Saturday, February 20, 2016

Mythos Space: Mi-Go and the Greys

MI-GO (FUNGI FROM YUGGOTH)
Type: Aberration
Size: Medium (5’ long)
Intelligence: High (13-18)
Hit Dice: 4 (12-16 hp)
Movement: 40 (Fly 10)
Armor Class: 14
Attacks: 2 pincers (1d6)
Saving Throws: F14, R14, W10
Special: Survive in vacuum, immune to cold
Environment: Cold places
No. Appearing: Clutch (1d8)
XP Value: 400 (CL 5)

These alien fungi first appeared in H.P. Lovecraft’s story “The Whisperer in Darkness” (1931). They are medium-sized creatures apparently composed of fungus, with a pink exoskeleton. Their heads, such as they are, are covered in antennae. They have numerous pairs of legs, and a pair of bat-like wings that allow them to propel themselves via the solar winds at 1 million mph through the vacuum of space. The matter that composes their bodies does not apparently register on photographic film, though it is solid and can be seen by the naked eye.
The mi-go have a very high level of technology. They can, for example, remove a human’s brain and keep it alive in a special “brain cylinder”. They can also attach mechanisms to this cylinder to permit the brain to see and hear. They do this to create cybernetic computers of great complexity and power. These semi-organic computers are used in all manner of strange devices, including starships, networked computer systems, or to control robot bodies.

MI-GO IN MYTHOS SPACE
The Mi-Go are a mysterious yet very active element in the universe of Mythos Space. The majority of humankind knows that these aliens exist, but few have all of the facts straight. The Old Ones are as much a threat to the MiGo as they are to other species, and so an "enemy of my enemy" sort of alliance exists betweeen Terran races and the MiGo. However the MiGo prefer to keep their distance, using their Grey servitors (see below) as go-betweens.
In the Bai Hu sector, the Mi-Go are centered on the planet Abbith in the Zaoth (Delta Tauri) system. This world is ruled by a society of hyper-intelligent cyborgs who maintain a vast library. Other races are known to visit this system, including Elderians and Yithians.


Mi-Go Saucer (Aircraft)
Gargantuan Construct
HD 30 (150 hp)
AC 16 (DR 20)
SPD 1,200 mph (atmo), 2 million mph in space 
Climb 600
Ceiling 40,000'
MVR +8
CP 4/8
WT 50 tons
Weapons: Death Ray 
These vessels are piloted primarily by Greys, but will occasionally house a Mi-Go and its Grey Worker servants. Saucers are not true Spaceships, though they can fly to and from orbit. Saucers appear as they have for ages in UFO accounts and in classic science fiction films. Standard Saucers have accommodations for eight (4 crew, 4 passengers), and space for 25 tons of cargo.
Saucers use the Dogfight rules while in combat. See Grit and Vigor page 75 for details.
Death Ray: Once per round these ships can fire a 90’ cone of intense heat from its belly cannon. The cone inflicts 10d6 points damage (Reflex saving throw allowed for half damage). As an added feature, this ray can be set to "capture", causing living targets to make a WILL save or be immobilized for 1d4 hours.

Mi-Go Carrier (Starship)
Gigantic Construct
HD 110 
AC 25 (DR 20)
SPD 1,200 mph (atmo), 10 million mph (space)
MVR +4
CP 50/600
WT 6,000 tons
ARM 4x Death Rays, 2x20 Missiles, 4 Saucers.
These Cigar Shaped vessels are the primary vessels used by the Mi-Go to travel between the planets and stars. These ships are commanded by at least 50 leader type greys and 600+ worker-type greys and can carry 2000 tons of cargo. MiGo occupants of these vessels will have their own quarters and sections of the ship, and will not normally mingle. Mi-Go Carriers are generally cargo and research vessels, and not normally used in warfare, though they can fight.
Carriers are true Space Ships and so use the Space Battle rules.
Death Ray: Once per round these ships can fire a 90’ cone of intense heat from its belly cannon. The cone inflicts 10d6 points damage (Reflex saving throw allowed for half damage). As an added feature, this ray can be set to "capture", causing living targets to make a WILL save or be immobilized for 1d4 hours.


Greys (Gray Ones, Zetas, Space Goblins)
Worker
Type: Monstrous Humanoid
Size: Small (4’ tall)
Intelligence: High (13-18)
Hit Dice: 1
Movement: 30/150
Armor Class: 10 [Silver]
Attacks: Ego whip (see psychic powers) or slam (1d2)
Saving Throws: F16, R13, W12
Environment: Any
No. Appearing: 1d20
Alignment: Neutral
XP Value: 100 (CL 2)

Leader
Type: Monstrous Humanoid
Size: Medium (6’ tall)
Intelligence: Super (19+)
Hit Dice: 3
Movement: 40/200
Armor Class: 12 [Silver]
Attacks: Ego whip, id insinuation or psychic crush or slam (1d2)
Saving Throws: F14, R12, W9
Environment: Any
No. Appearing: 1d4 + 15 workers each
Alignment: Neutral
XP Value: 300 (CL 4)

Greys, are a grey-skinned, collective-intelligence race that was bred by the Mi-Go in ancient times to serve as a servant species for the Mi-Go. All greys have thin arms and legs, oversized heads and eyes, and extremely long fingers. Greys have a psychic aura which forces those who approach within 10 feet of them to pass a Will saving throw vs. fear or become frightened. It is believed that greys are not evil, but merely inscrutable and totally alien in motivation. Individuals that have claimed to meet the greys will have wildly different stories to tell about them.
Greys travel in flying saucers. For every 15 greys there is always at least one leader type. A leader must be present for transport of any mortals or livestock.


These rules use the mavelous Grit and Vigor RPG by John Stater. GnV is a marvelously pulpy game system that used the d20 system as a template, but with its own feel. Its a smooth new treatment with a classic gaming feel. Check it out!

Monday, February 15, 2016

Mythos Space: Home Campaign Basics

Time to put your thinking caps on!
It looks like I will be running a campaign for Grit and Vigor at my local library. So as to get as much bang out of my buck, I will be running a Mythos Space campaign.
The setting of Mythos Space is a pulp science fantasy campaign inspired by comics such as Flash Gordon and Buck Rogers, and the Cosmic Horror stories of the Cthulhu Mythos*, and sci-fi movies and television shows from the 1950s and ‘60s such as Forbidden Planet, Outer Limits, Twilight Zone, and Captain Video. The focus is on fun, horror and excitement rather than scientific accuracy. Crazy retro gadgets, weird creatures, sexy alien princesses (or princes), and tentacled aliens are all par for the course.
Space travel, ray guns and mankind spread across the stars is common knowledge and considered "normal" as far as Joe Average is concerned. But so is the existence of mind-shattering alien horrors, Deep Ones, Snake-People and all manner of weirdness. But most people try very hard to get on with their lives despite this.
*This includes material from H.P. Lovecraft, Clark Ashton Smith, Robert E. Howard, C.S. Moore, Robert Bloch, Frank Belknap Long, Henry Kuttner, and Fritz Leiber.

To read up on the setting, here is some material players can poke through:
The Divine Hegemony of Tsan Chan (The Terran Hegemony).
Technology of the 51st Century (Part 1).
Space Battles (for Starships).
Hyperspace.
Bai Hu Sector (A region of space where the players will be poking around).

CHARACTER CREATION
Making characters for Mythos Space is done in the same manner as standard character creation in Grit and Vigor. Most of the character options fit seamlessly into the setting. Even equipment and weapons is a possibility. Archaic weapons are available as well, as player characters will encounter primitive races in their travels. Below are some high tech weapons more in keeping with Atomic Rocket settings:

Ray Guns
Whether pistol or rifle, these tend to be bulky, ornate weapons with fins and strange bulbs, the barrels interrupted by disc-like protuberances. These come primarily in two varieties:
Laser Pistol, Mk 1: CAL 20, DMG 5d6, ROF 1, SHOTS 10 (Battery), RNG 300 ft, WT 2 lbs, Cost $50.00
Laser Rifle: CAL 50, DMG 6d6, ROF 2, SHOTS 10 (Battery), RNG 900 ft, WT 7 lbs, Cost $150.00


RACES
Humans predominate in the setting, but a number of other races are also available. Non-humans do not roll on the "Youthful Experience" chart at character creation, and can Dual Class if desired. Non-humans can multi-clas, but NOT dual-class.

HUMANS 
"The Masters had ruled all space with an unconquerable iron fist. But the Masters were gone. And this new, young race who came now to take their place—could they hope to defeat the ancient Enemy of All?" -Masters of Space by Doc E.E. Smith and E.E. Evans
The human species of the 51st century are much like modern people, though distinct races are somewhat rare. Most people are of a Eurasian-Negroid race, similar in its appearance to the Ancient Egyptians. There are genetic holdouts here and there, with the more Asian looking peoples being seen as closer to the ruling caste of the Tsan-Chan Empire.
Culturally, mankind is as varied as they are in our universe, perhaps more-so. Within the Empire, the majority of mankind is thoroughly oppressed and frequently dehumanized to the point that any excuse to get out is taken, giving rise to a large number of energetic (and desperate) colonists.
Human player characters are created as standard player characters in Grit and Vigor. Within most corporations, and within Imperial Space, Humans are always considered full citizens. This doesnt mean that they recieve special treatment, but they do have full legal rights (if they have the money for legal aid).

ANDROIDS (OR GYNOIDS) 
"You don't know me, Mr. Cutler. You don't know anything about me. The thought that Dr. Link, my creator, my friend, is dead, saddens me to no end. And the thought that I may have killed him, even if by accident, is abhorrent to me. Do you understand? I do suffer. But unlike men, my face doesn't show my feelings. Now, please, leave me alone..." -Adam Link, The Outer Limits
Androids are sentient robots that resemble males, while gynoids are sentient robots that resemble females. They generally resemble streamlined, mechanical men and women though to what degree they are more mechanical or human is up to the player. Androids with a high charisma are assumed to be more finely made, possibly with polished exteriors or an Art Deco design aesthetic.
Robots and Androids tend to get muddled up in most peoples minds, though calling an Android a Robot is considered racist. Androids have rights as citizens more-or-less, but they often get treated as second-class at best. Android characters can often be found working in the oddest places, usually in dangerous or lonely positions such as miners, archivists and pilots.
Android or Gynoid characters modify their attributes as follows; Str +1, Con +1, Wis -1, Cha -1. They are constructs, and so are immune to poison and disease and need not breathe or eat. However they do not heal naturally but must be repaired using either the Electronics or Mechanics skill (GM's discretion), the results of which are the same as a Treat Injury roll. An electronics tool kit or mechanical tool kit are required. Androids suffer half damage from electricity, and have a natural armor class of 12. Androids and Gynoids can imbibe potions and receive the benefit of them.
Androids usually speak English and might know virtually any other language. They can advance to 8th level as Fighters, Scholars and Rogues.

GILLIES (DEEP ONE HYBRIDS)
"Some of 'em have queer narrow heads with flat noses and bulgy, starry eyes that never seem to shut, and their skin ain't quite right. Rough and scabby, and the sides of the necks are all shriveled or creased up. Get bald, too, very young." -H.P. Lovecraft, The Shadow Over Innsmouth
Gillies are humans with some degree of Deep One ancestry, but not enough to fully transform into a deep one. Alternately, maybe they would have transformed, but have been given genetic therapy to keep them mostly human; or the progression of their amphibious traits has slowed and they will not fully transform for decades to come. !ese characters may be partially or entirely covered with fine, flesh-colored fish scales that cause them to look exotic, though not necessarily ugly, or they may simply have the classic “Innsmouth Look” with somewhat bulging eyes and concealed gill slits in folds of skin on their neck. Some humans understand what these distinctive traits mean, and discrimination against these individuals is not uncommon.
Many Gillies can be found working as bio-technicians, Boojum tenders and colonists on watery worlds. Their familiarity and ever kinship with the technologies of the Old Ones make them excellent in these roles. For the most part, Gillies and even Deep Ones in the 51st century no longer worship Cthulhu, seeing him and the other Old Ones as overall threats to their own survival. The more religious of them usually revere the Elder Ones such as Bokrug or Yad-Thaddag.
Gillies are medium-sized creatures with a base speed of 30 feet. They are iron-thewed and rugged, and so add one point to their starting strength and constitution scores (max 18). Unfortunately, they are ugly and smell of fish, and suffer a two point penalty to their starting charisma score (min 3). All Gillies have a knack for swimming and suffer no penalties for operating in zero gravity.
Gillies are wonderfully observant, and enjoy a +2 bonus to all task checks involving sight. They can see up to 60 feet away in complete darkness.
Gillies speak English and Cthuloi. They might also speak Akkadian, Chinese, Dogon, Enochian, and any Austronesian or Papuan dialects. Gillies can advance in any class.

SNAKEMEN (LESSER OPHIDIANS)
"For as he watched, Tu's face became strangely dim and unreal; the features mingled and merged in a seemingly impossible manner, Then, like a fading mask of fog, the face suddenly vanished and in its stead gaped and leered a monstrous serpent's head!" -Robert E. Howard, The Shadow Kingdom
The Ophidian Snakemen are an ancient, sorceress race that dwelt upon the Earth in ancient times, dating back to the Paleozoic era. They are snake-like humanoids, with scaly arms and a somewhat human-looking head. Lesser ophidians look somewhat more human (in bad light) that their sires and are incapable of reproducing. Many lesser ophidians will use a disguise or wear hoods to hide their true nature while among humans. Since they can often pass for human, they can often interact with humans without being noticed.
In the 51st century, the Snakemen are well integrated into human society. They have a long association with the Empire and are also well respected in the sciences. Not many people like them however, as they are a cold, hard-to-know people. And their reproductive cycle and eating habits are disturbing to other species.
Lesser Ophidians are medium-sized creatures with a base speed of 40 feet.
Lesser Ophidians are quick and graceful, adding one point to their starting dexterity score (max 18). Their lithe bodies and light frames, quick as they may be, are not particularly tough, so they lose one point from their starting constitution score (min 3).
Lesser Ophidians have darkvision to a range of 60 feet. They have a knack for search. They need only pass within 5 feet of small things to have a chance to notice them, even if they were not actively looking.
Lesser Ophidians receive a +1 natural bonus to Armor Class due to their scales. Lesser Ophidians have +1 save vs psychic powers. Finally, they have a +2 save vs poison.
Lesser Ophidians speak Common and Naacal. They might also speak Arabic, Chinese, Egyptian, Hellenic, Iranian and Vietnamese. Snakemen can advance in any class.


OTHER SPECIES?
There are indeed a number of other species out there, but most are either rare on the fringe or SUPER WEIRD, and thus not good for player characters.




Thursday, February 11, 2016

Mythos Space: Wenelian Pirates


Wenelian Pirate
Type: Aberration
Size: Small
Intelligence: High (14-16)
Hit Dice: 1
Movement: Fly 120
Armor Class: 13
Attacks: 1 (calcite snout dart)
Special: Immune to cold and poison
Saving Throws: F, R, W
Environment: Any
No. Appearing: 2d6 (1d6 x 10)
XP Value:

The Wenelian Pirates are bizarre alien raiders from the planet Yundu. They rarely come to Terran controlled space, but are fierce and ruthless when they do, riding their horrifying and deadly Starbeasts, and raiding colonies and taking slaves for some dark purpose. The Wenelian bodies are bloated, sausage like tubes, beautifully coloured in shades of golden yellow, mouse grey, ochre, and emerald, which they can contract and extend like a leech. At the head of the body is a wrinkled tubular proboscis. A pair of ear-like fins sits above this snout, and a pair of long eye-stalks. The Wenelians are a species that floats, writhing along above the ground.
The Wenelians primary weapon is a tiny calcite dart fired with amazing force from their tubular proboscis. This dart has a range of 20/40/60 and deal 1d8 damage. There is no ammo rating for the darts, the Wenelians somehow create it in their alien bodies in an unlimited amount.
The Wenelians are technologically advanced and can be expected to have access to all manner of gear. They have a particular love of poison gas (as they are immune). Wenelian Pirate raiding parties include 1d6 x 10 warriors plus additional non-combatants equal to 100% of the warriors and 1d6 Wenelian Starbeasts (see below. For every 20 Wenelian Pirates there is a sub-chief with 3 HD. Raiding Parties are commanded by a 7 HD chief who has a bodyguard of 2d10 elite Wenelian Pirate warriors with 5 HD and maximum hit points.


Wenelian Starbeast
Type: Monstrous Beast
Size: Huge (50-70’ tall, 100-200 tons)
Intelligence: Low (3-8)
Hit Dice: 30
Movement: 20/80, or fly 150' (in space 300k mph)
Armor Class: 26 (DR 15)
Attacks: Bite (4d10 + swallow whole) and 2 wing buffets (3d6)
Saving Throws: F3, R3, W3
Special: Immune to fire, disease, radiation, energy drain and poison, psychic power resistance 95%, regenerate
Environment: Space, Hyperspace
No. Appearing: 1 (plus 1d6 Wenelian Pirates)
Alignment: Neutral
XP Value: 15,000 (CL 33)

A Wenelian Starbeast is a great glowing green quadruped thing. It has vast bat-wings and stands more than 50-70’ at the shoulder. The monsters serve as mounts for the Wenelian Pirates who fly them through the void of space to attack and raid other worlds.
The monster attacks by buffeting opponents with its wings and sucking everything in its path into its massive vacuuming maw. Those hit by its wings (normal attack roll) take 3d6 damage. As it is beating its foes with its wings, everything in a 100’ radius in front of its mouth must make a Ref save (or piloting check) to avoid being sucked into the creature’s gullet. Everyone and everything sucked inside the creature, the victim suffers 4d10 of bite damage plus an equal amount of acid damage each round. The beasts are stupid, and may suck in inanimate objects, starships (Huge or smaller) small buildings, and even an occasional unfortunate Wenelian Pirate who gets too close to the mouth.
A starbeasts rubbery flesh is exceptionally tough and reflective, deflecting all rays (magical or scientific). There is a 30% chance of reflecting any such effect back at the user; otherwise, it is merely negated. A starbeast regenerates even if it fails a saving throw against an instant death effect. If a starbeast loses a limb or body part, the lost portion regrows in 1d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Wenelian Pirate Howdah 
The howdah mounted on the back of a starbeast is effectively a small starship that can house 2d6 Wenelian Pirates or 1d4 humans comfortably. Anyone piloting a howdah can compel the starbeast it is attached to to attack, fly or enter Hyperspace on a successful Pilot Aircraft check.

Wednesday, February 10, 2016

TURNOVER POINT: By Alfred Coppel

 A story for your enjoyment:


Pop Ganlon was no hero—he was only a spaceman. A spaceman and a father. In fact, Pop was rather no-account, even in a profession that abounded with drifters. He had made a meagre living prospecting asteroids and hauling light freight and an occasional passenger out in the Belt Region. Coffee and cakes, nothing more. Not many people knew Pop had a son in the Patrol, and even fewer knew it when the boy was blasted to a cinder in a back alley in Lower Marsport.
Pop went on eating and breathing, but his life was over after that. He hit the bottle a little harder and his ship, The Luck, grew rustier and tackier, and those were the only outward signs that Pop Ganlon was a living dead man. He kept on grubbing among the cold rocks and pushing The Luck from Marsport to Callisto and back with whatever low-mass payloads he could pick up. He might have lived out his string of years like that, obscure and alone, if it hadn't been for John Kane. Kane was Pop Ganlon's ticket to a sort of personal immortality—if there is such a thing for an old spaceman.
It was in Yakki, down-canal from Marsport, that Kane found Pop. There is a small spaceport there—a boneyard, really—for buckets whose skippers can't pay the heavy tariff imposed by the big ramp. All the wrecks nest there while waiting hopefully for a payload or a grubstake. They have all of Solis Lacus for a landing field, and if they spill it doesn't matter much. The drifting red sands soon cover up the scattered shards of dural and the slow, lonely life of Yakki goes on like before.
The Patrol was on Kane's trail and the blaster in his hand was still warm when he shoved it up against Pop Ganlon's ribs and made his proposition.
He wanted to get off Mars—out to Callisto. To Blackwater, to Ley's Landing, it didn't matter too much. Just off Mars, and quickly. His eyes had a metallic glitter and his hand was rock-steady. Pop knew he meant what he said when he told him life was cheap. Someone else's life, not Kane's.

That's how it happened that The Luck lifted that night from Yakki, outward bound for Ley's Landing, with Pop and Kane aboard her alone.
Sitting at the battered console of The Luck, Pop watched his passenger. He knew Kane, of course. Or rather, he knew of him. A killer. The kind that thrives and grows fat on the frontiers. The bulky frame, the cropped black hair, the predatory eyes that looked like two blaster muzzles. They were all familiar to Pop. Kane was all steel and meanness. The kind of carrion bird that took what others had worked for. Not big time, you understand. In another age he'd have been a torpedo—a hireling killer. But out among the stars he was working for himself. And doing well.
Pop didn't care. His loyalty to the Patrol had stopped quite suddenly not long before—in a dark alley in Lower Marsport. This was only a job, he told himself now. A job for coffee and cakes, and maybe a grubstake to work a few more lonely rocks. Life had become a habit for Pop, even if living had ended.
"What are you staring at, Pop?" Kane's voice was like the rest of him. Harsh and cold as space itself.
"At you, I guess," Pop said, "I was wondering what you'd done—and where—and to whom."
"You're a nosey old man," Kane said. "Just get me to Ley's Landing. That's what I'm paying for, not a thing more."
Pop nodded slowly and turned back to the control board. They were above the Belt by now, and a few short hours from turnover point. The cranky drives of The Luck needed all his attention.
Presently he said, "We'll be turning over soon. Want to get some rest?"
Kane laughed. "No thanks, old man. I'll stay here and watch you."
Pop eyed the ready blaster and nodded again. He wondered vaguely how it would feel to die under the blast of such a weapon. It couldn't be very painful. He hoped it wasn't painful. Perhaps the boy hadn't suffered. It would be nice to be sure, he thought.
There wasn't much for Pop to remember about the boy. He'd never been one for writing many letters. But the District Patrolman had come down to Yakki and looked Pop up—afterward. He'd said the boy was a good officer. A good cop. Died doing his job, and all that sort of thing. Pop swallowed hard. His job. What had 'his job' been that night in Lower Marsport, he wondered. Had someone else finished it for him?
He remembered about that time hearing on the Mars Radio that a Triangle Post Office had been knocked over by a gunman. That might have been it. The Patrol would be after anyone knocking over EMV Triangle property. The Earth-Mars-Venus Government supported the Patrol for things like that.
Pop guided The Luck skillfully above the Belt, avoiding with practiced ease the few errant chunks of rock that hurtled up out of the swarms. He talked to Kane because he was starved for talk—certainly not because he was trying to play Sherlock. Pop had long ago realized that he was no mental giant. Besides, he owed the Patrol nothing. Not a damned thing.
"Made this trip often?" Pop tried to strike up a conversation with Kane. His long loneliness seemed sharper, somehow, more poignant, when he actually had someone to talk to.
"Not often. I'm no space pig." It was said with scorn.
"There's a lot to spacing, you know," Pop urged.
Kane shrugged. "I know easier ways to make a buck, old timer."
"Like how?"
"A nosey old man, like I said," Kane smiled. Somehow, the smile wasn't friendly. "Okay, Pop, since you ask. Like knocking off wacky old prospectors for their dust. Or sticking up sandcar caravans out in Syrtis. Who's the wiser? The red dust takes care of the leftovers."
Pop shook his head. "Not for me. There's the Patrol to think of."
Kane laughed. "Punks. Bell-boys. They'd better learn to shoot before they leave their school-books."
Pop Ganlon frowned slightly. "You talk big, mister."
Kane's eyes took on that metallic glitter again. He leaned forward and threw a canvas packet on the console. It spilled crisp new EMV certificates. Large ones. "I take big, too," he said.
Pop stared. Not at the money. It was more than he had ever seen in one pile before, but it wasn't that that shook him. It was the canvas packet. It was marked: Postal Service, EMV. Pop suddenly felt cold, as though an icy wind had touched him.
"You ... you killed a Patrolman for this," he said slowly.
"That's right, Pop," grinned Kane easily. "Burned him down in an alley in Lower Marsport. It was like taking candy from a baby...."
Pop Ganlon swallowed hard. "Like taking candy from a ... baby. As easy as that...."
"As easy as that, old man," Kane said.

Pop knew he was going to die then. He knew Kane would blast him right after turnover point, and he knew fear. He felt something else, too. Something that was new to him. Hate. An icy hate that left him shaken and weak.
So the boy's job hadn't been finished. It was still to do.
There was no use in dreaming of killing Kane. Pop was old. Kane was young—and a killer. Pop was alone and without weapons—save The Luck....
Time passed slowly. Outside, the night of deep space keened soundlessly. The stars burned bright, alien and strange. It was time, thought Pop bleakly. Time to turn The Luck.
"Turnover point," he said softly.
Kane motioned with his blaster. "Get at it."
Pop began winding the flywheel. It made a whirring sound in the confined space of the tiny control room. Outside, the night began to pivot slowly.
"We have to turn end-for-end," Pop said. "That way we can decelerate on the drop into Callisto. But, of course, you know all about that, Mr. Kane."
"I told you I'm no space pig," Kane said brusquely. "I can handle a landing and maybe a takeoff, but the rest of it I leave for the boatmen. Like you, Pop."
Pop spun the flywheel in silence, listening to the soft whir. Presently, he let the wheel slow and then stop. He straightened and looked up at Kane. The blaster muzzle was six inches from his belly. He swallowed against the dryness in his throat.
"You ... you're going to kill me," Pop said. It wasn't a question. Kane smiled, showing white teeth.
"I ... I know you are," Pop said unsteadily. "But first, I want to say something to you."
"Talk, old timer," Kane said. "But not too much."
"That boy—that boy you killed in Marsport. He was my son," Pop said.
Kane's face did not change expression. "Okay. So what?"
Pop's lips twitched. "I just wanted to hear you say it." He looked at the impassive face of the killer. "You made a mistake, Mr. Kane. You shouldn't have done that to my boy."
"Is that all?"
Pop nodded slowly. "I guess that's all."
Kane grinned. "Afraid, old man?"
"I'm a space pig," Pop said. "Space takes care of its own."
"You're in a bad way, old timer," Kane said, "and you haven't much sense. I'm doing you a favor."
Pop lifted his hands in an instinctive gesture of futile protection as the blaster erupted flame.
There was a smell in the control room like burnt meat as Kane holstered his weapon and turned the old man over with a foot. Pop was a blackened mass. Kane dragged him to the valve and jettisoned the body into space.

Alone among the stars, The Luck moved across the velvet night. The steady beat of flame from her tubes was a tiny spark of man-made vengeance on the face of the deeps.
From her turnover point, she drove outward toward the spinning Jovian moons. For a short while she could be seen from the EMV Observatory on Callisto, but very soon she faded into the outer darkness.
Much later, the Observatory at Land's End on Triton watched her heading past the gibbous mass of Pluto—out into the interstellar fastnesses.
The thrumming of the jets was still at last. A wild-eyed thing that may once have been a man stared in horror at the fading light of the yellow star far astern.
It had taken Kane time to understand what had happened to him, and now it was too late. Space had taken care of its own. The air in The Luck was growing foul and the food was gone. Death hung in the fetid atmosphere of the tiny control room.
The old man—the boy—the money. They all seemed to spin in a narrowing circle. Kane wanted suddenly to shriek with laughter. A circle. The turnover circle. The full circle that the old man had made instead of the proper half-turn of a turnover. Three hundred sixty degrees instead of one hundred eighty. Three hundred sixty degrees to leave the nose of The Luck pointing outward toward the stars, instead of properly toward the Sun. A full circle to pile G on G until the Jovian moons were missed, and the Uranian moons and Triton, too. Ad Astra per Ardua....
With the last fragment of his failing sanity, Kane thought of how Pop Ganlon and the boy must be laughing. He was still thinking that as the long night closed in around him.

Tuesday, February 9, 2016

Mythos Space: Toves and Raths

Below are two creatures that player characters will encounter if they traverse to silvery void of Hyperspace.


Toves (Slimy Toves)
Type: Aberration
Size: Tiny (2-6’ tall, 6 lb.)
Intelligence: Animal (1-2)
Hit Dice: 0 (1-2 hp)
Movement: 30/150 (Climb 15, Swim 15)
Armor Class: 15
Attacks: Bite (1)
Saving Throws: F16, R16, W13
Special: Immunities (poison, disease, radiation)
Environment: Any
No. Appearing: 4d6
XP Value: 50 (CL 1)
"The toves covered the corridor ceiling, arm-long carapaces adhered by a foul-smelling secretion that oozed from between the sections of their exoskeletons." -Mongoose, by Sarah Monette and Elizabeth Bear
Toves' are a species of extra-dimensional lifeform that are commonly found on starships that traverse Hyperspace and on space stations. These creatures look somewhat like a segmented eel with insectoid eyes and antennae, but completely lack ears. They are about the length of a human arm and continually secret a noxious ammonia-like slime. Toves are adapted to space, and can live virtually anywhere. They are immune to radiation, poison and disease, but are mostly harmless to anything larger than rodents. The biggest threat posed by Toves is that they ar pests who routinely eat up ship stores and foul the air. A single Tove can summon 1 additional tove per day, causing a significant increase over time. How they breed is unknown.
TOVE FAMILIARS
Occultist characters might take it into their head to have a Tove as a familiar. This is possible, but will be a bit gross, as these creatures ooze constantly. But for PCs with a tough stomach, tove familiars grant their masters a +2 to FORT saves.


Rath, Rover
Type: Aberration
Size: Small (3’ long, 37 lb.)
Intelligence: Animal (1-2)
Hit Dice: 1
Movement: 30/280
Armor Class: 14
Attacks: Bite (1d4)
Saving Throws: F14, R13, W15
Special: Immunities (poison, disease, radiation), Resistant to cold, regeneration.
Environment: Hyperspace, Any
No. Appearing: 1d2
XP Value: 70 (CL 2)

A 'Rath' is "a species of green, pig-like creature that lives primarily in hyperspace. They are a strange mix of rubbery flesh and shells and scales, seeming to be walking taxidermy experiments. However they are dangerous predators and should not be underestimated.
Raths are commonly found on starships that traverse Hyperspace and on space stations.
Raths are adapted to space, and can live virtually anywhere. They are the most common predators of Toves, and can be expected to "turn up" anywhere that a Tove colony of over 20 has taken up residence. Unfortunately, these creatures are not above preying on anything and everything that presents itself, including humans and gillies. Raths are immune to radiation, poison and disease and suffer only half damage from cold. These creatures are only partially corporeal, regenerating 1d4 points of damage automatically each round on their turn.


Tuesday, February 2, 2016

Space 1889: Aerial Vessels

The setting of Space 1889 wouldn't be the same without flying ships. In setting, these ships completely changed the outcome of numerous wars and skirmishes across the globe, and are supplying a greater rate of trade across numerous worlds. Once Britain and other world powers realized the potential of liftwood, the scramble to control this wondrous substance is an underlying theme throughout the setting.
Below are the vessels originally printed in the Space 1889 RPG, with stats for use with the Grit and Vigor RPG by John Stater.

Aerial Vessels and Combat
Aerial flyers, also called aerial gunboats or just flyers, are armed vessels held aloft by liftwood panels. liftwood is a tree native to the Martian highlands with unique anti-gravity properties. Aerial Vessel combat is handled as per the rules of Dogfights on page 78 of the Grit & Vigor rule-book. Vessels which can carry adventurers through the air of the differing worlds include:

British Steam Launch 
Gargantuan Construct
HD 30 (150 hp)
AC 12 (DR 5)
SPD 30
Climb 150
Ceiling 17,000
MVR +2
CP 4/8
WT 50 tons
ARM 1 x heavy mg.
This is a small craft is popular with exploratory missions and adventurers. This vessel is quite popular among civilian and military, and can be found almost anywhere with only minor modifications. Though originally built by the British, American, French, German and Italian versions of this craft are common. It has accommodations for eight (4 crew, 4 passengers), and space for 5 tons of cargo and 20 tons of coal (40 days at cruising speed). Its armaments consist of a single Hotchkiss 5-Barrel Revolving Cannon* in the bow. Price: $4840.00
*Hotchkiss 5-Barrel Revolving Cannon: CAL 146, DMG 7d6, ROF 5, SHOTS 10 (Magazine), RNG 6000 ft., WT 200 lb

British APHID Class Aerial Gunboat 
Colossal Construct
HD 80 (400 hp)
AC 9 (DR 10)
SPD 14
Climb 150
Ceiling 17,000
MVR -1
CP 15/0
WT 160 tons
ARM 1 x 4” gun, 2 x 4” guns, 2 x  heavy mg.
This is the smallest aerial gunboat in British service, and is also the most common. Each of these carries a crew of 15 and has an 20 days worth of fuel. It is armed with a 4-inch gun, two 5-Barrel Revolving Cannons*, and two 5-barrel might machine-guns. Price: None are for sale, but they cost the Royal Navy $23,220.00
*Hotchkiss 5-Barrel Revolving Cannon: CAL 146, DMG 7d6, ROF 5, SHOTS 10 (Magazine), RNG 6000 ft., WT 200 lb

Zeppelin 
Colossal Construct
HD 60 (300 hp)
AC 2 (DR 2)
SPD 70
Climb 150
Ceiling 17,000
MVR -4
CP 35/100
WT 200
ARM Varies
Developed by the Germans but widely sold to powers which do not have reliable access to a supply of liftwood, the Zeppelin is a rigid airship held aloft by hydrogen. The Zeppelin has 20 days worth of fuel but burns only gasoline in its engines, and thus it can only refuel at German airship bases. Price: $20,000.00
Notes: When an airship (Zeppelin) is struck in combat, it must pass a saving throw or be punctured, losing altitude at its rate of climb.


Martian Cloudships
The Martians have been building cloudships for hundreds of years, although their design has changed little until quite recently. Most cloudships have traditionally been "kites", large sail-powered vessels which are fast but dependent on the wind for propulsion.


Martian Small Screw Galley 
Colossal Construct
HD 60 (300 hp)
AC 2 (DR 5)
SPD 60 mph
Climb 150
Ceiling 17,000
MVR +3
CP 15/20
WT 200 tons
ARM 1x cannon, 2 x sweepers (treat as a blunderbuss)
Various small dispatch vessels and gunboats are used by Martian principalities: The Small Bird class is typical. It has a crew of less than 20 but carries substantial armament for its size. Unarmored small screw galleys are generally faster than the Small Bird.
Price: $10,000.00 to $15,000.00

Martian Large Screw Galley
Super-Colossal Construct
HD 98 (495 hp)
AC 2 (DR 5)
SPD 50 mph
Climb 150
Ceiling 17,000
MVR +2
CP 60/0
WT 700 tons
ARM Ram (3d8), 2 x cannons, 1 x cannon perrier, 1 basilisk, 2 x bastard cannons.
Hullcutter Class screw galleys are typical of this size and type of vessel. They have a crew of 60 and are equipped with a ram bow and heavy ordinance. Price: $50,000.00+

Martian Small War Kite 
Colossal Construct
HD 70 (350 hp)
AC 5 (DR 5)
SPD 35 mph
Climb 90
Ceiling 14,000
MVR +1
CP 10/
WT 100 tons
ARM 2 x cannon royal
These small aerial sailing vessels carry a crew of 10. Price: $800.00

Martian Large War Kite 
Super Colossal Construct
HD 97 (485 hp)
AC 2 (DR 8)
SPD 24 mph
Climb 90
Ceiling 14,000
MVR +2
CP 40/0
WT 700 tons
ARM 1 x basilisk, 4 x cannon royal, 2 rockets (1-4"), 2 fire dispensers (treat as gelignite dispensers).
These powerful sailing vessels weigh up to 700 tons and have a crew of 40. They are equipped with a ram bow and heavy ordinance. Price: $60,000.00

Martian Merchant Kite
Tremendous Construct
HD 100 (500 hp)
AC 2
SPD 20
Climb 150
Ceiling 17,000
MVR -5
CP 50/0
WT 2000+ tons
ARM Varies
Merchant kites are quite large, usually upwards of 2000 tons. They require a crew of about 50 to operate the complicated rigging, and carry 1000 to 2000 tons of cargo. Price: $100,000.00

DISNEY & DRAGONS: D&D in Fantasyland

Many times, in recent years I have encountered would-be players of Dungeons and Dragons whose sole experience with the fantasy genre h...