Wednesday, November 23, 2011

New Picture: White Apes of Barsoom!


Entertainment Weekly has a fresh interview with director Andrew Stanton and the latest photos from the John Carter of Mars flick. Then theres this little tidbit from the article [SPOILERS, if you've not read the books], in which Stanton explains that the Tharks chain down Carter to keep him from low-grav jumping his way to freedom in a gladitorial arena. Stanton explains Carter's dilemma, but he leaks a little info about the beast itself (emphasis mine):
AS: There’s a subtle sense of anticipation for what these things might be like. Then Michael Kutsche — who did a lot of the designs on [the Johnny Depp movie] Alice in Wonderland – came up with this design on his own, for just their scale. He made them nocturnal, almost like moles — they stopped using their eyes, and just had a heightened sense of smell. We just love that. We needed a scene where Carter was going have to get out of his execution sentence in order to move the story forward, and we thought what better than having to go up against this formidable creature?
...and later...
EW: I’m sure John Carter is thinking right now, “This is a really interesting problem.”
AS: [Chuckles.] Right. And you’ve got these apes that can’t see, but they can smell really well. So it gives you a slight chance to not be killed immediately.
It's been a while since I read the books, but I don't recall the apes being blind.

Am I wrong? What do you think about the way this is playing out?

Tuesday, November 8, 2011

TONIGHT: You can't hide from the Intergalactic Nemesis!


This evening I'll be at the Heights Theater in Minneapolis to see Intergalactic Nemesis, a LIVE radio show-like performance mashed-up with pulp comic imagery. From their website:
The Intergalactic Nemesis is a one-of-a-kind theatrical experience that mashes up radio drama with comic-books. Three actors voice dozens of characters; one Foley artist creates hundreds of sound effects; one keyboardist performs a score of thousands (yes, thousands!) of notes; while on a two-story high screen we project more than 1,250 individual, full-color, hand-drawn, hi-res, blow-your-mind comic book images to tell the story visually. LIVE.

Inspired by Raiders of the Lost Ark, Star Wars, and the pulp serials of the 1930s, The Intergalactic Nemesis is a spectacle unlike any other and it’s for the kid in everyone.
If you're local and can make it (show starts at 7pm) it looks like quite a lot of fun. Pack your ray gun and come!

Check the tour schedule to see if the Nemesis is coming to obliterate your hometown.

Tuesday, October 18, 2011

Then this one time, Batman and Space Ghost teamed up...



I'm seriously going to miss this show.

Props to ToplessRobot.com And yes, I'm shamelessly ripping of the headline too. Awesome things must always be paid forward.

Friday, October 14, 2011

Expendables: where are the space hirelings? 1d30

So older versions of D&D have hirelings--hired labor/meatshield minions who are the first line of fodder in any exploration or combat scenario. But what are the sci-fi equivelents? Red shirts, are surely at the top of that list. But it got me thinking, a few possibilities about some sci-fi versions of these para-PCs. Here's my d30 "chump chart":

"Put Johnson down and get back to work you lazy tribble-biters!"

  1. Men-at-blaster-arms
  2. Force screen operators
  3. Pack beast wranglers
  4. Computer bank switch expert
  5. Load-lifter pilot
  6. Ray rifle carrier (doesn't actually get to shoot it though)
  7. Jefferiesweeps (guys with circular brooms who clean the jefferies tubes on starships)
  8. Short order food replicator chef
  9. Hoversled / moon buggy driver
  10. Robot assembler
  11. Sliding door repairman
  12. Guys who pull bodies off the battlefield
  13. Bulkhead repair crew
  14. Boarding party welcoming committee
  15. Teleporter repair guinea pig
  16. Droid cleaner / enslaver
  17. Sensor-corder knob turner
  18. Jump gate / super laser lever puller
  19. Zookatube rear-fueling technician
  20. iPad holding cruise bureaucrat
  21. All-purpose space-grease monkey
  22. Space janitor
  23. Scanning crew guy
  24. Xenolinguistics intern
  25. Space caddy
  26. Laser sword inspector (other end, genius!)
  27. Medical assistant
  28. Door greeter
  29. Galaxy's "most feared" bail bondsman
  30. Anyone in engineering

Here's a list of gear for your laser fodder, give each crew member just one item. This is d30 as well, but this way you can roll the item and work-up your crew in reverse.

  1. Sonic drill
  2. Big magnet on a little crane
  3. Laser or sonic rifle
  4. Hoversled
  5. Macroscope
    "Dad's home! I hear the garage door!"
  6. Atomic reactor service pack (full radiation suit, radiation badge, multitool, graphing calculator)
  7. Starfighter service pack (hydrospanner, plasma torch, face shield, cigar) 
  8. Robot service pack (hydrospanner, oil can, data card, restriction bolt)
  9. Rocket boots
  10. Force screen groundstake emitter
  11. Sensor-corder
  12. Circular space broom
  13. Blasting caps
  14. Mop bucket
  15. Dyson Vacuum of Space, Space Vacuum™
  16. Medical wand
  17. Hypo-stim packs (set of 2)
  18. Portable energizer
  19. Tripod with screw-on top
  20. Hyperdrive fuel can
  21. Load-lifter
  22. Malfunctioning translator
  23. Meal trays
  24. Case of dueling ray pistols
  25. Inflatable moon tent
  26. Radar dish helmet
  27. Beast saddle
  28. Tranquilizers
  29. Clipboard
  30. Coffin

Anything else that should be on the list?

Exiled Jedi Vocational Readjustment (1d20)

I recently found some old notes I had on post-Jedi job opportunities--in other words, what do Jedi do when there's no proper temple or organization for the Order. If you've ever played the 2E version of West End Games' Star Wars RPG, they had a character template for a "failed Jedi". This was ostensibly any Jedi who survived The Purge and went on to choose a new line of work, be it paid or hobo.

So here's a list to get the ball rolling (literally, it's a random table of course!). Keep in mind, that any Jedi in hiding in plain view needs to remain so and if their powers come in to play they need to be able to explain their powers away as "tricks":

  1. Psychic / Fortune Teller
  2. Street Magician
  3. Private Detective (a la Psych or The Mentalist, but with real powers)
  4. Investigative Journalist
  5. Gangsters / Smuggler / Street Informant
  6. Physician / Veterinarian / Horticulturist (for those specializing in healing Force powers)
  7. Archivist / Librarian
  8. Alien Artifact Expert
  9. Ghost Catcher / Exorcist
  10. Homeless / Hermit
  11. Beast Whisperer
  12. Circus Freak
  13. Psychiatrist / Svengali 
  14. Gambler / Grifter / Stock Broker
  15. Politician (after elective surgery to disguise oneself)
  16. Sports Star (ditto)
  17. University Professor
  18. Combat Trainer
  19. Ruler of a Primitive Society
  20. Night Club Bouncer

Common sense dictates that many of these can be combined. And it should go without saying that they no longer need to stay completely on the light side of the Force. Once they're unemployed, their ethics are in a state of flux.

This also could just as easily work for any other RPG setting using psionicist, but I especially like the notion of a disbanded society of psionic ronin looking for purpose after The Fall.

Can you think of any others? I'll add them to the list.