Friday, June 24, 2011

New UK Rise Of The Planet Of The Apes Trailer Uk - Some spoilers!

I'm exciting about this movie & this new trailer makes this look really exciting. I believe that John Lithgow in the movie as well. There is more too this trailer furiousfanboys.com
Personally believe they might be giving away a bit too much for this movie in the trailers but it does look awesome. My thanks to Monte Cook for proving the link for this!

Thursday, June 23, 2011

Porn Traders Of Telus Four



“Every man has inside himself a parasitic being who is acting not at all to his advantage.”
                                                            William S. Burroughs

 They have always been with us. Since the beginning of life on Earth they've come from the stars to watch & wait. They're that little bit of paranoid feeling at the back of your head that feels like someone is just over your shoulder but never there.  They live in the planar spaces in the Outer Darkness within the pages of  holographic magazines in the Human Space Empire Era.
 
Mass-distributed pornography is as old as the modern printing press. Almost as soon as photography was invented, it was being used to produce pornographic images. They're the one's feeding on the impulse of that little sick sensation in the back of your mind when you see images that are simply wrong.  What are "they" 
  They are a group of planar life forms some place between demons & the old ones. In the era of the Human Space Empires their minions move through the crowds of aliens, near humans, & humans selling their wares. They sell ideology  & the lies behind tem They feed off of the feelings we get from  the desired result.Which is to drive consumer behavior with respect to a commercial offering, although political and ideological advertising is also common as the night sky.

Some scientists have speculated that they modify humans & near humans into their agents & as mankind has expanded across the stars so have they. They deal in appetites,desires, & signs. Some believe the rat race process that man has given into allows them greater access to areas know as territories. 
They're agents possess great psychic abilities & are known by their increased mental capacity & dangerous mental prowess. 
These agents are taken from the societies the Traders are trying to infiltrate & then rewired using a wide variety of techniques & technologies from nanite reprogramming to psycho surgical processes.  
The end product is always a disturbingly attractive member of the race with traces of the too perfect super science abilities bleeding into regular conversation.There are those who call these beings Semioticoids or Gramoraians because of the secret languages they communicate in with each other. This is done with a language 
of signs and sign processes (semiosis), indication, designation, likeness, analogy, metaphor, symbolism, signification, and  mental communication. 
 These beings are often seen around pirate haven worlds, illegal colonies, & even outer planar destinations!
Super science powers*
  1. Telepathy 
  2. The voice
  3. Empathy 
  4. Mind Bar
  5. Control Device
  6. Mind Flux 
* This is merely a sampling of the powers one of their agents may have. Mix & match to your adventure!




There are some who suggest that the Porn Traders Of Telus Four might have been the ones who partially corrupted the Derro & there has been some evidence that these beings technology was found among some Derro bases!  
   One such thing was a Neo plastic blob that was used in some sort of cloning complex where strange companion dolls were being manufactured! The wall of flesh killed thirty soldiers before lightning guns were used on it! More details of these strange dangers are found cancerous-growth here
 The porn traders agents have also been seen in Interzone where they do business with the deadly Nova Mob. Very few pry into their business & live to tell the tale. They themselves are immobile & look like armored sponges. They do have a defense mechanism of 1d10 spines that do 1d8 points of damage & are coated with a poison that acts as an addictive substance unless a save vs poison is made. The victim will be sick for 1d4 days during which time they will have overpoweringly erotic dreams. They will have the impulse afterward to repeat the experience again & again unless separate saves are rolled.



There is strong evidence that this race & its wares have been with mankind for a very long time & there are rumors of  them doing business someplace called Al Amarja. Those prying into their affairs should use desecration & prude or wind up dead. They are not creatures to be trifled with. 



Replay Thursday On Friday


So the party pushed forward into the robot probe & went from level/ring one to the robot factory level via the elevator/ car pushing right past the artificial robot jungle level where the robotic life forms were rendered down by nanite factories into the raw materials to be used by the ship to manufacture AI controlled drones. The arrived on level three where they were greeted by a a foot ball sized factory/processing area surrounded by 13 goo in crusted pools. Each of these pools were tended by Mother Eyes See Eyes
From the ceiling trailed hundreds of hoses which fed directly into the pools from the jungle level. Here robotic animals were given AI intelligence. Earlier in the day after work I didn't have much time to write up full descriptions of  many of the robotic animals. However I remembered seeing  a random robotic generators! Here Robotmaker.pdf
After about 10 minutes I had a page full of such strange animals each with a built in surprise. The players located a holographic computer terminal which allowed them to access the ship's manifest & find out that the ship was pregnant! Fuel, the factories extra was getting ready to drop a mini ship that would produce a larger version of itself as dis assembler nanites would strip the habitable planet in the system that they just came from of all useful resources which includes the pirate's haven world they just came from!
That's when they came across the robotic monkey!  This one was very smart & after a few skill rolls plus a good kick in the rear he was able to show them down another level. 
  The party added themselves to the computer's crew roaster & found the crew quarters on the engineering level & a sleeping AI secondary drive system as well as the fact that the ship had been modified. The monkey displayed some very uncanny abilities by accessing the ladder down to the second level. Here the party found its next surprise in the form of a nest of robotic spiders. Large robotic spiders of the next generation that they had previously faced! They started climbing faster toward engineering &...
To be continued!

Revolt On Antares As Science Fantasy Campaign?







The advisor hurried through the halls of the imperial palace ever so fearful of the generals to the Emporer himself. They waited in a nearby council chamber. The very air around the place cracked with their thoughts seething in the air around the room. Near by two death bots stood at the ready. The heavy door opened on frictionless pivots & as one they looked at him. "Well !?"
The advisor went green as he gave the news, " There has been a Revolt on Antares!
Imhirrhos, the ninth planet in the Antares system. But Sirs this isn't the worst of it. There are rumors that certain houses have been taken over by very powerful forces
The Iron General has been making forays into the area, Andros has been spotted on several colony worlds,Imhirros II hasn't been heard from since one of Dr. Death's zombies was spotted. & "
"Enough!" The thought projection from the Emperor silenced the entire room. "Send my forces in to stablize the systems before the arrival of the Silakkan's Fleet led by Magron. Let them fight a bit longer & then get me both Mirrhos & Ward Serpentine we shall have words after things settle. Have our forces on stand by"
Then he was gone. The men in the room were transfixed & then scrambled to carry out his orders






I was looking over using the old Revolt on Antares mini game as a possible Rpg campaign for Human Space Empires. The game was a real classic & back in the day I played this game to hell & back. There are some solid ideas in Antares. So here's the official wiki entry on Revolt of Antares.:
The action of the game takes place on Imhirrhos, the ninth planet in the Antares system. Two to four players assume the roles of leaders of different factions fighting for control of the planet as the influence of Earth's Imperial Terran Empire begins to weaken. The factions include seven different ruling families or houses, Terran Empire forces, natives, and alien Silakkans. Players can choose from one of three different game scenarios.

Each of the seven houses has a leader with varying numbers of forces to command such as HovercraftsJump TroopsLaser Tanks, and Power Infantry as well as one Artifact (see below).
 Here's where a dungeon master could effectively start to customize the background . Each of the houses could effectively have their citizens, soldiery, & vassals imbued with their super scientific powers. This was originally written by flintlocklaser over on Rpgnet here. Revolt on Antares thread

  • House Orsini: Fascination (mind control)
    -the cool/creepy thing is the same here; status is shown by how many serfs you can 'teleoperate' at once, and a little psychosurgery on your puppets to make them more manageable is no more controversial than chalking your pool cue (these guys are going to strongly mirror the similarly-named Orsinate from Elizabeth Hand's Aestival Tide, so they're the squickiest of all the Houses)

    House MacKenzie: Teleportation
    -cool thing: buildings made for the House nobility have lots of rooms that are inaccesible if you can't teleport
    -creepy: ??

    House Kinrabe: Hallucination (illusionists)
    -cool thing: ?? Illusion contests? Maybe the 'standard display' for nobles is how many copies of themselves they can manifest? This feels a bit too much like a pale reflection of the Orsini brainslave display
    -creepy thing: ??

    House Fitzgerald: "...can create ion waves. They soothe the fears and raise the spirits.... [raising] combat factor by +1." I'm having trouble with this one as a more generic psi power - maybe they're sort of walking tasps, and they make everyone fighting on their side feel so damn good that they'll ignore little things like getting shot, just to make sure the feelgood keeps coming?
    -cool thing: ??
    -creepy thing: generations of Pavlovian conditioning that "fighting = joybuzzer" means there's lots of fighting among lower-class Fitzgerald subjects; reinforced by the fact that a passing noble will usually 'approve' and give them a jolt to the pleasure center

    House Sessedi: Long distance telepathy
    -cool thing: Telepathy is really common among their citizens/subjects; the nicer areas of Sessedi towns (where there's more noble blood) are virtually silent
    -creepy thing: high-caste Sessedi children have their vocal cords removed at birth

    House Braganza: Summon lightning (Electrokinesis)
    -cool thing: tons of low-grade electrokinetics walking around, what's not to like?
    -creepy thing: ?? The leader is called 'the Mad,' and her tank-battalion strength lightning power hits her own people 33% of the time; maybe they're all basically nuts from having jacked-up neuronal activity?

    House Edistyn: Precognition
    -cool thing: ??
    -creepy thing: ?? Maybe the higher-ups are really good at it, and know their own deaths from an early age?
    Once a "Galactic Hero" comes into the  leadership of a house then things get really interesting. These could be high level characters in Human Space Empires who might foreshadow an Antares campaign -This is going to be happening in my current campaign setting up for events to happen later on Antares 
    If a house leader is killed during combat, the player has the opportunity to recruit a Galactic Hero to replace him. Like house leaders, Galactic Heroes also have special powers or lead additional forces.
    • Andros, an alien android who can summon a "Phantom Regiment"
    • Corvus Andromeda, an intergalactic assassin
    • Doctor Death, a criminal who has the power to create an army of zombies
    • Emerald Eridani, the commander of the Emerald Company laser tank battalion
    • The Iron General, the cyborg leader of a group of mercenary laser tanks
    • Lyra Starfire, a scantily clad adventuress and commander of an airjet squadron
    • The Nullspace Kid, a young adventurer and airjet squadron pilot
    • Skarn 3, an alien mercenary who commands a band of jump troops
    • Subadai O'Reilly, the commander of "O'Reilly's Raiders," a power infantry battalion
    • Tovan Palequire, an intergalactic smuggler and arms dealer

      Other Factions

      In addition to the seven house leaders there are three other power groups that may or may not come into play depending on the game scenario.
      • Ward Serpentine, leader of the Terrans
      • Mirrhos, leader of the natives
      • Magron, leader of the alien Silakkans
    • The artifacts might be very powerful military weapons given over to the royal houses in case of an invasion from Silakkans space. Things get very complex more we look into said Artifacts. These might be royal treasures given over from the Human Space Empire itself. 

      [edit]Artifacts

      Each house has possession of a special alien artifact, chosen at random at the beginning of the game.
      • Devastator
      • Dimensional Plane
      • Energy Drainer
      • Field Generator
      • Force Cannon
      • Sonic Imploder
      • UFO

      [edit]Scenarios and Gameplay

      Revolt on Antares has three different game scenarios: Revolt Against Terra (the basic game), The Silakka Invasion, and Power Politics on Imirrhos.
      • In Revolt Against Terra, the game is played over the course of ten turns. Each turn consists of ten ordered phases where players take actions such as movement, combat, recruitment, and forging alliances. The player with the greatest number of victory points at the end of ten turns wins the game. Victory points are earned for owning or capturing different economic zones and for owned or captured house fortresses.
      • The Silakka Invasion
      Human Space Empire Play Tonight ! 

Wednesday, June 22, 2011

My love/hate relationship with CthulhuTech





CthulhuTech

  The word conjures up all kinds of images in my mind & back when the book came out a couple of years ago. I was pretty much all over it & well really got into the setting looking into the ins & outs of the mythos creatures that they created & now its come to an end or will soon.  What exactly is book about?

From the back of the book:
The Last War

2085. Humanity faces extinction. Alien insects from the edge of our solar system, long hidden behind the façade of reality, descend to enslave us. Hordes of unspeakable horrors roll out from Central Asia, laying waste to anything in their path. The church of the fish-god scours the world for lost occult secrets to unleash terrible forces. Dead gods awaken and turn their dreadful eyes toward the Earth. And within hides a cancer, eating away at the very heart of the New Earth Government.

This is the Aeon War. This is the time of CthulhuTech.

Climb inside a thirty-foot tall war machine and rain down hell on the unwavering Migou. Fight tooth and nail on the front lines against the horrific beasts of the Rapine Storm. Seek out the disgusting corruption of the insidious Esoteric Order of Dagon. Explore the dark world of the malignant Chrysalis Corporation and their unseen monstrous agents. Sift through secrets long thought lost and bend the power of the cosmos to your will. Join in symbiosis with something beyond time and space and become a shape-shifting bringer of wrath.

Nowhere else will you find a setting like this.

Inside this book you will find:
• a complete history and detailed exploration of the world of the Aeon War, so that you can start a game right away.
• nine pieces of provocative short fiction to help portray the feel of the setting.
• the innovative Framewerk system. Not only cinematic, Framewerk puts control back where it belongs – in your hands.
• the option to play a hardy and resourceful 21st century Human or join the fight as a night-skinned genetically-engineered Nazzadi.
• the option to play as one of seven professions, including Arcanotechnicians, who meld technology and magic into a unique discipline, Engel Pilots, who join in communion with gigantic arcane cyborgs, Occult Scholars, who delve into the mysteries of the universe and harness its power for themselves, or the mysterious alien shape-shifting Tagers.
• a unique ritual-based magic system, simulating dark and painstaking universe channeling power, including two dozen mind-wrenching spells.
• more than 30 unique machines of death, including the bug-like Migou mecha, the rough and tumble mecha of the New Earth Government, and the monstrous bio-organic Engels.
• more than 20 unspeakable horrors, including the terrible hordes of the Rapine Storm and the monstrous servants of the Chrysalis Corporation.
• a secret history of the world for Storyguides, including an exploration of dead gods, lost races, and forgotten places.
• story starters and hooks, to get you into a game now.

CthulhuTech is a complete, self-contained storytelling game. All you need besides this book are five to ten 10-sided dice.

For Mature Audiences Only
This book is intended for mature readers. It contains dark and disturbing content and images. Reader discretion is advised.

It sounds & is sort of a blend of mechs, mythos, magic, & science fiction - the books were very well done & the world was incredibly detailed. There were 8 books with some really cool stuff in them. I read through the setting, devoured the books, & looked forward to the next ones.  Was I ever going to play these? 
Short answer is.... No 
I mined it & then some! 
I do mean minded! I ended up mining the hell out of them for some really cool ideas. The fact is that that Lovecraft horror & 
giant mecha Japanese animation, made popular by such series as RobotechNeon Genesis Evangelion, and Rahxephon.CthulhuTech in an innovative storytelling game that started out as a combination of two popular genres. The system was fine but the amount of detail left me cold.


 Here's What I Got Out Of It For My OSR game Each & everything presented in the Cthulhutech books is awesome & for a dungeon master who wants put together a mythos based space game this is the go to stuff to use. Here's what I got out of the books. 
  • Dhohanoid & Tager Characters- The concept was similiar to the Guyver & the Zoanoids. this stuff I could use.


  • The  Nazzadi looked like drow & felt like Zentraedi
  • The technology was very pretty & nice - Used most of that 
  • The psychic system was interesting 
  • The mechs were very pretty & disgusting
  • Lots & lots of hardware through out the books 
  •  a detailed exploration of the Aeon War, including the xenomixed offspring of Human-Nazzadi unions, the cult-hunting Federal Security Bureau, the questionably heroic Global Intelligence Agency, and the police of the arcane underground – the dreaded Office of Internal Security. This was useful
  •  Looked at the  Migou, & loved this but I could make the mechanics much simpler with Terminal Space 
  • Ghouls as player characters- I've got those rules from another blog. 
  • The Xenomix children born from a union between a human and a nazzadi. The social, cultural and even mystical implications of these unions are discussed at length, and the Xenomixes are all made playable races. Use The rules for Stars Without number character creation work just fine

  • The books are great sources of stuff for your science fiction campaign if you want to include another mythos option 
Now its coming to an end, sigh. Read about it Spirits of Eden Blog

Ever-changing Wolves Of Arudho, The Low Messiah


Ever-changing Wolves Of Arudho, The Low  Messiah




No. Enc.: 1d3
Alignment: Inimical
Movement: 120’ (40’)
Armor Class: 3
Hit Dice: 2
Attacks: 1
Damage: 1d8
Morale: 9


Ever-changing Wolves Of Arudho, The Low  Messiah are found through the universe usually in charge of cults of the underclasses of the universe. They are a macro organism that thrives within the environment of the the human & near human mind. Their agenda is simple & elegant. The cult members are told of the "holy meal" in which they shall gain divine power to be one with Arudho. Who or what Arudho is never quite explained but simply embroidered in flowing descriptions. The meal of course is simply the  The Low  Messiah's tissues mixed with regular foods & simply a means by which this macro parasiod gains entry into the body. Once inside the tissue makes its way to the brain & rewrites the memories of the host. Powers, skills,& abilities are often kept but the host will have a different personality all together. Friends & loved ones simply see this as a religious experience & the host will break off all ties to family or simply try to "convert" the family. When 5 or more members of this species are together they are able to cast off a simple yet devastating mind blast for 1d8 points of damage vs save. If infections are caught within five rounds & the application of super science powers & technology it may be reversed.
The ever changing wolves are often seen hanging between power lines on worlds that have experienced an apocalypse. Colonies of these monsters take full advantage of religious fever & spread from world to world aboard cargo ships & colony ships. Space port authorities use flamers  & energy weapons to wipe out any infections found.


Tuesday, June 21, 2011

Son of Toon Tuesday - Jonny Quest !

Today I ran across this documentary while researching Space Angel. This is a 2 hour documentary chronicling the rise & fall of Johnny Quest. The background on the show & everything in between. Its from 2008 & here's part 1 
The rest can be viewed here Chris Webb's Channel
The entire 2 hour plus documentary is now on Rapidshare for downloading at his blog:
From Palm Key

Personally Jonny Quest is awesome!

I'm a huge Quest fan & this is not intended as any type of infringement on the copy rights of the holders or documentary makers. All copyrights belong to their respective holders!






Tune Tuesday Part II - Another Forgotten Classic




According to Toon Tracker - 
Space Angel first appeared in syndication on February 6, 1962 and production continued through 1964. The science fiction stories were serialized with five episodes comprising each adventure. Voices included Ned Lefebvre as Scott McCloud, with Margaret Kerry and Hal Smith providing other incidental voices.

 The plot ran something like this :

Space Angel was the code name of Scott McCloud, an agent for the Earth Bureau of Investigation. Devoted to the security and welfare of the solar system, McCloud and his crew roamed the universe in the super-spaceship, Starduster. The crew, who made up the bureau's Interplanetary Space Force, included Taurus, an expert pilot and mechanic; Crystal, a specialist in electronics and astro-navigation; and Crystal's father, Professor Mace, head of base station Evening Star.


Space Angel was created by Dik Darley and Dick Brown of Cambria Studios, the same studio which had produced Clutch Cargo . Like Clutch Cargo, It utilized Cambria's patented Synchro-Vox technique, which superimposed live-action moving lips over the mouths of the animated characters. The animation was severely limited, consisting of panel drawings and figures animated mainly by camera movements. Among those working on the art for the series was Alex Toth, a former National Comics (DC) artist who later designed Space Ghost and most of the other Hanna-Barbera super hero cartoons, and Doug Wildey, who created Jonny Quest for Hanna-Barbera and later worked on Hanna-Barbera's animated Godzilla and DePatie-Freleng's animated Return to the Planet of the Apes.
  That's some group that later went on to produce some of the Saturday morning hits from the Major Networks & half of the line up on Boomerang. Cambria Studios was even more infamous for the use of real live lips to show conversation. The technique was called "Synchro-Vox" and offers up a most memorable blend of exceedingly limited live action and well crafted but exceedingly static imagery. See the link above on Clutch Cargo for more information on this technique.

Space Angel-Space Hijackers Part 1 


http://www.youtube.com/watch?v=mnkVbp9Ic4I

Space Angel & The OSR

Here's where things really clicked for me, when I read the wiki entry on Space Angel here: Space_Angel. I came across this little blurb about the Star Duster -
The Starduster contains a smaller vessel, a space fighter flown by Space Angel, which looks like the XF-92 and is about the same size, though with a pointed nose. It is called the "Space Dart". Where had I seen that bit before? Here in the  Space Swords & Glory Technical Manual 
The idea has also been explored in Space Ghost as well. These are the perfect ships for parties. Time & again we've seen smaller ships used for all sorts of adventure ideas from exploration to fighting. Also if you look at the Plans for Space Swords & Glory  You begin to get the idea of the perfect party ship. Small, fast, light with a secondary craft aboard to take advantage of adventuring opportunities. The Star Duster is a perfect adventurer craft! Way back in Dragon we see this here.
(April 1985) Dragon #96
  • Article: FASA's Star Trek Deck plans "Deck Plans for Ginny's Delight" Dale L. Kemper (page 47-50)
  • Article: FASA's Star Trek "These Are the Voyages of the Ginny's Delight" Dale L. Kemper (page 71,73)
    If we look at X- plorers or Terminal Space we will see the same idea. The West End Star Wars Game introduced Galaxy Guide #6 Tramp Freighters which was one of their most popular products for the game. There were several ships that players could use for the White Wolf Trinity Rpg. Stars Without Number same idea & there are in fact some awesome examples in the rule book.
Why? 
  The answer is pretty simple really - power.An adventurer's star ship gives the players power. The power to move through your campaign universe. This can be pretty scary when you think about it. Players can pretty much go any where! Not really because of fuel costs, star port tariffs & any number of things the DM can throw at  them. Star Ships are a great plot device for getting the characters from here to there!
 Links
Star Trek
Star Trek Blue Prints
starfleet-museum
Star Wars etc
.http://www.st-minutiae.com/misc/comparison/




Toon Tuesday: Space Ghost


During the 60s Alex Toth created my childhood but it wasn't until the 70s when Hanna -Barbera began to be re-run during the 70s. Toth's work began in the American comic book industry, but is known for his animation designs for Hanna-Barbera throughout the 1960s and 1970s. His work included Super FriendsSpace GhostThe Herculoids, and Birdman. Those pretty much were the kick ass cartoon & Saturday morning line up for me on cable television when cable was a big deal in Connecticut.
Alex Toth was perhaps one of the greatest comic book artists who ever lived & drew both animation & comic books. His official site is here Alex Toth
The Space Ghost of Saturday morning cartoon fare was a mysterious figure of cosmic justice who battled interstellar criminals with style & flare seldom seen in a kids show. The animation was grade A & the cartoons fast, intense, with all of the style you came to expect from this quality of fare.

The original series debuted in 1966 where it shared time with an unrelated segment calledDino Boy in the Lost Valley. Space Ghost was voiced by Gary Owens along with Tim Matheson as the voice of Jace and Ginny Tyler voicing Jan. Don Messick also added his voice talent to Blip. (Previously, Matheson was the voice of "Jonny" in Jonny Quest, another Hanna Barbara adventure cartoon.) Space Ghost and his helpers fought such recurring supervillains as Moltar (voiced by Don Messick), Zorak (voiced by Don Messick), Black Widow (voiced by Ginny Tyler and also named the Spider Woman in one episode), Metallus (voiced by Ted Cassidy), Brak (voiced by Keye Luke), and Creature King (voiced by Vic Perrin).
He also has an impressive cast of recurring villains, Zorak, Moltar, Brak, Creature King, Web Woman (sometimes Spider Woman), Metallus, Lurker... There's even a storyline where all 
his villains team up and form the "Council of Doom" to get even with him.





The original series comprised 42 Space Ghost and 18 Dino Boy episodes ending in 1968. 22 new Space Ghost segments appeared on Space Stars in 1981. The episodes introduced a new assortment of villains including an evil version of Space Ghost called Space Spectre who came from an alternate universe. His spaceship, the Phantom Cruiser, was also given a sleeker and more modernized look. As in the original series, Space Ghost often came to the aid of The Herculoids and vice versa. They also frequently crossed paths with the Teen Force, and it appeared that Jan and Teen Force member Kid Comet were dating as well. Gary Owens reprised his role as Space Ghost, but Tim Matheson was replaced by Steve J. Spears as the voice of Jace, Ginny Tyler was replaced by Alexandra Stewart as the voice of Jan, and Don Messick was replaced by Frank Welker as the vocal effects for Blip.
Personally I'll stick with the originals from the 60s but hey to each his or her own. Then in 2005 DC comics put out a limited comic book series of six issues with covers by Alex Ross. Preceeding the comic was a lithograph that Mr. Ross had done for Warner Brothers.

MAJOR SPOILERS AHEAD FOR THE 2005 DC COMIC SERIES


Thaddeus Bach was a promising Peacekeeper. He soon moved up to the ranks of Eidolon Elite. He caught the attention of Quartermaster Temple and was recruited into the Wraith. The Wraith was the embodiment of the Eidolon. Only the best of the best were able to join the Wraith. They take on the most dangerous missions that no one else is capable of. This concerned Thaddeus' pregnant wife, Elua Bach.
On a mission to meet a weapon dealers. Tower decided to kill him and take his weapons and money. Thaddeus had a severe problem with this. Even though the dealer was a bad alien, they had trials and procedure. Tower told him the Psi-judges aren't perfect and it's their jobs to punish those who are evil. He tells Thaddeus that all he needs from him is five cycles and then he could retire from the Wraith.
That night, while Elua is sleeping, Thaddeus wakes her and says they need to leave, now. Unfortunately, there were a couple Wraith members were in his home cloaked with invisibilty tech. He is knocked out from behind.
Later, Thaddeus wakes with Tower telling him how disappointed he was. He also finds out that his wife and unborn son were brutally killed. Thaddeus snaps and attacks them all. Out manned and out gunned, he he shot. Later, Tower announces that Officer Bach was killed in the line of duty along with his wife and unborn child. He is beaten some more and left to die on a ghost planet.
Thaddeus is saved by an alien named Solomon. After over a month, Solomon revealed to Thaddeus a secret he'd been keeping from him. He said he was only going to share it with him because he knew he was a good man. He tells him how he was born into war and also created weapons. It was the creation of those weapons that killed everyone on his planet while he hid in shame and cowardice. When Thaddeus sees a ship, he asks if it works. Solomon can see the lust for revenge in his eyes and pleads for him to not follow that path. Donning the power bands Solomon created and wearing a hood and cape, Space Ghost is born.
Powers

Space Ghost is a highly trained Peacekeeper(Adventurer 8th level). He has had extensive training in weapon use and hand-to-hand combat. He also has advanced alien technology, including his power bands(Psy weapon) that gives him an edge over those that oppose him. The power bands each have three buttons. Using them in different combinations, Space Ghost is able to deploy different types of blast power. The bands are capable of emitting stun rays, heat rays(Pryokinesis), freeze rays(Cryokinesis), and can even produce a force field(Invulnerably) to protect him. Space Ghost also has an Inviso-Belt(Invisibility & Phase) that members of the Wraith had used. When using the Inviso-Belt, he is able to phase through walls and objects. 







Specifications
Displacement: 170000 IBs 

Contra-Gravitic Drive: Hyperdrive 
Interfogulator: Mk 20
Computer:Ghost Computer Mark 7 
Ansible: Mark 7 
 Armament: freeze mist:(puts out fires on a 1d6), inviso power(as the invisibility power), heat ray:1d10+1, cold ray:(2d6+1), stun ray(2d6 rounds of stun damage), electro shock force field(1d8), and energy force."The Phantom Cruiser/Ghost Ship" is also equipped with heat seeking missiles-2d8 damage each
Officers: Pilot,Navigator,& Co pilot plus passenger
Crew: 4
Vehicles: 4 Drones used to distract or disrupt enemy space craft skill rolls needed to pilot these drones 


"The Phantom Cruiser/Ghost Ship" is capable or reaching hyperspeeds. "The Phantom Cruiser/Ghost Ship" has several weapons: freeze mist, inviso power, heat ray, cold ray, stun ray, electro shock force field, and energy force. "The Phantom Cruiser/Ghost Ship" is also able to track a wide variety of frequencies through space, it has a "revitalizer" unit to repair damages(1d6), and is equipped with a radionic "interference" screen to filter out energy being directed at the ship's occupants(This interference  with any planar beings infecting crew members with a skill roll.)





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Fan link here space_ghost Q&A