The World of Star Command

There are many sci-fi properties one can use as a basis for a role-playing game campaign – Star Trek and Star Wars, of course, but also Flash Gordon, Buck Rogers and Alien . Filmation (who did a great a Flash Gordon cartoon back in the day) did two great Saturday morning live-action sci-fi shows in the 1970’s – Space Academy and Jason of Star Command that would make for a great campaign setting.

Let’s explore these overlooked shows …

[Note – when I started writing this post, it was a short piece about the shows and how they could be used for a campaign. It sorta grew way out of proportion to what I originally intended … ]

Space Academy

Space Academy was produced in 1977 and ran from September to December of that year. Sci-fi legend Jonathan Harris (“oh the pain, the pain”) portrayed Commander Isaac Gampu, the head of Space Academy. His students were divided into three exploration teams, Blue, Gold and Red, the blue team being the team that starred in the series.

Blue Team consists of Captain Chris Gentry (Ric Carrott), Cadet Laura Gentry (Pamelyn Ferdin), Cadet Adrian Pryce-Jones (Maggie Cooper), Lieutenant Paul Jerome (Ty Henderson) and Cadet Tee Gar Soom (Brian Tochi), as well as a younger boy named Loki, an alien raised by energy beings and possessing the ability to teleport and see beyond the visible spectrum.

We do know that the Red Team leader is Matt Prentiss, but we know nothing else about the red and yellow teams. This means that either of these teams could be made up of a party of PC’s, their low introductory levels reflecting the fact that they have not graduated from the academy yet.

Space Academy introduces some of the technology of the setting, such as the Seekers – space shuttles used for exploration – and the robot Peepo (technically a self-determining Type-A manu-droid). We also learn that Earth fought in three star wars, including the Vegan War. While Earth and Vega are no longer at war, the Denebians are a hostile species, who defend their space with hostile drones.

Jason of Star Command

In 1978, Filmation created Jason of Star Command using the same sets, props and costumes as were used on Space Academy. Jason of Star Command is set on the same mobile asteroid base as Space Academy – it is housed elsewhere in the complex – and uses Seekers as well as Starfires to explore space. Peepo the robot shows up on both series. During the first season, Star Command’s commander is Commander Carnavin (James Doohan), with blue-skinned Commander Stone (John Russell) taking over in season two when Doohan had to leave the show to appear in Star Trek: The Motion Picture.

Other members of Star Command include Captain Nicole Davidoff (Susan Pratt) and science officer Professor E. J. Parsafoot, who appears to be second-in-command of Star Command/Space Academy. Jason is a sort of Han Solo-esque freelancer for Star Command, rather than an officer. Commander Stone and Captain Davidoff might be the only actual officers of the organization that we see. This actually opens opportunities for introducing into the campaign new characters from outside the organization with different motives/goals than Star Command.

Since Jason of Star Command was more action-oriented than Space Academy, it needed a good antagonist for the heroes, and got one in the form of Dragos (Sid Haig), former Prime Minister of Klavu, and now would-be conqueror of space. Dragos is a cyborg who commands the Dragonship, another mobile asteroid. His minions appear to come from numerous alien species, most of them short and hairy.

What We Know (or Can Guess)

FYI – I do not have the cool boxed set of JoSC DVD’s that includes scripts and a booklet, so this is all guess work from watching the episodes. I probably have tons wrong, and some things I invented to make the campaign more complete.

Space Academy is set sometime after Star Year 3732, which is when the academy was founded. We have no idea how long ago this was, but I’m going to set the campaign in SY 3777, since the TV show was made in ’77. The events of Jason of Star Command are set at least a year later – Cadet Peepo is now part of Star Command, and Matt Prentiss, who we first see as a S.A. cadet is revealed to be a lieutenant in Star Command and to have been missing for almost a year. Since Jason was made in ’78 and ’79, we’ll place our campaign in 3780.

At one point, Commander Gampu uses his old spacesuit, which has a U.S. flag patch on the arm. Since Gampu is 300 years old, we can surmise that the U.S.A. still exists well into the future. There are also references made to the Fourth of July and the Boy Scouts.

Cadet Peepo

Earth and its colonies, and possibly other worlds, are members of a Federation. The Space Academy is funded by the Federation – and some of its leaders are worried that they are spending too much money!

Star Command appears to be the primary military arm of the Federation. Their large starships – and perhaps most large starships – are built on asteroids. These vessels are enormous, possibly carrying up to 10,000 people. These vessels have numerous biodomes for growing plants and towers armed with spin-lasers. They also possess tractor beams. One ship carries the Space Academy, where students from many worlds learn to cope with the unknown by embarking on missions. We meet one other ship during the Space Academy series, called Hope, that was constructed more than a millennia ago – I would guess approximately 1,550 years ago. Many Space Academy cadets go on to serve with Star Command.

Uniforms

The most common form of uniform in the series seem to be the ones worn by the cadets, crew and commanders – a sort of loose tunic with an undershirt. The undershirts are different colors. On Space Academy, they designate the team to which the cadets are assigned, and the cadets wear a SA patch on their right arm. I’m not sure what the shirt colors designate on Star Command, but at one point they mention a “yellow sector” on Space Academy.

Some crewmen wear jumpsuits instead of the common uniform. These are simple jumpsuits with SA patches.

Capt. Davidoff wears an orange and brown field uniform that looks like it is designed for ease of movement. Star Command operatives could wear this on missions.

Prof. Parsifoot wears what could be described as a utility jacket over a turtleneck sweater.

Commander Stone wears a different uniform than Commander’s Gampu and Carnavin, but Captain Kirk got two types of uniforms, so why can’t the commanders have some different options.

The only hint of rank insignia are the bars worn on Capt. Davidoff’s shoulders. They appear to be the same gold color as the emblem she wears, which might be the symbol of Star Command. The ranks we know from the show are lieutenant, captain and commander. If we use a semi-naval rank structure like Star Trek, we could fill in ensign before lieutenant and assume that there is an admiralty beyond the commander rank.

Spaceships

Seekers, also called “star seekers”, are space shuttles capable of faster-than-light travel (star speed). They are armed with spin-lasers and presser beams, and have force field shields. The front of the vessel was re-used from the Ark II (see below), which in my little mind links the two series. The interior is divided into the main cockpit, an engine room and an airlock.

Starfires are spaceships used by Star Command. The interior looks an awful lot like the interior of a Seeker. Starfires have a small module, called a mini-cat, attached to the front. The mini-cat is maneuverable and can hold up to two people. They are much faster than seekers. They are equipped with spin-lasers and stun rays.

Motherships (I needed a name, and I dig this one) are constructed on asteroids. They have massive engines and apparently can achieve light speed (apparently they can barely achieve “9275 light speed”, and only hold it for a short time), since they travel between stars. Space Academy is commanded first by Commander Isaac Gampu and later by Commander Carnavin. An earlier ship of similar design was called Hope, and was commanded by Commander Rampo.

Motherships have the following features:

  • Myotron lasers (located in towers)
  • Tractor beams
  • Energy screens
  • Biodomes, where food can be grown
  • Power stations (one is called Power Station Alpha)
  • Seekers (at least five), starfires (at least three) and fighter drones (at least six, maybe eight)

It is worth noting that the myotron lasers cannot fire through the energy screens when they are turned to maximum. Space Academy’s energy screens were able to withstand a laser barage from six red dragons for several minutes.

Dragos’ Dragonship is also constructed on an asteroid. All of the creatures on Dragos’ ship are energy creatures created by Dragos and commanded by him.

Dragos’ Emblem

The Dragonship has the following features:

  • Torpedo lasers (no, I don’t know what that means)
  • Neutron jammer, capable of disabling spaceships
  • Teleportation rays
  • Tractor rays
  • Dungeons
  • Energy creatures and energy clones – created by Dragos and controlled by the medallion he wears
  • Warp dragons can be released by the second Dragonship
  • Self-destruct capability (oops!)

The Dragonship can launch drone fighters called red dragons. Red dragons operate in squadrons of three; there are at least four or five red dragon squadrons.

Dragos’ second ship (used in the second season of the show) is called the Dragonstar, and though it looks different than the Dragonship, it seems to have the same capabilities and a very similar interior. The Dragonstar does have one bonus item – an anti-matter ray!

The Space Flyer makes one appearance, and gives one an idea about what private spaceships might look like. It’s a bit smaller than the Starfire, and probably seats more than one person, with room for a rather large piece of cargo – the stargate.

Equipment and Materials

Beam-rays are rifle-like weapons used by Dragos’ forces. They have a stun setting, and presumably more deadly effects.

Colinears are the personal communicators used by SA and SC.

Cryotron: An experimental freeze ray. It successfully froze things, but unfortunately those things later exploded.

Energy Rod: This device is used by the energy clone of Commander Carnavin created by Dragos and by the “rag mops” aboard the Dragonship. It is a 2.5-ft. long rod topped by a box. It can paralyze people and put them to sleep, and disrupt electronic devices.

Hand Laser: These devices are powerful lasers. Although they are not used for violence in the series, they surely could be.

Life Sensor: A handheld device that can detect the presence of life nearby.

Life-Support Bracelets generate a personal force field for exploring in hostile environments. This is clearly an adaptation of the life-support belts for the animated Star Trek series done by Filmation.

Mineral Extractor: A device approximately 3.5 feet tall and a foot in diameter that can extract and process minerals.

Technite is a form of explosive.

Thought-Converter: The experimental thought converter allows for communication between species. It has been tested between humans and chimpanzees.

W1K1 – or “Wiki” – is  small robot designed by Prof. Parsifoot and used by Jason that can produce all sort of effects. It can walk, fly and levitate, break orbit on a planetoid and fly through space, generate lasers and survive a laser attack from a spaceship. Whether W1K1 is standard equipment for Star Command operatives or just something special for Jason, I do not know, but it’s pretty impressive.

Zolium: An energy-producing mineral, and thus probably radioactive. In large quantities it disrupts electronics, such as the life-support bracelets, though in small quantities it powers them.

Species

We see several species and sub-species in the series that could be used for PCs.

Humans: As is often the case, humans are the most common species – maybe because human actors and extras are the easiest to use in a series?

Mutants: Some of the humans that appear in the series have what could be described as augmented powers. We can describe them as mutants. These augmented abilities range from psionic powers (telepathy, teleportation, E.S.P.) to super strength to longevity – Commander Gampu is 300 years old.

Arcturons: We dont’ know for sure the real name of the creatures, and since they were all revealed to be energy creatures, they may not even exist. But they may be Arcturons from Arcturus. On the plus side – they’re super cool – like evil wookies – and would make great brute opponents. They have long, stringy hair that looks reddish to me (but be warned – I’m color blind). They shamble when they walk, and they growl and grunt rather than speak.

Brotean: Although they do not mention the name of Commander Stone’s species, they do reveal that they are descended from the ancient Tantalusians. Since one of Tantalus’ sons was Broteus, I decided to call them Broteans. The Broteans were driven from their home planet by Dragos. They have blue skin and can put people to sleep for a short time (max. 5 minutes) by touching two fingers to their forehead and saying “rest”. Presumably, this is a psionic ability.

Capellos: Samantha (Tamara Dobson), who we meet in season 2 has no memory of who she is or where she comes from, but at one point claims to be a Capello. The Capellos are a people who live by the lakes of their planet. Whatever species she is, she is extremely strong and has some psionic ability – telepathy, though not as strong as that shown by the brother and sister in Space Academy, and the ability to communicate with animals. By the name, one might expect the Capellos to come from Capella.

Cyclopean Apes: These creatures guard a planetoid used as a weapon platform by Dragos to attack Space Academy with a giant freeze ray. The leader of the cyclopean apes is Tehor. Their planetoid contains mud mines. They also appear working for Queen Vanessa, and working on the Dragonstar.

Dalians: The Dalians come from the arid planet of Dalius. Many among them are wanderers and loners, eschewing the company of others. Given the character of their planet, it is likely that the Dalians primarily live as herders. Dramon is relatively unfamiliar with the high technology of Space Academy, so it is probable that Dalius is not an advanced planet.

Energy Vapors: These alien creature might not be sentient. They appear as clouds of vapor that give off a green light. They absorb energy, feeding on suns and spaceships.

Hornhead: The hornhead is a large quadroped that looks something like a long-legged reptilian rhinoceros.

Jotun: We don’t have a name for Loki’s species, so I figured I’d go with this. They are humanoid and possessed of impressive abilties, including clairvoyance and teleportation. A person called Kane claimed to be a member of the same species, and he was capable of becoming invisible and metamorphing into other creatures.

Keshians: The natives of cold, barren Kesh stand approximately 3 feet tall. They are usually wrapped in hooded robes to keep out the cold of their world. They appear to dwell mostly underground, and probably live off of lichens. Queen Vanessa (Julie Newmar) rules Kesh, but is clearly not a native of the planet – she was probably placed on the throne by Dragos.

Klavuan: The Klavuans come from a world once ruled by a royal family. The royals were deposed by their prime minister, Dragos, who went on to become a mad cyborg bent on cosmic conquest. I have a theory that his allies Queen Medusa and Queen Vanessa were Klavuan commoners he raised to power when he conquered Klavu.

Lightning Tongue: These large insect creatures have a lashing tongue that gives off an electric burst when it strikes objects.

Rocks of Janus: In Space Academy, the students encounter two sentient space rocks that look like comets. They control electro-magnetism, and use it electromagnetic pulses to move and communicate through robots and computers. They can fire bolts of electromagnetism to pull, push and damage objects. They can also generate force fields to protect themselves.

Star Monster: This monster appears on the planetoid of the cyclopean apes. It is larger than a human being, and has a mouth full of sharp teeth.

Vegans: Vegans are humanoid aliens with a technological level equal to the Federation. Their touch can temporarily paralyze other creatures.

Warp Dragons: Warp dragons can warp into our dimension from their home dimension. They are larger than seekers and starfires, can survive in space and feed on energy. Stun rays are useless against them.

 

Astrography

Like so many sci-fi shows from the past, there is some confusion in SA/JoSC between galaxies, solar systems, planets, etc. There are numerous ion storms, galactic typhoons and exploding planets, so the show is not what you would call “hard sci-fi”. That being said, we can suss out a bit of the setting’s astrography from the shows.

Sol: Characters in Space Academy seem to think that Lt. Jerome’s coming from an Earth colony is significant, which suggests that most of the human characters come from Earth rather than Earth’s colonies. We also learn that life on the colonies is more rugged than on Earth. Even with FTL travel, Earth’s colonies are probably in orbit of stars relatively near the Sun, like Alpha Centauri. Martian folk songs are mentioned, meaning that there are people on Mars, and have been there long enough to develop a distinct folk culture.

Alderan: A planet located near the Alderan Triangle, where numerous ships have been lost over the millennia. Alderan orbits HD 139664 (57 LY).

Alopek: Alopek is a planet with a new colony. It is supplied energy from asteroid BX-3. Alopek orbits Alrakis (89 LY).

Alturis: Alturis is an agricultural asteroid heated by a giant space mirror located on an asteroid called Specular. It is commanded by Professor Bolt. It orbits Xi Aquilae (51 LY).

Arcos: Arcos is a planet that orbits Kappa Ceti (30 LY). It is ruled by Queen Medusa.

Arcturon/Arcturus: Arcturon is a planet orbiting Arcturus (37 LY). It is known for its diamonds, and might be the home of the “rag mop” creatures who serve Dragos.

Capella: Capella (43 LY) is the home star of the Capellos, who live by lakes. Samantha could be a Capellos – she says so in one episode, but may have been lying.

Dalius: Dalius is an arid, warm planet. The natives are humanoids possessed of terrific strength. One native, Dramon, is a wanderer, though this doesn’t mean the rest are. Dalius orbits 14 Herculis (42 LY).

Denebola: The Denebians are not a friendly species – they consider incursions into their space an act of war, and defend their space with drones. It is 36 LY from Sol.

Kesh: Kesh is a cold, barren world with two moons. It is ruled by Queen Vanessa, who is likely not native to the planet. Queen Vanessa is an ally of Dragos. She can create energy creatures and has a beam weapon that can disrupt passing ships. Kesh orbits Pollux (34 LY).

Klavu: Klavu was a monarchy, presumably with a parliament, before it was conquered by Dragos, the former prime minister.  He captured Princess Allegra, keeping her locked in his dungeon transmogrified into a weird monster. Klavu orbits HD 87883 (59 LY).

Kryton: Kryton is a world of peace, and was the stage for a combined invasion of Dragos and the Denebians. It orbits Innes’ Star (41 LY).

Leonais III: An Earth colony world located near the Alderan Triangle. The colony was probably founded in the 2270’s. It orbits Beta Circini (97 LY).

Lyra: Lyra is mentioned as a place that Commander Gampu does not think is the origin of Loki. Lyra is a constellation, so presumably this planet is located in that general direction from Earth. It orbits Gliese 758 (51 LY).

Milicetus: Milicetus is mentioned as being a colony. It orbits Caph (55 LY).

Nebula IV: A planet to which a mission was launched from Space Academy. It orbits the star Mu2 Octantis (140 LY).

Proteus IX-B: This mining asteroid is all that is left of a planet, known as the Phantom Planet. The planet supported a long-lost civilization, whose only remaining artifacts were golden egg-shaped nodules. When the asteroid exploded, the last remnants of the civilization were rescued by Space Academy. It orbits HD 201636 (160 LY).

Sirius: Sirius is mentioned as a place that Commander Gampu does not think is the origin of Loki. It is 9 light years from Sol.

Stygion: Stygion is a barren world orbiting Fomalhaut (25 LY). It held a stash of power artifacts which Dragos’ planned to use to conquer the universe. Star Command destroyed the planet before he could carry out his plan.

Tantalusia: The Tantalusians were an ancient civilization that recorded their wisdom on star discs, which look like black disks approximately 1.5-feet in diameter covered in crushed diamonds. They come from another dimension, sometimes called Limbo. Commander Stone’s species is descended from the Tantalusians.

Tarazed: Tarazed is a planet near Denebian space orbiting the star Megrez (80 LY).

Tarquabeta: Tarquabeta is mentioned as a planet around which Dragos’ Dragonship may have been orbiting after pirate Matt Daringstar kidnapped Prof. Parsifoot for Dragos. It orbits Chi Eridani (58 LY).

Vega: Earth and Vega waged a star war against one another 200 years ago. Many lives were lost and many ships destroyed. Vega and Earth are now at peace. Vega is 25 LY away from Sol.

Voton: A “Voton sector” is mentioned at one point as the location of the galactic typhoon. I’ve decided Voton orbits Merak, which is 80 LY away.

Zalon: Zalon is a planet that exploded in the first episode of Space Academy. It was here that Loki was discovered. Zalon orbited Phecda (83 LY).

Zira: A planet “beyond Sagittarius”. Since this is not technically possible, it probably orbits a star in that constellation. I’ve decided on HD 165185 (57 LY).

An Ark II Connection?

Ark II was another Filmation sci-fi series, and it really has nothing to do with SA/JoSC. Set on a post-apocalyptic Earth in the 25th century, it is about a group of young people in a mobile laboratory/library called Ark II trying to rekindle the civilizations destroyed by an ecological disaster on Earth. The Ark II is an absolutely awesome sci-fi vehicle, and the little runabout used on the show is pretty great as well. The Ark II crew has great uniforms, Biblical names (codenames in reference to the Ark?), and the series would make a great basis for a post-apocalyptic – but hopeful – setting.

Because it is set 1200 years before Space Academy, the series could certainly be set in SA’s past. Perhaps the surviving scientists that created Ark II were successful in their mission of resurrecting civilization, and eventually that civilization made its way into the stars. In any event, the Ark and runabout designs would work well in Star Command campaigns as land vehicles.

If we used Ark II in the setting, we would have a timeline as follows:

2174 – Captain Rampo born (SA)

2220’s – Spaceship Hope launched under the command of Captain Rampo (SA)

2350’s – Earth’s civilizations are set back by pollution and lack of resources (it was the 70’s folks – this was a pretty common theme at the time). (A2)

2400’sArk II travels a devastated Earth trying to resurrect its civilization. We know that previous to Earth’s ecological catastrophe that there were scientists who created a weird Limbo dimension by doing experiments with time, and apparently they were building spaceships and colonizing other worlds. (A2)

???? – Earth’s civilizations are reborn due to the work of the Arks and their crews. This seems to occur sometime between the 2400’s and 3400’s, which gives plenty of time to rebuild civilization and begin exploring space.

3470’s – Commander Isaac Gampu is born, apparently on the resurrected Earth (SA)

3570’s – Earth-Vegan War occurs (SA)

3732 – Space Academy founded (SA)

3777 – Events of Space Academy (SA)

3778 – Events of Jason of Star Command’s first season (JoSC)

3779 – Events of Jason of Star Command’s second season (JoSC)

Faux Fiends

Illustration by
Arthur H Young

A while back I started a project of converting old monsters for B&T, but changing the names and descriptions so I could just make them open content. I’m not done yet, mostly because I’m planning to illustrate the monsters with nothing but public domain stuff to keep the project “cost effective”, or, as I would put it, cheap.

Since I’m always looking for ways to keep this blog alive, I figured posting a few of these monsters would be a good idea. To keep things interesting, I’ll also post a few old classics from the blog and NOD magazine updated to the new B&T.

Ampe
Type: Monster
Size: Medium
Hit Dice: 6
Armor Class: 16
Attack: Fists (1d4)
Move: 30′
Save: 14
Intelligence: Low
Alignment: Neutral (N)
No. Appearing: 1
XP/CL: 600/7

SD—Immune (electricity)

Ampes are annoying dungeon monsters that hook up with parties (whether they like it or not) and follow them around, getting in the way and making an inordinate amount of noise. They fight to defend themselves, but not the party they are following. They are shaggy humanoids with pointed faces. Ampes are always hungry and thirsty, and they have a terrible lust for treasure, being able to detect precious metals and gems up to 100′ away. If fed or given drink, it becomes wonderfully loyal to its benefactor, but this loyalty ends if the ampe is not given at least 30% of any coins and/or gems its benefactor finds.

Ampes store up great amounts of static electricity in their bodies, and can generate 50 points of electricity damage each day through their touch. It need not inflict all 50 points of damage with a single touch. If it drains all of this power, it immediately falls asleep for one hour, during which time is regenerates up to 25 points of static charge; recharging completely requires another 7 hours of sleep.

Ampes can weave their own hair into nets, which they carry around their waists like belts.

Cyborg
Type: Monster
Size: Medium
Hit Dice: 4
Armor Class: 16
Attack: Bite (1d8) and hook (1d6 + trip) or claw (1d6 + constrict) or ray gun (see below)
Move: 30′
Save: 15
Intelligence: Average
Alignment: Chaotic (CE)
No. Appearing: 1d4
XP/CL: 400/5

These cybernetic outlaws know no fear. They are equipped with metal jaws that can bite through nearly anything (+2 to sunder attacks) and mechanical arms with exchangeable attachments: Ray gun, hook or claw. Cyborgs can store unused weapons on their belts; it takes a full round to exchange one attachment for another.

Dune Devil
Type: Elemental (Earth)
Size: Large
Hit Dice: 6
Armor Class: 17 [+1]
Attack: Shriek (60′/2d6 sonic)
Move: 30′
Save: 14; MR 30%
Intelligence: High
Alignment: Chaotic (NE)
No. Appearing: 1
XP/CL: 1,800/8

Dune devils are gangling monsters who stalk blazing deserts at high sun, feasting on the good and letting the wicked alone. Although they are called “devils”, they are no relation to the actual devils of Hell. Dune devils are brought to the material plane by magical summons. They are peerless trackers (90%). The monster attacks with a shriek. By pressing its lips against a creature, it can kill them instantly (save to negate).

 

Two New Villains for Mystery Men!

To celebrate Easter I present two super villains that aren’t remotely themed to Easter, Spring or anything else. Huzzah!

Super Size
Dexter Finkel was well liked. He was funny, terribly sarcastic, hard working and generally regarded as a “good guy”. He was also miserable, because being a good guy, and a good guy weighing north of 260 pounds, wasn’t much help with the ladies. He’d tried just about every diet plan conceived by modern man (except exercise and eating less, it should be noted), but one disappointment and he was right back at the burger stand (Mister Patty, with seventeen locations around Shore City for your convenience) and the double patty bacon blast with fries and a shake.

It was after on such binge that he awoke to an advertisement on the radio – Wainwright Labs seeking overweight people to take part in an experimental weight loss drug. Dexter grabbed his phone and, after a few questions, got himself on the list.

The drug worked well, at first. He started shedding pounds, though it made his teeth ache, and had himself down to a slim 180 when a minor rejection from the receptionist at his office sent him right back to Mister Patty. Only this time, he couldn’t stop at one double. After four he felt something must be wrong, because he not only didn’t feel full, he was growing. After ten, he’d put on 200 pounds and 3 feet and it wasn’t stopping. Naturally, a rampage resulted that only ended when Fantome used her natural charisma to distract him long enough for Miss Victory to put the hammer down on the 10 ton, 15 foot tall Dexter Finkel (and by hammer, I mean bulldozer). Nicknamed “Super Size” by the Daily Herald, Dexter is now serving time at Iron Island, where positive affirmations and a very controlled diet are temporarily keeping him from being a threat to himself and others.

Ro-Man
Out in the cold depths of space, there exist a race of cyborg apes called Ro-Men. For ages, these apes have watched the advancement of human beings and now they are beginning down the long road to mankind’s destruction. Their advance scout is Extension XJ-2. His mission is to lay the foundation for man’s destruction, starting with the sabotage of his space programs. Unfortunately, Ro-Man’s activities brought him into conflict with Rocky X and his Rocketeers, and he found his plans delayed, if not stopped entirely, by a stint in Iron Island. He still manages to send short messages to the Great Guidance via his antennae, and still plans to finish his mission when he finds a way out of prison.

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”.