Showing posts with label Aris. Show all posts
Showing posts with label Aris. Show all posts

Sunday, April 10, 2022

STAR WARS: GRAY TERRITORIES - Episode I: Another Person's Trash - Part 1

STAR WARS: GRAY TERRITORIES 

Episode I: Another Person’s Trash

The Galactic Civil War is over but all is not well. Between the Western Reaches and the Unknown Regions, chaos reigns.

As the New Republic focuses on the inner systems, Imperial Remnants and Independent Warlords battle for control on distant worlds. In addition, the mysterious cult known as The Dwellers in The Dark search the stars for the tomb of an entity most sinister.

Meanwhile, on the remote planet of Boggonda, the paths of three beings who may decide the fate of the region are about to cross...




We open with a view of the planet Boggonda in space, a large starship moving in front of that camera; you know, as you do in a Star Wars production. As the audience takes in the scene they realize that ship is clearly Imperial but it's not a Star Destroyer. Rather it is a considerably smaller corvette, badly damaged, and apparently adrift. 

Then we go down to the surface of the swampy, humid , foliage covered world, its single biome best described as 'the Florida Everglades'. The focus terms to the character of Xim Darrol (PC), an 'Ex-Imperial Field Commander'. More on the potential inaccuracy of that description later. 


Art by Aristides Iliopoulos


Through an inner monologue we learn that Commander Darrol has been stranded on Bogganda for about 5 years. Sent to take out Pirates and Criminal Warlords thought to be working with the Rebellion, Xim's team was out numbered and outgunned. His unit, along with support in orbit, managed to defeat the enemy at a huge cost; the orbiting ship was disabled and the majority of the Imperial soldiers were dead.

Darrol called in back-up that never came and neither did an extraction team. Communications broke down and eventually the Commander and his remaining team members found themselves stuck. Rumors spread that the Galactic Civil War was over; the Emperor was dead and the Empire no more.

One by one his squad fell to local bandits, dangerous local flora and fauna, and the rough conditions of Boggonda's environment. Darrol survived, cobbling together gear dropped by those who didn't make it and learning to live in the wetland jungles. Now, for the first time in as long as he could remember, there might be a chance to get off this mudball.

While in the town of High Ridge, Xim overhead a local mechanic and salvage scavenger saying he might have found a ship at the bottom of Crevice Crater North East of them. The mechanics fellow salvagers didn't believe him, especially when he insisted it was a Corellian Transport, maybe a Light Freighter, and in really good condition. Darrol was ready to believe this guy however because, as he said himself, "I gotta get outta here! I've had it with this slime pit."

Xim heads off to speak with the mechanic, a Dug by the name of Dunbolgo Siwani (PC) who works for Beego's Salvage Shop.

Dunbolgo's player didn't know he found a ship until I mentioned it in the opening to Xim's player. Without any more elaboration, I turned to 'Dunbolgo'...


Art by Keith Conroy


"So where is Dunbolgo this morning?"

The Dug Mechanic was already at the shop, trying to perform some repairs on a Dwarf Probe Droid he'd found in the jungle a few weeks back. Xim walks in, nods to the Rodian Shopkeep Beego and then marches towards Dunbolgo. Darrol had been to the shop before for parts and repairs and while he'd seen the Dug many times, they'd never really spoken before. Funny enough, the Dug had probably done work on Xim's gear. 

Xim and Dunbolgo's players immediately launch into an in-character conversation that basically I had nothing to do with as GM. 

Xim: "Hey there...say, is that a Viper 10J? A Dwarf Probe Droid? My team used to work alongside those."

Dunbolgo: "Why yes...yes it is. I found it pretty badly banged up in the jungle. Something is clearly wrong with the waste compressor."

Xim: "You seem like you know your stuff but have you tried adjusting the power flow? The tech boys I knew said that if you give it more juice it compensates for all the gunk that gets in it from the terrain out there."

Dunbolgo: "I thought of that but was afraid it might overheat. Still...you just gave me an idea. I can divert some of the battery power to the filtration system to prevent the compressor from needing to work so hard. Yeah! That'll do it. Thanks...ah..."

Xim: "Xim. Xim Darrol. Listen...(gets closer and lowers his voice)...I hear you found a ship?"

Meanwhile in the wetlands below, we see a rarely sparse and simple camp site and a figure stirring from within a makeshift tent. This is Bodhe (PC), a former Guardian of The Whills who once protected the Kyber Temple on the Jedha. Offworld when the planet was destroyed by the first Death Star, Bodhe has wandered the galaxy for many years questioning and reaffirming his faith in The Force. Lately he believes he has achieved a deep understanding and connection to it, possibly even gaining the abilities of the long lost Jedi. 


Art by Jason Narvaez


Or...he might be delusional.

Bodhe is missing many specifics in his memories of the past and periodic visions confuse his sense of the present. Reality and dream intertwine as he searches for answers as to his identity and purpose in the universe. Here and now on Boggonda he is looking for something, both a light and a voice, calling to him from the wilderness. Having had a dream of the location of this thing that calls him, he seeks to climb a nearby mountain in an attempt to get a better vantage point. Perhaps he can find a landmark from his vision to guide him further. 

As Bodhe approaches a waterfall coming out of crack in the mountainside, he sense a cave opening behind it. The expanse of swamp beyond the mountain is too hazardous to travel by foot and he decides to see where the cave leads. Soon he find himself ascending rough hewn stairs as the cave leads to some sort of ancient dwelling and what looks to be a shrine. Ancient symbols carved into the walls seems strangely familiar...



To Be Continued,

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Wednesday, March 30, 2022

A New Hope


Earlier this month I had the honor and privilege of running West End Games' Star Wars, The Roleplaying Game - one of my all time favorite RPGs - for three of my very long time and very dear friends. The game was run over Discord and went for three hours.

It's a challenge for me to put into words how good it felt to game with these fellows once again after nearly 20 years. Aside from getting to play with three people who are very special to me, playing with these guys has truly rejuvenated me. It was a breath of fresh air to game with three players who want to play the kind of game I want to run. 

I first met and became friends with Keith ConroyAristides Iliopoulos (sometimes referred to by his nicknames Aris or Artie), and Jason Narvaez while working at The Forbidden Planet between 89 and 91. I was introduced to these fine fellows by our mutual friend Vlad Rients (you can watch Vlad, Keith, Aris, and their pal George chew the pop culture fat on the YouTube channel The Podcast Cosmic). These fellows were also in my Tales from The Rim campaign group.

There is a lot more to our friendships than this though; Aris and I worked together at the Forbidden Planet. Keith helped me choose the Groomsmen's suits for my wedding. Jason was my Best Man. These guys, like a very select few others in my heyday of playing TRPGs have long since gone from 'people I gamed with' to family. I couldn't be happier getting to play with them again. 


The campaign, entitled 'STAR WARS: Gray Territories', is set in the same timeframe as the Disney+ series 'The Mandalorian'. approximately five years after the destruction of the second Death Star and the death of The Emperor at the Battle of Endor. I will discuss the details of the campaign in a later post and probably do a breakdown of the 'Episodes'.

Here and now, I simply want to say how and why this campaign - which has only had one session as of this writing - has already rejuvenated my love of RPGs and helped to shrug off the feeling of 'Gaming Ennui' I've been experiencing lately. 

These guys approach gaming differently from my other groups. That different approach can best be summed up as 'exactly the way I do'. Much like my A&D High School Group, these fellows and I aren't just on the same page; we wrote that page together as a team. We want the same things out of the game. We move and think at the same speed. We get it and each other in a way that could only come about if you'd been there, if you know what I mean. 

It is really freeing to be able to run a game as well as I can because the group is good enough, quick thinking enough, and immersed enough to handle that. Likewise, I need to be at the top of my...well...game as it were...to keep pace with this crew. Exhilarating. Nothing like it.




I will end here for now. I apologize for the long delay but I just haven't felt motivated to post lately. Tired from an increased work schedule (a good thing) and a lack of enthusiasm as mentioned above and in my previous post. Feeling a bit better now and looking forward to the rest of the year. 

Talk to you soon and May The Force Be With You!

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Barking Alien




Tuesday, February 2, 2016

Campaigns I Have Known

I once knew a game,
Or should I say
It once knew me.

Characters of Future Past
 By Me, Keith Conroy, Keith Conroy, Aris, and Aris.

 
I've been experiencing a serious case of RPG nostalgia of late, harkening back to the thrilling days of yesteryear when gaming was simple, sessions were often, and campaigns were both long, and varied.

I've dug up some old notes, old artwork, spoke to a few old friends, and all in all it was a pretty great trip into the past, barring the fact that 'old' was a reoccurring theme.

Over the course of this month, I intend to share some magnificent memories of those bygone campaigns with you, the fans and followers of Barking Alien.

The five of us should have a wonderful time.

I'll make hot cocoa.

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Barking Alien






Friday, August 15, 2014

RPGaDay Challenge - Day 15

Day 15 - Favorite Convention Game

I could write up the best game I've ever run at a convention, but I get the impression that the blogfest is looking for convention games I've played. I can only think of a handful, and one keeps popping up above and beyond the others.

GenCon/ORIGINS, 1992

I wanted so badly to be in a Villains & Vigilantes game. I had signed up for one, only to discover it had been cancelled when I arrived at the Mecca Arena. I was pretty bummed, until I discovered two other V&V events had opened up, and were still available. I immediately signed up for the first one, since the second (if I remember correctly) conflicted with another event I was going to.

I recall it was unusually cool, or raining, because I was wearing a light jacket or hoodie over my t-shirt when I entered the Arena where the session would take place. As my number was called, and I began to sit down at the game table, the GM for the event let everyone know that this was a basic, introductory event. You need not be familiar with V&V to pla...

As he stopped mid-word, I looked up to see all eyes on me. I had begun to take off my hoodie, revealing my custom printed Villains & Vigilantes t-shirt, which had the game's logo and a picture of all the heroes in our campaign super group.

I blinked, smiled, and with an even tone and a completely straight face said, "I have never played this game before." Laughter broke out among the assembled players and the GM continued explaining the game.

The story was titled, "What If...?", based on the multiple Marvel Comics series of the same name. The subtitle for this particular session was, "...In The Beginning."* The premise of the story was, in no uncertain terms, pretty awesome.

On a parallel Earth, Uatu The Watcher observed a most unusual twist in history. Following the Second World War, the disappearance of Captain America beneath the ice of the North Atlantic and the formation of SHIELD, super-powered beings never appeared again. There had never been an Avengers, a Fantastic Four, no X-Men, nothing. The comic books of the Golden Age happened, but by the McCarthy era, superheroes and villains were gone.

Unbeknownst to the world at large superpowered being and meta-normal events still existed. Rumor was that SHIELD kidnapped or killed any superbeings that they discovered, so the supers of this Earth stayed on the down low and certainly never partook in superheroic activity (at lest where anyone might see them). However, for one reason or another, a several superhuman individuals were summoned to an office at the top of the Empire State Building through a variety of cryptic means.

Expecting to get a lead on a story, hoping to make a lucrative business deal, or meet with an old friend, each arrived into the empty office only to encounter strangers they did not know. Once everyone had arrived the door locked and the lights went out. When they came back on, Uatu was standing in the room, towered impossibly high without quite touching the even higher ceiling. Uatu introduced himself and said he knew that each and every person in the room possessed extraordinary powers or skills. A catastrophic event was about to occur and only this group could stop it!

The players each grabbed a pre-generated character, complete with a backstory, from a pile of sheets. We couldn't see the characters but instead only a vague description like, "Male, Super-Powered, 4", or "Female, Mutant, 3". Because of my extensive previous experience with the system, I offered to choose last.

Hmmm, this looks promising...



Oh baby!



Gladiator?! I get to be Superman in a Marvel Comics V&V game? Sweeet!


This looks like a job for...
SUPERGUARD!

As it turned out, the reason we had been assembled was that at that very moment, a new space shuttle design was carrying two American Astronauts and two Russian Cosmonauts into the path of a Cosmic Sphere* which was journeying through space. An alien artifact of immense power, the Sphere passed through a cosmic ray storm, activating it's energies as a defense. Bathed in the combined radiations, the shuttle malfunctioned and went out of control, hurdling back towards the Earth. The vessel crashed in the Arctic Circle, it's crew transformed into something...FANTASTIC!

Capt. Jim Rhodes had become The Invisible Man
Capt. John Walker had become The Living Torch (although we called him The Flamer a few times)
Capt. Natasha Romanova became Ms. Fantastic
Lt. Peter Rasputin became...some kind of...Colossal Thing!

Now, back on planet Earth, corrupted and warped by the Cosmic Sphere, itself lying somewhere on the plains of snow and ice nearby, these four fantastic beings threatened the safety of every man, woman, and child in the world.

They will achieve ultimate power through the Sphere and perhaps even destroy the Earth, unless stopped by the Watcher's chosen DEFENDERS!

The Amazing ARMORED-MAN - Young Peter Parker, science prodigy and inventor, skipped a lecture on radiation when he was almost hit by a car! That car belonged to none other than Tony Stark of Stark Industries. One thing led to another and Stark took on Parker as a intern, then an employee, and eventually a close confidant and friend. Parker helped perfect the 'Iron Man' Class battlesuit that Stark was planning on selling to SHIELD. During the story, he is wearing the prototype (resembles Iron Man's classic 70s armor except the gold parts are blue, there is no mouth slit on the  faceplate and the repulsors can be reversed so as to draw things to him or him to things. By reversing the polarity on his boot jets for example, Armored Man can walk on walls.)

DOCTOR NIGHT - A popular poet, bar owner, musican and doctor, Kurt Wagner was also secretly a paranormal investigator and a mystic in his own right. It turns out his mother was some sort of shape-shifting demon, and this gave him incredible magical powers, including turning into a dark blue, demon-elf like form. Picture the full-face mask incarnation of Doctor Strange, but the face, hands, feet and tail are that of Nightcrawler. Powers included blending into shadows, brimstone odored teleportation, second sight and the Crimson Bands of Cyttorak!

DOCTOR VICTORY - Victor Von Doom, distraught over the death of his friend and colleague Reed Richards, decided to devote his life, talents, knowledge and vast fortune to helping people. He believed his own experiment was responsible for Richards death, and Richards, having knocked Victor clear of the explosion, saved Doom's life. In addition to supplying the team with transportation on his private jet, he offered a staging area in his home in Latveria. When it came time to face the enemies physically, Victor donned a suit of sophisticated gold armor, with a white tunic, hood and cape. Nothing on his face though. It was too beautiful a face to hide in any way. O_0

JOHN DOE - The mysterious man known only as John Doe spent most of the adenture unsure of why he was there. An Alaskan Pipeline worker with a thick mustache and beard, he seemed a nice enough fellow but possessed no obvious supernormal abilities. It wasn't until very need the end of the adventure, when the Colossal Thing knocked Doe into the freezing waters of the Arctic Circle that we learned who was truly under all that hair and flannel. Imperious Rex! Doe turned out to be none other than Namor, The Sub-Mariner!

SISTER SAINT - Emma Frost, raised in a convent, is startled when her mutants powers of telepathy first manifest. She is told by one of the nuns (remember, no super powered people are believed to exist) that her abilities are a gift from God. Eventually, Frost becomes a nun herself, with quite a reputation as a faith healer, an advocate for the poor and the needy, and someone of Mother Theresa like values. In addition to the more traditional 'White Queen' powers of the Marvel Comics Emma Frost, Sister Saint can psychically and psychokinetically heal people and ward off evil (Psychokinetic Force Field). Played by a male player, Sister Saint had some of the best dialog and banter in the game.

SUPERGUARD - Strange visitor from another planet, with powers and abilities beyond those of mortal men. Who, disguised as Kent Summers, mild-mannered reporter for a major metropolitan newspaper, has longed to fight a never-ending battle for truth, justice and the American way, in the Mighty Marvel Manner!

THOR - OK, this one has had me stumped for over 20 years now, UDATED: Now thanks to WQRobb, I remember the name of this character before he becomes Thor! One of the characters was an older fellow in a wheelchair, but not Charles Xavier. I didn't remember his name for a very long time, but he was very smart, and an archeologist. His age was of note in the story. He was much older than the rest of us, possibly in his late 50s or early 60s. He was none other than Doctor Daniel Damian. He had a pendant around his neck, shaped sort of like a hammer with runes on it. Towards the end of the session, SHIELD showed up and we still hadn't defeated Invisible Man and Colossal Thing (although we had found and contained the Cosmic Sphere). The archeologist read the runes on the amulet, than tore it from around his neck and slamed it to the floor. Suddenly, there was a crack of thunder and a flash of lightning, and standing there before us was Thor, the ancient Norse God of Thunder. Only...it wasn't blonde, comic book Thor. It was Thor. Red hair, beard, speaks only Viking era Norwegian. So, the cavalry had shown up, but it couldn't understand us and we didn't understand it. Best Thor portrayal ever! Like crossing a Berserker with the Swedish Chef.

That might've been it. That's all I remember.

When the session was over, everyone voted for MVP, most valuable player in the session. The GM scored also, and average his numbers with those of the players. I voted for the guy playing Sister Saint. Nearly everyone else voted for me.

I won this:



First prize was $5 off any purchase on the dealer room floor. I remember going right over to West End Games' table as soon as I could, and buying something for the Star Wars game.

Well, that's the end of that tale. I liked that one. May have to discuss other old convention games in the future.

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Barking Alien

*The Cosmic Sphere is an parallel universe variant on the more traditional 'Cosmic Cube'.

Superguard / Alternate Gladiator by Aris.





Wednesday, April 3, 2013

Supervillainy A-To-Z: C is for Captain Infernal

Did you ever have one of those players who makes you want to dump this boring hobby of Role Playing Games to get into the existing and fast paced world of watching grass grow. No? I've got a guy like that and he's driving me there in the Mach 5 of inane min-maxing discussions.

Today has been rather sucktastic truth by told. A lot of bad news followed by a slowly building headache. Hopefully this entry will help things a bit...


***


CAPTAIN INFERNAL




True Identity: Carl Crutchfield

Description/Appearance: Carl Crutchfield is a shaven headed, skinny, Caucasian male in his early 20s,  standing 5' 9" tall and weighing 140 lbs.. He is often garbed in jeans, a cut-off sleeved, white shirt or black t-shirt (with obligatory heavy metal band logo) and a leather jacket (regardless of the warm weather in his native Alabama).

As Captain Infernal, he appears as a handsome, square jawed, slick haired male with bright red skin. He stands 6' 6" and is believed to weigh about 350 lbs.. He wears a black, green and gold costume with a pentagram symbol and a cape.

Origin and Background: When it comes to a boy like Carl Crutchfield, some will blame the rock music, some the horror movies and comic books or the violent video games but in truth it all comes down to a bad upbringing.

Raised by a cult/gang of devil worshiping outlaw bikers, it's more surprising that Carl made it into his 20s than the fact the he is a bigoted, dishonest, low-life. While drinking heavily and performing some ritual that involved sacrificing some local pets, Carl's parents and a few others were suddenly consumed in a huge fireball originating in a bonfire that had made for the ceremony. Startled to sober in an instant, Carl stared up at the form of a demonic figure and slowly uttered the word, "Badass".

As the demon began thunderously laughing, the conflagration grew and surrounded Carl who proceeded to past out, certain he was going to die. He awoke in a hospital six days later. He had been in a coma but was otherwise physically unharmed. When the police asked him to described what happened he got to the part about saying "Badass" and transformed into Captain Infernal.

Enjoying his new found powers, Carl spends most of his time as the Captain, transforming back only when necessary. Considering he is currently being hunted by the police, Superheroes and various demonic entities, having a smaller form that's easier to hide can come in handy.

Powers and Abilities: By speaking the magic word "BADASS", Carl Crutchfield transforms into Captain Infernal, temporarily inhabiting the body of a demon whose name he does not know (as that would give him full control over it) and being bestowed with a small amount of power from each of the following demonic personages: Bael, Asmodeus, Demogorgon, Astaroth, Shax and Sonneillon.

These powers include phenomenal strength, speed, the power to fly, near invulnerability to harm and the ability to breathe forth a blast of hellish flames. In addition, Captain Infernal's skin is incredibly hot to the touch and can cause damage if grabbed and held.


While Carl has such skills as driving, knowledge of modern weaponry and computers, Captain Infernal does not, even though his is essentially Carl. This is one of several clues to the fact that Carl may be steering the ship but it isn't exactly his ship.

Carl must say the magic word in order to change into or out of the Captain Infernal form. The switch is nearly instantaneous and is accompanied by a loud boom and a large fireball effect. Also of note is that their are numerous demons chasing him...that is...chasing the demon posing as Captain Infernal. There is some belief among the occult investigative community that Captain Infernal's time on Earth is up and he is supposed to return to the Abyss.

Only time will tell if he can elude his peers or prove to his superiors that his extended stay is justified.


Personality and Motivations: For all his power, Captain Infernal is little more than a bully and a thug, revealing in his greater size and strength. He is often showy in the use of his powers, especially if taunted or otherwise made to loose his cool, which can happen pretty easily. He is very short tempered. He is a surprisingly smooth talking fellow and will try to hit on female heroes and villains alike but for him its all about conquest.

He will usually be seen in the employ of a smarter, better organized villain who has promised him physical pleasures or treasures if he lends his assistance. Carl is more interested in these things when he is Carl as, while they do interest Captain Infernal, the Big Red Guy is more than willing to smash for the sake of smashing. Proving himself more powerful than the so-called 'Superheroes' and getting it shown on TV (to increase hate, doubt and fear among the populace) is often payment enough.

***

Captain Infernal was originally an unnamed character drawn by my good friend Aris. When I saw the illustration I immediately came up with the name and backstory for Captain Infernal. The Captain and his nick name, 'The Big Red Guy' are a homage to Captain Marvel and the story of Billy Batson and Shazam.

Captain Infernal was first designed and used in Champions but became a major opponent of my friend Dave's character Impact in the Mutants & Masterminds game I ran at the Compleat Strategist a few years back.

Captain Infernal for ICONS:





***

I want to take this opportunity to mention the passing of Jane Henson, American Puppetry Pioneer, New York native and wife of my hero of heroes, Jim Henson. Jane is survived by her children and all of us and our children. We carry on her legacy through the contributions she made to our collective imaginations, the way in which we learn and how we are entertained.

Rest in peace.

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