At the GM’s option, henchmen without character sheets have an effective skill of 10 + absolute value of BAD: 11 at -1, 12 at -2, and so on. As with all BAD things, this is abstract. Actual skill, equipment quality, extra time, and anything else that might matter is all rolled into one handy number. -- GURPS Action 2, page 5
Monday, December 6, 2021
GURPS Action: How Balanced are BAD Guys?
GURPS Action: How Balanced is BAD?
As an alternative to detailed modifiers, the GM can set a sin- gle difficulty – the Basic Abstract Difficulty (BAD) – that covers all aspects of a particular phase of the adventure. This is simply a penalty from 0 to -10 that replaces detailed situational modifiers. The only other modifiers that apply are those that the PCs bring into the picture: bonuses for equipment, penal- ties for disadvantages, etc. -- GURPS Action 2, page 4
At the GM’s option, henchmen without character sheets have an effective skill of 10 + absolute value of BAD: 11 at -1, 12 at -2, and so on. As with all BAD things, this is abstract. Actual skill, equipment quality, extra time, and anything else that might matter is all rolled into one handy number. -- GURPS Action 2, page 5
Wednesday, December 1, 2021
Wiki Highlight: Aliens!
My, I posted a lot less in December than I thought! Most of my attention has been on the wiki, and I wanted to finish up the basic alien templates, so people have at least something to work with. There are more aliens! But this gives a pretty good overview of the aliens of Psi-Wars. I've added:
I've added:
- The Karkadann, the mutant technologists from the Zero-Template Challenge
- The Vithanni, the blacklit, aura-clad slaved from the Zero-Template Challenge
- The Nehudi, the primal, nature-bound natives of the Sylvan Spiral
- The Sathran, the cannibalistic snake-people from Iteration 5, updated to be more like the Kaa and the Serpent-Lords.
- The Keverlings, adorable-but-dumb beetle workers of the Umbral Rim, and result of a backer poll.
Tuesday, November 16, 2021
Generic Space Opera Bestiary: Space Whale
You thought I was done! But no, I had a few more I wanted to do. I’ve just been distracted by yet more aliens, and these take longer to write than I expected (most of it in the variations).
One I’ve wanted to do for a long time is the majestic whale. Of course, when we think of whale, we’re probably thinking the shape of the humpback whale, the size of the blue whale, and the ferocity of the sperm whale, but I’m leaning mostly towards the blue whale and other baleen whales. These gentle giants of the deep spark our imagination with their fantastic size and their eerie song. So much so that I think they’re the only sea creatures Paizard has tackled thus far! So I wanted to also take my shot at looking at some generic space whales for Keleni to commune with or for Westerly sailors to hunt.
Friday, November 12, 2021
The Guns of Psi-Wars
I'm pretty sure I've banged on about this before, but I've made an effort to include more alien races in Psi-Wars (there will be a post on that soon) and I've been exploring the alternate tech of alien groups like the Ranathim Tyranny and the Mug Atheocracy, which has emphasized the need to explore guns, and my own research has begun to finally bear some fruit. As a result I've found myself confronted with the core issues with the Guns of Psi-Wars. I'm sure I've discussed this before, but there's new material before, so I apologize if this comes across as repetitive.
So, let's start with does Psi-Wars need guns? I think it does, and it needs them in the same way that settings it draws inspiration from all have guns too, despite having access to other, better weapon. Star Wars has projectile rifles despite having blasters; 40k has slug throwers despite having micromissile "bolt" guns; Dune has Maula pistols despite having lasguns. These weapons tend to be either niche weapons meant to get around a particular problem, or they're primitive weapons used by factions that lack access to better weapons. I particularly want to explore the latter, because the world of clean blasters and elegant, carbide armor is the Valorian Empire and the Galactic Alliance, not the world of post-apocalyptic techno-savages or primitive aliens. Guns also allow us to deliver warheads down range. Psi-Wars definitely has guns in a strictly literal sense in the form of grenade launchers, and weapons that fire poison darts certainly fits some factions well.
So, if we have a need for guns, how do we design them, and how do we make them fit? These two questions have plagued me, but I think I finally have some answers.
Friday, November 5, 2021
On the Importance of Factions
I noticed it in a different context too. I have a problem with Warhammer 40k at the moment. In part, it's because I don't agree with some of the direction Games Workshop has been taking lately, but a lot of it is a drive to explore lesser known works, both to cultivate variety and to support the efforts of less famous creators. But I've noticed that I keep being drawn back into the gravity of 40k. I keep thinking of armies I'd like to try, or concepts I'd like to explore. In particular, I've thought about building a Xenos army from one of the less well-known races (Rak'Gols or Khrave and man, that second name is great) because I think it would be fun to let someone's Space Marine army beat up on one of these groups out of legend and lore. I noticed that I was trying to fall back into 40k, and reoriented towards one of my newer games: Rogue Stars. Rogue Stars is a generic minis wargame that will let you design anything, so of course I could design an alien army of any type I wanted. But who cares? It lacks that particular context that gives it its verge and zing. I would have to create and invent that context and get the other player invested in it before they would enjoy it.
Saturday, October 30, 2021
A Zero-Template Retrospective
And that's it for my Zero-Template Challenge. I hope you liked it, but judging from the comments and the responses on my discord, you did.
Let's touch on the specific races.
Karkadann
Vithani
The Herne
So either way I see it, while this mechanic might be perfectly fine, I feel like the Herne are the wrong place to put it. So we'll park it, park the race and see if we can cannibalize the ideas for a different race or set of systems.
The Rejects
The Challenge
Friday, October 29, 2021
The Zero-Template Challenge: The Rejects
No, this isn't about a race called "the Rejects." I came up with a bunch of races that didn't make the cut because I couldn't quite make them work. I thought I'd lay them out and discuss some of the ideas that I rejected, because they might prove fruitful to you, dear reader, or they might inspire something with a looser set of restrictions than this fairly harsh challenge.
The Arctic Monkey
The Gasping Maggo-Pillar
On small insects (a rigid exoskeleton) is not much different from skin
If a race has a mouth, as most biological races do, and its parts offer more extensibility, flexibility, and opposability than do human mouthparts (e.g., a parrot’s beak and tongue), this can be pressed into service as an arm, usually Short and with No Physical Attack
The Deep-Song Walrus-Man
The Void Dancer
Thursday, October 28, 2021
The Zero-Template Challenge: The Herne, the Forest-Walkers
Rumors and whispers had long swirled through the colonist population of Arcadius that the world was inhabited. Finally, when Sovereign fell, the Herne revealed themselves and spoke in flawless Galactic Common: "Our season has come." They sought and gained a seat on the Alliance Senate and the recognition of the Viscontess of Arcadius. Now, their hunters serve as rangers and footman in her forces, and they've even begun to travel the stars.
The Herne tower over most humans at 7' to 9', but with no more mass, giving them a long, stretched-out appearance. Their long arms end with three-fingered hands, and their lean, digitigrade legs end in slender hooves. A long, thin tail sways sinuously behind them. They have long faces with flat nose that ends in a triangular, moist rhinarium and have narrow mouths which, combined, give them the appearance of a very flat muzzle. Their large eyes take in everything with a patient gaze, and their ears are long and end in square tips. The Herne, like humans, are mostly covered in skin, but all Herne have a tuft of fur on the tip of their tail, and many males have shaggy hair on the bottom of their legs and their forearms and a thick ruff over their head and completely covering their neck, like a great mane. Females have less hair, with just enough atop their head to resemble a short, cute "pixie" cut of hair.
Herne coloration varies with the seasons. In summer, their hair takes on a rich, golden hue similar to the color of Arcadian foliage, and their skin deepens to a rich and dappled mohagony. A Herne in the grip of its summer colors is sometimes called a Goldback Herne. By winter, as the snows begin to fall, their hair turns silver and their skin fades to a dappled ivory. A Herne in the grip of its summer colors is sometimes called a Silverback Herne. The specifics vary from Herne to Herne: some grow darker in summer or lighter in winter, and the nature of their dappling and patterns vary, but the seasonal nature remains a constant, and their seasonality is deeply tied to the conditions on Arcadius.
The seasons of Arcadius change more than just the coloration of the Herne. Their personalities change with it. By summer, they grow congenial and gather together in great groups. For them, summer is a time of merriment and holiday, and the celebrate the abundance of Arcadius. As cold of winter chills their world, though, they grow taciturn, territorial and isolationist, scattering out over their world. Many Herne are naturally psychic as well, and this seasonality affects their powers. By summer, their powers benefit one another, while by winter, they become nightmarish warriors and dangerous hunters.
The Herne have become an unremarkable sight on Arcadius, but they remain novel in the Alliance. The arrival of the Arcadian Viscontess with her lanky, alien bodyguard causes quite a stir every year at Atrium still. But their hunters have begun to spread and participate in the wars of the Alliance. The first Herne recently fell in battle against the Empire. Exactly why they chose this time to reveal themselves is unknown, but the truth likely lies in their religion and its connections to Arcadius.
Wednesday, October 27, 2021
The Zero-Template Challenge: The Vithani, the Star-Children of the Umbral Fringe
Few humans have even heard of the Vithani, and fewer still have laid eyes upon a Vithani slave, much less enjoyed their company. The brutal slavers of the Umbral Rim covet them, but since the Dark Cataclysm cut their world off from the rest of the galaxy, they've had to make do with the population of the Vithani that remain in the galaxy, and their fragile biology paired with their fraught personal lives means they tend to meet untimely ends, and their number slowly, but steadily, dwindles.
The Vithani share the same humanoid body-plan that most humanoids of the galaxy, but with a slighter build and more gracile features. They have remarkable coloration, however, with inky black skin, freckled with patterns of small diamond or square "spots" of white, white lips and long, white hair. Some have different colors, and they may have a deep violet and very dark blue skin, or they might have a bright magenta coloration to their hair, spots and lips, or a vivid, neon-blue or brilliant crimson hue. These spots sometimes chart out recognizable patterns, like stars in the night sky, hence their nickname of Star-Children.
The Vithani come from a star within the globular cluster just beyond the Umbral Rim. Their world has very thin air and retains little light even by day, when their star appears to be but the brightest of a great collection of vivid, beautiful stars. They have evolved to see by this starlight, and stripped of starlight or sunlight, they are blind, and the full sunlight of more daylight worlds can blind them. They have evolved to breath the refined, celestial air of their world, and they labor under the thicker air that blankets most worlds.
Their relationship with the stars does not end with their appearance and their ability to see so well by starlight: it shapes their very lives! The Vithani have an intensely strong relationship with fate and fortune, and it is written in the stars, and in their stars. Almost all Vithani have a Destiny of some kind, and when it affects them, it affects them much more keenly than it affects other races. They mastered astrology to better understand how the shape of the stars affected their lives. This can make them powerful if their astrologies point to fortunate destinies, but it spells their doom when the stars are misaligned.
Finally, while many describe the Vithani as "magical" or "naturally psychic," this isn't exactly true. Instead, the have a unique relationship with psionic abilities: all Vithani that are strong-willed and beautiful are also naturally powerful with psychic abilities; Vithani that are weak-willed and ugly have little facility with psychic power. Those who have studied them are not sure why these things correlate, and have only noted that they do.
The explorers of the First Tyranny found a navigable hyperspatial route to the Vithani cluster and discovered their world. The Vithani themselves had not yet discovered star travel, but were technological enough to forestall any Ranathim invasion and held off the Tyranny, who turned to a strategy of trade and espionage until they unlocked the secret of Vithani astrology. With that stolen secret, they learned the fates of the Vithani and struck at the darkest hour of the race, easily conquering them. The rarified princes and princess of the Star-Children became the slaves of the Ranathim, and so it remained until the Dark Cataclysm rewrote the hyperspatial map of the Umbral Rim, and cut off all contact with the Vithani cluster. The Vithani slaves left in the Umbral Rim like to think the natives isolated in their cluster have long since thrown off their masters and live free lives.
Today, the Vithani can mostly be found as rare treasures held in the collections of wealthy slavers. Free Vithani do roam the galaxy, either having liberated themselves, or descended from those slaves who escaped and set up small, isolated colonies on remote moons with thin, gauzy atmospheres. When they travel, they often pass themselves off as rare cousins of the Keleni, to whom they bear a passing resemblance, when they bother to explain themselves at all. Generally, like all Vithani, they are compelled to follow their fate and lead interesting lives of danger and adventure.
Tuesday, October 26, 2021
The Zero-Template Challenge: The Karkadann, the Withering Satraps of the Arkhaian
The Karakadann evolved on a hellish world, the Eclipse World of Dann deep in the Arkahaian Spiral. A red star rages and roils at the center of their star system, bathing their world in burning, cleansing radiation that would make it impossible for life to take hold were it not for an odd orbital coincidence: their world is close enough to its star to be tidally locked, and a large moon rests between Dann and its star, fixed at a lagrange point. This moon casts a considerable, permanent "shadow" on the world, a narrow one that's completely radiation free, and then a fainter "shadow" from which life is partially shielded from radiation. Life took hold in those shadows, evolving to survive that harsh radiation and push farther out into the insidious glare of their hateful parent star. Their world is filled with live evolved to survive the intense radiation, such as the white kudzu of Dann.
The Karkadann resemble humanity, with a body plan unremarkable among humanoids of the galaxy. They are hairless and have flat faces with slits in place of a nose and holes where their ears would be, though this does not seem to have negatively impacted either sense. They have rugose skin, typically white, grey or deep brown in color, marked with naturally occurring striping or geometric patterns in red, black or white, including a characteristic stripe running over the top of their head present in all members of the race. A secondary lens covers their eyes, obscuring their irises and pupils with a film of milky white or, less common, black or red.
The Karkadann, like all life on Dann, have unique adaptions to the hostile, irradiated environment. Under the constant assualt of radiation, their genomes evolved to rapidly reconstitute themselves, but the sheer bulk of reconstitution results in genetic errors: mutation. When these mutations are benign or even beneficial, their immune system leaves them, but when they become cancerous, their immune system isolates and destroys the cells and all nearby cells, just be sure. Aggressive errors can result in a runaway biological war raging within the Karkadann body that destroys the cancerous body part. This results in the Withering, where a part of the Karkadann's body goes through intense pain and then suddenly loses all feeling and withers away, like a dead leaf on a branch, and then falls away. Fortunately, Karkadann physiology is very tolerant of cybernetic implants, allowing them to replace lost body parts this way. A side-effect of the Withering is that the Karkadann do not age the way other humanoids do: if they can keep replacing their body parts, they can potentially live forever, though in practice after a few hundred years, the Withering takes their brains and they finally die.
The Karkadann genome poses another, societal problem. Even if they do not experience the Withering, they may experience mutation. Unfortunate Karkadann exposed to radiation may begin to develop strange features, such as claws or additional limbs, additional eyes, bony spurs, or even psychic powers. These mutations come with personality changes and slow, inevitable devolution. In some ways, the Withering is kinder, as it lets the Karkadann die, while mutation slowly turns it into a monster. The far reaches of the Arkhaian Spiral is haunted by Karkadann marauders, mutated into gibbering cannibals and running ships with open fission drives to further power their mutations.
Proper, civilized Karkadann rule the Technocracy of Dann, a minor empire found between the Refugee Empire of the Telas Constellation and the Cybernetic Union of the Borean Stars. It has endured since before the Alexian Crusades: during this ancient time it ruled a vast swathe of the Arkhaian, purchased cybernetics from the Traders and the Shinjurai merchant princes, and wielded what Eldothic technology their masters had left them with. They remained unconquered throughout the Alexian Dynasty and had cordial, if distant, relations with the Galactic Federation. The Scourge greatly diminished it, though, and scattered entire fleets far from where regular medical intervention could prevent the spread of mutation. Today, a much smaller Technocracy remains ostensibly independent and allows representatives from the Cybernetic Union and the Alliance both in its court, but it sides most often with the Cybernetic Union. Roving remnant fleets filled with mutated Karkadann haunt the Telas Constellation and the Akrhaian Gap, spreading fear wherever they go.
Monday, October 25, 2021
The Zero Template Race Challenge
...(A race) which has culture and “common advantages/disadvantages” and maybe unique technology…but without having a template at all. That would also solve the weird situation with humans being the only “normal” race, without a template, when all races in the setting are different, but not all have enough biological difference to require different templates... The point is that a race can have no template and not be just humans-with-a-different-paint-job, but be meaningfully different. -- Lord Buss
I've had to butcher and stitch together the quote a bit, as it was scattered across a conversation and in a specific, Psi-Wars context, so my apologies if some of the meaning is lost, but it inspired me, and I wanted to share my thoughts on it. First, I want to talk about what I think Lord Buss is asking for and where there are problems with it, but after establishing those constraints, I want to attempt to explore the surprisingly interesting puzzle that his request poses.
First, let's narrow down the request itself, and the intent of the request. First, the core idea here is to have an alien race that is alien but has no defined template, as none is needed. I don't believe the idea is to just ignore the requirements of a template. The idea here is to create a race that doesn't need a template, despite obviously being alien. He proposes to get around this constraint by offering up associated elements that aren't part of the template itself. For example, a faerie race might all have Magery, but some might have the option of buying Wild Mana Generator. Similarly, a race might have access to language and culture and technology that the rest of the galaxy doesn't (or, at least, doesn't commonly use). Finally, you could associate them with "mechanically irrelevant features" such as wildly coloration, hairlessness, three genders, etc.
This request is not for a zero-point template. A zero-point template might allow for, for example, DX+4 and IQ-4, which certainly a violation of the spirit of the request. Zero-point templates can be quite complex! It's not asking for low complexity, or low absolute cost zero-point templates: a race that all has a perk and a quirk would violate the request too. Finally, they can't even have features. Features require a template too, they're just the most extreme example of "low absolute cost zero-point templates." The request is for a race that has no template, but is clearly alien.
The intent of the request seems aimed at normalizing humanity. The point is that the races of Psi-Wars tend to be positive in cost, often quite expensive, and humans are not. This creates a weird situation where the galactic average ST or IQ or HT is higher than the human norm. By having at least a few races that are mechanically identical to humans out of the gate, you bring that average back closer to humanity. It might also be about reducing mechanical complexity. After all, what Lord Buss describes isn't really that far from a zabrak or a twi'lek: the humanoid races of Star Wars mostly amount to "person-with-a-paint-job." There's no reason to make every race a deep investment in system mechanics. Finally, it would also simplify the race creation process, making the race design a lot cheaper for the GM, which would allow a proliferation of races.
So, can it be done?
Tuesday, October 19, 2021
Generic Space Opera Bestiary: Space Elephant
Elephants are inevitable. Space Opera is all about fighting giant space monsters, so naturally we’re fascinated by the largest land animal currently alive: The elephant. Of course, by space opera standards, the elephant is chump change. If we’re talking giant space monsters, they’ll tower over buildings, not merely knock over mud hut with an angry charge. Even so, I can’t help but notice space elephants everywhere, not as space monsters, but as large mounts. Two examples that leap to mind are the bantha of Star Wars or the Yeddim of Exalted before getting into more obscure examples. I think we’re enamored of the idea of the largest beast of burden which act like living tanks or living semi-trucks. The image of an alien queen on the back of a giant tortoise, or a caravan packed onto the sides of a mammoth, ready to deploy as an impromptu marketplace are the sorts of images that tell us we’re in space opera!
So the key features, to my mind, for a space elephant is its massive size, is herbivorous nature and general placidity paired with its potential for extreme danger, thanks in the very least to its large size.
Monday, October 18, 2021
Generic Space Opera Bestiary: Space Vulture
I haven’t touched on birds for awhile, and doubtless, some people might wonder why not falcons? Or why not parrots, etc. Why vultures? Well, as noted previously, what I’m looking for are mostly the creatures a GM will seek to include in a typical space opera game, but mostly as background animals. Sure, I’ve done tigers and bears, but for the most part, these are meant to represent the sort of critters one would commonly see. And I would argue that vultures or, more specifically, vultures are classic creatures that characters will see. The image of the vulture floating serenely over a dying man while it waits for him to die in a desert before feasting on their remains is a classic one. It’s a psychopomp, a visual reminder of impending death, or a marker of a battlefield. A crow would work too and, frankly, has more mythical resonance with the average westerner, but the vulture is vastly easier to spot over large distances because of its large size and its ability to soar and high altitudes, making the impending death of a target visible for miles.
I may sometimes refer to it as a buzzard. This is because it’s a colloquial North American term for the turkey vulture, which is what I typically think of when it comes to vultures. It has no relation to the actual, common buzzard, though. It’s also sometimes called a carrion crow.
At the core, we’re talking about a relatively large, flying scavenger. The point of this particular animal is to be big, to be high up, and to be concerned about letting critters die before feasting on them. That’s the “guild” we’re looking for. The point is to have something circling the dying from high above.
Thursday, October 7, 2021
Generic Space Opera Bestiary: Space Shark
Most of my focus has been on creatures of the land for a few reasons. People deal with land creatures on a regular basis, and the sea is “alien” to them, so while it makes great inspiration for alternate biologies, most people aren’t passingly familiar with the differences between, for example, cod and tuna, or all the varieties of sea cucumber. But there are a few sea creatures that really stand out and that we might definitely expect to see depicted reskinned for space, and the shark probably tops that list. It’s an apex predator of the sea and whenever people are cast overboard they end up fighting with sharks. We see them all the time in adventure fiction as the wolves and tigers of the sea, so we might expect to see something similar in a similar story set on an alien planet.
The classic view describes a solitary hunter, ranging the oceans in search of food. However, this applies to only a few species. Most live far more social, sedentary, benthic lives, and appear likely to have their own distinct personalities. – Sharks, Wikipedia
Of course, this post will get me in trouble because I don’t even shark week. Sharks are quite popular and people know all sorts of things about them and I don’t know the deep lore of the deep, so I will inevitably miss things. Worse, I’m going to aim pretty explicitly at the cinematic depictions of sharks, because the generic space opera player expects alien sharks to behave more like Jaws, and would be confused if the alien shark he just met was a highly social filter feeder, despite basking sharks being a real thing. So this post will be more about “sharks” than sharks, but I’ll try to point to a few things I find a long the way, because cartilaginous fish are some of the most successful creatures of the sea, and it’s a little unfair to dump that entire category into “I did a little research on Jaws.”
Tuesday, October 5, 2021
Generic Space Opera Bestiary: the Space Tiger
This gives us an excellent reason to revisit the feline template on a larger scale, to get a better sense of what these space monsters can and cannot do, and where they might come from.
Monday, October 4, 2021
Generic Space Opera: Space Bear
But bears seem to resonate culturally for another reason: hibernation. The Bear Cult seems to focus on their ability to descend into the “underworld” of their cave and “die” in hibernation, and then stir and “return to the world of the living” in spring. We have plenty of anthropological evidence that ties them to medicine and healing, and there’s some evidence of bear worship in the past, including special bear burials in caves by prehistoric humans.
So, a bear is more than just a large omnivore: it’s a sacred space monster, a creature know for its size, ferocity, tenacity, and it’s ability to survive and to restore itself to life.
Friday, October 1, 2021
Generic Space Opera Bestiary: Space Horse
I think the only animal remotely competitive with a dog or cat for popular, intuitive understanding is the horse. Most people have been near one at at least one point in their life, and many have ridden them, or would like to. Riding, of course, is their key feature, as is work. We have eaten horses in the past, but most people see them as companions, something to be ridden, or helpers. They feature in our mythology and our history. Barbarian hordes ride on the back of horses, as do knights. So if we delve into the history of alien races, should we not expect to find alien knights or alien barbarian hordes riding upon alien horses? And if so, do they still ride on them today? What do human ranchers on alien worlds ride?
Thursday, September 30, 2021
Wiki Update: Dreamy Assassins
It's not all been Fun and Space Bestiaries at Mailanka's Musings; I still have a wiki to run, after all, and promises to fulfill to backers. So I wanted to take a moment to quickly highlight a couple of major updates to the wiki.
Releasing the Balloon People: Dream Control
Assassins
Melee Weapons in Psi-Wars
The Assassin's Weapons
Monowire
The Ceramic Katana
The Psi Blade
It's a shame that the force sword is already the ideal assassin's weapon -- Shinanoki
Psychic Vampirism
But What About...
The Assassin
Wednesday, September 29, 2021
Generic Space Opera Bestiary: Space Deer
Deer seem to be the generic “hunting prey.” If a story depicts a character hunting an animal that animal is probably a deer, especially if we expand our understanding of deer to include any swift, horned herbivores that tends to gather in groups (though not necessarily large herds). This might include gazelle or antelope, but it should be noted that these are a variation of goats with no real relationship to deer.
Pizard, thank god, has stats on all of these! I’ll be mostly using the mule deer, which is the deer in Disney’s Bambi, and thus what I think of when I think “deer” though it should be noted that Bambi was a roe deer.
Tuesday, September 28, 2021
Generic Space Opera Bestiary: Space Cows
I think few animals better exemplify the countryside than the cow. That may well be because the culture from which westerners descend, Indo-European culture, was heavily integrated with the cow. But it’s not hard to see why: cows provide meat, milk and leather, and excel at moving in vast herds across the plains, allowing a herdsman to migrate with them. They’re useful to a growing culture in many ways, and so we might expect parallels in other cultures: large, migratory herbivores that tend to naturally gather in great herds (allowing for rapid reproduction) and who produce culinary byproducts that the culture can consume, leaving the original animal untouched.
Monday, September 27, 2021
Generic Space Opera Bestiary: Space Pigs
Generic Alien Pig
Homer: Wait a minute, wait a minute, wait a minute. Lisa, honey, are you saying you're never going to eat any animal again? What about bacon?
Lisa: No.
Homer: Ham?
Lisa: No.
Homer: Pork chops?
Lisa: Dad! Those all come from the same animal!
Homer: [Chuckles] Yeah, right Lisa. A wonderful, magical animal. – The Simpsons, Pigs of Eden
Pigs aren’t likely the sort of animal most people think of when it comes to interesting space animals, but pigs make a huge impact on our civilization as domesticated animals. Thus, this offers me an excuse to discuss something particularly near and dear to my heart, which is space opera cuisine. What are space aliens even eating?
But pigs can be more interesting than that, so interesting in fact that they actually have an entry in GURPS Basic: they can be boar. I’ll get into space deer later, but boar and deer tend to be the classic hunting prey, though they’re quite distinct in their symbolism and imagery, with the deer requiring cunning to defeat, and the boar requiring bravery. Do aliens have a creature on their world that is both delicious and requires great fortitude to defeat?
Friday, September 24, 2021
Generic Space Opera Bestiary: Space Crabs!
Have you heard of “Carcinization?” The tendency of nature to evolve things into crabs” – XKCD
Of course, carcinization is more than just a meme designed to give us memes of crabs rocking out to sweet techno: it represents a very real trend in nature, and if it happens on earth, it’s highly plausible that we’ll find crabs in space too, but sheer Darwinian pressure.
This isn't the sort of thing that I imagine players will really want to see as background elements, nor are they an especially visible part of our food chain (though we totally eat crabs). Players may well expect to fight crab-monsters. I will note that when hunting for some pic to steal and toss up on the side of this post, I ran into the problem that crabs already look pretty alien, so it's hard to explain to players why a particular crab species is totally from another world (Green and purple, I guess), but I'm pretty sure if you describe a literal japanese spider crab trundling down the beach, they'd already think they were on another world. So I'm mostly writing this one for the memes.