Thursday, August 11, 2011

Chicken Like Creature



Oh, and by the way, here is the 'Chicken Like Creature' mentioned in the previous post. The one who tortured Jacen Solo into turning to the dark side. He reminds me of the 'hyper-chicken' from Futurama or Foghorn Leghorn. His name is Vergere, a fallen Jedi.. though I refer to him as:

Darth B-GAAAWK!

I can just hear him terrorizing Jacen now. "Listen up when I talk to you, boy! (aside) Boy's like dead horse- got no get up and go! (to Jacen once more) I say pay attention, boy! I'm cuttin' but you're not bleedin'.. oh, well, actually you are, but.."

Terrifyin', I say, Terrifyin', aint he? Not at all silly...

(b-gawk!)

The Expanded Universe...Again



Yeah. Once again, this comic I found pretty much sums up my feelings on the Star Wars EU. Pretty much anything after the Thrawn trilogy.

Tuesday, August 9, 2011

Tuesday Tangent: Thundarr the Barbarian



While this site is intended to be about Star Wars, and Star Wars gaming, I have (on occasion) strayed from that mandate. In an effort to legitimize my failings, I am instigating something new: The Tuesday Tangent, where I can (without guilt or lame attempts at trying to string things back to Star Wars), talk about any subject I want.

In this inaugural edition of this new feature, I will be discussing something very near and dear to my heart: Thundarr the Barbarian.

Though it only ran for two seasons on Saturday morning (from 1980 to 1982), this cartoon made a huge impression on me. It took various things that I was already interested in and lumped them all into one huge, imaginative ball of action.

First you had the whole 'fantasy barbarian' thing going- referencing things like Conan and other sword and sorcery films of the era. Then you had the sci-fi aspects like the ‘Sun Sword’ and Ookla the Mok- referencing Lightsabers and Wookiees (respectively) from Star Wars. And if this wasn’t enough, you had the whole post apocalyptic setting thing to really push things over the edge.

Looking back on it, I’m surprised a show like this got onto TV, especially in the 80’s, where ‘action’ cartoons didn’t allow much in the way of violence. And here we have a show with swords and monsters set in a world where our own civilization DIED thousands of years ago. Its rather dark when you think about it, and maybe that’s why it appealed to me: it was different than all the other brightly-colored shows of the same time. And by ‘dark’ I mean in setting, not tone. I mean, Thundarr and his crew were champions of justice and freedom who always seemed to win. I LIKED that aspect of the show. To me, this heroism was made even more pronounce by the bleakness of the setting.

Another huge draw for me was the combination of familiar technology (stuff we have today) with the fantastic. One memorable episode had a band of pirates utilizing an aircraft carrier as their primary mobile base- festooned with crude log ‘pontoon’ stabilizers and even sails, but also featuring big cannons, some of which seemed to be crudely taken from other vessels. Another episode featured a still functional train being run by a group of lizard mutants. It was all just so interesting- and seemed to make anything possible.

I will be the first to admit that the story-lines and characters of the show were shallow. But this was one of those things I didn’t really mind/notice until I got older- and even then, it doesn’t ruin the show for me. Yes, the dialogue was cheesy, but it was actually quite a bit better than most other shows of this type at the time. So much so that it was always at the back of my mind that I would LOVE to play a game that was like Thundarr the Barbarian.

There were a couple different options for this through the years. Gamma World was the most obvious choice- but truth be told, the setting seemed too ‘gonzo’ for me- even moreso than Thundarr itself (which was pretty gonzo). One of the things I liked about Thundarr was the presence of ‘modern’ technology. Gamma World focused on ‘futuristic’ tech and even the ‘ruins’ you would explore were ‘futuristic’- automated factories and the like. Gamma World’s ‘apocalypse’ happened in some future time, not in ‘the modern day’ and that just didn’t appeal to me as much as Thundarr’s setting.

Likewise, the game Rifts followed this same pattern- the apocalypse happened in the ‘future’- in a time where the world was already markedly different than the one I would recognize. However, rifts did offer a lot more explanation as to how the ‘fantastical’ elements of that world came to be. It didn’t rely upon ‘radiation’ to explain how everything had changed. Rather, Rifts introduced the idea of a multi-dimensional apocalypse- where energies and creatures from other realms of existence came to our world and changed it forever. As interesting as this may be, the extremely dark tone of Rifts (not to mention its very lethal system) just didn’t appeal to me in the same way Thundarr did.

Adding to this dilemma was the increasing realization that there was no ‘real’ way that a world like Thundarr’s could exist. In the opening narration of the Cartoon, we’re told that it is 2,000 years since the cataclysm that destroyed the world. There is no realistic way that the trappings of our modern world could survive in the numbers and conditions shown in the cartoon. The cities would largely have been obliterated and covered up within 100 years- rotted and collapsing in on themselves due to exposure to the elements. So to imagine that things like cars or clothing or other short-lived artifacts from the pre-apocalyptic days would survive was just too far-fetched to believe- at least as it was presented in the series.

I read one fan-site justification for the world of Thundarr that went something like this: during the cataclysm, the “runaway planet” that passed between the earth and the moon actually took with it (in its wake) a fair amount of the Earth’s Atmosphere (this is actually ‘shown’ in the intro to the cartoon as a cloud layer being peeled away). This leaves the Earth with a much thinner atmosphere, which supposedly translates into things on the surface being more ‘well preserved’. I am somewhat dubious as to the scientific plausibility of this- to say nothing of the fact that it doesn’t explain away erosion by plant-life (which is seen to be very thick in most areas of Thundarr’s world).

And so I have been ‘stuck’ without any satisfactory explanation for this fantastic world for years now. Not that it has been a great ‘pain’ or anything, its just something I would like to figure out on the off chance that some day I might actually run a game in the world of Thundarr and I’d like to have SOME explanation (however far fetched or fantastical) for the way things are the way they are- other than “just because.”

Just a few months ago, I came up with something.

It is (admittedly) largely stolen from the ideas put forth by the Rifts game, but with a significant twist that (to me) suits the world of Thundarr in particular. This idea is as follows:

As in the Cartoon, the man’s civilization on earth is “cast in ruin” by a runaway planet, “hurtling between the earth and moon”. This causes severe weather systems, earthquakes and volcanic eruptions.

Now, borrowing from Rifts I posit that the psychic (or psionic) energy of so many people (billions) dieing all at once unleashes even MORE destruction in the form of various ‘rifts’ being opened and spilling out an unknown form of energy- we’ll call it ‘magical’ energy. Along with this energy comes some denizens from other dimensions. The energy ALSO mutates various species of animals (and even humans) across the globe, setting in motion the monstrous races and beasts that will evolve into the world of Thundarr that we know. These energies are also responsible for the rise of the Wizards- mutated or extra-dimensional beings who strive to dominate the world. They often ‘meld’ their magic with various technologies to create the ‘super-science’ of the era- fantastical creations powered by magic itself and far surpassing anything found before the Cataclysm.

But there are further side-effects from this burst of magical energy- most importantly that some of the ‘rifts’ that open are actually temporal in nature. Huge swathes of the world (or sometimes just individual objects) are literally torn out of time and strewn into its future. In most cases, only the non-living matter of these areas survives the trip, with living creatures being obliterated or otherwise killed in its energies. And so you have a world in ruins, with many great cities being overgrown by jungle and eroded by time and neglect. But at the same time, various parts of that world are continually re-emerging over the years, depositing landmarks and artifacts from the era of the cataclysm- many of which are then taken by survivors for use in the current world. Thus, wizards, warlords, primitive tribes and even adventurers would be constantly drawn to these sites as they are discovered, plundering what they can and sometimes claiming the area as their own.

Thus, you have a world in which the things we see in the cartoon are possible. And a campaign set in this world could even occur in a time period where these ‘temporal rifts’ are most active. It could be 2,000 years since the Cataclysm, but some ruins and artifacts are only decades or years or months or even DAYS old. For me, this strikes the right kind of balance and allows for huge variety in the ‘technology’ of surviving tribes. Some might be completely primitive, living in wooden huts and wielding spears, others might have just recovered some huge artifact that emerged from a rift (say they find a cruise ship, now beached in the middle of a jungle, and use it for their home), still others might have recovered functional weapons or vehicles from the cataclysm and finally some might live in the fantastical techno-magical citadels of wizards, typically as their slaves.

Does it work for you? It certainly does for me. And darnit, now I want to play some Thundarr. DEMON DOGS! Ookla, Ariel, RIIIDE!

Thursday, August 4, 2011

Adventure Conversion: Spacehunter: Adventures in the Forbidden Zone - Part 2 (of 2)

Here is the continuation/completion of my conversion of "Spacehunter"

Episode III: The Journey

SYNOPSIS:
The characters (likely with a 'native' guide), must brave the dangers of the wasteland and make their way into the Zone. Along the way, they encounter a rival would-be rescuer as well as dangerous mutant guardians.

CUTAWAY:
Zoner airships fly over a blasted landscape to land inside a bunker-fortress-complex built into a cliffside. The survivors from the escape pod are ushered out of the vehicles and inside. There, they are studied by a deformed man in a ratty military uniform who comments on their beauty and 'purity'. Leeringly, he remarks that the Overdog will be quite pleased with them, quite pleased indeed.

ADVENTURE:
The heroes set out into the wastes (most likely on the ground- and most likely with their native guide Nikki). The terrain is mostly rugged canyon country- a veritable maze, but one that Nikki (true to her word) seems to know. There are several dangers along the trail- in the form of rock slides and sudden wind-storms.

Due to the length of the journey (and dangers of the trail), the heroes are forced to camp for the night. They are ambushed that night by a rival group of would-be rescuers (of roughly the same size as the character's group). This group of spacers had responded to the distress call as well, only to be shot down while in space. They managed to escape, but their ship was destroyed. These spacers (led by a man named Hudson), aren't a completely rotten lot. They don't necessarily wish to KILL the heroes, just take them out of the hunt, steal their ship, strand them here and take the reward for themselves. Thus, they'll attempt to 'get the drop' on the characters and get them to surrender. Failing that, they will attack with weapons on stun. Hudson's band will resort to lethal force only in response to the same. Let the situation play out as it will.

If a fight breaks out, and the heroes win, any survivors among Hudson's group will attempt to negotiate for their lives. They'll first offer to help with the recovery of escape pod survivors in exchange for a ride off the planet. Failing that, they'll ask that the players leave them and at least send someone else back to pick them up. Failing THAT, they plead that the characters leave them with enough gear to defend themselves.

If the heroes surrender or are defeated, Hudson will graciously allow them to keep some of their weapons and gear (though none of their vehicles) and will promise to send help back for them once he's rescued the escape pod survivors. Depending on how the heroes handle the situation, Hudson may even offer to team up with the group for the final entrance into the zone. Heck, he may even promise to cut them in for a reward. A lot depends upon how the players react to all of this- especially since they hold a BIG card in the form of having the only known means to get off the planet. They also hold a card in the form of having Nikki as their guide.

If the players leave Hudson's group behind (or simply drives them off), they might still show up later...

If the groups decide to team up, play Hudson's people for a bit of comic relief and/or rivalry. They're money-grubbers and not particularly brave, but they are competent enough where they might be of use in the upcoming situations. They can also be used as 'fodder' for the monsters/dangers in the upcoming scenes.

The next day, the heroes (possibly with new 'partners') set off again, directed through another maze of canyons by their guide. Unless they take particularly extensive precautions (like abandoning their vehicles), the heroes approach will likely be sighted by Zoner airspeeders. This can lead to a firefight in the canyons, with airspeeders sweeping in and party vehicles racing over the canyon floors, avoiding and returning fire. This shouldn't be TOO big of an attack, as the Zoners are just patrolling.

Eventually, the heroes are forced to abandon their vehicles (assuming they have any) and head into a cave that Nikki assures them leads into the Zone. Unfortunately, the caves are inhabited by hideous, bloated mutant humanoids who suddenly emerge from pod-like growths in the walls. This would be a good spot for some dramatic deaths of some of Hudson's group (assuming they tagged along). The characters can either fight these hordes or run. Note that Nikki hadn't encountered these things in her previous trip


Either way (assuming they survive!), the heroes eventually reach the cave exit. From here, the party gets a look at the Zoner fortress, and see that it is actually the remains of a planetary military base, complete with anti orbital defenses as well as anti-fighter and other defensive weapons and shields. There are even a few airspeeder patrols roaming around the cliffs/canyons.

At this point, Nikki points out that she's never actually been INSIDE the base...

CONTINGENCIES
As with previous sections, a lot of this episode assumes that the players are using ground transportation. It is possible that particularly stubborn characters may try to fly their way into the Zone. As mentioned before, this should be akin to suicide due to the amount of firepower the zoners have at their disposal. Even if the characters take the 'low altitude' approach, they will have to wind their way through canyons to keep 'under the guns'- and will burn up even more power. And again, once they reach the final canyon barrier, they must decide whether to try and risk flying in or land and proceed through the cave passage. GMs may also wish to throw a wave (or two) of Zoner airspeeders at the heroes ship- which will be particularly vulnerable in the limited space of the canyons.

Ship-borne parties will avoid encountering Hudson's party altogether, though there is nothing to say that when the players land, their ship won't be found (and possibly captured) by the rival group of spacers.

It is also possible that the characters may have refused the assistance of Nikki. In this case, the characters are going to have to try and find their own way. Unless they are extremely lucky, it is doubtful they will find the secret 'cave entrance' into the Zone. This means they'll either have to try an aerial approach (suicide), drive/fly to and then try to climb over the cliffs surrounding the zone (dangerous) or try to storm one of the fortified guardposts blocking the ground entrances into the zone (also dangerous- and with the added possibility of raising the alarm in the main fortress). Characters who refuse Nikki's help and then get 'stuck' somehow might be given a second chance- the GM can rule that Nikki took it upon herself to follow the group (using another scav vehicle), and will show up once again with an offer of help.


Episode IV: The Overdog's Lair

SYNOPSIS:
The heroes finally reach the villains lair. They must figure out a way to get inside and then rescue their 'bounty' from the clutches of the evil cyborg known as the "Overdog". Of course, these kinds of plans are always fraught with peril, and things rarely go as expected...

CUTAWAY:
The survivors from the escape pod, now dressed in 'suitable' slave attire, are ushered into a huge, machine-filled room. A large form descends from above, apparently supported on metallic 'tentacles'. This is revealed to be a hideous mutant-cyborg, covered with metallic armor and sporting four metal tentacles 'growing' from his back. He introduces himself menacingly as the "Overdog", explaining that it has been years since he enjoyed the company of ones as lovely as this- and that over the coming weeks, he will enjoy getting to know his new guests. Alas, he must first preside over the 'games' tonight. He goes on to say that he hopes the girls will enjoy the show- it will be one to remember.

ADVENTURE:
The cave lets out at the base of the Overdog's fortress. Though Nikki has never been inside before, she had noticed that there was a possible way in- through an exhaust duct. Unfortunately, said duct is located high up in the cliff face. It would require a dangerous climb to reach and would also require some means of getting past the grate that blocks it. A quick survey of the area shows that the Fortress itself has guards patrolling its upper 'battlements'- and within the large airspeeder hangars built into the cliff-face. There is a ground level entrance, but its gate is thick and heavily guarded. There is, however, a fair amount of traffic passing through the gate. It appears that various groups of Zoners from around the valley are making their way into the Fortress. Seems as though there is some 'gathering' going on. The occasional airspeeder cruises overhead as well, some leaving on patrol, others returning. Every now and then, one of them will do a circuit of the fortress, shining their spotlights on its cliff walls to check for any infiltrators.

At this point, the heroes must decide how to get into the base. The methods of entry could include:

1) Taking Nikki's path. This would require some climbing skill rolls and perhaps some stealth checks along the way as guards from the battlements above patrol and look down. The grate itself is actually quite rusted, and could be wedged out the the way (with some strength). It could also be cut through by tools or lightsabers with relative ease. Once inside, the heroes have to make their way through some disgustingly slimy vent shafts that haven't seen real maintenance in years. There would be dangers along the way- perhaps a huge, stealthy snake-like beast that tries to pick off any stragglers in the party and drag them into a pipe. Perhaps there is a sudden incline on a particularly slippery shaft that threatens to drop players into one of the few still functioning vent fans. Once the heroes are finally out of the vents, the adventure can continue in the main fortress.

2) Trying to ambush a Zoner patrol, using their clothing/armor as a disguise to get past the guards at the main gate. The guards aren't particularly observant- as long as the players look like Zoners and don't draw too much attention to themselves. One of the guards might try to engage the party in conversation, perhaps requiring some type of con or other fast-talking to get past. They may even ask for a 'password'- which, of course, there isn't. The Zoners seem to be talking amongst themselves about the 'games' that night- evidently some kind of big event the Overdog puts on to keep them entertained. Once the heroes are finally past the gates, the adventure can continue in the main fortress.


3) Climbing up to one of the airspeeder hangars located in the cliff-walls of the fortress- or up to the 'battlements' on top. This would be a dangerous climb in and of itself, with the added problem of having to make several stealth checks along the way as guards check occasionally down the cliff face. Once the party reaches its destination, they will have to overcome the guards- which could result in an alarm being tripped. Thankfully, the comm-system in the base is in disrepair, meaning that a response might take a while. This could give the heroes time to disappear into the main fortress itself and continue their search.

4) Anything else the players might hatch. This could include a frontal assault on the base, either from the ground or the air. Such an assault would face heavy opposition- and any party foolish enough to do this should be held accountable for their actions. Heroes are heroes, yes, but even heroes should have the judgment to know when they are overmatched in a 'stand up' fight.

For her part, Nikki will be apprehensive about entering the fortress- having heard stories of the depredations that go on within. It is up to the heroes to decide whether to take her along or leave her to wait. Either decisions could have consequences later.

Once the party is into the main fortress itself, they have quite a few options. Likely, they'll just want to find their targets and escape with them. Ambitious parties may well want to destroy the base by sabotaging its generators. They might also wish to try and steal airspeeders to aide their escape. At this point, the GM is on his own as far as 'contingencies' go. This can be a very free-form part of the mission. There are, however, a few events and locations within the Fortress that can affect how things play out. These include:

1) The games. In a huge, central chamber of the fortress, a deadly maze has been set up, filled with death traps- spikes, flamethrowers, spinning blades, pits, etc. Through this gauntlet, prisoners of the Overdog are forced to run- with the promise of freedom given if they make it all the way through. They are 'urged along' through the maze by a huge, buzz-saw wielding droid that follows behind them at an slow but inexorable pace. This is dubbed "the Persuader".

Most of the Zoners are here, watching from the multiple gallery levels overlooking the 'game pit'. The Overdog is here as well, hanging like a spider from an array of machinery in his 'private box'. Though it is difficult to notice, his box is actually protected by a shield generator that can absorb most weapon-fire directed at him. Near the cyborg-tyrant, in a hanging cage (displayed for his own pleasure and the delight of his servants) are the escape pod survivors, looking terrified, but otherwise whole.

The games will already be in progress as the heroes arrive, with a hapless 'Scav' meeting a grisly fate within the maze. The next victim depends on several things. If the characters left Nikki behind, then the GM can rule that she was subsequently captured by the Zoners and taken here to run the gauntlet. Likewise, if the characters left Hudson or any of his people behind, they could now show up here as captives. Depending on the heroes, they might feel compelled to rescue these victims. If neither Nikki nor any of Hudson's people are at risk, substitute another sympathetic scav. Of course, anyone trying to rescue a person from the maze will likely have to confront "the Persuader". Nikki will prove to be quite adept during these scene, navigating the maze rather well, despite her fear. Even so, the Persuader remains a danger. The whole thing should serve as a dramatic background for whatever the characters are planning- perhaps urging them to hurry as Nikki (or whoever else is stuck in the maze) just BARELY overcomes its dangers.

Any attack during the 'games' will cause mass confusion amongst the zoners- especially if the attacks seem to be coming from 'some of their own'. This will likely touch off violence between the various 'sub-tribes' of the Zoners, who will then turn on each other- essentially creating chaos. Likewise any remaining prisoners (scavs or hudson's men) will use this as a chance to turn against their attackers.

The Overdog will respond to any direct attack by trying to snatch a 'hostage' and then flee via machinery ducts back to his sanctum. His first choice of a hostage would be Nikki- whom he can swoop down to snatch up from the Maze. His second choice would be any one of his new 'slave girls'.

2) The generator room. Reaching this is going to be difficult. It is located in the bowels of the fortress and stands at the end of a featureless hall, behind a massive blast-security door, guarded by a pair of Zoner robots (similar to the "Persuader" in the game chamber above). Even after the guards are subdued, getting through the door is problematic. It can resist most weapon damage and the security locks are very difficult to bypass. All this security is not without reason, though- as the Generator room is actually the lair of the Overdog himself. It is possible that the heroes may reach this room via another passage- following the Overdog through the machinery conduit from the game chamber above. There is only ONE security door blocking their way in this case- this one is less durable and has only a moderate security lock. Apart from the generator machinery, there are 'comforts' here for the the Overdog and his 'guests'- including several plush couches and a bed. Any characters hoping to find the Overdog's fabled 'treasure' will likely be disappointed. The technology here is the true treasure on an otherwise devastated world. He would have access to some modern medicine (medpacs and the like) as well as the cyborg parts necessary to keep him going. There may also be some rare wines and the like, but they wouldn't be a particularly lucrative treasure.

3) Airspeeder hangars. There are a dozen or so airspeeders in here at any given time, half of them the smaller patrol types and half the larger passenger types. There are also several guards present (about a half-dozen) and a like number of Zoner mechanics. As with others in the base, they are likely a bit distracted and lamenting the fact that they can't be at the games.

4) Battlements. Various walkways, towers and watchposts line the top of the cliff-top fortress. These are manned by reasonably alert guards, perhaps a dozen spread in groups of two throughout the area. Each group has access to an intercom at their main patrol station- and are thus able to alert the base 'command center' if there is a problem. Also located on the roof are the various sensor dishes and the defensive batteries of the fortress itself- these include Turbolasers, Anti-fighter battiers, a massive shield generator tower and a scattering of long range anti-vehicle and anti-personnel cannons covering the ground approaches to the fortress.

5) Command center. This is a bunker housed just below the 'battlements'- within the rock of the fortress and accessible only through a single, guarded choke-point manned by a half-dozen Zoners. It is typically manned by the Overdog's trusted lieutenant- a deformed former military officer. He is assisted by another half-dozen other Zoners responsible for directing the fire of the base's defensive batteries. Destroying this room means that the weapons would have to be manned directly in order to fire (at reduced accuracy).

6) Dungeons. Again, located deep within the fortress, these dank cells and passages would be empty and unguarded- with the prisoners having been taken up to the 'games' above for execution. One of the cells has apparently been recently cleaned up- and was evidently used to house the survivors of the escape pod crash.

7) Other areas. There are barracks, mess halls, an armory and storage bays within the fortress. The details of these are left to the GM, though the armory should contain little more than the crude barely maintained weapons the Zoners use. Most of these would be lightly populated during the player's entrance into the fortress- with everyone attending the games.

Eventually, the heroes are likely to have a show-down with the Overdog. The tyrant will flee to his sanctum at the first opportunity. Once there, he will attempt to hide amongst the machinery itself, his own mostly-metal body 'blending in' with the various pipes and ducts. He will also use any hostages taken as bait to lure the heroes into an ambush- dangling them over some danger like a pit of spikes or perhaps a sparking power electrode or some other nastiness. Anyone who goes to rescue them is liable to trigger a trap or be attacked by the Overdog himself, who may be hiding nearby.

Though quite physically durable, the Overdog knows that a stand-up fight against a group of well-armed attackers is likely not to go in his favor, so try to play him as intelligent and have him retreat to hiding when hard pressed. His metal tentacles allow him great mobility. He's able to climb walls, dangle from the ceiling, etc. He will use this to his advantage.

Once the Overdog is defeated, it is up to the characters to make their escape. Since the final showdown is likely to take place within the generator room, they could easily set the fortress to explode- or it could happen by accident during the fight. A spiteful and mortally wounded Overdog may even trigger a 'self destruct' when he thinks all is lost.

There is likely to be a good amount of chaos in the fortress following the Overdog's death- especially of the generator starts to overload and parts of the base begin to explode. This would be a perfect time to escape- and heroes shouldn't have too much trouble- as the Zoners will be more concerned with saving themselves than stopping anyone else.


CONTINGENCIES:

It is possible that the characters may be captured by the Zoners at some point during the adventure. They may even try to gain entrance into the Fortress by allowing themselves to be taken. In either case, they would be searched, disarmed and taken directly to the 'game chamber' to await their chance to run the gauntlet. Their escape could take many forms- they could try and get through the gauntlet and earn their freedom (the Overdog won't grant it, however), or more likely, they could try to escape or overpower their guards. This would be difficult- but could be aided by NPCs. If Nikki or any of Hudson's men weren't with the group when they were captured, this would be a good time for them to swoop in with a diversion.

Some groups may adopt a 'wait and see' attitude about the games- allowing whoever is in the maze to either die or get through it on their own. They may then try to stealthily rescue the pod survivors at a later time. This plan has its own problems, though, as the girls are kept in a cage in full view of the entire arena. And when the games are over, the Overdog will take them back to his sanctum- thus providing him with SEVERAL hostages if the heroes seek him there. If left to her own devices, Nikki WILL make it through the maze, but she will subsequently be taken by the Overdog to join him in his chambers. Also, after the games, the other Zoners will return to their duties, and might very well begin to question any strangers within their midst...

Some heroes may try to formulate a plan to kill the Overdog while he watches the games- perhaps by sniping him from a distance. Due to the crowded nature of the area, this would be difficult to do- with the crowds of Zoners, odds are that the shot would be spoiled by jostling or someone might notice a hero lining up the shot. There is also the (previously mentioned) fact that the Overdog's private box has its own hidden shield generator- that should thwart most attacks. And as mentioned above, the Overdog will attempt to flee from any direct attack outside of his sanctum, preferring to lure heroes into a fight on his own terms.

Due to the open-nature of this last episode, there are quite a few different contingencies- too many to account for them all. GMs will have to be flexible to handle whatever plans the characters might come up with.


Episode V: Epilogue


SYNOPSIS:
Everyone escapes from the Overdog's Fortress and retreats to safe ground. Preparations are made to leave- though there may be a few wrinkles

ADVENTURE:
Depending how the battle within the Fortress went, the characters could have a very easy or a difficult escape. If the Fortress was destroyed, then the Zoners will be scattered and fleeing- offering no fight to anyone. If the Fortress is somehow left intact, then there may be some semi-organizes zoner pursuit- either on foot or by vehicle.

Eventually, though, the heroes will make it back to their ship- hopefully with all of the pod survivors intact. It is possible at this point that if the characters left their ship in a vulnerable position that some of Hudson's people (assuming they didn't accompany the heroes and weren't encountered elsewhere) might have captured it. If so, there may be a bit of a stand-off with Hudson's folks trying to negotiate the most favorable (for them) deal possible.

The GM may also rule (again depending on how well hidden/defended) the ship was, that some Zoners or even some weird mutated beast may have found and boarded it- and may wait in ambush for the heroes return.

The pod survivors will be quite grateful and friendly to their rescuers, but are rather useless in any fight the characters might run into. Any particularly gallant rescuer might become the object of affection from one (or more?) of the girls.

There is also the matter of Nikki. Assuming the characters took her up on her deal, she will be expecting both a cut of the reward and a ride off planet. It is up to the characters whether or not they'll honor this bargain. There is also the question of what to do with Nikki once she is off world. She could join the party as an NPC 'sidekick' or simply be left to her own devices on some starport somewhere (though that's a rather harsh action). A 'nice' end to this might be that Nikki is taken in by the family of one of the pod survivors- and given the life of comfort and safety Nikki thinks she wants. Of course, someone as adventurous as that is bound to turn up somewhere else at some future time...

Once the women are safely returned 'home' (in this case to the nearest civilized star system), their manager will pay the reward and the players are free to do as they will. The manager may wish to 'hire' the characters for a while to do a publicity tour based on the daring rescue- its up to the heroes to determine what to do next...

Wednesday, August 3, 2011

Adventure Conversion: Spacehunter: Adventures in the Forbidden Zone



OVERVIEW:
In this adventure, a group of heroes attempts to rescue the survivors of destroyed starship, stranded on a remote world that had been quarantined decades ago. They must brave the dangers of the world and its post-apocalyptic society and eventually rescue the survivors from the lair of a local cyborg warlord.

Independent/Smuggler type characters could become involved simply for the reward. Rebel/New Republic type characters could just happen to be in the area and respond to the call. Plus, there’s nothing to say that rebels don’t need a little reward money either.

BACKGROUND:
Decades ago, before the outbreak of the Clone Wars, the planet Terros IX was in the grips of a vicious civil war. Efforts by Republic peace-keepers failed and open conflict raged across the planet. Massive bombing raids destroyed much of the civilization, and what was left fell to a particularly vicious bio-engineered plague. This latter event prompted the Republic to Quarantine the world until a proper relief effort could be launched. Unfortunately, the outbreak of the Clone Wars resulted in Terros IX being pushed to the ‘back burner’ and eventually just forgotten.

The survivors of Terros’ civil war were reduced to scavengers, picking at the skeleton of their technological civilization. One group, however, gained control of the sole surviving planetary defense fortress. Unfortunately, it was located in a highly contaminated ‘Forbidden Zone’. Many of these scavengers perished, still others were deformed and mutated by the radiation and disease. These became known as ‘Zoners’ by the other ‘Scav’ tribes. Using the superior technology they found at the base (mostly in the form of functional airspeeders and blaster weaponry), the ‘Zoners’ strike at the other tribes with near impunity, killing for amusement and taking what they want.

The leader of the ‘Zoners’ was actually a military scientist. Driven insane by the losses in the war (which he was partly responsible for), he took on the persona of the “Overdog”, a brutal warlord. Over the years, illness and deformity has forced him to ‘augment’ his body with technological components. He became a monstrous cyborg, which served only to further his terrifying reputation among his own people and all the other tribes of the wasted planet. And so things have gone right up until the present day…

…the present day, in a completely unrelated incident, a trio of up-and-coming female pop-star singers was enjoying a leisurely trip to their next concern onboard a corporate yacht. A hyperspace collision of some sort sends their ship careening out of its hyperlane and, by sheer chance, into the Terros system. As the ship begins the break up, the trio are hurried onto an escape pod. They manage to eject as their ship is destroyed…and face an uncertain future on the planet’s surface.

The Yacht’s distress signal is picked up by the comm-net. Immediately, the manager of the trio puts out a reward for the safe rescue of the group- hoping that 100,000 credits is enough to prompt someone to brave the dangers of a quarantined world…

MAJOR NPCs:

The Overdog: A former scientist, now quite mad. The Overdog sees Terros as his own realm now, his personal ‘hell’ to rule. Though he does have a functional off-world comm-transmitter, he refuses to use it, preferring the power his isolation has given him. The Overdog has kept himself alive by gradually replacing failing pieces of his body with home-made cybernetic components. Currently, his body is mostly metal, with only a few ‘original’ pieces left (such as part of his face). He has augmented his strength and added a four new limbs in the form of metallic tentacles ‘growing’ out of his back. These he can use to move around on- and even climb walls and the like. They are also equipped with vicious claws. The Overdog took control of, and continues to lead, a group of ruthless mutant raiders known as the Zoners. They operate out of a fortress (actually an old planetary defense base) in the “Forbidden Zone” of Terros IX. Having picked up the descent of the escape pod on their base’s still functional sensors, the Overdog desires to capture its occupants who are, in his twisted viewpoint, intruders on ‘his’ world. Upon learning of the beauty of the survivors, the tyrant lusts after their beauty and ‘purity’.

The Zoners: These are a motley collection of mutant tribesmen led by the overdog. They dress in ragged clothing mixed with pieces of makeshift armor and usually with turban-like head-wrappings to protect them from the sun. They are armed with various vicious looking home-made knives, axes and clubs, but also carry blaster weaponry taken from their base. The latter is functional, but only barely due to years of abuse. Zoners make use of armed airspeeders to raid other scavenger tribes, using smaller ones to patrol and attack and larger ones to land raiding parties and recover goods and prisoners. Prisoners taken are typically forced to run a deadly maze-like ‘gauntlet’ for the entertainment of the Zoners- none have survived thus far.

The Scavs: There are many different tribes throughout the wastes of Terros, eking out a living through hunting, gathering and scavenging whatever they can (hence their name). They dress similarly to Zoners as far as head-wraps and ragged clothing goes, but take more care in their cleanliness. Overall, Scavs are a peaceful lot- willing to defend themselves, but unlikely to instigate attacks. One of the tribes closest to the ‘Zone’ resides on a huge repulsorlift platform they had salvaged- turning it into a mobile village. They are the first to stumble upon the trio of survivors and actually take them in to provide shelter- perhaps with the hope of making off-world contact or even receiving the help promised to them so long ago by the Republic. Most scavs have access to only primitive weapons- a few have blasters, but most must rely upon crude projectile weapons, including crossbows and the like. Most scav tribes have also salvaged other vehicles, these are typically crude ground vehicles (wheeled), but a few have managed to find (and keep) speeders of various sorts.

Nikki: A spunky young Scav girl (in her mid-teens). She is a scout and gatherer for her people, but often ranges far beyond where the should. This has given her intimate knowledge of the routes leading into the Forbidden Zone. Being an adventurer at heart, she desires to eventually get off Terros and see the galaxy. She is something of a mercenary as well- wanting and expecting ‘payment’ for her services as a scout (even if she does have an overall good-hearted demeanor).

The Trio: Nova, Reena and Meagan. Three up-and-coming pop star singers who are caught in a situation well out of their control. They are reasonably capable individuals, but are NOT combatants and have never encountered any of the dangers they suddenly face on Terros. Thus, after their crash landing, they must rely on others to help them out of their predicament. All three are quite attractive- which unfortunately draws the unwanted attention of the Overdog.

LOCATIONS:

The Wastelands: Much of the surface of Terros has teen reduced to a blasted, desert wasteland. The terrain consists mostly of areas of steep, twisted canyons and broad expanses of rocky flatland. Dotting the landscape are the ruins of cities and other installations, now mostly collapsed or covered by years of wind-blown dirt. Vegetation is sparse and stunted, but exists enough to support a small population of various animals- some of which are dangerous and even mutated.

The Forbidden Zone: This is a huge box canyon situated in the midst of a maze of rocky canyons. It is entirely surrounded by sheer ridges of stone, forming an ‘outer wall’ that shelters a blasted valley. Various Zoner tribes live within the caves lining the inside of the canyon and there are two main ‘gates’ through the outer ‘wall’- both of which are heavily guarded. One spur of the cliffs extends out from the wall and into the center of the canyon. On this is perched the old planetary defense installation where the Overdog has made his lair.



Episode I: Distress Signal

SYNOPSIS:
In this episode, the characters follow up on the reward offer for the recovery of survivors of a hyperspace accident. Unfortunately, the passengers have been stranded on an isolated world that had been all but destroyed by civil war, decades ago. Upon arrival at the planet, the heroes must run a gauntlet of fire from still-active planetary defense batteries in order to make it to the surface.

CUTAWAY:
A scene of a luxury Yacht cruising through hyperspace. Suddenly, it suffers some form of hyperspace collision, sending it spinning out of the hyperlane, trailing smoke and debris. As the ship breaks up, its captain looks for a safe place to land- or abandon ship. They get a fix on a nearby planet, but can't immediately identify it. The passengers, a trio of lovely young women, are taken to one of the escape pods and eject, just as the ship breaks up completely and explodes. The pod arc away from the destruction towards the vaguely menacing planet below.
The pod lands and the women emerge dazedly, surveying a wasted landscape. Off in the distance, one of them spies a dust cloud- some kind of vehicle? They hope it is a rescuer...

ADVENTURE:
The heroes are (for whatever reason) out in a remote area of space when they pick up an alert on emergency frequencies. A space yacht has suffered a hyperdrive accident, throwing it light years off course and into a remote system where its passengers are forced to abandon ship for the nearby planet of Terros IX. A reward of 100,000 credits is being offered by a private citizen for the return of the Yacht's VIP passengers. The characters just happen to be in the area and could get there before any other would-be rescuers.

Some research shows that the planet Terros IX was quarantined several decades ago, during the old republic, following a planetary civil war and subsequent apocalypse brought on by a series of bio-weapon induced plagues. Though a relief mission was planned, the outbreak of the Clone Wars and collapse of the Old Republic insured that it was never carried out. Thus, nobody is quite sure what to expect on Terros IX- though any medical experts might theorize that any bioweapons would most likely have 'run their course' by now. Probably...

It is assumed that from here the party will travel to Terros IX to attempt the rescue. Once in orbit, their sensors will reveal a wasteland below- largely desert, with scattered ruins the only remaining sign of the civilization that used to be here. There are signs of life, however, and even a few power signatures- possibly generators. It will be a relatively simple matter to pick up the distress beacon on an escape pod and follow it down. This is where things get interesting.

Any ship getting close to the planet (either by flying high and scanning or by going in after the escape beacon) will come under sudden attack by powerful and accurate fire from below- and indeed from orbit. Evidently part of the planetary defense system is still active. The heroes will have to evade this fire to get to the surface- otherwise, they might be forced to land due to damage. Worst case scenario, they might actually crash land. GM Note: This threat of fire is essentially a tool to keep the player's ship grounded- or at least operating at low altitude. It is hoped that players will use ground-transport to continue their search. If not, refer to the 'contingencies' section below.

CONTINGENCIES:
Since much of the action in this adventure takes place on the ground, it would be more of a challenge if the players were 'forced' to rely on ground transport instead of using their ship to fly from place to place. This would also prevent them from solving all their problems by simply bombarding them from the sky. The main deterrent to this are the planetary defense batteries- still active and controlled by the main 'villains' of the piece in a fortress located in the 'zone' (an area of toxic wasteland). The earliest stages of the heroes exploration on the surface might allow them to fly at low-altitude without coming under fire (since they would be beyond the horizon from the 'zone'). But as they near their ultimate goal, the ship would face direct fire from those same batteries (which should prove more than a match for a single armed transport). There is also the matter of fuel conservation to consider. Flying/hovering within the atmosphere of the planet burns a lot of fuel. Thus, if players DO insist on flying everywhere, they will find their fuel reserves running low. This should be pointed out to the players so their characters can make educated decisions on how to proceed. If the players do decide to use their ship in the early stages of the adventure, it shouldn't affect too much- and there could be threats to help counter this so the heroes can't simply 'cakewalk' through the threats.

Particularly brash (or bullheaded) characters may wish to attack this planetary defense base head on. Every effort should be made by the GM to discourage this through description of the 'base' itself- heavily shielded and armored, with long range (anti-orbital) and short range batteries. If characters persist, however, the GM should let the (heavily slanted) battle play out as it will. Barring some miracle on the character's part, their ship will likely be damaged or destroyed.


Episode II: Meeting the Locals

SYNOPSIS:
In this espisode, the heroes begin their search for the crash survivors and stumble upon a battle between resident factions of the planet- the evil 'Zoners' and the beleaguered 'Scavs'. The timely intervention of the characters saves the Scavs, but is (likely) too late to keep the Zoners from abducting the crash survivors. Thus the heroes must prepare for a dangerous journey into the wasteland known as the 'Zone'.

ADVENTURE:
The heroes will likely want to start their search at the escape pod's crash site. They might even be able to land nearby- or even survey the site from low altitude. Either way, they will discover that the pod is empty- though if they are performing close fly-bys, they might obscure some of the evidence with the wash of their engines kicking up sand and debris. Closer inspection will show numerous footprints and some tracks in the dirt- evidently left by some kind of primitive ground vehicles. These tracks can be followed off into the wastes- a task that is accomplished much easier from the ground than the air due to the relative size of those tracks. The characters have a couple options at this point, following the tracks or starting a search pattern from the air (keeping at low altitude, beneath the arc of the planetary guns). Anyone using sensors (either in the air or on the ground) has a chance to notice the approach of several 'bogeys'- evidently airborne and moving fast- though not in the direction of the heroes, per se. If these are followed, continue with the scene below.

Eventually, the tracks (or the search) will reveal a huge, ramshackle repulsorlift platform, evidently serving as some kind of mobile 'village'. It moves via a series of large, makeshift sails. It is also, apparently, under attack. Weapon batteries on the platform fire at circling airspeeders- which include both gunships and smaller attack craft. All these vehicles are beat up, but seem quite functional- and deadly. On the barge itself, hand-to-hand fighting is going on between boarders dropped by the airspeeders and the denizens of the 'village'. The attackers are dressed in piecemeal armor and seem to be mutated humans (with a few other alien species mixed in). The villagers are likewise- but not mutated- and they also seem to be outgunned.

It is hoped that the heroes (being heroes) will join in on this fight- against the obviously aggressive attackers. If players are having a hard time determining who the 'bad guy' is here, make sure to describe the brutal actions of the attackers, cutting down women and children, etc.. The heroes will likely be the deciding factor in this battle, driving off the attackers- though the 'villagers' will have taken many casualties. Any particularly observant characters might notice some prisoners being taken by the bad guys as they flee- namely the three women from the escape pod! Evidently the 'villagers' had rescued them, only to be attacked by the bad guys, who now fly off with them.

After the battle, the villagers will tentatively contact the heroes, thanking them for their assistance. The Village elder (gravely wounded) will tell them a bit about their world. These people are one of several groups of survivors who call themselves 'Scavs'- they survive off the leftover tech found in the various ruins and are generally peaceful. The people who just attacked are known as 'Zoners'- they are a gang of mutants and other outcasts who control the last functional planetary defense bunker- located in a devastated area known as the 'Zone'. They are ruled by a being known as the 'Overdog'- a brutal cyborg.

The elder will also inform the characters that the passengers of the crashed escape pod were taken in by his own people- but unfortunately were just stolen by the Zoners in this attack (the characters may have seen this for themselves, see above). Battered as they are, the Scavs have little to offer the heroes, except for directions to the Zone itself- which is surely where the girls were taken. They strongly recommend against following, however, as the Zone is a huge canyon, surrounded on all sides by massive cliffs and heavily defended from the air and the ground. At this point, a young Scav girl (Nikki) points out that she knows a secret way in. She refuses to help, however, unless the characters agree to 1) take her with them on the mission, 2) take her with them when they leave the planet, and 3) give her an equal share of the reward.

The characters have several choices at this point, they can abandon the search (boo), try to get into the Zone by themselves, or take Nikki up on her offer as a guide. The latter is probably the most expedient- and remember, time is of the essence, as others may come in response to the reward. Indeed, at some point thereafter (perhaps if the characters accept the Scav's invitation to spend the night), they will notice what appears to be a starship arcing through the sky, only to be shot down by the Zoners planetary defenses. Evidently someone else HAD responded to the call. Characters wishing to find the crash site should be notified that it clearly lies within the danger zone of the Zoner's planetary guns- so...it's probably not a good idea to go looking from the air.

CONTINGENCIES:
In order to keep the adventure moving, all efforts should be made to ensure that the women from the escape pod are NOT saved by the heroes at this point. In the heat of the battle, their presence may not even be noticed by the heroes. Even if it is, the heroes may not be able to get to them in time. To be fair, however, the possibility of rescue should not be arbitrarily eliminated. Particularly clever, lucky or fast actions might work, but they should be difficult. One tactic to counter 'early rescue' could be that the women are being taken onto different Zoner airspeeders. Even if the characters are able to rescue one or two, the third might STILL be taken away to the zone, thus keeping the 'motivation' for the subsequent adventure intact. If all three women are somehow rescued, there could still be motivation for the heroes to take on the zone: they might be moved by the plight of the scavs and want to help them overthrow this pillaging tyrant. Also, they might want to take out the planetary defense batteries to avoid being shot down as they leave (though clever characters could avoid this by flying low until they are out of the battery's fire arc). As a last-ditch effort for GREEDY characters, a GM might have one of the scavs talk about rumors of the Zoners guarding a 'great treasure' left over from before the war. If the characters manage to rescue all the girls at this point, and want to just cut and run? Well, that's their prerogative- and oh well.

Note that characters utilizing their ship in this episode will find that it becomes a rather large target for the Zoner attack airspeeders. It is quite possible that it could suffer damage or even get shot down during the battle. This is yet another way the GM can 'hint' that using a ship might not be the most prudent thing in this case.

If the players do not have any ground transportation (or if they need more), you can have the scavs provide them with some- in the form of beat-up ground vehicles or maybe even a rare, makeshift landspeeder or skiff they were able to fix. As far as the 'look' of the vehicles go, think "Mad Max" meets Star Wars.

To be continued...in 3D!

Adventure Conversions

I have often posted about my love of taking existing ideas and modifying them for use in the Star Wars setting. I have even posted a couple examples of this. Well, I'm starting a new 'series' of posts where I intend to make a full-fledged adventure outline out of some of my favorite non-star wars things. The first of these is going to be a conversion of the 1983 Sci-Fi film: "Spacehunter: Adventures in the Forbidden Zone! in 3D".

Yes, I realize this was a cheesy movie. I love cheesy movies. The worst I can find. But it is one of those cheesy movies that had a big impact on me as a 13-year-old (when I first saw it on HBO). It is also one of the most easily translatable movies on my 'list'- thus its the one I'm going to do first. I'll be releasing my conversion in parts over the next couple three days. I hope you enjoy it. It is a fun exercise for me, so far, and I think its in a condition where a GM could flesh it out and use it in their own campaigns if they wanted.

In the future, I intend to convert such classics as:

Metalstorm: The Destruction of Jared Syn
The Mummy
Big Trouble in Little China
The Ice Pirates
Forbidden Planet
The Black Hole
Goliath Awaits
and
Flash Gordon

Stay tuned!

Tuesday, July 26, 2011

Energy in Star Wars



One of the reasons I like Star Wars so much is the fact it does NOT go into detail about a lot of the 'tech' in its universe. How do ships fly? How do shields work? How? They just do. That's how. From a gaming perspective, this is even more refreshing, since you don't really need to keep track of a lot of 'techy' aspects- as a player or a game master. Even so, I like to have a few general guidelines in place so I know how things 'seem to function' in a game, even if I don't know (or care about) the science behind them.

For instance, I know that blasters seem to require an energy source (a power pack) and a small amount of 'blaster gas' to function. The gas is assumed to last a long time between refillings and can easily be worked into the 'routine maintenance' that is assumed by me in my games. The power-packs are used up more more quickly (depending on the output of the blaster in question) and are generally looked at as the 'ammo' for the weapon- i.e. they are what determines the number of 'rounds' a blaster can fire. Do I need to know exactly how any of this works? No. But its nice to have the superficial details like characters swapping out energy-packs in the midst of battle.

I feel the same way about power sources in the SW universe. I don't really care about the science behind them, I just want the 'gist' of how they work. And yet, there is very little canon information on this subject. More to the point, there seem to be conflicting stories. In some of the 'technical companions' many vehicles run on 'fuel slugs', while in others, reactors are 'solar ionization'. Still others are 'hyperparticle' reactors. Likewise, in some books they show some vehicles (such as AT-STs) as being 'too small' to have onboard reactors, and thus have a power-cell/battery instead.

This seems quite odd to me, considering there are some vague representations of generators in the movies themselves that seem to show that 'generators' can actually be quite small. For example, there is the power-generator that the Snowtroopers carry to power their E-Web blaster in Empire Strikes back. In the same movie, there is that tiny little generator that Luke plugs Artoo-Deeto into after he's crashed on Dagobah. And then there are power-droids, seen throughout the original trilogy- who were described to be 'walking power generators'.

As usual, I tend to err in favor of what we see in the movies over what is presented in the EU or in the (often conflicting) technical readouts of various vehicles. So it is that in my OWN Star Wars galaxy, Power Generators are relatively small in size compared to their power output. This means that in my universe most vehicles are equipped with power generators- even vehicles as small as speeder bikes. This means that with the proper fuel, these vehicles generate their own power- they do not run off a 'battery' (though they would have the ability to store some of the power they generate as a backup).

Though I do not want to get too deeply into the science behind them, I consider Star Wars technology to be based upon fusion technology- a much safer form of nuclear energy than the fission we're used to. The fuel for these reactors would likely be a liquid deuterium (or whatever other star wars equivalents might be invented). I say liquid because it strikes a nice balance of storage space (taking up less space than gaseous fuel) and usability (able to be 'pumped' into fuel tanks instead of having to be 'inserted' as solid fuel slugs or anything of the sort). The use of a fuel like deuterium is also supported in some of the RPG sources as well- specifically those listing 'fuel scoops' and converters. This would allow ships so equipped to dip into naturally occurring supplies of deuterium (in gas giants or even ocean water) to use as low-grade fuel in emergency situations. Since deuterium is a relatively common element, this would mean that power is pretty abundant in the SW universe- and considering the amount of tech we see in the movies, this seems to be the case. Also, in the movies, we never hear about 'fuel shortages' or the like. From a purely 'cinematic' viewpoint, I also like the idea of 'fuel' being a combustible material (deuterium is) and being transported in 'tankers'. To me, that just feels 'right'.

So that's how I handle energy in my own Star Wars universe, vague on the scientific details, but cinematically functional.

p.s. At first glance, it might seem that this system would actually eliminate the necessity for power droids. But having read into just what they were (supposedly) used for, it actually doesn't. In makeshift bases and settlements without a centralized power-grid, power-droids are used to recharge various bits of isolated tech to keep them functioning. In locations where there WAS centralized power, these droids could have a supply of deuterium onboard and could thus 'top off' the fuel tanks of various reactors they service.