Monday, May 11, 2015

Random Zonal Anomalies

Anomalies are small, discrete areas of reality distortion within a Zone. There appear to be a finite number of stereotyped distortions so similar if not identical types of anomalies have been observed in different Zones. Inspired by the means of anomaly creation in the Stalker rpg, I created a series of random table to provide a sketch of an anomaly that can then be filled in with more detail.

Anomalies are described in broad terms by their mobility, manifestation, and effect. Mobility is whether the anomaly stays in one place or moves, though different anomalies might have different types of motion (blown by the wind, moves toward living things, etc.) that should be considered by the GM. Manifestation determines how the anomaly is detected--and hopefully avoided. The exact distance away from an anomaly at which it can be detected will obviously vary, but will always be soon enough it can be avoided, if the anomaly is stationary and the explorers are attentive. Finally, effect is what it does to someone unluck enough to enter the anomaly. Note that effect and manifestation are not necessarily linked, but often are (i.e. an anomaly detected by heat will probably burn, but this isn't an absolute).

Mobility (d6)
1-4    Stationary
5-6    Moving

Manifestation (d20)
1.  Air Movement: Detritus circling in a dust devil; an unusual breeze.
2.  Cold: Chill radiates or a frigid wind blows; things in the environment frost over or freeze.
3.  Color: Objects look like their photographic negatives; kaleidoscopic waves of color wash over surfaces.
4.  Crystal: Formations, accretions or boxwork on surfaces; a dust devil of shimmering and cutting tiny shards.
5.  Distortion: A shimmering like heat haze; like looking through someone else's glasses.
6.  Electric: static electricity in the air; St, Elmo's fire dancing on surfaces.
7.  Emotion: Most will be negative, but not always: a deep sadness washes over anyone near, accompanied by vivid, painful memories; a profound feeling of oneness with the universe, that leaves a sense of loss in its wake.
8.  Gas: an unusual cloud, mist, or fog.
9.  Growth: A material covering resembling grass, fungi, cobwebs, hair or even flesh.
10. Heat: A hot wind or the feeling of walking into an oven;  objects are hot, the grounded scorched.
11. Illusion: A mirage of a person or object; a vision of another place or time.
12. Intuition: The anomaly is invisible, but you know somehow that it's there. A gut feeling.
13. Light: Flickering, dancing sparks or flashes; odd illumination like an unseen spotlight.
14. Magic: Much like an Intuition manifestation, but only detectable by those mystically attuned.
15. Pain: The feeling of pinpricks up and down a limb; an intense headache.
16. Shadow: An unusual darkness; vague shapes flicker and dance as if in firelight.
17. Smell: The stench of wet hair burning; a hint of cinnamon in the air.
18. Sound: A loud clap of thunder; the scream of the last victim playing over and over.
19. Taste: A metallic sensation like blood; an intense sourness.
20. Transparency: An object or figure appears to be made of glass or a ghostly afterimage.

Note: It is possible for more than one manifestation to be associated with an anomaly.


Sample Effects (d100)
1-4:     Accelerating  Objects passing through have a tremendous increase in velocity.
5-8:     Aging
9-12:   Burning
13-16: Corrosive
17-20: Crippling  Causes damage to a particular organ or part of the body without physical signs: blindness, deafness, paralysis of a limb.
21-24: Crushing  Like drastically increased gravitation or an invisible force striking the object.
25- 28: Deccelerating  Objects, even sound, are decreased in velocity.
29-32: Dissolving  An object begins to liquify--either fast or slow, depending on the anomaly.
33-36: Disintegrating
37-40: Entrapping  An object is trapped/entangled in energy or some physical manifestation.
41-44: Freezing  Sudden, flash freeze.
45-48: Hallucinogenic
49-52: Halting  A stasis field of some sort causes object or people to be stopped  and held in place.
53-56: Magnetic  Ferromagnetic objects are pulled into the anomaly. Electrical devices may malfunction.
57-60: Mutagenic
61-64: Necrotizing  Living things develop dead areas in exposed skin; objects begin to decay or degrade.
65-69: Penetrating  High velocity projectiles or invisible force strike objects that enter.
70-73: Petrifying
74-76: Psychic  Has effects like a psionic attack, leading to neurologic disorder or development of mental illness.
77-78: Reanimating  Dead things are brought back to life--either as fully living beings or undead.
79-81: Restoring  Dysfunctional objects are or organisms are returned to normal function.
82-85: Suffocating
86-90: Lacerating
91-94: Levitating  Things float as if weightless at a height that varies with different anomalies.
95-97: Throwing  Things are hurled in one specific direction with force.
98-00: Transporting Teleports a person or object entering to a different location.

Friday, May 8, 2015

Into the Zone

Images from a post-apocalyptic setting about exploration, strange artifacts, and even stranger threats, following up on this post.

Nomads, all mutated by one degree or another by Zone radiation to, roam the wastes.

Before the War, the Zones were only officially entered by teams in protective gear. These days, the average Zone Scavenger is more cavalier.

A community living on the periphery of a Zone manages to salvage and reprogram an old, alien, "Bigfoot" surveillance robot.

An encounter with an emergent techno-organic intelligence. If not completely hostile, neo-intelligences of this sort often wind up being worshiped as gods by superstitious tribes.


A well-equipped team encounters a gestalt-mind organism composed of alligators in the Southern swamplands.

Thursday, May 7, 2015

An Introduction to the Elementals of Subazurth

The primal elements of Subazurth are not the same as in the Land of Azurth above, though why this is so is not entirely clear. Perhaps they represented altered or tainted refuse from the creation of Azurth by the giant crystal gnome, Gob, under the direction of the Lady Azulina. Here are the elements as found in the world beneath the world:

Art by Juan Diego Dianderas
Ooze/Slime:It's elementals are slimes or jellies. The viscous, semi-liquid Kingdom of Oozurth with its laminar fiefdoms connects to bubbling Lake Ooze,

Crystal: It's elementals are fae folk composed of gem or crystal. It intrudes upon the environs of Troglopolis as the Crystal Forest.

Magma: It's elementals are various fae folk composed of lava or magma. It's people are kept out of the upper levels of Subazurth for the trouble they cause, however innocently.

Art by Valterri
Dust: It's elements tend to be indolent folk, resting as often as they cane, though some cause mischief as swirling dust devils. They lay claim to unused caverns, but their primary habitat is the air itself beyond many a yawning precipe.

Wednesday, May 6, 2015

Wednesday Comics: Fallen Angels


I ran across a copy of the Fallen Angels collection for a great price this weekend. I was not particularly surprised to see it on discount. Few older comics readers probably remember it, and few younger readers are likely intrigued by an obscure limited from the late 80s. I think they're missing out, but then I'd probably by a Steeltown Rockers collection, too, so make of my judgement what you will.

So, for the uninitiated, Fallen Angels was an 8 issue limted series from Marvel written by Jo Duffy and drawn by Kerry Gammill, Marie Severin and Joe Staton. It was originally going to be called The Misfits and house ads use that name up until right before the release. It tells the story of a team (maybe more of a social group) forming from a group of disparate, predominantly young characters.

First there's a group of super-powered young thieves that Vanisher is playing Fagin to: cyborg Gomi with his cybernetically enhanced lobsters Bill and Don, Ariel with teleportation powers, and Chance with the ability to randomly enhance or limit other people's powers. Add to that crew the (relatively) bigger-named young mutants Sunspot and Boom-Boom, and throw in Multiple Man and Siryn for good measure. Finally--and this is the real wildcard--mix in Devil Dinosaur and Moonboy.


What do they do? Well, they hangout. They have misadventures. Learn some lessons--like not to trust Vanisher, who's really more laughable than a serious threat. They also get shanghaied to Ariel's strange home dimension Coconut Grove, but manage to evade becoming test subjects.

It's hard to know what Duffy was going for here. There doesn't seem to be a strong rationale for this particular group of characters. But it's pretty well done, and has a quirky charm about it. It's worth checking out.

Tuesday, May 5, 2015

Science Fiction Month Sale

May is Science Fiction Month on Rpgnow and Drivethrurpg. The *Strange Stars* pdf is one of the great science fiction titles at 15% off.

Need more convincing? Check out this new review.

Also, check out The Manor #8 (coming out later this week) for a Strange Stars feature!

Monday, May 4, 2015

Your Own Cinematic Universe


I saw Avengers: Age of Ultron this weekend and my short review is: it's good. I'm slightly troubled by the degree setting up future films and dealing with "universe" concerns are becoming more and more a part of the Marvel cinematic experience, while perhaps paradoxically also miffed they seem to drop plot threads from previous films. These are small concerns, though. I didn't seriously impair my enjoyment.

I had some game related thoughts after the movie--and maybe this is something everyone else thought of a long time ago and only my comic-centric thinking has kept me from considering it. As I mentioned last week, superhero games are potentially bedeviled by the problems of all licensed property games: fan-players' knowledge and connection to canon, and on the other side of the coin, inaccessibility or at least a steep learning cover for newcomers.


Movies and animation all have to deal with that second problem (They have the first too in a way, but that crowd is much smaller for them.) and they get around it by creating their own universe, by picking and choosing from the existing mythology. Since anyone's in-game version of a comic book universe winds up being an alternate universe anyway, why not make it one from the start? To me, this sort of seems like the best option for getting the advantage of a established universe while having a good deal of creative freedom and not have to sweat your player's knowledge of the comics.

One final note: comics rpgs haven't completely ignore other media, but they tend to focus on trying to recreate the feel of certain other media adaptations rather than the continuity aspects I'm talking about. There haven't been any such supplements for licensed rpgs as far as I know.

Sunday, May 3, 2015

Rumored Mysteriarchs of Zed


As their name should suggest, little is known of those great magi, the Mysteriarchs of Zed, and this is presumably the way they prefer it. Even great wizards are powerless before rumor and tale-telling, however, and so the names of some alleged members of that shadowy assemblage are widely whispered in the Land of Azurth:

art by Francisco Segura
The Great Enigma may or may not have ascended to a higher plane to compare his knowledge with that of more potent beings than humanity, or perhaps he lingers awhile yet to train worthy apprentices. He has placed himself under a peculiar geas wherein in a challenge he will only cast any spell his opponent hasn't thought of yet, but none that they have.

Art by Algosky
Agar the Green holds unorthodox theories about slime and its place among the primordial elements. He makes a study of various slimes, oozes and jellies, and spends much of his time in a semi-viscid form to aid his research. Some of his colleagues suggest he has even sought the lubricous embrace of Jellia, the Gelatine Princess of the Ooze Folk, but such matters are scarcely the topic of polite conversation.

art by Moebius
Generys the White is said to have lived half her life in the realm of dreams, and this has made her cold and cruel in her affairs in the mundane world. She knows secrets that are only shared in dreams and the making of potions that aid either forgetfulness or memory. Any gift of a jewel or precious stone from her is to be avoided at all costs, but must be refused politely.