League of Groovy Gentlemen (and Ladies)

Sorry I’ve been away the last couple days. Still working on Tome of Horrors, Mu-Pan and Mystery Men! In the mean time, I have this odd little thought experiment (that took waaaay to much time to produce) …

So I’m working in the yard the other day, and an idea pops into my head – essentially doing something like the League of Extraordinary Gentleman using only ’70s television as my guide (with a few nods to older and later television). What would a super hero/sci-fi/fantasy world built with ’70s television look like? Well, I think it might look a little something like this …

Note: I’m building most of these heroes with 30,000 XP (except some of the big boys and girls, who get 60,000 XP) to keep them even and maintain the reduced power level usually found on the small screen.

Early 1970’s
Prior to the coming of the disco decade a few heroes had already made their mark on the world. During the WWII, Wonder Woman arrived from Paradise Island to aid the allies against the Nazi threat, but by the end of the war she left Col. Trevor to return home. Whether she ever worked with government agent Steve Rogers is unknown. Since the 1950’s, the incredible Superman had been protecting not only Metropolis, CT but the entire world. The dynamic duo of Batman and Robin had been active in Gotham City, NJ for a decade. The main focus of the nation during this period was, of course, the Cold War with the Soviets, and a whole host of heroes had answered their country’s call, from legendary agents 86 and 99 of Control to the men from UNCLE to the U.K.’s Avengers initiative, which unfortunately closed down by the end of the 1960’s (though whether Steed, Peel and the others ended up in the Village is, of course, a state secret).

As the 1970’s dawns, Dr. Michael Rhodes travels the country with assistant Nancy Murphy solving supernatural crimes and mysteries. Whether the due ever investigated rumors of a genie in Cocoa Beach, FL, witches in Westport, CT, hauntings in Schooner Bay, ME or a flying nun in Puerto Rico is unknown. Magician Anthony Blake, on the other hand, uses prestidigitation and his skill as an escape artist to solve crime.

In 1970 the world still mourns the loss of the fist sub-orbital passenger carrier Spindrift to a cosmic storm. The fate of the crew remains unknown.

A number of organizations, private and public, are in operation in the early 1970’s to protect the world from evil, including Division Seven’s Impossible Mission Force, Hawaii’s Five-O squad on the public side and the World Security Corp of San Francisco and high-tech detective agency Intertect in Los Angeles. World Security Corp’s key agents include Probe One (Hugh Lockwood), Omega Probe (Nick Bianco) and Backup Probe (C.R. Grover), while Intertect soon loses their top operative, soldier-of-fortune Joe Mannix. Agents 86 and 99 are still active with Control in Washington D.C. and still thwarting the plans of Chaos, now with the help of android Hymie. Glenn Garth Gregory of the Delphi Bureau uses his photographic memory to conduct counter-espionage operations.

Meanwhile, a loner known to government agents as “The Immortal” makes his way across the country, pursued by Fletcher.

Mid 1970’s
By the middle of the decade Dr. Michael Rhodes gets some competition in the arena of supernatural investigations, in the form of reporter Carl Kolchak of the Independent News Service’s Chicago Bureau. One wonders if a conversation with fellow journalist Richard Cunningham ever sent Kolchak north to Milwaukee, WI to investigate reports of middle-aged auto shop teacher Arthur Fonzarelli and his amazing control over electronics and women. If he did, he might be told the strange tale of a visit from a man from another world (but more on him later).

Even more incredible is the rise of several new super powered heroes. Astronaut Col. Steve Austin (a colleague of Maj. Anthony Nelson and Capt. William “Buck” Rogers) is revived after a terrible accident and turned into a cyborg operative of the Office of Scientific Intelligence (total cost estimated at $6,000,000). A year later a similar operation is performed on tennis pro Jaimie Sommers of Ojai, CA, making her the world’s first bionic woman.

Two invisible heroes are created during the middle part of the decade, including scientist Daniel Westin who is turned invisible while sabotaging his own equipment at the Klae Corporation and secret agent Sam Casey, code named “The Gemini Man”, of Intersect.

In New York City, a young college student named Peter Parker develops the abilities of a spider after being bitten by a radioactive arachnid. Meanwhile, in California, teenaged Billy Batson begins traveling the state with his mentor in an R.V. and helping folks out of problems as Captain Marvel. He is sometimes assisted by high school teacher-turned superhero Andrea Thomas, who possesses the power of the goddess Isis.

In the U.K., the Ministry revives the Avengers program with two new agents, Purdy and Gambit, under the tutelage of veteran John Steed. Apparently, Steed and former colleague Emma Peel were not sent to the Village.

In Los Angeles, there are persistent rumors of a band of ex-special forces operating in the L.A. underground as soldiers-of-fortune. If you have a problem, if no one else can help, and if you can find them …

Late 1970’s
After 35 years away, Diana Prince, Wonder Woman, returns to America to join the Inter-Agency Defense Command with Steve Trevor, Jr. A few years earlier the United States had attempted to create its own Wonder Woman, but the program was ultimately not continued. Meanwhile, former marine Steve Rogers, Jr. – the son of 1940’s government agent Steve Rogers – is given an injection of FLAG (Full Latent Ability Gain, not to be confused with the Foundation for Law and Government) after a terrible accident and becomes the costumed hero Captain America. Cap roams the country in a heavily modified van fighting crime.

Joining the Immortal as a wandering fugitive is Dr. David Bruce Banner, physician and scientist, who becomes a creature nick-named “The Hulk” after suffering a powerful dose of gamma radiation in an experiment meant to unlock the hidden strength inside human beings. Perhaps his travels take him through the County of Hazzard, GA, where a couple of good old boys has recently been put on probation for running moonshine.

Some non-humans are among the heroes that emerge in the late 1970’s. In California, a possible survivor of the destruction of Atlantis is found with amnesia and goes to work for the Foundation for Oceanic Research, a government agency. Perhaps his travels take him to Bay City, CA, home of detectives Starsky and Hutch. In Boulder, CO, the aforementioned man from space, one Mork from Ork, touches down on Earth on a mission to understand human beings.

Sorcery still abounds in the late 1970’s. Perhaps its most powerful practitioner is a mysterious man called Mr. Roarke, who dwells on a fantastic island in the Caribbean making people’s wishes come true. He is assisted, they say, by a strange homunculus called Tattoo. Just as disturbing is the presence of the infamous Count Dracula, posing as a professor at a college in San Francisco.

Scientific wonders of the late 1970’s include the deep space probe ships Ranger I and Ranger II (Capt. “Buck” Rogers is training during this period for his mission on Ranger III, the last of NASA’s deep space probes) to the incredible nuclear Supertrain, which is the size of a cruise ship and travels between New York and Los Angeles.

Beyond
As the decade closes, mankind faces the destruction of their planet in 1987 by nuclear war – a nuclear war that does not catch Buck Rogers, who is frozen in space at the time. The ultimate cause of that destruction might be the robotic servants of the alien cylons, who followed mankind’s last battlestar, Galactica, to Earth. Perhaps that nuclear holocaust can be avoided by the assemblage of a league of heroes under the tutelage of a mastermind like Mr. Roarke or the mysterious time traveler known only as “the Doctor”.

Happy Birthday Mr. Eisner

Hopefully I’m not too late for this one, since I only just found out that today (I’ll keep that term vague so as not to incriminate myself) is Will Eisner’s birthday. Eisner certainly elevated the comic book medium and he produced some truly wonderful art. His most famous creation is probably The Spirit. The Spirit is a noir detective in a domino mask (Eisner’s boss wanted a costume, and Eisner was sick of costumes, so he gave him a mask). Put in suspended animation by Dr Cobra, he was buried but managed to escape his internment. He decides to abandon his old identity and, with the blessings of Police Commissioner Dolan, an old friend, becomes a vigilante.

The Spirit holes up in a secret hideout underneath his own grave. Over the course of his adventures he tangles with femme fatales, a mad scientist or two and The Octopus, his arch-enemy and a master of disguise. His primary sidekick is one Ebony White, an unfortunate racist caricature in appearance and speech, who otherwise proves to be well loved by his allies and a true friend and helper to the Spirit.

As a Mystery Men! character, the Spirit is a good example of a non-powered adventurer, thus the low starting XP. Despite not technically having any powers, he certainly manages to survive some rough scrapes and shows some keen detective skills, thus the heroic attributes.

Four Day Planet by H Beam Piper

I just finished listening to an audio book of H. Beam Piper’s Four Day Planet on LibriVox. I’d never heard of Piper before, and really just picked the book at random from a list of sci-fi titles that had recently showed up on the site. Of course, that’s the wonderful thing about the internet – churning up all sorts of wonderful (or even mediocre) stuff that you’ve never heard of and serving it up free of charge. Between LibriVox, the Internet Archive and GoogleBooks, I defy you not to stay entertained with a computer and hi speed connection. Anyhow …

Four Day Planet is not fine literature – it’s not even among the better scientifiction that I’ve read (or listened to, in this case). The dialogue is stilted, the plot is okay as it goes – nothing ground breaking, but told competently – and the characters are pretty wooden. So why would I recommend it? Because it strikes me as a wonderful “gazetteer” for games like Traveler – a really well realized and interesting setting for science fiction games.

The “four day planet” of the title is Fenris – inhabitable by humans, but only just. It has a four day year, spending half of it as a boiling hell hole and the other half as a frozen iceball. There is native life, mostly in the oceans, and humanity living in a large bunker-city. The main industry of the planet is the collection and sale of “tallow” – a waxy substance taken from massive sea creatures called “sea monsters”. The tallow is collected by monster hunters, guys who work on “boats” that act as both submarine and aircraft – in essence, futuristic whalers. What Piper lacks in storytelling or characterization, he makes up for in a fantastical-but-believable science fiction world and universe.

If you’re a Traveler player or enjoy semi-realistic sci-fi, I suggest giving this one a listen or read. You can also find it on Project Gutenberg.

Ruminations on Doctor Who and the Failings of the Imperial Office Corps

Over Christmas, the fam and I bought a router so I could be productive on my new laptop. As an added bonus, we discovered how ridiculously easy it was to hook the Wii up to the internet. I now have access to Netflix via the Wii on the TV, which brings me to Doctor Who.

A while back, I briefly got into watching the new Doctor Who series on BBC America, and I almost enjoyed them. They were okay, I guess, but didn’t totally click with me. This tends to be the case with me and new sci-fi – it’s not a matter of dislike (well, sometimes it is), but more often a case of “meh”. Strangely enough, I like sci-fi but I’m not that big on special effects, and I’m really bored with computer generate effects. Anyways … with the Netflix hook-up, I’ve started watching old Doctor Who episodes, specifically the ones starring Tom Baker. I’ve never seen them before, but I instantly fell in love with them – right up my alley. I just finished watching “City of Death” and that brings me to the Imperial Office Corps.

The villain in “City of Death” is Julian Glover, who played General Veers in Empire Strikes Back. As with most people my age who are into sci-fi and fantasy (and science-fantasy), I’ve probably spent a tad more time thinking about Star Wars than is healthy, and in those ruminations it occurred to me that Veers was really the only Imperial in all the movies who ever succeeded at, well, anything. Grand Moff Tarkin and all his little moffs failed to destroy the rebellion with their technological terror, the various admirals were like the Keystone Cops (clumsy and stupid) and even Vader was a big failure – never caught Luke, never turned Luke, eventually got his ass kicked by Luke. The Emperor also failed in his attempts to turn and kill Luke, undone by his earlier (and maybe only, for all we know) success of turning Vader and establishing the Empire. Veers alone, in true British bad-ass style, didn’t screw up – he took out the force field on Hoth and his forces over-ran the secret base.

Now, most students of military history will not be surprised about this. Totalitarian states tend to have crappy officer corps because the ruling elite fear putting competent people in charge of their military – that’s a recipe for a coup. Incompetence among the overlord’s minions isn’t just a Hollywood invention.

So here’s to Veers, the finest officer in the clown college of evil incompetence that was the Galactic Empire!

HUZZAH!

 

And Boba Fett doesn’t count, he was an independent contractor.

Two Bad Brothers That We Know So Well

One of my favorite game mechanicians of the d20 era was Erica Balsley. She was a monster gal – did some great stuff for the Tome of Horrors and Creature Catalog and did some neat conversions for Bard Games’ old Atlantis setting. Years ago, I came across a template she wrote for the “Mephit Lord”. The mephit lord template was applied to mephits to make high-powered elemental baddies like the Steam Lord, Smoke Lord, etc. All mephit lords had an attack called a “clutch”, which tipped off their origins …

Now, I’ve long since lost track of that original template – it was on some message board somewhere – but it eventually showed up in the Book of Templates Deluxe Edition. I still have the stats for Heat Lord and Snow Lord, though, and here they are in Swords & Wizardry format.

Fire Lord: HD 12; AC -3 [22]; Atk 2 claw (1d6+4) or 1 clutch (4d6); Move 15 (Fly 24); Save 3; CL/XP 18/3800; Special: Fire mephit abilities + breath weapon (4d4), clutch, regenerate 4 hp/round, only harmed by +2 or better magic weapons.

 

The clutch of the Heat Lord deals 4d6 points of fire damage to living opponents, and instantly melts or incinerates any non-living, non-magical matter of man-size or smaller. Magic items are allowed a saving throw to resist this effect.
Ice Lord: HD 12; AC -3 [22]; Atk 2 claw (1d6+4) or 1 clutch (4d6); Move 15 (Fly 24); Save 3; CL/XP 18/3800; Special: Ice mephit abilities + breath weapon (4d4), clutch, regenerate 4 hp/round, only harmed by +2 or better magic weapons.
The clutch of the Snow Lord deals 4d6 points of cold damage to living opponents and instantly freezes and shatters any non-living, non-magical matter of man-size or smaller. Magic items are allowed a saving throw to resist this effect.
Mephit Lords are always accompanied by 2d6 mephits of the appropriate type. They can summon 1d6 mephits with a 75% chance of success.
The relevant mephit stats are:
Fire Mephit

A fire mephit breathes a 15-foot cone of fire that deals 1d8 damage (saving throw for half). Once per hour it can cast burning hands, and once per day it can heat metal. A fire mephit regenerates if it is touching a flame at least as large as a torch.

• Fire Mephit: HD 3; AC 2 [17]; Atk 2 claw (1d6); Move 12 (Fly 21); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, breath weapon, burning hands, heat metal, regenerate, summoning.

Ice Mephit

Ice mephits breathe a 10-foot cone of ice shards that deals 1d4 damage (saving throw for half) and imposes a -2 penalty to AC and attack rolls. Once per hour an ice mephit can cast magic missile and once per day they can chill metal. An ice mephit regenerates if touching a piece of ice of or if the ambient temperature is 32°F. or below.

• Ice Mephit: HD 3; AC 1 [18]; Atk 2 claw (1d6); Move 12 (Fly 21); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, breath weapon, chill metal, magic missile, regenerate, summoning.

And if you use these guys against your players, make sure you have them do the song and dance first – it will make the TPK that much more satisfying. Nobody likes to get their butt kicked by a song and dance man.

Image from Patrick Owlsley – check out his blog if you love old cartoons!

The Wonders of the Mountain

Here’s a nice piece of prose by George MacDonald from his story The Princess and the Curdie.

“All this outside the mountain! But the inside, who shall tell what lies there? Caverns of awfullest solitude, their walls miles thick, sparkling with ores of gold or silver, copper or iron, tin or mercury, studded perhaps with precious stones – perhaps a brook, with eyeless fish in it, running, running ceaselessly, cold and babbling, through banks crusted with carbuncles and golden topazes, or over a gravel of which some of the stones arc rubies and emeralds, perhaps diamonds and sapphires – who can tell? – and whoever can’t tell is free to think – all waiting to flash, waiting for millions of ages – ever since the earth flew off from the sun, a great blot of fire, and began to cool.

Then there are caverns full of water, numbingly cold, fiercely hot – hotter than any boiling water. From some of these the water cannot get out, and from others it runs in channels as the blood in the body: little veins bring it down from the ice above into the great caverns of the mountain’s heart, whence the arteries let it out again, gushing in pipes and clefts and ducts of all shapes and kinds, through and through its bulk, until it springs newborn to the light, and rushes down the Mountainside in torrents, and down the valleys in rivers – down, down, rejoicing, to the mighty lungs of the world, that is the sea, where it is tossed in storms and cyclones, heaved up in billows, twisted in waterspouts, dashed to mist upon rocks, beaten by millions of tails, and breathed by millions of gills, whence at last, melted into vapour by the sun, it is lifted up pure into the air, and borne by the servant winds back to the mountaintops and the snow, the solid ice, and the molten stream.”

Image by Charles Folkard via Golden Age Comic Book Stories.

An Early "Gamma World" For Your Perusal

Found this comic book scanned on Golden Age Comic Book Stories (I highly recommend the site).

Makes for an interesting early version of the “Gamma World”. Here, we have an alien invasion instead of nuclear war – even better, an alien invasion after everybody disarmed. The volta men are ragged looking aliens sporting pickelhauben, talking like Yoda and fretting over another group of aliens from Venus – the sponge people (no, not this guy). If I’m being completely honest, I think I prefer this to nuclear apocalypse-land.

Influences

Most folks have seen the 15 games in 15 minutes meme floating around. Up till now, I haven’t participated because, frankly, I don’t think I could list 15 games that were influential on me. I’ve played most of the editions of D&D and AD&D, and they obviously have had some influence on me, for better or worse. I played some Warhammer Fantasy Battle and enjoyed it, likewise with Marvel Superheroes. That about sums up my wargaming and roleplaying gaming history. As a kid, I loved Battleship, Stratego and Risk, which are nominally about wargaming. Chess was enjoyable, but never really caught my attention – it mostly made me feel smart to say I was “playing chess”.

I’ve tended to fall backward into what one might called Geekishness (though I was always social awkward). When I was younger, I watched Star Trek with my dad and enjoy it to this day, though the spin-offs and reboots don’t really interest me. I was there for the beginning of Star Wars – had the action figures, watched the movies, etc. I started playing D&D before I discovered Tolkien and fantasy literature, and I was introduced to comic books after a friend convinced me to run Marvel Superheroes for him – up till then my only contact with superheroes was TV.

So, what are my chief influences?

Batman
Still my favorite Batman, although Brave and the Bold comes close. I like fun superheroes more than dark and serious superheroes. So sue me.

Superfriends
We played lots of Superfriends on the playground in elementary school. Most popular hero – Green Lantern. He could make anything with that ring!

Wonder Woman
Watched this one every week on TV.

Six Million Dollar Man and Bionic Woman
Another one we watched every week. The robot people who could remove their faces scared the crap out of me as a kid.

Incredible Hulk
Another one we watched regularly – and by “we” I mean my family. This was back in the days of one TV per house and watching it together more than apart.

Underdog
My first favorite superhero.

Battleship
Yeah, I had the electronic version. Took forever to set it up – and God forbid you screw up, because then you had to start entering your coordinates all over again.

Dungeons & Dragons
Started with Moldvay red box and in many ways it is still my favorite set of basic rules. The embed code has been disabled, so you’ll have to click to see.

Thundarr the Barbarian
Watched Thundarr before I encountered Gamma World, and in truth my first perception of Gamma World was “Wow, it’s like a Thundarr RPG”.

Jonny Quest
For my money, still the best adventure cartoon ever made. The high tech is make believe but feels real, the attention to detail is great – just love it.

Star Wars
As a kid, it was the alpha and omega.

Star Trek
I watch and enjoy them to this day, probably for the same reason I still love the 60’s Batman.

Oh – and a bonus video here (the embed has been disabled). For years I thought that I must have imagined that this existed because I could find no sign of it.

Where is Your Gamma World?

Gamma World, and post-apocalyptic settings in general, are a frequent topic in the RPG blogosphere. Heck I follow more than a few sites dedicated to nothing else. Most are set in a Mad Maxian future, but when my friend Josh and I played Gamma World back in the day, we had something slightly different in mind, thanks to this …

Rock and Rule! I still have a soft spot in my heart for this little gem. Come on, admit it – Angel is the hottest mutant to ever grace the silver screen. So, where is your Gamma World?