Showing posts with label space. Show all posts
Showing posts with label space. Show all posts

Monday, December 16, 2019

Weird Revisted: Fiend Folio...In Space!

If your looking for some alien monsters for any traditional 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).


Monday, April 1, 2019

Encounters In A Martian Bar Before the Gunfight Started

Art by Jeff Call
01 A jovial human trader eager to unload a large, glowing jar containing squirming creatures he claims are Mercurian dayside salamanders.

02 A shaggy, spider-eyed Europan smuggler waits nervously for her contact.

03 Four pygmy-like “mushroom men," fungoid sophonts from the caverns of Vesta. They are deep in their reproductive cycle and close proximity gives a 10% chance per minute of exposure inhaling their spores.

04 A Venusian reptoid lowlander with jaundiced eyes from chronic hssoska abuse and an itchy trigger-claw.

05 Two scarred, old spacers in shabby flight suits.  They're of human stock mutated by exposure to unshielded, outlawed rocket drives.

07 A cloud of shimmering lights, strangely ignored by most patrons, dances around twin pale, green-skinned chaunteuses. It's  actually an energy being from the Transneptunian Beyond.

08 An aging, alcoholic former televideo star (and low level Imperial spy) with 1-2 hangers-ons.

09 A Venusian Wooly who just lost a Martian chess game to a young farm-hand who doesn't know any better.

10 A Martian Dune Walker shaman on his way to a ritual at a nearby Old Martian ruin, with a bag of 2d6 hallucinogenic, dried erg-beetles. He dreams of driving all off-worlders from Mars.

Thursday, March 14, 2019

Random Mercury


Mercury is the least defined of the inner planets in pulp and early sci-fi. Beyond it being tidally locked  (which we've since learned it actually isn't), Mercury had no fixed characteristics, other than being generally more inhospitable than the other planets I've already dealt with: wet Venus or desert Mars. A lot of stories use Mercury for "Man Against Nature" stories, either for survivors of some sort of disaster or rescuers of survivors. But hey, when you've got your own Mercury, you can do what you want with it!Let's randomize:

Problems with Getting There?
1 None
2 Solar Storms (heat, radiation)
3 Magnetic Anomalies

Where’s the Action for Earth Folk?
1 Day Side
2 Twilight Belt
3 Night Side
4 The whole planet


Day Side Life?
1 None
2 Silicon-based lifeforms
3 Insect/Arthopods
4 Energy/Plasma beings
5 Whoever they are, they live underground
6 Alien robots/cyborgs

Earthlings on Day Side?
1-2 Not if they can help it. It’s got lethal heat and radiation with special gear.
3-4 Crazy prospectors in protective domes
5-6 Maverick archeologists after ancient artifacts
7-8 Fearless scientists studying the Sun (or Vulcan!)
9-10 Just robots

The Twilight Belt Terrain:
1 Badlands
2 Mountains, canyons and a cave network
3 Weird, crystalline forest
4 Torrid jungle, wracked by storms

Twilight Belt Life?
1 Hairy humanoid primitives
2 reptilian monsters
3 Plant-like
4 the same sort of beings as Day Side

Earthlings in the Twilight Belt?
1 Criminals hiding out
2 A small, struggling colony
3 Castaways
4 A scientific expedition


Night Side Terrain:
1 Cold, rocky desert
2 Odd crystal formations
3 Ruined Cities (and roll again)
4 Ice

Night Side Life?
1 None
2 Crystalline beings with telepathy
3 Incorporeal ergovores
4 Androids left by ancient inhabitants
5 Viscous, slime-like colonial intelligence
6 Creatures strangely resembling supernatural terrors of Earth legend

Earthlings on the Night Side?
1-2 Not if they can help it. It’s cold, dark, and unexplored.
3-4 Wanted men
5-6 Maverick archaeologists after ancient artifacts
7-8 Survivors from a long-lost rocket crash
9-10 Exploratory robots

Thursday, February 28, 2019

Solar Trek: The Amok Trigger

These are the voyages of the exploratory vehicle, Enterprise...

In 2262, Dr. Leonard McCoy discovered the continuation of outlawed genetic practices among certain prominent families of Mars. This was revealed when Enterprise's first officer, Commander Spock began experiencing drastic mood swings and neurologic pain. Neurochemical triggers made Spock seek to return to Mars, regardless of his orders to the contrary.

The cause of his condition was an engineered gene sequence, created in the 21st Century by Martian geneticists for the purpose of making arranged marriages among their people compulsory and binding. The small, modified human population of Mars practiced arranged marriage for purposes of genetic diversity and promotion of genes critical for survival in the partially terraformed Martian environment to come over the next century. An unidentified family member of Spock's betrothed had introduced the genetic sequence through use of a viral vector when Spock was in his teens. The reasons are unclear, but may have had to do with Spock's father's diplomatic position.

T'Pring, Spock's betrothed, was absolved of any wrongdoing in regard to the genetic manipulation, but she did instigate a trial by combat that could have resulted in the deaths of one or more Space Fleet officers in order to be free of her obligation to Spock.

Dr. McCoy was able to repair the genetic damage to Commander Spock. His efforts led to a greater understanding of historic Martian gene-engineering techniques.

Friday, February 1, 2019

Solar Trek: The Archon's Return

source
The discovery of the long lost generation ship Archon by Enterprise in 2263 underscored to the General Assembly of United Federation of Sol why sophont AI was to be feared.

Though records of the its launch are nonexistent (either destroyed in the chaos of the third World War or lost in the rapid changes in data storage formats that followed), its design, computer systems, and the cybernetic implants among its passengers suggest Archon (ICV-189) was a generation ship launched toward Proxima Centauri b in the early 21st Century. Its habitat areas were home to several diverse communities, among them some religious minorities, including a (ironically) technology-rejecting traditionalist Christian sect.

Archon would never reach Proxima Centauri. Federation forensic teams have been unable to determine what calamity happened first: the death of a number of crew in an accident, a breakout of hostilities among the colonists, or a malfunction in the vessel's artificial intelligence. Whatever the cause, several habitat regions were lost and others became isolated, armed camps. One of the crew took radical action that restored a semblance of peace, but at a cost. Programmer Nicholas Landru put the computer in charge.

At some point, the course of Archon was changed. It re-entered history again in the Sol System, where it was intercepted by Enterprise. What they found in the only functioning habitat area was a society resembling a late nineteenth century agrarian community with the inhabitants completely unaware they were on a vessel. Despite appearances, the members of the community were extensively managed and condition by cybernetic implants controlled by ship's AI, whom they referred to as "Landru." There were dissidents among them,  individuals presumably for whom the neurochemical conditioning was inadequate, who looked to the return of the "Archons" (a distorted memory of the vessel's crew) to save them.

The Enterprise crew in the habitat
Unconcerned with cultural contamination, Captain James Kirk of Enterprise destroyed Landru. He was criticized in some academic circles, but both Space Fleet and Federation inquiries absolved the Captain and his crew of any wrongdoing.

The Archon's passengers have been resettled in a protect area so that a Federation team can slowly work on integrating them into society and undoing Landru's conditioning.

Sunday, January 27, 2019

Weird Revisited: A Traveller's Life

Recent discussion on Google Plus regarding Traveller made me recall this post originally from 2014...

E.C. Tubb's Dumarest of Terra novels are one of the primary inspirations for the game Traveller, though the game doesn't bother the central conceit of the novel. Tubb's protagonist Earl Dumarest other travellers are essentially space hobos: they book dangerous low passage in cryogenic berths from world to world. This contrasts with the wealthy in high passage, who take quick time drug to slow their perception and make time pass quicker to shorten the ennui of the voyage.

Though the Traveller mixes in other influences and gives PCs their own ship, Tubb's original set-up would make a good game all on its own. What's more, it strikes me that Dumarest would be pretty easy to turn into a "hard" science fiction game. It would be trivial to dispense with artificial gravity (and anti-gravity), but I think you could even dispense with FTL.

Alastair Reynolds's novels in the so-called "Revelation Space universe" show how this could be done. Reynolds has no FTL, but does have interstellar travel via "lighthuggers" making voyages at close to light-speed with relativistic time dilation at play. Passengers on lighthuggers are put in cyrogenic freeze because of the length of the voyages. Just like in the Dumarest novels, cyrogenesis isn't without risks. Some passengers die and many have temporary amnesia.


In a modern, hard science fiction approach, low passage wouldn't just be cheap, it would be the only way for the middle class and poor to travel between worlds. Middle passage (the crew) might be more like the Ultras in Reynolds's books: transhuman space-mariners, living their lives on board ship and looking down on system-bound folk. High passage is still for the wealthy, but I don't think quicktime drugs alone would be enough the years (or even decade) long voyages. The wealthy (like the ship's crew) would no doubt have extended lifespans: perhaps centuries--and possibly even immortality, barring misadventure. Superlong lifespans,quicktime drugs, and brief periods in cryo-sleep would make it possible, though the the ships would have to have a lot of entertainment available and be pretty large.

Obviously, you couldn't do a lot a travel back and forth between worlds in this sort of set up, but if like Dumarest you mostly kept moving from one adventure to another that wouldn't really be necessary. Travellers would always be on the move to the next world, far away and years into the future.

Friday, June 22, 2018

Weird Revisited: Space Fiends: Marauders from Hyperspace

This post original appeared in December of 2013. It followed  a post about using AD&D Fiend Folio monsters in a science fiction context. It's not set in any particular sci-fi universe I've presented, any more than the write-up of the monster that inspired it was. This was one of a number of posts over the years of monsters or setting trying to get at something that was Spelljammer but not Spelljammer.

No. Appearing:1-4
AC: 4
Hit Dice: 1 (or better)
Saving Throw: as per class and level
Attack Bonus: +2
Damage: 2d8+2 mag rifle, 1d8+1 monoblade
Movement: 30'
Skill Bonus: +1
Morale: 9


Gathyengi are a xenophobic humanoid species who act as pirates, striking from hidden bases within hyperspace. They are theorized to be descended from humans abducted by the psionic Masters from Earth millennia ago to serve as both labor and food source.

Gathyengi (sing. gathyen) are ectomorphic, almost skeletal in appearance. Their skin is dusty yellow to the color of parchment, and leathery. Their skull-like faces, solid black eyes, and pointed teeth (likely ritually sharpened) give them a fearsome appearance in keeping with their reputation for violence.

A gathyengi raider will have a crew compliment of various classes, similar to any human vessel. A raid will be led by a captain of 4-7th level, depending on the size of the ship. It is likely there will be at least one combat psychic among them.

All gathyengi can shift back into hyperspace at will. Whether this is an innate ability or technological is unclear. Dead gathyengi shift back into hyperspace as well, thwarting attempts at close examination.

Friday, July 21, 2017

Valerian

Luc Besson's new film Valerian and the City of A Thousand Planets is based on the French comic book series Valérian et Laureline by by writer Pierre Christin and artist Jean-Claude Mézières (The film seems largely drawn from the sixth story in the series, Ambassador of Shadows). It's good source material for Besson, has the exotic locales of the comic and multitude of aliens give plenty of opportunity for him to engage in the in the stunning visuals that have been part of his previous science fiction efforts.

Valerian and Laureline are special agents of the Federation, with a bantering, unresolved sexual tension thing going. After acquiring a cute and valuable alien organism, the Mul Converter, to the massive, multi-species space station Alpha, to save it from a mysterious threat. All is not as it seems, and Alpha's Commander has secret plans of his own. Our heroes make their way through the alien locales of the station to solve the mystery and save everybody.


The plot is perfunctory, its drama is simplistic, and the characters are thin, but the sort of science fiction films Besson makes have never particularly focused on those things. The Fifth Element had an breeziness about some of the core dramatic elements, but did a lot with action, humor, and a Heavy Metal visual sensibility. Valerian may not become a the cult classic it has, but would make a good double feature with it.

In rpg terms, the visuals in Besson's film will likely give plenty of fodder with sci-fi gaming. Valerian and the City of A Thousand Planets: The Art of the Film, is worth picking up for that purpose, even if you don't like the film.

Friday, May 5, 2017

Guardians of the Galaxy, Vol. 2

I was not as fond as most people of the first Guardians of the Galaxy film. I saw Vol. 2 last night, and while I still wish I had gotten a Farscape movie instead, I think this one is a better film that the first.

In brief, the new movie pits the Guardians against the Goldenskinned authoritarian snobs of the Sovereign (who they ripped off) and Ego the Living Planet (a universe-imperiling threat). It has plenty of action and perhaps even more physical comedy that the first (too many hyperjumps causes cartoonish facial deformation). It manages to give all the characters some story beats and something interesting to do--something that other large cast Marvel films haven't managed as well. In contrast to the first film, the characters are allowed to grow a bit, in contrast to being reduced from their two dimensional comic versions to one dimensional cliched archetypes. Freed from the need to blatantly tie in to a larger Marvel "epic", Vol. 2 gets to more full psychedelic space fantasy, like Farscape if it were a Heavy Metal comic or Star Wars with a dayglo aesthetic and more dick jokes.

There are still some things I didn't like: I have come to the conclusion I just don't care for the Marvel Studios "fantastic" aesthetic. I thought Asgard looked like a Nike commercial version of the Star Wars prequels, and the first Guardians of the Galaxy managed to make Chris Foss inspired designs seem uninteresting. I'm still not sold; it all looks very expensive video for a pop song I don't like, but there are hints this time of a particular philosophy of design that makes the seedy Contraxia and the ostentatious Sovereign throne room work for me better than anything in the first film.


Also, it still seems like dimension hoping more than space travel. Forget Serenity's "into the black;" except for the fact that people dying in the vacuum is a plot point, you could be forgiven for not realizing they were ever in space. Everything is as awash in color, and planets are passed in travel not as planets but as little tableaux or comedy scenes, like the cosmic equivalent of the hapless fruit vendor getting his stand smashed in a car chase. I think colorful, busy design can be but to great purpose (I love Speed Racer) and in sci-fi (like The Fifth Element or the upcoming Valerian), but something about the way Marvel does it rubs me the wrong way.

Oh, and the music cues are omnipresent. Upping the ante from its predecessor (but in line with Suicide Squad) its much like a series of short music videos for classic pop songs. While not as bad as Suicide Squad in this regard, it also has a few that are so on the nose that the movie is sort of narrating itself to you in song (cf. "My Sweet Lord").

Bottom line: If you liked the first one, you will almost certainly like this one. If you were so-so on the first one, you still might like this one.

Monday, February 13, 2017

Spacehunters

Luis Royo
Watching the new season of The Expanse has led me to start thinking about a game I ran in GURPS perhaps decade ago. A "hard" science fiction thing using a lot of stuff from Transhuman Space put giving it more of a Cowboy Bebop spin: a little bit cyberpunk, a little bit 70s action film.

Howard Chaykin
If I ever ran a similar I again, besides using a system besides GURPS, I think I would draw more visually from '80s and 80's sci-fi, borrowing some elements from things like American Flagg! and 80s cyperpunk rpgs. The players' would still be ne'er-do-well, planet-hopping bounty hunters/troubleshooters but with a different skin.

Janet Aulisio





Thursday, April 7, 2016

Space:1977, or Set Coordinates for Planet Funhouse Dungeon


It occurs to me there's never really been a sci-fi equivalent of D&D. (At least back in the day. Maybe someone's doing it now, and I'm just unaware.) By D&D I mean D&D of OG (Original Greyhawk) Gygaxian mode: a stupid, freewheeling, game of exploration that borrows promiscuously from genre media (of multiple genres) without bothering to particularly try to emulate any of it. Traveller is too interested in emulating specific source material and is more serious; Space Opera is goofy enough, but it still wants to be that sci-fi thing you like (whichever one it is) rather than being not any of those things but wearing their clothes. Metamorphosis Alpha and Gamma World get the vibe, but their scopes are more limited.


What I'm talking about is something a bit Vancian, definitely picaresque, where exploration for the purpose of profit is the order of the day. The character archetypes are from all over. An adventuring party might look like the ragtag protagonists in Battle Beyond the Stars (except that John Boy guy would be a Jedi in training and the lizard man would be Tars Tarkas) and act like a more disreputable Serenity crew. Only Silver Age comics truly encompass the level of crazy alien worlds ought to embody--given the appropriate figleaf of Gygaxian realism, of course. I figure adventures would often go down like an episode of Lost in Space, except more people would die. And then the Robot would take their stuff.


Sunday, March 20, 2016

The Starrunner Kit


After an untended hiatus caused by internet-outage, I'm back with a copy of Mike Evans's The Starrunner Kit in my hand (figuratively, since it's digital) that got released last week. Mike is a friend, so I wouldn't call this an unbiased review, but I think Mike has done a bang up job.

The "kit" portion of the (so important it gets mentioned again in the subtitle) is the key. Everything that's in here fills in some little gap or another that may be present in the old school sci-fi game you're playing: mechs, or a hover-bike pilot or plant lifeform class. These are particularly aimed at White Star, broadening a bit its serial-numbers filed off Star Wars with stuff out of space opera seen in film, comics, and anime post-Star Wars.

There are a lot of gear and character options, but there are also goodies for the GM. In fact, the plethora of random tables are probably where The Starrunner Kit shines brightest and where it's most useful for those playing a fantasy game not derived from the D&D chassis. There are tables for random jobs, random events between adventures, random sights and sounds in the city, even a short random table of alien religions. All of these are easily usable in any space opera game and more importantly, they are a springboard to the imagination for creating your own setting specific ones. Looking through these I started getting a lot of ideas of things that could be used in Strange Stars--and that was without rolling any die!

If any of that sounds interesting to you, then you should definitely head over to rpgnow/drivethrurpg and check it out!

Thursday, January 14, 2016

Limbo: The Sargasso of Space

Any hyperspatial fissure can be a hazard to interstellar navigation, but a large, stable one like the irruption zone known as Limbo is to be avoided at all costs. Those vessels unlucky enough to have been caught in Limbo but lucky enough to escape report a strange world trapped within the borders of distorted, kaleidoscopic spacetime.

First and foremost, there is a graveyard of ships, some still inhabited, some partially cannibalized by the survivors of other vessels. Mutual distrust is the general rule, as resources are limited, but also because the bleed of reality warping hyperspace has deleterious effects on the human mind, leading to paranoia and often insanity. This may or may not explain the general xenophobia of the non-marooned races that make Limbo home.

by Tony DiTerlizzi
There are multiple species of the froglike humanoid Slaad existing in state of mutual hostility with each other and apparently every other sapient being. The Red are near bestial, the Blue are barbaric and more organized, while the somewhat more intelligent Green are merely narcissistic and sociopathic. All known Slaad are all the more unpleasant due to their parasitic or infectious means of reproduction. Both the Blue and the Green have human slaves indoctrinated to believe being used in such a way allows they themselves to be reborn as more evolved Slaad.

There is rumored to be a fourth Slaad race--the Gray or Elder Slaad--that created the others in a rash attempt at eugenics, but credible reports of encounters exist. The Slaad place almost religious significance on an asteroid they call "the Spawning Stone" that is purported to contain their ancient genetic laboratory-temple and the cloning vats from which all Slaad species were born. 

The so-called mad monks of Githzerai are sallow-skinned ascetics with settlements on various asteroids and dwarf planetoids. They are not hospitable, but neither are they as murderous as the Slaad. The Githzerai have protected themselves against "hyperspace madness" to some degree by mediation, physical discipline, and psychic links between abbots and their subordinates. Still they often swing between periods of religious ecstasy and intense emotion or dream-like dissociation. They believe such openess to the divine Chaos of hyperspace will allow their intellects to complete a cycle of rebirth.

This is a follow-up to this post.

Thursday, January 7, 2016

The Galactic Great Wheel


Looking at my Azuran Sysem map and its conspicuous shape, an idea occurred to me: the AD&D "Great Wheel Cosmology" adapted to a science fiction setting. I've sort of toyed with that idea before in a science fantasy multiverse kind of way, but now I'm thinking more classic space opera in the vein of the things that inspired Traveller, but a bit more Vancian--as is appropriate to its AD&D roots.

So here's the pitch: Sometime in the future, an early spacefaring humanity encounters a gate and gains access to a system of FTL via hyperspace (or the astralspace) and gets its introduction to an ancient, galactic civilization with arcane rules and customs a bit like Brin's Uplift universe. At the "center" of the gates is Hub, a place with a gigantic neutral territory station--like Babylon 5 on a grander scale. Hub connects to all the various worlds. Here's a short sampling:

Archeron: A war world, possibly one where a decadent civilization has kidnapped warriors form different times and worlds to battles for their entertainment.

Baator: The world of beings who (like the Overlords in Childhood's End) look suspiciously like devils from Earth belief, and indeed act very much like them, destabilizing worlds with Faustian bargains somewhat like in Swanwick's Jack Faust.

Beastworld: A planet where many animal species share a group intelligence.

Carceri: An environmentally hostile ancient prison planet.

Limbo: A world in an area of reality warping "broken space" where hyperspace spills in leading to a graveyard of ships.

Mechanus: Robotic beings out to bring order to the galaxy via assimilation. A somewhat (maybe) more reasonable Borg.

Pandemonium: A world only inhabitable in subterranean caverns, but even those are swept by winds that generate infrasound that can drive humanoids insane like the titular Winds of Gath.

Thursday, December 31, 2015

Star Warriors: The Azuran System


This is a "work in progress map of the Azuran System, location of the Star Warriors setting I've done a couple of posts about. Some of these worlds have been mentioned in other posts, but here are the thumbnail descriptions of the others:

Yvern: Humans share this tropical world with sauroid giants! They have learned how to domestic these creatures as beasts of burdens and engines of feudal warfare. Some Yvernians are able to telepathically communicate with their beasts.

Vrume: The desert hardpan and canyons of Vrume wouldn’t attract many visitors if it weren’t for the races—the most famous of these being the annual Draco Canyon Rally.

Zephyrado: Isolated by its “cactus patch” of killer satellites, Zephyrado is home to hard-bitten ranchers and homesteader colonists—and the desperados that prey on them!

Geludon: A windswept, frozen world, Geludon is home to mysterious “ice castles” built by a long vanished civilization and the shaggy, antennaed, anthropoid Meego.

Robomachia: A world at war! An all-female civilization is under constant assault from robots that carry captives away to hidden, underground bases--never to be seen again.

Darrklon: Covered by jagged peaks and volcanic badlands shrouded in perpetual twilight, Darrklon is a forbidding place, made even more so by its history as the powerbase of the Demons of the Dark. Few of the Demons remain, though their fane to Anti-Source of the Abyss still stands, and through it, they direct the Dark Star Knights and other cultists.

Computronia: A gigantic computer that managed the bureaucracy of the Old Alliance and served as its headquarters. It is now under the control of the Authority, and its vast computational powers are used to surveil the system.

Elysia: Elysia was once a near paradise. Technology and nature were held in balance, and its gleaming cities are as beautiful as its unspoiled wilderness. Elysia’s highest mountain was site of the training center of the Star Knights. Now, the Star Knights have been outlawed and the people of Elysia live in a police state imposed by the Authority.

Authority Prime: This hollowed out asteroid holds not only the central headquarters of Authority High Command, but its training academy and interrogation and detention center, as well. 

Wednesday, December 30, 2015

Wednesday Comics: Attack of the Clones

The cultural phenomenon that is Star Wars had an effect on comic books, even in its first decade. Despite my pithy title, it's unfair to call these guys clones exactly, but some sort of force is clearly with them. Since science fiction comics and Star Wars draw on some of the same influences, it's not always easy to know what is Star Wars inspired and what isn't. Chaykin's Ironwolf had a rebel fighting a galactic empire in '74--3 years before Star Wars. Still, if one looks at Chaykin's followup Cody Starbuck (also '74) the pre-Star Wars appearances have the look of Flash Gordon and the widespread swordplay of Dune. In the post-Star Wars appearances, costumes have a bit more Japanese influence and guns are more in play; both of these are possibly Star Wars inspired innovations.

Star Hunters (1977)
Empire? A sinister Corporation that controls Earth
Rebels? Sort of, though the protagonists start out forced to work for the Corporation
The Force? There's an "Entity" and a cosmic battle between good and evil
Analogs? Donovan Flint, the primary protagonist, is a Han Solo type with a mustache prefiguring Lando's.
Notes: If Star Hunters is indeed Star Wars inspired, its a very early example. The series hit the stands in June of 1977--on a few days over a month after Star Wars was released.

Micronauts (1979)
Empire? A usurpation of the monarchy of Homeworld.
Rebels? Actually previous rulers and loyalists; a mix of humans, humanoids, and robots.
The Force? The Enigma Force, in fact.
Analogs? Baron Karza is a black armored villain like Vader; Marionette is a can-do Princess; Biotron and Microtron are a humanoid robot and a squatter, less humanoid pairing like Threepio and Artoo.

Metamorphosis Odyssey (1980)
Empire? The Zygoteans, who have concurred most of the galaxy.
Rebels? A disparate band from various worlds out to end the Zygotean menace.
The Force? There's Starlin cosmicness.
Analogs? Aknaton is an old mystic who know's he's going to die a la Obi-Wan. He picks up Dreadstar on a backwater planet and gets him an energy sword.

Dreadstar (1982)
Empire? Two: the Monarchy and the Instrumentality.
Rebels? Yep. A band of humans and aliens out to defeat the Monarchy and the Instrumentality.
The Force? Magic and psychic abilities.
Analogs? Dreadstar still has than energy sword; Oedi is a farm boy (cat) like Luke; Syzygy is a mystic mentor like Kenobi; Lord High Papal is like Vader and Palpatine in one.
Notes: Dreadstar is a continuation of the story from Metamorphosis Odyssey.

Atari Force (1984)
Empire? Nope.
Rebels? Not especially.
The Force? Some characters have special powers.
Analogs? Tempest is a blond kid with a special power and a difficult relationship with his father sort of like Luke. There are a lot of aliens in the series, so there's a "cantina scene" vibe; Blackjak is a Han Solo-esque rogue. Dark Destroyer is likely Vader-inspired, appearance-wise.
Notes: This series sequel to the original series DC did for Atari, taking place about 25 years later. The first series is not Star Wars-y.

Sunday, December 27, 2015

STAR WARRIORS: 3 Worlds

I hope everyone who celebrates such things had a good holiday. Expanding on this post. here are three of a number of worlds orbiting a blue super-giant in a distant galaxy:


Monday, December 21, 2015

STAR WARRIORS!

In a distant part of the galaxy, on the worlds orbiting a giant blue star, a war wages between good and evil....

So begins a fairly derivative space opera saga and mini-setting for any game. Here are two of the primary factions:

The good guys:


The Lords of Light are the surviving members of the oldest intelligent species in the universe. They created the star system of the Star Warriors in the distant past. Most have become one with the Enigma Source, but are still able to advise the forces of good.

And the baddies:


The Demons were unleashed by the greatest failure of the race that would become the Lords of Light. These insectoid shapeshifters have harnessed the power of the Abyss--the entropic Anti-Source and use it to empower acolytes of their own. Their dark cult is behind much political unrest.

More to come.

Monday, April 13, 2015

Basic Strange Stars Tech

Art by Don Maitz
Despite its somewhat retro trappings, the actual technology of the Strange Stars owes more to modern science fiction. Across worlds and habitats it varies, of course: some places are at a Stone Age level while others border on post-scarcity. Here's a rundown of the common technologies available to the average citizen of the "standard" world or habitat:

Metascape: Most people experience the world through an augmented reality overlay. It contains useful information for travels, social media messages, and lots and lots of spam. Nobody walks through a public square without their filters on, lest they be bombarded by all sorts of virtual messages. Clothing is enhanced--or even sometimes completely generated--in the metascape. Some jurisdictions make it a crime to view the world infiltered by metascapes as this is seen as an unwarranted invasion of others' privacy.

Noosphere: The cyberspace of the far future, essentially, encompassing traditional internet activities, the metascape, and the living environment of infosophonts.

Implanted Cyberware: brain-computer interface is as common as smartphones are today and used for similar purposes. The typical pre-programmed software allows metascape interface, noospheric connectivity, communication (where messages can either be read or heard as read by an avatar or the sender or anyone else), chronometry, basic calculation, and interface with most modern devices. Most individuals don't navigate their own apps, but use a personal daemon--a nonsophont ai--as an advanced "Siri" and an answering service. Some cultures (like the Vokun) find implanted devices distasteful as do some individuals. They use wearable devices for the most part.

Fabber (or mini-fabber): A nanofabrication unit--essentially an advanced 3D printer--assembling at a molecular level, finished products from raw materials. These aren't exactly portable, but they are near ubiqitous household and shipboard items and public units can be used for a fee. Anything from foodstuffs (though this would only be done on long space voyages) to starship parts can be made given enough substrate and the necessary "blueprints." Commercially available models can be "jailbreaked" to make illicit drugs or weapons, but its generally easier just to buy or steal such common items.

Friday, March 13, 2015

More Entries From the Catalog of Worlds

A follow-up to this post. More excerpts from A Concise Atlas of the Multiverse (2273):

BEDLAM (Pandemonium)
Type: Metaphysical
Reality: Highly Mutable, psychomorphic
Dominant Lifeform: ?

Description: A roiling, colorful manifold filled with psychedelic, pseudo-matter forms spontaneously generated by interaction with the mental imprints of sophont beings, Bedlam is thought to be either a vestige of raw hyperspace prior to manipulation by the Precursors or a walled off area of damaged metric. Its metaphysics have a profound effect on visitors, leading to feelings of depersonalization, paranoia, and sometimes full psychotic reactions among those not properly prepared. Prolong exposure to the naked manifold ultimately leads to dissolution of the physical form, following mental disintegration. Artificial islands of stability exist within Bedlam and these are the primary destinations for visitors. Wildcatters use some islands as bases for attempts to "mine" the metric.  Gathziri monasteries are often found in these places, though its unlikely their inhabitants created the islands in the first place.

BLACK IRON PRISON (The Big House)
Type: Metaphysical
Reality: Fixed, paraphysical
Dominant Lifeform: deodands; numerous prisoner species

Description: Black Iron Prison (human designation) is an ancient megastructure, a 4-dimensional hyperoctahedron the size of a dwarf planet, and the pocket universe that houses it. The structure was supposedly constructed by the Precursors as a prison, or maybe as the concept of confinement, itself. It is staffed by a clade of hereditary guards called deodands, who view their job as a quasi-religious obligation. For a fee, they will accept new prisoners from any political body, though very few governments will admit to using their services. No public record of those housed in the Escher-maze cell-blocks of the prison exists, but some of its inmates are likely the descendants of individuals whose accusers have been long forgotten, to say nothing of their alleged crimes.