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[DSII] Aeons of the Stranger Sort

From: "John C" <john1x@h...>
Date: Wed, 21 Jul 2004 19:14:52 +0000
Subject: [DSII] Aeons of the Stranger Sort

I been silent for a while -- with good reason, mind! -- but I've got a 
question and I need the input of other Brains.

It starts with a miniature.  Specifically, Steve Jackson Game's
currently 
OOP "Ogrethulhu".

And then it goes on an Anime series that I've caught a few times on
cable, 
Neon Genesis Evangelion.

(It's amazing what you'll discover on TV when it's 2:00 in the morning
and 
you're desperate for sleep.  And even more desperate for The Kid to 
sleep....)

Add in that Shadow/EA hybrid ship from Babylon 5, and there's a game
idea 
all ready for play.  Whether I'm going to use the Ogre Miniatures rules
or 
DSII, I haven't quite decided.

(DISCLAIMER: The works of H.P. Lovecraft are, at least nominally,
science 
fiction.  Not that this matters to me in any way, shape, or form, but
for 
those pedants in the audience, there you go.)

It's an unspecified number of years in the future.  The Stars have come 
right, and the Elder Gods have risen and are busily taking over the
world.	
Humanity, plucky as always, is fighting back with every weapon at their 
command.

Including what little knowledge they have of the "science" of the Great
One 
Ones.  One of the results of this is hybrid technology, like Ogrethulhu.
 An 
unholy marriage of bi-phase carbide and protomatter, it's proven to be a

remarkably effective weapon against the Old Ones.  Whether or not this
means 
that Ogrethulhu itself qualifies as a god of some sort is a question
that's 
left firmly unasked.

And on a smaller scale, a determined sweep for Mythos-related tomes have

given humanity a small, highly dedicated (as well as highly unstable)
unit 
of Occult Science Specialists.

And that's where I'm a little stuck.  I want the humans on either side
of 
the struggle to have a little bit of so-called "magic" to play with,
just to 
keep things interesting...and to give them more of a chance against
Cthulhu 
and Pals.  I'll definitely let them summon/bind/command various
beasties, 
always at the risk of said beasties breaking control and turning on
their 
masters.  But I'd like to let them do a few more things, as well.

So I'm looking for ideas as to Battlefield Magic that fits the following

criteria:
   1) Proper Lovecraftian flavor.  Fireballs, for example, are Right
Out.

   2) Interesting.  Pretty self-explanatory, that.

   3) Playability.  "Immanentize the Eschaton", while quite interesting,
is 
something of a game-breaker.

   4) Tactically appropriate.  This is where the Call of Cthulhu list
fails 
me, as most of their spells are focused (not surprisingly) on affecting 
individuals.

I've a few ideas, involving Strange Angles and various manipulations of
the 
time-space continuum, but I wanted to get some entirely different ones
as 
well.

Miniature-wise, I'm quite looking forward to working on this.  I figure
that 
I can use some of the old plastic GW Tyranid minis -- gargoyles, I
think? -- 
as decent Mi-Go, I've got a good selection of old Grenadier "Call of 
Cthulhu" miniatures which work surprisingly well as 1/300 scale Elder
Gods, 
and I've got enough organic tanks from a variety of companies to make a 
decent showing.

That said, if anyone can think of a good source of 1/300 scale Deep
Ones, 
I'd be in your debt.  25mm figures will work fine as Mother Hydra and
Father 
Dagon, but for the rank-and-file batrachians I'll need something much 
smaller.

   John Crimmins

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