Sunday, January 27, 2019

Weird Revisited: A Traveller's Life

Recent discussion on Google Plus regarding Traveller made me recall this post originally from 2014...

E.C. Tubb's Dumarest of Terra novels are one of the primary inspirations for the game Traveller, though the game doesn't bother the central conceit of the novel. Tubb's protagonist Earl Dumarest other travellers are essentially space hobos: they book dangerous low passage in cryogenic berths from world to world. This contrasts with the wealthy in high passage, who take quick time drug to slow their perception and make time pass quicker to shorten the ennui of the voyage.

Though the Traveller mixes in other influences and gives PCs their own ship, Tubb's original set-up would make a good game all on its own. What's more, it strikes me that Dumarest would be pretty easy to turn into a "hard" science fiction game. It would be trivial to dispense with artificial gravity (and anti-gravity), but I think you could even dispense with FTL.

Alastair Reynolds's novels in the so-called "Revelation Space universe" show how this could be done. Reynolds has no FTL, but does have interstellar travel via "lighthuggers" making voyages at close to light-speed with relativistic time dilation at play. Passengers on lighthuggers are put in cyrogenic freeze because of the length of the voyages. Just like in the Dumarest novels, cyrogenesis isn't without risks. Some passengers die and many have temporary amnesia.


In a modern, hard science fiction approach, low passage wouldn't just be cheap, it would be the only way for the middle class and poor to travel between worlds. Middle passage (the crew) might be more like the Ultras in Reynolds's books: transhuman space-mariners, living their lives on board ship and looking down on system-bound folk. High passage is still for the wealthy, but I don't think quicktime drugs alone would be enough the years (or even decade) long voyages. The wealthy (like the ship's crew) would no doubt have extended lifespans: perhaps centuries--and possibly even immortality, barring misadventure. Superlong lifespans,quicktime drugs, and brief periods in cryo-sleep would make it possible, though the the ships would have to have a lot of entertainment available and be pretty large.

Obviously, you couldn't do a lot a travel back and forth between worlds in this sort of set up, but if like Dumarest you mostly kept moving from one adventure to another that wouldn't really be necessary. Travellers would always be on the move to the next world, far away and years into the future.

Friday, January 25, 2019

Imskian [5e Race]


In the DC Universe, Imskians are denizens of the 30th (or 31th Century) native to the planet Imsk who have the ability to shrink. Shrinking Violet of the Legion of Super-Heroes is an Imskian. No reason Imskians (or something similar) can't show up in a fantasy world, though.

Imskian Racial Traits
Ability Score Increase. An Imskian can improve one ability score of their choice by 2 points and another by one point.
Age. Same as humans.
Alignment. Any.
Size. Imskians are Medium.
Speed. Base walking speed is 30 feet.
Languages. Imskian can speak, read, and write Imskian and Common.
Shrinking. Using a bonus action, an Imskian can reduce their size to Tiny (in game terms, though actually height may vary). Returning to normal size also requires a bonus action. Their clothes and equipment carried on their person shrink as well. Their weapons do 1d4 less damage (minimum of 1) at the reduced size. Imskians have a disadvantage on Strength checks and saving throws when decreased in size, but an advantage on Stealth checks. They can can attempt to hide even when obscured only by a creature that is at least one size larger. Their Armor Class is increased by one at their shrunken size.

Thursday, January 24, 2019

Solar Trek: Troublesome Tribbles

In 2262, Federation authorities became aware of a potentially invasive synthetic organism known as the tribble. The origin of tribbles is unknown. They contain no bio-engineering markers that betray their origins. They appeared among the wares of a trader, Cyrano Jones, on Deep Space Station K-7 (located at 10 Hygiea). All known specimens were obtained from Jones's stock or are their descendants.

Jones sold his tribbles as exotic pets, a role they were perhaps designed for, given that their mild vibration, soft purring, and warmth are considered pleasing by many. Despite their superficial mammalian characteristics, tribbles are invertebrates, perhaps derived from echinoderm genetic stock. They are, however, endothermic with a high metabolic rate and frequent parthenogenesis, leading to tribbles consuming large amounts of food. All tribbles are able to adhere to surfaces and tribble newborns small size allow them to spread virtually everywhere not environmental sealed.

The tribble infestation on K-7 consumed food stores and cultures destined for outer colonies in a surprisingly short period of time. Luckily this revealed tampering by Klingon agents that might have lead to deaths and certainly food shortages otherwise. It is ironic that tribbles seem to become agitated with proximity to genetic Klingons.

The Klingons are rumored to have engineered a tribble predator called a glomer, but local authorities are strongly cautioned against viewing a second synthetic organism as an easy solution to any tribble infestation.

Cyrano Jones with a tribble in 2262

Monday, January 21, 2019

Solar Trek: Underside of the Clouds

In the middle of the the 23rd Century, a cluster of aerostat colonies floating over 50 km above Venus were known for their achievements in the arts and sciences. What was not known until the Disrupter revolt of 2263 was that the innovation and productivity of the self-styled creative class depended on  workers who lived in relatively poor conditions in the industrial areas of the cities' underside.


 Analysis by the Medical staff of the Federation vessel, Enterprise, revealed that the chemical exposure among the workers and their families led to impaired cognitive function and, in some cases, propensity for violence. Popular theories among the upper class of the cities, particularly in the unofficial capital of Stratos, attributed these impairments to genetic rather than environmental issues. Citing safety concerns, the undersiders' movements were restricted on visits to the upper level, and they were often under surveillance by security personnel.

Pressure from the Federation after details of Enterprise's report were made public, ultimately led to increased freedom for the people of the under city and environmental clean-up.

Capt. Kirk of Enterprise observed the torture of a captured Disrupter insurgent by Stratos security forces 

Sunday, January 20, 2019

Abhumans: Kobold [ICONS]

Art by Agus Calcagno
This is a continuation of this post.

KOBOLD

Abilities:
Prowess: 5
Coordination: 4
Strength: 7
Intellect: 3
Awareness: 4
Willpower: 5

Stamina: 12
Determination: 2
Specialties: Wrestling

Qualities:
The only giant gnome
Steadfast as rock

Powers:  
Blend into Rock (Transformation Rock, Disguise Only) 7
Rocky Integument (Damage Resistance) 7
Rock Phasing (Burrowing, Rock Only) 6


History:
Kobold is unusual among his kind (the Abhuman subrace known as gnomes) for his large size. He is a staunch supporter of the royal family in exile and an opponent of the Abhumans supporting the Frozen Führer.

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