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The write up of Crabfield Isle assumes some fairly significant changes to the nation of Geb, from the Inner Sea World Guide.
Originally, only a fraction of the Gebbite population were undead, including most of the (non-Blood Lord necromancer, many of which are still living humans) ruling class. The writeup here makes a point, two or three times in a single paragraph, that almost everyone in Geb is undead, and that, counter to the Inner Sea World Guide writeup, where the Dead Laws explicitly protect living citizens from the hungers of their undead countrymen, that humans are just tender vittles to the undead, to be snatched up and devoured willy-nilly.
While Geb was hardly the safest sounding place to adventure out of, it's become far less useful, narratively, with these changes, and basically become wasted space on the map that could have held some place more useful to a GM.
On the other hand, it's cute that the writeup uses a scene from one of the Pirates of the Caribbean movies for flavor. (a swarm of crabs carrying a ship) It certainly would make it easier to find a visual for that sort of encounter. Just pop the movie on!
My changeling had to grow up surviving with her older adoptive sister as a pariah from elven society and in a very cold environment. That made them survive mostly stealing food in human towns or eating whatever they could find in the woods. The latter made her used to eat barely edible things like tree's bark and she even knows how to cook leather shoes to be edible. So when she found trees that could provide syrup she was like the happiest girl in the world. Now she loves maple syrup and similar as it brings happy memories from her childhood. She loves also any kind of candy/sweets as she couldn't have any as a child.
That's a great way to integrate the character's history and personality into her current roleplaying / behaviors!
I grew up on a farm, and got used to eating goat's meat and drinking goat's milk, which I now associate with being on the farm and unable to afford buying meat or milk, so I totally shun those things, but I never really thought of applying that to a character (either making them crave / treasure foods they couldn't get as a child, associating them with 'having finally made it' or disliking foods they did have as a child, associating it with a place they are glad to have gotten away from).
Thomas Seitz wrote:
Set, Comet wasn't a lover right? Just a horse right?
He was a centaur before he was a horse and a mixup with a magic potion that was supposed to turn him fully human turned him instead fully horse (and he also gained super-powers, including immortality), and they'd have creepy panels where she'd be riding him and he'd be fantasizing about being her boyfriend.
Just asking cause comics are weird...
Indeed they are. :)
Sadly there was never a Legion of Super-Villain Pets, to square off against the Legion of Super-Pets.
'Cause that might have been too silly for the totally serious Silver Age.
V for Vendetta is a comic book. There was never a movie made from it. Luckily. It could never match the genius comic.
Ah, like how there were never, ever any sequels to Highlander. None. At all.
'There can be only one,' after all.
And on topic, Highlander is a fun movie to add to the list.
And Death Trap. A movie, about a play, or a play, turned into a movie. I don't even. But it's got Christopher Reeves in it, playing someone other than Superman.
Cole Deschain wrote:
The Lost Boys. "One thing about living in Santa Carla I never could stomach; all the damn vampires."
Woo! Vampire movies! I can watch The Lost Boys or Vamp or Near Dark on endless repeat.
For comedies, it's Clue, Oscar, A Fish Called Wanda, Soapdish, etc.
There's also pulpy stuff (some campy, some almost serious), like The Shadow, The Rocketeer, The Phantom, Flash Gordon or Sky Captain and the World of Tomorrow.
Freehold DM wrote:
To my knowledge there were a very small handful of mutants who never fit powers at some point in the story line, I think they either looked weird or had real life mutations (heterochromia? Someone help me out hete), or just registered as mutant without the powers. This was part of a storyline saying that mutants with powers came from people who had a recessive gene, so they still were mutants, just "carriers". I may be remembering wrong, my mind isn't what it used to be.
Back in the original Days of Future Past storyline, the Sentinels had divided humanity up into three categories, which included full-on mutants, latents, who had the potential to mutate if exposed to gamma radiation, or cosmic rays or bitten by a radioactive spider, and 'pure' humans who would, presumably, just die a horrible death if exposed to the origin stories of the Hulk, Fantastic Four or Spider-Man.
The depiction suggested that the majority of humanity were the latent sort, who *could* become super-powered, with both full-on mutants and the 'pure' sorts were minorities.
At some point (not in that storyline), it was established that the gene for mutation was a result of Celestial tampering with humanity. (How they would have missed some, or that gene have been dropped to form the percentage of humanity with no chance for superhuman mutation is unclear.)
Logically, this would mean that the Inhumans would have to have started out as 'latents.' If they were incapable of superhuman mutation, like the Kree used to be, exposure to the Terrigen during the Kree experiments would have failed (or killed them).
I have no idea if any of this is considered 'canon' any longer.
As far as I know, they've never really explored the notion of 'pure' humans, since they've generally suggested that anyone who is exposed to gamma rays, cosmic rays or radioactive spider bites, becomes super-powered, including entire towns full of Hulks, or a Manhattan full of spider-peeps.
HOw can you even create an unique Tengu undead that isn't a Tengu Zombie or a Tengu Skeleton? A Tengu Mummy?
I'm assuming he's referring to an undead creature that ties into specific themes pertaining to that race.
For a tengu, something to do with remaining tied to a beloved sword (reflective of their swordtraining trait) or involving language (related to their linguistics knack).
For a dwarf, something involving stonecunning (tied to a certain area of earth and stone, perhaps 'haunting' a trap or rockfall), or greed (tied to a piece of jewelry or hoard of coins), or hatred (one's hatred for orcs or goblinoids manifest as a raging spectral entity that targets those creatures specifically, but is incapable of directly harming them, so possesses and influences the living to carry on their genocidal vendettas).
An elven-specific undead could bond with a spellbook she wrote in life, or even 'possess' a specific spell, so that every time it is prepared, she lingers in the spellcaster, and when it is cast, she gets a moment of freedom or control, or involve possessing an animal companion or familiar that the elf once bonded with, before their death, so that some fragment of the elf's rage at their sudden death remains lodged in the animal, driving it mad.
Not just, oh, it's a ghoul, with a beak, or, oh, it's a mummy, with pointy ears.
Wish they would have a prestige class that is the fey version of the dragon disciple.
Or celestial, demon, devil or undead version, for the celestial, abyssal, infernal and undead bloodlines. I love the idea of progressing or unlocking one's 'monster' heritage to become a creature of that type.
I'm thinking of a dragon mesa with ceremonies tied to the site as a sacred site for dragons. The mesa will be large enough for a couple dozen dragons to stretch out and sun themselves on. There will be birds who groom the dragons' scale native to the mesa, somewhat like the birds the clean hippo teech. The dragons treat the mesa as neutral ground, and have powerful magic to keep non-dragons (except for the birds and vegetation) away from the mesa, and have religious ceremonies on the mesa.
I like the idea, particularly if it's similar to the tepui of Venezuela.
Perhaps instead of birds, the dragons would use drakes to clean their scales, and an adventure might involve the drakes getting out of hand and attacking nearby communities, or, alternately, the dragons might arrive to find that the drakes have vanished, and task local adventurers to find out where they've gone (because the task is beneath them, or the drakes have been taken underground, where they cannot reach, for some sort of experimentation, or use as weapons of war (perhaps the drake-thief has charmed them away, with some sort of lesser orb of dragonkind, or just charm monster spells?).
The same pair of adventure seeds could work just as well with birds, obviously. If the birds have gone missing, the dragons would want them returned. If the birds are attacking local communities, retreating to the safety of the mesa, adventurers could be hired to drive them off (or slay them, which might incur a draconic response...).
Being a superhero game fan, I want a little of both. I want the occasional cakewalk / goonstomp, where you smash through some minions and revel in your power.
And *then* I want the nailbiting final encounter where one of the PCs could easily die, if they screw up.
I just don't want *every* encounter to be a TPK-in-waiting, because even I, with my binder full of alternate characters I'm eager to try out, lose interest when everyone is playing a new character every month (and that one guy keeps writing 'mark 2' or 'mark 3' or whatever on his old character sheet and saying that his new character is the identical twin/triplet/etc. brother of his last character).
"No, really, your majesty. We're here for the reward. I know that not a single one of us is one of the original five people you sent out on this quest, 'cause they all died either on the way to random encounters (who puts wyverns, stone giants and blue dragons on a random encounter table for 4th level characters, anyway?), during the climactic fight with the villain, or on the way back, but here's the crown you sent them to recover..."
I love being able to create stuff and build a character into a setting, with goals and whatnot, but have all-too-often found that this is just fuel for what I call 'adversarial GMs' who see anything the character attempts to do that isn't combat as something to be torn down or destroyed. This happened to me most often in Vampire, which is more of a freeform game (where XP doesn't necessarily have anything to do with how many XP-bags you slaughtered or how many GP you took home), and I would almost inevitably retire my first-choice Ventrue / Nosferatu / Tremere / Toreador character for a Brujah with 5 dots of Potence and no goals other than 'punch things to death,' since the plot of the day was unlikely to get deeper than 'punch werewolves' or 'punch Sabbat' with the rare foray into 'punch infernalists' or 'punch technocracy robots.'
Rules are the sacrifice I make to get flavor. I get that this is not universal, and that some people love to cook, but I find cooking to be the thing that gets between me and the part I like, eating. :)
One and the same, for me.
Parties should be exceptional. The group in Princess Bride or Lord of the Rings weren't 'a bunch of schmoes, out of their depth.' There was the strongest dude on the Brute Squad and the vengeance-obsessed best swordsman in the world on one team, and friggin' Aragorn and Legolas on the other.
I have little interest in playing someone who is incompetent or 'below-average.' With point buy systems, like D&D and Pathfinder, I almost never 'dip' a stat below 10, since there isn't an aspect of my character I want to suck at. My fighters aren't morons with the social skill of deranged aardvarks, my wizards aren't feeble stick-men with the same lack of social skills, my sorcerers or clerics aren't morons who dumped Int to get that one more point of Wisdom or Charisma.
That said, this is in D&D and PF. In GURPS, I was much more willing to 'dump' Str and HT on my mages, or Int on my fighters, because the points were worth so much more and could be spent on so many other things (advantages and skills). So there is a limit, it's just that in PF/D&D, the few points you can shave by dumping a stat isn't ever going to do more than many squeak out a single extra point of your primary stat, and to do that, you might have to dump multiple other stats, creating, in effect, multiple points of failure for your character, to get a +1 save DC or whatever. It just never feels 'worth it' to me.
GURPS also, IMO, makes it more fun to roleplay a low attribute, while in D&D/PF, every group-member seems to have one or more stats dumped to anywhere from 9 to 6!, making it less interesting as a character trait.
The entire genre seems to have been built on sketchy parties, from fantasy staples as Conan and Fafhrd & the Gray Mouser, to Cugel the Clever and Elric of Melnibone. I've read 20 or so Pathfinder Tales novels, and the protagonists are almost always self-centered and amoral, at best, or on a mad quest for revenge.
And this seems to have carried over into the games I've played. I've tried to play some good clerics, only to be dragged down into the 'kill differently skinned people and take their stuff' slog that is required to gain experience and progress in games where XP comes from killing and taking (such as many video games, not just D&D), and while that's not a requirement for games like GURPS or Vampire, that mindset seems to have baked into the RPG community.
I'd actually be both surprised and possibly excited to read some fantasy fiction about *moral* characters (or, conversely, flat-out bad-guys), and for these sorts of things to make enough of an impression that a new generation of gamers might be more interested in playing good characters (or evil characters) instead of banal loot-obsessed kill-anyone-who's-different 'heroes.'
Both have their strong points. With the right group, sandbox can be amazing. With a group that needs direction, and has no real interest in 'creating their own adventure,' sandbox can be endlessly frustrating for both players and GM.
I don't much care for pure joke campaigns, but a few moments of levity can make even a Call of Cthulhu game fun. But, in my experience, that can't be forced, and is more a function of friends interacting than anything deliberately written to be 'funny.' (Since 'funny' is pretty darn subjective.) I've played and loved Toon, for instance, but I would *not* want whacky hijinks to show up in a Ravenloft campaign. So, I'mma straddle this fence over here, once again, and say that both have their place.
Superhero is my favorite. I don't much care for mechanical advancement (new levels, new feats, +1 to this save or that stat, etc.) as much as personal achievement style advancement, like building something (a community, a chantry, researching a new spell, etc.), and superhero games are more likely to *start* with cool powers like flight or teleportation, instead of gating them off to only be available at level X or Y. The hero starts a hero, but (generally) doesn't experience any quantum leaps in power. There is no 'I am X level, *now* I have an AoE, or *now* I have a travel power.' Batman starts out Batman. He didn't hit 5th level and learn how to fly. At 10th level, he's still Batman. Same deal with Thor. He had super-strength, flight and weather control at 1st level. He'll have super-strength, flight and weather control at 10th level, too. I'm also a big fan of inherent character capabilities and less of 'you need X magic items to keep up' baked into most MMOs or computer games, or D&D. Superhero games are far less likely to require my character to have a +X cloak of resistance by X level to meet some arbitrary notions of what my characters saves should be to be 'level-appropriate.' That sort of thing takes me out of the game and makes my 'hero' feel less like a 'hero' and more like a department store clothes mannequin. (MMOs take it to a new absurd level, with 'item level' or 'gear level' being an actual game stat, and certain adventure areas/dungeons being gated off to only characters with the 'appropriate' level of gear. Ugh.)
Fantasy is my second choice. I love lots of fantasy novels, but game systems sometimes don't model them very well. (Almost no fantasy magicians, for instance, outside of the novels of Jack Vance himself, and like one dude in a Zelazny novel, use the fire-and-forget Vancian spell preparation model.)
Sci-fi, which I love to watch and read, tends to be far too 'gear-centric' for my tastes, even more so than fantasy, when it comes to games. I'm not terribly into guns, even lasers and blasters, nor into genres that have blaster guns that inflict enough damage to melt steel and defenses of 'I have a shirt.' I'm looking at you, Traveller! (Forty five minutes of character generation, exactly 2 minutes of gameplay before being shot dead in the first few sentences of the introductory adventure...) I love me some Star Wars and Star Trek and Babylon 5 and Uplift War/Startide Rising, but have yet to play a really fun game set in one of those universes. (Even Trinity, which I loved to a not-rational degree, could be frustrating. Ooh, I've devoted a considerable amount of character resources to being great at this cool psionic power, which only one in a million humans can learn, and I can only use a couple of times a day, and it's amazing! And roughly a third as effective as this low-tier gun I bought over the counter, and that literally *everyone* can afford and carry casually.) Same with Star Trek. Spock's amazing, and there's only one of them in the universe. But a phaser is better, and there are millions of them.
And yeah, I know that's not unique to games. A bullet beats a Bruce Lee in the real world, too, but I'd rather play a Bruce Lee than 'idiot with a pistol #7897233.'
Like the Joker in Nolan's movie. We never learn his actual motivations as a person, but we come to appreciate him as a self-perceived agent of change. The strength of his desire is not realistic, but the character is great for challenging the preconceived notions of other characters and the audience (and things go wrong when his ideas are challenged).
I liked the Nolan Joker because he was *desperate* to 'prove' that everybody else was just like him, and that he wasn't damaged or 'weak' or whatever for having fallen to this state. He kept trying to force monstrous choices on people (like the ferry situation, where one group could murder the other to survive) because it was vital to his own self-identity to 'prove' that everybody else would make the same horrible choices, and that *he* wasn't the monster of the story. He didn't have to recognize his own weakness, if he could justify it by saying that 'anybody would have done it.'
And not just Batman, but even the felons on the ferry, kept proving him wrong. Everybody, deep down inside, *wasn't* all 'just like him,' which meant that there *was* something wrong with him after all...
I thought that was one heck of a great bit of characterization, and not all villains, from either company, get anywhere near that sort of depth, IMO.
I want the little floating orbs so bad.
Even weaponized drones, or versions of the T-spheres that he can toss to adhere to the ground, wall or ceiling, and unleash gas, sonic, strobes or explode on command or when triggered, could be awesome, and better than running into danger and getting punched a lot, since he's kind of not-great at hand-to-hand...
Random other ideas floating around my brain;
Five Years of X.
Where X = a class type, and rules for it.
So, Five Years of Witchery, for example, would include 10 individual rules elements for witches (or witch-themed characters, who may not necessarily have levels in the witch class, such as changelings or some sorcerers or druids or whatever), one based on each of the 10 APs in question. For Iron Gods, a clockwork/robot familiar. For Wrath of the Righteous, a celestial-themed hex or spell. For Strange Eons, an Outer Dark patron. For Reign of Winter, a changeling race trait based on ties to a wintery mute hag. Mix stuff up, include a Feat, a magic item, etc. and not just a half-dozen themed hexes or spells. The challenge would be to come up with 10 suitably different elements (which not all classes would as easily lend themselves to...), while keeping each one relevant to the AP it's themed for.
Glad I saw this thread and I hope it does not get locked. I seek suggestions on how to tastefully and respectfully roleplay an effeminate male homosexual character without being offensive or overly flamboyant.
Words used can change the 'flavor' of a description in that sort of case. Describing his walk as 'swishy' or 'floaty' can sound more like a stereotype, while saying instead that he moves 'with a light step' or 'unusual grace' can be less so. Avoid the sorts of hands-flappy nonsense that you might see someone like Nathan Lane, in Birdcage, doing. He's gay, he can get away with dialing the cliché up to eleven. :)
Avoid trying to RP 'gay-sounding' voices, or campy gestures, or terms like 'yass, queen!' Speaking from experience, it's possible to annoy *straight* people with that sort of stuff.
If you've RP'd with a number of women, try and notice what they are focused on during games. I noticed in one game that the ladies in the party spent more time focused on clothing and group appearance than the gents (who, generally speaking, would wear an orange fez, purple kimono, lime-green tutu and Dr. Who scarf if it gave them the best stat bonuses...), and playing a gay crafter cleric in that group, I picked up on that thread and the next time we had downtime, crafted cloaks of protection for everyone who didn't have one, in matching colors and with a 'team symbol.' That's obviously a highly specific example, but even if your character isn't a crafter who can 'dress' people with magic items, you can still buy cloaks or design heraldry or otherwise help your team look less like a random collection of scruffy vagabonds and more like a unified group of mercenaries or something.
If the encounter is roleplayed out and you conduct the ceremony, arrange to have it near a river. Make a short speech about life's journeys, using river metaphors, and how you hope Wadjet will bestow upon them grace and wisdom all their long lives. Maybe do a baptism for the couple. Keep it short and sweet, for life is about the journey.
I'd go with something along those lines. Very inspiring Lathiira!
Step into the river as individuals from the shore and have the past washed away 'giving it to the river' and step out a married couple, holding hands. Nothing overly long or complicated ('cause, crocodiles!), just a quick statement, and done. Her worship is generally centered around the River Sphinx anyway, so that river would be ideal, but other rivers would suffice, or even some (clean) water sluiced over the couple (again, symbolically washing away their past) might be acceptable if they can't get to a river for the ceremony. (Standing in a puddle or trough is right out. The water must be moving, even if it's only moving because it's being dumped over their heads from a bucket! Rain, of course, also works, but is rare enough that people who were planning to get married anyway, might run down to the river and have their ceremony early just to have it while it's raining, which might be seen as a sign of good luck!)
"Take all you have been, everyone you have loved, your ties to your previous families, and allow the goddess to wash over you, and carry away that which would weaken the ties you make today to your new family, for whom your allegiance and affection are now paramount. Clasp their hand, and together make your way out of the flood, into this new life you make together, knowing that the hand you take will always be there for you, to guide you through life, and that you will always be there for them, to lighten your burdens."
"Your past life is over. It is now the ocean, the great salt, still alive and vital and important, but where all things ultimately come from, and ultimately end up. You are now in the river, the running fresh. Your life has changed, and you now travel a journey together, always forward. Be the river. Dwell not on the ocean, all moving water touches, and you will not every truly be apart from it, but that is the past, it will always be there waiting for you, when your life's journey is done."
I mainly want them to fully embrace the grandiose melodrama of Inhumans. Not the boring X-Men Inhumans of AoS, no. I don't want to see Black Bolt strolling in a hoodie or t-shirt. Like Moviebob said "this is not a franchise where one can just go around dressed like its always laundry day". Black Bolt with his folding wings, Medusa's gravity defining giant hair and Attilan it it's full glory.
100% agreement there.
I want Attilan to be alien and grand and majestic, not some tunnels under Puerto Rico or non-descript villa in the mountains of Tibet. The Inhumans of Attilan, unlike the boring 'born as humans until Jaiying found them' Inhumans of Agents of SHIELD, have grown up in a city built with alien technology, which has kept itself more or less isolated from human society for centuries (if not millennia). I want the clothes to be different, the architecture to be different, the figures of speech to be different, and some sort of weird accent, to give the impression that they aren't native speakers of American English who grew up watching Happy Days and wearing Nikes and sipping Coca-Cola.
I don't necessarily *expect* that, but I would *like* that. :)
Thomas Seitz wrote:
Meh. I know that might bug others, but that's always how I remembered Black Bolt, voice power extraordinaire.
DC does the same thing with Wildfire. He's a sentient mass of anti-energy (energized antimatter plasma) in a containment suit. He can fly and shoot energy blasts and other stuff, but also he can rip his suit open and blast out of it in a massive antimatter explosion that will destroy just about anything. So, of course, new writers always seem to rush straight to that well, because being able to shoot anti-matter powered energy blasts is never good enough...
The AD&D/PF equivalent would be some 15th level wizard showing up with a staff of the magi, and deciding that every single encounter calls for a retributive strike, because, apparently, being a 15th level wizard is crap. :)
Much like Medusa is all about the hair.
Well, yeah, Medusa *is* all about the hair. She's like 80% hair and 20% hauteur. It's been fifty-ish years since she was introduced, and, if anything, she's got less characterization now than she had then.
Hair flip. Snippy comment. Hair flip. Dismissive comment.
Which still puts her two comments (and two hair flips) over Black Bolt. :)
Crystal's always been my favorite, although I like Karnak and Triton as well.
I've always wondered if Gorgon had a sibling. (There's a Gorgon and a Medusa in the royal family already, so Euryale and Stheno are still available for names!)
Attilan was, for ages, a zero population growth engineered society, every pairing chosen by the Genetic Council, and every pairing having exactly two children (Maximus and Black Bolt, Crystal and Medusa, Karnak and Triton, Gorgon and... ???).
Ditto for the Unspoken. Who was his wife? He ruled for quite some time, so he and Mrs. Unspoken should have had the requisite two children. What about his sibling? Was it a brother or a sister, and did said sibling (or wife, or kids) approve of the coup that replaced the Unspoken with Black Bolt? Did they also go into exile? Did they die during the coup? Did a bunch of supporters of the old regime and their families go into exile and found a new city full of Inhumans, somewhere else? There's an amazing story back there that could be told, but has mostly been ignored for the thirteenth retelling of 'Maximus goes crazy, again, and tries to usurp the throne, because that *totally* didn't get old the last dozen times, and yet, nobody saw it coming, because he had totally reformed, *again*...'
Well I asked Mr. Jacobs if Wild Hunt was a single creature or a group of creatures that form one stat block. He said they are a group but I am not sure if he meant like a type/subtype of creature or a group of creatures that are stated as one like a troop or swarm.
It might be neat if it was a template, and creatures 'caught' by the Wild Hunt could be transformed and forced to join the hunt.
One thing about Black Bolt's portrayal for the last decade or so that bugs me is that the writers seem to forget that he's got all sorts of cool powers, and has single-handedly thrown down with the entire Fantastic Four *without using his voice.*
Just this last month or so, Iron Man captures Black Bolt in a sound-nullifying field, confident that this will somehow render him helpless, as if he doesn't have the power to kick Iron Man's butt *without his voice.* It's just annoying. Every single appearance seems to hinge on whether or not he's going to use the last power he ever *wants* to use, despite him having a raft of other abilities, based on manipulating electrons or gravitons or whatever.
Nex might be a good place for cults, as it's a magic-dominant society, and people who *don't* have arcane potential, either the knack or discipline for arcane magic, would be easily led into any sort of cult that would promise shortcuts to that sort of power, since, in Nex, it equals status, and they'd be stuck at the lower tiers of Nexian society without any arcane potential for sorcery or wizardry.
Other lands where people feel like they *need* magical advantages to survive or thrive or get by, like in monster-haunted Ustalav, or undead-run Geb, or even strife-torn Galt, would be fertile recruiting grounds for Old Ones cults, offering their followers a sense of security through both fellowship and the promise of occult power.
Other places, with rigid social structures, and 'haves' and 'have-nots' mind also find their permanent underclasses turning to whatever sketchy sources of power they can find, since they are locked out of the hierarchy or bloodlines dominating power in their nation, like Irrisen, for instance, or Cheliax.
It was pretty good. I do think they went overboard in substituting martial arts for magic, but can understand why they did so. Still, it seemed missing some elements when the chanting and wacky phrases is just replaced by whipping a cgi light about.
I was really looking forward to seeing some of the classic invocations, like Crimson Bands of Cytorrak/Winds of Watoomb/Shields of the Seraphim/Vapors of Valtor/Images of Ikonn/Flames of the Faltines/etc. The magic light-whips were kind of bland, by comparison.
Still the scene between Cap and Miles Morales at the beginning of CW II #6 was kinda awesome. Would be so in-character for Steve even without all the secret agenda stuff behind it. I think that's awesome storytelling if you can turn a character's history on the head and still have them be kinda the same character, because it nicely blurs the lines between good and evil.
That was a neat bit, and I was impressed by the writing skill involved in having Cap be what he is now, and still a reasonable person (which makes him all the more dangerous, since other heroes may find themselves more likely to agree with someone who is morally wrong, but makes it sound sensible, than an obvious nutjob).
O O I just thought of a theory. maybe this has to do with alchemy giving people powers from their alternate life and in Quentins alternate life he became Prometheus after Oliver got his daughter killed or something. A full on alternate identity created instead of just an overlay.
That's pretty cool, and, therefore, unlikely, since I think you've put more creative thought into that idea than the writers of the show have. :)
James Jacobs wrote:
Hey there, everyone! This post is partially for me (so I can keep track of the last place the thread was at when I last looked at it) and partially a PSA to let folks know that I'm going to be stepping away from this thread for various reasons mostly to do with my own mental health.
Thanks for spoiling us with your insights to the setting, game, horror movies, etc.! I've never seen someone in the gaming industry so willing to spend so much time communicating with his fans, and that surely takes some emotional energy from you, that you might need for yourself.
Hopefully Shimmy can give you some zen-advice-by-example on life and contentment. Cats seem to have that stuff down. :)
Just saw it, and my childhood is ruined by the revelation that I've been pronouncing 'Agamotto' wrong for forty years.
(Just kidding. My childhood's immune to ruination, until someone invents time travel, but I really did think it was pronounced Ahgahmahto, not Ahgahmoetoe!)
Saw it in 3D, which I normally despise, but I was willing to give it a shot, and whoa, I'm pretty sure that was an experience that would only have been enhanced by medical marijuana... Cool stuff. Like that first Star Trek movie, which I alone on planet earth enjoyed, or the one where William Hurt eats shrooms and devolves into an amoeba (or whatever, I was not terribly clear on that movie...).
Currently I'm halfway through a collection of four of Jack Vance's books, two of which involve a character named Cugel 'the Clever,' who is ironically named, and tends to leave places running from an angry mob, and with at least one person's life in ruins (or literal flames) behind him, if not an entire community destroyed. I'm reminded that Jack Vance, Robert Howard, Michael Moorcock and Fritz Lieber were some of the inspirations for D&D, in all it's murderhobo glory, and, gosh, this protagonist could give Sterling Archer lessons in clueless selfishness!
In fact, that might make the rest of the book more fun for me, if I imagine him speaking in H Jon Benjamin's voice...
I do *love* Vances descriptive prose and rich world-building and 'high fantasy' setting, which reminds me a lot of the crazy elements that could be found in Leiber's Nehwon or Moorcock's Young Kingdoms. I'm hoping to find more of his books (with very much less of Cugel 'the Clever,' since my interest in the fantastical setting is somewhat diminished by Cugel leaving an inadvertant trail of destruction across it). :)
I expect there will actually be the occasional Legion easter egg/member on the show. I just don't expect it to be anything remotely like Legion Version n (pick one).
Montoya referred to her division as the 'Science Police' in the last episode, which was good for a smile from an old Legion fan like me.
Kevin Mack wrote:
Gonna regret asking but who?
Helmut Zemo, whom HydraCap refers to as the one person he trusts above all. Since Zemo's the one who used Kobik to give Cap the fake memories of being Hydra in the first place, it's about as shocking a reveal as grass being green or water being wet.
Matthew Downie wrote:
And Krakens are CR 18.
And their control of the ink market is total. Anyone who attempts to move into that market ends up chum.
There's probably a conspiratorial reason for that, as well. Something they put into the ink that has some subtle affect on the wizards whose livelihoods depend on it...
In a setting or culture where the sun is regarded as harsh or pitiless or even cruel, such as one where the sun-god is Amaunator, or Pelor 'the Burning Hate,' or Nurgal, having the night seen as a refuge from the harsh fire (and / or judgment) of the sun, could be one way to go.
The ancient Azlanti, who had a demon lord named Nurgal as sun-god, and a benevolent moon-goddess in Acavna (who gave her life to save the world from the Starstone), might be an example of such a culture, but a desert culture would be my first choice for such a situation, where getting anything done during the hottest hours of the day would be all-but impossible, while the communities might come alive at night. A lawful evil sun god and a chaotic good moon god, could be a neat way of dividing it up. The harsh light of the lawgiver strips away all that is unnecessary, such as dreams or rest or tall tales around the campfire, while the gift of the moon is mystery, for lingering outside the torch's illumination, one has the freedom to imagine that *anything* is possible, and that mystery is the source of dreams, and magic.
On the other hand, some sort of creatures that hunt during the day, perhaps a local form of wyvern that has crappy night-vision, or grows cold and sluggish when the sun sets and retire to their nests, could create a situation where people would go about by night, but shun the bright hours, when the great flying reptiles soar the thermals over the desert, sharp eyes on the lookout for an unwary meal...
If Jimmy's going that route, he needs to become a giant turtle man, grow quills, develop stretching powers, etc. like the hapless comic book version, who has had dozens of super-powers over the years.
Take Wrath of the Righteous and Hell's Vengeance as having occurred. While the Worldwound still needs purging and repopulating, not all the Mendevian crusaders will want to stay. Many will want to return home. Others will want to find another cause to champion, source of mercenary income, or excuse to keep plying the only trade they know (hey look, a bunch of fighting in eastern Cheliax!). Whatever the reason, you have floods of well-armed, dangerous people pouring down the Sellen.
This would be one heck of a Kingmaker 'continuing the campaign' plotline, the newforged kingdom in the Stolen Lands having to deal with thousands of former crusaders surging into their lands, eager to carve out their own nation-state (or just seize the one that's already there waiting for them).
Alternately, for a very different twist, it could be the *start* of Kingmaker, with the PCs showing up with this decommissioned army, and actually *instigating* the spoiler-y events behind-the-scenes of Kingmaker, antagonizing locals and setting the whole AP into motion.
No Wayan's brothers need to apply, that's for sure.
I could do without scenery chewing 'drama' on the scale of Profion and Damodar, for that matter.
But they might as well capitalize on the IP they've held onto and have a displacer beast and a mind flayer in the movie!
Aaannnd I'm back to wanting an Expedition to the Barrier Peaks movie. :)
So, random thoughts;
I immediately twig to the (over)ambitious notion of an article that applies to all 10 of the selected APs, either a selection of 10 monsters, spells or magic items, one themed for each AP in the list.
So, for beasties, an article might include a sea monster, a thassilion ioun construct, a type of winter fey/snow maiden, a 'angel of blades' servant of Iomedae, a 'mummy' that is powered by a bound elemental (with different abilities depending on what sort of elemental is bound within it), a tiny robot clockwork spider usable as a familiar, a planar giant (for 'continuing the adventure' of Giantslayer), a Milanite 'spirit of freedom,' a countering Asmodean 'spirit of tyranny,' and some sort of living manifestation of the Yellow Sign. And that's just beasties. An article with 10 spells or 10 magic items (or, more off-the-beaten-path, 10 combat feats, or even 10 Side Treks), themed to those adventure paths, would be *much* less work, and much shorter. :)
Riffing off of articles already present in the pirate-themed Wayfinder (for Skull & Shackles), or the Osirioni-themed Wayfinder (for Mummy's Mask), or a Cheliax-themed Wayfinder (for Hell's Rebels or Hell's Vengenace) could also be a fun idea.
Thomas Seitz wrote:
Vid, well it shouldn't since I'm 99.999% certain Firestorm can only transmute non-living matter.
I *think* he means have a concealed stage-hand replace the 'transmuted' object with the new object all stealthy-like.
Another way to cheapen the effect's cost would be to obscure it with a bright light (like how they hide the naughty bits in the autopsy room in NCIS) or some CGI fire (or some real fire superimposed over the item being transmuted in post).
They probably saved some money getting rid of the Atom suit, but then added it back with the CGI for the Steel look. I love me some Commander Steel, but they could have tried a little harder if they wanted someone with powers that didn't cost as much, like perhaps Hourman (who never even used his powers...).
Unfortunately, Steel seems to be much like Firestorm and the Atom, in that he'll never use his powers when it would make sense for him to do so (with the built in excuse that he has trouble 'getting hard,' unlike Firestorm and the Atom, who are just idiots).