Category Archives: Q&A

Q&A: Retired Assassins

How realistic is it for the retired agent/spy/assassin to come back and kick just as much butt as they did years before? Does such training come back to you easily if you haven’t used it in a long while or will you be rusty enough to get killed?

Parts of this are realistic, others not so much.

If you’ve spent enough time training techniques, this stuff gets baked into the way you move. It’s not, “oh, I’ll do this to someone;” it’s just there. Training can also affect how you look at the world; this is true as a general statement on life, but it also applies here. Again, as with muscle memory, this is always there, always affecting how you view your surroundings and the people in them.

So, in that sense, yes. A veteran character coming back after years away from the job will still have their skills and training. Some of that will be rusty, but this stuff sticks with you. Especially if you were maintaining your training for years. That said, they’ll still get their teeth kicked in.

Ironically, one of the more realistic takes I’ve seen on this was in the middle seasons of 24. In the early seasons, the protagonist, Jack Bauer, is a federal counterterrorist agent. After the third season he’s basically on his own, and no longer a part of the agency that trained him. By the fifth season (about 3 years later) he’s at a point where he’s getting his ass handed to him by a security guard.

The problem is something we’ve explained, repeatedly. Hand to hand combat is not static. The training I got 20 years ago doesn’t apply now. It will work against untrained opponents. Basic physiology doesn’t change. However, going up against opponents who’ve been keeping their training up to date, (or are some of the people responsible for updating the techniques in the first place), is not going to end well.

Something I know we haven’t discussed on this subject is how this updating happens. It requires contact with people who are actually using their training practically. Seeing what people are doing isn’t something that you can do sitting on a mountain top. You need to actually be immersed in the community. You look for how people are adapting to the techniques you’re training others in, and look for ways to get around those counters.

In the case of law enforcement, one major source if intelligence to guide updates is watching what criminals are teaching each other in prison. Career criminals will look for ways to counter police hand to hand, and once they have that, will (usually) share it with people they work and/or socialize with.

A veteran coming in after years away may be able to execute their training perfectly, and still get taken down by a rookie who received their training last year, because they were trained to counter the veteran’s approach.

Updating is about looking for the things that are most prevalent, and finding ways to defend against them. It’s very likely your veteran will understand this concept. Whether that affects their behavior is more of a characterization question.

Incidentally, this doesn’t just apply to hand to hand, it’s also a relevant concept when you’re talking about things like tradecraft.

Tradecraft is the shorthand for techniques used in intelligence gathering. It’s (somewhat) all encompassing. So, anything from social engineering to dead drops or even the way you set up surveillance could be lumped in under this header.

Just like hand to hand training, this stuff does go out of date. Usually once someone’s actually exploited a method and gotten caught doing it. Though, sometimes it’s preventative.

The irony is, when it comes to being a spy, the biggest problem is being a veteran, not being out of practice. It’s being a veteran. When a spy starts their career, no one knows who they are, they have no reputation, they’ve never turned up in strange places, they’re just someone walking around, taking in the sights, maybe doing a job for some NGO.

Even if a spy is never caught, as they work, their name will start ending up on desks, in lists of witnesses, employees, or whatever. Once is not a pattern, but as their name keeps coming up over the years, it becomes easier to identify them. Potential enemies start keeping files, and gradually filling them with what they know. This means it is much harder for a veteran spy to operate in the field undetected, than it is for a rookie.

There’s a similar issue for assassins. Either they’re a complete ghost, no one knows who they are, and may not even believe they ever existed, or (more likely), if they were working for a government (or any other large, overt organization, like a corporation), they’re in the same boat as a veteran spy. People may not know your character is an assassin, but they will know that they worked for someone. Which in turn, will put them on guard, and make your character’s life much harder.

There are concepts a veteran will have internalized, which someone without training won’t understand or grasp. Thing that just don’t go out of style. For example, bullets will blow through most residential walls and furniture. So, if someone’s taking cover behind a couch, kitchen wall, or car door, it’s far more expedient to simply shoot through whatever’s in your way. Another concept is one I’ve mentioned recently, you reload when you have the time, not when you’ve run your gun dry.

Similarly, experience they’ve learned from may still be relevant. Being able to read someone’s intentions, know when they’re about to resort to violence, or simply knowing the value of good intelligence aren’t going to go away because your character spent the last five years pretending to be a well-adjusted human being.

-Starke

This blog is supported through Patreon. If you enjoy our content, please consider becoming a Patron. Every contribution helps keep us online, and writing. If you already are a Patron, thank you.

Q&A: Shock

In film often when characters get stabbed/assaulted they can often continue to fight or don’t pass out immediately. How does adrenaline or shock factor into the physical reaction, especially when the character isn’t a cop or military and isn’t accustomed to being in these violent situations. How long would they be able to function before they crash? Is it possible to run away or even fight?

Taking these questions in reverse order: Yeah, kinda, sometimes, and it varies wildly, based on the injuries sustained. Also, it’s not the adrenaline crash that kills you.

Adrenaline rushes mean that you’re often unaware of injuries sustained in the moment. I’ve never been fully certain if adrenaline actually dulls the pain response, or if it simply causes your brain to ignore it. Either way, while you’re under an adrenaline rush you can suffer injuries and be unaware of them. It’s why you’ll sometimes see characters (and, for that matter, real people, with prior experience) checking themselves for injuries after combat (or any other traumatic event). It is entirely possible to be wounded and have no idea it’s happened until you’re trying to figure out where all that blood is coming from.

Depending on what you’ve just been through, coming down off an adrenaline rush can be deeply unpleasant. Your brain is sure something’s fucked up, but it can’t pin down exactly what or where, so it’s going to take that out on you, and everything aches. Adrenaline crashes won’t kill you. (There may be some weird outliers here for people with heart conditions, but, in general.) A crash may make you wish you were dead, or make you want to throw up on people, but it’s not lethal.

In the moment an adrenaline means that you can suffer (fairly severe) injuries and keep on fighting. If the injury doesn’t outright disable a limb, you can keep using it, even if that’s a very bad idea. Getting stabbed or shot is no guarantee that someone will sit down and peacefully bleed to death. Actually, shooting someone is a pretty good way to ensure they won’t sit down and bleed to death without protest.

When you’re trying to figure out how long it will take someone to die, you’re actually asking about how fast someone bleeds out. This relates directly to the injuries sustained. Someone who’s had a knife driven into their neck isn’t going to keep fighting. Someone who had it run through their bicep or buried in their shoulder blade, probably can.

We’ve covered blood loss before (and I strongly recommend you take a look at that tag, if you haven’t), but that’s the real factor here that controls if someone can fight. If they still have enough blood in their body to function. Lose too much, your ability to fight is impaired, and you’ll eventually fall unconscious and die.

Blood loss is why concepts like, “first blood,” are important in duels. Once that happens, the clock is ticking for that character; the longer the fight goes, the more their ability will decay, and unless they find a way to turn it around, they will die. (Even if they manage to prevail, they may still die without medical attention.)

Fighting through a stab wound is a fantastically bad idea. Engaging in any physically strenuous activity that raises your heart rate, (for example: fighting someone, or running away), will speed up blood loss, meaning impairment kicks in sooner. Still, the point of adrenaline is to keep you functional after sustaining an injury, so that you can survive.

If someone suffers an injury which disables them in some way, such as breaking an arm, there’s no powering through that. Adrenaline won’t let you override shattered bones. The biomechanical pulley system of muscles and tendons simply doesn’t work with broken bones.

So, the short answer is, “yeah, kinda.” You can keep fighting after being attacked. So far as it goes, there’s plenty of cases where someone took a stray bullet and kept on fighting, only to bleed to death later.

-Starke

This blog is supported through Patreon. If you enjoy our content, please consider becoming a Patron. Every contribution helps keep us online, and writing. If you already are a Patron, thank you.

Q&A: Practical Wear

What makes an outfit practical or impractical to fight in? Would an acrobat’s outfit with some decent shoes be okay to fight in? Any suggestions on how to make an outfit frilly/girly without sacrificing (too much) practicality? (Trying to come up with practical[ish] Magical Girl outfits – know it’s not your genre probably – there are certain expectations for frilliness even for tomboyish characters)

You’re, basically, looking for three things: How well can you move in it, does it give potential foes anything to grab, and does it offer any protection?

If you can’t move freely in your clothes, you can’t fight in them. It doesn’t matter if we’re talking about them being tight enough to restrict movement, or if they make it difficult to walk around. Tight skirts, high heels, tailored suits; it doesn’t matter; they’ll all limit your ability to fight.

With footwear, you’re looking primarily at how well you can stand and move in it. Shoes and boots designed to grip the floor are (usually) the best options here. So, things like sneakers or work boots are good options. Rubberized soles will help you keep your footing far better when you’re standing in someone’s blood than a dress shoe or high heels.

Things like long coats, ties, free flowing skirts, scarves, hoodies, or of course capes, won’t usually limit your mobility, but they can give an opponent something to grab. Once that happens, that article of clothing will limit your mobility (some). This is also a factor that’s difficult to completely eliminate. Practiced martial artists can, and do, go for collar or lapel grabs on clothing you might think would pass. That said, there are some special cases here.

If the article of clothing will tear away freely, it’s (kind of) a wash. You’re still talking about losing clothes, which isn’t usually something you want, but it means you’re not getting dragged out of position by an attacker.

If the combatant is ready for it, it’s possible to use something like this as a firing point to retaliate. If you know, roughly, where their hand is, it’s much easier to extrapolate where the rest of them is in relation to you. This still doesn’t make fighting in long flowing garments a good idea.

The final factor, almost by definition, doesn’t really apply with magical girls as a genre, and can get a little weird when you’re talking about any superhuman characters.

Ideally, if you’re planning to get into a fight, you’ll want durable clothing that will take a few hits, and hopefully shield you from harm. Materials like leather and denim hold up much better than lighter fabrics. Insulation in a jacket will take some kinetic force from a strike (not a lot, but still), so it’s better than just jeans and a tee, or even a denim jacket. This also gets into a discussion we’ve had before. Protection is often about making tradeoffs.

An insulated leather jacket will (slightly) reduce your mobility. It will give an opponent something they can grab. But, it will also offer protection from stray hits and while parrying incoming strikes. It won’t protect against gunshots, or against a sword, and if that’s what your character was likely to face, they’d need armor to deal with those threats instead.

Somewhat obviously, exposed skin isn’t offered any protection. Technically, skin itself is protection for your body, and it does function as your first line of defense against infection, but that’s mostly academic in this context.

This is also where, magical girls, and most superhero subgenres, deliberately start straying from reality, without actually being unrealistic (in the literary sense). What matters is if your character has some kind of protection from the threats they’re facing. It doesn’t matter if that’s an ancient alien artifact, a mystical gemstone, or the weaponized power of friendship. That is what protects your character, not her denim vest. You’re also talking about characters where the threats they face are, effectively, impossible to mitigate through mundane means. Again, a leather jacket, no matter how snazzy, won’t do much against a death beam from some snarling murderbeast, or blows from a sword with an enchantment that drains the soul from anyone who touches it. As I’ve said before, you select your armor to deal with the threats you’re likely to face, and when it comes to magical girls, those threats are (almost always) going to be far beyond anything you could physically protect against.

Normally, you wouldn’t want to fight off an arisen god of war in a school girl uniform, but it’s not like a flak vest would offer any more protection against a threat like that.

-Starke

This blog is supported through Patreon. If you enjoy our content, please consider becoming a Patron. Every contribution helps keep us online, and writing. If you already are a Patron, thank you.

Q&A: Kicking the Magazine

How feasable and/or effective would it be to eject an empty handgun magazine and kick it (accuratley) towards an opponent from mid-fall during a close quarters fight (say a melee attacker rushing down a corridor towards the kicker)?

No, and no.

So, first thing is that, depending on the handgun, the magazine may not drop freely. This is a preference feature. Some people prefer to release the magazine and pull it free, while others prefer to allow the magazine to drop freely into their hand when ejected. There isn’t really a, “better,” option here. Both positions come down to what the user finds more intuitive and comfortable.

If you’re wondering, this isn’t something that’s likely to trip up an experienced shooter. Anyone who’s spent time on a variety of firearms should be able to adapt to the gun they’re handling. You can also tell if the magazine will drop away when you load a magazine; based on the amount of friction experienced.

Even with a pistol where the magazine can drop freely, you’re not going to want to literally drop the magazine on the floor, or kick it. Handgun magazines are expensive; Depending on the model of handgun, those could cost anywhere from $10 to over $100 (on some rarer pistols). (I was specifically looking at a Bren Ten magazine for the upper end of the spectrum, if anyone’s wondering.) If anyone’s thinking back to the Desert Eagle post from a couple months ago, those magazines will set you back a little under $50 each. You do not use these once and discard them.

You also don’t, usually, want to eject empty magazines. Much like your car, you never want to run a gun dry. While it’s fairly easy, in a controlled situation, or on a range to keep track of how many times you’ve fired, and to know the exact state of your weapon; this is much more difficult in a real firefight.

You reload when you think you might be getting low, or when you’ve got time and ammo to spare, you put the partial magazine in a different pocket from your fresh mags, and replace it with a fresh one. The last place you ever want to be is in a situation like the one you just described: staring at someone who wants to kill you with an empty gun in your hand.

Fresh mags are heavy. That is to say, depending on the gun, a fully loaded magazine can easily weigh more than a pound. Most of that weight comes from the loaded rounds; the magazine itself is just a thin plastic or metal shell to hold and feed them into the firearm. They’re really not designed to take much abuse, and depending on the magazine, may be somewhat fragile.

Under controlled circumstances, kicking a falling object is something that a practiced martial artist should be able to do easily. Putting it in the rough vicinity of where they want it is also quite doable. Being able to do either of these things in an actual combat situation, not so much.

This is the kind of stunt you’d expect to see in a John Woo film, (I’d be slightly surprised if he hasn’t done some variation of this), and I know I’ve seen it on film before, somewhere. It’s in that range of slightly ludicrous that plays well when you’re working with characters that are (at least) slightly superhuman. But, if you’re dealing with normal, mortal, characters, this is neither feasible nor effective.

-Starke

This blog is supported through Patreon. If you enjoy our content, please consider becoming a Patron. Every contribution helps keep us online, and writing. If you already are a Patron, thank you.

Q&A: Unarmed Parry

How realistic is stopping a knife from killing you by grabbing the blade with your hands?

Kind of. It’s realistic in the sense that it can and does happen. At the same time, it probably won’t save your life. Knife wounds to the palms, (called, “defensive wounds,”) are fairly common when someone has been attacked by a knife wielding opponent. Usually, what happens is they’ll attempt to block the knife by putting up their hands, palms out, and their palms and fingers will take the initial assault. That I’m most familiar with the term from autopsies should say a lot about how well this usually works out for the victim.

If you’re dealing with a situation, where someone’s trying to stab you and your only option is to catch the blade with your hand, it is better than dying. However, it is also a very temporary solution, and one you can’t repeat after using. It’s also, probably, not your best option.

When you bleed, your body is trying to do two things; first clean the wound and expel any foreign objects in it, then seal the wound over to allow the tissue to heal. Fresh blood is aggravatingly slick. Once exposed to oxygen, blood becomes tacky and coagulates over the course of a few minutes. (Specific clotting times vary based on a number of factors. For example: if your character is an alcoholic, their blood’s ability to clot will be severely impaired.) It only remains tacky for a few minutes, and will then harden into a solid mass, so the window here is fairly narrow.

When you take a knife to the hand, you’re going to bleed all over your hand. That means your hands will get slick, and have a harder time gripping the blade. This is before you consider the part where your hand is actually getting cut to pieces. Eventually the blood will clot (whether you survive long enough to see this or not), at which point gripping the blade would become easier, but that’s not a realistic consideration because the fight won’t last long enough to get there.

As I’ve said before, your body functions on a kind of pulley system. Your muscles pull on tendons which in turn tense against your skeleton, causing your limbs to move. When you start cutting tendons, the pulley system starts to break down. Some of the most delicate pieces of this system are in your hands and feet. Start carving those apart, and your hand will not work. This isn’t an, “oh, I can force my way through on sheer willpower,” situation. The mechanical components critical to making your hands work will be damaged or destroyed. The spirit may be willing, but the flesh has been turned into butterflyed steak. Catching a knife with your hand will stop that strike, but it means your hand will not work again. Yes, if you survive, it can be repaired surgically, but that’s not going to keep you alive.

The better option, if you have sufficient manual dexterity to catch the blade is to catch your opponent’s wrist instead. Again, this isn’t a great position to be in, and wrist grabs are some of the weakest and riskiest holds, but it is far better than trying to grab their knife. Your arm or hand might get nicked by the blade, but that is vastly preferable to taking a direct blade to the hand. Going for the wrist is a legitimate strategy and a part of some knife fighting doctrine. Granted, your best option would be to maintain distance, and never let a knife wielder get close enough to attack, but that’s not always a practical option.

-Starke

This blog is supported through Patreon. If you enjoy our content, please consider becoming a Patron. Every contribution helps keep us online, and writing. If you already are a Patron, thank you.

Q&A: Hand Cannons

In this story I’m working on, the protagonist is a security officer working for a shady human augmentation corporation. They routinely come into contact with cybernetically-enhanced criminals and they chose a Desert Eagle .50 in order to actually do damage to any augmented threats. But I was wondering just how practical would that choice be? From what I’ve found, a box of that ammo goes for about $42, but I’m no expert on firearms.

It’s not. As firearms go, the Desert Eagle is sort of ridiculous. It’s a stupidly big and heavy gun. They’re designed more around the idea of looking cool and imposing, rather than actually being a practical combat weapon. Which is part of why Hollywood loves them.

They have a home in the high end sport shooting market. Basically for the same reasons they found a home in films; it’s big, showy, and looks cool. If you view guns as recreational equipment, want to have the biggest toy and are willing to spend, that’s what the Desert Eagle delivers. That’s also pretty much all the Desert Eagle delivers.

The spending part is important, the Desert Eagle itself is not a cheap gun. Aftermarket rates for .50 Desert Eagles range from $1.5k – $3k. It’s not just the gun, as you pointed out, .50 AE run close to $2 a bullet.

Put this in perspective, your character could buy a Remington 870, and keep it loaded it with FRAG-12s for less than a Desert Eagle would cost. (Assuming they could actually buy FRAG-12 rounds to begin with.)

Assuming your character’s gun is actually part of their job, there’s a decent chance the corporation would be the one paying for it, and the ammo. Especially if they actually expect your character to be using it on people. That said, the expenses would still be relevant, if only because accounting wouldn’t want to see the security division snorkeling through cash when cheaper, better, options exist.

Regardless who’s paying, your character would probably be better off with a 10mm pistol. A Glock 20 will run you around $600, and the ammo is around $0.35 a round. That’s still somewhat pricey as handgun ammo goes, but it’s far cheaper than .50 AE.

That said, the entire reason 10mm Auto never caught on in the real world is because it kicks hard. As with the .50 AE, 10mm Auto is an overpowered round. For perspective, it’s muzzle velocity is between the .357 and .41 magnum cartridges.

If your character absolutely needs something with stopping power similar to a Desert Eagle, they’ll be better off getting a rifle or carbine chambered in 5.56mm. For visual aesthetics, you might want to take a look at the H&K G36C or the SIG552.

Realistically, handguns are what you give someone when you don’t expect a problem but they should have something, “just in case.” If your shady cybernetics company is sending their security forces out to deal with criminals, they’re better off with automatic rifles.

FRAG-12s aren’t off the table. These are impact detonation grenades designed to chamber into a 12 gauge shotgun. Basically impossible to obtain on the civilian market, but for a corporation with defense contracts these might an option.

-Starke

This blog is supported through Patreon. If you enjoy our content, please consider becoming a Patron.

 

Q&A: Kockouts

How plausible is it to knock someone unconscious without killing them? I have a monster character that, when people annoy him, picks them up and slams to either knock them out or kill them. One of my characters has to have this happen to them and they survive it, but I’ve heard it’s actually really rare to knock someone out and not kill them. Is it true that this isn’t plausible, and if it’s not is there anything else, like smothering, that they *could* survive? I love your blog by the way.

I know we’ve answered this one in the past, but it doesn’t seem to be properly tagged, so I can’t find it. The very short version is, “It’s entirely plausible, but your character will probably end up a vegetable after the fact.”

Being knocked unconscious is actually a concussion. It’s a life threatening injury. Being knocked out for more than a few seconds (of the top of my head, the number is somewhere around 30) will result in permanent brain damage for the victim. Being unconscious for more than a few minutes will result in either a coma or death. (For what it’s worth: I’m phrasing it like the symptom is the cause. The concussion’s severity determines both how long the victim is out, and the extent of other neurological damage.)

So, while it’s entirely possible to be knocked out by being body slammed into a wall, freeway support column or ‘57 Chevy, undertaking complex tasks like walking, talking, or remembering your own name, will probably be out of reach afterwards. Depending on the severity of the concussion these symptoms could last for minutes to permanent.

It’s also worth pointing out that concussions are cumulative. They’re literally bruising on the brain itself, from bouncing against the inside of the skull. These do stack up, meaning future concussions occur more easily, and are more severe. Knocking characters out repeatedly will kill them, quickly.

-Starke

This blog is supported through Patreon. If you enjoy our content, please consider becoming a Patron. Every contribution helps keep us online, and writing. If you already are a Patron, thank you.

Q&A: Sci-fi Firepower

For a sci-fi webcomic, I’ve been working on the specs of a class of power-armor clad enforcers (called Jotunns) and their weaponry; they have a specific handgun they use. For ammunition I was thinking of two types they carry: 12.7mm hollowpoint for soft targets and shorter range, and tungsten-tipped sabot rounds as ‘high-power’ rounds, for anti-armor/anti-giant-mutant and long-range use. Is this just me going way off the mark for firepower, or could this be justified for a man-scale tank?

So, 12.7mm is a real round (well, several different rounds), and it makes this entire question a little strange. We talked about the idiosyncrasies of firearms a couple weeks ago, and I had to check, but 12.7mm did come up as an example. 12.7mm is half an inch, so .50. Occasionally, you’ll see .50 BMG listed as 12.7x99mm instead of the imperial caliber.

I’ve seen 12.7 come up as a distinct round in, basically, two places. There’s a 12.7x108mm Chinese AM round, which is their answer to the .50 BMG, and, Fallout: New Vegas.

Ironically, the reason New Vegas calls it a 12.7mm is actually in the above paragraph. The game includes an Anti Materiel rifle patterned off the Barret which fires .50 BMG rounds. Because of how New Vegas formats ammunition names, this creates an immediate problem. There’s two different .50 rounds. The BMG and the AE. The AE is a handgun round (12.7x33mm), the BMG rifle round (again, 12.7x99mm). So, if you include a .50 pistol, and a .50 rifle, people who aren’t very firearms savvy are going to wonder why they don’t share ammunition. “I mean, it’s all .50, right?”

What Obsidian (I think this was specifically J.E. Sawyer’s call, but I’m not completely certain) chose to do was label one as 12.7mm, and the other one .50. Since the Barret has slightly more name recognition it got to keep the imperial name, and the pistol got the metric.

The other thing weighing on giving the pistol the metric name was, it’s a returning design from the first two Fallout games. They had something called a 14mm pistol (externally based on a SIG sporting pistol, if I’m remembering correctly), which was an upgrade from the .44 Desert Eagle, in game terms.

All of that said? .50AE isn’t a great round, and, while I could be wrong, I don’t see it having a real future. It fits with Fallout because it’s chromed steel excess meshes well with 1950s consumer design.

Hell, the Desert Eagle is an excellent example of that era’s design aesthetics. Big, heavy, more steel and chrome than is practical. It’s a four pound pistol. Even though it’s Israeli and didn’t actually enter production until the 1980s, it’s an excellent flash card for that era of Americana.

So, here’s the hard part. For someone who’s not wearing a powered exosuit, a .50 is an annoying round to control. In an exosuit, and against the kind of targets where you’d really need that kind of firepower, I’m inclined to think it would be kind of anemic. Why use a .50 round, when you could simply have a standardized 19mm or 25.4mm high explosive round? With varying payloads depending on what you’re shooting. Sure, no normal human could use it, but if you’re in powered armor, that’s not an issue.

A sabot round is, basically, a dart loaded into a shotgun shell. Now, that’s not completely accurate, but if you’re dead set on using one. I’d recommend just using solid darts, rather than having a distinct tip. For serious AP capability in a high power rifle, I’d actually be more inclined to point at man portable gauss weapons, rather than wasting space on a sabot.

All of this is going to be predicated on the technology your characters have access to. So, it’s possible your setting just doesn’t have portable gauss weapons. Also, feel free to ignore the bolter calibers I listed back up there. That is a Warhammer 40k reference. But, for ways to load out a suit of powered armor, 40k is a fantastic thing to look at.

Some quick primers for powered armor:

Starship Troopers by Robert Heinlein is probably the patient zero of SciFi space marines in powered armor. I deeply dislike the politics that Heinlein was advocating, but the book is worth reading. I’m much more partial to the film, but that’s a brutal takedown of the military jingoism that Heinlein was celebrating.

Armor by John Steakley is written as a rebuttal to Starship Troopers. I’m inclined to say it’s actually a better book, but that’s my bias seeping in. Either way, Steakley does some good worldbuilding.

If you haven’t, Warhammer 40k’s Space Marines are something you really should be looking at. You can check the Lexicanum to get a quick overview, and some basic statistical data; it will also work as a good quick litmus test to tell if the setting’s zealotry dialed to 11 and played for laughs is something you can actually get into and enjoy. For specific recommendations, first impulse here is to actually point at the THQ games. The generically titled Space Marine is a surprisingly good third person action title. Dawn of War was my first real introduction to the setting, and Dawn of War 2 specifically isn’t a bad starting point.

Generally speaking, when you’re looking at characters in powered armor, it can trace it’s lineage back through one of these sources. So it’s probably worth looking at them, if you’re working with this sub-genre.

-Starke

This blog is supported through Patreon. If you enjoy our content, please consider becoming a Patron. Every contribution helps keep us online, and writing. If you already are a Patron, thank you.

Q&A: Vampire Feeding Symptoms

If a vampire drains a victim completely of blood, would they show any bruises? If not, what other trauma would they show?

Given that a bruise is, literally, a sub-dermal hemorrhage… I’d be willing to go out on a limb and say, probably not. Actually, if you want something sufficiently messed up; a vampire that preferentially goes after bruises is a possibility.

That said, corpses don’t generally bruise. So, if they were killed, then exsanguinated, there wouldn’t be any bruising. Depending on how fast the vampire was draining them, I’m not even sure if bruises would form.

Now, what would happen if you hooked a vacuum cleaner up to someone’s vascular system? Yeah, I don’t know, and I really don’t want to research that. (Mostly, because I know it’s been done, and will return valid information.) But, depending on the specifics of how vampires work in your setting, they could actually rip apart the victim’s circulatory system, resulting in massive hemorrhaging, or collapsed veins and arteries.

Of course, if your vampires are messy eaters, and literally rip their victims apart… you’d see that on the victim.

This kind of illustrates the problem with vampire questions in general. There isn’t much consistency. Either in fiction or folklore. Most societies have some kind of vampire myth. It builds out of cultural anxieties, usually in reference to death and handling the dead. Though, it’s probably worth pointing out that Dracula, and the modern vampire mythos spawned from him has a lot more to do with sex, sexuality, and xenophobia, than anything to do with funerary rituals being botched.

The result is that vampires are as varied as the human cultures that created them. So, asking, “how would they work?” Is going to result in a fair bit of guess work. The other side of this is, in using them, you have a lot of freedom to decide how the rules work for your vampires.

In the past I’ve identified Ravenous (1999) as a pretty fantastic vampire movie. I stand by that. But, there aren’t any vampires in it. Not explicitly, anyway. It’s about cannibals who are empowered by feeding on human flesh, rejuvenating them and granting superpowers. The movie calls them Wendigo, but, they’re vampires.

For modern settings, I strongly recommend the parasitic variety. In the modern world, dead bodies drained of blood turning up is a clear sign that something has gone horribly wrong, and in a setting where vampires exist, you’re going to have people who hunt them. Meaning an exsanguinated victim is just one undead fashion reject signing themselves up for a world of hurt.

Although it’s a pain to find, I do still strongly recommend the British Ultraviolet TV series. It was a smart look at vampires hiding in the modern world. It’s also a very intelligent, and rational, handling of the pre-millenial anxieties of the late 90s.

White Wolf’s Vampire: The Masquerade is somewhat similar to Ultraviolet. They’re both working towards building vampires that could exist in the modern day. Though, V:TM is a lot less shy about insinuating vampires into social systems like the Police and government, while Ultraviolet is more interested in the vampire hunters. I did a full article on White Wolf’s World of Darkness setting last year. So, that might be worth skimming before jumping after them. But, for writing horror, it is a very good reference to look at and think about.

-Starke