Monday, April 4, 2022

#AtoZChallenge2022: C is for Cryptoterrestrial Hypothesis

The A to Z of Conspiracy Theories C
The A to Z of Conspiracy Theories: C is for Cryptoterrestrial Hypothesis

(and a Special Monstrous Monday!)

The Cryptoterrestrial Hypothesis is the "hypothesis" (really just an idea, it's not a good hypothesis in the scientific sense) put forward by Mac Tonnies and based on, among other things, the writings of Richard Shaver.  

The idea is that all the so-called "extraterrestrials" on Earth are all really natives.  Not cryptids per se, but whole other species. They have existed, in theory since the dawn of time.

Exploring the Shaver aspect, we have the "Deros" or his "detrimental robots" as a possible Cryptoterrestrial species. If we use the D&D versions, the Derro, then we have more to work with.   I think I would also like to take another page from Shaver's book magazine and have the language the Derro use be Mantong

Another species that fits this idea for me is the Ophidians.  This is a species that I have used in the past and really enjoy them.   

What separates cryptoterrestrials from extraterrestrials are their origins. While both can seem "alien" to humans, cryptoterrestrials are Earthlings.  They evolved from the same processes that gave us trees, lobsters, and humans.  Generally speaking, the same things that affect us, will affect them. They need to eat, breathe, and even sleep. They can be affected by poisons, just different ones, and bullets still hurt them. 

For NIGHT SHIFT

Since today is also a Monstrous Monday I think I should have some monster stats here.

Derro
No. Appearing: 8-80 (8d10)
AC: 4
Move: 20 ft.
Hit Dice: 3
Special: Pack tactics, Can fight in complete darkness, vulnerable to sunlight, madness.
XP Value: 60

Derros are a race of subterranean human-like creatures.  Their skin is a dull gray, their hair is typically a few shades lighter, and their eyes are a uniform white.  They speak an unknown, guttural language, but a few (1 in 10) can speak any surface language that is common nearby.  

Common Derro Abilities

  • Pack tactics. Derro are ambush attackers and will set traps and snares to incapacitate interlopers into their realms.  The derro will kill any they suspect is a threat, usually the largest, and keep the rest as slaves. 
  • Fight in Complete Darkness/Vulnerable to Sunlight.  Derro fight in complete darkness as if it were dim light. They take no penalty in attacks.  In any light greater than torchlight/flashlight they take a penalty of -1 (-5%).  In anything brighter, the penalty is -3 (-15%).  In full sunlight they cannot attack at all.
  • Madness. A full 25% of all derro suffer from a form of racial madness.  This usually manifests as a form of delusional behavior where they feel they are the superior species of the planet.  Their layers are fill with giant machines they refer to as "The Death Ray", "The Sun Destroyer", or "The Gravity Enhancer" that are designed to end the world, but never work.  Derro spend decades building these, or more to the point forcing slaves to do it, only to have them end in their own destruction.

Derro are cruel and delight in torture for torture's sake. 


Ophidian
No. Appearing:
 4-24 (4d6)
AC: 6
Move: 30 ft.
Hit Dice: 1 to 4
Special: Cold-blooded, enhanced senses (sight, smell), poison, magicly impaired.
XP Value: Varies

Ophidians are snake-like humanoids that have existed on Earth since the time of the dinosaurs.  They remember the great age of reptiles.  They hate humans, and really all mammals, and seek to destroy them so they can reclaim the Earth as their own.  If they hate anything more than humans it is the Extraterrestrial Reptoids. They feel the reptoids caused the great blast 65 million years ago that destroyed the dinosaurs (they didn't but the ophidians are not convinced) and they fight them for control of the Earth.

Common Ophidian Abilities

  • Cold-blooded. Ophidians live in deep rain forests, inhospitable deserts, and even underground near magma pockets or anywhere that is warm.  They prefer temperatures that are 75 °F / 24 °C or warmer with places of variable temperatures.
  • Enhanced Senses. Ophidians have superior senses of sight and smell.  Their sight extends into the infrared spectrum.  They are only surprised on a roll of 1-2 on a d10. 
  • Poison. The bite of some ophidians (1 in 6) can paralyze or (2 in 6) painful death (take 4d8 points of damage).  A Constitution-based saving throw can reduce this to 2d8 hp of damage. 
  • Magicly Impaired. Whether due to their reptilian brains or the fact they evolved from different progenitors than humans ophidians are incapable of magic.  They can, and many do, have psychic powers, but never magic.

Ophidians and Derro hate each other, often encountering each other and fighting great underground battles below the feet of unknowing humans.   It is possible that the only keeping these species from taking over is their hatred for everything and everyone that is not themselves.

Union of the Snake

--

Both Derros and Ophidians have a nice long history in my games.

I have to admit they did grow out of a lot of fringe theories and weird fiction from the 80s.  But I will admit that the Snake People were really sold to me from the Duran Duran video "Union of the Snake."

It was the 80s, I took my ideas from where they came.


The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Saturday, April 2, 2022

#AtoZChallenge2022: B is for Bermuda Triangle

The A to Z of Conspiracy Theories B

The A to Z of Conspiracy Theories: B is for Bermuda Triangle

The Bermuda Triangle might not be one of the big conspiracy theories, but it is an important one for me. 

The Bermuda Triangle was a gateway drug for me for all sorts of quasi-normal, pseudo-scientific ideas.  I think it was a set of "documentaries" I saw in the late 1970s.  The one that comes to mind most often to me is 1978's Secrets of the Bermuda Triangle.  I remember watching it at the Times theater in my old hometown.

The movie was presented as a documentary and to my 8-9-year-old mind that meant that it had to have had some scientific rigor to it.    The movie was a collection of "true stories" like the loss of the Navy's Flight 19 and other tales.  Many that still get repeated today.  It also included a lot of conjecture as to why this area had so many disappearances.  My favorite was one about a malfunctioning energy collection crystal from Atlantis that would zap ships and airplanes and either destroy them or send them to alternate dimensions.  Like many documentaries of this time it tries to make connections to Egypt and even to the Maya and Aztec cultures. 

Statistically speaking, the waters of the Bermuda Triangle are no more or less dangerous than any others given the number of ships.  In a 2013 survey of the most dangerous shipping areas, it doesn't even rank in the top 10.

Bermuda Triangle

I have been through the Bermuda Triangle twice now.  Once while flying home from Jamaica (our flight was not allowed to fly over Cuba) and once on a cruise ship.

For NIGHT SHIFT

I am going with the crystal idea for NIGHT SHIFT.  The Triangle was the site of some ancient alien base that later had to be abandoned. There is indeed a giant crystal that charges "Vril" (more on that on V day) from sunlight.  Periodically it releases its built-up energy in a blast that discorporates whatever is in its path. Does it destroy the object or, as some scholars believe, does it transport it to somewhere else?

Some even believe that these crystals are pyramid-shaped and have the same dimensions of the Great Pyramid of Giza. 

The remains of the Bimini Road are also part of this base, but so far no one has figured out how they are connected. 

The biggest problems here are 1.) discovering the crystal and it's nature and 2.) getting down the crystal and turning it off. 

I would say that there are smaller crystals that are connected to it.  This can give the PCs some clues.  Especially if the crystals glow and pulsate in time with the larger one.  Someone would need to correlate the brightest flashes with disappearances.   

Given that reports of missing ships seem to have dropped off (that darn GPS!) and the height of the reports peaked in interest in the 70s I am thinking of setting this in my Spirit of 76 campaign. Another chance for me to use some ideas from "The Fantastic Journey."

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Friday, April 1, 2022

#AtoZChallenge2022: A is for Ancient Aliens

The A to Z of Conspiracy Theories A
The A to Z of Conspiracy Theories: A is for Ancient Aliens 

Let's kick this A to Z challenge off right and dive right into Ancient Aliens.  This will be one of my bookends for this challenge since I plan to use Zecharia Sitchin as my Z entry.

Now while there is a ton I could say about these theories today and the rest of this month, I do want to make it 100% clear that I do not buy into any of these notions.  They are good for RPG material though.

Ancient Aliens is the notion that ancient people were visited by aliens (extraterrestrial advanced lifeforms) and not only did these ancient people regard them as gods they shaped the cultures of these people and even, in some theories, shaped their DNA. 

I want to address the biggest issue with ancient alien ideas.  They are all notoriously racist.  There is an underlying notion that "white people couldn't figure it out, so brown people must have had help from an advanced species."  Which is pure bullshit.  We do have better ideas on how the pyramids were built and why.  We know how the stone heads on Easter Island were transported. We even have better hypotheses on how places like Stonehenge were built. None of these involved magic or alien technology.  Renowned Egyptologist Zahi Hawass has been particularly critical of these ideas saying they take away from the ingenuity of the Egyptian people.  I agree.

Once you start reading into this (and I even found a couple of questionable documentaries) it opens a whole rat's nest of crazy topics.  I am not going to go into any of these topics in detail. No room here and way off scope. But I am going to link some of the more *interesting* ones and the ones that had the most effect on my work here.

This all makes one think about the movie and TV series "Stargate."  And it was looking into all of this that made me realize how much stuff I can use here.

For NIGHT SHIFT

Most ancient alien/god "theories" are centered around Egypt and the Pyramids.  But many also pull in myths, legends, and stories from ancient Babylon, Sumeria, and the Fertile Crescent.  Others also involve American cultures like the Mayans, Aztecs, and the Toltecs.  While Egypt and the Fertile Crescent certainly had interactions, the Central and South Americans had no contact with them. In fact, that is a central thesis of these theories; "They had no human contact but there are similarities, therefore they must have had divine/extraterrestrial contact."  Ok, technically that is not a theory but more of a poorly worded research position trying to move to a hypothesis.  I am going to suspend my years of doing and teaching research design though for now.  This is for a game, not a grant.  

In NIGHT SHIFT Ancient Aliens DID exist, but they did not give humans high-tech materials or help them build the pyramids.  Humans were slaves and many times they were food.  To quote Dr. Peter Venkman from Ghostbusters II, "And that is the whole problem with aliens, is you just can't trust them. Occasionally you meet a nice one: Starman, E.T. But usually they turn out to be some kind of big lizard!"

The ancient peoples feared them, but I am going to say they mostly tried to fight them.  There were organizations created then to combat this alien invasion and some still exist to this day. 

These ancient aliens were those lizards.  They invaded ancient Egypt and Mesopotamia and gave gods like Set, Apep, and Tiamat.  Then they went over to Central America and gave Queztcoatl.   The world of NIGHT SHIFT is absolutely overrun with alien lizards and their genetically modified lizard people.  

The ancient alien theories claim they are "reptoids" and are from stars in the constellation Draco. IT doesn't matter it seems that some of the stars in Draco are only 20 ly away (σ Dra) and others are as far as 7,000 ly away (V571 Dra) and everything in between.  But for NIGHT SHIFT let's pick Thuban (Alpha Draconis) as their homeworld.  It is 303 ly away, so a good distance.  It could explain the gap in time between visiting Ancient Egypt and Meso-America, they had to go back home.

I will get into the details of these lizards and what they can do.  But this is a start.  They have been here since the beginning and are still here now.  Maybe they are connected to the dinosaurs and responsible for all the myths about dragons.  

Who knows. 

I guess we all will soon.

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Be sure to visit all the A to Z blogs this month at the Blogging from A to Z blog.


A to Z of Conspiracy Theories for NIGHT SHIFT


Wednesday, March 30, 2022

April 2022 A to Z Blogging: The A to Z of Conspiracy Theories

I can't believe that April is nearly here.

For many years now I have participated in the April A to Z blogging challenge.  Blogging every day is not really a challenge for me anymore; 15 years into this and I still have a lot to say.  For me is to find something that I want to talk about for a month straight AND provide you my reader the same sort of content you are used to.  That's the real challenge.

I debated on whether or not to do it this year.  But I came up with an idea and told my wife. She thought my idea was dull (it was) and instead suggested the topic I am going to do now.

So allow me to present to you, 

The A to Z of Conspiracy Theories for NIGHT SHIFT Veterans of the Supernatural Wars.  

A to Z of Conspiracy Theories for NIGHT SHIFT

The idea here is present to you a conspiracy theory and then how to bring it into your NIGHT SHIFT games.  I have my list ready to go but I do reserve the right to alter it as the discussions here take me. 

A few notes.

1. I, generally speaking, do not believe in ANY of these conspiracy theories.   I have spent the last month reading about them in earnest and while many are fun, some are downright racist and/or dangerous.  

2. I am not supporting any of these conspiracy theories.  Quite the opposite. They a fiction of the same level as my own "Generation HEX" or "Weirdly World News."   So while none of them seem to stand up to real scientific scrutiny, they can be fun for an RPG.

3. YES there have been some conspiracies that have turned out to be true.  The plot to kill Archduke Franz Ferdinand of Austria was one.  But I am not convinced that the people doing that (the Black Hand) had WWI as their goal.  The suppressing of dangerous chemicals in cigarettes and the plot to keep the exploding tanks in Pintos by the Ford Motor Company were others.  JFK was killed by a lone gunman and 9/11 was a plot by Al-Qaeda and not the US government.

For these, I am keeping an eye on the Conspiracy Chart as created by Abbie Richards.

Conspiracy Chart created by Abbie Richards

I am going to avoid some topics for various reasons.  My first requirement for anything here is "will it be good in a game?"  So if you are wondering why I pick some topics and not others that is usually the case.   For example right now "P" is a toss-up between "Phoenix Lights" and "Paul is Dead."   Phoenix Lights have more game-related uses, but the "death" of Paul McCartney is an old favorite of mine. 

My goal is to try to include NIGHT SHIFT stats and rules as I can.  I want to get the word out on my favorite RPG.  I will try to situate them in the various Night Worlds when and where I can.  So many of these ideas can be great fodder for Weirdly World News or even my Valhalla, AL setting. 

This could be very fun!

April A to Z Blogging Challenge


Tuesday, March 29, 2022

Gary Con 2022

I had a great Gary Con this past weekend.   I spent all my time in the Elf Lair Games / Troll Lords Games booth.  I spent my time selling copies of NIGHT SHIFT and Castles & Crusades.

Tim and Jason at GaryCon


Elf Lair Games / Troll Lords Games

Elf Lair Games / Troll Lords Games

Elf Lair Games / Troll Lords Games

I also got the chance to run into so many people I only get to chat with online.  I stopped by the Goblinoid Games / James Mishler Games booth to finally say hello.

Goblinoid Games / James Mishler Games

I picked up some print versions of books I previously only had in PDF.

James Mishler Games

They were also selling copies of a new RPG, ShadowDark by Kelsey Dionne of the Arcane Library.  It looks rather good.

ShadowDark by Kelsey Dionne

ShadowDark by Kelsey Dionne

I also stopped by Bloat Games booth and got the chance to see Eric Bloat and Josh Palmer and grab a copy of their game What Shadows Hide.

What Shadows Hide

Again this looks like a lot of fun.

I am not an autograph hound, but there were some signatures I wanted.  Top of the list was Darlene.

Art by Darlene

Art by Darlene

I also got to stop at Jeff Easley's booth and got him to sign his art from the 25th Anniversary Boxed Set.

Jeff Easley

 

And of course, I HAD to pick up the tribute/homage covers of the new Castles & Crusades covers.

Castles & Crusades

 They do look really nice.

Castles & Crusades

I didn't play any games or run any, but I had a great time.  

Looking forward to next year!

Monday, March 28, 2022

Monstrous Mondays: The AD&D 2nd Ed Monstrous Compendiums, Part 7

Monstrous Compendium Annual - Volume 1
The Monstrous Compendiums would eventually move over to an annual format of perfect-bound soft-cover books.  These followed on the footsteps of the combined, hardcover Monstrous Manual, which people liked much better.  The idea was to publish a collection of all the published monsters from other products in a Monstrous Compendium style format.  But the days of perforated and loose-leaf pages was over and the Annuals and the other books that followed were all bound collections.

To my knowledge, there were four of these in total.  I never owned the print copies, at this time I was getting married and moving into a new house, though I have been able to get the PDFs from DriveThruRPG.  Curiously, Annual Vol. 2 has not made it to PDF yet.

Monstrous Compendium Annual - Volume 1

PDF 128 pages, Color cover art, color interior art, $9.99.  129 monsters, Aballin to Xaver.

This first book took on the trade-dress and style of the early AD&D 2nd Ed line and was a companion piece to the hardcover Monstrous Manual. 

There are a lot of monsters here I have seen in later editions of the game and some are completely new to me.  There are a surprising amount of dragons for example. There are few I recognize from 1st Ed that I guess had not made it over to 2nd ed yet (Gibbering Mouther as one example). There are a also a few I recognize from Ravenloft, given a more "generic" or general approach.

It is a good collection of monsters, to be honest.  While the page are formatted to fit a book and not really a Monsterous Compendium (the left or right justification of the text on titles) you can still take this PDF and print your own page to fit into your Monstrous Compendiums.  I am going to do this with the dragons for example.

Monstrous Compendium Annual - Volume III
Monstrous Compendium Annual - Volume III

PDF 130 pages, Color cover art, color interior art, $4.95.  131 monsters, Alaghi to Zhentarim Spirit.

This third annual takes on the trade dress of the later printing AD&D 2nd material when the "2nd Edition" subtitle was removed.  The formatting looks transitional. That is I see here the original Monstrous Compendiums eventually morphed into the style I associate with the last years of 2nd ed (and TSR for that matter).

The volume includes a lot of monsters I had seen in various Ravenloft and Forgotten Realms publications at the time and a few that I assume got their origins in the Dark Sun and Planescape product lines.  There are some that also first appeared in the Creature Catalog from Dragon Magazine (Lillend for example).

There are few more dragons here too and, in a surprise, two demons / Tanar'ri.  So something here for everyone.

This book also includes the Ondonti, the Lawful Good Orcs. So don't try to tell me that "Good" orcs are a new thing.

good orcs from 1996


Monstrous Compendium Annual - Volume 4

PDF 98 pages, Color cover art, color interior art, $4.95.  104 monsters,  Ammonite to Zombie, Mud.

This fourth and last Monstrous Compendium Annual was published in 1998 by Wizards of the Coast, though the TSR brand is still on the books.  Additionally, this book also indicated where each monster came from whether Forgotten Realms or the pages of Dragon Magazine. There are some that I think are original to this volume. There is even a monster from Alternity here, which is a big surprise!

I would also like to point out that this is the first of these Annuals that acknowledges that it is based on the original D&D rules created by E. Gary Gygax and Dave Arneson.

There are quite a few new-to-me monsters here and few I have seen in other places before.  It is nice to get them all into one place.  

These annuals certainly represent the widest variety in monsters I have sen in any of the other compendiums.  If I were to play AD&D 2nd Ed again, I think I would start with these as my sources for new and different sorts of creatures.  I am sure that people that were still playing at this time (I had gone on an AD&D sabbatical from 1996/7 to 2000) might be more familiar with these books and these monsters, but it is a joy to open a book, even one 20-25 years old, and see something new.

I am now at the point if I print these out I am going to need a third 3-Ring binder.

Thursday, March 24, 2022

Gary Con 2022 Bound!

I should be in the car headed to Gary Con as you read this!   

Gary Con 2022

 Not running any games, not playing in any as far as I know.  But I will be at the Elf Lair Games booth next to the Troll Lords.

So if you are there come by and pick up a copy of Night Shift!