Monday, October 28, 2013

Mo' Mummies

For Secret Santicore last year, I wrote a piece on variant draculcas (vampires). I think that most neglected of classic monsters, the mummy, deserves a similar treatment.

MUMMY, BOG
These mummies were naturally created but are instead products of being buried in peat bogs. They aren't wrapped in bandages, their skin in tanned black, and they are more flexible than their fellows due to calcium phosphate in the bones being dissolved by bog acid. They only do 1d8 damage and have one less hit dice, but they can vomit acid for 1d4 damage.


MUMMY, GIANT
Humans weren't the only ones to be mummified, or to rise as fearsome undead monsters. Giant mummies have hit dice one better than what ever giant humanoid their size resembles or one better than standard mummy hit dice, whichever is better. They have all the standard mummy abilities, except (in some cases) mummy rot. (Check out Gomdulla above statted here.)

MUMMY, LOVELORN
These mummies got caught in a forbidden romance and were mummified as punishment. When first revived, they look like regular mummies and have all the pertinent abilities, but within 1d4 days, they shed their wraps (and most of their powers) in favor of a brooding, exotic charm. They typically become convinced someone is the reincarnation of a long dead love, and will go about trying to woo the lost lover, killing those that get in the way. They are able to Charm (as per spell).


MUMMY, WELL-PRESERVED
These mummies have several unusual traits--most obvious of which is they are as attractive as the day they died, instead of being desiccated corpses. They don't have the mummy rot or the fearful reaction, but to do possess a charm ability (as per the spell). Typically, some sort of ritual is needed to fully resurrect one (involving some sort of item important to them in life and several blood sacrifices) of these mummies, but until then they are able to exert their will by control of others.

Sunday, October 27, 2013

Monster Apocalypse a Go-Go

Zombie apocalypses are all the rage these days with films, books, and even a tv show. But other classic monsters deserve their (proverbial) day in the sun, too:


Vampires: The most obvious non-zombie contender for virtually extinction of the human species. Richard Matheson's I Am Legend and it's various movie adaptations have already ventured into this territory (as has the film Stake Land) --and the comics Planet of Vampires and Vampire Hunter D have already shown on vampire overrun post-apocalypses. Trading bloodsucking for flesh-eating is almost too obvious.


Piscoids: Cast them as Creatures from Black Lagoons, Manphibians, or walking catfish men, fishy humanoids are ready to climb from the depths and overwhelm the surface world. Perhaps a full-fledged takeover is the ultimate goal of the Deep Ones in Shadow Over Innsmouth? Global warming and rising sea levels would no doubt be part of their plan. A piscoid apocalypse might wind up looking more like Waterworld than Walking Dead.

Werewolves: Like vampires and zombies, werewolfism is passed by a bite, making them a reasonable stand-in. I don't know of any media werewolf apocalypses, but Dog Soldiers sort of does the "trapped in an isolated farm house" riff of Night of the Living Dead. Depending on exactly how the werewolves worked, things might be pretty tough for humanity: zombies are slow and dumb, while vampires have to sleep in the day time. Werewolves have neither of those limitations. Of course, their just humans in the day, trying to scourge for survival just like everybody else. Only at night would they join packs of killers to howl at the moon as they hunt through the ruins.


Frankenstein's Monsters: This seems like the biggest stretch given than Frankenstein had only one monster (or maybe two, depending on who you believe). Still, two monsters can overrun the world (unless they're giant, which still movies us out of zombie apocalypse analogous territory). Technology has advanced a lot since Frankenstein's day, though. Wein's and Wrightson's Un-Men in Swamp Thing (and Burroughs' Synthetic Men of Mars, for that matter) point the way: Mass production of monsters. In some ways, this would resemble an alien invasion apocalypse or robot apocalypse more than a zombie one--though perhaps the monsters "consume" humans by dragging them back to their secret factories to use as raw materials for more monsters?

Friday, October 25, 2013

Frankenstein's Mega-Monster


Frankenstein's Monster might might frighten simple villagers, but it takes a truly monstrous monster to present a challenge for a Giant Space Robot. Luckily, advances in technology have allowed mad scientist to play god on a titanic scale.

An everyday Giant Frankenstein's Monster might use zombie stats (bearing in mind they everything is giant in Giant Space Robot). A regular Giant Frankenstein's Monster energized by radiation or lightning, or one that is actually an alien is a more formidible foe and should be statted like a flesh golem.

Thursday, October 24, 2013

The Sasquatch Variations


In a post-Harry and the Hendersons and Bigfoot and Wildboy world, your run of the mill Sasquatch may not pack the fearful punch it once did. In keeping with the season, here are a couple of sasquatch-like cryptids with a twist to move 'squatch back from "gentle giant" to "scary."

Batsquatch: First sighted in 1994 in Washington, batsquatch is an ape-like hominid with purple skin and batwings. (In other words, something like a scarier version of the winged monkeys in the Wizard of Oz). Stat these guys like a yeti, but add winged flight like a gargoyle.


Sheepsquatch: From the hills of West Virginia comes a cryptid also known as "the white thing." It's described as a bear-sized beast covered in thick, yellowish-white fur. It doesn't look much like the usual sasquatch with its low set eyes, goat-liked horns, raccoon-like hands, and a hairless tail like an opossum. I would use giant wolverine stats for these beasties (minus the musk).

Blue Belt Bigfoot: One of the few hairy hominids known to accessorize, the so-called Blue Belt Bigfoot has only been sighted in California and only on a few of occasions. It's essentially a a regular sasquatch (perhaps with a dog-like face) with a glowing blue belt. Sometimes, they travel in groups. I'd probably treat these guys as bugbears (just because) and give the belt some special power--or maybe not (other than the glowing) just to mess with PCs.

Wednesday, October 23, 2013

Warlord Wednesday: Expect the Unexpected

Here's another installment of my examination of  the adventures DC Comics' Travis Morgan--The Warlord.  The earlier installments can be found here...

"Expect the Unexpected"
Warlord (vol. 4) #2 (July 2009) Written by Mike Grell; Penciled by Joe Prado; Inked by Walden Wong, Jay Leisten, & Joe Prado

Synopsis: Morgan goes to see his daughter Jennifer, the Sorceress Prime of Skartaris. She comments (as usual) that he only comes to see her when he needs something. Morgan admits he does. He tells her about the refugees fleeing a new god: a god that uses bullets.

Jennifer does some scrying:


Deimos. But he's dead (several times over). Morgan decides they need to check this out. Jennifer gives him a couple of magic stones to help him find the Golden God. Tara has to stay to defend Shamballah, but she wants to send 100 soldiers with Morgan. He declines, saying he doesn't want to dig graves along the way. Sometimes, one man can do what a hundred men can't...


Shakira goes along too, of course. Not far into there journey, they realize they're being followed. They lay a trap for their tail, and it turns out to be Tinder. He wants to go with them, Morgan doesn't think this mission is the place for a bard, but Tinder is adamant, and Morgan ultimately gives in.

He asks if Tinder can use a sword. Tinder replies he's good with a bow and a shorter blade. Morgan tosses him his sword and tells him he'd better learn.

Later, when they stop for a meal, Tinder sings the story of the Warlord, telling how Morgan won a queen and allies and bested Deimos. Morgan comments on the exaggeration and myth-making in it. Morgan ends the discussion of the past with sword practice with Tinder--which he wins by cheating.

They notice what they take to be slaver's raiding party passing near, but then Morgan recognizes the man in the cage:


Machiste. These are the men of the Golden God. The raiding party splits up, as some ride ahead to plunder nearby villages.

Morgan readies to attack them. Tinder counters they should warn the villages the men are likely to attack next. Despite the sensible of Tinder's suggestion, Morgan is focused on saving his friend. His belief in lofty goals died when he was forced by Deimos to kill his son. (Or so he believes; we all know Tinder is really his son.) Tinder angrily rides off to look after the people--something that he believes Morgan would have done, once.

Morgan and Shakira ride in and decimate the remaining soldiers. They free Machiste, who tells them Mariah was taken north to meet the Golden God. Machiste doesn't want to sound ungrateful, but he says they should have gone to warn the villages. Morgan says that's what Tinder said.

The three saddle up. Shakira asks where they are going now. Morgan replies: "After the boy."

Things to Notice:
  • Jennifer wears the antennaed headband she wore in her first appearance.
  • This issue provides a lot of recap on backgrounds of the priniciple characters, presumably for new readers.
Where it comes from: 
The title of this issue comes from the last line of the epigraph that appears in most issues of Warlord (and even some of the crossovers).

Jennifer (in discussing the possibility of Deimos's resurrection) mentions the Mask of Life, which was used to bring the demon priest back the first time in issue #10. It's interesting that she reaches all the way back to his first resurrection instead of mentioning the most recent one in the limited series in 1992.

Monday, October 21, 2013

It's Witchcraft


American Horror Story has returned to FX with its third season. This one is subtitled "Coven." Though it's already showing signs of mixing several horror tropes like in previous seasons, the title gives away it's focus on a group of witches. More precisely, it focuses on a school for witches; it's kind of Xavier's School for Gifted Youngsters, except they have no interest whatsoever in helping those that hate and fear them.

Each of the students has a specific psychic sort of power. No real Bewitched-like all-purpose spellcasting, but some very powerful witches have more than one power. There are sort of traditional ritual magic spells, too. It's unclear how this might integrate with the innate powers, and I imagine it will stay that way. "Fuzzy on the details" is just the kind of show AHS is.

Besides the general witchery, there's (so far) an attempt to re-animate the perfect boyfriend from the remains of a bunch of dismembered fratboys, a swamp-dwelling Stevie Nicks fan with the power of resurrection, and conflict between the immortal historical figures Marie Laveau and Delphine LaLaurie.

While every season has had things that could be stolen for an rpg campaign, this season probably offers the most gameable setting so far. In fact, there's a suggestion of the European colonial witches versus traditions of oppressed peoples that is a bit reminiscent of GURPS Voodoo: The Shadow War.


Friday, October 18, 2013

GIANT SPACE ROBOTS!

A mysterious alien race hid giant robots all over the earth, waiting for the day humankind would need them. That day is today. The sinister invaders the ancient aliens always feared have arrived. They use giant monsters to cleanse worlds of all life to ease their takeover. Earth is their next target. The giant space robots, piloted by intrepid human pilots, are the Earth's only hope!

A pilot has 3 stats: Intelligence, Willpower (Wisdom), and Reputation (Charisma).

A robot has 3 stats: Strength, Agility (Dexterity), and Durability (Constitution).

All stats are 3-18 with appropriate resultant bonuses or penalties.

Intelligence: Determines the ability to unlock new powers in a robot. Every time a power is employed a percentile roll is made with the chance of success determined by intelligence (based on the Spell Learning Probability Percentage in LL AEC, ranging from 20% with a 3 to 90% with an 18 INT).
Willpower: Affects response to saving throws from certain mental powers (like wisdom).
All the other abilities are just like their counterparts.


Robot Classes:

  • Tank: Not a literally tank, but a brute force model. d8 hit dice, Fighter combat tables and advancement.
  • Blasters: Lighter models with various sorts of special powers or energy weapons. d4 hit dice, Magic-User combat tables and advancement. Blaster pilots have a chance to "unlock" a new power in their robot with every level. They can use a power once a day (contingent on a power roll).
  • Defenders: Medium models that combine some aspects of blasters and tanks. d6 hit dice, Cleric combat tables and advancement. They have a chance to "unlock" a power at second level, and an additional one every level thereafter.

Powers: Are reskinned spells, though obviously they are the more combat oriented of them. You could do away with spell levels at your discretion.

Weapons: Robots use giant and futuristically styled hand to hand weapons. Darts or arrows might be missiles instead, but maybe not.

Hit Points: Are possessed by giant creatures/robots. Smaller beings don't rate on the scale and are utterly destroyed by 1 point of damage.


Monsters:
Reskin any monster you want. They're all giant now, and ones bigger than man-size are really gigantic!
Examples:  Voidflyers (stats for bats); Gorillagon (Gorilla); Mechapede (giant centipede)--you get the idea.