Thursday, April 9, 2015

In the Vicinity of Vega


The setting for DC Comics Omega Men. The links here will take you to detail about some of the locations, but of course, it might be much more game-useful to make up your own details.

Wednesday, April 8, 2015

Wednesday Comics: Multiversal Spotlight: Earth-19

Earth-19
Concept: Earth Victoriana/Steampunk
Pictured: (left to right) Bat Man (Bruce Wayne), Accelerated Man, the Shrinking Man, the Wonder Woman (Diana).
Sources/Inspirations: Gotham by Gaslight (1989) and Batman: Master of the Future (1991) collected in Batman: Gotham by Gaslight, Wonder Woman: Amazonia (1997), Countdown Presents: The Search for Ray Palmer: Gotham by Gaslight #1 (January 2008).
Analogs: Pre-Crisis Earth-1889 was the home of Victorian Batman as established in Absolute Crisis on Infinite Earths (2006); post-52 Earth-19 features Batman plus several more Victorian analogs as shown in Countdown Presents: The Search for Ray Palmer: Gotham by Gaslight (January 2008) #1; Post-52 Earth-34 was the setting for Wonder Woman: Amazonia as revealed in Countdown to Adventure #1 (October 2007).
Comments: Gotham by Gaslight, with its story of an 1889 Batman facing off with Jack the Ripper, started the whole Elseworlds franchise (though its first printing predated the label). It's sequel has Batman fighting a Robur the Conqueror stand-in in 1892.

The Elseworlds Wonder Woman: Amazonia is set in an alternate 1928, which presents a different identity and history for Jack the Ripper (he becomes King after killing Victoria and her family). How these two distinct worlds are melded in Earth-19 has yet to be revealed.

Monday, April 6, 2015

Hyehoon, Ksaa and Kosmoniks


Mike continues his Strange Stars adaptations for Savage Worlds.

Check out the avian Hyehoon, the scheming "Cold egg" ksaa, and the star-roving Kosmoniks.

Sunday, April 5, 2015

Azurthite Bestiary: Super-Wizard


Before there ever was a Land of Azurth, an ancient race known as Super-Wizards strode the various worlds as demi-gods, bending the forces of matter, energy, and time to their inscrutable and sometimes nonsensical will. They built strange cities and monuments and worked weird wonders, and they among themselves and with primordial monsters. It was hubris that led to their end. Either by their own hand they unleashed forces that even they could not master, or their arrogance troubled the sleep of the Slumbering God enough that his dreams conceived their doom. In any case, their very planet that once occupied the sphere between Mars and Jupiter was lost in a cataclysm.


The Super-Wizards' power being what it was, there is always a chance, however, that some escaped the fate of their world and are plotting with immortal patience their re-ascendance. It is the official position of the most learned arcane scholars of Azurth that the Super-Wizards are no more. However, the Wizard of Azurth and the Mysteriarchs of Zed are known to pay handsomely for an information about the Super-Wizards, particularly as might hint to their continued existence.

The following stats represent an "average" member of the Super-Wizard race. Exceptional individuals will be far more formidable.

SUPER-WIZARD
medium humanoid, any alignment
AC 17 (natural armor)
Hit Points: 139 (13d10+74)
Speed: 30 ft.; fly 90 ft.
STR 18(+4) DEX 18(+4) CON 18(+4) INT 17(+3) WIS 17(+3) CHA 18(+4)
Saving Throws  Con +8 Cha +8
Skills Arcana +7, Insight +7, Perception +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons, cold, necrotic
Senses passive Perception 17

Spellcasting. Most Super-Wizard's are 10th-level spellcasters, with a number of spell slots equivalent to a Sorcerer of the same level. Their spellcasting ability is Charisma (spell save DC 16, +8 to hit with attack spells). Their spells never requirement material components. They The following spells are common:
Cantrips (at will): Friends, Light, Mage Hand, Message1st level: Comprehend Languages, Disguise Self, Thunderwave2nd level: Alter Self, Detect Thoughts, Scorching Ray3rd level: Blink, Haste, Protection from Energy4th level: Dimension Door5th level: Teleportation Circle
Magic Resistance. A Super-Wizard has an advantage against spells and other magical effect.

Actions:
Multiattack. A Super-Wizard can make two melee attacks.
Melee Weapon. Super-Wizards employ a variety of over-sized or exotic appearing simple or martial weapons which function like standard ones of their type.


Friday, April 3, 2015

The Ethereal Prison


The Ethereal Plane as written in D&D is a transitive plane. It's a place you travel through or the medium stuff floats in. What if it were a bit less accessible--on purpose? What if, like the Phantom Zone is DC Comics, it was a prison? Maybe the gods or super-wizards of ages past had imprisoned renegades, criminals and monsters there?

If you aren't familiar with the Phantom Zone, read about here, The concepts a pretty simple one, though, even if you've never heard of it. Imprisoned creatures float around like ghosts.

This would have the advantage of differentiating the ethereal more from the other transitive planes and establish some interesting mysteries for PCs to look into.


Thursday, April 2, 2015

More Savage Strange Stars


Mike aka Wrathofzombie has been on a tear. If you're a Savage Worlds fan, his progression toward likely mental breakdown is your gain. Check out these Strange Stars adaptations:

Engineers Cybernetic crustacean builders of Vokun technology.
Bomoth Caterpillar-like musicians.
Smaragdines Green-skinned psionicists.

Wednesday, April 1, 2015

Wednesday Comics: Multiversal Spotlight: Earth-33

Earth-33
Concept: Earth-Prime
Pictured: Ultra and everybody
Sources/Inspirations: Flash #179, Flash #278, Justice League of America #123-124, Justice League of America #153, DC Comics Presents #87.
Analogs: Earth-Prime of the pre-Crisis universe, first appearing in Flash #179 (May 1968); post-52, Earth-Prime was home to Superboy-Prime and a version of the Legion of Superheroes as seen in Final Crisis: Legion of 3 Worlds #5 (July 2009)
Comments: Earth-Prime started out as the place where the stories of DC Comics were read and written. In Flash #179, the Flash winds up their and enlists the help of Julius Schwartz, then writer of his title, to return to Earth-One. Flash #228 introduced the wrinkle of the writers on Earth-Prime not just chronicling the adventures on the other earths but influencing them, as well. In Justice League of America #123 (1975), Cary Bates briefly becomes a megalomaniacal super-villain on Earth-Two thanks to this power. That would set the stage for tragedies to come.

In Justice League of America #153, Earth-Prime stops being our world when he gets its own superhero, Ultraa. Still, Ultraa decides Earth-Prime just isn't ready for superheroes and migrates to Earth-One. Even though Ultraa had a similar origin to Superman's, Earth-Prime gets its own Superman in the Crisis crossover DC Comics Presents #87 (1985) in the form of Superboy(-Prime).

Earth-Prime gets destroyed by the Anti-Monitor in Crisis and Superboy-Prime gets raptured to superhero out of continuity heaven with Earth-Two Superman and Alexander Luthor at the events end. The ending doesn't last, as he's back as a maniacal, genocidal villain in Infinite Crisis.