Mystery Men! Gamma Release

No, not a release focusing on emerald-hued radiation accidents that just want to be left alone, but the follow up to the gamma release. I’ve put in the beta errata and made some other big changes to ability score generation, rolling feats and the monster stats – also added the ever lovin’ blue-eyed Tarrasque and a little sample artwork that will appear in the finished product. When I find time (HA!) I’m going to go back through past MM! posts and update the stats to the Gamma edition rules and maybe re-run the combats where old procedures clash with new procedures. I also still need to update the character sheet. All in good time. So – enjoy the gamma release, give it a try, and don’t hesitate to comment here or email me with your suggestions and errata. Roll up a character and have him fight a vampire or two, or pit an amazon princess up against a titan, or place a terrific trio over a pit containing a black pudding and let me know how it comes out.

Illustration of Fantome by and copyright 2011 Joel Carroll.

Science Is Now Active!

Speaking of Encounter-Criticalesque pop culture, Destructor is a web comic by Sean T. Collins (writer) and Matt Wiegle that’s made my weekly to-visit list. I think the image above tells you everything you need to know about why any lover of gonzo sci-fantasy should be reading this strip.

If things go as planned today (HA!) I’ll be putting up what I’m calling the gamma rules for Mystery Men! – no, not gamma as in radiation that turns you green and huge, but gamma as in “after beta”. I think I have enough changes to the rules to warrant another set of preliminaries.

Have fun today children – and if I hear any edition wars going on up there I’m going to tell your father when he gets home!

L. Sprague DeCamp Is Awesome!

Okay, maybe the title of the post should be “Edd Cartier is Awesome!” My first introduction to Mr. DeCamp was in discussions of how he ruined REH’s Conan stories by over editing them. Knowing nothing else about the guy, I tended to look on him as a bit of a villain. Later, I discovered he was favored by EGG, and just finished reading his Harold Shea stories, which I found enjoyable. Then I discovered these delightful pieces of art by Edd Cartier at Golden Age Comic Book Stories (follow this blog if you follow nothing else) from a story called The Hand of Zei

 

 

 

 

 

Nobody who can write something that inspires these gonzo images can be all bad. I have to find a copy The Hand of Zei. I have to believe the fictional creators of Encounter Critical were inspired by this story when they were penning their magnum opus in the 1970’s.

The Arabian Knights for Mystery Men!

The good people at Hanna Barbera created many, many superheroes back in the day, besides the old Super Friends cartoons. Lots of folks know Space Ghost these days, from his popular talk show if not his fight for cosmic justice, but there was also the caveman superhero Mighty Mightor (awesome beyond belief), Birdman (greatest war cry of any superhero ever) and the Galaxy Trio. As a way to show that Mystery Men! can be used for just about any era of heroics, this post is going to focus on the Arabian Knights.

The Arabian Knights was a cartoon produced for the Banana Splits show. It concerns an deposed prince, Turhan, and a band of super powered allies trying to re-install him on the throne of Baghdad. The cartoons are actually pretty fun and imaginative for the cut-rate production values practiced by HB during that period (though, to be honest, they would get much, much worse). The upside of all these cartoons was that, even though the production values were usually not up to par, the initial design work was done by the great Alex Toth.

The Arabian Knights work well as a super team because each of the members has a small number of abilities. For this reason, we’ll build each with 15,000 XP. Without further ado, the Arabian Knights …

TURHAN, Ex-Prince of Baghdad
Adventurer Lvl 8 (11,400 XP)
Str 4; Int 2; Wis 1; Dex 12; Con 5; Cha 5
HP 50; DC 14; SPD 2Powers: P – Super Dexterity (+6) (3,600 XP)
Gear: Sword

NIDA, Daughter of the Caliph
Adventurer Lvl 10 (15,000 XP)
Str 4; Int 3; Wis 2; Dex 4; Con 2; Cha 3
HP 45; DC 11; SPD 2
Powers: None
Gear: Sword

RASEEM
Adventurer Lvl 4 (3,900 XP)
Str 6; Int 2; Wis 2; Dex 5; Con 6; Cha 2
HP 35; DC 11; SPD 2
Powers: P – Super Strength (+6) (3,600 XP)
Sidekick: Zazuum, donkey with the Whirlwind (Single-Use; 7,500 XP) power

FARIEK
Sorcerer Lvl 5 (5,000 XP)
Str 2; Int 6; Wis 4; Dex 2; Con 6; Cha 4
HP 25; DC 10; SPD 2
Powers: Sorcery (10,000 XP)

BEZ THE BEAST
Adventurer Lvl 5 (5,000 XP)
Str 4; Int 2; Wis 5; Dex 5; Con 4; Cha 5
HP 35; DC 11; SPD 2
Powers: P – Polymorph (10,000 XP)

Deviant Friday – Erica Henderson Edition

Erica Henderson – ehenders on DeviantArt – does some nice line work – quirky and easy on the eye and deceptively uncluttered. Her DeviantArt gallery has lots of pin-up art but is light on fantasy fare, so I’m including some of the kick ass monster illos she’s posted on her blog, I Fail At Life, as well. I would seriously love to see a quirky, modern, rules lite fantasy game illustrated by Erica. Enjoy.

 

Reminds me of one of the protagonists in Alberto Varanda’s La Geste des Chevaliers Dragons.

 

 

I’d like to think this lady lives in Nod, or at least visits once and a while.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

and many, many more …

Medieval City

I don’t know whether you would term this a city or a town – probably a town. Either way, I found this map and wanted to share it. Had I more artistic ability (and I might go to the trouble of investing time into learning) the city maps in NOD would look like this – much more evocative than simple line maps.

The image was found at the Apollonia-Arsuf Archaeological Project from Tel Aviv University. It’s a reconstruction of a crusader city, and you can find more descriptive text at the link.

So, enjoy the map – Deviant Friday will follow in a few hours.

Thinking about some Mystery Men! Changes …

I’m still playing with some of the details of Mystery Men!

– I’m thinking of having all ability scores rolled with 1d6 and then boosted purely by buying powers. This is based on a suggestion I got early on, and I think it makes sense to use the spending of XP to make super heroes as opposed to spending both dice and XP. Besides, some heroes have several (or all) heavily boosted ability scores (I’m looking at the big blue boyscout here), which is tougher to duplicate using the current system.

– I think I’m going to divide ability scores and levels into five bands: Normal (1-6), Heroic (7-12), Superhuman (13-18), Epic (19-24) and Cosmic (25-30). Ability bonuses will be +1 per three points of ability (i.e. +0 for a score of 1 or 2, +1 for a score of 3 to 5 etc to +10 at 30) and will only be used for attack and damage bonuses.

– Feats will require you to roll 1d20 and meet or beat a score of 10. You modify this roll by the difference between your ability score or level (depending on what you’re doing) and your opponent’s. Using this scheme you’ll always fail on a natural “1” and always succeed on a natural “20”. I think I was worried too much about normal humans getting away with facing down Galactus when nobody is going to play a normal human – oh, maybe a non-powered hero, but still a hero capable of amazing things. For feats that aren’t against an opponent, you compare your ability/level against the following scores based on the five bands: Normal 3, Heroic 9, Superhuman 15, Epic 21 and Cosmic 27. I think this might be simpler than the current scheme, although they aren’t terribly different from one another.

– For monsters, I think I’m going to refer to Hit Dice as Level for monsters and characters – keeps me from having to explain that they’re essentially the same thing. I’m going to include a Physique and Mentality score for them as well for use in feats. The monster stats should thus be: Level, Physique, Mentality, Defense Class, Speed, XP Value and Attacks and Powers.

I think that’s it for now. Still trying to find time to play the game with some friends – when I do I’ll have some play reports. In the meantime I’m working away at NOD 7 and my Frog God projects. Posts might be a bit more sporadic in February, since most of what I’m writing isn’t stuff I can preview on the blog. This week I’m going to try to write up some demon lords – something I want to make a regular feature in NOD, stat out some Hanna Barbera heroes and who knows what else. In the meantime, have fun out there!

The Beastmaster

The beastmaster is a human or humanoid raised in the wild by animals. Perhaps the earliest beastmaster in literature was Enkidu, the wild man encountered by the mythic hero Gilgamesh. Romulus and Remus, the legendary brothers responsible for founding the city of Rome, are raised by a she-wolf, though there are no accounts of them having acquired extraordinary abilities.

The earliest beastmaster in modern literature is likely Mowgli, the jungle boy of Rudyard Kipling’s Jungle Book, first published in the story “In the Rukh” in 1893. Mowgli is raised by wolves after becoming lost in the jungle as an infant. Because of this upbringing, Mowgli learns the language of animals. Mowgli also has a loyal animal friend, Bagheera the black panther.

A female beastmaster appeared in 1904 in the form of Rima the Bird Girl in W. H. Hudson’s novel Green Mansions: A Romance of the Tropical Forest. Rima lived in South America, and was feared by the natives for her “magical” powers, which included talking to the birds, befriending animals and plucking poisoned darts from mid-air. Unfortunately, Rima’s story ends in tragedy, as she was burned alive by the native tribesmen.

In 1912, Edgar Rice Burroughs created the most famous beast-master in literature in Tarzan of the Apes. Tarzan was a child raised in the African jungles by intelligent great apes called Mangani. In the wake of Tarzan’s popularity came a wave of books, comic books, movies, radio shows and television shows starring the “Lord of the Apes”. This lead to dozens of imitators, from Bomba the Jungle Boy to Marvel’s Ka-Zar.

From Mowgli, Rima, Tarzan and their many imitators, we can sketch out the special abilities of the beastmaster archetype. He or she must be a person raised since infancy or childhood by animals in the wilderness. The beastmaster’s feral childhood gives them a number of special abilities, but also makes them an outside in the society of human beings.

Prime Attribute: Constitution
Hit Dice: 1d6+3 (+4 hit points per level after 9th)
Armor Permitted: Shields, no armor.
Weapons Permitted: Any
Attack: As fighting-man
Save: As fighting-man

Beastmaster Class Abilities
Beastmasters cannot speak anything but the language of animals at 1st level. They can pick up a few words of common by 2nd and speak it haltingly by 3rd level.

The beastmaster can move as silently as a panther in the wilderness. This means he surprises his enemies more often than normal men. His own senses, made keen by a life in the wild, mean he is surprised less often than normal men.

The beastmaster can camouflage himself in the foliage to the point of becoming virtually invisible if he does not move.

Beastmasters are skilled trackers. When attempting to follow tracks, they can make a saving throw to avoid losing the trail.

The beastmaster is as swift as the animals who raised him. He increases his speed by +3. An unarmored and unencumbered beastmaster therefore has a speed of 15 rather than 12.
Since they are used to fighting without the benefit of armor, beastmasters develop a fluid, mobile fighting style that grants them a flat -2 [+2] adjustment to their Armor Class.

Beastmasters can banish or control animals (but not monsters) the same way a cleric can banish or command the undead. The beastmaster rolls using the same table. For beastmasters, a result of “D” indicates that the animals are forced into his command for a period of 24 hours.

A 1st level beastmaster can choose to have one animal with no more than 1 HD into his loyal animal companion. The animal friend will only accompany the beastmaster if it is treated like a friend. More powerful animal friends can be acquired at higher levels; an animal of 2-5 HD can be chosen at 6th and an animal of 6-10 HD can be chosen at 12th level.

Sample Beastmasters

W. H. Hudson’s RIMA the Bird Girl

Rima lives in the tropical forests of Guyana. Rima is the daughter of woman who could also speak the secret language of the birds. Rima’s people, it is revealed, were a pacifistic, vegetarian tribe who were wiped out by native tribesmen and plague. Rima is herself hated by the tribesmen who know of her, for they fear her unnatural abilities.

Human Beastmaster Lvl 3
Str 13, Int 9, Wis 15, Con 13, Dex 13, Cha 11
HP 23; AC 6 [13]

Unlike Mowgli and Tarzan, Rima is not portrayed as a warrior. She is a slight girl with dark hair who wears a smock made from spider webs.
Rudyard Kipling’s MOWGLI, “Little Frog”

Mowgli is a young man from India who was raised from infancy by a pack of wolves. Mowgli’s many adventures include his killing of Shere Khan the tiger and his rescue of the civilized couple who adopted him, his discovery of a great treasure in a ruined temple (and his discovery of what men will do to one another to claim such a treasure) and his leading of the wolves in their war against the dholes.

Human Beastmaster Lvl 6
Str 13, Int 10, Wis 12, Con 13, Dex 16, Cha 10
HP 46; AC 6 [13]

Mowgli fights using his “tooth”, a long knife that deals 1d4 points of damage. His high strength grants him a +1 bonus to hit and damage in combat. Mowgli’s boon companion is a black panther named Bagheera (HD 3, 18 hp, treat as a leopard).
Edgar Rice Burrough’s TARZAN, Lord of the Apes

Tarzan is actually John Clayton, Lord Greystoke. As an infant, his family was stranded on the West coast of Africa by mutineers. He is raised by a tribe of intelligent great apes after his mother died of natural causes and his father is killed by the leader of the apes. Over the course of his adventures, Tarzan marries an Englishwoman named Jane Porter, fights Germans, explores lost cities and even delves into the subterranean world of Pellucidar.

Human Beastmaster Lvl 12
Str 16, Int 14, Wis 13, Con 15, Dex 15, Cha 14
HP 85; AC 6 [13]

Although he can pass in civilization, Tarzan prefers his life in the jungle. He usually carries a knife into combat. Tarzan is often accompanied by his faithful Waziri warriors and Jad-bal-ja, the Golden Lion (HD 5+2, 32 hp).

Image by Andy Kuhn. He draws comics.

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.