Sunday, July 8, 2018

The Adventures of Indiana Jones Role-Playing Game


TSR's Indiana Jones rpg from 1984 carries a reputation for badness. While tastes, of course, differ, the only factual information used to support this claim is the decision to not include character generation rules in the basic game, the designers intending you to play Indiana and his cohorts. This decision was corrected in the 1985 Judge's Survival Pack in rules that take up one page. The one time I played this game back in the day, we were undeterred and made up our on characters anyway by modelling them on the existing ones.

I've seen other deficits or poor decisions asserted on line that aren't true. Even wikipedia claims "No formal system of hit points or determining actual character death is put forth, and instead is left to the referee as a role-play element." The lack of hit points is technically correct, but the rest of that sentence is completely false. There are other similarly "true, but that gives a false impression" statements in the article.

So what is the game actually like? Well, in brief in resembles in broad strokes other TSR games of 1984-85, including Conan and Marvel Super-Heroes. It uses a percentile system and a color-coded chart in part of the process. It has skills, but it isn't really a skills-based game. It is cinematic and fairly "rules lite" in a pre-1990s way, which is to say not really rules lite by modern standards. More on the light side of rules medium.

It has attributes clearly derived from the D&D standard, but doing slightly different things. Strength is what you would expect, and Appeal is Charisma. Prowess is like Fighting in MSH. Movement is both speed and some of Dexterity, and Instinct is mostly Perception or Wisdom, but carries a bit of Intelligence's water, too.


Most actions are based on roll under attribute rolls. Like those other games, it has something of a unified mechanic, though it has not fully committed to this and has a number of special subsystems, which use the same sort of die rolls but in different ways. Attributes rolls can be modified to twice rating as a situational bonus or half or fourth rating for situational penalties. These are the only dice modifiers. Rolls of 96-00 are always "bad breaks" (critical failures), and 01-05 is a "lucky break" (critical success). Beyond that, there are levels of success based on the roll which have color codes and different meaning depending on which attribute is being checked.

It has the sort of rules quirks common in games of this era. It uses hit locations (different for various types of attacks) which are determined by reversing the numerals in the Prowess "to-hit" roll. The initiative system seems like it would either be fun or really irritating in play. It requires a sort of competition (using Movement rolls) among all those declaring they want to act at a given point. While interesting, I'm not sure what it adds over a simple initiative roll for everybody and seems like it would take up time.

It has "mook rules" of a sort with goons not accorded the same advantages that PCs and villains enjoy. Certain types of threats like drowning or falling are given "Danger ratings" that function like Prowess does in combat-style roles. Chases get almost a mini-game all their own.

So what about the lack of hit points? Well, damage causes wounds, light, medium, and serious, and wounds are applied to various body locations. Wounds are additive with 2 mediums equaling 1 serious, and impairing after a certain level. Three serious wounds carry a chance of death or unconsciousness, and four serious wounds mean death.

All and all, it looks like it would work pretty well in play. Some systems are a little wonky or over-complicated but none look really unfun. Other parts of it seems like good choices for a pulpy, lighter ruled game.

Friday, July 6, 2018

More Superhero Art and A Table of Contents


This first piece is still a bit of a work in progress (coloring-wise). It's the Cosmic Knights by Dean Kotz, of which Earth's hero, the Cosmic Knight is but one.

We're playing on two "issues" of characters and stats. Here's the projected contents of the first issue done up in the appropriate style. It may be subject to minor changes.

Monday, July 2, 2018

Weird Revisited: Stone Walls; Iron Bars

This post is loosely a follow-up to one my one on the lower planes last week, in that it continues to riff on ideas for Taterus/Carceri. It first appeared in 2011. This would pretty much become the Weird Adventures view of the plane.

The Black Iron Prison is the Plane of Confinement. Despite it’s name, the prison is not always as apparent as iron bars and stone walls (though it has plenty of that, carved as it was from ancient bones of some demonic titan)--its evil is more subtle than that. Restriction and imprisonment of various forms permeate it.

Portals to the plane are sometimes found on the Material Plane in the form palm-sized, rusted, black iron boxes, heavier than they appear.  Visitors to the plane describe an "outer" desert of squalid intern camps, stretched arond and inner, three (or more) dimensional Escher maze of cell-blocks, isolation chambers, and interrogation rooms.

The plane is the home (and the prison) of the deodands, a vile race sentenced to serve as the guards and administrators of the apotheosis prison as punishment for ancient crime. Demonologists have cataloged three primary castes or species of these creatures (though there are undoubtably more):

The lowest caste of deodands are tall, emaciated, scabrous creatures with frog-like mouths. Their bare skins weep a tarry ichor from numerous injection sites. They're junkies and dealers; they mix the astral excreta of despair, callousness, and resignation that oozes from the souls that fall into their hands with the bile of arthropodals that make their homes in the prison’s substructure and inject it beneath their skin. The tarry substance--and a brief respite from their paranoia in a cold, sneering high--are the result. The tar is packaged and sold (to the prisoners to be smoked or injected) in exchange for pleasant memories or dreams or hopes--anything that defines the former self-hood of the soul. When not engaged in commerce, these tar demodands are the menials of the prison.  On the Material Plane, their shadows have the same viscous consistence as their tar, but no psychoactive properties.

The middle caste are the color of a fresh bruise.  Their limbs are swollen like blood sausages, and their tick-like bellies appear filled to near bursting, sloshing loathesomely as they waddle or fly drunkenly on ridiculously small wings. Their bloated faces are unpleasantly human-like and wear expressions of volutuous satiety, complete with drool running from the corners of their mouths and down their double (or triple) chins. Always their skins appear to glisten as if oiled; this is due to a slime they secrete.  They sweat even more when they eat, and they eat almost constantly. They fancy themselves gourmets, and there is nothing they consider so refined as dining on astral substance of souls. They prefer fatted souls, though, and always expose victims to their slime before dining on them.  Under the slime's influence, the poor souls become grossly corpulent. At that point, they're ready for the slime deodands to drain them to emaciation but never destruction. The they restart the slime feeding and the process begins again. Slime deodands are torturers and interrogators in the deodand hierarchy.

The highest caste are strutting, sadistic martinets--the wardens and senior guards of the prison. They’re vaguely human-like in form, but with pale, wrinkled skin that seems ill-fitted to their bodies. They’re androgynous with bald heads and unfeminine faces, but pendulous breasts and high-pitched voices. They have a penchant for dressing in uniforms, the more elaborate the better. Sagging deodands (as they’re called) are found of searches, interrogations, and tortures. They foster paranoia not as a hobby, or even a vocation, but simply due to their natures. Infractions are always found, and prisoners are encouraged to inform on others--but only after they themselves are questioned to the breaking point.

It’s a good thing for Prime Material Plane that deodands seldom arrive on it unbidden. Sadistic sorcerers have been known to arrange “renditions” for enemies, though the price for such a service is rumored to be steep.

Friday, June 29, 2018

Weird Revisited: A Conceptual Tour of the Lower Planes

This was one of the first things I wrote about planes back in April of 2010, when the blog was less than 6 months old. This is more conventional than the views of the lower planes I'd present later, but it contains some ideas I would revisit. I don't like to ever let a good idea go to waste.

In my current campaign setting, I'm working within the bounds of the traditional AD&D "canon," but trying to wring somewhat novel and interesting (at least to me) interpretations from it. One of these elements is the "standard model" of D&D cosmology--what's sometimes called "The Great Wheel."

As portrayed, it's a bit literal and mechanical, which is a shame because at its core its a crazy enough mashup concept to appear in a mimeographed pamphlet left in public places. Bissociation should be the watchword here. Or maybe multissociation? I think the planes can (and should) be both other realms of consciousness and physicalities. Conceptual overlays on the material world, and places where you can kill things and take their stuff.

To that end, I decided to riff on the concepts of the planes, and see what associations they brought out. Not all of these will be literalized in the version of the planes visited by adventurers from the world of Arn, but all of these associations might inform how I presented the planes and the alignment forces they're of which they're manifestations or vessels. Maybe later I'll get into all the heady faux-metaphysical theory I devised behind all this. Or maybe I'll xerox my on crackpot tract.

Anyway, I figured the best place to start was a trip to hell.


The Abyss: The Abyss is the best place to start as it was probably the first of these planes to exist--the formless, primordial chaos, tainted only by Evil. An Evil that emerged, ironically, only after a material world appeared to be appalled at, and to yearn to destroy. Without creation, destruction would just subside into roiling chaos. AD&D cosmology gives us 666 layers to the Abyss, but I suspect the Abyss is infinite. Maybe its the demon lords that number 666--and the so-called layers are really the lords. Maybe all the other demons are merely extensions of their substance and essences--their malign thoughts and urges accreted to toxic flesh. They're like a moral cancer maybe, seeking to metastisize to other planes and remake them in their image--or maybe madness is a better analogy, if we're talking about the kind of madness that afflicts killers in slasher films. A psychokiller madness on a universal scale.

Tarterus: This plane is later called the Tarterian Depths of Carceri or just Carceri. I'm calling it the Black Iron Prison, because it fits, and because it recalls Phillip K. Dick's VALIS and The Invisibles. It's called the prison plane--which the Manual of Planes interprets a little literally. Not that it isn't all the obvious bad things about prisons, but its also got a Kafka-esque quality, maybe. Most souls don't know why their there and don't remember how they got there. And watch what you say 'cause the bulls have informants all over. You wait and wait for a promised trial that never comes. I suspect souls get "renditioned" from the material plane and brought here for angering a god or an Ascended. The gaolers (as Lovecraft would have it) are the demodand or gehreleths. Demodand is an interesting name as it probably comes from Vance's "deodand" which is a real word meaning "a personal chattel forfeited for causing the death of a human being to the king for pious uses" which may (or may not) hint at some sort of origin for the demodands/gehreleths. It's also interesting that the kinds of demodands--shaggy, tarry, and slime--are all related to things that can sort of be confining or restricting.

Hades: Later called the Gray Waste (a better name, I think), it's a plane of apathy and despair. There's some Blood War nonsense later, but apathy and despair is a theme to conjure with. It makes me think of Despair of the Endless from Sandman and her somber realm of mirrors. The Gray Waste is depression and hopelessness actualized. Not the sort of place for adventures, maybe, but a place good for some creepy monsters to come from.

Gehenna: Later called the Fourfold Furnaces, or the Bleak Eternity of Gehenna. This is the plane of the daemons, later yugoloth--which is suitably Lovecraftian. Daemons I liked in Monster Manual II because they were sort of "the new fiends" that seemed fresher than demons and devils, which were kind of old-hat by that time. As neutral evil, the daemons have nothing to motivate them but evil, really. The various alternate names of the plane make me think of Jack Kirby's Apokolips and its ever-burning fires--Gehenna has an assocation with fire anyway, going back to its origins as the Valley of Hinnom. Like the denizens of Apokolips, I think daemons should represent evil in various forms from banal to sublime. The Bleak Furnances fire the machineries of war. Being close to the realm of lawful evil, they sometimes dress up in the trapping of law, but its just fancy uniform facade. The whole place might appear as an armed camp run by tin-plated fascists. There are secret police, and propaganda bureaus, and sadistic experiments.

The Nine Hells: Later Baator, which doesn't work as well. This is the realm of the fallen--not the romantic, Miltonic rebels, but the fascist generals who tried to stage a junta and got exiled. Sure, they dress it up in decadence and "do as thou wilt" but really they're all oppressive laws and legalistic fine-print. And every one of them thinks they'd be a better leader than their boss, so they plot and scheme while playing it obsequious and dutiful. Some of the devils might say they're still fighting the good fight--that they do what they do to preserve the system from the forces of chaos. A multiverse needs laws after all, they say. That's all just part of the scam.  Still, I like China Mieville's idea of New Crobuzon having an ambassador from hell.  Maybe no city in the world of Arn has an infernal ambassador, but at least Zycanthlarion, City of Wonders, has sort of a "red phone" that can get a high-placed devil on the line.  After all, better the devil you know...

Thursday, June 28, 2018

Futura [FASERIP]

FUTURA

STATISTICS
F                 AM   (50)
A                 IN  (40)
S                 IN  (40)
E                 IN   (40)
R                 RM (30)
I                   RM   (30)
P                  IN  (40)
Health: 170
Karma: 100

BACKGROUND
Real Name: Futura, "Eve Hope"
Occupation: Record store employee
Identity: Secret
Legal Status: Undocumented immigrant in the United States of the present era
Place of Birth: Eden-One, North America
Marital Status: Single
Known Relatives: None
Base of Operations: San Francisco, California
Group Affiliation: Super-Sentinels
First Appearance: FUTURE WORLDS #65

KNOWN POWERS
True Invulnerability : Remarkable resistance to physical, energy, heat, cold, toxins, aging, and disease.
Hyper Running: Typical ground speed.
True Flight: Incredible air speed.
Enhanced Senses: Excellent level sight, hearing, taste and smell.

Talents:Martial Arts: A, B and C, Natural Sciences, Medicine

History: In a possibly alternate future, a war among superhumans devastated the Earth and destroyed most of civilization. So massive were the energies unleashed, the Earth itself was damaged to the core and threatened to break apart.

Some time after the war, perhaps as much as a millennia, intelligent robots lived in a massive, enclosed city known as Eden-One. They had been the caretakers of the last humans they knew to exist, and now sought to preserve human history and knowledge. One of these robots, a bio-specialist name Maia-1A457, engineered a human embyro with the superhuman attributes from stored genetic material. The infant was gestated in an artificial womb. Maia-1A457 named the girl Futura, because she hoped the child would provide a future for humanity.

Futura was raised by the robots, not knowing she wasn't one of them until late in her childhood. In adolescence, she ventured outside Eden-One with the reluctant acquiescence of her robot caretakers and encountered post-human beings and aliens, making some friends among them. Most of her time, however, was spent in training and education so that one day she could make a trip to the past and prevent her catastrophic future from ever occurring.

When she reached womanhood, she asked for her final examinations and proved to Maia-1A457 and the others she was ready for her mission. Using an ancient time machine, she journeyed back to the 20th Century, where she began living among humans in the identity of Eve Hope, observing the culture and way of life of past humans, and protecting them from super-powered threats as Futura.

Wednesday, June 27, 2018

Wednesday Comics: Underground Comics #1 on Comixology


You can now purchase Underground Comics #1 at Comixology in digital, and of course, it's still available at IndyPlanet in digital and physical copy.

It's 36 pages by some great DIY rpg illustrators. Here are the preview pages that will (eventually) be on the IndyPlanet page:




Monday, June 25, 2018

Weird Revisited: Deals With Devils

This is more recent that my usual revisited posts, coming as it does from 2015, but it continues the theme from last week of taking the basic concept of Spelljammer (fantasy in space) and doing something different...
Art by Paul Harmon
Hyperspace works on laws altogether different than the amoral, mechanical physics ascendant in our universe. Some experts theorize that in the bulk in which the multiverse is embedded, forces that could be reasonably described as moral principles are objectively real--or at least as objectively real as anything else. Evil might be tangible and quantifiable. That would go a long way to explaining the Diaboli.

The Diaboli are a clade, a culture, or maybe a corporate entity that despoil worlds and corrupt other cultures—even whole universes—with faustian bargains of advanced technology and metaphysical knowledge. Maybe they've tempted some with miracle cures for disease or solutions for world hunger, but more often they appeal to baser instincts with advanced weapons of war or aids to the pursuit of pleasure. Whatever they offer, the cost is inevitably high--too high. The Diaboli are quick to sell fixes for the problems that arise, which inevitably just make things worse. At every turn, the Diaboli enhance their material wealth and create misery from which they are able siphon metaphysical energy. Some of their victims survive the devastation of their previous culture to become junior Diaboli themselves, and the toxic memeplex propagates like a multiversial pyramid scheme.

The Diaboli are very old; some believe they are the degenerate remnant of the Precursors who built the Ways. The truth, though, (at least as much as can be gleaned from a group as duplicitous as this one) is that the Diaboli fear the apotheosed Precursors. They believe the Precursors' Judgment is coming someday—and they plan to deny that judgment by becoming powerful enough fight back against gods. Only by draining or corrupting all potential rivals do they believe this end to be achievable. They view this as a net good for the entire multiverse and see themselves as defenders of order and civilization, albeit one where their inherently superior culture is in power.