done, and a couple of others are close to completion.

Wednesday, October 28, 2015

Wednesday Comics: I Hate Fairyland

I Hate Fairyland #1 (October 2015), Story and art by Skottie Young

There once was a 6 year-old girl name Gertrude who fell into Fairyland. The kindly Queen Cloudia gave her a map and a guide named Larrigon Wentsworth III and set her on a quest to find her way  home. Twenty-seven years later,Gertrude is physically no older, but is psychologically an adult--with a bad attitude.

So begins Skottie Young's comedic, hyperviolent send-up of the likes Alice in Wonderland and the Wizard of Oz. When Gertrude gets into an argument with the Moon, whose narration of her exploits is annoying her:


She also trips out after eating a bunch of mushroom guards in the city of Las Fungus and angers Queen Cloudia so much she sends a barbarian hit-man after her.

Young (who also, ironically, illustrated Marvel's latest Oz book adaptations) has a style that's part modern animation and part classic comic strip. Everything here works great. The main question is whether he can maintain the tone and energy over an extended run.



Monday, October 26, 2015

Strange Stars OSR NPCs & Adversaries


I completed a chapter on the Strange Stars old school rule book this weekend--the second completely done, though a few others are close. This chapter provides Stars Without Number stats for a number of monsters, encounters, and potential adversaries from the setting. Here's a contents list:

Algosian Torture Cultist
Caliban
Boma
Eratoan Assassin
Hannibal T. Early
Hellhound
Ksaa Cold Egg
Kuath
Minga
Necromancer
Quickling
Runic Dragon
Scavenger
Slaver
Ssraad (Blue, Green, Red)
Skulker of Tenebrae
Telosian
Thrax
Voidglider
Vokun Lord
Wanderer Avatar
Xann
Zao Pirate
Zhmun Lord

Sunday, October 25, 2015

The Mummy Unwrapped

by R.L. Allen
Halloween draws ever nearer, and with it, a bandaged wrapped form shambles out of the darkness. Too classic mummy-centric posts rocket from the crypt: 2010's "Famous Monsters: The Mummy" and 2013's unwrapping of variant mummy, revealing that "Mo' Mummies" may mean more than mo' problems.