Friday, January 18, 2019

Tholian Web

This is a follow-up to this post.

The Tholians are a group claiming much of the orbit of Mercury with bases on Mercury itself. The beings have offered no name nor communicated more than their willingness to defend what they view as their territory. Their Federation designation is derived from tholos, the Ancient Greek world for "dome," due to the appearance of their clustered structures observed in the rim-shadow of North Polar craters.

The Tholians came to Federation attention in 2263, due to their construction of solar energy collector arrays in the orbit of Mercury. Defiant was sent to investigate and either by accident or Tholian aggression became tangled in the semi-elastic diamondoid filaments the Tholians use to string the arrays together. Her distress call was answered by Enterprise, who was warned off by the Tholians, then attacked by what appeared to be autonomous vehicles that "spun" the filaments in an attempt to form a web around the vessel. Enterprise was able to escape before the web was completed, and Federation vessels have been advised to avoid the region since.

It is unclear if the Tholians are biological beings or robots of some sort. As individuals they appear crystalline and vaguely mantid in form. They are either able to withstand Mercurian conditions unsupported or these bodies are environmental suits. A paper from the Martian Science Academy has put forward the theory that the Tholians are actually either non-sophont or (more intriguingly) post-sophont. The paper points out that their observed movements on Mercury's surface resemble the probabilistic movement of ants. Their communications with Enterprise are not necessarily indicative of any more intelligence than the expert systems frequently used as digital assistants.


Thursday, January 17, 2019

Abhumans [ICONS]

Art by Agus Calcagno
ABHUMANS
First Appearance: FANTASTIC TALES #56

History:
The Abhumans are a hidden human subspecies created around two hundred thousand years ago as a result of exposure to an accidental dumping of Otherworldly toxic waste. An archaic human tribe was genetically altered by the wastes, developing superhuman abilities and extended lifespans.  Certain traits common among them—such as severe allergies to iron and silver and sunlight sensitivity—led them to a more nocturnal and subterranean lifestyle, further separating them from the rest of humanity. Brief encounters with these hidden folk gave rise to legends of fairies, trolls, dwarfs and the like among primitive humans.

By the end of the European Middle Ages, a group of Abhumans decided to withdraw as far as possible from human civilization. They trekked into the Arctic where they discovered an abandoned city that appeared to be made of ice. This was the former domain of another offshoot of humanity, the Hyperboreans, whose civilization had fallen into decadence, then died out. The Abhumans took refuge in the abandoned city and made it their own.

In 1950, the Abhumans discovered young Arno Kaltmann (see Frozen Führer) in the Arctic after his escape from the custody of the United States government. Kaltmann had been genetically modified through use of Hyperborean technology and was adapted to extreme cold. Curious, the Abhumans took him back to their city and nursed him back to health.

When Kaltmann’s link to the Hyperboreans was discovered, a group of disaffected Abhumans (who believed they were heirs to the Hyperboreans and destined to plunge the world into a new Ice Age) came to view him as a messiah-like figure. Aided by power-hungry members of the Abhuman elite, the cultists staged a coup and installed Kaltmann as their ruler, though in fact, he was mostly a figurehead.

The previous monarchs, King Oberon and Queen Titania were forced to flee with their close allies the trickster Hobgoblin, the dwarf engineer Brokk, and the lumbering gnome, Kobold. Later, with the help of the Kingdom of Sub-Atlan the exiles were able to establish an underground community beneath the British Isles with other Abhuman refugees. Though Kaltmann, as the Frozen Führer, has been defeated and imprisoned at various times, his adherents still maintain power over the Hyperborean Abhumans.

KING OBERON
Abilities:
Prowess: 3
Coordination: 4
Strength: 4
Intellect: 6
Awareness: 7
Willpower: 7

Stamina: 11
Determination: 1
Specialties: Leadership, Occult Expert, Magic Expert

Qualities:
Abhuman Leader in Exile
More Scholar than Warrior

Powers:
Magic (Extras: Blast, Force Field, Illusions, Phasing): 7
Telepathy: 6
Nullification (Magic Only): 7

Wednesday, January 16, 2019

Wednesday Comics: Martian Manhunter #2

The first thing you might notice  about Martian Manhunter #2 (in a 12 issue maxi-series, a name I have not heard in a long time) is the word balloons on the cover. This bit of retro contrasts with the art itself that is slightly cartoon and tinged with some photoshoppy sort of effects. I don't know how this relates to the books contents other than it suggests you ought to expect something different.

The first issue intrigued me with its imagining of Mars as a place familiar enough, but very alien. Though it synthesized elements of J'onn Jonzz Silver Age origin, the 1988 DeMatteis/Badger "most everything you know is a lie" limited series, and the Ostrander/Mandrake ongoing from 1998, it add new stuff to it, and looked it the old continuity from a new angle. It also revealed that J'onn J'onzz on Mars was a dirty cop.


I am happy to report the first issue was not a fluke. The second continues to be just as interesting with its parallel stories on a murder investigation on Earth and J'onzz's life on a doomed Mars. As life continues mostly as normal for the "manhunter" and is family, tension has begun to creep in. The deadly Curse of H'ronmeer is spreading. Rossmo's art really adds to the alien sequences, but is adequate in the more True Detective Earth-bound portion of the story. The coloring style seems to shift a bit between the two sections as well.

It gets bonus points for providing an explanation for J'onzz's bettlebrow: a brief Martian Neanderthal-mania.


Monday, January 14, 2019

Solar Trek: The Orion Syndicate

This is an expansion of this post.


The Orion Syndicate is transnational criminal organization involved cybercrime, money laundering, piracy, drug and weapons trafficking, and the slave trade. It originated in the Orion Colonies of the Belt (a loose association of libertarian ultra-capitalists of unclear origins), but the current center of its operations, to the extent such a diffuse organization has one, is believed to be in the Jovian Trojans.

The Syndicate are perhaps most infamous for their traffic in artificial humanoids. Their "Greens" (named for their green skin-tones) came to the attention of Federation authorities in 2250. Greens are promoted as having heightened sexual appetites and intoxicating pheromones. What is not mentioned by the Syndicate is that the conditions of their accelerated growth and training often lead to violent responses and animalistic behavior.

Despite the remoteness of their base of operation, operatives and associates of the Syndicate are involved in smuggling, hijacking, and hostage taking in the high traffic regions of Earth orbit. Syndicate associated hackers are all concentrated in this region.

While the Orion Colonies are officially neutral, the Syndicate's haven is likely protected by the Klingon Empire who may employ in them cyber-espionage against the Federation.

Sunday, January 13, 2019

What Ho!


You've waited for it, and now it has finally arrived in soft cover. The fourth publication set in the richly drawn, a little bit Slavic, a little bit Vancian, all old school D&D, Hill Cantons settings: What Ho, Frog Demons! Even if you have the pdf, you'll no doubt want this handsome volume on your shelf.

What Ho has two shorter adventure sites, an overview of Marlinko Canton where this and the other publications have take place, and supporting tools like random village and frog demon generators. It's written by Chris Kutalik (owner-operator of the Hill Cantons campaign) and features art by fan-favorite Luka "Witchburner" Rejec.

Reserve your copy today!


Friday, January 11, 2019

Solar Trek: An Alternate Star Trek Setting


Bold proposal: Take the "stars" out of Star Trek. Make it a hard(ish) sci-fi alternate history setting taking place within our solar system. Yes, this would lose some of the mission statement of the voice over intro, but it would actually put it in line with Roddenberry's pitch noting similarities to Wagon Train and Horatio Hornblower (spoiler: neither series featured journeys to other worlds.). In modern high concept terms we could think of it as The Expanse meets Voyage to the Bottom of the Sea.

So, there would have been genetic supermen in the 90s, leading to advances in spaceflight technology unencumbered by democratic concerns. The supermen dictators would have sent out space probes, maybe even began colonies. (One of these expeditions would start the terraforming of Mars. Their colony of genetically modified individuals would centuries later provide the famous half-Martian first officer, Spock.) As the post-Eugenics War chaos ushered in World War III, some would flee the Earth to set up settlements elsewhere.

In the 23rd Century, some of these farflung colonies and societies are only now being re-contacted. Some have grown strange in isolation. Other have grown into military powers in their own right, like the bellicose totalitarian state lurking around Jupiter's moons, the Klingons, or the mysterious Romulans of the cold depths of beyond Uranus.

The solar system could be updated to modern science, or it might conform to the state of knowledge in the late 60s when Star Trek debuted. I suppose one could push in back even to the 50s science of Asimov's Lucky Starr series, if you just needed Venus with an ocean. Science fiction's knack in the era for coming up with creative ways life could be almost everywhere might prove instructive.

Thursday, January 10, 2019

Weird Revisited: The Pulp Core of Trek

I was once again talking about how I might run a slightly alternate ST:TOS game with fellow fan, Jason Sholtis, the other day, which reminded me of this post from 2012...


While I've enjoyed all the Trek series (well, maybe not Voyager) to one degree or another, my favorite has always been the original. It's very much of it's era which gives it a cool design sense and adapts a lot of Golden Age and pulp science fiction elements. The "core canon" for my game would be the original series.

(As an aside, I'd say that a lot of later accretions on the Trek universe have served to downplay the old school science fiction feel. Genetic supermen and a interplanetary sleeper ship coming from the 1990s does not suggest the 20th century history of space travel in Trek played out like it did in our history, but rather more like the imaginings of Werner von Braun and Willy Ley.)


I mean, what would Trek be without Rigel II cabaret dancers?


I wouldn't leave it there, though. The now-noncanonical animated series adds the Kzinti (among other stuff) to the mix. Got to have these guys:


James Blish's novelizations of the original episodes give them a subtle sci-fi lit spin: I think Trek is better with a mysterious Vegan (VAY-gan, alright?) Tyranny in it's past than without it. Always early fan documents add a lot of stuff. The Starfleet Officer's Manual and Star Trek Maps are definitely in--as are parts of the totally out there on its on but well illustrated Spaceflight Chronology.