Thursday, October 7, 2010

Most Wanted

The Investigation Division of  the City’s Metropolitan Police Department maintains two lists of their “most wanted” criminals: one of mundane lawbreakers, and one of “special” cases--which usually means magical malefactors.  Here's a selection from that list, from late in the 5888:

TSAN CHAN
Rumored to be a Yianese nobleman, operates a criminal cult called the Five-Headed Dragon Society. This group is based in San Tiburon where they are involved in white slavery and the narcotic trade. Tsan Chan has operatives in the Yiantown district, and he is suspected of murder by malign summoning, and occult conspiracy within this jurisdiction.

AMBROSIO SUSURRUS
AKA the Mad Monk. Ambrosio Susurrus is the primary figure behind the “Coffin Girl Ring” which is responsible for the kidnapping and murder of at least fifteen young women to create zombies for criminal purposes. Distinguishing Features: tends to dress in a friar’s cassock, and wears his hear in tonsure.

THE GRIN
Real name unknown. The Grin is an anarchist wanted for a variety of nonsensical but serious crimes against persons and property. Notably, an attempted forcible transfer of a public official to another plane, assault and battery via sorcery, and unlawful thaumaturgic animation of large machinery with malicious intent. Note: The scissors the Grin habitually carries are a magical weapon and should be treated as a lethal threat.

MOIRA DEMILUNE
AKA fantôme. Possibly Ealderdish cat-burglar. Moira Demilune uses thaumaturgical aid in gaining entry and incapacitating victims.  She specializes in the theft of magical items. She is believed to be in possession of a supply of oneiric dust which in itself is a felony.

ILLUSTRATION #23a
Pictured above at 1/2 actual size. Illustration #23a may appear in any printed work and has murdered five persons with the past year, and caused serious harm to seven others, who have viewed it. Thaumaturgical investigation has confirmed Illustration #23a’s willful and malicious intent in these crimes. Any work in which Illustration #23a appears should be destroyed immediately, by fire if possible. Distinguishing Features: Monochrome illustration with a present, but illegible, signature.

Wednesday, October 6, 2010

Warlord Wednesday: Warpath

It's Wednesday, so 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...

"Warpath"
Warlord (vol. 1) #30 (February 1980)

Written and Pencilled by Mike Grell; Inked by Vince Colletta

Synopsis: Morgan is riding to Shamballah through the borderlands between it and Thera, when he hears sounds suggestive of soldiers on the march. Knowing well the enmity between Thera and his wife’s city, he climbs into a tall tree to get a look. What he sees must be nearly the entire Theran garrison on the march--with their only possible destination Shamballah.

That’s when Morgan notices a more immediate danger--a jaguar on the branch next to him, ready to pounce. Morgan draws his knife and lunges first! He and the jaguar battle until they fall from the tree, with the cat getting the worst of it.

Morgan’s got to beat the army to Shamballah, but his horse has run off. He runs, hoping to cut across a swamp to save five miles. He dives into the water...right on top of a big aquatic reptile. He fights the creature, and almost escapes, but then it swallows him whole!

The Warlord’s not an easy meal. He cuts his way out of the creature with his sword. He looks back from the shore to see piranha devouring the corpse. He made it out just in time.

Morgan's not done with the derring-do yet. He starts racing along tree branches and swinging by vines, Tarzan-style. Ahead are the outlying settlements of Shamballah. Morgan has to warn them so they can mount someresistance to the coming attack.

His vine-swinging comes to a halt when the tree in front of him falls. He looks down to see a woodsman with an axe wondering what it is he’s doing. Morgan tells him about the approaching army. He says they have to raise an alarm among the outpost settlements.

The woodsman’s first thought is to warn his family, but Morgan says there isn’t time. The Therans won’t bother with one cottage. He promises to go back to his home with the woodsman once they’ve warned the outposts. The two split up, the woodsman going east and Morgan west. The man reminds Morgan that if anything happens to him, Morgan must warn his family.

After they warn the settlements, the two meet at the bridge across the great gorge, beyond which is the woodsman’s cottage--and the Theran army is upon them. Morgan tells the woodsman to go to his family, but leave him the axe. The woodsman says that Morgan’s either “a great fool or a great hero” as he leaves him to hold the bridge alone.

What Morgan can’t know is that family the woodsman is saving includes a little boy who is actually Joshua--Morgan’s own lost son, taken away by Deimos. Morgan unknowingly saves his own child as he fights an apparently doomed battle against an army.

His family safe, the woodsman releases logs into the river hoping to help Morgan. The logs tumble over the falls. Morgan leaps to safety as they smash the bridge, and take many of the Therans into the gorge.

They’ve beaten the Therans for now, but Morgan knows they’ll soon regroup. He has to get to the garrison at Shamballah to prepare them for total war.

Things to Notice:
  • Morgan goes full on Tarzan, in what's possibly the most dangerous 5 miles his ever crossed.
  • The peasant family raising Joshua hasn't sold the one-of-a-kind artifact (a wrist watch) the baby sports as an ornament.
Where It Comes From:
The first portion of this issue seems to be an homage to Tarzan.  Morgan engages in a lot of stereotypical Tarzan-esque activities: he fights a big cat with only a knife, fights a crocodile stand-in underwater, and swings on vines.  Morgan even references Johnny Weissmuller, probably the man most associated with the film version of Tarzan. 

The set piece of the issue, Morgan's stand on a narrow bridge armed with an axe was no doubt inspired by an event legend holds occurred at the Battle of Stamford Bridge on September 25, 1066.  The Anglo-Saxon Chronicle says that a giant Norse axemen held the narrow bridge for a time against the entire Saxon army.  He's said to have killed 40 Englishmen single-handed before he was brought down.

Tuesday, October 5, 2010

Cry of the Wendigo

Hunters and woodsmen in northern countries whisper fearful tales, and move closer to their campfires, when the night is strangely quiet and the snows are deep. It’s as true in Borea, the cold land far the north of the City, as it is in our world, and perhaps others...

The wendigo is a magical creature out of Native legend; a being born of a crime, and a horrible curse. When a human resorts to cannibalism (for whatever reason) in the wild places of the north, they open themselves to possession by a ravenous demonic entity from the outer dark. An entity with a hunger that can never be satiated.

It should be noted that some thaumatological scholars discount the “demon hypothesis” as primitive superstition. They suggest that those under the wendigo curse are the victims of a magical contagion, possibly from another world or plane. Some have suggested that ghouls (and perhaps ogres) have adapted over generations to a similar malady, but as with all such speculation, it only serves to irritate ghouls.

Whatever its origins, the wendigo curse transforms the victim into a large and powerful humanoid creature, covered with white fur. It's afflicted by a terrible hunger, and it will attempt to devour any living thing it encounters, but it particularly has an appetite for (and will actually hunt) humans.

A wendigo is immune to cold and regenerates rapidly from wounds. It moves surprisingly fast for its size. The curse on a wendigo may be removed, but doing so leads to the death of the one so cursed, which is the only true release the afflicted individual can find.

No. Enc.: 1
Movement: 150’ (50’)
Armor Class: 4
Hit Dice: 6
Attacks: 3 (2 claws, bite)
Damage: 1d6/1d6/1d10
Save: F6
Morale: 11
Special Abilities: immune to cold; Wendigo regenerate like trolls, except that that they are not vulnerable acid, but fire damage is not regenerated. They are not able to reattach severed liimbs, but instead regrow them if they survive.

Monday, October 4, 2010

Attack of the Soviet Ape-Men!


The story goes like this: Soviet dictator Joseph Stalin wanted to create a super-soldier, a “new invincible human being, insensitive to pain, resistant and indifferent about the quality of food they eat.” To this end, he tasked the USSR’s preeminent biologist Ilya Ivanov (the man who had pioneered the use of artificial insemination the obtain interspecies hybrids) with making half-man, half-chimpanzee super-warriors.

The truth seems to be that Stalin was never particularly interested in Ivanov’s experiments--that was the biologist’s own mad scientist leanings. Nevertheless, the experiments did take place. First, in 1927, he tried to artificially inseminate female chimps with human sperm. When that didn’t work, he began to plan to cross human females with male chimpanzees. In 1929, with the support of the Society of Material Biologists, Ivanov made plans to inseminate volunteer women in the Soviet human, but his last male ape (an orangutan) died. The wait to obtain new apes slowed things down long enough for the political winds to shift, and his experiments were ended.

This may not have been the first time such mad science antics were tried. According to the Discovery Channel, psychologist/eugenicist/primatology pioneer Robert Yerkes or his team supposedly created a human/chimpanzee hybrid in Florida in the 1920s. The rumor goes the hybrid was later destroyed--or did it did escape into the skunk-ape haunted swamps?

Anyway, I find all of these doings great fodder for pulpish or superhero gaming--and possibly post-apocalyptic gaming, too. Maybe the hidden Gorilla City in darkest Africa is a Marxist-Lenninist worker’s paradise? Or maybe the the far future ape city (the one near what used to be New York) reveres Yerkes as they’re Lawgiver; he did give them language after all?

Sunday, October 3, 2010

It Gets Inside Your Head


Here’s a monster found in the world of the City and perhaps elsewhere...

Mind Worms are creatures of unassuming appearance, but insidious natures. They largely resemble plump, 2-3 inch long caterpillars, but have human-level (or greater) intellects. Though there is no clear proof, the statements of mind worms themselves suggest they are of extraterrestrial origin, and perhaps alien criminals or political dissidents of some sort.

All mind worms encountered have been the equivalent of megalomaniacs who desire to acquire power by the domination of others. Mind worms are telepathic and can forcibly read the minds of others for usual information. Ultimately, they use their powers to mentally dominate (similar to the Charm Person/Monster except that the worm actually controls the victim's actions, saving throw at -2, with penalties or bonus for Intelligence), or cause Hold Person (as spell). They can only attempt to dominate one person at a time, but can maintain their domination of multiple victims (perhaps 5) without particular effort.  A previous failure to dominate a victim removes their penalty to save on the mind worm's next attempt.  None of their powers are magical, and cannot be dispelled, but serious distraction to a mind worm will give victims a chance at escaping their control (another save), and forcing a victim to do something extremely alien to their nature may provoke another save at GM discretion.

Mind worms typically pick one choice victim to dominate and stay with that person at all times, perhaps hiding in a pocket or nestling under their collar.  One of the greatest weapons mind worms have is there small size and ability to hide.

It’s a lucky for humanity that the mind worms are rivals, and would rather try to kill other than work together.

No. Enc: 1-2
Armor Class: 7
Hit Dice: 1
Attacks: 1
Damage: Mind control, mind reading (see above)
Save: F2
Morale: 8

Friday, October 1, 2010

Inscrutable Yian


The people of Yian are considered a mysterious and alien presence in the City, and the New World in general. Much of this prejudice and fear is borne of misunderstanding. Still, the stereotypes are accurate in one respect--the Yianese are an ancient people with ancient secrets.

The misunderstanding of Yian begins with its name. This empire of the ancient East is not actually called Yian in its own tongue.  Yian is actually the name of the mystical and secluded city only sometimes accessible on this plane, where the dread (and perhaps inhuman) rulers of the country dwell. These are the Ku’en-Yuinn, “the Deathless,” undying sorcerers thought to be lich lords surviving from prehistoric Lemuria.  Most feared of all is the August Personage of the Black Jade Mask, the one whom Westerners call the Emperor of Yian. 


The common folk of Yian are humans like any other who, despite the stereotypes in the West, are not “yellow-skinned.” The high folk of the City of Yian do indeed have skin-tones ranging from lemon to saffron. These folk also tend to be tall, whereas the common Yianese are shorter than most westerners. Also, the high folk of the purest ancient bloodlines often have a slight inhuman, sometimes even bestial, cast to their features.

The common folk of Yian began immigrating to the New World in the last century, looking for economic opportunity and freedom from the yolk of the often oppressive rule of the Deathless lords and the high folk. They have unfortunately met with distrust and oppression from the Ealderdish majority in the New World, too. Despite this, large and thriving “Yiantowns” have grown up in the City, and the metropolises of Hesperia.

The high folk of Yian seldom immigrate. When they are found outside of their native land, it is almost always a single individual encountered. Yianese criminal societies and occult groups are often run by such expatriates, though of course seldom publicly. There is some truth to the pulp novel image of the sinister and secretive Yianese crime lord, but its regrettable that all Yianese suffer for the actions of an ancient and often wicked few.

Thursday, September 30, 2010

Your Character's Old Job

Following up on my earlier post, here are the are some of the background occupations for adventurers I plan on using in my own upcoming Weird Adventures game. These backgrounds suggest the broad, noncombat skills character’s will have. For skill checks, I plan to use a "Target20" sort of mechanic, wherein d20 plus appropriate modifiers must be greater then or equal to “20” to succeed. Using a skill within the purview of the the background will garner an additional +1 in addition to the pertinent ability score bonus on the skill check.

All of this will require a good deal of GM discretion. I will probably allow two background occupations if a player had a real good concept. Bonuses in that context wouldn’t “stack” though, if they happened to have similar skill sets.

It should also be noted that, with a few exceptions, I view any class as able to take any background occupation (though some would be a better "fit" for one or another), though that will modify the nature of that occupation somewhat. A Tough Guy scientist is a “Two-Fist Scientist” while a Magic Man amateur detective becomes a “Occult Detective.”

Anyway, here are a few examples:

Academician [requires Int 12+]
The Ivory Halls of Academia didn’t hold enough excitement for you--or perhaps your hunger for knowledge ran to topics not considered appropriate by those in your department. When you’ve proved your theories, they’ll have to listen.
Skills: Academicians will have a primary field of study, and some knowledge of related fields. They’re probably just well-read in general.

Big Game Hunter
You’ve tracked tigers through Lemurian ruins, and bagged woolly mammoths in the snow-bound wastes of Borea, but some of the biggest, deadliest beasts can be found closer to home...
Skills: A hunter will know the habits and characteristics of animals he follows, and be able to follow their tracks and sign.

Dilettante
There’s only so many hours you can spend at the club or charity events before the ennui becomes unbearable. It’s adventure you crave! That and another glass of single malt.
Skills: Etiquette and savior faire. The dillettante (unlike the socialite) has dabbled in various subjects and has a good chance of having a superficial knowledge about an array of topics.


Gangster
There are guys who are good to have around in the event there is a need to get physical, but guys like that are apt to get other guys sore at them. And when those other type of guys get sore, morticians get busy. Sometimes, guys of the aforementioned first type maybe oughta decide a change of career is in order. You, my friend, are a guy of the first type.
Skills: Gangsters are likely to known the prominent criminals in town, and locales related to criminal activity.