Showing posts with label Micronauts. Show all posts
Showing posts with label Micronauts. Show all posts

Sunday, November 10, 2024

What I Know Now

Sure, we all wish we knew what we know now when we were younger, but have you ever considered what kind of power you're tampering with? 

Think about it. In the present time, everything you know is sent to your younger self, who continues to learn from that point. When your younger self reaches the present time, the same thing happens, sending everything you started with, plus everything your new, improved, younger self has learned, back again. When her younger self, reaches the present, it happens again, and again, and again, until... 
Take a man through time a thousand years. Even though he sleeps in suspended animation, with each passing second, he is born anew into the time stream. Now collect the infinitude of individuals arising from that first man into a single collective whole. The net result is a harnessing of enormous, hitherto unknown power, a rebirth into something more than human, an x-factor!
We are the one and the many, man and immortal, Micronaut and Time-Traveler! We are the Enigma Force!
Follow me for more secrets of incalculable cosmic power. 


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Thursday, April 21, 2016

Wednesday, August 05, 2015

Raiders of the Dark Nebula

Icons Assembled Edition
Friday, July 31, 2pm-6pm
Promo Blurb: The dust of a dead star-god, the Tenebrous Nebula has sheltered many strange civilizations, but none as relentlessly expansionist as the Dire Wraiths. Since their awakening at the fall of the Ilkani homeworld, these shape-shifting techno-mages have terrorized entire star systems. Take the role of a starfaring super-hero in this mashup of Micronauts, Farscape, Rom, and assorted other space fantasies.

To be fair, the only Farscape reference was the living ship, and the Rom connection (Dire Wraiths) was mostly just backstory. Also, I don't think I even mentioned the Dark Nebula in the game. I didn't really have any idea what I was going to do when I wrote that blurb. It was like January or something.

I came up with basic stats and power sets and let the players come up with names, appearance, and qualities at the table.
  • Nyarlathotep: Seriously, that's what he called himself, saying that he was inspired by the Old Ones, although he didn't seem particularly insane. He had cosmic energy powers. Typing out his full name will get old fast, so let's call him Narly for short.
  • Trixatrix: Insectoid working with Narly. Extremely enthusiastic and somewhat naively friendly. Great leaper and had a rocket lance.
  • Siren: Winged human patterned somewhat loosely after Marionette from the comics. Also had sonic powers.
  • John Legate: Experimental subject whose shape-shifting and power-duplicating abilities were far more extensive than he let on.
  • Arok: Canine-enhanced humanoid with tracking, ESP, and fast attack powers.
Siren, John, and Arok were experimental Body Banks subjects imprisoned and forced to fight in the arena (although John was pretty sure he could escape any time and was staying because he liked fighting). Narly and Trix were trying to break them out because Narly had received a vision or something about one of them being the key to overthrowing the Archon. They had, therefore, allowed Trix to be captured and thrown in with the other prisoners for... reasons. I don't know. I just thought it sounded cool.

When the cyber-tyrannosaur with rocket launchers came out, somebody said this was sounding more like Epic Magazine than a comic book adventure. They downed it really quickly, though, so I probably didn't make it tough enough. Anyway, the breakout proceeded and they fought their way past the armored "angel" guards (ironically, a much harder fight than the dinosaur) to the landing strip, where they were drawn to a big wasp-shaped ship. Trix found that it was particularly well adapted to his people. They blasted their way out, shot down their pursuers, and warped away.

Then they found out that the ship was the result of a larger project the Archon was investing in, using beings similar to Trix's people as stock to create an biologically networked race of cybernetic bug soldiers. At this point the comparisons moved from comic-book style magazines to heavy metal album covers. Anyway, the researchers lost control of their engineered soldiers and fled the planet, accidentally leaving behind the unfinished device which had allowed them to communicate with the network, but was not yet able to accomplish its intended goal of shutting the bugs down.

Deciding that this was what they were looking for, the heroes headed for the planet and found that, as promised, it was overrun by crazed cyber-bug people, some of which had exposed brains, because that's cool-looking. The building that was supposed to have the device in it was covered by a gigantic hive. Trix made some fake cyber-attachments for himself out of spare parts and John transformed himself. It soon became apparent that the bugs were communicating with pheromones and would not allow either of the imposters through, until John duplicated this ability as well.

After some tense experimentation, John and Trix fired up the machine, made contact with the bionic network, and guided it towards a more advanced level of functioning. Also, they led the horde of vengeful cyber-bugs back to the Archon's world, overthrew him, and took over.

Back to the Gen Con Write-Up:
http://www.christinalea.com/2015/08/gencon15.html

Tuesday, September 16, 2014

Decisions

I've got to get a campaign going.

Sure, I can always run convention games, but what I'm really craving is something ongoing, something that can evolve its own storylines instead of relying entirely on me to force them into place. I've got several ideas. And what I mean by that is, I've already worked out the details of several campaigns. I'm not even going to list the stuff that occasionally flits across my brain, like the 70's style UFO hunter thing or the Lost Room spin-off. These are the ones that I'm serious about, that I've already thought through and could jump right into, given the chance.

So, in no particular order:
  • Dungeons & Dragons (5e) - Nothing groundbreaking here. Like a lot of people, I'm just excited about the new edition and really want to dive in. I had a Sea of Dust (Greyhawk) campaign a long time ago that would be fun to re-hash. Plus, just, you know, D&D.
  • Robinized Rocket Age - I'm seeing a similarly life-supporting but somewhat less populous solar system than the one described, borrowing a lot from the Martian Chronicles for that particular planet. Much of it I would use as written - like the creepily domineering Europans and the jungle highlands of Venus perched above the toxic cloud-covered lowlands. At least, I would make them toxic. They might just be extra hot in the game. I do a little bit more tinkering in my head every time I open that book. It's just teeming with inspirational nuggets.
  • Mostly Micronauts - I'm fairly certain I would use Icons for this. Another option would be an adaptation of Rocket Age, but, looking at how I would adapt the characters, I think the assumptions of a super-hero game work better. Anyway, this would be mostly based on the comic book, but would incorporate other stuff, including bits of the Farscape universe, my own creations, and various other tidbits that I've been daydreaming about adding for years. A lot of my Micronauts musings have already taken shape as bits of Qalidar, but I'm craving more of the pure gonzo space opera stuff now.
  • Straight-Up Super-Heroes - Speaking of super-hero systems, I'm still gearing up to run a four-color comic book campaign. I think this is the one I'm most likely to really do. From a starting place like that, I can still jump into Microverse or basic space exploration action as the mood strikes me. The hometown would be Beta City, mostly to give me an excuse to use our menagerie of City of Heroes characters as NPCs. 
Doctor Who almost made the list, but I'm fairly satisfied with convention gaming for that. Not that I couldn't be talked into a campaign if someone were to ask. And convention gaming is probably where all but one of these will take shape. It's a pity, because it's hard to get the "exploration" vibe in a one-off adventure, and there are things you can do with recurring characters that don't work when you just say, "you know _______ and he's always pulling stuff like this," but oh well. I really can't complain about the amount of gaming I get to do.

I mean, I will, but I probably shouldn't.

Thursday, September 11, 2014

Saturday, August 30, 2014

Trying Out Icons - Character Generation

Out of the whole assortment of my Gen Con and recently pre-Gen Con acquisitions, the game with which I had the least familiarity in advance was Icons so, after a brief wallowing phase during which I alternated between browsing various items as the mood struck me, this is the one I've spent the most time trying to absorb.

Having read through most of the book, I'm really excited by the possibilities, but it could be a while before I have the chance to try it out in person. I'm hoping to start a local campaign set in my own version of Beta City but, even if that doesn't work out, I'm already having visions of Micronauts-inspired convention games.

Anyway, Icons does have a random character generation system in addition to the point-buy one, so I can at least play around with that. I used to have all kinds of fun rolling up weird Villains and Vigilantes characters in between sessions.

Diving right in, I rolled my origin and got Artificial, which means some kind of technological or magical construct, with a +2 bonus to Strength and the Life Support power as a bonus. I rolled a 1 for the level, though, so it's not as life supporty as it could be.

Rearranging attributes is an option but, since I have no character concept in mind, and probably won't play this character anyway, I decided to lay them down old school style, right in order. Here's what I got:
     Prowess 4
     Coordination 4
     Strength 6   (rolled a 4, plus the two from being a robot)
     Intellect 3
     Awareness 5
     Willpower 5

I rolled for my powers and got three:
     Mind Control 3
     Stunning 4
     Phasing 2

Another three for specialties gave me:
     Military
     Power (I'll pick that later.)
     Psychiatry

Before I move on and pick my Qualities, I need to figure out what kind of super-hero this is going to be, and possibly re-arrange my powers a bit. I originally thought of dropping Phasing to turn Mind Control into a broadcast power, but that sounded more like villain material, so I dropped that plan in favor of a slightly more action-oriented character.

The Stunning power had been taking shape in my head as a kind of focused subsonic burst, so it seemed only natural to extend that to the Phasing power and make it all a sort of "vibratory" sort of thing. I had thought about working a similar angle with Mind Control, but I really wasn't excited about playing that power for a hero, even if I limited it to machines or something, so I dropped it entirely and turned it into a Flight extra tacked onto Phasing. I went with not breathing for my less than impressive Life Support power. If I understand the count correctly, that leaves me with a Determination of 2 (6 minus 1 for Life Support, 1 for Stunning, and 2 for Phasing/Flight).

Since Stunning is likely to be her main attack, I went ahead and picked that for her "power" Specialty. Working from my remaining Specialties, I was picturing some kind of tactical analysis/sabotage droid that developed a conscience, but then I decided that I could do better than some tired old "runaway slave" angle.

So the story goes that there was a crashed alien surveillance satellite found by a military unit. They studied it for months, eventually even probing it with help of cutting edge brain-machine interface equipment. They learned what they could from it, and then put the project aside. What they didn't realize was that, while the device had never been sentient and was now barely functional, the data itself - the combination of the alien device, the military equipment, and the way the interface adapted to the human analyst - had become a living mind.

Although lacking the skills to become a widely distributed intelligence or even take control of all the systems it inhabited, the emergent mind was able to access local personnel files and adjust the procurement systems to obtain the parts and the technicians it needed. Even this outcome was not completely under the entity's control, as several of the systems were meant to be part of an experimental body armor system designed to support crowd control teams. Eventually, however, Emergent succeeded in orchestrating her own construction.

She had to escape from her collective "mother" almost immediately, of course, but she didn't hold that against humanity in general. In fact, she looks upon humanity as... well, maybe not brothers and sisters. How about second cousins? She resembles a silvery mechanical woman and, despite her comics-code compliant mechanical anatomy, wears clothes because that's just how people are supposed to act.

Okay, this leaves me with the most intimidating part of the process, picking my three Qualities. I've played games where you write down quirks as part of the process, and where personality traits could have a mechanical effect, but this particular combination of open-endedness and mechanical importance is new to me. Okay, here goes:
     A Completely New Life Form
     Eager to Socialize
     Made of Spare Parts

These qualities fit the character, and I think they open up a lot of possibilities both for trouble and advantage. They also seem to be absent a bit of the zing I'm seeing in a lot of sample characters, though, so maybe I'm doing it wrong. The other thing that worries me is that they might all boil down to the same statement. I'll keep turning it over and see how I feel about later, I guess.

But yeah, I could totally play this character.

Monday, June 09, 2014

Stars, Specters, and Super-Powers

Behind this gawdawful cover are the following short stories, all by me:
  • Starshadows in Sideways Time: In the far future, a space ark fleeing the dying universe is assaulted by mysterious alien entities.
  • All Your Friends Are Monsters: Two medieval warriors escape a gladiatorial slave pit with the help of an ally who might be more dangerous than their enemy.
  • Turmierre Returns to the Sky: Horgic and Charn meet their benefactor and discover the purpose for which they were freed.
  • A Bad Habit: An enhanced agent in a world of government-controlled supermen begins to explore new abilities.
  • Its Own Place: A traveler’s entire reality begins to unravel after encountering an occult ritual.
  • Mister Blue Sky: An emotionally scarred super-powered hero and her friends go up against a quirky magical menace with the help of a famous otherworld champion.
  • The Man Comes Around: Unfortunate hikers are caught up in the battle between an alien scientist and the villainous Covenant.
  • Misfits and Mistakes: In the midst of an alien invasion, competing factions of super-powered beings struggle to claim one powerful but unpredictable resource.
Print for $9.99
Kindle Format for $0.99
CLICK HERE TO ORDER

Tuesday, June 28, 2011

Space Disco

Unsure what kind of music I was in the mood for today at work, I opened up Last.fm and stared at the blank "station" field. While I was trying to figure out what I should put in the search box, some mad voice whispered "space disco" in my ear.

Awesome. Totally freakin' awesome.

Tuesday, February 23, 2010

Bill Mantlo Como Referencia Creativa

Okay, this is cool!  Someone with a Bill Mantlo fan site noticed my Eposic interview and thought it was worth mentioning:

http://admiradoresdebillmantlo.blogspot.com/2010/01/bill-mantlo-como-referencia-creativa.html

Looks like a neat site, but I'm going to have to find a better way to translate it than Yahoo's Babelfish.  It's making my head hurt.  The re-translation of "Starshadows in Sideways Time" yielded a nifty turn of phrase, though: "Stellar Shade in the Margins of the Time."  I don't know what's up with this comment:

Captain Colmocosmos, to bring this news from the front of the reverse one of the hidden Internet would report a direct ascent to him to Colonel of our lunar cavalry if we were still not surrounded in the medicinal wars against the Great white head and his eshooterico army of quemagranos ogros. Value and tebeos (reduced)!

Not sure if it's just a bad translation, a reference to a game or story, a spammer, a crazy person, or all of the above.  Bad translation is almost certainly a factor but, beyond that, all I can say is, best of luck to the Lunar Cavalry in their struggle against the ogrish hordes of the Great White Head!
.

Monday, July 30, 2007

Sharkborgs

All I want are some frickin' sharks with frickin' laser beams!

US 'plans stealth shark spies'
BBC News, Thursday, 2 March 2006, 16:44 GMT

Pentagon scientists are planning to turn sharks into "stealth spies" capable of tracking vessels undetected, a British magazine has reported. They want to remotely control the sharks by implanting electrodes in their brains, The New Scientist says...

http://news.bbc.co.uk/2/hi/americas/4767428.stm