Sunday, September 1, 2013

Dragons & Wizards


Located in the Coreward Reach, Rune is a world at a medieval level of technology, ruled by wizards and bedeviled by monsters--or so it appears. Though few visit due to the xenophobic nature of its inhabitants and its remote location (there is no reliable local gate), tales report that it bears an uncanny resemblance to fantasy sims, including the existence of what appears to be magic.

It's surmised that Rune was either modified as a pleasure world or as a work of art (ancient posthumans had both the technology and whimsy to accomplish such things). There are hints of this artificiality, though its biosphere is not as well-managed as it once was. Still, human diseases are fewer than on wild worlds and clerical authorities provide advanced healing through "relics" (actually well-disguised medical devices).

The magical powers of its ruling class of wizards are thought to be psi-talents, though they seem to exhibit some abilities uncommon (if not unknown) in the rest of the galaxy. Most of their power seems to lie in the ability to generate illusions. They also make use of allies like the fairy--who seem to be nothing more than local tribes of quicklings.

The most fearsome foes of the wizards and their people are the dragons. The dragons are large bipeds (about 3 m tall, with tails roughly as long), vaguely reptilian in appearance with psi abilities of their own. They are theorized to be the degenerate descendants of the stranded crew of either an exploratory vessel or a military scoutship. The adolescent dragons of today are social creatures most numerous in equatorial areas,  but older adults are mostly solitary and establish large territories. They are aware of humans' intelligence, but view them as animals and potential (though not preferred) prey. Periodically (Perhaps it relates to ancient mating cycles?) dragons become extremely acquisitive, gathering or stealing items of value, particularly shiny objects, and lining their lairs with them.

The humans of Rune try to kill or drive away any dragon near a civilized area. Despite the dragon's size and intelligence, the more populace humans might have driven them to extinction if not for the fact the wizard's value them for other reasons: Certain neuroendocrine glands of the dragons contain chemicals that they believe enhance their "magic"


Runic Dragons
No. Appearing: 1-4
AC: 3
HD: 8
Saving Throw: 11
Attack Bonus: +8/+8/+8
Damage: 2 claws (1d6), 1 bite (2d8)
Movement: 30’
Morale: 10
Special Abilities: psionics like a Psychic of 6th level.

Friday, August 30, 2013

A World Unconquered

Sword & Sorcery comics of the seventies usual got around to supplying a map at some point, and Claw the Unconquered was no exception. Though it ran only 12 issues (from 1975 to 1978), Claw featured a map in issue #5.  Wikipedia seems to think Pytharia is the name of Claw's world--and it may be--but it's also the name of one of the country's in the "Known World," as you can see. Interestingly, Claw shares this world with another sword-wielding DC hero: Starfire, who's part Red Sonja and part Killraven, living in a post-apocalyptic alien-overrun future.


Anyway, I'm pretty sure there's some game inspiration in this.

Thursday, August 29, 2013

Hunters

As fearsome as the ssraad are, there is one species that at least lone ssraad seem to fear: A race of bone pale monsters, the accursed and implacable enemies of the zurr. These monsters who monsters fear are known as the xann.

The xann [ksahn] claim to have been a peaceful species in the Zuran Expanse (before it had that name) whose habitats were destroyed by the zurr. Millions were killed, but refugees escaped. Taking shelter among other species, the xann refugees remained a people apart. They nursed their hate--and plotted revenge.

That's the popular story. The xann of today are chalk white-skinned, slim, almost delicate-appearing humans. They are never seen in groups larger than 3 or four. Often their children are abandoned to be raised by other sophonts. Xann hide their identities, to avoid being shunned by other species. No one who has heard the stories wants to be near a xann when the transformation occurs. 

Despite historical consensus that the zurr are an extinct cultured, the xann believe that a few of their enemies have passed their minds down through the ages, downloading them into new bodies. The xann believe they have the ability to detect them. They are a driven people, hunting the stars for these hidden zurr. When a xann finds a target (be it one of their secret zurr or a ssraad), he or she transforms into a hunter form, a monstrous, bioengineered killing machine.

The single-mindedness of the xann and their propensity for sudden violence have given them a negative reputation among other sophonts, but they aren't barred from any major ports or habitats. Most choose to keep a low profile, if only to better stalk their prey. Even when they don't die by violence, the xann tend to have shorter lifespans than other near human sophonts. The metabolic stress of their transformation takes a toll.


No. Appearing: 1-2
AC: 3
HD: 7
Saving Throw: 11
Attack Bonus: +8/+8/+6
Damage: 2d4/2d4 claws, 1d6 bite
Movement: 40’
Morale: 11
Special Abilities: They regenerate 2 hit points per round, starting after 2 rounds of combat. They possess the equivalent of the biopsionic power Invincible Stand.

Wednesday, August 28, 2013

Warlord Wednesday: Ballad Part 5

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

"Ballad Part V"
Warlord (vol. 2) #5 (May 1992)
Written by Mike Grell; Art by Dameon Willich and Tim Burgard

Synopsis: The skies over Skartaris turn crimson, and all its people gaze upward fearfully. A skull-faced visage appears and intones:
“Bring me Travis Morgan or I shall cast a darkness upon the land unto the end of man.” Tara recognizes the voice if not the face: Deimos.

Tara points out Deimos will have to look elsewhere for Morgan; he tends to stay far from responsibility. One of her servants informs her that Morgan was sighted in a tavern called the Golden Acorn in the city today, despite her orders that he be barred from entry. The guardsmen who tried to enforce her will should recover. Tara’s not surprised he’s back: Adventure will always summon when nothing else can.

Tinder heads off to the Golden Acorn to meet his hero. As he’s climbing the stairs to its entrance, he’s surprised when the black cat in front of him with a mouse in its jaws turns into:


Tinder recognizes her from the stories. He asks if Travis Morgan, the Warlord, is there. Shakira comments that he speaks as if they’re the same person, then adds: “The Warlord is what they have made him. Travis Morgan is..well…See for yourself”:


Tinder approaches. Morgan snaps awake and grabs Tinder by the throat. He points his pistol at the startled minstrel and demands to know who sent him.


Morgan asks “Why?” Tinder tells him that they met once before and Morgan had told him incredible stories of the world he came from. Morgan says he doesn’t remember. He asks what Tinder wants.

Tinder replies that he wants to meet the legend. Morgan tells him that being a legend isn’t all it’s cracked up to be: You've always got to prove it to someone, and you never get used to “the look”:


Tinder shows Morgan the sky (Morgan replies he thought he had just drank himself blind) and asks for his help. He tells the Warlord that Tara is gathering an army to march on Thera. Morgan is sure she can handle it. Tinder gets angry at him and leaves.

Watching him go from the window, Morgan muses to Shakira that maybe every time one of them comes, he ought to just shoot them and be done with it. He doesn't have the heart for it though; they’re already mourning a hero.


Still, Morgan begins to put on his armor. “So another war?” Shakira asks.

“One’s as good as the next,” Morgan replies.

Later, Morgan rides into the palace grounds in front of the massed troops. He greets his mate and queen with a lame joke, and she breaks his nose as per usual. After some encouragement by Tinder,  Morgan gives a rousing but meaningless speech to the troops:


And they’re off to meet a eagerly waiting Deimos.

Things to Notice:
  • As it has throughout this limited, Morgan's outfit appears  a bit more like genuine armor than it did in the actual series. Maybe this is an attempt at a minor retcon?
  • Shakira has dark skin in this issue not particularly in keeping with her previous appearances. Maybe she just got a really good tan?
Where It Comes From:
Grell references the first meeting between Tinder and Morgan back in issue #58. Of course, this wasn't actually their first meeting as Tinder is really Joshua, Morgan's son.

Tinder references Deimos death in the darkness and cold along the Terminator. Morgan left Deimos to be devoured by wolves in issue #50. Of course, Morgan had already killed him not once, but twice before. He was also killed once by Tara's faithful dog, Shadow.

Monday, August 26, 2013

God of the Forge

Fights As: L15
Movement: 60' (20')
Armor Class: 4
Hit Points: 210
Attacks: 1
Damage: by weapon as below
Save: L15

S: 25   I: 25   W: 20   D: 12   C: 23   CH: 11

Special Abilities: as an Olympian, and see below

Hephaistos is the chief engineer and technologist of the Olympians. Unique among his people, his usual body is based on an extinct human subspecies: neandthalensis. He walks with a pronounced limp due to an old injury. His continued physical infirmity and less attractive appearance despite the technology of his people likely say something about his psychology. Hephaistos has a gruff demeanor and little time for things that don’t engage his curiosity. While he's seldom cruel, he doesn't forget slights.

The forge god maintains a secret workshop within an undisclosed volcanic mountain, though humans have identified many different mountains as its location in folklore. He is attended at all times by four golden automata (treat as androids) of unmistakably female form and aided in his experiments by the three elder cyclopes.

Hephaistos generally carries a hammer (actually an all-purpose tool) that can reconfigure as walking stick, sensor probe, cutting torch, and weapon (as light energized hammer: 4d6 damage; as energized war hammer: 7d6 damage; laser cutting torch: 5d6 damage, but close range only).

Sunday, August 25, 2013

Aphrodite

Fights As: L5
Movement: 120' (40')
Armor Class: 4
Hit Points: 194
Attacks: 1
Damage: as below or by weapon
Save: L10

S: 17   I: 18   W: 17   D: 18   C: 23   CH: 25

Special Abilities: as an Olympian, and see below

Aphrodite is worshipped by mortals as the goddess of beauty, love, and procreation, but it is her own pleasure that she cares for more than anyone else’s. Aphrodite engages in research (if it can be called that) in various ways of enhancing mortal sexual pleasure and manipulating emotion. She most often appears as a perfectly formed woman with golden hair, but Aphrodite makes alterations both major and minor to her bodies the way other Olympians change clothes. Whatever the particulars of her form, her vanity ensures she is always beautiful.

Aphrodite doesn't engage in combat if she can avoid it. She wears a belt from which she can release nanites capable of manipulating emotional areas of the brain. It works like empathy except its effects are limited to creating attraction or pleasure (WIL 21 for the purposes of attack).






Friday, August 23, 2013

Gods, Demi-Gods & Strangeness


Is my new working title for my posts on the startling science fantasy truth behind Greek myth, a Mutant Future setting in the past. Here's what I've written so far for those who need to catch up:

An introduction.

Primordials:
Gaia

Titans: (Overview)
Mnemosyne, Phoebe, and Themis
Helios
Okeanos

Gods:
Olympians
Dionysos
Hades
Nymphs

Monsters:
Centaurs
Cyclopes
Echidna
Giant Boars, Dragons, and Satyrs
Medusa
The Minotaur and Pasiphae
Stymphalian birds