Showing posts with label Talon Sector. Show all posts
Showing posts with label Talon Sector. Show all posts

Monday, March 15, 2021

OSR Thoughts on Zozer Game's Godstar & Opportunities For Plunder Among the Stars




 Godstar rpg bothers the Hell out of my brain because it allows the Cepheus Engine rpg to create a unique setting & sector all of its own. This a very baroque sector steeped in it's own internal politics & to a certain degree it is fascinating because of its holy star. But whose the Devil then?!



Is there hordes of desert dwellers who are proficient in dark magick waiting in the wings of Godstar fueling the coming tide of revolution?! Barbaric! has thoughts of dangerous & desert hardened babarians armed to the teeth with space craft wreckage daggers just waiting to take down Utani Sand Men in the darkness.


In my own Hostile/Cepheus Engine rpg hybrid campaign setting with its Talon Sector the Million Sun Empire is cut off from our own part of the galaxy by a barrier of psionic energy that will fry any foolish enough to cross it. But it leads to the question if  Aurelia is the focus what else is there within the sector itself. Earth is a distant memory & races such as the Gaugamelans lead one to speculate as to the real agenda behind the Million Sun Empire. But the real heart of the setting is in the star ships of Godstar. Each of the Baroque star craft of Godstar are actually space carriers which could be closer to the concept seen with the Guild heighliner of the DUNE universe.


Still from 1984's Dune 

This has huge implications for the nature of instellar trade & the family houses or trade guilds within the God Star setting for smaller tramps & trade ships. Don't pay your taxes to the Million Sun's empire & your going to have a space carrier on your door step. And you'll have smaller troop transports on your planetary backside. 
The smaller tramp & trade ships of the original Traveller game suddenly make a whole lot more sense especially those operated by smaller corporations & guild outfits. 



And the sheer scale of this coupled with the concept of hyperspace makes Zozer Games Hostile craft not out of the question either. The Colonial Frieghters are the long hauls of their interstellar niche. Even though Hostile isn't a part of this setting trade is going to be the underpinning to even a God star campaign setting.. 

The one thing that occurs to me with this style of a campaign is the fact that its going to be a trade & economic driven game campaign. Even with psionics & even magical abilities goods & services will be the driving force & focus behind such a campaign. What does this all mean?! It means that there is opportunity for plunder as well! 
Once again we are reminded that opportunity breeds plunder. There will be countermeasures to the force screens of the larger Godstar star craft & this is going to breed opportunities for space viking situations. 



Will be seeing a situation where not unlike the ancient silk road there will be knight ships accompanying cargo vessels for the long hauls?! Or will this be a question of opening up further trade roots for vessels plying their trade across the starlanes?! Piracy and Privateering seems to be a perfect supplement to add in here to balance the opportunities for enterprising players & DM's. 



Thursday, April 24, 2014

High And Alone In The Grand Market Place Of Hum Sharu - A Post Apocalyptic Mars Location & Actual Play



The Following Is Not Work Safe
 What happens when you have the Mars Of Edgar Rice Burroughs merge with the strange half formed demi planes of hallucinations of William S Burroughs? You get a Barsoom where thieves, cutthroats, and degenerates are all looking to carve up a post apocalyptic world on the nod. The original idea came from right over
HERE 

Christiaan Tonnis ~ William S. Burroughs / Video / Laserprint / 2006

  • 1. Never give anything away for nothing. 2. Never give more than you have to (always catch the buyer hungry and always make him wait). 3. Always take back everything if you possibly can.



    • William S Burroughs On drug dealing, quoted in The Daily Telegraph (1964)


The PC's while trekking across the endless sands of Mars stumbled upon a hidden dimensional doorway. They decided to take a walk through and ended up in the Grand Market Place Of Hum Sharu, a Martian demi plane that consists of mutants, mad men, and grifters on the nod. The place does a very brisk slave trade and has very close ties to Interzone when the Martian moons are right. The grand bazaar was like walking into a combination of an old forties Arabian Knights fantasy and the drug fueled night mares of the other Burroughs. 

There were a ton of alien species here trading mind and soul altering substances, alien agents on clandestine meaning, and slave markets where the races of a million worlds were being bought and sold. 
The PC's managed to off load much of their weapons, trade goods, and other smaller mundane items before settling into a nice dive for a bit of what they hoped was quiet R&R. 
The fools spilled the wrong drink on bunch of alien slave traders armed with orgone blasters and things went down hill from there. The melee collapsed into a room where Mugwump cultists were getting that unreality high. 
 Things really got out of hand as they were forced to flee from the Red Guard of Hum Sharu. Down through the twisting alleyways they descended passed the skin houses of GAA, the Psychic Misery Places, and The Demon Palaces to the very depths of the underworld of Hum Sharu.

To Be Continued 

The Grand Market Place Of Hum Sharu

File:Oriental Stories Spring 1931.jpg


The grand market place is built within the ruins of one of the most ancient Martian city states and is ruled over by the alien god Hum Sharu. His city runs on the most illicit trade and dangerous black market that can be found within the Martian demi plane. The Red Guard keep the peace of the place and although the dealings here are strictly black market there is an air of civil savagery about the place. 

 The market place is part bazaar, alien slave market, and outdoor mall with the weird, the strange, and the completely alien on display. There is a 65% chance of any illicit space cargo or illegal substance being on sale somewhere in the place. There is a 76% chance that any illicit substance is available for sale here. 
 There are at least one to two types of the major Martians for sale here as slaves. And the slave trade is a major business here. 
There are facilities for millions of races within the confines of the space port of Hum Sharu and it is said that the shape shifting aliens who run the place are able to configure lodgings for many more. 
The farther down one goes into the twisting underworld of the city the deeper and more depraved the material gets. Psychic Misery parlors rub shoulders with xeno breed clubs and human record shops. 
 Hum Sharu is a major player in the interstellar espionage game. Agents and counter agents thread their way through every level of Martian society here and the business of being an agent or even triple agent has been raised to an art form. 

 1d10 Random Encounters In The Grand Bazaar Of  Hum Sharu 
  1. 1d4 Black Pirate Martian  Organ leggers looking to trade humanoid pleasure glands for gold or spun dreams
  2. 1d8 Mugwump cultists and their inhuman masters rotating through the crowds and passing out black meat wafers. Those taste it may not get another free sample. 
  3. 1d4 Green Martian soldiers 2nd level fighters higher then kits stumbling around looking for a 'good time' 
  4. A small clutch of Martian 1d4 were rat assassins on an assignment 
  5. An alien brain god in a jar looking to purchase psychic slaves but he's not picky how he gets them. 1d4 first level fighters armed with swords and shield. 
  6. An Interzone alien scientist armed with an orgone blaster searching for an escaped prisoner/victim who has acquired shapeshifting abilities. 
  7. A pack of mutants from Earth searching for the illicit drugs their tribe needs to heal from a radiation leak. There are 1d6 of them with minor mutations and they need help locating this medicine. 
  8. An alien grifter looking to score some bug powder and willing to trade 1d10 gold pieces for a score. Actually he's looking to nap a human soul to trade with his demonic master. 
  9. A clutch of evolved humanoid insects looking to score some human heads and get high off of the brain matter. The fresher the better for them, they're willing to trade certain super science formula for them. Actually they're mutant cockroaches looking to score and willing to lie to anyone. 
  10. A clone of Hunter S. Thomason stumbles down an alleyway and collides with a nearby alien, things get weird from there. 

    Details on orgone Here 
    William S Burroughs Here 
    James Killian Spratt's graphic artwork of a Princess from Mars can be found Here 


Thursday, April 3, 2014

The Doorway To Infinity - A Post Apocalyptic Mars Actual Play - A Stars Without Number Campaign Session



The PC's were taken into the confidence of the Jeddak of the Sand Scorpions tribe this evening. This gang of cut throats and renegades has cut a swath through the deep deserts of Mars. Robbing settlements, trade caravans, and deep desert root scavengers. 
Into deep trouble the  PC's have fallen in with this  tribe and the Jeddak has hired the PC's to help recover a power source of a certain artifact from beyond Mars. 
File:PIA02405.jpg

Deep into the desert the tribe and PC's travel by APC until they reach the ruins of an ancient city. Time haunted and lost to the sands, this structure has only recently been uncovered. Once belonging to the Great Race of Yith this structure still holds one of their ancient dimensional gate ways that leads to a forgotten exo planet deep within another galaxy. 
A maze of ramps, inclines, and stonework, this weird ruin has parts of it melted beyond dreams and nightmares of sanity. 
At the far end stands a mist of weird swirling gases and a curtain of dimensional energy. 
The PC's step through and down the rabbit hole they travel.
In a screaming howl of dimensional energy their atoms travel at light speed through planar space and along ancient routes between planes.
Until they arrive at their destination seconds later. 
A weird storm wrecked forest greeted their eyes. The Doorway On To Tufhus IV had been opened for better or worse. 

The Ruins of Tufhus IV 
 This is an ancient exo planet wracked by storms. Once the home to an outpost of the Great Race millions of years ago. This planet is an Earth type but vastly different from even the partially terraformed world of Mars. 
File:Artist’s view of an exoplanet inspired by the discovery of Gliese 876 d.jpg
 Tufhus IV was a prototype world where the Great Race experimented with many different protypes of life and ancient thought to matter technology. The doorways to this world have been sealed for millions of years after many of the Race disappeared and only their artifacts were left behind. Now only their artifacts remain including many of the nanoweapons they left to guard their tomb worlds.
 This semi tropical world harbors vast forests haunted by the nano ghosts of the Great Race still guarding hidden underground bunkers some forty two levels cut into the red stone of this world. Silently waiting for masters who have moved forward in time and space. Many of their super science technologies humming away in the dark. There are also nano drones that patrol along the borders of the poles of this world among the hidden communication stations that are silent only sending out the occasional messages to others of their kind for masters who may or may not return.
There have been several attempts over the millions of years to settle this world by one race or another only to vanish into the ether after a night of hellish slaughter by unseen and unknown entities.
 Rumors of this world say that it is haunted and that there are time lost ghosts of the Great Race haunting it's shores. The hyperspace signatures of this world are strange and seem to echo in both time as well as space. This world has a similar signature to worlds where impelor bombs have been detonated. These weapons use a quantum singularity to suck a world into a miniature black hole where only a rift in the local time space continuum marks the spot.
 Those who have returned from this world report strange encounters with elemental beasts, time loss, and often members of their crews have been rendered insane.
Many have come away with super science artifacts that have made them rich. 

Friday, March 21, 2014

Wicked Cross Fire In The Glass Desert -A Post Apocalyptic Mars Stars Without Number Actual Play


 Foothills of Aeolis Mons ("Mount Sharp") (white balanced image).

Last night the PC's got into the thick of a battle between Apex Heavy Industries and one of the Renagade tribes of salvagers in the foot hills of Mars in the Foothills of Aeolis Mons ("Mount Sharp") . The battle had uncovered some ruins between the two battling factory drill ships and had spilled onto the surface. 
The PC's had a hell of a time keeping out of the way of the Achilles class shock suits and the grav cars that were hunting the PC's. The PC's dropped drones unto the battle field and circled around the grav cars. They took pot shots at the grav cars and tried to find cover from the gunnery weapons of the drill factory.
 Cue music 

The factory sent out a burst transmission and then drilled back under the Martian surface leaving the android driven Achilles suits to defend a find! 

The field of battle became a game of cat and mouse as the PC's were out manuvering and out foxing the grav cars. Rockets and motar fire rained down on the PC's and the PC ran to find cover from the artillery fire. Things were looking desperate.
 


The PC's dove behind cover and watched as the renagade's psychic/shaman summoned something. Suddenly the desert came alive as a lightning and dust storm enveloped the whole scene. The PC's ATV shut down and every electronic device on the battle field was wrecked by lightning and ball lightning cascaded across the field of battle. 
The PC's awoke to find themselves alone on the battle field. Wreckage and sand were the only sights to greet them. The Renagades had retreated and were only now coming into view. Would they be friend or foe. Could the PC's handle them if the came to blows?
Things turned out peacefully as they found out that the battle was over a particularly valuable set of ruins built over both the under car system and a space port launch facility with several intact colony ships with complete gravity drive systems.
The ruins were built right along the routes of the old 'caneli' systems that were seen back on Earth during the time of Lowell.

Because the PC's had sided with the Renagades. They were invited to come along for the recovery mission into these ruins. The opportunity is too good for the PC's to pass up. 
Meanwhile the whole group began the task of salvaging the battle field. And here's what might be found.

1d10 Random Finds on the Martian Battlefield 
  1. 1d4 shock suit couplers and armatures. 75 credits on the open market.
  2. 1d20 random radium bullets 20 credits each with protective wax seal still in place. 
  3. 1d8 jewels from the poles and gold settings, worth 200 credits
  4. Martian long rifle with heavy stock and mostly in good working order. Needs minor work. 600 credits otherwise a wall hanger. 
  5. Shock wraps and protective Martian gear, 150 credits 
  6. Rebreather unit slightly used 400 credits in good working order 
  7. Grav cycle unit and motor assembly 500 credits and in mostly good working order. 
  8. Blaster pistol not used with holster 500 credits and energy cells on quick draw belt. 
  9. A medallion of the Old Ones, 200 credits and very collectible 
  10. Achilles shock suit EMP fried, 20,000 credits and good for mostly parts. 

Friday, January 31, 2014

Rumble In The Graveyard Of Robots Part II - A Post Apocalyptic Mars Adventure Actual Play For The Stars Without Numbers Rpg System Part III



Part I Right
HERE


The PC's have been investigating and raiding a whole city of ancient wonders and technology that lays in ruins at their feet in the Martian Underworld. There are long twisting and turning tunnels all around them. They've been intrigued and some what spooked by some of relics that they've come across. Half burnt up robot soldiers with high traces of radiation, half melted Martian ant grav cars, A.I. modules with the cores ripped out and multiple robotic skeleton war bots all with their power cores fried as if by a weird magnetic pulse.


In last night's game they've been investigating at least three separate tunnels with some of their light weight mecha. The Martian tribe of scavengers has been hanging around them. Partially to protect them, and partially to make sure that they don't miss any really rare or expensive rusty gold relic technology.
Everything was going well with the party picking up some pretty good stuff from the random list of items below.
1d10 Random Martian Relics Table 
  1. Half melted Barsoomian Eight Ray Grav Car. The rotor system is fried, the controls are mostly mechanical, the system is all their but she needs a ton of work. Considered to be a classic though. Slight traces of radiation. 
  2. A jeweled skull of a Green Martian, the thing pulses in time to your heartbeat with weird energies and seems to have an air of sorcery and menace. 
  3. A complete robotic skeleton bot with most of its facilities in tact except the A.I. brain. Much of the material is corroded with high concentrations of carbon scoring and a slight radioactive glow to the thing. 
  4. A strange power source sphere, the thing glows, hovers, and spins like a magnetic. Its super dense and heavy weighing two hundred pounds but floats if set in air simply spinning in place. There is a slight static charge to the thing. 
  5. A small back pack nuclear device, deactivated with an on board A.I., these things have a wicked and evil intelligence to them and often set themselves off simply out of spite. They were created by the 'Company' over two hundred years ago and appear from time to time. 
  6. A long solid gold rod covered in high Martian runes, the thing acts as a rod of command to certain Martian life forms and tribes of humanoids. The runes for which ones have been struck off of the thing. 
  7. A demonic statue of a winged horror, the base of the three foot statue is covered in computer plug in ports. There is a large brown copper coloured stain covering much of this thing. There is an air of evil about it as well. A strange glow surrounds the thing about 20% of the time. It will cancel psychic powers used in its presence as well. 
  8. The skeleton of a Martian prince is found with all of his gold, jewels, bracelets, and weapons. The skeleton is radioactive and may animate depending upon time of night. Fights as a third level fighter and the remains have an agenda and unfinished business. 
  9. A statue of the Martian god Tur complete with prayers writ all over the base. The thing is pure Martian gold and silver with eyes of onyx and silver. The thing will act as a psychic focus and may show glimpses of the memories of previous owners. 
  10. A Martian short sword +2 that glows in the presence of the forces of the Great Old Ones. The sword has hieroglyphs dedicated to the Lords of Light on one side and the Lords of Order on the other. 
Everything was going fine until the PC's stumbled on to an active nuclear device used for mining and tunnel clearing. The thing was active and very unstable. They are now trying to disarm the thing.
That's when 30 robotic entities around them awakened!  

Thursday, January 23, 2014

Rumble At The Graveyard of Robots - A Post Apocalyptic Mars Stars Without Number Actual Play Adventure



The party narrowly escaped being eaten by a shoggoth the size of a small bus and a bunch of mutant cannibal red men. The party detonated small atomics to escape the ancient Lovecraftian horrors.
The salvagers they were with made a brand new tunnel into the Mar rock with atomic drilling machines to escape the horrors of ancient Mars past.
The party was led deeper into a very alien set of ruins that sat square below the teeming serpent's lair. This ancient hate filled tomb of old was the sight of many ancient battles where an entire alien city had been laid waste by entropic weaponry. The whole place was a mass of buildings that looked grown rather then build.
There were layer after layer of ancient bio mechanical buildings built by the fabled Mountain Kings of old Mars. These ancient aliens used both cybernetic horrors and slaves of red men to do their bidding.
They were hundreds of years extinct but their creations were still there silently guarding the hoard of ancient relics and technology.
The PC's accidentally activated a war bot and had to fight the thing till complete deactivation.Around them were the hulks and shells of a billion robots and robotoids surrounded by fields of skeletons of red men.
They are still exploring this tomb of cybernetic horror.
Some of the nasty encounters still waiting for them are as follows.
Random Weird Encounters In The Graveyard of Robots
  1. 1d6 ancient robots all sharing a group mind that don't act or attack they simply watch and scan any movement around them. They are actually locked in a cycle of dreaming pasotronic nightmares and they think that anyone they encounter are merely delusions of such dreams. 
  2. A group of 1d8 random robots all with different parts and pieces all looking for more such parts every 1d4 turns they will silently exchange parts with each other while engaged in weird conversations. They may 30% chance begin taking any parts or pieces from any vehicles present or try to grab the PC's biological parts. They speak in weird high pitched squeaky voices. 
  3. A lone android without a head seeks a head to use and will try to bargain with anyone for their head to use. 
  4. A long dead trap activates and silently a hoard of 1d4 robotic skeletons rise silently and grab weapons. They will fight as first level fighters and attack anyone present or each other. After 1d6 days they fall to pieces once again. 
  5. A mad alien A.I. awakens screaming and begins singing and broadcasting about being hell and will spout off a wailing broadcast of strange mathematics. Then go suddenly silent. 
  6. A gaggle of 1d10 robotic monks in robes will appear and begin to intone the rites of cybernetic death. They have come here to die and be with their ancestors. They have a wide range of knowledge of many hidden caches of ancient wisdom and artifacts but will want to die none the less. 
  7. An ancient war machine actives and attacks the nearest target as if engaged in horrific battle! It will not stop until you are destroyed. 
  8. An ancient android follows the PC's and engages them in conversation. The thing is actually an ancient alien assassin of 4th level and will lovingly slay anyone present with hidden energy weapons from all over its person. 
  9. An ancient war bot awakens and begins to follow the PC's and plots their downfall. The thing will activate hidden lairs of weaponry and such to follow them across the face of Mars. It will be programmed to kill them. 
  10. An ancient war craft build by the Mountain Kings activates and is crewed by undead cybernetic horrors from beyond the grave. The craft is powered by an ancient alien A.I. and will destroy the PC's and attack the nearest city state. 

Wednesday, October 2, 2013

1d10 Random 1970's Inspired Space Finds Table For Your Old School Space Opera


1d10 Random 1970's Inspired Space Finds Table
  1. A non working Cylon Centurion head actually still possessed of the Chaotic spirit of its owner. Highly malevolent and very cunning. 
  2. A left arm belonging to a protocal droid slightly carbon scored and pitted. 
  3. A Star Spangled bra and panty set belonging to a warrior princess. With magical lasso and harness. +3 Charisma 
  4. A box of cigerettos very expensive in a silver case with the insignia of a Colonial warrior on them.  +2 on all charisma tests involving gambling
  5. A more them slightly used light saber +2 on all damage along with a storm trooper utility belt 
  6. A set of theorical journals belonging to Dr. Hanz Rhinhart. Stilled with mind bending and insane rambling about black holes and Cthulhu Mythos style mathematics. +2 on all matters involving black holes and hyperspace. 
  7. A set of weird chess like alien statues imbued with very powerful cosmic energies. 
  8. A hyper drive system belonging to a weird saucer style ship. Creates brilliant displays of light and holographic energies. 
  9. A burnt copy of the Book of Truth containing passages outlining the lords of Kobol 
  10. A more then mangled R2 unit with a bad motivator unit. Requires lots of work. Red series. 

Sunday, July 7, 2013

Peter Schweighofer's 'The Labyrinth of Set' Free PDF Adventure Review And Commentary


Introduction: 
'The Labyrinth of Set' is a pay what you want adventure and introduction set to the Pulp Egypt game from Griffon Publishing  Studios. This is a tight two page adventure that introduces the over architecture of the game.
According to the DriveThrurpg entry: 
'Our heroes awaken on ancient stone embalming tables in nothing but their bedclothes; they’re captives inside the lair of the insidious Cult of Set! They must use all their ingenuity and courage to explore and escape the labyrinth, upsetting the cult’s diabolical schemes along the way.
This free/pay-what-you-want scenario by Peter Schweighofer offers a brief taste of adventuring in the Pulp Egypt setting. The system-neutral dungeon crawl also well-suited for almost any setting in which kidnapped characters must escape from a subterranean headquarters before the evil cultists sacrifice them to their foul chaos god.'
Down Load It Right HERE
Review
In two pages the author gives us exactly what it advertises on the package. An overview and adventure of his world. This is the world of a slightly different pulpastic world where evil is present and adventure is right around the corner in the offering.
The pacing is tight and the opposition for the party isn't bad but there's room for expansion so the DM can really customize the adventure the way he wants. Its a well done effort and with some work might be blown into an full introductory adventure. Its well thought out and for only two pages offers lots of hooks for a clever DM to grab the PCs by the throat and really throw them into the deep end. 
The adventure might be better as a horror pulp setting adventure then anything else. Yet there is room if the DM wants to put some time into this to expand it. 
The author uses the adventure as a sort of extended commercial for his own game and that's not a bad thing. The themes of the game run through the adventure quite clearly and concisely. At only two pages this is a well done. 

Using 'The Labyrinth of Set'  As A Science Fantasy Opera Adventure 

 Reading through this adventure I struck by the feeling of watching an episode of Battle Star Galactica the original series. This adventure could be remade into a science fantasy adventure with little prep work. The ideas presented within the bounds of the  adventure could be remade into an entire night's entertainment for a group of players craving a 1970's television science fiction theme. 

I'm thinking of the Frank Frezetta's  Battle Star Galactica advertisement pieces. They echo with the ages of offering the type of pulpy space opera that this adventure brings to mind. Evil Cults, fantastic Egyptian locations, good solid writing, yes this is a perfect set piece adventure to serve as a central part of the introduction to a space opera. 
This adventure hits all of the high notes for me as both Pulp horror adventure and as a possible tool kit for modification into a complete introductory adventure.
4 stars out of 5. 


The artwork is used without permission and all images belong to their respective copyright holders. The adventure and artwork inspire a certain fire within. They are used only for entertainment purposes only.
 Please remember to pay the writer something. These adventures are 'free' only so long as they get paid something for their efforts.
Thank you. 


Monday, July 1, 2013

Hartford Betamax Black Book Edition Stars Without Number Campaign -1d10 Deep Space Lovecraftian Random Encounters


Introduction 

 There are things that move between the diseased darkness of space. Things that no sane man will ever know. Beings from the Outer Darkness that move across the face of space and live outside time itself. These beings are damned beyond the bounds of human experience and even encountering them in the black changes one forever.
Here are a selection of 1d10 1970's horror and science fiction Lovecraftian inspired encounters that happened during tonight's game! 


1d10 Deep Space Lovecraftian Random Encounters 



  1. 1d4 Mi Go Brain collector spheres 3 hit points each, AC 6, Damage 1d6 bio cutters. These unholy things collect brains for their Mi Go masters and no one is safe. They move using psychic drives equal to spike drive 3 and they are utterly ruthless. 
  2. A double hit point Spawn of Cthulhu hell bent on destroying any ship it encounters. The thing is mad as hell and is actually hurt. Bits of it are leaking in several realities. 
  3. A Black Raider Outer God 5 hit points, AC 4, Damage 1d8. This black shadowy outline is actually the very hungry essence of a destroyed Outer God seeking any space craft it can. The thing is held together with the stolen soul essence of humans and near human aliens. It is always hunting for more. 
  4. A colony ship full of The Cult of Starry Wisdom looking for converts. They will pose as helpless colonists and then pull out vibro weapons. They fight as 3rd level fighters. They have three beserkers among them. 
  5. A shape shifting hive mind that is actually the size of a star ship. The thing moves by telekinesis and sheer will power. It may break down into 1d4 space craft or over 300 humanoids. It will try to convert or kill anyone it runs across. It has over 20 hit points.  Each night it must sing the praises of Lord Cthulhu 
  6. A spawn of Azathoth, this rolling cloud of ultimate chaos has over 10 hit points, an AC of 6, and does  1d8 points of damage as it lashes about with its bio acid covered tendrils. Very dangerous and completely insane by human standards. The thing is hungry and your ship looks like lunch. 
  7. A 5 hit point probe belonging to the Great Race. Anyone encountering it will be hit with a 10 point damaging field of time particles. They will be transported 4 million years into the past and confronted by very hostile Great Race warriors. 
  8.  A capital class destoryer full of Deep One Hybrid warriors all armed with energy weapons and a need to spawn or feed. Very agressive and dangerous. Actually part of an advanced scouting party of three such ships. 
  9. Space Rends and Azathoth himself teleports in. The  thing moves across the face of space looking for any tender bits and pieces it can find. 
  10. Yag Sathoth and his host form of 1d30 spheres of incredible damned god awfulness move through and will grab anything it can. It will do 1d4 points to anything it touches before departing














Saturday, June 29, 2013

Hartford Betamax Black Book Edition Stars Without Number Campaign Influence- Space Adventure Cobra

Introduction 
I'll say it before and I'll say it again. Part of my brain feels as though its work,errmm still working in a back alley video rental place someplace near China Town in Boston back in 1990 something.  When I was working there 'Anime' or 'Japanmation' was a big deal and just starting to come into the states. I used to travel between Boston where my job was and Connecticut on the weekends mostly to see my folks and to do some serious table top role playing. Back then I went down to 'Fathers and Sons in Manchester' Ct. for 'Anime night'. I used to arrive Friday and spent the weekend. Game, hang out, see friends, and go watch anime. Then early Monday morning, five am hot foot it back to Boston for work. Yeah, yeah, I was completely nuts. Anyhow, back then an old favorite was on the rotation of the VHS cassettes. I used to recommend it as a rental as well.
 Space Adventure Cobra was/is an old favorite. Sort of a combo of Total Recall, shiny metal cyborg goodness, and ultra violence. 


According to Wiki 
Set in the far future, the series tells of a man called Cobra, who lived an adventurous life until his enemies began to hunt him down. Cobra surgically altered his face and erased his own memory in order to hide from his foes and lead a normal life. He soon regains his memories and re-unites with his old partner Lady Armaroid and his ship Tortuga. Cobra travels the galaxy, fighting the outlaw Pirate Guild, but also fleeing the law-enforcing Milky Way Patrol. Along with his charm and wit, Cobra survives thanks to his Psycho-Gun, a weapon embedded in his left arm.

Cobra tankou vol 1.jpg
Main Plot According To Wiki: 
"Some time in the far future, an office worker named Johnson leads a dull and mundane life. One Sunday morning his robotic servant, Ben, suggests that he go to the Trip Movie Corporation, a company that enables their customers to experience a dream as if it were real. Johnson asks to be the king of a harem, surrounded by beautiful women, and commanding a battlestar.
In his dream, Johnson becomes "Cobra", an adventurer who explores space with hisandroid partner Lady Armaroid. Cobra wields the "Psycho-Gun" to fight against monsters from other planets and against the Pirate Guild. After a battle with the Guild, Cobra allows the leader, Captain Vaiken, to escape. Vaiken distributes Cobra's picture to all the other pirates, making him a wanted man. After the dream ends, Johnson describes the fantasy to an attendant, who is surprised since it should have been about being the king of a harem with no reference to pirates or the infamous Cobra.
On his way back home, Johnson crashes into a speeding car. Coming face-to-face with the driver, he is astonished to notice that the man looks identical to Captain Vaiken. When Johnson mentions the resemblance, the driver reveals himself as Vaiken. Vaiken asks Johnson about "Cobra" and even threatens to kill him if he does not answer. Johnson then unconsciously lifts his arm as if he has a gun, and shoots a ray out of his hand, killing Vaiken. The shot blows up his arm, revealing the Psycho-Gun embedded in it
Johnson hurries home, where Ben notices the weapon on his arm. Johnson then realizes that he does not remember anything from before the last three years in which he has lived in his house. After looking into a mirror, he finds and turns a knob to reveal a secret room. There he finds a revolver which he used in his dream. At that moment, armed intruders break into the house and address him as "Cobra". In the course of the battle, Ben's robot shell breaks to reveal Cobra's comrade-in-arms, Lady Armaroid, and together they kill the intruders.
Johnson starts to remember his previous existence as Cobra. Hunted by the Pirate Guild for meddling in their criminal enterprises, he soon tired of his life on the run, surgically altered his face and had his memories erased. Lady Armaroid tells Cobra that the Trip Movie has apparently triggered his sub-conscious to bring back his old memories. Together, they resume their life of adventure."

Mining Cobra For Stars Without Numbers 
Between the television show, the comics, the movies, and everything else. There's enough cyborg action to keep any shiny campaign going for year or more. The idea of the memory impaired adventurers is an old one but one well worth mining. Then there are all of the tech level four/five cybernetics systems in here that can be used. Not to mention the huge anime style megadugeon space craft then round it out with the the minor npc characters that can renamed and re gigged and your in for an anime style action fest. 

Lady Amaroid was always an old favorite of mine and I wanted to really get into the technology behind her. There's an adventure waiting to be written just on her. 
Since the series of comicbooks ran according to wiki from 1978 to 1984/85. The series falls right smack into the heart of this series.
According to wiki:
The serialized form of Cobra originally appeared the Japanese shōnen manga magazine Weekly Shōnen Jump during 1978–1984. The individual chapters were collected and published in 18 tankōbon volumes by Shueisha.


The truth is that certain elements of this anime will be incorporated post haste into the Talon sector really soon! Meantime here's a bit of the intro to the television series. 
Support And Beyond!
Watch The Entire Movie  From 1995 Legally Right Over HERE
Check out The Wiki Entry Right HERE