Alma Mater

Alma Mater

A Review And Walkthrough

Alma Mater is one of the better known obscure role playing games of the early 1980s, and once you’re done parsing that, we can move on. Ready? Good. Published in 1982 by Oracle Games Ltd,  it focused on playing characters in High School. Not mutants, ninjas, aliens, or elves, just boring mundane high school kids… so it was like real life for most of the target audience, except with rules that were explicitly spelled out and clear. Hey, it works for me!

In an era where even a hint of political incorrectness in an RPG will get someone writing an outraged editorial and spark a 500+ page thread on RPG.net (49.9% of the posters will be shrill, self-righteous, holier-than-thou liberals desperately trying to show off their broad-minded commitment to tolerance and diversity by racing to see who can put more people they disagree with on ignore lists (or just get them banned), and 49.9% will be right-wing trolls or apologists who will insist that America is completely free of racism, classism, sexism, and every other -ism, except for violent hate crimes against Christians such as saying “Happy Holidays”, which is just how the Holocaust started, and 0.2% will be people trying to rationally begin with a basic ethical framework and then use that to judge the issue in question, good luck to them),  it’s hard to imagine the kind of era that permitted Alma Mater to even be published. It is filled with offensive stereotypes, art that is basically demeaning to everyone, and an utter lack of apologetic or “kids, don’t try this at home” introductions to any section that deals with anything anyone might find disturbing. To be fair, the authors call this out up-front, and,  perhaps anticipating the growing death of the sense of humor in America, state outright that the game is satirical in nature. (As opposed to the modern invention, the after-the-fact “I was just kidding” excuse so beloved of pundits and politicians today.)

Really, you pretty much just need to look at the cover to know exactly what you’re getting into — in the game, and in this review. If you go beyond this point, you have only yourself, or perhaps Google, to blame.

Cover of Alma Mater RPG

The Cover. You Know What You're Getting Now.

By the way, in 1982, Michael Jackson did not look anything like the guy buying the drugs.

So, having shown you the cover, let’s move on to the article proper, shall we?

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Still Alive…

I’m making a note here, “Huge success!”. (Probably my favorite fan video for that song….)

Seriously, I’ve been an emotional and creative slump for the past few weeks. I don’t know if I’m coming out of it, per se, but I’m going to force myself to do something other than assigned work with a deadline, especially since I met two deadlines for EOB today before lunchtime and had a major, major, coding breakthrough on Friday. So, rather than wait for the magic happiness fairy to hit me with her wand of unicorn sparkles, I’ve looked at my long list of “stuff I figured I’d get around to doing eventually”, and, right now, work is about to being on another review/walkthrough of an Erol Otus/early 80s semi-classic. Hopefully, some part of it will be ready to post before too much longer.

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And STAY Dead!

And STAY Dead!

Assassination In A World Of Magic

The RPGBloggers carnival this month is about assassins, everyone’s favorite black-cloaked n’er-do-wells. My contribution is this collection of items and rituals designed to aid in killing people (and, ideally, not getting caught), when “We can’t question him here… kill him, cut off his head, stuff it in the bag of holding, and carry it with so we can talk to him later” is a perfectly viable strategy, or when the nearly lethal wound you inflicted is instantly healed by some inconvenient cleric a second later. (Or, worse, by some warlord who just shouts at someone until their throat un-slits.)

The items, etc, here, are not so much intended for the assassin class per se, as for anyone, regardless of their class, who engages in the art of removing obstacles from other people’s paths. Assassination, in this context, differs from straight-up combat in many ways: It is usually done solo; the assassin spends time, often days or weeks, studying their victim; and  it is best if no one knows who did it.

While the game mechanics here are for Dungeons & Dragons Fourth Edition, the ideas should be readily portable to any fantasy game where magic is, if not necessarily cheap or common, both common enough and reliable enough that the rich and powerful will have access to it for protection, and those who would slay them have access to counter-measures. (In most cases, there aren’t counter-counter-measures, because that game tends to have no end.)

Oil Of Eternal Silence

There are few things worse than having your dead victim rat you out. Even when returning the dead to life is out of the question, they can still speak from beyond the grave. Many assassins carry a vial or two of this substance to use if they suspect they were seen or that their target would have a good guess who got them.

Oil Of Eternal Silence Level 5+ Rare

This oil is thin, black, and yet glistens even in darkness. When ignited, the flames make no noise.

Lvl 5: 50 gp

Lvl 15: 1,000 gp

Lvl 25: 25,000 gp

Consumable

Utility Power * Consumable (Minor Action)

Effect:When this oil is poured on a corpse, and ignited, any attempt use speak with dead on the charred remains are stymied, with a penalty to the Religion check equal to the  oil’s level, plus 5 (-10 for the fifth level potion, -20 for the 15th level potion, -30 for the 25th level potion).

Spider Queen’s Caress

This item is named for the drow, fabled masters of poison, but it is uncertain if it truly originated with them or if this is mere folklore, as the mystique of such things is ruined if it turns out it was invented by some cunning kobold shaman.

The Spider Queen’s Caress Level 8+ Rare

It’s clear, tasteless, odorless, and perfectly safe for you to drink right along with your target… assuming no one is also targeting you…

Lvl 8 125 gp Lvl 23 17,000 gp
Lvl 13 650 gp Lvl 28 85,000 gp
Lvl 18 3,400 gp

Consumable

Utility Power * Consumable (Minor Action)

Effect:This poison must be ingested, and can be slipped easily into a target’s drink or food with a typical sleight of hand check, if anyone’s watching. It is virtually impossible to detect, requiring a Hard Perception check at the poison’s level +5 to notice. (Magic that detects poison with no roll or chance of failure will still have a 10% chance of missing this one.)

Once ingested, spider queen’s caress gives the target vulnerability 5 (poison) and a -2 to all saves against ongoing damage or other effects from a poison of its level or lower, until the end of the second extended rest from when they consumed it. This increases to vulnerability 10 (poison) at 18th level and to vulnerability 15 (poison) at 23rd level. In addition, at 13th level, the first save made against any poison attack automatically fails (this is the first save rolled, whether the normal end of turn save or one granted by magic or healing). At 23rd level, the first two saves fail.

Since the spider queen’s caress is not directly damaging, some daring assassins will risk consuming it, if doing so lulls the suspicions of their target.

Blessingbane Weapon

Often, merely hearing that someone has been marked for death is enough to make his friends desert him, but some people have annoyingly loyal companions. This weapon quite literally cuts a victim off from support. While it was originally crafted to prevent someone who was “mostly dead” being restored if a healer happened on him at the last minute, it has also become a useful tool for those whose plans of a quiet slit throat in the night have gone awry, and they must kill their victim in the presence of witnesses.

Blessingbane Weapon Level 4+ Rare

One slice of this dagger, and the target finds that no one can aid him, not even himself.

Lvl 4 +1
840 gp Lvl 19 +4
105,000 gp
Lvl 9 +2
4,200 gp Lvl 24 +5
525,000 gp
Lvl 14 +3
21,000 gp Lvl 29 +6  2,625,000

Weapon: Light blade

Enhancement Bonus: Attack rolls and damage rolls.

Critical: +1d8 necrotic damage per plus, or +1d12 necrotic damage when making a coup de grace

Property: Any attacks you make with this weapon ignore temporary hit points, and directly reduce the target’s true hit point total.

Power (Encounter): Free action.  Use this power after you have damaged a creature with this weapon. Until the end of the encounter, any powers you use that deal ongoing damage to the creature which a save can end impose a -2 penalty to the save.

Power (Encounter): Free action. Use this power after you have damaged a creature with this weapon. Any attempt to make healing checks on the creature suffer a penalty equal to twice the weapon’s enhancement bonus. This lasts until the end of the encounter.

Power (Daily): Free action. Use this power after you have damaged a creature with this weapon. The creature cannot be the target of any beneficial power or effect with the healing keyword. He is not considered an “ally” of anyone, for any purpose, until this effect ends, meaning he will be targeted by area spells which normally do not affect allies, he is not included in any power that allows “all allies” to make an attack, and so on. Likewise, no power he has which targets “allies” will function. This effect lasts until the end of the encounter, or until the wielder of this weapon ends a turn without making an attack against the target.

Rite Of The Deceptive Tongue

While assassins often make a big show of swearing to carry their secrets to the grave, the fact is, many who have sent others to their deaths have no desire to follow after. Torture, magic, or simply a jingling bag of coins can tempt many to spill their guts.

Rite of the Deceptive Tongue

The hooded master of the guild of friendly helpers finished scribing the sign and then waved his subordinate on his way. He knew this was a risky mission, but he knew the killer would die before he revealed any secrets, whether he wanted to or not.

Level: 8

Category: Deception

Time: 10 minutes

Duration: 24 hours

Component Cost: 135 gp

Market Price: 680 gp

Key Skill: Arcana; must also be trained in Bluff to use this ritual.

When this ritual is performed, the target of the ritual, who must be willing, is given a topic or closely related set of topics that he cannot discuss honestly. He will be given a cover story or the like, and he will believe this with absolute sincerity, so that any Insight check will reveal he seems to be telling the truth. The Bluff check of the caster of this ritual, +5, is the DC for any Insight or Arcana check to determine that the target is under magical compulsion. Even if confronted with hard evidence that he’s lying, or threatened with death or torture, the subject of the ritual will either stick to his story, or will “crack” and tell a second, different, lie, but at a -5 penalty to his bluff as it will be forced and obvious.

Acquisition

It is not always easy to find these items; they are fundamentally illegal in most nations, as their purpose is self-evidently the antithesis of weal.  While the default is often to let the players have them if the DM thinks they should, and otherwise not, a less railroady method is possible.

A streetwise check at a hard DC of the item’s level can be made to locate a likely seller. This check is generally impossible in any village of under 500 people, unless the DM has explicitly placed someone there or the village is exceptionally corrupt and criminal — a drow town in the underdark, for example. It is at a -2 to -5 in any town or city of less than 5000, the exact penalty being based on the size of the settlement and the general tone of the place; chaotic cities in evil empires tend to have a thriving black market.

It is reasonable to assume that professional, full-time, NPC assassins who are working in their home cities, or who traveled with a target in mind from the start, will have resources appropriate to their level. If the NPC is forced, by circumstance, to hunt for such items himself (for example, he has joined the PCs as a hireling and was not able to gather all his items before they teleported half across the world), you can just assume he finds what he needs “offstage”, but it can be more fun to roll for it, as above, and then decide what the NPC does if he’s denied access to some of his favorite toys.  This also helps convey a sense of fairness and avoids the problem often seen in 4e, where there’s a giant wall between how the world works for PCs and how it works for everyone else.

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More Merry Mutant Mayhem

More Mutants!

Sadly, this has nothing to do with the X-Men, but everything to do with Earth Delta, Lizard’s still-ongoing attempt at Gamma World style adventuring for D&D Fourth Edition. As with prior articles, this is a “work in progress” sample, as I had some extra time this weekend and chose to use it writing about mutant turtles (but not, I will note, teenage ninja mutant turtles… though it ought to be very possible to write up on using Earth Delta, come to think of it…)

This article has just monsters, since they’re the most useful to people playing WOTC’s version of Gamma World, but for those who care, I have been constantly expanding tech items, mutations, and tweaking rules here and there as I go along.

The monsters in this section represent more examples of “spreadsheet design”, and by that I mean “I have a spreadsheet showing all monsters by role and level, and I’ve been looking for gaps”. In a perfect world, there will be at least one of every role for every level, and I’m slowly approaching that, but I’m also trying to push forward to get the higher level monsters done as part of my goal to get to Paragon Tier complete. This means there’s still a few gaps in the lower level monsters, and I managed to fill in one of them. So, if you’re wondering why there’s a level 1 lurker mixed in with the level 14 and 15 monsters, that’s why.

Also, in a perfect world, I’d have the CSS needed to display the monsters in a prettier format than a crude cut-and-paste from Word. I can cut them into a separate PDF and attach that, but I’m not sure it’s useful to many readers (this assumes I have any readers, a dubious premise) and I’ve found that any kind of extra step, such as “click here to read”, is often too burdensome for the Twitter age. So, until I actually publish the next full draft of the Mutant Manual, I am going to ask that you bear with me.

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An Utterly Random Thought On 4e Combat

So I’m over on WOTC’s site, where their advice on making 4e combat take less time is to not do any of the things that 4e combat is designed around, such as using interesting terrain, or giving monsters cool powers. One thought occurred to me that a problem with 4e combat is that, since most of your key abilities are encounter based, for a fight to be challenging, it has to actually force you to use most of them and then press you to use your dailies or to drain enough healing surges that the fight actually “counts” — if you can plow through a battle in one round, you won’t use 1/5th of the daily resources you might use in a 5 round fight, you’ll likely use no daily resources at all.  Thus, a “real” fight must be a full-on affair, with multiple monsters and all of their synergies, or you might as well just say “A fight happened, you won, here’s your XP and loot”.

Older versions of D&D had most powers as X/day, or (especially in Pathfinder) X rounds/day, so a series of short, 2-3 round fights consume as many rounds/day resources as a longer, 10 round, fight.  Because of the way encounter powers work, there’s no reason for players to hold them back in any fight, if they can reasonably assume even five minutes to catch their breath… if they encounter a lone “standard” monsters of their level, they will unload with encounter attacks without a second thought. Why not? Using anything less means a greater risk of damage, which means a loss of healing surges, one of the few non-recoverable resources.

So, what if — and be aware this is a random thought and not something I’ve really considered in depth as to its implications — encounter powers didn’t refresh with a short rest, but refreshed only X rounds of combat after they were used, no matter how far apart those combats were during the day? Lets say, totally arbitrarily, that the ‘average’ power recovers after five rounds of combat. If you use that power in Round 2 of the first fight of the day, and that fight ends in Round 3, you can’t use it again until fight 2, round 4.  (A Reliable power would not ‘discharge’ until it hit, of course.)

So let’s say the a party of 5 encounters a single level-appropriate elite monster, or two level-appropriate standard monsters. This is well below an ‘easy’ encounter and it would be exceptionally bad luck if anyone lost more than a healing surge, at most. However, unloading with encounter powers, under my system, would mean that those powers would not be available until late in the NEXT fight, so players might hold back a bit, with perhaps one or two players using their encounter powers to end the fight fairly quickly. This would let a typical “Adventuring day” contain a wider range of encounter types, and probably the same total rounds of combat, but broken up in much more interesting ways than the standard sequence of fights. Further, if we eliminate the short rest to recharge encounter powers, a particularly long fight doesn’t mean a tedious sequence of shooting at-wills… if a fight drags on long enough, the earliest used encounter powers in the fight come back, allowing a sudden surge of ability just as the enemy is weakest.

Thinking further, you can make this a way of balancing powers… weaker powers might recharge after three rounds, stronger powers after eight. Daily powers might go away altogether, just make them recharge every 20 rounds or so, so they’ll be unlikely to be used more than once a day, but, you never know… A chaos sorcerer might have their powers recharge 3+1d4 rounds after use.

Bookkeeping becomes more complex, because you need to track total rounds of combat in a day and which round of which fight each power was used. This adds one more annoying thing to keep track of, so it’s a serious concern.

Like I said, a random thought.

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Mad Monkeys (4e)

I’ve been on record many times for performing experiments into things man was not meant to know, graverobbing, violations of the Federal Anti-Moreau Act Of 1906, and inquiries into forbidden knowledge, and I… oh, wait. That’s for an article on, uhm, another website. Let me check my notes… yes, here we go, I’ve been on record many times as stating my love for the spell mad monkeys, which is the Best. Pathfinder. Spell. EVAR. Because I believe ideas transcend game systems (to all the Forgies… “System matters, but not nearly as much as you think it does”). it occurred to me it would be interesting to translate the essence of it into Dungeons & Dragons Fourth Edition. (This is sort of a variant on my “A Spell For All Time” articles, such as this one and this one.)

So, here we go!

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Snakes… Why’d It Have To Be Snakes…

…because snakes are cool, that’s why! Duh! Only sharks are cooler… hm…. snakeshark! Oh, yeah, that’s going in there…

Anyway, here’s a bit more of work-in-progress for Earth Delta, namely, snakevines! I like concepts that lend themselves to easy expansion, mostly because I’m intellectually lazy, and if I get one quasi-good idea (possibly even a para-good idea, and if you get that joke, damn, you’re an old-school gamer), I will not just run with it, I will do a god-damn marathon with it. So, when I got the idea of sort of snake/plant hybrids, it occurred to me I could do all sorts of snakes and fill a lot of different niches, so a quick look at my spreadsheet of monsters showed me I still needed brutes and artillery for level 15… and that’s what you’re getting.

Wait, you ask, level 15 of what? No, you’re not asking that, since this site isn’t exactly teeming with random casual browsers, but, just in case… this is for Earth Delta, Lizard’s version of post apocalyptic mutant adventuring designed for the Dungeons & Dragons Fourth Edition rules, a lot like WOTC’s own Gamma World, except, a)mine doesn’t have collectible cards, and, b)rather ironically, mine is more compatible with core 4e than theirs. Go figure.

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Necromican, Level 7

The Necromican

Level 7

Featuring An Illustration Not Nearly As Awesome As The Benign Boots, Sorry

And Also No Boobies. Boy, This Is Gonna Suck

Necromican

Necromican

And so, I continue my review of the Necromican (note: Not Necronomicon), a classic late 1970s supplement for Dungeons & Dragons published by Fantasy Art Enterprises, and featuring some great gonzo art by Erol Otus, and great gonzo ideas by, I assume, both Erol Otus and Paul Reiche III. This is the fifth such article.

(You can see the first part here , the second part here, and the third part here, and the fourth part here.)

Seventh Level Spells

Ah, now we’re getting to the good stuff, the high-powered stuff, they stuff you probably would never see unless you started at high level or your DM was really lenient about letting you sell magic items for gold and then getting the gold as XP. As usual, this is a sampling of spells from the given level, presented in the order I read them in — “alphabetizing” being a new-fangled concept the game designers of the 1970s were pretty sure would never catch on, just like “indexes”, which are still clearly mistrusted by most game publishers.

Oh, by the way…. if you think the fact I’m hitting seventh level spells means this interminable series is about to terminable… er… terminate… let me inform you that, in the 1970s, our unofficial spells went up to eleven. No, wait. They went up to twelve. Yes, folks, there are twelve levels of spells in this tome. We’re barely past the halfway point. Bwahahah!

Sense Drain

This potent dweomer allows the caster to perceive the location of any drain, outlet, gutter, funnel, or… no, wait. Sorry. It drains “1-6″ senses, randomly determined (save to drain 1-3 senses). So, it’s possible to lose more senses if you save (as written, you roll 1d6 if they save or 1d3 if they don’t, so you can roll a ’1′ if they save and a ’3′ if they don’t; it should be implemented as ‘roll 1d6; if they save, they lose half as many senses’), and, because of the randomness (after determining how many senses you drain, you then roll on a chart to see which senses they are), you can easily cost a creature only his sense of taste or smell, which might be useful in very rare circumstances, but, most of the time, not. When you realize that “Cause Blindness” is a mere third level spell, it’s hard to see anyone wasting a 7th level slot on this. Oh, the sixth sense? That would be “psychic”, which might mean “the creature loses all psionic abilities, on the off chance it has any”, or it might mean darn near anything else. (Granted, even a 1-in-6 chance to totally shut down a mind flayer might be worth it.)

The Legions Of Acheron

You know, when I was a wee lad, the only “Legion” I’d ever heard of was the Legion of Superheroes, which caused me to be very confused when people talked about Legionnaire’s Disease, because I read that issue and Supergirl cured it by destroying her evil red kryptonite double. This has nothing to do with this spell, which seems fairly useless for seventh level. It allows you to summon 1d6 3-hit die undead, +1d6 for each level over that needed to cast the spell… which means you’ll get maybe a handful of dice extra if you’re lucky and the campaign lasts that long. Except… the spell lasts until the undead are dispelled or destroyed, and there’s nothing which says you can’t keep casting it, so long as there are enough bodies. Further, the hit dice of the undead are not based on the hit dice of the bodies they are made from. So:

  1. Go to first level of dungeon.
  2. Slaughter every kobold there.
  3. Cast this spell multiple times, until every 1/2 hit die kobold is now a 3 hit die undead.
  4. Profit!

There are those who would sneer in disgust and point out the spell isn’t “meant” to be used that way and a player shouldn’t “wreck the story” by being, you know, clever and creative and actually thinking like someone who lives in the game world and is going to use every tool at his disposal. Such people can bite me.

Spell Of Forlorn Encystment

So, which is worse: E. Gary Gygax ripping this spell off from Jack Vance, but calling it “Imprisonment” on the off chance no one would notice he was ripping it off, or the fact the writers of the Necromican didn’t know this spell was already in the PHB under that name? Except that the AD&D spell was a 9th level spell with a touch range, and this is a 7th level spell with a 120 foot range, making it a lot better. It was not until the 2000s and the OGL that we’d see, again, the problem of unofficial supplements with spells either grossly underpowered compared to ‘official’ analogues, or grossly overpowered, leading to some amazing cherry-picking if your DM lets you use them. (Of course, during the 2e era, and to some extent 3e, different writers and editors of ‘official’ books often had similar of identical abilities at wildly varying levels of power, because never in the history of D&D has there been any kind of meta-system for powers, class abilities, spells, feats, monsters, etc. It just goes with the territory.)

Leprosy

“This ensorcellment causes the victim to immediately fall completely apart, save to one limb.” That is the full spell description. That is awesome. “Save to one limb.” If I had to summarize the design ethos of the time in four words, those would be it. If I had to summarize the design ethos of the time in one word, it would be “Dude!”.

An illustration from the Necromican

Just In Case You Didn't Know What 'Gyration' Meant

Phandaal’s Gyration

One more spell borrowed, literally, from The Dying Earth, but, oddly enough, this is not one EGG saw fit to include in D&D, though I’m not sure why, since it’s pretty darn nifty. When cast, it causes the victim to… well, look at the picture. If the victim fails his save, you can make him spin (in mid-air, to be clear) about five feet off the ground, and increase the speed of the gyration until his limbs and head go flying in every direction. If he succeeds, he spins for 1d6 rounds and then goes flying off in a random direction. The spell description says that if he fails his save, the victim can be spun for as long as the caster likes.  It suddenly occurs to me that you could have quite an industrial revolution by attaching some sort of cogs and gears and rods and things to a carefully aligned row of spinning victims, perhaps using them to power mills when there’s no convenient waterfall or wind. If the caster stuck around, he could speed up or slow down their rotation as needed for the task at hand. (“Dammit, Scotty! I need more power!” “Captain, if make ‘em spin any more, their heads are gonna go flyin’ off!” “No excuses, Scotty! This wheat must be ground!”) You could position them over vats of thin gruel, so, on each spin, they could gulp a little food down or something. It has possibilities…

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Captain Future And The Space Emperor!

Captain Future!

And The Space Emperor! 

As you may recall, yesterday… yes, folks, I am actually writing “tomorrow” what I said I would… (EDIT: As you can tell, it didn’t get finished until a few days later) as opposed to a week or a month later… we discussed Captain Future, The Wizard Of Science, and his partners — Grag the indestructible robot! Otho, the incredible android! And the Brain, bodiless super-genius! And, frankly, if reading those prior sentences doesn’t  spur some kind of thrill in you, get ye gone from my blogge, for ye are no true-borne gamyr!

Anyway. Today, we shall look at the first Captain Future novel, “Captain Future And The Space Emperor!” It opens with the revelation that Earthmen are being transformed into ravenous, prehistoric, creatures, by some sort of “atavism plague” that rapidly degenerates them back to their ancestral form, and somewhere, a biologist is crying. No matter! Ignore the sobbing scientist! Let’s be fair, the idea was at least vaguely new and sort of plausible (and by ‘plausible’, I mean, ‘a lot fewer lay people knew enough about science to know what bullshit it was, but no real biologist of the time would buy it’) back in 1940; when Star Trek did it more than 50 years later, it was utterly unforgivable.

In any event, when disaster strikes the System, the call goes out for Captain Future! And Captain Future answer the call, in his mighty spaceship, the Comet! Please note the lack of cadillac fins. This was due, in part, to the ability of the The Comet to disguise itself as a comet, by producing a blazing particle aura around it, thus avoiding all suspicion, for when the evil villains would peer out of their space windows, they would see nothing but a mere comet, which was not moving in accordance with any Newtonian trajectory, was not on any charts, and whose blazing tail was evident even if it was very far from the sun, which is what causes comets to have tails in the first place! Captain Future's Spaceship, The Comet

And so, Captain Future sets off! The plague has begun on Jupiter, and is due to someone calling himself “The Space Emperor”. Jupiter is a world “whose vast jungles and great oceans were largely unexplored”.

An aside. In this novel, Captain Future mentions prior adventures, such as capturing the “Lords Of Power”. Yet, this is the first novel in the series, and the character did not appear in prior stories. He begins as an established hero; no “origin story” required, except a quick background. Compare to modern heroic media, where it’s vital to spend endless hours detailing everything the hero has done and then having almost no story left to tell. The monomyth is, ironically enough, killing modern mythmaking.

Oh, the Great Red Spot on Jupiter? That’s actually the Fire Sea, a great radioactive volcanic cauldron. Also, only the upper layers of Jupiter’s atmosphere are methane and ammonia; beneath the clouds, it is a mostly Earthlike world of continents and oceans, inhabited by Jovians, green, hairless, flippered beings. Oh, the Jovians, previously peaceful, are being stirred up against the humans who have settled on Jupiter by the aforementioned Space Emperor.

Before landing on Jupiter, though, Captain Future is ambushed in space! He forces the attacking ship down on Callisto (which, of course, has a breathable atmosphere.. I think the only object of any note to not have a breathable atmosphere is Earth’s moon). Callisto is inhabited by crystalline life forms that can attack end envelop their prey. Using them as a threat, Captain Future wheedles confessions from the vile miscreants, and they describe the Space Emperor as an armor-suited figure who “does things no human could do!”

Further, only a few people could have known Captain Future was heading to Jupiter. This sets up a plot that is repeated in the other two novels I have read — early on, Captain Future realizes the mysterious villain of the novel is one of a set of people, and spends most of the rest of the story narrowing the list of suspects. Also, in each of the three novels, the villain is somehow using, manipulating, or controlling a native race for his own ends. What saves these stories from tedium is that beneath the repetitive plot structure (which I have to assume is varied eventually, given how many Captain Future novels there were!), there is endless invention and awesome spectacle — like the Crawling Crystals Of Callisto! (They’re not called that in the book, just to be clear… but isn’t that a cool name? Wouldn’t you buy a novel called “The Crawling Crystals Of Callisto!”? I would.)

Otho disguises himself as one of the capture henchmen. He can soften and mold his plastic flesh almost without limit, which is useful.  This allows him to find out when and where the Space Emperor will be contacting his Jovian allies, but when Captain Future goes to capture him, he discovers that the Space Emperor is immaterial! He cannot be attacked, captured, or harmed! (Here, interestingly, follows some conversations that show more attention to science… or at least verisimilitude… than is seen in other media, for example, Star Trek: The Next Generation. Having concluded that the Space Emperor is vibrating at a frequency higher than that of ordinary matter, the issues of this — such as how does he breathe, and why the planet’s gravity doesn’t suck him into the core — are brought up and addressed, or at least listed as mysteries which must be solved, and which eventually are.)

While on Jupiter, we also meet two recurring characters: Ezra Gurney, the crusty old Marshall of the Planet Police, and Joan Randall, Planet Police Secret Agent and theoretical love interest. I say “theoretical” because, while she is female, and only such in the novels I’ve read thus far, and is positioned, trope-wise, to be Captain Future’s girlfriend, or at least Unstated Sexual Tension Friend (as is often the case in serial fiction), as of the three and a half novels I’ve read, Captain Future has less sex drive than a toaster, and while he is filled with Manly Fury when Joan is captured (on average, 14.6 times per novel), he has just as much Manly Fury when it happens to Grag, Otho, or the Brain. Joan’s own emotional state is limited to an occasional wide-eyed stare at the handsome Captain Future. I have to wonder if, back in the early 1940s, there was an underground of fanfic that tapped out hard-core porn on manual typewriters, and if the early fans of “scientifiction” were sexually aware enough to even contemplate what a shape-shifting android like Otho or an unstoppable powerhouse like Grag could do in the sack. Not really sure what you’d do with the Brain. Don’t want to think about it. PS: If you do a GIS on Captain Future with safe surf off, you WILL find porn — this is the internet, after all — but it’s based on the 1970s anime series, as are most of the images.

There is quite a bit going on, a lot of last-minute escapes, derring do, cunning plans, and some really awful “friendly banter” between Grag and Otho. Really, it may be simply the cultural distance… we live in a somewhat more restrained era… but a lot of what’s supposed to be playful interaction between friends, among all the Futuremen, often comes across of my modern ears as unduly harsh. It may also be that Edmond Hamilton’s skill at dialogue, at least in these early novels, is far less than his skill at imagining wondrous worlds and settings. At that, at least, he excels — especially when you remember most of this hadn’t been done before. He is quite good at evoking the feeling of a world with a handful of sentences, using a relatively sparse number of words to create a rugged Jupiter mining town or the eerie surface of Callisto. The raw energy and excitement of the story allows Captain Future to leap over great gaping holes in characterization.

Ultimately, we learn the Space Emperor is posing as “The Last Ancient”, a member of the near-mythical race of “super-civilized” beings who inhabited Jupiter long ago. Of course, he is a fraud, an Earthman who found some of the Ancient’s advanced technology, and he has duped the Jovians into following his scheme.  Captain Future defeats him, naturally, by outwitting him. (This is another common theme — Captain Future uses science against his foes. The ethos of the Captain Future novels is clear: Science is not evil, humans are. Even the atavism plague the Space Emperor is using had a benign origin — it was intended to let the Ancients study the evolution of species for the sake of pure knowledge. There is nothing, at least thus far, in the Captain Future novels that is of the “Things man was not meant to know” category — just things which should be kept out of the hands of the evil and the unscrupulous.)

Gaming Captain Future

From a gaming perspective, the universe of Captain Future is amazingly rich. Obviously, GURPS Tales Of The Solar Patrol, with the background suitably altered, is a great starting point, but any system that supports pulpy sci-fi action is good. The System is a great setting because of its size and population. Virtually every world is inhabited or inhabitable,  and even the long-settled worlds are home to countless mysteries, lost cities, forgotten races, and strange artifacts. Most of the worlds have a frontier feel to them — you can draw off the gold rush, of course, but also the settlement of the American West (complete with angry natives) , Australia during its penal colony days, or the English colonies in Hong Kong and India. The novels either ignore issues of imperialism and exploitation, or portray native dissent against the interlopers from Earth as something exploited by evil humans for their own gain, but there’s no reason to keep it that way, especially if the players will be unable to accept the status quo. (It ought to be noted that, in other novels, it’s made clear many of the aliens have equal status to humans — we meet Martian and Jovian businessmen, for example, who have considerable wealth and power in the System, so that there’s evidently some degree of equality going on. Except, of course, for women. It may seem fairly progressive to have Joan Randall be a Planet Police Special Agent instead of a nurse or a secretary, but, as of halfway through the fourth book, you’re left wondering how she ever got the job, as she seems to have no function except to be kidnapped or to stand there while Captain Future delivers some exposition.)

Despite the advanced weapons, combat is often quite physical, and one of the most common tropes is attacks by strange alien beasts who are conveniently immune to conventional super-weapons. Most characters in a Captain Future game would do well to know some fisticuffs and knifeplay. At the same time, actually advancing the plot requires deductions, fact-finding, and especially SCIENCE! Intellectual skills should be a big part of the game, but characters will tend to be ludicrously skilled generalists rather than realistic specialists.

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Captain Future!

Captain Future!

And The Futuremen!

Part I: Who Is Captain Future?

It is extremely easy, in this age of pastiches, homages, parodies, deconstructions, and reconstructions, to lose sight of the source of things. We are a world of second handers and third handers. This is the age of the mash-up. Quite honestly, there’s nothing wrong with that — the only difference between someone writing Twilight fanfic and William Shakespeare is that Shakespeare occasionally got laid. I have said many times that originality is overrated, in that, ninety nine times out of a hundred, someone’s “original” idea is an idea smarter people long ago thought of and realized was crap.
But…

It’s still important to know what you’re mashing up, plagiarizing, homaging, and deconstructing. There is something vital about the earliest works of any genre, the point in the evolution of creativity where a new style or category of art split from its ancestral roots. One reason I love 1970s RPGs is that they are mostly examples of this era, of what I’ve termed the Burgess Shale — the period of explosive innovation when people still don’t know what works and what doesn’t.

So we come, finally, to Captain Future. My editor at PCWorld would have fits at how much I ramble before getting to the point, but, hey, no one is paying me for this, so I can write it my way, which means, filled with Adderall (I have a prescription, just to be clear) fueled digressions and clarifications. Like that one.

I know what you’re thinking. (You’re thinking, “I wonder if they’ve posted anything new at trannymidgetsinbondage.com since the last time I looked.”) “Wait, Lizard was talking about getting away from parodies and pastiches and going back to the source, and there’s no way something called ‘Captain Future’ was published with a straight face.” You’re wrong, wholly imaginary audience! Not only was it published with a straight face, it was played completely straight, with any humor, or attempts thereof, coming from some banter between an android and a robot that was more forced than Michael Jackson’s wedding night. To judge from the letters page, the audience at the time saw nothing remotely risible about it, either, and took it for exactly what it was. (If you either don’t know what ‘risible’ means, or you can’t glark it from context, this probably isn’t the web page for you, and you probably got here because google saw my line about trannymidgetsinbondage.com. )

So who, or what, is Captain Future?

Here’s where we put the page break!

Continue reading

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