So what’s my goal for this new Moebius Adventures project?
Immortals’ Wake: Rivergate will bring together a few things from the settings and rules we’ve written Moebius Adventures over the years. The goal will be to use the rules of Warrior, Rogue & Mage and finally express the high fantasy, nearly superhero world of IW.
Yes, you heard that right. Fantasy and Superheroes. I don’t quite know how else to describe the setting.
The general idea is you have a normal high fantasy world with wizards, priests, warriors, thieves, and everything else thrown in (though it is an all-human setting – no elves or dwarves here, sorry). And then some of these people become “Changed” – sort of like the Fantastic Four from Marvel Comics when they get bombarded my cosmic rays and come back with superpowers. Except in this case, the “Change” is sparked by an insane immortal – “The Nameless One” – who controls the elements – earth, air, fire, water, and spirit. Anyone who crosses his path has a chance that he or she also gains the ability to control an element to some degree. Most people try to flee when he is near, but a handful are crazy enough to want the Change.
The Change manifests in different ways. Some of the Changed are powerful in their element, while others seem to barely have any control at all. Sometimes the Change itself drives the person mad and for others it gives them a purpose. Like in the real world, ability doesn’t necessarily relate one to one with skill. And where most spells are about rote memorization, control of an element is more fluid – sort of like Rand al’Thor in the <em>Wheel of Time</em> weaving flows together to create effects.
Also consider that though these people can control the elements to a degree, the elements begin to change them as well. Imagine someone with power over Earth with skin starting to look more like marble or clay than flesh. Or imagine a Water Changed stuck in a desert somewhere, dying more quickly of dehydration than a normal human might.
As if these side effects weren’t bad enough, these “Changed” individuals are typically hunted, tested (or tortured depending on your point of view), and killed as they have been touched by evil. Known simply as “Demons” by the Church, the Changed live in constant fear of being discovered. Not everyone in the Church fears them and a few even support them in hidden ways, but for the most part the Church hopes to extinguish all Demons from the face of the world.
Immortals’ Wake: Rivergate will serve as a stepping stone into this world. Rivergate is but a small gateway to the Kingdoms. The Nameless One is rumored to be wandering through the Kingdoms, though few are brave enough to locate him themselves. Will he come to Rivergate? Or will adventurers seeking power at any cost seek him out?
Here’s the general outline of the book…
- Chapter 1: Places (Local, Near, Far)
- Chapter 2: People (Local, Near, Far)
- Chapter 3: Characters (Skills, Talents)
- Chapter 4: Magic (Supernatural, Divine, Common Spell Books)
- Chapter 5: Rumors/Hooks
- Appendix 1: Changed (discuss Wild Talent over the Elements – Fire, Earth, Air, Water, and Spirit)
What do you think? I’d love some feedback below…
- Immortals’ Wake: Welcome to Rivergate… (moebiusadventures.com)
- Some updates on the new project… (moebiusadventures.com)
- The D&D Superhero from The Red Box Blog ” RPGs (theredboxblog.com)
- Review: Fantasy Craft Adventure Companion from Stargazer’s World (stargazersworld.com)
- What’s Your Genre? from The Welsh Piper (welshpiper.com)
- Aruneus – Where it’s at and what’s coming – or – zombies, goblins, haunted mines and two new classes from Troll in the Corner ” Role Playing Games (trollitc.com)
- Making Fantasy Fantastic Pt. 3: Races & Spellcasting (dicemonkey.net)
- Oh, So It’s Standard Fantasy from The Bone Scroll – RPGBlog (bonescroll.net)
- Review: Fantasy Craft – Adventure Companion from RPG Circus – RPGBlog (rpgcircus.com)