Showing posts with label vauguely encounter critical-esque. Show all posts
Showing posts with label vauguely encounter critical-esque. Show all posts

Thursday, April 14, 2011

In the Pluton Zone Future the Awesome Swords are Japanese...

This is inspired by both my "1 Issue Campaign" musings and my considerations of using the awesome Stars Without Number "Mandate Archive" Martial Arts and Kenjutsu rules in my Pluton Zone campaign.

Now, with all the psychic space dudes in the Humanspace Empires rules I've gone for an over the top "New Age" future conceit. Yoga; organic soy cultures in the life support systems; crystals; pop culture eastern mysticism. As well I've been pursuing ham-handed Orientalism in my last mini-campaign.

So, with all of the swords in Stars Without Number, and the Pluton Zone being a vaguely eighties and also my infatuation with Orientalism in an RPG context, than it only makes sense that the swords of the Pluton Zone are the most true-scientific-realism advanced swords EVAR and are Japanese Pattern-Forged Samurai Swords.

This has a precedent, with a couple of futuristic movies (Equilibrium and Serenity) featuring a degree of Japanese sword fetishism, and I love the combination of "Wrong Dune," "Encounter Critical Star Wars," Traveller and Samurai Swords.

So henceforth in my Pluton Zone campaign, all advanced and super-scientific swords (aside from light sabres psi-swords) are Japanese Martial Arts Swords, and all sword-fighting is done in the Martial Arts Movie Katana fashion, with Kendo being a major-huge sport/pastime, Busido/Art of War quotes a common source of hot-talk among fighting-dudes, etc.

I imagine that the Space Swords are Katana-style swords, such as:

And that the second/third rate Vibroblades are the Wakizashi/Ninjato-style swords, such as the one used by this Space Douchebag:

Now I have all sorts of stupid ideas for "Yee Olde Kinge's Englande" world and "Roman Legionary" world, etc., so not all swords in the Pluton Zone are Japanese Martial Arts Swords, just the advanced and super-scientific ones.

In other stupid Pluton Zone affairs, I just realised that the whiteboard drawing I did of the party's space vessel "The Fulsome Sow" looked pretty much like the space ship from the Mupper Show sketch "Pigs In Space"; I assure everyone that this was completely unintentional.

Wednesday, April 13, 2011

Pluton Zone I - Rokshaar pt. 2

Introducing:
The Warrior (with a criminal background...)

The band of armored and armed men (soldiers in mesh armor with halbards, battered bolt-action carbines and shortswords led by two men in space armor with space weapons) demand an audience with the party who exit their craft to be confronted by the space armor clad duo: a tall, older, patrician figure in bronze and brass arabesqued antique space armor with a space axe, hawk-like beak of a nose and a monocle; and a short, smarmy, blonde young man with a beady-eyed, insincere, unwholesomely wide face.

The older gentleman begins berating the party for intimidating the townsfolk and constable with their weaponry and attitude while his younger companion and the soldier pointedly smirk and jeer at the party. The captain attempts to explain but is jabbed by the younger man in the chest who informs him to "Keep his mouth shut when his betters, such as Paladin Tucca, are speaking"

The party sputters at the indignity but cooler heads prevail and they pledge to keep their arms outside of the town. Afterwards the Pilot asks the younger man, the Paladin's SquireFaustius, if there is any work they could do for some meagre payment?

The Squire pauses, thinks, and proclaims "Yes, there is some work t be had... you can shine my shoes for 1 Terce!"

The pilot bites his tounge bloody and clasps his shaking hands behind his back as the Squire presents one foot.

"On second thought there is a field with eight stakes outside the other side of town; cut enough wood to kill by burning five adults and three children and arrange it for burning at the bases of the appropriate stakes and we will pay you a modest sum for saving our men from performing this labour "

A sum of 40 Terces is agreeded upon and the Paladin and his party depart.

The Pilot and the Captain head to the execution field to chop wood while the two scientists travel into town.

At the execution field they encounter a bedraggled, unshaven offworlder, armed and covered with dirt and grass. He is a Warrior that grew up on a planet of theives and scum before leaving to become a guard for a merchant ship. Whilst the ship was at port in Rokshaar picking up a shipment of fine handcrafted goods he was warned to stay aboard the vessel as to avoid provoking the locals; he ignored the warning and seeking entertainment he was instead run out of town into the mountains for bearing arms with the merchant ship leaving before he could return. For a week now he has subsisted on his food pills while sleeping on cold rocks. The two astronauts agree that the Warrior would be a welcome addition and draft him to aid in chopping wood.

The survey the field and see several stakes affixed into the ground: four large stakes; one medium stake; and three small stakes.

No axes or saws are at the field so the Captain goes into town seeking the Squire.  He finds a home with two of the armed guards lounging on the bannister of the covered porch casually tossing rocks at chickens and snickering; there is a sign in front of the house bearing a four-leaf clover and the legend "The Clover Homestead." The captain explains his mission and the guards snidely direct him to a shed in the back yard from which he retrieves several rusty hatchets.

Returning to the field the Pilot and the Warrior scoff at the hatchets the Captain is bearing and recolve to use their contaband space weapons to harvest firewood.

Meanwhile the two scientists travel into town; they inquire with the guards at the Clover Homestead seeing if the Paladin has need of their scientific expertise; they are directed to wait in the backyard where they bake in the sweltering blue giant sun light for several hours before the smarmy Squire comes to inform them that the Paladin is already a man of science and has no need of their aid.

Next the two scientists wander about the town, they find a large house with an attached large shed from which the banging sounds of a printing press emerge. A sign says "Reuters Printers and Bindery"; by the open rolling garage door of the shed stands a sweaty bald middle aged man rubbing his head with a bright red hankerchief.

The scientists introduce themselves and offer their services; the man informs them that he Kurt Reuter, the owner of the bookbindery, and that he is busy as they are currently printing the new Bumblebee Bandit book. The scientist contain their considerable amusement at this ludicrous name which is fortunate as he next informs them that he is also grieving his murdered daughter. The two excuse themselves and return to the ship.

Meanwhile at the execution field the Pilot and the Warrior have made short work of their firewood harvest with the monomolecular blades of their space sword and axe; the Captain is sweaty, dirty and tires and has also harvested a considerably smaller amount of wood than either of the other two. They arrange the wood appropriately about the bases of the stakes and while the Captain and the Warrior return to the ship with the space weapons the Pilot takes the hatchets back to the Clover Homestead where he finds the smug Squire lounging on the porch with the two guards. While being subtly mocked by the trio he returns the hatchets to the shed and inquires after payment.

the Squire dismissively tosses a small pouch at the Pilot's feet and than begins to pointedly ignore him. The Pilot retrieves the pouch and walks back to the ship, counting the Terces to come to a sum of only 38...

The next morning the party, annoyed by the chirpings andf knockings of cricket-fowl perched upon their ship and desperate to come up with the funds necessary to pay the blacksmith to repair their hyperspace crystal containment, resolve to sell one of their surplus super scientific weapons, a heat ray pistol.

The Pilot travels to the Clover homestead where he finds the Squire and two guards eagerly devouring a breakfast of waffles and bacon with big steaming mugs of coffe. They all ignore him until they finish eating.

The Squire looks at the Pilot and exclaims "I'm sorry, I did not see you there. Would you like some coffee?"

"Oh wait...we just drank the last of it. Hahahaha!"

The Pilot informs the Squire that they have a heat ray pistol that they are looking to sell.

the Squire immediatley exclaims "Guards! He just said he has a weapon! He is threatening me.... ...Hahaha, just kidding!" The weapon in question is actually back at the ship.

The Squire agrees to pay 125 Terces for the weapon, which is enough with the wood cutting money to pay off the blacksmith, and they all travel back to the ship. One of the crew climbs out of the hatch with the pistol when the Squire yells "Guards! That man is armed! Stop him! ....Hahaha, just kidding!"

He examines the weapon, blackening a spot on the hull where a test shot missed a perching cricket-fowl, and pays the Pilot who insists on immediately counting the Terces, which amount to the agreeded upon sum.

The Pilot and the Smuggler take the Terces to the blacksmith and pay him the rest of his fee. The Smuggler, curious and eager to exercise his space yoga, attempts to read the blacksmith's mind. His attempt fails and he sees the blacksmith face redden and assume a shocked expression.

The Smuggler returns to the ship while the Pilot travels to the Clover Homestead, perhaps seeking further indignity from the Squire and companions?

The Squire is sitting on the shady porch, enjoying a large glass of lemonade. The Pilot is interrupted by the arrival of the blacksmith who is surprised to see him but informs the Squire that the Pilot and Smuggler has just visited and one of them touched his mind with witchcraft!

The Squire informs the exasperated Pilot to wait in the hot sun while he sends the blacksmith inside to speak with the Paladin, and also sends a band of five guards to The Fulsome Sow to retrieve the Smuggler.

Shortly thereafter, after an uncomfortable sweaty, sticky wait for the Pilot while watching the Squire smugly sip lemonade, the distinctive crackle of energy weapons and the popping of primitive carbine fire is heard from the direction of the field.

The Squire raises an eyebrow at the Pilot who assumes an innocent expression, and more guards and more guards are called outside. Then the communicator at the Pilot's belt chirps and the voice of the Smuggler is heard: "Hey... How's it going over there?"

With a nod the Squire grants permission for the Pilot to use his communicator and he immediately thunders "What the hell have you fucking idiots done!"

"Hold on..." And the communicator goes silent.

The Squire, Paladin and guards begins ominous mutterings and gather in the yard while keeping a sharp watch upon the Pilot. The distinctive whine of reaction drives is heard from the field, than approaching the homestead, and the Paladin's sleek needle shaped silver rocket is seen descending for a landing in a small meadow next to the homestead.

Hot air, smoke and steam blast the homestead as clouds fill the meadow. The Squire nonchalantly covers his glass of lemonade to keep out debris. When the smoke clears the rocket is seen, tilted and partially embedded in the soft, partially melted soil of the meadow.

A voice roars "What have those imbeciles done to my ship!" and the Pilot sees the Paladin running out of the house, armored, holding a space axe, his face contorted and purple with rage, his moncle swinging wildly.

The Pilot unleases a pyschic attack and strikes the Squire and guards with Space Madness; the immediatley begin drooling, urniated, undressings, fleeing and the like.

The Paladin charges the Pilot, spittle flying and he wildly swings his space axe. The Pilot flees for the rocket ship as the door pops open revealing the Smuggler, Captain and Warrior. A bloody chase and brutal melee ensues, ending with the captain dead from space axe disembowlment and the Warrior stripping the dead Paladin of his ornate Space Armor. It appears that while in the throes of Space Madness the Squire and guards have fled the scene.

The furious Pilot leads the party to the blacksmith's where they bang on the door to no answer. The Pilot blasts the door off with his Lightning Pistol and shouts the blacksmith out, ordering him to pile his tools and the hyperspace crystal containment into a trundle and bring it to their ship to immediately repair their warp engine. The terrified blacksmith reluctantly agrees. Next, with the sweaty shaking smith in tow, they travel to the town jail.

The doors are shut and locked. The Smuggler attempts to begin negociations with the constables inside but the Pilot shoves him aside and blasts open the door with his Lightning Pistol before howling for them to send out the Space Gypsies and the key for their vessel.

The party with the Space Gypsies and fearful blacksmith return to the spaceport. The blacksmith is made to work all night while the party stands guard. The town is absoluely silent. At morning the hypserspace crystal containment is repaired, purged of molecules and installed. The party makes their farewells of the Space Gypsy family before both ships launch, the Gypsies being glad to leave "This rock inhabited by dogs and shit! *spits*"

The days later the Fulsome Sow reaches the edge of the Mohabat System gravity well and begins their hysperspace jump to the Dresh System...

Sunday, April 10, 2011

Pluton Zone I - Rokshaar

Featuring:

Tramp Space Cutter 'The Fulsome Sow'
The Captain (Astronaut)
The Pilot (Astronaut)
The Smuggler (Astronaut)
The Scientist-Nephew
The Scientist-Uncle

The Fulsome Sow has just made a delivery to the luxury resort planetoid of Dresh and the crew attempt to unwind in the ozone-reeking steel tunnels of the service starport complex. The Captain, a trade-school reject and former facory laborer that inherited a starship from his upper-middle class family, seeks out comissions for cargo deliveries but only finds offers of surplus pharmaceuticals, petrochemicals and meditation chamber crystals from the station quartermaster that are all out of the party's price range.

Meanwhile The Smuggler, through shady contacts garnered through his past as a deep space one-man drug smuggler, comes by some intel regarding the location of potentially lucrative ancient ruins on the planet Dresh, a desert world inhabited by primitive xenophobic scum, the descendents of outcasts, criminals and refugees, located a two-parsec jump from Dresh.

The fully refueled and restocked tramp cutter clumsily trundles off of the planetoid and spends several days using its reaction thrusters to maneuver to the rim of the Dresh system gravity well before transitioning to hyperspace and transcending lightspeed.

Three days a blinking hazard indicator and danger siren rouse the crew who rush to the engine room to discover that the housing of the hyperspace crystal chamber has developed minute flaws that are admitiing occasional oxygen molecules into the contaiment void where they are minutely eroding the anitmatter matrix of the hyperspace crystals; the warp engines begin violently shuddering as the crew shut down the reactors, meanwhile the Fulsome Sow stutters into realspace in the vicinity of a blindingly sullen blue giant - the Mohabit system inhabited by lesser-tech sectarian religious fanatics that attempt rare acts of terrorism against the paradise resort planetoid Dresh as well as practicing sport hunting upon the primitive inhabitants of Dozold
.
Fortunately the Mohabat system also features the planetoid Rokshaar, a moutainous world inhabited by a single prosaic settlement of exceptional craftspeople with an especially famed bookbindery. The Sow spends three days manueuvering into orbit before making contact with the spaceport beacon and landing in a simple rockmelt field next to a town of pretty rustic houses and white picket fences in a vally between granite mountains encrusted with sparse scatterings of spindly pine trees.

The spaceport field features a simple girder tower, the beacon, with a small hut at it's base as well as two other vessels: a sleek, needle-shaped silver ship like a gleaming sword; and a brighly colored vessel consising of a sphere of sundry panels in bright reds, yellows, blues, greens and oranges clustered on it's underside by a legion of mismatched struds, girders, legs, robot limbs, supports that serve as the landing gear.

The party exit the vessel and approach the hut where a sideburned pipe smoking man in knee breeches, waist coat, lace shirt and bill-cap leans against the side. They greet the station master who informs the party of the berthing fees; the Pilot uses his space yoga to stimulate the sociability chakras of the station master which incites him to waive the fees in light of the party's misfortune.

They discuss their engine problems and the station master informs them that the town blacksmith, Floyd, would be able to repair the hyperspace containment; the party detaches the crystal housing and the station master lends them his 'trundle', a simple hand-cart, to transport the heavy warp engine component into town.

He also informs the party the the town is mouring the brutal murder of a local girl; she was to be married and her father hired a band of Space Gypsies to perform at the wedding, including a puppet show featuring the wedding-party depcited as puppets with the groom defeating a space-dragon; although the entertainment was splendid one of the Space Gypsies got drunk and propositioned the bride. Violence ensued and the howling, swearing gypsies were forcibly ejected and talk of witholding payment was espoused.

Later screaming was heard and the bride was found stabbed and with her throat slashed; bloody footprints led towards the space port and when the gyspy starship was searched a ritualistically slaughtered pig was found alongside the bride-puppet, hacked apart by a machete!

Although the town constable was on vacation, Paladin Trucca, a holy zealot from Mohabat and his retuine had arrived at Rokshaar several days before, on an inspection tour from Mohabat to enforce morality and hunt out any devil worship or witchcraft, and in light of the evidence in the Space Gypsy vessel has the entire family arrested for murder and black magic; they are being held in the town jail until they are burned at the stake in three days.

The party thanks the station master for the information and wheel their engine component into town; women in bustle skirts, fancy hats and lace gloves whisper about them from behind parasols while gentlemen in silk hats and find jackets avoid eye contact and cross the street.

They are approached by a guardsman in a ballistic vest with a halbard and revolver; he informs the party that weapons are not allowed in town; the party vehemently replies that they are only dropping their hyperspace crystal housing off at the blacksmiths before returning to their ship. The constable blanches and backs away stuttering; the party continues.

They soon approach a house with a signboard bearing an oversize sheep-horseshoe and an attached shed, from which the whine of a plasma welder can be heard. The town blacksmith Floyd is inside working on a plow; the party interrups him and strenuous negociations ensue.

The blacksmith is very busy and it will be two weeks before the hyperspace housing will be repaired; the price is 500 terces with a payment of 400 required up front. Much browbeating and arguing ensues, as well as failed attempts at psychic interference, before the party pools their sole reamining collective funds of 360 terces and presents it to the blacksmith with the promise of another 140 in two weeks times.

The party returns to the ship to supp on gray tasteless nutrition paste, sleep in narrow sleep bunks, and scheme on house to raise another 140 terces; the Captain in eagerly anticipating watching an execution in three days.

Their respite is interuppted by the sight of a band of twelve armed men and a robed man approaching the Fulsome Sow across the landing field...

Tuesday, April 5, 2011

Hyperspace Monster Encounters

In rare reaches of the galaxy hyperspace is subject to a myriad of vibrations, refractions, radiations, inclusions and interferences; in some if these areas there is a chance that a ship making a hyperspace jump will experience the materialization of something near or within the vessel.

d30
1 - Githyanki (Fiend Folio)
2 - Grell (Fiend Folio)
3 - Coeurl (Booty And The Beasts)
4 - Silver Spider (Arduin III)
5 - Xill (Fiend Folio)
6 - Mind Flayer (Monster Manual)
7 - Elder Thing/Primordial One (Deities & Demigods, Carcosa, Realms of Crawling Chaos)
8 - Sorcerer (NPC)
9 - Mi-go (Deities & Demigods, Carcosa, Realms of Crawling Chaos)
10 - Colour out of Space (Realms of Crawling Chaos)
11 - Type d6 Demon (Monster Manual)
12 - Lifeforce Vampire
13 - Ghost Ship (75% chance of undead)
14 - Rakshasa (Monster Manual)
15 - Shambleau (Ix)
16 - Dimensional Shambler (Realms of Crawling Chaos)
17 - Hound of Tindalos (Realms of Crawling Chaos)
18 - Doppleganger (Monster Manual)
19 - Hideous Space Beast (Ix)
20 - Slaad (Fiend Folio)
21 - Hyperspace Planetoid (consult appropriate matrix)
22 - Ancient Alien Construction (consult appropriate matrix)
23 - Wormhole/Dimensional Rift/Pocket Dimension (consult appropriate matrix)
24 - Beholder (Monster Manual)
25 - Gorbel (Fiend Folio)
26 - Flumph (Fiend Folio)
27 - Time Storm (consult appropriate matrix)
28 - Maggot Farmer (Swords & Dorkery)
29 - Hyperspace Pirate (Men, Pirate)
30 - Space Aliens (Carcosa)

Monday, April 4, 2011

New Skill - Yoga

With the "Death Sweat Doom" TPK of the party in my Sea of Spices OD&D game I spontaneously decided to immediately jump to the next game I want to DM, the feudal far-future space fantasy adventures of the Pluton Zone, inspired by Jack Vance and Dune and powered by Humanspace Empires.

When I say inspired by Dune, I mean inspired by Dune and fake-Dunes. The Lynch movie. The never-happened Jodorowsky Dune. Metabarons.

I'm talking about space psychic martial arts stuff here. Jedi shit.

While riffing on the tantric new-age future of Humanspace Empires, where a significant portion of the Tamil-descended adventuring population possesses psychic abilities, the thought occured to me that of course these space dudes practice yoga; that in fact pretty much everyone in Humanspace Empire practices magic space yoga.

Now I don't know much about yoga, but it seems that a RPG skill based on my bizarre pulp adventure concept of yoga could be a pretty kickass and useful skill for the right game.

Need to hold your breath until rescue arrives? Make a yoga roll.

Need to stand on top of a pole for days? Make a yoga roll.

Need to quickly recover your magical potency? Make a yoga roll.

Need to contort your body to fit through a cat door? Make a yoga roll.

Need to sexually impress someone? Make a yoga roll.

Also: My back wasn't hurt on Friday either ;P