I kind of love the notion that having a lightning elemental around frizzing your hair is worth installing this huge, expensive lightning rod equivalent. It kind of makes me imagine a Ghostbusters-type organization devoted to battling renegade elementals. Go to Comment
I agree with Scras: there are a lot of great plot hooks in here, and many of these could support multiple scenarios. There are a few amounting to someone offering the PCs a job that I think aren't really inn/hotel problems, but on the greater part, these are very nice (I like 11 and 20, personally). Go to Comment
The specifics of this one don't do too much for me (that is, I'm not sure I would use the cult or the specific spells mentioned), but I really like the idea of a spell caster getting caught in a time loop and casting the same spell over and over, potentially to the point of being almost worshiped as a minor deity.
One could imagine a figure creating food or water and a town springing up around them. One continually performing some specific divination and always receive a current answer, although the question never changes. Or as you describe, curing or blessing or something similar.
I think that there's something here, but it could still use some work. I think I'd like to see them either distilled down a bit more, or else expanded a bit further. As is, I feel like there's just enough there for them to seem kind of generic. Go to Comment
I think I almost completely agree with Scrasamax on this one.
I'm not sure I would ever run the sort of game where this adventure would be reasonable, but I think there's certainly an adventure here. I mean, I can imagine desperate fights as the PCs try to avoid spilling anything. Go to Comment
It's all about having a fleet-in-being vs decisive battle. It comes down to the doctrine at the time when they need to be deployed.
It's a little hard for me to imagine ships being so precipitously expensive to operate while still being constructible, but I suppose it could happen. Perhaps if most of the expense is in energy costs. Go to Comment
Conceptually, this is quite nice, but I struggled for a bit to think of how it might come up in a game. I think I would be inclined to say that it disappeared with that last explosion - perhaps vaporized, or perhaps teleported away. Then one can imagine people hunting for it as a sort of Once and Future King (of Battleships) in the future. Go to Comment
I think these feel very Post-Apocalyptic to me. That is, I can more easily imagine a giant stone statue of Marie Curie coming to life to kick some ass in a Thundarr the Barbarian type game than in the more seemingly Cyberpunk Anime vibe I get from the Cosmic Era (not that they don't fit the CE).
Also, I gotta say: when you have a giant statue named Venus, I just instantly assume that she has no arms. Go to Comment
I really like this one. There's enough here to give an idea of the setting, but I also think that angeloids are potentially generic enough to fit into a lot of different settings with virtual reality. The premise of VR police is, I think, a strong one, and I think that making them angelic is a nice touch. It's interesting to imagine that these might come from societies with certain cultures, and other entities might have their own "angels" with different presentations.
I like it a lot. I think it works well as a maddening, terrible location, for one thing. But I also rather like the notion of connecting the south pole (or just the antarctic), where every direction is north, to somewhere where every direction is back in time. That's very cool, and is an idea that I think could be extended toothier concepts, too. Go to Comment
I agree with Strolen that I like the visual. I might be inclined to make it technological undeath rather than requiring a spell, but that's an easy adjustment.
I also find the eye/ear/brain thing interesting, in that it to some degree suggests different vulnerabilities for a brass man than for a normal human. Sure he has no heart, but maybe if you cut his ear off.... Go to Comment
I think there's a lot of good stuff in this entry, in particular, I like the analysis of what might make a bow useful is good, and the fancy arrows are neat. I do think that they're kind of strange in connection with each other - Federation implies a big organization, and it seems odd they'd put so much effort into arrows. Maybe they have a lot of use for assassins and saboteurs? Go to Comment
This one brings a whole new meaning to talking to yourself. I agree with Dossta about liking the idea of a limited clone, but what really grabs me is the idea of it being a copy of your mind at a given time. I can imagine a busy scientist, say, working on a number of different projects, each with an egomorph of himself with a different train of thought associated with it. Go to Comment
Want to avoid fighter types focusing on swords? Make Longswords and Bastardswords the weapon of the Noble class, with a death penalty for other to carry. These weapons will be ornate and finally crafted. Adventurers will be stuck with cheaply made broad and shortswords, while professional fighters might use two handed swords.