Sunday, July 08, 2007
Hi y'all.  Sorry for the delay.  My blog switched servers and a few files didn't find the right server.  I didn't want to post anything new until it was all sorted out.

Now, without further ado, some adversaries I've cooked up for the Seventh Enigma universe.  This isn't quite the final form they'll see in the novel I'm working on, but it's close, and they should make fun antagonists.

The Host is a group of invaders from an alternate Earth, one in which, millions of years ago, a global climate shift never occurred.  The rulers of that world were never slain by cold and darkness.  Instead, they evolved, grew, and created a mighty civilization.  Of course, civilizations rise and fall.  The Host of today would little recognize some of their progenitors.  "The Host" is their name for their government, such as it is.  The race is named the Drajin.  There are other groups of Drajin who do not recognize the authority of the Host.

The Host that emerged after the last great war has recovered much, but not all of the ancients' technology.  Some of it was destroyed beyond all recovery - even wiped from the minds of those who used it.  Lost to the Host are the secrets of life-control that transformed some of them into shape-shifting, telepathic gods.  The Lords of the Host are not even certain that they are truly descended from the Ancients, although they suppress this information viciously.

They rule a vast stellar empire, recovered several generations ago after the almost complete loss of starfold technology.  The new network of fold gates is far less efficient, but the totalitarian Host prefer it that way.  Slipships capable of entering the Fold unaided are rare and expensive.  Most transports require fold gates for superluminal travel.

Biology

The Drajin's origins are lost to time.  They were at one time roughly humanoid pseudo-reptiles, but they are now so much more.

Melee    20+    Dmg 80+                   Type: Alien
Coord    20+    For 40+                   Origin: Birth
Brawn    20+   Rep Varies - 20 ave.  Weakness: Chemical Dependency (See below)
Fort       20+   Life Varies - 20 ave.   Effect: Damage/Power Loss
Int         10+
Aware    20+
Will       10+

Powers
Physique: The Drajin are very tough and highly adapted for their roles as warriors and rulers.
-Body Armor of at least 10
-Enhanced Senses from 6-10 or more.  Many have the ability to boost these further with shapeshifting.
-Regeneration of at least 1
-Superspeed from 1-5, but this ability requires an Endurance test.  A green result means the power works for 1 turn.  Yellow provides 3 turns.  Red provides 6 turns of speed.  Afterwards, this ability is not useful until the Drajin has had the chance to rest for at least an hour.
-Chemical dependency: Drajin need to consume the brain chemicals of sentient beings.  Their tongues have special feeding spines for this purpose.  The chemicals must come from a living brain, and the process reduces the vessel to a mindless husk.

Telepathy: All Drajin have some telepathic ability.  Most of their powers require line of sight or physical contact.  Available power stunts include
-Communication (LOS)
-Mind Control (requires contact - works like hypnosis)
-Mind Probe (requires contact)
-Mind Shield

Shapeshifting: The Drajins' natural forms are pseudo-reptilian humanoids with varicolored scaled hides, but they can change shape.  Members' power levels vary.  The least of them can only change their skin colors and manifest claws and the like.  The greatest can assume virtually any shape.

Drajin are carnivores, and many prefer the meat of sentient beings.  Cannibalism is a social ritual.  One consumes one's defeated foes to steal their strength and prevent them from entering the afterlife. 

Drajin have no gender.  Sex between them involves a sort of shapeshifting/wrestling contest where one attempts to overwhelm the other and implant spoors of genetic material.  Thereafter, the other's body will absorb the spoors and produce one or more eggs bearing the victor's genetic matter.  Drajin can recognize their own offspring by scent.  A Drajin who bears another's offspring is considered subordinate to the "father."  The gestation period is long, and the Drajin give birth to live young.  It is not unknown for a litter of young to get hungry in the womb and consume each other or even the "mother" although such cases are rare with modern medical science to make sure the mother is well fed.

Drajin in "female" mode lose two ranks of Strength, and their shapeshifting powers are limited to rank 2.  They are highly vulnerable to the telepathy of the "father" Drajin, resisting any attempts at mind control at -2 ranks.  Also, they are generally docile and non-confrontational, unless severely threatened.  Then an overwhelming urge to protect their offspring will kick in, making them want to run or fight as necessary.

The Drajin have also made slaves of other races they've encountered.

Doshou
Dull, brutish creatures of reptilian origin, used for heavy labor.

Hejin
The most pathetic and hated creatures in the Host - the Hejin are former Drajin who have had their brains fed upon.  Their regenerative capabilities are sufficient to return the semblance of life, but they are broken, withered creatures.  They lose their telepathy and any defenses they had against the telepathy of other Drajin.  They also lose their shapeshifting abilities, and can be forced to shift by other Drajin.  Even these shifts are imperfect.  Hejin have flaccid, weak muscles and doughy bodies.  They always look partly melted or "unfinished."

Hejin have intelligence comparable to large dogs, at best, although they remember their past lives.

To become a Hejin is the worst punishment possible for a member of the Host - worse even than being forced into motherhood or eaten.

Mynkin
Small, spry mammals often used for labor requiring a delicate touch.  They are similar to large lemurs, and nearly have a hive mentality.  An entire pod of Mynkin functions as a unit.  Separating a single Mynkin from his pod will kill him.

Synshin
Thin, long-necked reptilian creatures with elaborate head crests, kept as something between pets and companions.  They spit caustic venom and are often used as guards for the young or hunting "hounds."

Culture
The Host is a hegemony of Houses.  There are greater and lesser houses, with some mobility possible, although it is rare.  The House of Houses is the house occupying the capital of the Throneworld (alternate Earth).  The Host is as much a religion as a government.  Each House claims certain religious sites and artifacts.  Numerous orders permeate the society and cross House lines.  Orders link some Houses together in alliances, and force others to interact.  There is no clear "priesthood" as all Drajin claim to be descended from the Gods.

That said, there are Orders whose members take on advisory roles.

Families are very large, and track kinship through the "male" line.  This is easier since offspring and sires can recognize each other by scent.  A House is a large clan, and makes relatively little distinction further than that, save for the distinction of a Warrior's mates.  Drajin forced into motherhood belong to their "husbands" so long as they are gravid, and until the next time they mate and take the male role.  This often results in a lifetime of bondage, since Warriors decide who their mates may mate with under most circumstances.

Young are raised by their mothers, often somewhat in a crèche style.  As they approach maturity, they receive broad training until they show an aptitude for one Order or another.  Once a young Drajin is able to successfully mate (to either impregnate or be impregnated), that draj is considered an adult. 

Life in the Host is marked by almost constant conflict.  Houses vie for power against each other.  Orders contest against rival Orders.  Even within a House, there is continuous struggle.  There are only a few refuges against the endless strife.  A few Orders are pacifisistic, contemplative monasteries.  Drajin weary of battle might retreat to one for a few weeks, or even longer.  The other choice is to willingly become female.  Females are fairly safe from conflict.  A birth cycle can be something of a vacation - although it is a high price to pay.

Technology
The Host has technology far in advance of earth.  They have relatively "clean" nuclear capability, space flight, and energy weapons.  Using technology to mimic their unique biology, they have adaptive materials that can change shape and function in response to need.

Some of their technology is in the form of "relics" that they can operate and even repair (it is often self-repairing) but that they are unable to replicate.  These relics are rare and treasured.  A small one can turn a Warrior into a Master.  A large one can be the center of a Greater House's power.

The Host have no language as we know it.  They use telepathy to communicate in raw ideas rather than words, and use psionically reactive crystals in place of writing.  Rather than trying to put thoughts down in words, a Drajin "author" can imprint a crystal with everything he knows on a subject.  They even have "fiction" crafted by imaginative Drajin.

As a result of this, while the slaves might have their own languages, they have no written form.  All slaves are illiterate and have difficulty communicating beyond the halls of their own Houses.  This, as much as Drajin telepathy, keeps them in bondage.

Monday, July 09, 2007 2:57:47 AM (Central Daylight Time, UTC-05:00)  #    Comments [0]Trackback
 Thursday, June 28, 2007
What is the Seventh Enigma?  Well, that's a riddle, isn't it?  (Yeah, cheep joke, I know)

The 7th Enigma Universe (sometimes abbreviated 7E) is the label I'm applying to a new fiction project I'm working on.  The core concept is to, like Heroes on NBC, Astro City, Rising Stars, or similar works, take a slightly different look at the tropes of comic book superheroes and the worlds they inhabit.  It's nothing that hasn't been done before, but I hope I've found a worthwhile angle.  And if I haven't, you can't really stop me anyway. :P

That still begs the question "what is the 7th enigma?" but I really don't have an answer.  I don't even know what the other six enigmas are.  It's just that 7th Enigma can be made into a really cool logo.


 

The 7th Enigma Universe takes its inspiration from the question of "what would happen if people had superpowers in the real world?"  It's an old question, debated countless times.  There have even been some "realistic" takes on superpowers in the past.  The NBC show Heroes, which probably kicked this matter to the front of my brain again, is a recent example.  Going into the wayback machine a little, there's the Wild Cards universe.  Both of those are similar in that they limit the field a little before grappling with the question.  I decided to avoid those limitations myself.  In the 7E universe, anything goes.  All the classic "origins" will be available, and not limited by world-builder's fiat.

That means I want room for aliens, magic users, mutants, and guys in power armor, and even alien mutant magic users in power armor.  It also means I'm not going to dodge around the supertech issue by saying mad inventors and superscientists are using some highly refined form of psi power to make their machines work.

I am, however, taking a completely different dodge.  A world where superpowers had been around all along wouldn't really be recognizable to us.  It'd be so drastically changed that what I was writing would be more like science fiction than superheroes.  So taking a page from Marvel's New Universe (one taken many times before) and saying superpowers and related phenomena didn't exist until recently.  I'm going to tell the story of a normal world that one day wakes up and realizes it has superpowers.  Then, in manageable chunks, I can examine the ramifications of different superpowers.

But what does this mean to you, my legions of adoring readers?

Well, for one thing, it means a new label over on the side.  I'm adding a 7th Enigma category.  7th Enigma content might also get other labels, like Artistic Widgets and Fiction Widgets.  But mostly, 7th Enigma Widgets will be for gaming.  Specifically, they'll be for the 4-Color system, for which I am deeply indebted to Phil Reed of Ronin Arts.  (Everybody say "Thanks, Phil")

And yes, I could have used M&M instead, but I can write 4C characters off the top of my head, with no references at all.  For M&M characters, I'd have to have my book, and my character creator spreadsheet, and it'd take time.  And, honestly, I'm too lazy for that.  So this way, you get stats you can use if you were a fan of the most Marvelous supers game from the 1980s, and I get to hash out ideas in a solid form.

I'm simultaneously developing the setting and plotting the first book (tentatively called Seven Wonders).  As I go along, I'll put up stats for various characters, and maybe some gear and so-forth.  Of course, don't quote me on any of this.  What ends up in the book may be different than what I post on the blog.  For one thing, I have to keep some surprises, and for another, I change my mind a lot.

Before we get going, I'll give you a brief rundown of 4C.  For more info, try the Ronin Arts forums, here.

There are 7 Primary traits and 4 Secondary traits.

Primary

Melee: This Primary Trait is the measure of a character’s expertise in melee combat. When kicking, punching, stabbing, or otherwise fighting in close quarters, this Trait determines the success or failure of the attack.

Coordination: This Primary Trait is the measure of a character’s physical proficiency. When shooting, throwing, dodging, balancing, or otherwise employing physical nimbleness, this Trait determines the success or failure of the action.

Brawn: This Primary Trait is the measure of a character’s physical power. When lifting heavy objects, determining damage with melee or thrown attacks, throwing an object a certain distance, or otherwise engaged in activities relying on physical power, this Trait determines the success or failure of the action.

Fortitude: This Primary Trait is the measure of a character’s physical stamina and robustness. When attempting to hold breath, resist sickness, overcome toxins, ignore fatigue, keep from dying, or otherwise engaged in physically strenuous tasks, this Trait determines the success or failure of the action.

Intellect: This Primary Trait is a measure of the character’s intelligence. When attempting to invent, solve a problem, learn, or otherwise use smarts, this Trait determines the success or failure of the action.

Awareness: This Primary Trait is a measure of the character’s intuition.  When attempting to sense danger, spot something, recognize a hunch, or otherwise work on instinct rather than analyzing a situation, this Trait determines the success or failure of the action.

Willpower: This Primary Trait is a measure of the character’s mental strength. When dealing with psychic abilities, magic powers, issues of willpower, or otherwise using powers of the mind, this Trait determines the success or failure of the action.

Secondary

Damage: This Secondary Trait is a measure of the physical punishment a character can suffer before dying. This Secondary Trait uses a numerical score (not Rank Value) that is decreased as the character takes damage. This Secondary Trait, as well as damage and healing

This Secondary Trait’s starting value is calculated by adding up the Rank Values of the character’s first four Primary Traits (Melee, Coordination, Brawn, and Fortitude).

Fortune: This Secondary Trait is a measure of the character’s ability to use luck, training, and/or experience to influence the present. This Secondary Trait uses a numerical score (not Rank Value) and points may be spent from it to affect die rolls and improve the Rank Values of Primary Traits.

This Secondary Trait’s starting value is calculated by adding together the Rank Values of the character’s last three Primary Traits (Intellect, Awareness, and Willpower).

Lifestyle: This Trait is a measure of the character’s wealth and ability to procure needed items and services.

To calculate the Rank Value for this Secondary Trait roll once on Table 1.

Repute: This Secondary Trait is a measure of how well the character is known; the greater the score the more popular the character. This Secondary Trait uses a numerical score (not Rank Value).

To calculate this Secondary Trait’s value roll d% and divide the result by 3 (round up).

(Not that I'm going to do that)

Rank Values: Primary traits have a percentile value and a descriptive adjective.  The number is all that really matters to the system, but the descriptors are much more flavorful.  You can add your own when you play.  For simplicity's sake, I'm just going to use the rank numbers, and generally the first one from any given range within a rank, such that someone with a 30-39 has a 30 for my calculation purposes.

Rank 
1-2    
3-5    
6-9    
10-19
20-29
30-39
40-49
50-74
75-99
100-149        
150-999        
1000  

Besides Traits, you've got Powers, Skills, and Contacts. 

I'm using freeform powers, which is a fancy way to say I just make up whatever I want.  It's easy: just describe what you want the power to do and assign a rank number to it.  These characters won't be "balanced" like, say, the Unisystem ones, but the source material isn't particularly balanced, either, and in this case my task is to represent the source material accurately rather than to produce completely playable content.

Skills are the stuff a character is particularly good at.  Both in the pulp-inspired writing that I like and in superhero comics, there's a lot of latitude in a character's skills.  Captain Striker can use any gun he damn well picks up, and fly any kind of plane, because that's the way the writer wants it.  So Skills are fairly broad, although I'll suggest specialties.  A skill gives a character one extra rank when he's using it.  For instance, a Scientist with an Exceptional Intellect would have a Super Intellect in the area of Science.

Contacts are the people a character knows and can call on for help or information.  I'll be pretty descriptive with these, since that's more fun to me than totally broad categories.

By next week, I should have a pretty good idea of what characters will be running around.  To the (negligible) extent that I'll focus on anything, I'll try to focus on villains, since they're really the fun people anyway.

Thursday, June 28, 2007 8:47:16 PM (Central Daylight Time, UTC-05:00)  #    Comments [2]Trackback