Space Princess Inspiration … Power Nelson!

Yesterday, Golden Age Comic Book Stories featured a Power Nelson comic with art by Dick Sprang (one of the greatest names ever). The combination of “out-there” science and old school art makes it a nice source of inspiration for Space Princess, so let’s have at it. We’ll begin with Power Nelson himself.

According to the Public Domain Super Heroes Wiki, Nelson comes from the unimaginable year of 1982, when two world wars had left the people of earth defenseless against a Mongol horde led by Emperor Seng I. Seng now rules from his palace in New-New York (yeah, they beat Futurama by half a century). A group of scientists have endowed Gene West with superhuman powers. When fighting the Mongols, he goes by the name Power Nelson (which is kinda weird, if you think about it – it’s like if Clark Kent called himself Super Hank when he put on his tights).

For Space Princess, Power Nelson is a perfect candidate for being an Atomic Superman. We’ll make him a combination Star Warrior / Atomic Superman:

POWER NELSON – Star Warrior (Veteran)
STR 10 | DEX 4 | MEN 3 | KNO 3 | HD 6 (34 hp) | DEF 16 | SKILL 6 | LUCK 1
Gear: Light body armor (+2 DEF)

Oh, and just for fun, why not some stats for Mystery Men! as well.

POWER NELSON (Gene West)
Adventurer Level 10 (17,800 XP)
STR 16| DEX 7 | CON 7 | INT 3 | WIL 4 | CHA 3
HP 63 | DC 14 | ATK +5 melee, +5 ranged | SPD 2
Powers & Gear: Invulnerability III (15,000 XP), Super Constitution (3,000 XP), Super Dexterity (3,000 XP), Super Strength (10,000 XP)
Gear: Light Armor (600 XP), Spiked Boots (600 XP)

Yes, those yellow fellows above are the aforementioned Mongols. Since we’re not big on racist stereotypes here in the Land of Nod, we’re going to pretend they look that way because they are aliens from the planet Mongol-IV (which really isn’t that much better, to be honest).

MONGOL: Humanoid Alien (+1 DEX, -1 MEN) | Super Hearing

Ugi is the hapless son of the emperor. We’ll make him a rookie Star Warrior with pretty abysmal ability score.

UGI – Star Warrior (Cadet)
STR 2 | DEX 5 | MEN 3 | KNO 3 | HP 20 | DEF 15
Gear: None

Hey – there’s an interesting idea. You have a more powerful character adventuring with a bunch of lower level characters – how do you balance things? Give the powerful character his own personal Gilligan!

The scientists whip Power Nelson up a pretty slick spaceship in almost no time. From the size of it, I’d call it a blockade runner by Space Princess standards. Soon, he and Ugi are off to the planet Pluvius in search of radium needed to combat the green plague that is dropping people like flies in New-New York.

On the surface of Pluvius, they run smack-dab into a Tentacle Plant!

TENTACLE PLANT: HD 4 | DEF 18 | FIGHT 14 (1d8 tentacles x 6) | SHOOT 8 | MOVE n/a | STR 10 | DEX 4 | MEN 5 | KNO – | DL 5

Special: Those hit by the tentacles must make a STR test or be swallowed whole the next round, suffering 1d6 points of automatic suffocation and squeezing damage per round thereafter.

Next, the Gilligan of New-New York leaps into a yellow pool (why would you jump into a yellow pool to clean off?) that shrinks him to one-fifth his normal size. What a nice touch – a great little thing to throw into your next dungeon or space fortress.

The Ref is really socking it to them with the random encounters – now a Croco-Tiger!

CROCO-TIGER: HD 10 | DEF 17 | FIGHT 25 (2d6 bite) | SHOOT – | MOVE n/a | STR 15 | DEX 5 | MEN 3 | KNO 1 | DL 16

Power Nelson grabs him by his upper jaw and flings him into the yellow pool, shrinking him. Croco-tiggers definitely do not love strange yellow pools most of all.

Across the desert and another random encounter – Pluvian archers – maybe one of the best things I’ve seen all week. It’s like they’re wearing some kind of rubber armor.

PLUVIAN ARCHER: HD 1 | DEF 16 | FIGHT 5 | SHOOT 4 | MOVE n/a | STR 4 | DEX 3 | MEN 4 | KNO 3 | DL 2
Gear: Vulcanized Armor (+2 DEF, missed attacks by blunt weapons turn back on their attacker; super-science DC 15), Longbow (1d8 damage)

The king of the Pluvians, Rari, uses a ray gun to bridge the language gap. Essentially a wand of comprehend languages, or for Space Princess a Rosetta Ray (DC 15 super-science).

As with most kings, Rari sends Power Nelson and Ugi on a quest. Capture the queen of the Hairy Guroos and in turn get the radium needed to stop the green plague.

The Hairy Guroos can be portrayed as cloned cavemen armed with spears. Not surprisingly, Queen Wodo is a bit more attractive than her people.

Radium Catapult!!!

RADIUM CATAPULT: Range 100 paces; victim loses 1d10 points of strength. If reduced to STR 0, the victim is left unconscious.

Dungeon of Spikes!!! 

Damn this is a great comic. No stats needed for this one – you have an hour to live – straight up.

Just as Power Nelson is about to be killed, a “strange arm” appears with the antidote for the raw radium that sapped his strength. It’s Princess Leelee, the rightful Queen and a true space princess if ever there was one.

Health is not enough! – great motto

A quick kidnapping of the evil queen, and Power Nelson gets his radium and saves the world. Not bad for 15 pages of work.

But what of the cover? Worry not, gentle reader …

BUBBLE TANK: Super-Science DC 65 | HD 20 | DEF 25 | SPEED Slow
Attacks: Three flame throwers in separately controlled turrets (range 100 paces, 4d6 points of damage) and spiked tracks (DEX test against DC 10 to avoid, otherwise trampled for 6d6 points of damage)

Hail the Evolutionary

I had reason this week to think about the old science-fiction novel Last and First Men by Olaf Stapledon. In this seminal work, Stapledon explores the future evolution of mankind, through 18 different forms, many of them of our own creation using genetic engineering. Now, I will admit that I haven’t yet read the book (it’s waiting in line behind about six others), but the idea inspired me, so with a little research on Wikipedia (which I think is usually sufficient when preparing game material – any more information than that and you become too obsessed with making things perfect instead of fudging things for the sake of playability) I present this rather odd little class … the Evolutionary.

EVOLUTIONARIES

Evolutionaries are strange men and women who devote themselves to the writings of a mad monk who described, in startling detail, the physical path that led from the basic oozes (i.e. oozes begat plants with begat vermin which begat animals which begat magical beasts which begat monstrous humanoids with begat humanoids which begat humans) to the human form. Within their bodies, he claims, lies the potential for stepping into future stops on this mystic path, allowing these evolutionaries to actually change their form as they learn and grow. With each form, they gain new abilities.

Hit Dice: d8 (+3 hit points per level after 9th)

Attack As: Clerics

Weapons Permitted: Any

Armor Permitted: Leather armor, ring armor and shields.

All evolutionaries must be humans to start with. They tend to be arrogant and overbearing, for they believe they know a truth beyond truth. It is for this reason that their relations with clerics and druids are somewhat strained, though they acknowledge their power and accept their blessings. Evolutionaries adventure that they might grow and collect monies to support their church and its sage fathers and mothers, the “Last Men”.

.nobrtable br { display: none }

Level XP HD Save Title
1 0 1d8 15 First Man
2 2,000 2d8 14 Second Man
3 4,000 3d8 13 Third Man
4 8,000 4d8 12 Fourth Man
5 16,000 5d8 11 Fifth Man
6 35,000 6d8 10 Sixth Man
7 70,000 7d8 9 Seventh Man
8 150,000 8d8 8 Eighth Man
9 300,000 9d8 7 Ninth Man
10 500,000 10d8 6 Last Man
11 700,000 9d8+6 5 Last Man
12+ 900,000 9d8+9 4 Last Man

Note – The level titles reference “man”, but can just as easily be read as “First Woman”, for the class is open to either gender.

At each level, an evolutionary changes his or her physical form. All evolutionaries enjoy a +2 bonus to save vs. polymorph and other effects that would forcibly transmogrify them. If an evolutionary is killed and reincarnated (per the spell), they always lose one level and return to the form of a sub-man (see below).

An evolutionary’s ability scores remain stable from form to form (though some forms increase or decrease them slightly), and their memories and personality remain fairly stable as well.

First Man (1st level): The first men and women are humans. They learn insights in defeating the ancient forms of humanity. At first level, this gives them a +1 bonus to hit and damage oozes and a +2 bonus to save against the special attacks of oozes.

Second Man (2nd level): Upon attaining the second level, the evolutionary’s form changes. They become taller, adding at least 3 feet to their forms. Their necks thicken and their heads grow over-large for their bodies (improve Wisdom by 1 to a maximum of 18), their legs become as stout as a dwarf’s and their toes merge together. The second man’s skin becomes as firm as carved granite and finely molded, their skin luminous and their eyes large and the color of jade. A second man gains the ability to use ESP three times per day and gains combat insights against plants.

Third Man (3rd level): The third man shrinks in stature, becoming slight and lithe (improve Dexterity by 1 to a maximum of 18). He has sunny brown skin covered by downy red gold hair. His eyes are golden, his face compact and with a cat-like muzzle, with full lips and distinctive large ears. The third man’s six fingers are long and supple, like antennae of living steel. The third man loses the ESP ability of the second man, but gains a thief’s ability (as a 3rd level thief) to move silently, climb and pick pockets.

Fourth Man (4th level): The fourth man makes a startling transformation into a giant, floating brain. The fourth man improves his intelligence and wisdom scores by 1 (to a maximum of 18) and gain the ability to cast spells as a 4th level magic-users. They store their spells in their minds, rather than spellbooks, and begin with as many spells as they can cast per day, determined randomly. Fourth men move by flying at the normal movement rate and can levitate in place. Since they have no bodies or hands, they cannot wear armor or use weapons or other forms of equipment. Their thick skins give them an armor bonus of +2 and they can attack by slamming into opponents, dealing 1d4 points of damage. As in previous forms, they gain combat insights against vermin.

Fifth Man (5th level): In the form of the fifth man, the evolutionary regains a humanoid form, twice the height of a human being (+1 bonus to Strength, to a maximum of 18). Armor in this form costs twice as much as normal and they are capable of using two-handed swords in one hand. They have eight fingers on their hands (the sixth finger of their third form splits in this form into two tiny fingers and a thumb), and regain the ability to pick pockets as a 5th level thief. A fifth man has no hair other than a thick skull cap of ruddy brown hair and large eyebrows to shade their eyes. The fifth men gain resistance to fire and combat insights against normal and giant-sized animals.

Sixth Man (6th level): The sixth form of an evolutionary is a bit of a throwback. They become much reduced in stature, to roughly the size of a halfling or dwarf, and their Intelligence and Strength are both reduced by 1 point (to a minimum of 3), while their Dexterity and Constitution increase by 1 point (to a maximum of 18). Sixth men are expert hunters, gaining the ability to track as a ranger of 6th level, and their combat insights extend to magical beasts.

Seventh Man (7th level): The seventh man increases in height, being about as tall as an elf, and his bones become hollow (-1 penalty to Strength and Constitution, to a minimum of 3). In this lighter form, they suffer only half damage from falls. He develops skin flaps under his arms, which give him the ability to fly at twice his normal movement rate. He also improves his Dexterity score by 1 point (to a maximum of 18). These folk must wear specially prepared armor (costs double normal) if they are to fly while armored. Their vision becomes exceedingly keen, allowing them to see in darkness as well as a dwarf and to find secret doors as well as an elf. They retain the sixth man’s ability to track as a ranger, and their combat insights extend to monstrous humanoids.

Eighth Man (8th level): The eighth form of an evolutionary is that of a substantial humanoid (+1 to Strength and Constitution, to a maximum of 18) with a long, narrow head (-1 to Wisdom and Charisma). Eighth men are rather pedestrian and conservative in their views, and have a straight-forward attitude pleasing to dwarves. Their minds are logical and their insights piercing them, giving them a +2 bonus to save vs. illusions and mind-controlling or altering effects, and the ability to find and remove traps as a thief of 8th level. Their combat insights extend to all non-human humanoids, and they gain the ability to modify a human being (per polymorph) into any other humanoid form once per day with a successful touch attack.

Ninth Man (9th level): The form of the ninth men is that of a dwarfish human, almost as broad as he is tall. They are thickly muscled (+2 bonus to Strength, to a maximum of 18) and have thick skin that provides an additional +2 armor bonus. Ninth men have a +2 bonus to save vs. hold spells and any effect that would check a person’s progress or hinder their ability to move. Their combat insights apply to all humanoids, including humans. They are immune to poison. They retain the eighth man’s ability to polymorph human beings, but can now do so with their gaze rather than touch.

Last Man (10th level): The last man is the final form of the evolutionary, the end of all his struggles and tribulations. The final form is highly variable. It is always humanoid in form, but its precise form is determined by the player.

Last men exist in a group mind with all other last men, giving them an effective bonus of +2 to intelligence, wisdom and charisma, to a maximum of 18. They can communicate telepathically to a range of 1 mile, and can set up a telepathic group mind with up to six other humanoid creatures once per day, allowing them to communicate telepathically with one another at a range of up to 1 mile.

The last men’s group mind also allows them to contact other plane once per day, asking the group mind questions as though they were actually contacting a higher power.

Last men have an alien mindset that gives them a +2 bonus to save vs. mind reading and mind control. They can use ESP one per day on other humanoid creatures, and can use polymorph other once per day on any non-humanoid creature, though its new form must be in of type only one level higher or lower than its original type (i.e. a plant could be polymorphed into an ooze or a vermin form).

The Last man is immune to polymorph and shapechange.

SUB-MEN: The sub-men are brutish humanoids who stand about the size of an elf, but are much broader and bulky. They have a +1 bonus to starting Strength and Constitution (to a maximum of 18) and a -1 penalty to starting intelligence and wisdom (to a minimum of 3). Sub-men may advance as fighters.

Saturday Grab Bag

Just some random nonsense. I have some leaf raking and bagging to do today, along with other household chores to prepare for the family coming over tomorrow for all the traditional festivities. Whatever you do tomorrow, do it with a little love in your heart and find a way to be happy.

From the Old Fashioned Geek-mas Dept.

When I was a young lad, maybe 12, I remember borrowing a friend’s copy of B1 – In Search of the Unknown and transcribing it on my parent’s typewriter. Not as fancy a model as this (and they still have it!), but until I finally got an Apple IIE, the typewriter was one of my most important RPG tools. Image comes from James Lilek’s Merry Kitchmas site.

From the Zeppelin Christmas Mash-Up Dept.

Fleming & John – Winter Wonderland to the tune of Misty Mountain Hop. Image and link from one of my favorite daily reads, NEVVER.

From the My Hero Dept.

I officially declare that the rest of my life will be dedicated to trying to match the greatness of this man.

From the Heart’s Desire Dept.

I’m back on the weight loss trail again. I lost 50 pounds about a year ago, and then hit a long plateau. I’m now back on the trail, trying to finally get back to my college weight of 180. Images like this are both a balm and a torment.

From the Sci-Fi RPG Challenge Dept.

Okay, so we have a couple new planets to play with. Who wants to do a non-denominational sci-fi hex crawl with one of these planets? Maybe I could set up a blog called Kepler 20-F, post a map and people could all throw their 2 credits in. No game stats, no over-arching theme other than – “Recently discovered by ‘Man’, largely unexplored, holds secrets and ruins of the ancient Keplons”. Just anything that grabs your fancy that other Referees could then use with their groups to explore. Whaddya think?

From the Thank God for Frank Cho Dept.

Yeah – just … yeah.

From the Super Short Story Dept.

I wrote a very short story for some Lulu contest. You can download it for free from HERE if you have an e-reader thingee. If not, I’ll probably post it in the near future. It’s set in the Beyond the Black Water hex crawl I did with Frog God Games, and I might look at expanding it into a proper short story.

From the Blood and Treasure Art Dept.

I leave you with an elf paladin and a dwarf cleric from Blood and Treasure, both illustrations by Jon Kaufman (Pachycrocuta). Not a bad way to end a pre-Christmas post. Maybe a post tomorrow, maybe not, definitely normal posting next week. Enjoy the day, even if it has no spiritual meaning for you.

Martians!

BAH!

Ah – December! The crisp air, the smell of expensive holiday-themed candles, fruit cakes … it always brings one thing in particular to my mind. Martians!

In particular, the hapless buggers who dared kidnap Santa Claus. Having had the annual viewing of the MST3K classic riffing of Santa Claus Conquers the Martians, and with the eminent release of Space Princess, I figured it made sense to mash the two together. When the Christmas season rolls around and you’ve gathered your friends to play some Space Princess over a glass of eggnog, you’ll be well prepared.

Martian
The Martians are green-skinned humanoids of a (formerly) warlike race. From an early age Martians are educated by thought waves projected from computer banks and received by cybernetic antennae jutting from helmets almost always worn on their heads. These helms act as communicator devices (see Super Science). Martians arm themselves with freeze ray guns. Most wear skin-tight green costumes, while leaders are designated by their use of cloaks.

Martians dwell in subterranean cities that abut their famous canals, which transfer water from the poles to the warmer climes. Martians require very little air and are immune to cold. Despite their planet’s lower gravity, they appear to be just as strong as human beings.

The elders of the Martian race are called chochems. These mystics can employ four psychic powers. They dress in robes and carry staves.

For the past generation, Kimar has served as the leader of the Martian people. It was he who personally led the expedition to bring Santa Claus and Christmas to the Martians. In the time since the arrival of Santa, the Martians have become less warlike and more generous. Still, some elements among them seek a return to the old ways. A leader among these rebels is Voldar, a mustachioed thug with a cruel sense of humor.

MARTIAN WARRIOR: HD 2; DEFENSE 6; MELEE 6 (fists 1d4); RANGED 6 (freeze ray gun); MOVE N; STR 4; DEX 4; MEN 3; KNOW 5; DL 2; SPECIAL: Immune to cold.

CHOCHEM: HD 1; DEFENSE 4; MELEE 4 (staff 1d6); RANGED 4; MOVE N; STR 3; DEX 3; MEN 5; KNOW 7; DL 2; SPECIAL: Immune to cold, four psychic powers (activate +12).

VOLDAR: HD 6; DEFENSE 9; MELEE 12 (fists 1d4); RANGED 9 (freeze ray gun); MOVE N; STR 6; DEX 4; MEN 3; KNOW 5; DL 6; SPECIAL: Immune to cold.

KIMAR: HD 8; DEFENSE 13; MELEE 12 (fists 1d4); RANGED 13 (freeze ray gun); MOVE N; STR 4; DEX 5; MEN 4; KNOW 6; DL 8; SPECIAL: Immune to cold.

By the way – if any artist out there would like to draw their rendition of Capt. Kirk performing his famous flying kick on Voldar while Santa and Spock look on, well, I’m sure we’d all like to see it!

Images found here and here.

The Gas Mines of Regulon-4

Finally got to sit down with the Daughter of Nod last night and play some Space Princess. You met the core of her crew a few days ago. We added a couple more for this run-through – a veteran gynoid star warrior named XJ9 (pronounced “nye-in”, for those who never saw the cartoon) and a genius scientist named Egon. It gave me a chance to find the missing parts in the game and tinker with the mechanics. It also was pretty fun. Here’s a brief re-cap:

The gas mines are located on a small moon of Regulon-4, which is surrounded by a sort of asteroid belt / ring structure like Saturn. They represent a forward base for the empire of Lord Kang. Recently, one of the space cruisers of Kang overtook the royal yacht of the Princess Miranda and captured her. The dreadnaught took her to the gas mines, where she will be held until Kang can arrive and “convince” her to marry him, thus uniting his empire with the the Space Kingdom of New Avalon. Or something like that.

My daughter’s crew has managed to sneak into the gas mines via a forgotten shaft that runs through an exhaust port for the radium furnaces located beneath the main mine structure. A diversion caused by a wing of star fighters allowed their shuttle to land in a nearby crater on the rocky, barren, slightly radioactive moon.

The action kicked off with them sneaking into the exhaust port. This was a room divided by a 10-ft wide chasm through which radioactive green gasses were vented. There was a door and control panel on the other side of the room that looked as though it extended a bridge. Every so often, gasses would be vented. The crew were in space suits, so being in the presence of the radioactivity was not a problem, but being caught in the exhaust would probably kill them. Declining to use Lum’s “leap and swing” skill to vault the chasm, and instead sent Egon, with his anti-grav belt, across. Once there, he commandeered the control panel and extended the bridge. The crew waited for a venting of the gasses and then hurried across. Egon opened the door and they made their way into the complex.

A few turns later, they were listening at doors. Behind one there were many voices, so they passed it by. Another was fairly silent, so they opened it to find a sleeping carnelian space dragon and dozens of silvery gas canisters. They closed the door before it awoke and tried the door across the hall, which had the sound of industrial machinery.

This room had a balcony overlooking several machines that were extracting gas from the asteroid and packing it in the cannisters. Two maintenance drones were working here and ignored the group. The balcony had, one either end, two silvery discs implanted in the floor. Declining to look at these (I think she forgot they were there), Egon again used his anti-grav belt to reach the floor 20 feet below. Realizing the others were still trapped up there, and with some prodding by dad, she tried out a disc and found that it was a sort of elevator. When the whole crew got to the floor below, they checked out an exit door. This led into a small, 10×10 metal room with another door. Stepping in, they triggered a freeze gas trap, but all managed to duck back out before they were frozen. Egon went to work on the trap and disabled it, allowing them to enter yet another room.

This room was piled high with the gas canisters, all labeled and organized. As they entered, a computer voice asked them their business. Not knowing what to say, they quickly moved checked out another door, which led to another freeze gas trap. A third door led into a long room occupied by a floating black hole. Egon identified it as a graviton, a dangerous creature, so they retreated. Now, the computer voice was asking for a pass code. Egon managed to find a control panel and got lucky, entering a code and quieting the voice.

Passing through the trapped room, they enter a sort of small break room – coffee dispensers, chairs, tables. [Made me think of this – some language NSFW]. Sitting in here were three bounty hunters, which we nicknamed Space Cowboy, Space Pirate and Evil Space Suit. A fight breaks out, and after young Dr. Zaius is nearly killed (he has to spend a luck point to avoid death), the good guys finally prevail. Unfortunately, they’ve taken some damage by now. Egon and Dr. Zaius get to work jerry-rigging a medi-kit from spare parts (they take apart a communicator and locator device found on the bounty hunters, and also find another anti-grave belt and three ray guns for the scientists and psychic). While they’re working on the medi-kit (takes an hour), a wandering probe-bot enters the room, stunning the scientists with an blue cone of light and nearly killing the psychic by the time they’re done. Its spare parts are added to the scientists’ collection, the medi-kit is used to do some healing (three uses, only three were then left), and the group gets a move on.

Their next encounter comes as they enter a large arena, setting off alarms. A slasher (essentially a robotic marilith demon) is lifted into the arena and attacks. it is defeated, but when the group tries to leave the way they entered, they find a squad of soldiers coming their way. They quickly close the doors and Egon locks them. As the soldiers blast at the doors, the group opens the other exit. Only one soldier is posted there, and he is quickly dispatched with a hail of ray gun fire. Running down the long corridor, they trip a pit trap. Zaius and Crow T. Robot fall in and have to be rescued using the anti-grav belts. The group moves to the end of the corridor and finds an elevator.

The elevator, once activated, takes them up to the plush quarters of Lord Kang, who is not present yet. Here, they find the bound Princess Miranda and a hideous Star Inquisitor. The inquisitor uses its mental domination and turns Zaius and Lum against the party. Now, XJ9 and Crow engage the Star Inquisitor while Egon tries to subdue Zaius and Zora Lum. Egon makes pretty quick work of his student, but Lum kills Zora. Egon then subdues Lum. In the meantime, the Star Inquisitor has been slowly beating Crow while the two robots, immune to his psychic powers, chip away at him. In the end, the Star Inquisitor is subdued by a final ray gun blast from Egon (probably the party’s MVP for the session) and Lum and Zaius are released from his grip.

At this point, we stopped because it was getting late. Getting back out of the fortress while it was on alert would have been daunting, but fun.

Addenda: I used my handy dandy chamber generator to make this adventure on the fly while we played. Initially, there were no gas mines, but when the first four rooms ended up with “Gas” as special, it became a gas mining station. That, ladies and gentleman, is the value of random tables.

First Playtest Characters for Space Princess

Last night, the kid and I rolled up some characters for Space Princess to test things out a bit. Thus were born these guys …

It was late, so there was no time to actually delve into space fortress and rescue a princess, but we did play out a couple of the “escape in a spaceship” scenarios.
Both went pretty well. In both cases, Crow was flying the Satellite of Love, a blockade runner. Lum was manning the light lasers and Zora the heavy lasers (and she was a crack shot), while Dr. Zaius was working the navigation computer – very slowly, I might add.

The first scenario pitted the blockade runner against four starfighters. After about six rounds of combat, the starfighters had been taken out of play – two having their weapons knocked out, the other two their engines. In essence, the escape was made. The starfighters had little ability to score meaningful hits on the blockade runner, so I might need to supe them up a bit.

In the second scenario, the SOL went up against a dreadnaught. This one was a bit more exciting. Initially, the SOL had no trouble out-maneuvering the dreadnaught. Crow is an expert pilot and the blockade runner is a quicker ship. Zora even scored some early successes with her heavy lasers. But as time went on, the firepower of the dreadnaught began to tell. The SOL‘s armor was degraded, then its weapons systems were taken out, the nav computer damaged (which prolonged making the jump to light speed). Finally, the artificial gravity was knocked out. It looked like Zaius had one shot left at making that jump into light speed and … he did. Just barely.

The kid was charged up over the battle, and even though the mechanics were very simple (pilot check, fire weapons, navigation check), the slow erosion of the blockade runner’s systems and the seemingly inevitable defeat made the process enjoyable. Mind you – one more round, and it’s very likely the SOL was, well, SOL.

Over the holiday I’m going to run the first official play tests of a space fortress, and I’ll post those results next week.

Ray Guns and Invizo-Screens [Space Princess]

The esteemed Jason Sholtis is now working on illustrations for Space Princess, so the game’s release is imminent. To keep the atomic fires of excitement for this game stoked, I thought I’d provide a sampling of the super science that scientists in the game can build, provided they have the skill and resources.

Super Science
Super Science is our name for high-tech equipment. The following list of super science is not exhaustive, and Referees and the players of scientist characters should feel to invent new items.

The name of each item is followed by a number in parentheses. This number is the test value for a scientist’s skill test when trying to fabricate the item.

Found super science devices can be salvaged for parts. A working super science device is worth a number of SCI (science points) equal to half its test value, rounded down. Thus, a working anti-gravity belt is worth 7 SCI. A non-functional device is worth 1d6 SCI.

Anti-Grav Belt (TV 15): An anti-gravity belt allows one to rise or descend through the air (or vacuum) at a rate of 10 paces per round. An anti-gravity belt can be used 10 times before needing a recharge.

Electro-Scrambler (TV 20): An electro-scrambler can be used to disrupt the electric brains of robots, androids and gynoids. The effectiveness of an electro-scrambler depends on the skill level of the scientist who created it. When used, consult the following table:

Find the skill level of the inventor and then cross reference the number of Hit Dice of the robot. The resulting percentage is the chance that the electro-scrambler works. When unleashed, an electro-scrambler affects all robots, androids and gynoids in a 30-ft radius unless they have specifically been given immunity by the inventor of the device (i.e. a scientist can choose to make the androids and gynoids that are his allies immune to his electro-scrambler). Making these modifications costs five Science Points per android, gynoid, or robot so modified.

Robots that are affected must flee (usually while bleeping loudly and smoking) for 1d6+1 rounds in the opposite direction. If they cannot flee, they simply walk repeatedly into a wall. If attacked while affected by an electro-scrambler, a robot goes berserk, fighting back with a +2 bonus to hit. Androids and gynoids receive a Mentality test to ignore the effects of an electro-scrambler.

Force Screen (TV 10): A force screen is usually projected from a belt or other small piece of equipment attached to a person’s clothing. The force screen grants a +2 bonus to DEFENSE against missile attacks. It can be used for 10 rounds of combat before needing a recharge.

Invizo-Screen (TV 20): An invizo-screen emanates from a helmet worn on the head, making the person completely invisible for up to 10 rounds before it must be recharged. An invisible person has their Defense Rating increased by 10 if they do not attacks, and increased by 5 if they do attack in combat. Invisible people can still be heard, felt and smelled.

Medi-Kit (TV 10): A medi-kit is a small box that can dispense chemicals that heal wounds (+2d6 hit points) and neutralize poisons. A medi-kit can be used 6 times before its chemical stores must be replenished.

Mento-Helmet (TV 20): A mento-helmet amplified a person’s natural brain waves and performance. It grants a +2 bonus to mentality tests and gives a person the ESP ability of mystics. The mento-helmet can be used 10 times before needing a recharge.

Ray Gun – Basic (TV 10): A basic ray gun fires rays of energy. Ray guns can be used 10 times before they must be recharged. All ray guns have a range of 30 paces.

Ray Gun – Freeze (TV 15): A freeze ray immobilizes a creature for 1d4+1 rounds unless they pass a test of Strength (TV 10).

Space Suit (TV 10): A space suit allows a person to survive in a vacuum for 1 hour before its oxygen supply must be replenished. It consists of an air-tight suit of plastic and rubber, a glass helmet and oxygen tanks that can either be external or worked into the lining of the suit.

Image found HERE.

Alien Critter Generator

Any viewer of mainstream sci-fi has heard a few alien animal names that consist, usually of three elements. First, is their place of origin. Perhaps a planet orbiting the star Deneb. Then a descriptor – maybe this creature is slimy or dwells in slime. Finally, a noun – perhaps this irascible creature can best be described, like the well-known critter from Tasmania, as a devil. Hence Denebian slime devil. Okay, so how about a random table to do the same and stat the critter out.

Place
1. Venusian
2. Martian
3. Jovian
4. Saturnian
5. Mercurian
6. Plutonian
7. Neptunian
8. Denebian
9. Altairan
10. Cygnian
11. Betelgeusian
12. Polarian
13. Andromedan
14. Cetian
15. Algolian
16. Pleiadeian
17. Rigelian
18. Aldebaran
19. Antarean
20. Arcturan

* Note, if you prefer your beasties to be from distant stars rather than planets, just re-roll if Martian or Venusian, etc comes up. Or make your own table you lazy bugger – what do you want for free? You might also want to alter the critter’s stats based on the conditions of the planet (i.e. high gravity, etc.)

Descriptor
1. OOZE/SLIME: Creature may be covered in slime, granting it DEFENSE +3 vs. grabbing or wrestling attempts. Otherwise, just lives in a slimy environment.
2. ROCK/STONE: Creature may have DEFENSE +2. Otherwise, simply lives in a rocky environment.
3. DEATH: Creature either has a deadly poison bite or +2 hit dice.
4. SHADOW: Creature surprises opponents on a roll of 1-3 on 1d6 in darkness.
5. DUST/DESERT: Creature dwells in the desert, enjoys STRENGTH +1.
6. TREE/FOREST: Creature dwells in woodlands, enjoys DEXTERITY +1.
7. GIANT/GREAT: Creature has double hit dice.
8. CRYSTALLINE: Creature has DEFENSE +2 against all attacks except those from bludgeoning weapons and DEFENSE +5 against ray guns.
9. ICE: Creature suffers half damage from cold attacks.
10. LAUGHING/HISSING: Creature makes a laughing or hissing noise when threatened.
11. SCALED/FEATHERED: Creature is DEFENSE +1.
12. SPECKLED/SPOTTED: Creature has speckled or spotted hide. Heck, you could do stripes as well.
13. ACID: Creature has an acidic bite that inflicts +2 damage.
14. FIRE/STAR: Creature suffers half damage from fire and ray attacks or has ray attacks from eyes (weapon rating +5).
15. FANGED/HORNED: Creature has +1 weapon rating to bite or horn attack and +1 to bite or horn damage.
16. VAPOR/MIST: Creature either surrounded by a weird fog (opponents -1 to hit with SHOOT attacks) or creature dwells in misty area.
17. STINK/MUSK: Opponents must pass a Strength test or suffer -2 penalty to hit this creature in combat.
18. SEA/RIVER: Creature dwells in the sea or rivers and is equipped to swim at its normal speed.
19. CLOUD/SKY: Creature has a flying speed one category faster than its land movement.
20. LEAPING/HOPPING: Creature’s land movement is one category faster.

* Other special abilities could include spitting (poisonous spit, like cobra), long-necked, long-legged (faster movement), dwarf (half normal hit dice – probably meaningless for animals with only one hit dice to begin with), burrowing (gains slow burrow speed) and hypno- (can paralyze with eyes)

Noun
Stats are for Space Princess – you can no doubt find stats for Swords and Wizardry or Dungeons and Dragons if you just snoop around a bit.

1. DEVIL/BADGER: HD 1; DEFENSE 9; FIGHT 5 (claws and bite +0); SHOOT 8; MOVE N; Burrow S; STR 10; DEX 17; MEN 6; KNO 2; DL 2; Special: Flies into rage when damaged (+1 to hit and damage).
2. CRAWLER/CREEPER: HD 1; DEFENSE 8; FIGHT 5 (bite +1); SHOOT 7; MOVE F / Climb F; STR 10; DEX 15; MEN 2; KNO N/A; DL 2; Special: Poisonous bite (1d6 damage).
3. BAT: HD 1; DEFENSE 7; FIGHT 1 (bite +0); SHOOT 7; MOVE S / Fly F; STR 3; DEX 15; MEN 4; KNO 2; DL 1; Special: See in dark with echolocation.
4. DOG: HD 2; DEFENSE 8; FIGHT 7 (bite +1); SHOOT 8; MOVE F; STR 14; DEX 15; MEN 6; KNO 2; DL 2; Special: None.
5. CAT: HD 1; DEFENSE 7; FIGHT 3 (claws and bite +0); SHOOT 7; MOVE N; STR 6; DEX 15; MEN 7; KNO 2; DL 1; Special: None.
6. BIRD: HD 1; DEFENSE 7; FIGHT 3 (talons and bite +0); SHOOT 7; MOVE S / Fly F; STR 6; DEX 15; MEN 6; KNO 2; DL 1; Special: None.
7. HOG/PIG: HD 3; DEFENSE 8; FIGHT 9 (tusks +1); SHOOT 7; MOVE F; STR 16; DEX 10; MEN 4; KNO 2; DL 3; Special: +2 to strength tests to ignore pain.
8. BEETLE: HD 1; DEFENSE 7; FIGHT 5 (bite +2); SHOOT 5; MOVE N; STR 10; DEX 11; MEN 7; KNO N/A; DL 1; Special: None.
9. LION/TIGER: HD 6; DEFENSE 13; FIGHT 16 (claws and bite +2); SHOOT 12; MOVE F; STR 20; DEX 15; MEN 6; KNO 2; DL 7; Special: Pounce (two attacks when it wins initiative).
10. BEAST/ELEPHANT: HD 11; DEFENSE 17; FIGHT 26 (tusks +7 or stomp +5); SHOOT 15; MOVE N; STR 25; DEX 10; MEN 5; KNO 2; DL 12; Special: Trample (all in melee combat must make a dexterity test or suffer 1d6 damage).
11. BEAR: HD 6; DEFENSE 12; FIGHT 19 (claws and bite +3); SHOOT 11; MOVE F; STR 23; DEX 13; MEN 6; KNO 2; DL 7; Special: Creatures hit must make a strength test or be hugged for automatic damage each round until a successful strength test is made.
12. PINCHER/CRAB: HD 1; DEFENSE 7; FIGHT 5 (bite +2); SHOOT 5; MOVE N; STR 10; DEX 11; MEN 7; KNO N/A; DL 1; Special: None.
13. MOLE/RAT: HD 1; DEFENSE 7; FIGHT 2 (bite +0); SHOOT 7; MOVE S / Climb S; STR 4; DEX 15; MEN 2; KNO 2; DL 1; Special: Bite may cause disease.
14. APE: HD 4; DEFENSE 10; FIGHT 12 (claws and bite +2); SHOOT 10; MOVE N; STR 18; DEX 15; MEN 7; KNO 2; DL 4; Special: None.
15. LIZARD/SNAKE: HD 3; DEFENSE 10; FIGHT 10 (bite +1); SHOOT 9; MOVE M; STR 17; DEX 15; MEN 2; KNO 1; DL 3; Special: May be poisonous.
16. ANTELOPE/DEER: HD 2; DEFENSE 10; FIGHT 6 (antlers or horns +1); SHOOT 9; MOVE F; STR 12; DEX 17; MEN 4; KNO 2; DL 2; Special: None.
17. SPIDER: HD 1; DEFENSE 9; FIGHT 4 (bite +0); SHOOT 8; MOVE N / Climb N; STR 8; DEX 17; MEN 2; KNO N/A; DL 2; Special: Poison (2d6 damage).
18. BRUTE/RHINOCEROS: HD 8; DEFENSE 14; FIGHT 22 (horn +5); SHOOT 12; MOVE N; STR 24; DEX 10; MEN 2; KNO 2; DL 9; Special: Charge for double damage.
19. SNAIL/SLUG: HD 2; DEFENSE 4; FIGHT 4 (bite +0); SHOOT 4; MOVE S; STR 6; DEX 6; MEN 2; KNO N/A; DL 2; Special: None.
20. FISH/SHARK: HD 3; DEFENSE 10; FIGHT 8 (bite +1); SHOOT 9; MOVE F; STR 13; DEX 15; MEN 2; KNO 1; DL 4; Special: Blood frenzy (+1 to hit and damage when blood is in the water).

* You might want to swap out toad/frog for fish/shark, maybe throw turtles in somewhere.

Some Examples …

ANTAREAN ICE CREEPER: HD 1; DEFENSE 8; FIGHT 5 (bite +1); SHOOT 7; MOVE F / Climb F; STR 10; DEX 15; MEN 2; KNO N/A; DL 2; Special: Poisonous bite (1d6 damage), half damage from cold attacks. I’m picturing a stark white centipede of great size that hides beneath the snow. It has pockets on it in which it stores bodily fluids sucked from victims. It draws sustenance and heat from the decay of these fluids.

POLARIAN SEA BIRD: HD 1; DEFENSE 7; FIGHT 3 (talons and bite +0); SHOOT 7; MOVE S / Fly F / Swim S; STR 6; DEX 15; MEN 6; KNO 2; DL 1; Special: None. Polarian sea birds resemble Earth penguins except they are as large as dolphins and have coloration and habits reminiscent of killer whales. They have horn-like crests on their heads that allow them to make a low-frequency rumbling that can be heard by other sea birds miles away.

CETIAN HORNED SLUG: HD 2; DEFENSE 4; FIGHT 4 (bite +0, horn +1); SHOOT 4; MOVE S; STR 6; DEX 6; MEN 2; KNO N/A; DL 2; Special: None, horn does +1 damage. These slugs are the size of lions and are covered by a shiny, pink segmented shell. The forward-most shell piece has curved horns that the beast can use to attack.

Image from HERE.

Monsters of Space Princess

Here are a few sample monsters – “aliens”, in fact, from the Space Princess game. The game is coming along pretty well – just a bit more writing to do and then some artwork and she’s ready for testing!

Devil Girl
Devil girls come from a female dominated society with a declining male population. Devil girls are undeniably attractive, but merciless in their treatment of others. They wear uniforms of a black, vinyl-like substance that is a surprisingly good armor. Devil girls suffer only half damage from cold, electricity and fire and they can blanket a 60-ft radius area around themselves in complete darkness once per day for 10 minutes. Devil girls are capable of seeing in this weird darkness, but other creatures are not, giving the devil girls a +5 bonus and the others a -5 penalty to attack.

DEVIL GIRL: HD 4; DEFENSE 12; FIGHT 9 (strike +1); SHOOT 9 (ray gun +5); MOVE N; STR 13; DEX 13; MEN 9; KNO 12; DL 5; Special: Darkness, resistance to damage.

Space Amazon
Space amazons are women of tremendous strength and dexterity who are sometimes hired as elite guards in a space fortress, or perhaps were captured and subsequently escaped, living as outlaws in the fortress’s myriad tunnels and chambers. Space amazons stand about 8 feet tall and have green skin, white hair, and long antennae. Large groups of space amazons are commanded by a myrmidia. Each myrmidia has a 5% chance of secretly falling in love with a male star warrior and betraying her sisters on his behalf. If spurned by him, her berserk fury is doubled against him.

SPACE AMAZON: HD 4; DEFENSE 8; FIGHT 10 (axe +2); SHOOT 8 (ray gun +5); MOVE N; STR 15; DEX 12; MEN 12; KNO 10; DL 5; Special: Berserk Fury (+2 FIGHT and +2 damage vs. males).

MYRMIDIA: HD 6; DEFENSE 10; FIGHT 13 (axe +2); SHOOT 10 (ray gun +5); MOVE N; STR 16; DEX 13; MEN 13; KNO 11; DL 5; Special: Berserk Fury (+2 FIGHT and +2 damage vs. males), chance to fall in love, double fury when spurned.

Trilodite
Trilodites are protoplasmic aliens consisting of a ooze-like interior and a pink, rubbery exterior. Trilodites “stand” about three feet tall, usually on three pseudopods. They often have three additional pseudopods emerging from higher on their bodies that they use as arms. Trilodites can use these pseudopods to manipulate small objects as a human uses hands, and can retract or grow additional pseudopods as they like, though eight seems to be their useful limit. Trilodites have a high sensory awareness, and are thus rarely surprised. Because of their alien structures and minds, they enjoy a +2 bonus on tests to resist psychic powers that attempt to control or influence them. Their elastic forms give them a +2 bonus to DEFENSE to resist attempts to grab or hold them.

TRILODITE: HD 2; DEFENSE 8; FIGHT 7 (weapon +2); SHOOT 5 (ray gun +5); MOVE S; STR 14; DEX 8; MEN 10; KNO 10; DL 2; Special: Resist psychic powers, hard to hold.

Voltan
Voltans are a humanoid species with slightly pointed ears and bald heads covered with peaked ridges. They are quite strong and very intelligent. Some voltans have red skin, while others have blue skin. The red voltans tend towards contemplation and a love of logic, while the blue voltans are emotional, over-bearing and militant. Blue voltans arm themselves with jagged blades and ray guns and wear steel mesh tunics. Red voltans do not wear armor or carry hand weapons, but do use ray guns.

BLUE VOLTAN: HD 3; DEFENSE 9; FIGHT 9 (weapon +2); SHOOT 7 (ray gun +5); MOVE N; STR 16; DEX 10; MEN 14; KNO 14; DL 3; Special: Immune to fear.

RED VOLTAN: HD 1; DEFENSE 5; FIGHT 7 (open hand +1); SHOOT 5 (ray gun +5); MOVE N; STR 16; DEX 10; MEN 14; KNO 14; DL 3; Special: ESP, stunning grasp, immune to fear.

Spaceship Combat in Space Princess

Alternate title – if you’re expecting Rient’s Fleet Captain, boy are you going to be disappointed!

I’m writing the spaceship combat rules now for Space Princess and thought I’d bounce a few things off of my readers (wow – it feels both cool and pretentious as Hell to say “my readers”).

The Basics: Space Princess’ spaceship combat rules are designed to do one thing – simulate the rescuers of the “space princess” escaping into light speed from the Dark Lord’s minions. That’s it. If the game is successful, maybe an expansion could add more to the rules, but for the game, I want to simulate one thing and one thing only to keep it simple.

The Procedure: As it stands, the spaceship combat procedure works as follows:

1 – Maneuver: The player of the character piloting the escape ship make a pilot test to attempt to stay away from the pursuing ships. If he fails, they come closer (and closer means it’s easier to hit with weapons), if he succeeds they either stay at the same range or fall behind. There are penalties attached to his roll based on how many pursuers he’s trying to dodge, whether there are obstacles to maneuvering (the ground, canyon walls, asteroids) and damage his ship might have taken.

2 – Fire Weapons: Good guys and bad guys fire their weapons. Each hit means a damage roll for the affected ship. These damage rolls are not in terms of “hit points” or “hull points”, but rather an actual effect on the ship. The smaller the ship, the more dire a hit is likely to be. The worst forms of damage are hull breach (can suck players out into space, where they die) or complete destruction of the ship. Complete destruction is rare – the pursuers are usually trying to disable your ship and capture you.

3 – After all weapon fire is resolved, the player whose character is in charge of navigation (scientists are the best at this) makes a roll to see if she’s calculated the proper formula for light speed. The chances of doing this on the first round are very remote, but the difficulty of the roll is lessened with each failure. This means you don’t know how long it will take to jump into light speed (and safety) – should make each such roll dramatic.

That’s the basic procedure. For ship types, I’m keeping it pretty generic. In order of size, they are: Starfighter, Shuttle, Freighter, Blockade Runner, Corvette, Cruiser and Dreadnaught. Smaller ships are more maneuverable, larger ships have better armor (which actually doesn’t make sense in Zero-G, but I’m working off pulp sci-fi and movie tropes, not reality).

So here’s where I want to access your brains. I’m thinking about possible damage results on ships. Ships are rated based on Speed (includes maneuverability), Armor, Number of Engines and Different Weapon Systems (laser banks, torpedoes and tractor beams for the dreadnaughts). Here’s my list of damage effects so far:

1 – Engine Damage – penalty to speed/maneuvering; once a ship has lost all engines it is dead in space

2 – Computer Damage – maybe hits different systems – damaged Nav-Computer means you cannot jump into light speed until fixed. Weapon Systems Computer might turn off all weaponry until fixed. Maybe the engines can be knocked off line as well. Possible damage to characters from the boards sparking and going up in flame, a’la Star Trek.

3 – Artificial Gravity Lost – this would potentially damage characters on the ship from things floating about (or from them floating about).

4 – Weapon Destroyed – One of the ship’s weapon systems is destroyed.

5 – Hull Damage – lowers the ship’s Armor rating by one. Probably the best result you can get from damage. Somebody will probably mention force shields here – I’d rather just consider them part of the “armor package” – to keep things simple, if two things essentially serve the same function, I’d rather merge them together.

6 – Hull Breach – chance of sucking people into space

7 – Ship Destroyed – this would be a “roll again, if comes up again, spaceship destroyed and all aboard killed” – it’s old school, so yeah, instant death is a possibility.

All of the results except ship destroyed would be repairable – again, a scientist would be best at this (or maybe somebody invents an engineer class to lend a hand).