Sunday, August 22, 2010

Starbound by Joe Haldeman

Following on the heels of Marsbound by Haldeman, I read Starbound as soon as I was done with the previous book. As this is a sequel, it was a logical course of action...

In Marsbound, we discover intelligent life on Mars, life that was bio-engineered to be the mouthpieces of an advanced alien civilization based on silicon-oxides and existing in a sort of cryo-state: nearly immortal because at those temperatures, nothing moves fast and chemical reactions occur at a snail's pace. The cost of immortality? Living an existence where 1 minute is actually 8.

Carmen and Paul, along with 3 military types, 2 scientists, and 2 Martians, crew an interstellar ship with the purpose of contacting the ET civilization. Their message? Please don't kill us!

So the ship makes the journey of 24 LY to Wolf 25, contact the "Others," and open a dialouge, of sorts. The message is that the Others can't be bothered with treating humanity as anything other than a child civilization, and you'd better not get on our wrong side, or you'll be punished...

The book ends with the "free energy" system that Earth had reversed-engineered from Martian artifacts being "turned off" by the Others, and in fact, all energy sources above biological being robbed of their capabilities. This because the Others had found out that the Earth had built a defensive warfleet, to defend the Earth against Other aggression, while the crew offered their message of peace. Thus the Other's response is to blow up the moon, and deny Earth any sort of spacetravel -- even low Earth Orbit -- for the next 13,000 or so. And rob humanity of technology in general.

I really enjoyed these 2 Haldeman books, but found the ending to be really unsatisfying, so much so that I'm hoping there will be a third book to tie it all up.

What is really dissatisfying about the series is the attitudes of the Others. Haldeman I think goes to great lengths to differentiate their "mentality" (to quote the great, late Marc Bloch) from that of humanity (or even the Martians). What would we have in common with, say, tool-using octopi?

I'm not sure he was entirely successful though. In the end the Others come across as being less interested in exploration, and more interested in "The Game" (there was a throw-away line -- perhaps more important than I would have guessed at the time -- that the Others enjoy games, played by bio-constructs -- in which the objective is not to win, but to learn the rules of the game). Not only does this make it look like they were just playing with humanity ("testing us," as Spy, one of those bio-constructs, mentions), but it also makes them look like a civilization inhabited entirely by immortal children. Arbitrary and capricious.

In the end, I don't regret reading the books, and I think it is one interpretation on how a first-contact scenario might play out. But I'm hoping for a 3rd book that will propel this series from being merely interesting to "great!"

Tuesday, August 17, 2010

Marsbound by Joe Haldeman

The name Haldeman should be a familiar one to Sci-Fi literature fans: he wrote the widely regarded The Forever War. Winning the Hugo, Nebula and Locus awards (source), this book was as much about Vietnam as it was about SF, cleverly using the plot device of time dilation to illustrate the alienation of soldiers returning home from war.

Marsbound is a somewhat different book, and explores both early colonization of Mars, as well as "first contact." There is nothing original about the storyline, but Haldeman tells it well. It is from the first-person perspective of Carmen, daughter of two scientists that go with them to the Mars colony, along with her younger brother Card. And of course along the way she meets Martians.

When I first started reading this book, I almost thought it was a juvenile SF. The fact it was from the perspective of a teen-aged girl reinforced it. But as the character grew, so did the plotline. By the end it wasn't quite a juvenile I had thought it was. Furthermore, Haldeman's direct, basic, and uncluttered writing style kept it simple and at a good pace. I was easily able to read over 100pgs a night (I usually read for 2 hours) and the book came in at 304pgs, so it only took me a few days to plow through it.

There's some very interesting science-fictional concepts in it, such as the nature of the "Others" (only hinted at in this book) and of course the purpose of the Martians. Overall a good book, and I'm already reading the sequel Spacebound.

Sunday, July 25, 2010

The Old Argument: Or, the Disconnect in Historical Movie Audiences

I think the argument is as old as the internet, perhaps even older than that. The scenario should be familiar: a new historical movie comes out, which triggers an argument between two sides -- those that are dissappointed by how historically inaccurate the movie is, and those that claim "it's just a movie."

While both sides of the argument have just as valid viewpoints, I in almost every instance side with those that argue against historical inaccuracy. The point of this blog post then is not to necessarily argue that the opposite viewpoint is wrong or bad, but to explain to that audience why it is important to some people.

One of the points argued is that it's just a movie, and the way I interpret that statement is that it's all just a fantasy, and one should not be too concerned by it. I think this highlights a fundamental disconnect between the two groups in terms of the appreciation of history. I think for the vast majority of movie-goers, the purpose of a movie is to indulge in some fantasy, to escape the drudgery of their every day life and to be entertained for 2 hours. There is nothing necessarily wrong with this desire, but it is important to differentiate how and why people are entertained. One person's epic storytelling can be another person's ponderous snooze-fest.

For someone that has an appreciation of the historical period of any particular movie, the same sort of motivation is also in play, I think. Both audiences want the fantasy, want the experience of going someplace they could otherwise never visit. The real difference, however, is that for someone that is actually knowledgeable of the period in question, the fantasy is broken -- the immersion and the suspension of disbelief  are shattered. Simply put, the goal of the fantasy is no longer met by a history fan, and the movie suffers badly for it.

This brings me to a central and important point for the movie producing audience: the cost and effort to make a reasonably historically accurate movie is the same as making an inaccurate one (usually: there are exceptions, such as 300 where an accurate movie could not be made within the context and goal of the movie). Furthermore, those that go to a movie expressedly for the purpose of escapism will not notice or care if the movie is accurate or not: they just want an exciting and well paced movie.

Ultimately, the real reason historically accurate movies are ignored is not because such a movie will be bad (despite the arguments of the detractors; "If I wanted to see a documentary..."), but that the audience that really appreciates an accurate movie is very small, not worth the effort to cater to, and the vast majority of the viewing public, as well as the movie producers just don't care.

Wednesday, May 26, 2010

Turning the Bat'leth: or how I came to terms with Star Fleet Battles

Star Trek as a sci-fi property has -- despite numerous ups and downs --endured for decades, and may yet endure. The quality or need for a reboot and re-imagining of the universe aside, the new movie at least keeps the franchise in the public consciousness, and allows elements that I prefer to endure.

Like Star Wars, as a tabletop gaming subject Star Trek has been alternatively well served and poorly supported. Today, if you want a true Star Trek game -- whether it is in the new JJ Verse or in the Classic ("Prime") Universe, you are unfortunately going to have to convert another game to suit your needs.

Unless of course you consider the Alternate Universe of Star Fleet Battles.

SFB has been around for a very long time; since possibly the mid-'70s as a "pocket" game. Expansions built upon the core rules, and SFB has a reputation of being a massively unwieldy game requiring dozens of supplements to play (whether or not that is actually true). Despite this, within the gaming hobby as a whole, SFB can be best described as one of those "venerable" games that most dedicated gaming hobbyists have heard, if not played once or twice.

The Star Fleet Universe is perpetually stuck in the "classic" series look (though the owners of the property have exended the timeline far into the future), and has the benefit of being the only currently licensed tabletop gaming property from Paramount. To do this the SFU setting has to omit certain protected names and images, but it's nonetheless a comfortable situation that allows gamers to play in this setting.

My disconnect comes from the history of the gaming product in general.

Once upon a time, while SFB was being published by Task Force Games, another younger company had it's own license, FASA. Publishers of the also venerable games of Battletech and Shadowrun, FASA had it's own extensive and well supported line, which included its own Starship Combat game. The big advantage, however, was that FASA had the license to play in the "movie" era of Trek, and borrowed from the imagery of what for many people is the best loved era of the franchise. I was heavily influenced by FASA's games, and the diverse artwork presented in their ship recognition manuals.

Come the late '80s and Paramount (possibly influenced by Gene Roddenberry himself) yanked the license. FASATrek had become much more militarized than what the current owners of the property were comfortable with. This was neccessary (the SFU also had gone in this direction, but their special licensing agreement somehow protected them) in order to create a sense of conflict to justify why there would be a ship combat game, and to help create dramatic settings for the RPG. Additionally, Paramount didn't like what direction FASA was going with its Next Generation products.

As I had always preferred the movie look (which of course brought us fan-favorites like the Refit Enterprise, as well as the Reliant), I never really considered SFB as a viable game, and even after FASA lost the license, I looked at ways I could continue to use the FASA products.

As I grew older, I came to realize that a lot of the FASA ships were downright weird, and didn't fit very well with the rest of the universe. The Klingon ships worked very well, adhering to the imagery presented in the movies very well, and without much to base on, the Romulans were also very unique and interesting. The Federation ships, however, never really fit well (with the exception of a few stand-outs, like the Larson class, Loknar class, and Anton class ships) and often "violated" the unspoken rules of starship design within the setting.

As I explored other options for Trek gaming, I re-examined the SFB universe, and came to realize that while the ships were still "stuck" in the classic series look, the designs were more logical and fitting in the setting. Sure the Klingon and Romulan designs were far more conservative than their FASA counterparts, but they also fit to a certain aesthetic that matched the universe well.

The big tipping point for me was the release of Klingon Armada and Romulan Armada. Conversions of the Starmada game rules, they fit the universe well enough, allow use of larger fleet actions (one of my gripes with both SFB and the FASA game) but most importantly has a construction system so I could design and incorporate the better ships from the FASA line.

Although I have yet to play a game (apparently in my gaming group Star Trek is not a hot item to game), I hope to remedy that soon. It's calling out to me...

Sunday, May 2, 2010

SAGA Fantasy: 0-Level Arcane Spells

Message

Transmutation [Language-Dependent]
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level
Duration: 10 min./level
Spell Resistance: No

You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.

Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.

Focus: A short piece of copper wire.

0.5 (5/2/10): 0-level Arcane Spells goes live.

Saturday, April 24, 2010

SAGA Fantasy: 1st level Arcane Spells

Conversion Notes: I based this conversion on a hybrid of 1e AD&D and 3e D&D. The purpose of this is to "return" to the classic spell lists, but use much of the effects from 3e as they are a more direct conversion. Some spells have been altered as I see fit as well, for the purpose of integrating Action Points in a logical manner.


Burning Hands

Evocation [Fire]
Level: Fire 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Spell Resistance: Yes

A cone of searing flame shoots from your fingertips. Make a ranged touch attack against the target's Reflex Defense. Any creature in the area of the flames takes 1d4 to 5d4 points of fire damage, (depending on the caster's Spellcraft check)if hit, otherwise they take only half damage. Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

DC 15: 1d6 points of damage.
DC 20: 2d6 points of damage.
DC 25: 3d6 points of damage.
DC 30: 4d6 points of damage.
DC 35: 5d6 points of damage.

Special: the caster may spend an Action point to add another die of damage. Additionally, the caster may spend a Destiny point to increase the damage dice from d4 to d6.

Charm Person

Enchantment (Charm) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Spell Resistance: Yes

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). Make a Spellcraft check against the humanoid's Will Defense. If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its Will Defense. If successful the creature's attitude changes to friendly. If not, the spell has no effect.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

Comprehend Languages

Divination
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Comprehend languages can be made permanent with a permanency spell.

Arcane Material Component: A pinch of soot and a few grains of salt.

Enlarge

Transmutation
Level: Sor/Wiz 1, Strength 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 min./level (D)
Spell Resistance: Yes

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack.

Enlarge person counters and dispels reduce person.

Enlarge person can be made permanent with a permanency spell.

A creature that is unwilling to be Enlarged forces the caster to make a Spellcraft check versus the target's Fortitude Defense.

Material Component: A pinch of powdered iron.

Erase

Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One scroll or two pages
Duration: Instantaneous
Spell Resistance: No

Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Non-magical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing non-magical writing is 90%.

Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.

Feather Fall

Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
Duration: Until landing or 1 round/level
Spell Resistance: Yes (object)

The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a immediate action, allowing you to cast this spell even when it isn’t your turn.

This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.

If the target is unwilling (i.e. a creature), the caster must make a Spellcraft check versus the target's Will Defense. A failure means the spell does not work.

Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

Hold Portal

Abjuration
Level: Sor/Wiz 1
Component: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One portal, up to 20 sq. ft./level
Duration: 1 min./level (D)
Spell Resistance: No

This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.

For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.

Identify

Divination
Level: Brd 1, Magic 2, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 hour
Range: Touch
Targets: One touched object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).

Identify does not normally function when used on an artifact.

Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.

Special: Spend an Action Point and know exactly the properties of a single magic item. Spend a Destiny Point to determine the abilities of an artifact as if it was a normal magic item.

Jump

Transmutation
Level: Drd 1, Rgr 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Spell Resistance: Yes

The subject gets an enhancement bonus on Jump checks, depending on the caster's Spellcraft check.

DC 15: +5 bonus to Jump checks.
DC 20: +10 bonus to Jump checks.
DC 25: +15 bonus to Jump checks.
DC 30: +20 bonus to Jump checks.
DC 35: +25 bonus to Jump checks.
DC 40: +30 bonus to Jump checks.

Material Component: A grasshopper’s hind leg, which you break when the spell is cast.

Magic Missile

Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Spell Resistance: Yes

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

The number of missiles the caster can cast is determined by a Spellcraft check as follows:

DC 15: 1 missile doing 1d4+1 damage.
DC 20: 1 missile doing 2d4+2 damage.
DC 25: 1 missile doing 3d4+3 damage.
DC 30: 1 missile doing 4d4+4 damage.
DC 35: 1 missile doing 5d4+5 damage.

Special: Spend an action point and increase the damage dice to d6.

Message

Transmutation [Language-Dependent]
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level
Duration: 10 min./level
Spell Resistance: No

You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.

Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.

Focus: A short piece of copper wire.

Magic Aura

Illusion (Glamer)
Level: Brd 1, Magic 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One touched object weighing up to 5 lb./level
Duration: One day/level (D)
Spell Resistance: No

You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.

If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.

If the targeted item’s own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn’t work.

Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.
Focus

A small square of silk that must be passed over the object that receives the aura.

Shield

Abjuration [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)

Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to Reflex Defense. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover.

Shocking Grasp

Evocation [Electricity]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Spell Resistance: Yes

Your successful melee touch attack deals 1d6 points of electricity damage per the caster's Spellcraft check. When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).

DC 15: 1d6 points of damage.
DC 15: 2d6 points of damage.
DC 15: 3d6 points of damage.
DC 15: 4d6 points of damage.
DC 15: 5d6 points of damage.

Special: spend an Action Point to add an extra die of damage. Spend a Destiny point to increase the damage dice to d8.

Sleep

Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Spell Resistance: Yes

A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Make a Spellcraft roll versus the creature(s) Will Defense. If successful the creatures fall asleep.

Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.

Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

Sleep does not target unconscious creatures, constructs, or undead creatures.

Material Component: A pinch of fine sand, rose petals, or a live cricket.

Spider Climb

Transmutation
Level: Drd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

If the target of the spell is unwilling, make a Spellcraft check versus the target's Will Defense. If a failure, the spell has no effect.

Material Component: `A drop of bitumen and a live spider, both of which must be eaten by the subject.


Floating Disk

Evocation [Force]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 3-ft.-diameter disk of force
Duration: 1 hour/level
Spell Resistance: No

You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.

Material Component: A drop of mercury.

Unseen Servant

Conjuration (Creation)
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One invisible, mindless, shapeless servant
Duration: 1 hour/level
Spell Resistance: No

An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. Its speed is 15 feet.

The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist.

Material Component: A piece of string and a bit of wood.

Ventriloquism

Illusion (Figment)
Level: Brd 1, Sor/Wiz 1
Components: V, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Intelligible sound, usually speech
Duration: 1 min./level (D)
Spell Resistance: No

You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, for anyone who hears the sound, the caster must make a Spellcraft check versus the target's Will Defense. If the roll fails, the target recognizes it as illusory (but still hears it).

Focus: A parchment rolled up into a small cone.

Revision History
1.0 5/2/10: 1st Level Arcane Spells goes live (again).

SAGA Fantasy: The Fighter

Fighter




A fighter relies on his skill with weapons and his armor, fighting battles with nothing more than his courage, prowess, and physical presence. While Wizards may cast their spells from afar, or Rogues by subterfuge, or Clerics through divine power, Fighters prefer to fight up close and personal.

Game Information

Fighters have the following game statistics

Abilities

A Fighter benefits most from strength, but constitution and dexterity are also useful.

Hit Points
Fighters begin play at 1st level with a number of hit points equal to 30 + their Constitution modifier. At each level after 1st, the Fighter gains 1d10 hit points + their Constitution modifier.

Action Points
Fighters gain a number of Action Points equal to 5 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Action Points left over from the previous levels are lost.

Class Skills
At 1st level, the Fighter gains skill points equal to (2 + Int modifier) ×4. At each level thereafter, they gain 2 + Int modifier. The Fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Class Features

Defense Bonuses
At 1st level, you gain +1 class bonus to your Reflex Defense, and a +2 class bonus to your Fortitude Defense.


Starting Feats
At 1st level, you gain the following bonus feats:
  • Armor Proficiency (light)
  • Armor Proficiency (medium)
  • Armor Proficiency (shields)
  • Fighter's Edge
  • Weapons Proficiency (simple)
  • Weapons Proficiency (martial)

Base Level Attack Bonus Class Features Damage Bonus
1st +1 Defense Bonuses, Starting Feats, Talents+2
2nd+2 Bonus Feat+4
3rd +3 Talent+6
4th +4 Bonus Feat+8
5th +5 Talent+10
6th +6 Bonus Feat+12
7th +7 Talent+14
8th +8 Bonus Feat+16
9th +9 Talent+18
10th +10 Bonus Feat+20

New Feat: Fighter's Edge
Fighters are trained to be as effective with melee weapons, and thus compared to all of the other classes they are the most efficient in this regard. When in melee combat, they can add in a damage bonus equal to twice their level. Thus a 1st level fighter only adds +2 damage bonus to their melee attack (this is above and beyond any other bonuses, such as strength, magic, and special feats), while a 12th level fighter may add +24 to their melee attack. This damage bonus doubles when scoring a critical, like other damage bonuses.


Talents
At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc), you select a talent from any one of the following Talent Trees. You may choose a Talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen Talent. No Talent may be selected more than once unless expressly indicated.

Armor Specialist Talent Tree
See Star Wars SAGA Edition pp.52-52

Brawler Talent Tree
See Star Wars SAGA Edition p.52

Weapon Specalist Talent Tree
See Star Wars SAGA Edition p.53

Revision History:
1.0 (5/2/10): Fighter goes live (again).

SAGA Fantasy: The Wizard

After our recent game, one of the players in my group stated that he "wished there was a fantasy version of SAGA." This got me thinking, and I don't think a conversion would be that hard to do. The big differences would be the Talent system (which is -- in my mind -- indistinguishable from Feats other than they are class specific, and tend to be more powerful), and integrating the fantasy elements like magic.

Creating talent trees was relatively easy. Just looking at the class-specific feats and converting the more powerful ones into talents. The magic system I suspect may take more work, since many of the spells would need to be integrated into the SAGA style framework, though I don't find this impossible.

This conversion also gives me the opportunity to "fix" some issues I have with SAGA (depending on how you look at it), like the skill system. This specifically is a return to the older 3e skill system, lifted whole cloth. I know there are those that prefer SAGA's (and by extension 4e's) method for selecting skills: I personally feel it gives me less control over my character. So that is one thing that gets "fixed."

So I present here the first such conversion: the Wizard.

Wizard



Wizards gain their power not through martial arms or physical combat, but through the manipulation and lore of magical energy. Thus, they tend to be intelligent and introspective, rather than physical and brash. Years of studying musty tomes or bent over their texts mean that they are not physically strong or robust, but their knowledge more than makes up for this.

Game Information

Wizards have the following game statistics

Abilities
A Wizard benefits most from intelligence, but wisdom and dexterity are also useful

Hit Points
Wizards begin play at 1st level with a number of hit points equal to 18 + their Constitution modifier. At each level after 1st, the Wizard gains 1d4 hit points + their Constitution modifier.

Action Points
Wizards gain a number of Action Points equal to 5 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Action Points left over from the previous levels are lost.

Class Skills
At 1st level, the Wizard gains skill points equal to (2 + Int modifier) ×4. At each level thereafter, they gain 2 + Int modifier.The wizard’s class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Class Features

Defense Bonuses
At 1st level, you gain +1 class bonus to your Reflex Defense, and a +2 class bonus to your Will Defense. 

Starting Feats
At 1st level, you gain the following bonus feats:
  • Arcane Spellcasting
  • Find Familiar
  • Weapon Proficiency (simple weapons)


Base Level Attack Bonus Class Features Spells: O lvl 1st lvl 2nd lvl 3rd lvl 4th lvl 5th lvl
1st +0 Defense Bonus, Starting Feats, Talent 3 1
2nd +1 Bonus Feat 42
3rd +1 Talent 421
4th +2 Bonus Feat 432
5th +2 Talent 4321
6th +3 Bonus Feat 4332
7th +3 Talent 44321
8th +4 Bonus Feat 44332
9th +4 Talent444321
10th +5 Bonus Feat 444332

Talents
At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc), you select a talent from any one of the following Talent Trees. You may choose a Talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen Talent. No Talent may be selected more than once unless expressly indicated.

Artificer Talent Tree
Wizards that follow this talent tree are adept at creating magical items. You bend your will to infusing items with useful or powerful magical energies.

Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

Prerequisite: Caster level 1st.

Brew Potion: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level × its caster level × 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.

Prerequisite: Caster level 3rd.

Craft Wondrous Item: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.

Prerequisite: Caster level 3rd.

Craft Magic Arms and Armor: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Prerequisite: Caster level 5th.

Craft Wand: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level × the spell level × 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.

Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.

Prerequisite: Caster level 5th.

Craft Rod: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.

Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.

Prerequisite: Caster level 9th.

Craft Staff: You can create any staff whose prerequisites you meet.

Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges.

Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff’s base price.

Prerequisite: Caster level 12th.

Forge Ring: You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.

You can also mend a broken ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that ring in the first place.

Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.

Prerequisite: Caster level 12th.

Metamagic Talent Tree
You are adept at manipulating the fabric of magic, and using this knowledge to enhance spell effects and tailor them to your needs.

Enlarge Spell:  You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell requires a Spellcraft DC20 + spell level to create the effect.

Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.

Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell requires a Spellcraft DC20 + spell level to create the effect.

Heighten Spell: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Quicken Spell: Casting a quickened spell is an swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell requires a Spellcraft DC25 + spell level to create the effect.. Casting a quickened spell doesn’t provoke an attack of opportunity.

Silent Spell: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell requires a Spellcraft DC20 + spell level to create the effect.

Still Spell: A stilled spell can be cast with no somatic components.

Spells without somatic components are not affected. A stilled spell requires a Spellcraft DC20 + spell level to create the effect.

Widen Spell: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%.A widened spell requires a Spellcraft DC20 + spell level to create the effect.

Spells that do not have an area of one of these four sorts are not affected by this feat.

Revision History:
1.0 (4/24/10): Wizard class first post.
1.1 (5/2/10): Corrected some HTML code. Also changed meta-magic talents to make them more "skillful"

Friday, April 23, 2010

The Magicians by Lev Grossman

The theme of magic actually being real is not an original or new one. It has been done several times before, most prominently by JK Rowling's Harry Potter series.

What Grossman brings in his book is perhaps a more realistic, less idealized presentation. His book is filled with characters that perhaps reminds one of people we knew in school, or have heard of. While he doesn't go into extensive detail about how magic works, the book emulates a basis of knowledge that suggests that, while magic itself is mysterious, the ability to manipulate it is known and formulaic.

The story is divided into to main elements: the tutelage of the main character, Quentin, at a sort of "University of Magic" called Brakebills, and the second part details their discovery that the "magical world of Fillory" (a sort of CS Lewis analogue) is in fact real, and they are able to travel to it.

It's always fun finding the theme or intent of the author in writing his story. For some writers, there really isn't one -- the story is for pure entertainment. Given Grossman's status as a literary critic (so sayeth the jacket sleeve), I can't imagine the book would not have that level of depth.

One of the elements we discover about Grossman's magical society is that it is essentially one that takes care of itself. Once the students graduate from Brakebills, all of their expenses are paid (secret magical manipulation of the world economy), and it is ultimately up to them to discover their own way in the world -- there is no "job placement program."

Once Quentin graduates from Brakebills, he rapidly descends into a decadent existence, seeking pleasure for the sheer purpose of experiencing pleasure. Daily him and his companions drink, or engage in drug use, throwing parties just for the sake of having one, or otherwise engaging in activities for the sole purpose of filling in the time in their purpose-less lives.

We see a precursor of this when Quentin visits his girlfriend Alice's parents. They engage in seemingly pointless activities, such as remodeling the house based on Roman era architecture, or studying the musical themes of pixies. Both of Alice's parents seem to be disengaged from the world, wrapped up in their own make-busy work. Alice makes Quentin swear that they will not end up like that. But perhaps that is unavoidable...

When the gang discovers the ability to travel to Fillory, they find that it is a much darker and more dangerous place then they had imagined. It kills one of the party, and crippled Quentin. What should have been Quentin's greatest dream is ultimately poisoned by the issues the humans bring with them.

I think ultimately Grossman's theme in this book is that we must create a purpose for our lives by ourselves. Despite the magic, despite Fillory, and despite the Eloi like existence, Quentin is ultimately unfulfilled because all of these elements are tools for him to use and create a fulfilling life. This is contrasted by his girlfriend Alice -- stronger in magic than any of the other characters -- who uses magic as a tool and not an end, and gives her life purpose at the very end.

I can't disagree with this viewpoint at all. Having all but rejected religion, and the idea that the purpose of my life must be defined by some external power, the idea that we as individuals give our own lives meaning -- create it based on our own interests, ideals, and experiences -- is far more appealing than having it dictated on-high. I am sure there will be those that disagree with this viewpoint, but of course it is my viewpoint.

Tuesday, March 30, 2010

A Thousand Sons By Graham McNeil

One of the great tragities of the Horus Heresy was the treatment the Thousand Sons Legion and its primarch, Magnus the Red. Magnus who was one of the most loyal of the Emperor's sons, and one of the few that had a direct and personal link to the Emperor (through their shared psychic powers -- Magnus had been in communication with the Emperor before he was found), but Magnus' delving into the ways of the Warp set him up for his downfall.

McNeil does a very good job in presenting both Magnus as well as his Thousand Sons Legion in a very sympathetic light. Where most of the Primarchs we have seen so far have a personality flaw that in one way or another makes them unlikable, Magnus' flaw is his faith in his knowledge and his hubris that he can master this knowledge and power. This makes Magnus seem very confident (a likable trait usually), but he is also compassionate, reasonable, and committed to preserving knowledge and culture. Similarly the Legion and many of its personalities (such as Ahriman, which long time players of the Warhammer 40K wargame should be very familiar with) share this desire, and for me I found myself often agreeing with their actions.

Like a Greek tragety, however, Hubris deserves a fall, and Magnus indeed falls. Contacting the Emperor to warn him of Horus' trechery via the forbidden art of Sorcery (the Council of Nikaea, presented in the book as a virtual trial of Magnus), the Emperor sends the Space Wolves, supported by the Sisters of Silence (null-psykers) and a detachment of Custodes, to destroy the Thousand Sons (which makes one wonder about the two "lost" legions, if perhaps they had a similar fate...).

One element that I had to question was the subplot involving the psychicly aware Remembrancers. Their story was interoven with that of the main plot, but in the end we do not discover what their fate was. I understand Dan Abnett, author of the upcoming Prospero Burns had fallen ill, and was unable to complete the book by the deadline. Originally this book was to be released in April, but has been pushed back till much later in the year. It is possible that Abnett would pick up on this plot point, but due to unforeseen circumstances we are left hanging.

Overall this was a solid book in my opinion, and can't feel a little disappointed that the second part is so delayed.

Monday, March 15, 2010

Olympos by Dan Simmons

One of the things about sequels is that they must live up to the legacy of their predecessor. This is true in movies, but just as true in books as well.

One thing that can be said about the universe Simmons creates is that it is interesting, but incomplete. In this setting, we have technologically advanced post humans posing as Greek gods ("Any sufficiently advanced technology is indistinguishable from magic" or item three of Clarke's Three Laws), but we really never learn why they are posing as Gods, or even why Greek gods and not some other pantheon. And while Sebetos, Ariel, Prospero, and Caliban get sufficient fleshing out, the fate of Sebetos is never really developed (it just seems to leave ...was it sated on human misery? Scared away by the moravecs? Got bored?).

Nonetheless, Olympos still maintains a good pace and an engaging book. The ending is suitably happy, though one of the elements involving an early '60s (apparently) role-play of sex in the back seat of a teen-ager's car, interrupted by the apparent nuclear annihilation of a city seemed to serve little purpose (other than to say these far future post-humans have a poor grasp of history, unless it was some veiled suggestion of reality hopping of some sort...), and could have been more straight forward.

In the end, if you're looking for some unusual SF, Illium-Olympos might be something to look at.

Friday, March 5, 2010

On the Short Shelf I

I don't know if you are the same, but buying books gives me a little bit of an endorphin shot -- it just feels good. While invariably this means I have more books unread, it does mean that I never lack for reading material.

I picked up some books today, and ordered a few from Amazon. So what's on the "short shelf" for reading in the near future?

A Thousand Sons by Graham McNeil.  Another installment in the Horus Heresy series, I've been looking forward to this book (as well as the Abnett penned Prospero Burns companion novel, not yet released) since it was announced, and it promises to be a thrilling installment in the history of the Warhammer 40K universe. Detailing the razing of Prospero (homeworld of the Thousand Sons Space Marine Legion) by the Space Wolves Legion, it was pivotal as it was a landmark turning point, and a tragic betrayal as well. The book is quite thick, coming in at 558pgs. This will be likely to be read in the very near future.

Devil's Brood by Sharon Kay Penman. I tried reading Penman's books in the past (primarily When Christ and his Saints Slept about the reign of King Stephen, and his struggles against the daughter of King Henry I, the Empress Mathilda), but could never really get into them. This book, however, is set in one of my favorite periods of history, and about one of my favorite dysfunctional medieval families, that of King Henry II of England. Set during the Great Revolt of 1173, it promises to detail the betrayal of Henry not just by his sons (primarily Henry "The Young King" and Richard), but also by his formidable -- and much celebrated -- wife Eleanor of Aquitaine.

The Magician by Lev Grossman. I had first heard of this book when a friend of mine discussed how much he was enjoying it. I filed it in the back of my mind to look for it later, but a recent conversation on one of my favorite forums about Jewish fantasy writers brought it to the fore. Described as being a more realistic depiction of the "Harry Potter" idea, what if magic were real and people from our society were trained in its use? And what would you do if you had magic powers?

Sledgehammers: Strengths and Flaws of Tiger Tank Battalions in World War II by Christopher  Wilbeck. The Tiger tank was a much feared piece of equipment in the German army of WWII, but how effective was it really? Depsite the thick armor, good gun, and (for it's size) adequate mobility, it had a number of technical issues it never really resolved. It was underpowered for it's weight, and had frequent breakdowns. However, even with half it's strength reduced by mechanical issues, a Tiger battalion was a force to be reckoned with. Sledgehammers looks at this from a balanced view, to assess the value of the tank on the battlefield. This book is rather short as well, only 219 including pictures.

X-men, Vol. 8 by Marvel Comics. I've been reading these collections for several years. Consisting of black & white reprints of the original X-men comics series, it offers a cheap and accessable way for newcomers to read the series, or even older collectors that might not want to delve into their collection. X-men has always been a pretty solid storyline for the era, and with this volume we're starting to catch up to a more modern era. I admit I bought it to fill out my Amazon order, but it's certainly not unwelcome...

Monday, February 22, 2010

Illium by Dan Simmons

Hector. Paris. Achilles the Man-slayer. Helen. Menelaus. Agamemnon. These are the names from the epic The Illiad by the blind-poet Homer. Some would say it is a complete flight of fancy, while others feel there is a kernel of truth wrapped in centuries of elaboration and divine motivations to explain inexplicable events. What if, however, it is an exact retelling of the Trojan Wars, and the Gods indeed walked among mortals?

This is one of the themes of Simmon's book Illium. But rather what if the Gods were not divine beings sprung from Zeus and his inveterate coupling with anything that moves, but rather powerful and technologically advanced "post-humans?" With the ability to displace both time and space, the Gods have been observing, intervening, and guiding the war in a way that Homer relates. Observing on behalf of the Gods are the Scholics, men plucked from their own time, experts each on the Illiad. Of these, Hockenberry -- a contemporary of ours -- observes the action with growing disinterest...that is until he is given the Helmet of Hades and a QT medallion by Aphrodite with the purpose of killing Athena.

The advanced technology of quantum teleportation used by the Gods does not go unnoticed. The Moravecs, advanced bio-electro-mechanical entities seeded in the far reaches of the Jovian moon-system, have observed the massive use of quantum technology, which threatens the long-term existence of the solar system. An expidition involving the deep-sea moravec Mahnmut and the Hardvac moravec Ophu is dispatched to investigate and perhaps put an end to this "quantum polluton"

Finally, on Earth, now inhabited by perhaps a few hundred-thousand "old-style" humans, Harman, Daemon, and a few others meet Savi, the "last" Jew, as they attempt to unravel the mystery of the "Post-humans."

Overall, Simmons creates a well-crafted story that rolls along, and tempts the reader with ever increasing layers to the puzzle. The nature of the Trojan Wars unravels slowly, while the "old-style" humans are propelled into a world far more complex than their previous "eloi-like" existence suggests.

It's very hard to find any faults with the story, well crafted as it is, and indeed has inspired me to want a Achaian Greek wargames army.

Monday, February 8, 2010

Fading Suns Game Material: The Megasewers of Midian

Introduction: I have been, for a long time, a fan of the Fading Suns game setting. I ran a short campaign a few years ago, and generated some material for it. Recent posts on the Fading Suns Yahoo group reminded me of this material.

Sadly, the original source of this documentation no longer exists -- Holistic Design's Fading Suns web forum. While Holistic has faded away as a supporter for the game (I don't think the website has been updated in some time), Redbrick is continuing to support the game in their own way. 

So here I present some of the ideas I used in my campaign. Enjoy!

* * * * *

During the 2nd Republic, mankind’s ability to innovate and invent was not matched by any time before or after. One of these results is the vast waste disposal system beneath the crust of the planet Midian. The original settlers, mindful of the environmental effects civilization had, took every practical measure they had to mitigate this impact. However, by the time of the 2nd Republic, the technology and finances finally existed that allowed them to create one of the most impressive feats in waste management anywhere in the Known Worlds. This involved a massive network of tunnels, sluiceways, canals, and other water management systems, that disposed of their waste directly into the hot magma beneath the planetary crust. Organized in nodes, the most important – and extensive – node is under the capital city of Saiwhun.

The network is simple in concept, though the execution is titanic in scale. Beneath each major city a network of underground canals empty into large, domed galleries that serve to hold the water for a time. This water then collects and concentrates wastes from the cities and industries above. An automated process then vents the water into massive, hundred meter wide disposal pits that are, in some cases, more than a kilometer deep. Further channels at its base redirect the water deep into the interior of the planet, and disposes of it into the planetary mantle. The results: any toxins, poisons, or rubbish are instantly incinerated (though some planetologists would call this the ultimate form of recycling) and the water is super-heated and percolates through the crust, removing any final poisons or toxins and locking them deep beneath the earth. Finally venting beneath lakes, oceans, and other areas, the water is again reintroduced into the bio-cycle.

Originally, this system was carefully monitored and maintained by a powerful computer network, but also could be controlled locally by a number of sub-stations located within the system. Maintenance was carried out by a vast army of automated, or remotely-operated, machines or supervised by a small but experienced team of human operators.

Since the Fall, the system has been neglected and fell into disrepair. No longer possessing the knowledge to maintain – let alone navigate – the vast tunnel network, the local governments and ultimately House Li Halan, have allowed their efforts to lapse. While the system is so well engineered it requires little actual intervention, after a thousand years of neglect, it has begun to malfunction in places. Pumps have failed, galleries have become super-concentrated with toxins and rubbish. And some of the local and subterranean life has begun to infiltrate the system and use it for their own purposes.

Additionally, the network has become the favored hideout of miscreants, fringers, down-and-outs, escaped serfs, and others on the periphery of civilization. Often tales are told of strange rituals that supposedly take place there, criminal underworld deals gone bad, and even tales of secret bases, complexes, temples, lairs, vaults, and storehouses from everything from demonic or alien infiltrations, to local crimelords’ stashes.

The network has shown its fair share of attention from more well-to-do seekers. Drawn by tales of secret technosophy or heresy, the Temple Avesti periodically sends its members through seeking forbidden tech or rites. Tales of alien or seditious presences has frequently drawn the attention of the local Imperial Eye commander, while noble curiosity or simply responsibility has prompted Duke Alexander Zhu Li Halan to send patrols to clear out criminal dens or dangerous creatures that make their homes here. Finally, the Engineer’s Guild has conducted periodic expeditions here, though what they are doing here, studying, or looking for they have never revealed.

While the population using this system is more often than not human or (rarely) alien in nature, a number of local (and not so local) fauna has made this are their home. Sightless, anemonie like Midian Cavern worms have become a frequent and taxing problem, snaring unsuspecting travelers or prey with their sucker-covered tentacles, only to shrug off any weapons fire from their armored, segmented bodies. Other, more mundane creatures also make their home here, including a number of different species of fish – some growing to considerable size and easily swallowing a human victim whole. More troubling is the infiltration of the network by neo-raptors. The result of a 2nd Republic Big Game Hunting theme park, these are genetically reconstituted Velociraptor  neo-dinosaurs that have survived the Fall and made Midian their personal hunting ground. Fulfilling a niche similar to the Terran wolf, for the most part they shy away from civilization, but any traveler in these depths should beware and never travel alone – or unarmed.

Thursday, January 28, 2010

End of an Era: Retrospective

It has recently come to my attention that Wizards of the Coast (WotC)  will be ending its involvement with the Star Wars RPG, as well as the pre-painted miniatures line. While this is terrible news, I can't say I'm surprised or shocked about it. Long time readers may recall my review of the Star Wars Saga Edition (SWSE) way back in January 2009. At that time I had lamented about the fitful support Star Wars as an RPG property has gotten. While the SWSE I think is a solid ruleset, and deserves its own time in the sun, WotC's stewardship of the property has been inept, to say the least.

I bears to note that the SWSE is in fact the third edition of the game from WotC in 10 years: the first edition was released in 2000, with a revised edition coming out in 2002. Finally the Saga Edition came out in 2007. In between these editions, WotC released product in fits and starts, with a very long period between the Revised (D20) edition, and the Saga edition (around 3 years or so).

With the SWSE, WotC decided to take a different tack than the previous edition: releasing "era" books with all the information and resources a GM would need to run a game during that era. While I can definitely applaud WotC for this tack, it also has the unfortunate side-effect of leaving other eras undetailed (such as the immediate New Republic era, and the Yuushang-vong invasion). While there are still a few products to be released, and this may change, the simple fact of the matter is that the rules are "incomplete" without it. Still, there is enough there a GM can cobble together something, but I'm dissappointed we did not get a New Republic sourcebook, or a "Tales of the Jedi" era sourcebook.

I'll be sad to see the game go, and this also means that I no longer have any sort of involvement with WotC whatsoever. There are plenty of other good games out there, and I hope I'll be able to explore them. But it is strange that a company that I had so long supported -- felt enthusiastic about when WotC bought TSR -- no longer is a facet in my gaming life. All good things come to an end, and now I'm scrambling to complete my book collection.

Tuesday, January 12, 2010

Tyrrany of a Construct Pt. 7

According to this website, there has been a falling out with Raimi and the Spider Man 4 movie. Raimi couldn't deliver a movie up to his standards in time for Sony. So Sony's solution is to...reboot the franchise. This becomes problematic, because otherwise what is the point of a franchise?

A movie franchise serves many purposes for both concerned groups: the movie producers and the movie viewers. For the producers, the franchise concept allows them to continue to profit from the original idea or concept of the original movie. Essentially, the audience is "built in," and fans will be likely to continue to see the next film.

For the viewers the idea of a franchise allows for creating a "setting" that can become more immersive over time. It allows for examination in further detail either the core concept, or other secondary concepts. It also -- more importantly -- allows for character development.

The problem here -- like any Hollywood reboot (which is a shorthand for a "reimagining") is that [i]any[/i] character development from the previous is lost, wasted. The essential connection we might have (as a viewing audience) is broken. While there is some merit in "refreshing" a character, for a franchise like Spider Man, which has had only 3 movies over 8 years (averaging a movie every 2.67 years -- a reasonable interval) is that the characterizations are still "fresh" and the movies still relevant.

It's hard not to be cynical about this development. It has become apparent to me that I am not relevant as a movie goer because I am an adult. With this reboot Sony will return Parker back to his high school roots, which already feels less relevant to me. But no doubt will feel more relevant for the legions of teens that have come of age in the meantime. Also undoubtedly (or at least there is a fair certainty) this will include a new origin story -- something we have already seen. Unless Sony is clever and does a move [i]in medias res[/i] with the backstory being alluded to (so that it can for example be rationalized as taking place between the first movie and the second), I don't have high hopes for this.

Sunday, January 3, 2010

By Blood Betrayed by Blaine Lee Pardoe and Mel Odom

I had this book in my collection for some time, but recently decided to pull it out for a read-through. It was from the initial Mechwarrior line, designed to allow someone with little knowledge of the universe a path into the novel line.

Pardoe has a few novels under his belt, but I wonder how much influence he really had in the writing of this book? There are a lot of inconsistencies in the prose, things that have been either long established, or is widely available in the literature. For example, the background has always been that autocannons were rapid fire weapons --  a sort of gigantic machine gun. Yet the book often mentions firing a single round from the weapon. Another inconsistency is the Union dropship featured in the book carrying a K-61 dropshuttle and fighters, impossible as they're not equipped to carry shuttles to begin with, and theoretically they would at least have to sacrifice a fighter bay to carry one. Also, it has been long established that there is no "artificial gravity" in the Battletech universe, and spacecraft must use either rotating sections or acceleration to generate gravity. A few times the prose talks about the "pseudo-gravity" generated via acceleration. In the real world (as well as how it is established in the BTU), unless the craft is maneuvering or there are windows, there is no other way to determine the source of gravity -- 1g is the same whether you're planet-bound or under acceleration. According to the background, Union dropships can easily sustain 1g accelerations for as long as the fuel holds out.

The plot of the book is entirely conventional. Out on the edges of civilized space (the Periphery), a company of Able's Aces, defending the Rim Collection from the pirate band Morrison's Extractors, is wiped out except for their CO. Harley Rassor's brother was killed in the action, and his father (apparently an ex-mechwarrior with his own Commando in the barn!) sends his son to join the Aces and find out what happens.

Of course he expects the company CO Livia Hawke, and spends his time hating her as a traitor, despite the evdence to the contrary (including a red herring added in that one of the communications techs has a cousin in the Extractors -- which Harley promptly ignores). Or course Hawke is no traitor, and it comes out in the end that it was the intel officer -- along with Harley's brother -- who were in collusion with the Extractors, and forcing a showdown with Harley and his brother.

Unfortunately, this book wasn't "great." Besides the inconsistencies, the plot is pretty predictable. And while the plotpoint of Harley's brother being the real traitor shouldn't have been a surprise, it was for me since the book was not very engaging. Pardoe has written other books -- better books -- and I cannot tell if the problem was because it was co-written with Odom.

It's always dissappointing when you read a book from your favorite genre and it turns out to be not-so-great. But that is also not surprising -- even the best writers will occasionally turn out turkeys.