Thursday, May 30, 2013

Terror and Atavism


The Eden Seekers are a group of antignostic sapience-rejectionists among the avian humanoid hyehoon, who sometimes engage in terrorist activities. Contrary to the beliefs of the majority of their species, they view their fabled creator, the genetic engineer Anat Marao as a satanic figure. Their ultimate goal is the purging of the hominid influence in their genome to return their descendants to the “pure” avian genetics of their presumed ancestors.

There is a wide range of expression of Eden Seeker beliefs. Some merely choose to engage in atavistic rituals where their minds are downloaded into bird-like bioroid bodies. Others actually actually have temporary (or permanent) nanosurgically restructuring. Still others are fanatic terrorists seeking to acquire and use weapons of mass gene restructuring.

Though their primary focus is on overthrowing the social structure of the hyehoon homeworld Omu, Eden Seeker extremists sometimes hide in Expanse or smuggle weapons through its hyperspace nodes.



EDEN SEEKER EXTREMISTS
Attributes: Force 3, Cunning 6, Wealth 5
Hit Points: 29
Assets: Boltholes/Cunning 6, Demagogue/Cunning 5, Laboratory/Wealth 3, Zealots/Force 3
Tags: Fanatical

Wednesday, May 29, 2013

Warlord Wednesday: The Brood

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...

"The Last Dragon"
Warlord #128 (April 1988)
Written by Michael Fleisher; Pencils by Jan Duursema, Inks by Tom Mandrake

Synopsis: She’s got him: the “blood-mad fiend” who killed her mate and left her the last of her kind.

She is the dragon and the fiend is Morgan’s new friend Dreadnar. If Morgan gets in the dragon’s way, she’s willing to kill him, too. Dreadnar and Morgan dive under the surface of the lake. Dreadnar slices the dragon’s belly and she flies off. He thinks he’s driven her off, but in reality she’s just postponed the fight.

In Siberia, Danny Maddox picks the lock to the cell holding Mariah. He recruits her to help him in an escape attempt from the gulag—thinking he can use her as a scapegoat if things go bad. The two manage to waylay a guard and get a rifle.

The dragon flies back to her brood, thinking on her conflict with the biped (Dreadnar) as she does. Her kind had protected the humans of the Vale, but they relied upon them too. Only the blood of this particular race could nourish the dragon new borns. It was to this use they put the maidens the shamans sacrificed to them. When feminine struck the humans and they withheld the sacrifices, thinking the dragons were responsible, threatening the dragon’s hatchlings with starvation. The dragons retaliated, but the war has nearly destroyed her kind as well.

The dragon can see Dreadnar and Morgan approach in her mind’s eye. She realizes “the white-haired one” is not consumed by hatred and his blood won’t feed her young, but if he persists in helping the madman, she will slay him too.  She ambushes the would-be ambushers:


Mariah and Maddox haven’t gotten far into the wilderness before the gulag guards catch up with them. They’ll never make it to the rail line Maddox was opening to get to. Luckily, Mariah has another way out.

Morgan and Dreadnar are pended down by the dragon’s breath. Dreadnar knows the dragon will have to stop to take a breath eventually; when she does, he attacks.  Dreadnar’s attack is a distraction so Morgan can use his gun, but he doesn’t get a chance.


Mariah and Maddox are out in the snow. She can’t find the cave entrance. Maddox thinks she’s going crazy because she keeps saying “the pteranodon died here,” and the guards are almost on them. Then Mariah finds the pternanodon’s carcass that points them to the cave entrance. They run in, escaping their pursuers:


Even though Morgan didn’t get a shot off, he distracted the dragon enough that Dreadnar was able to jump on her head. Dreadnar stabs her skull, and she tosses him off. He falls to the ground; she hears every bone in his body break and knows her mate is avenged.

Morgan looks at Dreadnar then at the dragon. Their eyes meet and some understanding passes between them.

But Dreadnar isn’t quit done yet. He hurls his weapon into the dragon’s skull. She topples over, dying—but crushing him in the process. “The monster is dead,” Morgan thinks, and it’s unclear which of the combatants he refers to. He rides away, while Dreadnar’s blood seeps down:


Things to Notice:
  • This is the only issue of Warlord narrated by a dragon.
  • The cover image doesn't really happen in the issue.
Where It Comes From:
This issue continues the story from the last issue, but recontextualizes things to give it more nuance. This isn't the first time in the Warlord saga that a monster has come off sympathetic, but it has been  while.

Monday, May 27, 2013

Resumption and A Witch


After a 4 month hiatus, we resumed our face to face WaRP Weird Adventures game last night. After spending several sessions trying to acquire the snowglobe that was the key to get into a dead sorcerer's palatial (and presumably treasure-laden) estate from a group of Hell Syndicate goons, our heroes had finally headed out on the train to Shamballa (the aforementioned estate), only to get off the train in a hick Southron town.

There, they were sucked in by the sob story of a gator-woman who told them that some gator-folk children had been stolen by a "pirate witch" that lived in a lake deep in the swamp. Three sessions later (after wrangling a gator-folk guide and tangling with deformed bandits in a steam-powered truck) they finally met "the pirate witch." That was only after a short trek through the swamp and the sauve spy in the party sweet-talking her doe-eyed and legless "grand-daughter," Elvinny.

The semi-aquatic witch is apparently trapped in the rotting wreck of her pirate ship by some sort of curse--and her bulk (not all of which is apparent above water). She wants the PCs to break her out. They're undestandably wary and try to stall for time to get more information. Most of the group head back to the town of Bullneck to "get supplies." Poor old Yianese gentleman, Professor Po, has to stay as the witches hostage.

And so, a side episode stretches to four sessions, but the players' seem to be enjoying it.

Sunday, May 26, 2013

Fiend Folio...IN SPACE!

If your looking for some alien monsters for any old school science fiction game you could do a lot worse than starting with the original Fiend Folio, I think. I'm not even talking about things like reskinning undead as nanotech animates or victims of exotic plagues (though you can certainly do that); I think there are a lot of creatures in there that are just straight up science fiction.

The first creature listed are aarokocra, which are just straight up birdmen--like the Skorr of the Star Trek Animated Series and a bunch of other places. The algoid is a psionic algae colony; the CIFAL a colonial insectoid intelligence (it even has an acronym name). Osquips are pretty much ulsios from ERB's Barsoom stories. The grell already looks like a pulp sci-fi monster: I think there was one in Prometheus, wasn't there?


Yeah, there it is.

Anyway, demon, devils, and elemental princes are out without substantial overall, but some less interesting monsters for fantasy purposes might be made a bit more interesting in a science fiction context. Lava children   might be a silicon-based lifeform that (like the horta) needs to be contacted rather than killed. Yellow musk creepers and zombies (undead also-rans) would work great in a horror scenario on a deadly jungle world. Even the much maligned flumph is less silly when it's a weird alien (maybe).


Friday, May 24, 2013

Another Futuristic Cross Section


As the lady says: "Very impressive." You'll have to embiggen it to get the full effect, though. Even then, the writing is sort of small.

This is a cross section of the base of the Legion of Super-Heroes in DC Comics as it appeared Who's Who in the Legion of Super-Heroes (1988). It's quite a step up from their first headquarters:


Nothing says "serious superheroes" like an inverted rocket with the words "club house" on it.

Anyway, I don't think I have to point out the numerous game uses you could put a map like this to: super-villian lair, future moonbase, science fantasy dungeon. Go crazy.

Thursday, May 23, 2013

Aurogov


Aurogov is a movement or polity based in the Zuran Expanse. It has been described as a quasi-religious voluntary tyranny (though its leaders consitently deny its religious character). Participants advance through levels ("The Protocol") wherein Aurogov teachings take greater and greater control of their lives. Adherents typically begin with a download of Aurogov’s open license self-help software, distributed by parties unknown in the noosphere of most civilized worlds.  The seed software slowly evolves into a nonsapient ai mind emulation of the (perhaps mythical) founder of the group ("The Prime"). Its progressive audits and critiques of the thought processes and behavior of the user lead to progressive behavior modification of susceptible individuals. "Advanced" members without public relations duties tend to dress in the same grey uniform like garments and use frequent aphorisms from Aurogov teachings in their speech.

Aurogov is thought to have its origins on Old Earth and is a multi-geneline--even mutli-species--organization, but its primary functionaries are a clade of gray-skinned, long-chinned humanoids who call themselves "Technicians" but are known to those outside the organization as Aurogovans. Defectors from the organization report the Technicians' habitat within the Expanse is also the home of the Ascended Masters of Aurogov: Individuals who have obtained superhuman powers by mastering all stages laid out in their central texts. There are always three Ascended Masters and they always hide their faces behind masks like giant eyes. They are either posthuman masterminds or a bit of theater to provide cover for the real leaders, depending on what defector you ask.


There are allegations or rumors that Aurogov and its Ascended Masters have a hidden agenda: they are actually engaged in a secret, psionic distributed computing project. Every new participant in the Protocol--every new mind they can access--brings them closer to their goal.

Attributes: Force 3, Cunning 6, Wealth 5
Hit Points: 29
Assets: Demagogue/Cunning 6, Organization Moles/Cunning 5, Marketers/Wealth 5, Security Personnel/Force 1
Tags: Theocratic



Wednesday, May 22, 2013

Warlord Wednesday: The Last Dragon

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...

"The Last Dragon"
Warlord #127 (March 1988)
Written by Michael Fleisher; Pencils by Jan Duursema, Inks by Tom Mandrake

Synopsis: Believing Tara dead, Morgan has left Shamballah and returned to wandering. After an encounter with a smilodon, followed immediately by an attack by a pack of raptors, Morgan is saved by a masked bowman named Dreadnar. Morgan loses his horse to the raptors, but decides to travel with Dreadnar for a bit.

Meanwhile, Khnathaiti is hiding from Skartaris’s eternal sun in a cave beneath the volcano. Her powers have diminished since the death of the Scavenger, but she manages to suck the life force of a rat to stave off decay. She swears vengeance on the Warlord who reduced her to this.

After acquiring some now horses, Dreadnar leads Morgan to the Vale of the Dragon. Here his people lived for a thousand years, worshipping the dragons that dwelt there and sometimes appeasing them with sacrifices of “unblemished maidens.” One year, the shamans withheld the sacrifice due to a famine, and the dragons attacked. Dreadnar and his elder son returned to the village to find it destroyed.

The two went on a rampage of revenge against the beasts, killing all but one: a female, with eggs. She ambushed them, killing Dreadnar’s son in a blast of fire. Dreadnar escaped with his life, but:


Morgan and Dreadnar come upon some scroungers digging around the remains of Dreadnar’s old village looking for valuables. Dreadnar routs them and would have killed their leader, but Morgan convinces him the rat isn’t worth it. The scoundrels haven’t gotten far when they’re roasted by dragon fire. Morgan and Dreadnar run for it and dive into a nearby lake for protection.

When they come up for air, it seems the danger may have passed. When again:


In the Siberian gulag, an old enemy of Morgan’s, Danny Maddox, watches Mariah be dragged off to be punished after standing up to the sadistic guards. She’s stuck in an unheated cell with no food. Maddox gives her a little gift:



Things to Notice:
  • Shakira gets big hair in this issue.
  • While it isn't the first time, the dragon in this issue is a "fantasy dragon" rather than a dinosaur like in previous issues.
Where It Comes From:
This issue shares a title with a 1985 film, but there really isn't a relationship between the two.

Danny Maddox first appeared as a young bully in Travis Morgan's hometown back in issue #91. Fleisher brought him back and gave him many more run-ins with Morgan over the course of their lives as depicted in Secret Origins #16 (July 1987), which seems to set-up his appearance here.