Monthly Archives: July 2022
Weapons in ShadowFinder, a Starfinder Play Mode
In the upcoming ShadowFinder modern fantasy play mode for Starfinder, weapons don’t do a set damage based on their item level, and mundane, typical weapons aren’t bought with credits. Instead anything reasonably available to a typical person (bolt cutters, road flares, blue jeans, baseball bats, cars, firearms, bandages, and so on) use a wealth mechanic to see if you can find and afford what you want when you want it. Credits are used for more esoteric items, such as magic and hybrid equipment, fringe science, psychically imbued crystals, alien relics, and so on.
Similarly, rather than a set damage, weapons have their damage based on a damage tier, which is calculated using a set of rules that are being polished as we speak. If you are proficient with a weapon, it’s base damage tier is your character level. If you are not proficient, it’s base damage tier is your base attack bonus -2 (and you suffer the normal nonproficiency penalty to your attack roll). Weapons then have a damage tier modifier, often based on things like their critical hit effects and special properties.
Here’s a sample of what some melee weapons will look like, and how the damage tier chart works.
Baseball Bat (1-h/2-h Basic Melee Weapon)
Wealth Check: 10
Damage Tier -1 (B)
Properties: Analog, archaic,
Critical Hit Effect: Knockdown
Stiletto (Operative Melee Weapon)
Wealth Check: 12
Damage Tier +0 (P)
Properties: Analog, conceal, feint
Critical Hit Effect: Bleed (1d6, +1d6/5 damage tiers)
Single Target Melee KAC Weapons
Damage 1-h 2-h 1-h 2-h
Tier Adv. Adv. Oprtv Basic Basic
-3 1d2 1d4 1 pt. 1 pt. 1d2
-2 1d3 1d4 1 pt. 1 pt. 1d3
-1 1d3 1d4 1 pt. 1d3 1d3
0 1d4 1d6 1d3 1d4 1d4
1 1d4 1d6 1d3 1d4 1d6
2 1d6 1d6 1d4 1d6 1d6
3 1d6 1d8 1d4 1d6 1d6
4 1d8 1d8 1d4 1d6 1d8
5 1d8 1d10 1d6 1d8 1d8
6 2d4 2d6 1d6 1d8 1d10
7 2d6 2d8 1d8 1d10 1d12
8 2d8 3d6 2d4 1d10 2d8
9 3d6 4d6 2d6 2d8 3d6
10 4d6 5d6 3d4 2d8 3d8
11 5d6 4d8 2d8 2d10 4d6
12 4d8 6d6 3d6 3d8 5d6
13 6d6 7d6 3d8 3d10 4d8
14 6d8 9d6 4d6 4d8 5d8
15 9d6 10d6 5d6 5d8 8d6
16 10d6 11d6 6d6 6d8 9d6
17 12d6 13d6 7d6 7d8 10d6
18 14d6 15d6 8d6 8d8 12d6
19 16d6 17d6 9d6 9d8 13d6
20 18d6 20d6 10d6 11d8 15d6
21 20d6 22d6 11d6 12d8 17d6
22 22d6 25d6 12d6 13d8 19d6
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Owen Explains It All: Tiny Terrors for Starfinder
Before we get to any OGL content, an editorial aside:
This post is tagged as an “Owen Explains It All” post because it links into a show from the BAMF podcast I’m on, titled “Owen Explains It All!“. We do episodes picking new or classic things from the zeitgeek to use as inspiration for game material, specifically the Starfinder Roleplaying Game. This article ties in to the “Owen Explains It All: Ice Pirates” episode.
In this ep. we talked about a lot of the shameless scene-stealing of Ice Pirates (and, to be honest, added content warnings we discovered we needed after watching the movie for the first time in decades — not all old content holds up), and focused on the scenes that resented a small, fast, infectious threat that serves as a B Plot in the movie.
The show has a logo and everything!

This kind of small, infectious, lurking threat is fairly common in scifi fiction, but not well-supported by most existing Starfinder monsters. It works particularly well when the PCs are stuck in a specific area, such as on a starship during a long voyage, in a city or prison complex, or taking shelter in an ancient alien ruin to escape a deadly ion storm ravaging the outside. It can also work well as a recurring threat — a tiny terror that attacks the players, works to infect one, then flees the scene only to come back again later.
So whether your PCs are dealing with an alien that burst out of someone’s chest at lunch, acid-spitting reptilian aliens working to establish dominance, or a disgusting git that’s infected your ship, you can create a new kind of threat for your players by introducing a tiny terror to your Starfinder game.
THE TINY TERROR
Sometimes you encounter a hostile creature that’s not a threat in a direct stand-up fight, but rather a lurking threat you have to hunt down, trap, or maybe even blow up the whole planet just to be sure. Making a tiny terror can be easy, with this template you can slap onto any thematically appropriate creature. Shrink the monster down to diminutive or tiny size (no need to change its ability scores — if PCs can tap into the cosmic forces of gravity, entropy, and magic, a 6-inch insectoid threat can carry a man away with a +8 Str bonus, if that’s what the stat block has), and add the following special rules.
Dodge And Weave (Ex): A tiny terror ignores the movement penalties for difficult terrain, and treats difficult terrain as cover against attacks made by any creature larger than it is.
Duck And Hide (Ex): A tiny terror has Stealth as a master skill. If it already had Stealth as a master skill, it gains a +1 bonus on Stealth checks. It can make Stealth checks anytime it is 30 feet or more for any observer (even if it lacks cover or concealment), and anytime it is in difficult terrain. A character that has successfully used the identify creature task on a tiny terror(using whatever is the appropriate skill for the tiny terror’s creature type), can make an Engineering check to modify any equipment that qualifies as a scanner to detect the tiny terror. Such modified scanners allow Perception check to ignore the tiny terror’s Stealth checks, though only to identify what square it is in.
Hit And Run (Ex): Once a tiny terror has successfully damaged a foe, it gains a +4 AC bonus whenever it takes the fight defensively or withdrawal actions. This ability lasts until the tiny terror makes an attack roll, or is out of combat for 10 minutes or more. As a result once a tiny terror hits (and potentially infects) a foe, it generally seeks to escape the encounter, often by fleeing to an air duct, dense foliage, or other region where pursuers cannot easily follow.
Infection (Ex): If a tiny terror’s attack doesn’t already have a disease attached to it, it gains one. if it had a curse, poison, or other affliction, this is removed in favor of a disease. A target is exposed to the disease, (which is always a physical disease — select any you like the sound of), and the save DC is typical for the ability DC of a creature of the same array and CR as the tiny terror. If the target is killed by the disease, a new tiny terror is born out of the corpse in 1d4 hours. (A tiny terror may grow into the full-sized version of the creature you apply this template to, but how long that takes is a narrative decision made by the GM based on the story’s needs.)
Terror’s Sting (Ex): A tiny terror’s attacks are highly accurate and focused enough to penetrate most defenses, but deal little actual damage. The tiny terror gains a +2 bonus to all attacks, and ignores an amount of its target’s hardness, energy resistance, and damage reduction equal to its CR. However, its attacks deal a maximum amount of damage equal to its CR (roll its damage normally, but if it exceeds the tiny terror’s CR, reduce the damage dealt to equal its CR). In most cases this means it can easily hit target’s AC and bypass defenses, but will still only do a little damage.
Anytime a tiny terror’s attack damages a target, that target is exposed to the infection (see above).
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I have a Patreon. It helps me carve out the time needed to create these blog posts, and is a great way to let me know what kind of content you enjoy. If you’d like to see more adventure sketches, or Pathfinder 1st or 2nd edition, 5e, or Starfinder content (or more rules for other game systems, fiction, game industry essays, game design articles, worldbuilding tips, whatever!), try joining for just a few bucks and month and letting me know!
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Top Ten Worst Ideas For Horror Film Mashups
Sometimes, I have good ideas I just can’t get out of my head.
…
These are not those.
10. Army of the Dead Zone
A virus causes people to go crazy, bite 2-3 other people, fall into a coma, then wake up 5 years later with psychic powers. As interesting as all that sounds, this is a heist movie that doesn’t really touch on it.
9. Halloween Out of Space
A strange holiday descends from space, which no one can describe, but celebrating it involves lots of people showing up without calling first, spending time with your least favorite relatives and your boss’s family, and killing people with an axe.
8. Nightmare on Wall Street
What’s that you say, the movie Wall Street isn’t a horror film, so this isn’t a horror film mashup?
(Stares at you in late-stage capitalism.)
After conning retirees out of their life savings, a Wall Street bigwig is burned at the stake. But his greed is so great, he survives as a dream-based apparition, who can force people to pay him if they want to sleep.
7. Silence of the Quiet Place
Yes, hearing-based aliens have invaded the world and everyone must operate in complete noiselessness. But the FBI still needs to catch serial killers, even if they have to pass notes delicately written in crayon to serial killers for insight into what kind of wacko goes on a killing spree during an alien invasion.
6. Amityville of the Corn
It turns out the same architect who built the Amityville House built an identical house for himself in the corn fields of Nebraska. Sadly, entirely by coincidence the architecture itself is a form of spirit-summoning rune, and He Who Walks Behind the Corn, and the kid who wishes you to the cornfields, and the cannibalistic creeper who pretends to be a scarecrow have al moved in.
5. Bride of Young Frankenstein
The wife of Young Frankenstein decides to make her own monster, for the merchandizing potential.
4. Train to Cabin in the Woods
An evil corporation tries use supernatural monsters to kill off everyone on a train to appease evil gods who are conceptual stand-ins for the audience itself, while constantly complaining that their actions are largely pointless, derivative, and a crude cash-grab as conceptual stand-ins for what the audience are thinking. Obviously, this is a prequel.
3. The Mummy of the Opera
An opera singer’s voice is so bad, it could wake the dead. And it does.
2. Night of the Cabinet of Doctor Dracula’s Labyrinth Hostel
Doctor Dracula, professor of bloodletting, lures innocent tourists into his maze-themed air bnb so his animated cabinet can torture them. … Or something like that, anyway.
1. Interview with a Voorhees
An unkillable psychopathic murderer agrees to give a reporter an exclusive interview on what it is like to be the vengeful spirit of not letting teenagers have any fun. In the end, the Voorhees turns the reporter into a vengeful spirit of not letting teenagers have fun
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Random Cool-Sounding Science-Fantasy Terms
No, this isn’t going to be as focused (or authentic) as my Revised, Partial List of Very Fantasy Words (which can be found here), but if you need jumping off points for soft science-technobabble, science-fantasy black-box-magic, or technology so advanced it’s indistinguishable from magic, these may be good places to start.
A few of these can be put together to maybe mean something, but don’t count on it (or feel limited by it).
Arcasement
Asymmetric Chronal Matrix
Decoherence Canon
Depleted Oragone
Eldrion
Enriched Orichalcum
Exterociter
Focal Inflection
Half-Death Decay Rate
Haser (H.A.S.E.R; Hex amplification by stimulated enchantment of radiation)
Inertial Converter
Inverse Reactive Force
Logarithmic Casing
Neogenic Incursion
Phrenic Bus Bar
Picoites
Prefabulated Amulite
Positronic Impulsor
Psionic Accumulator
Q-Shaped Helix
Quantum Coherence
Radiopsytronic
Resublimated Vril
Scry Shielding
Sinusodial Transmission
Spellation Particle
Spinal-Mounted Primary
Subcritical Thiotim Breeder
Subspace Decay
Superstring Equilibrium
Transadiate/Transaditation
Void Circuit
Warp Plasma
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“Celestial Heroes,” An Adventure Sketch (With Notes for 4 Game Systems)
I’ve wanted to do a full write-up for this adventure for years, but never had time. So, here’s a sketch of the general idea.
Players their PCs are all very junior angels–celestial outsiders who mostly sort through prayer requests to see what to pass up to higher ranks of the divine bureaucracy, but who also get an occasional flash of excitement by being summoned by the faithful to aid in a fight. The players should give their characters names and personalities, but not worry about game stats yet.
The PCs are spending time sorting through prayers, and notice that a specific priest keeps praying for guidance about the impending destruction of the Astral plane (the “Catastralphe”). There’s nothing in their sorting guidelines about that topic, so protocol is to take it to a one-rank-higher angel, who assures them there is not such thing, and to file the prayer requests under “mortal paranoia.”
Then, on their way back to their duties, the PCs are summoned… by that selfsame priest! She’s 1st level, so she can only keep them for a limited about of time.
If you are running this as a 5e game, the priest has used a scroll with a 1st-level variant of conjure animals, and gets the PCs as minor celestials instead, but can’t give them verbal orders and she can only concentrate on it for up to 1 minute. If this is a PF 2 game, the PCs are summoned with a summon lessor servitor spell and can be around for up to a minute if the priest is able to maintain concentration. If PF 1, it’s summon monster I to call up celestial animals for 1 round. If Starfinder, it’s summon creature at a 1st-level spell, again for 1 round.
Rather than just sticking with the creatures those spells normally summon, allow each PC to select a creature of the same power level to represent their summoned form, AND let them pick anything vaguely appropriate for their appearance. If the rules would let them be an eagle, but they want to be a winged housecat, let their imagination loose. Note to the players that they are celestial spirits in a temporal mortal body regardless. Death has no consequence for them here.

The priest doesn’t speak any of the languages they do, so they have to guess what she wants them to do — but they are summoned while she and four other people (clearly adventures — a fighting type in heavy armor, an arcane type, a sneak, and some kind of sage) are fighting for their lives (all already badly damaged) against what appear to be negative wind elementals (just use air element stats and have them do cold or shadow damage) in an ancient stone chamber that clearly depicts the Astral Plane being rended to destruction, and all the planes of the multiverse being flung apart (no longer able to connect to each other).
With a bit of luck the summoned celestial PCs can save the heroes (if not, just replace any that get killed in future encounters), and regardless of how the fight goes the PCs see that the ancient temple clearly has some real eldritch power connected to it, and the impending Catastralphe.
When their time is up, whether the priest and her adventuring party are safe or not, the PCs return to the angelic plane. They can take up the issue of whether the Catastralphe is real or not, but the celestial bureaucracy considers it to be much more likely that a set of junior angels misinterpreted what they saw than for there to be a true multiplanar threat the Angelic Host never heard of.
Later, the PCs get summoned again… but it’s clear that months have passed on the mortal plane, and the priest is now 3rd level, so she can use more powerful spells to summon more powerful allies. The PCs can maintain their appearance (or evolve it, perhaps from winged housecat to winged bobcat), get to choose new higher-level creatures for their ability scores. This time they are helping defend the priest and her adventuring allies who are being attacked at night, in an inn, by humanoid assassins who have no face, just a lamprylike fanged maws taking up the whole of the front of their heads. (Pick any CR-appropriate monsters and just give them new descriptions).
The priest is clearly surprised to see the PCs, suggesting they are not what she thought she was summoning, but she is also happy for their help.
Upon their return to the Angelic Host, if the PCs bring it up the event, they are directed to the Conjuration Control Department, where they discover there’s at least one other angel that believes in the Catastralphe, a planar traffic controller who is directing them to answer the priest’s summoning when she is showing to be near an important moment in her life.
The adventure goes on like this, with PCs working their way up through the ranks of the Celestial Bureaucracy, most angels not really believing in the interplanar threat, but grudgingly suggest the Pcs should look for specific clues when summoned. The GM should come up with a list of things — specific sigils, or eldritch currents, or the scent of the abyssal influence, so PCs can have investigating they can do when summoned. Meanwhile the priest continues to gain levels and summon the PCs with higher-and-higher level spells, months or years passing between the times they see her, and her quest is also clearly taking a toll on her. Some of her companions die, and are replaced. She loses and eye, from then on having an eyepatch when the PCs are summoned. At some point, she manages to learn their language, so she can speak to them when they arrive… but they can only go to her when she summons allies in a crucial moment in her life, so communication is always rushed during a desperate fight.
As the PCs gain influence among Angels, they are allowed to explore Forbiddings –places within the Heavens once kept by angels that fell and became devils. These encounters are to seek out lost lore on the Catastralphe, as their recurring encounters with cultists and supernatural entities on the Mortal Plane trying to kill the priest and her adventuring party suggest it might be real after all. However the Forbiddings are in the same heavenly reality as the PCs. While they use the same game stats as when they were last summoned for adventures in the Forbiddings, death there is permanent even for up-and-coming angels.
Eventually the combination of clues gained when summoned and when exploring the Forbiddings expose that the Catastralphe is real, and it is the eons-long plot of a fallen angel who wishes to rip the planes apart so it can become effectively a god of whatever bit of the multiverse it has access to after the Astral plane is destroyed. Once this revelation is in place, there are two more major encounters. First, the Fallen Angel can only be stopped with a weapon found in the most dangerous of Forbiddings, and that weapon can only be wielded by those who procure it, so the PCs must go get it. Second, the Fallen Angel’s ultimate base of operations is impossible for any celestial to enter without being summoned from within. So the PCs must wait for the priest to call them for aid one last time, and hope she does so in time for them to use their newly acquired relic weapon to stop the impending Catastralphe.
Obviously, this can be as quick as a 3-4 session mini campaign, or as long as a 1st-20th game, depending on how many encounters the GM decides to fill into this vague sketch of plot points. But I love the idea of Pcs being summon creatures (originally the idea was celestial badgers, back in 3.5 rules days), who have no fear of dying in most of their fights, but have to get anything they want done in the mortal realm done quickly, when summoned, while another fight is already going on. I also like the idea of players not having to make characters in any traditional sense, though it would be easy enough to let them pick special abilities as they “gained levels,” like being to reroll one attack roll per fight, or one saving throw, or teleport once, to represent their angelic nature growing stronger even as they hop from stat block to stat block as more and more powerful spells call them to battle.
Patreon
I have a Patreon. It helps me carve out the time needed to create these blog posts, and is a great way to let me know what kind of content you enjoy. If you’d like to see more adventure sketches, or Pathfinder 1st or 2nd edition, 5e, or Starfinder content (or more rules for other game systems, fiction, game industry essays, game design articles, worldbuilding tips, whatever!), try joining for just a few bucks and month and letting me know!
If you prefer, you can drop a cup of support in my Ko-Fi. It’s like buying me a cup of coffee, but more convenient!
Mighty Justiciar’s League: The Green Knight
Jessica Steele was raised with high expectation by her wealthy parents. They knew she could do anything she set her mind to, and they expected her to set her mind to being rich. They arranged for her to get into every gifted and talented program, every extraordinary summer camp, every corporate internship — whether she wanted to or not. Her parents assured her they didn’t care if she was a lawyer, a doctor, a CEO, or a judge — she could be whatever she wanted, as long as put her in charge and made her vast sums of money.
What Jessica Steele wanted was to help people. So when her engineering and material sciences degrees turned out to be her path to working for nonprofits and humanitarian groups, her parents disowned her.
She was thrilled.
She set about trying to make the world a better place by directly addressing human misery, especially natural disasters, and loss of personal mobility. A genius engineer without peer, she spent her career designing exosuits to protect first-responders and augment their ability to help in disaster situations, and to serve as mobility and qualify-of-life enhancements for people who for whatever reason needed help being able to move freely and care for themselves. Her more modest designs were often adopted by companies for those pruprosed, but she had to work on her pie-in-the-sky projects on her own time and using her limited financial means, because she beleived in designing beyond the limits of current technology. Her best ideas were spectacular, but she had yet to find a functioning power source to make them work.
When the heroine Thriae realized the planetary-scale villains Ægishjálmur, Disir, and Hodmedod had formed an alliance to invade the Earth and turn Empire City into a pan-dimension beachhead, she called every hero she could find to aid in stopping them, famously including Huntsman and Stormhammer. The battle that waged through Empire City crashed right into the office building where Steele did her private work, and civilians were hurt, trapped, and in danger. Rather than save herself, Steele immediately set about saving everyone she could, and coordinating to evacuate the area. In desperation, Steele grabbed some of her untested equipment that had extreme power needs, jacked it into a broken power main, and despite the risk to herself used it to rescue civilians trapped in collapsed sections of the building.
At the exact same time, the Spectrum Corps (who send sets of 7 Spectrum Weapons to each of the 667 Cosmic Anchors that stabilize the space-time continuum) concluded that the attack on Empire City could pose a direct threat to the Cosmic Anchor on Earth. None of the last wave of Spectrum Agents on Earth being active, the Spectrum Corps sent a new wave of Spectrum Weapons, each of which sought out its best possible wielder. Steele’s heroism caused her to be granted the Grün Zweihänder, making her Spectrum Agent Green.
Steele realized the sword could power her most advanced armor, and successfully saved everyone she was aware of trapped or hurt. Then, the invasion still ongoing, she immediately joined the fight. Later, she become a founding member of the Mighty Justiciar’s League.

NEMESES
The Green Knight’s major foes include the Amber Warlord, Blue Knight, Necromancer Noir (all Spectrum Corps Agents), Gray Guardsman (a rogue military agent with a suit of powered armor that can neutralize Spectrum Weapons), Decker Damocles (A Chaos Telepath working to destroy the Cosmic Anchor), The Color Out of Space (An ancient split-off of the Spectrum Corps), Piper Steele (The girl Jessica’s parents adopted when they disowned her, who wants to prove her desire to rule everything makes her better than Jessica), the Jarl, Slaymaster, Plasmaman, Megagunmech, Fade, Croc King, Jacoline Glaive (international arms and mercenary dealer), and, more than any other, Chainbreaker Master of the Chains of Power.
PLOTLINES
Favored plotlines include Devil in the Painkillers, Enemies at the Gates, Green City, The Grün Guards, Lights of the Round Table, Origins of the Spectrum!, Revenge of the Jarl, Verte Challenge, Verte Restored, Verte Twilight, Weapon Wars, and Zweihänder Zero.
Patreon
I have a Patreon. It helps me carve out the time needed to create these blog posts, and is a great way to let me know what kind of content you enjoy. If you’d like to see more of the Mighty Justicier’s League, or Pathfinder 1st edition, Starfinder, or ShadowFinder content (or more rules for other game systems, fiction, game industry essays, game design articles, worldbuilding tips, whatever!), try joining for just a few bucks and month and letting me know!
If you prefer, you can drop a cup of support in my Ko-Fi. It’s like buying me a cup of coffee, but more convenient!
The Mighty Justiciar’s League
Jacob Blackmon and I will be doing more with this group in time (for Mutants & Masterminds and ICONS, is the current plan, with Mike Lafferty’s help), but I like sharing bits of this new supers world and it’s biggest and most powerful hero group, the Mighty Justiciar’s League, as it develops.
Here’s the current lineup.

From Left to Right, they are:
Thrae
A heroine who has been fighting supernatural and fascist threats since the 1930s, Thrae is gifted with “Melissa’s Sting,” and nearly a century of experience and training. She is bulletproof, superhumanly strong, carries and indestructible spear, flies, and can shrink down to the size of a bee, gaining a ranged blast power when that size.
She also called forth the heroes who became the founding members of the Mighty Justiciar’s League in order to stop a great disaster she saw unfolding, and was the first member and chairperson of that organization.
Stormlad
An eoten orphan taken in, trained, and raised as his own son by the Giant Emperor Ægishjálmur, one of the greatest of Stormhammer’s nemeses. Ægishjálmur plotted to set him against Stormhammer once he was of age, but Stormlad eventually saw through to Ægishjálmur’s true nature and tried to prevent him from killed innocent mortals. Ægishjálmur sought to destroy Stormlad, but was stopped by Huntsman, Stormshield, and Stormhammer, the last embracing Stormlad as kin and placing to be raised with the same mortal parents who raised him.
Stormlad is not as strong or tough as Stormhammer or Stormshield, and has no divine powers, but has a beginning mastery of rune magic allowing him to do things they cannot. He is a senior member of the Young Justiciars, and thus a reserve member of the Mighty Justiciar’s League.
Stormhammer
The Last Aisir, Stormhammer is powerful beyond the ken of mortals. He bears the rune Úr on his chest to mark his name, Vænn, meaning Hope. He is the strongest and most resilient of all known heroes, the storms obey his divine will, and his eyes and ears cannot be deceived. Only shards of shattered Mjolnir weaken him. He is among the heroes summoned by Thriae to stop a great disaster she saw unfolding, and became a founding member of the Mighty Justiciar’s League.
Stormshield
Eirwind, daughter of Queen Freya Valkyr, Stormshield is the Last Valkyrie. Raised by Helalok to ensure a valkyrie would remain to carry Stormhammer’s slain form to Valhalla, she is Queen of Valkyries, has the strength and might of a goddess, is commander and guardian of the Honored Dead, and inheritor to the hair and armor of Sif, and the artifact-shield Svalinn. She was unwilling to take Stormhammer’s life unjustly, turned from Helalok, and joined the Mighty Justiciar’s League.
Green Knight
Jessica Steele is the current Green Knight, an agent of the Spectrum Corps (who send sets of 7 Spectrum Weapons to each of the 667 Cosmic Anchors that stabilize the space-time continuum). Earth has had many waves of Spectrum Corps agents sent over the centuries, with each agent in each wave deciding for themselves how best to keep the Cosmic Anchor secure. Jessica Steele is a genius engineer who spent her career designing exosuits to protect first-responders and augment their ability to help in disaster situations, but had yet to find a functioning power sources for her most potent designs. While helping evacuate civilians in the disaster that caused Thriae to call upon those who would form the Mighty Justicier’s League, which occurred exactly as the Spectrum Corps was assigning a new set of Spectrum Weapons to Earth, Steele’s heroism caused her to be granted the Grün Zweihänder, making her Spectrum Agent Green. She realized the sword could power her most advanced armor, and immediately joined the fight, later becoming a founding member of the Mighty Justiciar’s League.
Huntsman
The adopted then orphan survivor of a wealth family who were killed by huntsman spiders guarding a secret land his parents hoped to raid for antiquities and exploit when he was a child, Huntsman was saved with an experimental antivenin that granted him spiderlike abilities, including the ability to process input from 8 different inputs (though he had to have a helmet designed to input such data, as he didn’t grow extra eyes), and superhuman strength, speed, and balance. He has given away the majority of his parents fortune, and become Huntsman to ensure the privileged and powerful don’t tread on justice and fairness the way his family did. In addition to his mutated enhancements, he has dedicated his life to being a trained criminologist and tracker. He is among the heroes summoned by Thriae to stop a great disaster she saw unfolding, and became a founding member of the Mighty Justiciar’s League.
NEMESES
Since it’s inception, the Mighty Justiciar’s League has been the target of multiple major foes and fiendish organizations, including the Lawbreaker Legion (formed of notable foes of all the Justiciar’s members), The Morlock King (a time-travelling cannibal monarch from 100,000 years in the future), the Crime Church (an ancient cult who literally worship lawbreaking), the Conquering Star (a sentient star that runs an evil empire of fusion entities that wish to turn all matter into plasma), the Jotunn Guard (super-powered giants and Ægishjálmur’s interdimensional strike force), Ultriac (the ultimate intelligence, an AI wishing to destroy all life, which was created by an ex-Justiciar when trying to prove biological heroes were too variable to be trusted), Penumbro (the Shadow God, who wishes to crush the light of hope), Doctor Future (a time travelling genius and android-maker who believes the Justiciars must be destroyed to humanity will toughen up enough to avoid being conquered by the Morlock King), Exergy (the cosmic embodiment of all the unused potential in the universe), Crimson Brigade (a now-rogue spacefaring peacekeeping force created by the Spectrum Corps before the Spectrum Weapons) , Korgath Vralk (an ancient reptilian sorcerer from a billion-year-old lost civilization from early earth), Genghis Kong (a super-genius gorilla psychic and conqueror), The Central Assassination Industry (superkillers-for-hire), Fimbulwinter (the personification of endless winter and night), the Slaugh (shapeshifting ancient sorcerous aliens), O.P.T.I.C. (Organization for Powerful Technologies, Intelligences, and Construction), the Madalief (crime cartel), the Kruthe (hostile and warlike colonizing alien species), Dark Justiciar (undead versions of the Justiciar’s from an alternate reality where the undead rule supreme), and the Demo Team (thug villains for hire).
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Short Fiction: “Plan Z”
Introduction: The Tao of Jim
If you’re readying this, there’s a good chance you already know more about how Plan Z worked out than I do now while writing it. I don’t know if it’s more likely that you’re a bored schoolkid reading a dog-earned third edition of a book made from my writing, or another survivor holding a blood-stained copy you pulled out from under my corpse while wondering what hubris lead to my demise, but either way you’re seeing the end result of our efforts, and I’m still uncomfortably near what still feels like the beginning.
But either way, you’re likely wondering how this manuscript, and the place I’m writing it in, came about. And that means you need to understand Plan Z. To understand how Plan Z came about, you have to understand our friend Jim. Which, I mean… it’s not like any of us really understand Jim…
Okay, let me try to explain.
So, first, Jim doesn’t process information like anyone else I know. He has a deep, subconscious need to connect any information he has to a potential explanation for it. It doesn’t matter if that explanation is silly, iffy, or obviously wrong–he has to have some rationale to link to anything he sees, hears, thinks of, or watches. If he can’t, if he runs into anything that doesn’t make sense to him, it eats him up inside until he finds a way to attach a rationale, any rationale, to the unexplained.
If a movie has a huge plot hole, Jim is bothered by it until he (or often someone else) can provide reasoning–no matter how far-fetched–on how it could have happened. If he hears about an unsolved mystery, he has to study and research it until he has a potential solution figured out. If someone does something stupid, he has to theorize about it until he can come up with a theoretical example of what the hell they were thinking that made them do it. It doesn’t matter if he’s learning about a crime of passion, a b-movie full of plot holes, or archeological artifacts found with no context. If he comes across something that doesn’t have a clear, well-laid-out history of how and why it happened, he needs to make one up for himself.
To be clear, Jim knows this isn’t rational, but it’s just part of who he is. It’s actually one reason he got into the University of West Colorado’s Tabletop Game League, where we all met him. Games make sense to Jim — you do things because there were rules, and if a rule is unclear or contradictory everyone agrees it has to be fixed. When he joined the League was mostly focused on wargames and roleplaying games (especially Atomic Age, Glaive 4000AD, NapoleonPunk, and Wyverns & Woodlands), and Jim prefers trading card games and boardgames (due to cleaner and tighter rules I suspect), but he played whatever was most popular… even if he didn’t enjoy it.
By the way, if I’m making Jim sound stupid, I have done him a disservice. Jim is among the smartest people I have ever met. He never forgets a fact, sees how things are interconnected and impact one another, can plan, iterate, theorize, and design at levels few can match. His mind tends more towards concrete systems — math, engineering, things where he can be sure that event x inevitably leads to result y — but in that arena he’s a genius.
Which, sadly, sometimes caused him problems.
Often, Jim will mentally envision complex patterns of events he blames for apparently random events. Someone didn’t just get hit by a car and killed because life sucks. No, if someone was hit by a car, then they weren’t wearing reflective enough clothing. Or they had to walk because they didn’t have a bike. Or the reason the driver didn’t see them was that the car didn’t have tinted directional fog lights. To stay sane, Jim has to blame everything bad on some failure to plan or prepare.
As a result, Jim has spent his entire life building up a mental list of things he needs to be ready for. Whether those things are likely enough that it’s rational to be prepared for them isn’t what matters to Jim. Instead, he preps for whatever he’s spent time agonizing to make sense of, and what steps he can take to prevent a similar “nonoptimal outcome.” Even when I first met him, Jim’s truck was practically a roving emergency shelter and mini-pharmacy for like, 12 people. Jim didn’t just want to keep himself safe from his long list of potential disasters, he needed to be able to protect his friends as well.
And that brings us to point two about him.
Jim is desperate for a close social circle, and doesn’t trust his own personality, choices, or preferences to build it for him. A gaming club was perfect for him, because we’d invite anyone who wanted to play to game days, and if he showed up he was part of the group. I’m embarrassed to admit how long it took us to realize Jim was willing to be unhappy in order to be included, but in our defense we were young, stupid, and often drunk. But as long as we didn’t actively tell Jim to go away, he was always happy to hang out. And, as a core group of us became fast friends, we befriended Jim–at least as best we could. Some of us left college to begin careers while Jim got a Master’s Degree… and a second Master’s Degree, and started on a third Master’s Degree. But most of the Monday Night Heroes stayed close enough to campus that we could get together for Monday Game Night most weeks.
And as we dated, married, had fights and falling outs and make-ups and parties, Jim was just always there. For the Monday Nighter’s, Jim became part of the background of our lives. He was invited to celebrations, movie nights, road trips, and he never said no. I suspect Jim was actually really lonely, since we weren’t smart enough to ever think about what he wanted to do. He invited us to do a few things that interested him: camping, hunting, canning, quilting, pressing flowers, Historical Martial Arts practice… but we almost never accepted. And, for whatever reason, he didn’t click with the communities that were interested in those things. So if we did anything, or needed anything, or wanted anything, Jim was there. In short, Jim was a good friend.
The rest of us, maybe not so much.
Finally, and this is crucial to how things panned out, while none of us realized it, Jim was rich. I’m not surprised we had no idea, since he wore the same clothes until they fell apart, drove a 30-year old suv, ate store-brand canned food, lived in a 450-square-foot apartment that was once a garage, and had no interest in expensive things. But his family had owned multiple ranches, and he’d inherited them all. Some had oil wells paying him royalties. Many were leased to other ranchers, or loggers, and one had ended up having a suburb develop around it, so Jim had houses built and rented out an entire small neighborhood. He had a personal banker, a personal lawyer… and I guess we all knew that, but we just chalked it up to his family having lots of professional friends.
But, no. Jim had money. Lots of money.
In a way, I’m glad no one seemed to realize that. I’m not convinced I could have kept myself from taking advantage of Jim wanting friends and being rich, and he doesn’t deserve to be treated that way. I’m only alive today because Jim decided I was a friend, and to be honest I haven’t really done anything to deserve that. But without Jim’s psychological quirks, interest in nerdy things, membership in our social circles, genius intellect, and surprisingly deep pockets, Plan Z never would have happened. And even with all that, it only happened because of a power outage.
It’s true. This all started on a cold, dark night. I’ll explain.
While Monday nights were always for gaming, we often had what we called the “Cheese and Cheese Gathering” on Saturdays. The event was specifically designed to watch a cheesy scifi or fantasy movie, and eat a cheese-based dinner and snacks. Yes, it’s stupid, but we had fun, and Jim loved it. He knew what to expect. He could bring anything with cheese flavor, and it was welcomed as appropriate to the event. Sliced cheese? Sure, gimme a slice. Cheeseburgers from the McClown drivethru? Classic. Novelty cheddar soda? What the heck, we need something to get us through watching Cyborg Cannibal Clowns 3 – the Clownening, pop me open a can.
The night Plan Z was born, we were watching Dusk of the Living Dead and enjoying pizza-topping-nachos and cheddar-crusted chicken nuggets, when the power went out. There was a snowstorm, which honestly was worse than we’d been prepared for, and when everything went dark in the whole neighborhood all at once, we realized no one was going home that night. We had enough candles, and Jim had 4 camping lanterns, a backup generator, weather radio, sleeping bags, and MREs in his truck, so we weren’t worried. But, as we set up a faux-camp in Dana and Dale’s living room and sat up through the night, we got bored.
I wouldn’t have remembered exactly who was there that night, but Jim wrote it down on page 1 of what became the Plan Z Survival Guide. There was Jim, me (I’m Casey), Dana and Dale (it was at their house), Jayden, Liam, Mia, and Sanjay. That was pretty much a full house in those days–Jordan had stopped coming around after Mia quite-rightly slapped him, Nevaeh hadn’t really joined the clique yet, and Roger never came to Cheese and Cheese because he and Dale never got along. So we managed to entertain ourselves for a bit by talking about what we’d each done that week, arguing about politics, religion, and pizza styles, and telling bad jokes. But, eventually, conversation lulled.
Then, Jim asked us why the characters in Dusk of the Living Dead had decided to take shelter in a Giganto-Mart when everyone started turning into zombies. While it had lots of useful stuff, he pointed out that it would be a target for any survivalist groups still around, the front of it was all breakable glass windows, and (as the movie was showing when the power cut out), once zombies got inside, there’d be no good way to keep them from roaming over the whole store.
And so, for lack of any better topic, we began figuring out the best plan for surviving the Zombie Apocalypse.
It was a surprisingly Socratic event. Someone would postulate something, like claiming the best place to hole up would be in a cabin in the mountains, and the rest of us would ask questions to test that claim. Were the woods really the best place? Was a cabin the best option? What about an old-style prison, with stone walls and guard towers? But would the prisoners be a high risk factor? Well, not if it was a decommissioned prison. Would such a place be in good repair? It could be, if it was bought in advance and maintained and updated for survival. What kind of updates and supplies? Well, food, weapons, survival gear, maps, a library of how-to books, at least. Farm equipment? Maybe, how many people are going to shelter here? Well, 7-8 is supposed to be the ideal size for survivalist groups. What about repopulation? Okay, you’d need a bigger group for that, but if you start with 7-8 and they form the leadership of a community made up of survivors who find them…
We spent all night doing it, Our smartphones still had reception, so we could look up facts, locations, pricing, storage, shelf life of foods, the most common ammo type in the state, what crops would be best, what skills you’d want people to have, and how would you arrange in advance for people with those skills to join you? Of course we didn’t think there was any chance there’d be a zombie apocalypse, and we certainly couldn’t have predicted what actually killed the world. We were just goofing around.
But Jim?
Jim was taking notes.
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