Add to this the concept of Mos Def as a Sorcerer Supreme. OMG!
I wish her all the best in the future. Not only is she a talented artist, but appears to have a cunning sense of humor as well. I will buy her a (drink or comic of her choice), should we ever meet. Then, we'd chat about Dr. Strange for a while.
Boo and Yah!
Also; Wanderer is actually being written. But so are about four other projects, two of which I'm being paid for. So, the going is slow. The holidays are a time of celebration and writing for me. More will make it out of my subconscious and into my keyboard this week. Hang in there. For reals.
I *love* Marvel's Lovecraftian-influenced outer gods and parallel realms.
I should write down all the ideas I have for the Dr. Strange franchise and associated characters. Maybe someone could use them to re-invigorate this downtrodden milieu in the Mighty Marvel Manner?
Take a look at an artist's re-design of several of the Sorcerer Supreme's opponents. Beautiful work, thoughtfully designed, clearly implemented with engaging color schemes. W00t! It has my creative juices flowing, just looking at the sadistic looking Baron Mordo and the world-dwarfing Shuma-Gorath.
What in the world is the Dread Dormammu doing in that awesome armor?!?
Djinns and Shaitan and Efreeti, oh my!
Things haven't gotten too deep as yet, but they've got a focus and are getting things done.
So, in the immortal words of Doc Grognard, "...and three of us makes conspiracy!".
Sirrian Lightchaser’s Tome of Changes
Description- The Tome of Changes is a square, approximately three hand-spans on a side. Polished darkwood covers bind together one hundred and twenty pages of thin, strong paper. The covers of the Tome lay flat against its pages, with a strong set of metallic cords penetrating the darkwood and pages in a regular pattern creating the hinge which opens the book. Both the cording and the paper of the pages are unique, with each owner of the Tome researching their potential origin without success.
The Tome of Changes is unusual in that it appears to have started out as a working field-notebook, then evolved into a more serious record of Sirrian's development as a mage. Reflecting this, there are three distinct sections to the book. Each section is detailed below.
(9:35:15 AM) Kevin: yep.
(9:36:43 AM) Gerall: so, who is it if you know so much?
(9:37:11 AM) Kevin: that guy from the Jersey Shore reality show: The Situation. :D
(9:37:41 AM) Gerall: whew- i was worried it was coming out of Lovecraft country...
(9:38:02 AM) Kevin: dude, he's a cultist. I'M SURE OF IT!
(9:38:44 AM) Gerall: so, what you're typing is that's not a *real* 6-pack?
(9:39:13 AM) Kevin: it is most certainly not.
(9:40:02 AM) Gerall: ::shudder::
This past Saturday, me and three of my friends went to our FLGS to play the Gamma World-Thundarr mashup. I had a blast, and, from what my players said to me, they did too. We didn't get through the whole scenario I created, but we have only about an hour left to roleplay - two major encounters. Here's more detail on how the game went.
I've re-read some excellent 3.0 / 3.5 material recently; namely, the Shining South source book for the Forgotten Realms setting. There's something about the nation of Halruaa and the mages who run it. The nation is nicely meshed into the metaphysics of the setting, including their fervent Mystran and Azuthian Churches. Given my habits as a GM, I want to include a cult or coven to Shar as well... I love using cults - just ask any of my players. And I wanted to give the characters something different to chew on for this game.
So, add all these habits and drives up and what do you get? What would I run using 3.x Forgotten Realms?
Short answer: The PCs would be members of the cult of Shar hidden among the Halruaan nobility. The coven is busy, working toward the fulfillment of The Prophecy. For more details, check it out after the break...
One of my favorite cartoons is Thundarr the Barbarian. Thundarr is a very heroic figure that fights for freedom and justice and that appealed to me as a little kid of 10 years. It has been more than 30 years now since it aired. This cartoon aired before I even dove headlong into rpgs!
So, I bought the new version of Gamma World. I like what they've done with it. 4E seems very flexible. After watching a few episodes of Thundarr's ass-kicking, I thought, "Why not a Thundarr-Gamma World game?" A match made by the Lords of Light.
Mastery of the Sky and Clouds is the magic they possess and they teach it to few people as they deem their dwimmers secret power that sorcerors would use without wisdom to dominate others.
Few Fanhir are left to pass on their magic. Many died at the end of the Second Age fighting Sauron's dark power. The Third Age still has a few of these secretive wizards left and they still wage war on the Dark Lord.
Here is a short selection of the Fanhir's dwimmers I have created for the Song of Arda One Roll RPG. Hope they inspire you.
My laptop runs Debian GNU/Linux. With the latest update, my favorite web-browser Epiphany is slow as a goat on the initial load of a web page from a given domain. Once we get the PAINFULLY SLOW first page loaded up, further requests to that domain load up lickety-split. So, it was looking like a DNS issue...
Tech details after the break!
However, the format for this post will mirror other review-style for future posts. Each review will consist of 5 categories, and each category gets a grade from 0 - 20. Total review metric is the summation of all the category's scores. Dig it...
ORE is the same ruleset for REIGN and Wild Talents and Nemesis, among a couple of others too.
This post is specifically about MAGIC. I'm using 4 types of magic, all using the same rules from Wild Talents Miracle creation. Each has a slightly different flavor and power level. These are lifted from other LotR rpg's out there.
Spell-craft & Spells: lower-powered, more personal magic.
Dwimmer-craft & Dwimmers: more powerful, larger scope.
Enchantment: Even bigger, long lasting too.
Lore-craft & Secrets: Crafting items and stuff usually magical stuff.
So, below are one dwimmer and one enchantment, both Attack magic. Flame of Anor is a dwimmer used by those who serve the Secret Fire as Gandalf does. Fires of Udun is an enchantment and sorcery used by those who serve the Shadow. These have been adapted from the Decipher Lord of the Rings RPG.
I've added some Extras and Flaws. I'll explain some of those in another post. Just wanted to show people what I'm working on.
Flame of Anor (1 Point per die)
This dwimmer, one of the most powerful weapons the Wise have against the Shadow, projects a bolt of white light bright enough to pierce any gloom. The beam harms on the servants of the Enemy – ranging from Nazgul to Orcs – and other evil creatures as well. The bolt does Width+2 in Shock and Killing plus Burn and Daze and can Penetrate 1 HAR. Flames can be extinguished with Coord + Athletics roll. This requires one action to attempt and can be attempted only once each round.
Attack+2: Capacity: Range, Burn +2, Daze +1, Penetration +1, Chants & Gestures -1, Exhaustion -2, Can be Extinguished -1, Direct Feed -2, Only vs. Shadow -1
Fire of Udûn (5 Points per die)
This sorcery calls upon the fearsome power of the underworld, Udûn, to consume in flame every living thing in its path, whether friend or foe. It produces a sphere of fire 30 feet in radius anywhere in Range. Each creature in the area suffers Width+2 Shock and Killing, plus Burn and 3 Area Dice.
Attack: Capacity: Range, Radius +2, Burn +2, Area +3, Traumatic +3, Base Will Cost -4, Direct Feed -2, Exhaustion -2, Chants -1
(9:23:52 AM) Kevin: ah.
(9:24:19 AM) Kevin: that's a friday. I should have that off.
(9:24:29 AM) Kevin: we should game that day. :)
(9:25:18 AM) Kevin: or roll up a 1st ed. ad&d character.
(9:27:03 AM) Gerall: Boss: "What do you need that day off for?"
Gerall: "Gygax Ascension Day..."
(9:28:29 AM) Kevin: yep. good name for it.
(9:28:57 AM) Gerall: we need to create some 1st ed ADnD characters and post them to the blog
(9:29:26 AM) Kevin: sounds good.
(9:50:44 AM) Gerall: i get to play the gnome illusionist!! COLOR SPRAY!!
(9:51:55 AM) Kevin: sounds like after the scourge. true?
(9:52:28 AM) Gerall: i haven't gotten the urge to Gnome it up out of my system yet.
(9:53:01 AM) Kevin: "gnome it up" lol
(9:53:39 AM) Kevin: gnome: verb. To hit a person with a Color Spray.
(9:53:49 AM) Gerall: LOL
Hang in there! There is lots more to come.