Roderick Robertson

Aggghhhhh!

The Entropic Guard are an organization of Chaos Fighters. In my campaign they are not really the group for Player heroes to join, however, as their death rate is astronomical. They are the guys in black armor who look professional, carry the latest and greatest anti-chaos gizmos, make disparaging remarks about “babysitting amateurs”, enter the building first, and serve to show how the monster works. In Star Trek, they are the red-shirts; in Aliens, Colonial Marines; in any made for SyFy Channel original movie, they are the “elite” soldiers.

They are intended to be used to bulk up a party of chaos fighters, but serve merely as ablative armor in the early part of the game. If more than one survives the chaos hunt, you’re not playing them right.

However, if you want to play them “straight”, they can be useful allies, or a campaign can even be run with the Player Heroes as part of the organization.

Common Names: Chaos-Fodder; Autonomous Mobile Biological Entropy Detectors, Single use

Form: Paramilitary chaos hunters

Typical Homeland: Lunar Empire or Provinces

Cultural Context: Provides security and decontamination for Eyzaal Denomination Research Centers.

Ideology: Who ya gonna call?

Look and Feel: The Gloranthan equivalent of a SWAT or Tactical Response team. Members wear a close-fitting red tunic and black trousers tucked into boots under their armor. Armor and weapons are blackened and don’t reflect light.

Purpose: To protect Eyzaal installations from the outside world, and to protect the outside world from Eyzaal “experiments”.

Headquarters: Lory Island Research Center

Reactions: Generally, by the time the Entropic Guard shows up, there are few people around to react to them.

Resources

Leader: Ankrel Fist of Eyzaal has been exposed to so much entropic energy that he has several so-called “Chaos Features”, though he is not chaotic. His body “phases” between being there and not being there — much like a “jumpy” film. The phasing is random, but his body is never there (or not there) for more than a second at a time. His left leg was transformed into that of a zebra (he has learned to compensate); his eyes glow red and can see into the infrared spectrum; and he can “see” about a second into the future, giving him an advantage in combat. Ankrel is an Ordinate of the Irin School.

Renowned Members: BelVasor the Hand has survived six Decontamination procedures, a record among the Guard. He carries a maul enchanted with Extropic energy, and wears the typical Entropic Guard outfit with the sleeves of his tunic and the arm ptureges stripped off. He has a habit of chomping imported Duckweed cigars when in combat. BelVasor is a member of the cult of Bisos the Chaos Fighter

Membership: The entire guard numbers no more than 200 at any time, often much fewer after a particularly nasty Decontamination procedure. Troopers are organized into teams and assigned to specific Research Installations under the command of Septons and Centurions. Officers are promoted from the ranks after showing coolness under pressure and common sense (surviving a Decontamination procedure is taken as evidence of suitability for promotion).

Other Contacts: The Guard have good relations with the Irin School and other civilized Anti-chaos forces (civilized as in “won’t charge in screaming like barbarian berserkers as soon as chaos is sighted”). They can call on the military to quarantine areas while the Guard decontaminate an area.

Organization

The Guard is organized along the lines of a military unit. Troopers and Septons (sergeants) form the bulk of the organization, with officers promoted from the ranks to lead them. Each team assigned to a station has at least two Septoi (squads of six troopers and a Septon) commanded by a Centurion.

Membership Keyword

Entry Requirements: Security-minded individuals who are willing to work in high-risk environments

Skills taught: Crossbow, Entropic Detector, Net, Security procedures, Spear, Throw

Typical Personality Traits: Cool-head or Gung Ho, Phlegmatic or High-strung

Magic: The teams have access to enchanted weaponry and equipment provided by the Eyzaal denomination. Personal combat and anti-chaos magic is encouraged. Irin School or similar Anti-chaos affiliation is useful.

Guardian

The DisHarmonic Resonator

Method: Emanation

Form: A complex magico-mechanical artifact with glowing lights, spinning antennae and chimes.

Communication: Leadership Contact. When the Resonator speaks it is unemotional, with beeps and humming in the background. Much like a 1960’s movie computer.

Guardian Requirements: The Resonator requires nothing of its followers. Except fresh Strawberries.

Functions: The Resonator greatly aids in the enchantment of Guard weapons and equipment. It imbues items with Extropic energy. This is its only function. The fewer items imbued at one time, the more powerful they are. This energy creates an anti-entropy effect much like that of Truestone.

Notes

Equipment

The Entropic Guard has a variety of items to aid them. Their weapons and armor are imbued with Extropic energy, yielding an Good benefit against Entropic beings and magic.

Guard crossbows are enchanted to be semi-automatic and self-loading. Bolts are loaded into 10-bolt magazines, and the crossbow self-cocks and loads the bolts through magical means. There is about a 1-second delay between shots. The trigger may be kept depressed, in which case the crossbow will fire automatically.

Guard boarspears are enchanted with strengthening magic – they are nearly indestructible, and can (if properly placed) hold a charging Rhino. Nets are also strengthened magically.

Standard-issue armor consists of magically strengthened and extropically-enhanced black leather helms and breastplates with ptureges at waist and shoulder. Black gloves are provided, but have no enhancements. Guard helmets are ensorcelled to ignore the effects of Dust and Screamer bombs.

Centurion armor is extropically enhanced to be Superior against Entropic attacks.

Teams have access to Eyzaal-created alchemical bombs. These bombs come in several varieties. The standard bomb (called a “boomer”) results in a simple explosion affecting everything within 10 feet (3 meters). It is strong enough to destroy a doorway or make a breach in a wooden wall. A boomer explodes like thunder and a bright flash of red light. “Dust” bombs create a dense dust cloud, obstructing sight, smell, and most detection magics. Dust clouds disperse after about 3 minutes in calm air (such as inside a room), less if there is wind. “Screamers” emit piercing shrieks for about a minute, deafening listeners. “Holders” create a Extropic field about 10 feet across, for about 2 minutes. Entities caught in this field cannot move (powerful entropic entities may resist the effects of Holder bombs).

Entropy Detector

The Entropy Detector consists of a sealed box with three crystals arranged in a triangle on top and a silver-tipped wand. Use of the detector consists of holding the wand well away from oneself and looking at the bottom-left crystal. Even without any training, a user can tell the difference between “probably safe” and “run now” with ease, due to the strobing crystal and the increasingly painful high-pitched whine. A skilled user can differentiate between degrees of danger.

The top crystal should glow with a light-blue light, indicating that the entropy detector is working. If the crystal ever turns black, the detector has expended all its power. It should be good for at least a year of continual use, and can only be recharged by the DisHarmonic Resonator.

The bottom-left crystal pulses orange and produces an ear-grating whine when the entropic energy in an area rises above 10 Ags (Short for “Aggataraltara Units”). The “Entropic Detector” ability allows the user to “read” the pulses to get an idea of just how bad the environment is.

If the bottom crystal is pressed, it will sink into the box until it clicks. At that point the heroes have 10 seconds to get as far away as possible from the box before it releases all the stored extropic energy, bathing a spherical area 30 feet (9 meters) in diameter in 1,000 Legs (short for Legataraltara, or the theoretical “Good Law” opposite of Aggataraltara) of Extropic Energy, preserving everything in a stasis that cannot be broken by conventional means, and is extremely difficult to release using the most powerful Eyzaal magics.

Aggataraltara Units

Entropic Energy is measured in Aggataraltara Units ( “Ags”, for short). 5 Ags is considered “background Entropy”. A person can survive for days with no permanent Entropic Reactions in a 10-Ag field, for hours in a 100-Ag field, and will be instantly and permanently Entropically Altered in a 1,000-Ag field. Of course, Entropy being what it is, there is always a small chance that a spontaneous Entropic Reaction can occur even at 10 Ags or less.

Entropy and Extropy

Entropy is called “chaos” by those outside the Eyzaal denomination (and a few others). It is the Formless, the Ever-changing, the Ultimate Beginning and Ultimate End. Extropy is the opposite. It is the Unchanging, the Adamantine, the Still. Outsiders call it “Stasis”, or sometimes “Law”.