**the famous Keladon Riders, with their distinctive red uniforms, use that same design on their buttons )distinctive knotwork design, with four strands bound by one) and as a pseudo heraldic device for the riders.
These are the people who do The Red Barn
**The Giant Tiger Riders of Praxis use harnesses like this to actually tame their battle cats.
This item can be found in up to six different wind instruments including the flute, trumpet, and shepherds pipes. Initial examinations of these instruments reveal that they are, indeed, magical giving the performer a +4 to their Perform skill. They give a talented performer the ability to cast Ventriloquism at will when playing the instrument, allowing the musician to also sing at the same time or just carry on a conversation with an admirer. Go to Comment
While we are a gaming community, a roleplaying workshop so to speak, we actually do quite a bit of writing. Think of most of this as a place to post up pieces of a story not yet written. If you have an interesting character, location, setting, item, or plot, you can work it out here by posting it up. Our view of utility will be a bit different than a standard writers group, as characters, locations, groups, etc, written up will need to be supporting types... things that can be "placed" in the game stories of others.
The best thing about this site is it gives you a concrete way to practice descriptive writing and creative elements. If you just posts one thing every day, you will hone your writing stills and your ability to produce prose. You can also build off the ideas of others. You can also exercise your creative muscles here and find new ways to find inspiration. 10 in 10
If you have having issues writing, or doing the story telling aspect of gaming, then I have some links for you that might be useful. Gamers tell stories (of all sorts). GMs create settings, like writers. GMs plot adventures/stories, like writers. Gamers use great turns of phrases, like writers. Gamers use descriptive language, like writers. Much of the original "gaming advice" generated in our hobby was based upon what writers did, as they were doing it first and for much longer. Now there are writers that are gamers, and gamers that are writers.
Even if you never put word to paper, learning some of the tricks of the writer's trade can VASTLY improve your gaming style.
The Book: Story: Substance, Structure, Style and The Principles of Screenwriting by Robert McKee is a real eye opener.
And remember, in the words of HARLAN ELLISON, "Put everything down on paper, you can edit the crap out later."
Fodder to use
If you are writing a novel or doing a number of stories, this is a great place to post up some of that development work that all writers do, but never sees the light of day/ time in the novel. You know about the castle, about that wise woman in the woods, and all these things. You can cut and paste what you have written, add a bit more to be useful to gamers, and there you have it... instant post. Plus you get the advantage of "getting to know" your character, place, item, society, or what ever, even better.
It is the 7/8ths of the iceberg that hold it all together, that which is unseen. Link any of your posts that are from the novel with the novel's name in the freetext... or the name of the series.. or some linking identifier.
It is okay. I am putting some more information here, not because you specifically need it, but it goes with my previous post here.
Here is a great list of books on writing:
Story by Robert McKee.
How to Tell a Story, by Peter Rubie & Gary Provost.
Characters & Viewpoint by Orson Scott Card.
Plot by Anson Dibell.
Beginnings, Middles & Ends, by Nancy Kress.
Scene & Structure by Jack M. Bickham.
Conflict, Action & Suspense, by William Noble.
Description by Monica Wood.
Setting by Jack M. Bickham.
The Writers Journey, by Christopher Vogler.
The Craft of Writing Science Fiction That Sells, by Ben Bova.
The Screenwriters Bible, by David Trottier.
These books are all in your local bookstore and are very cheap.
They are also a fast read.
Don't fall into the trap of "I will never read a book that tells you how to write because I don't believe in formulas."
This sentiment is very common among amateur writers that never sell anything.
If you don't learn the tools of the trade, you will fail.
You need to decide just what you want.
Do you just want to have fun writing, or do you want to sell a story?
If you want to sell a story, you need to learn how to tell a story that sells.
I saw Ray Bradbury at the San Diego Comic Con and he said, "Don't write about politics if you want anyone to read your books. No one remembers any political writers from 100 years ago." He also said to write in metaphors.
If you only want to read a few books, then I'd recommend these from the list above:
2. How to Tell a Story.
3. Conflict, Action & Suspense.
4. The Writer's Journey.
5. The Craft of Writing Science Fiction that Sells.
Jimmy Diggs, one of the independent writers for Star Trek, was a parking attendant for Paramount. He met one of the ppl on the show, and he had a few good ideas. The person told him to "go write a script and we'll see." He went to the bookstore and bought the book, "The Screenwriters Bible." He wrote the script, showed it to the guy and they bought it.
Here is more info on Jimmy Diggs: http://www.photo-synthesis.com/dire.../graphic/jimmy/
So it may not take too much time to learn writing.
They are all threaded by the River Le Gonge
The River served as a border between two countries who had constant dispute over the lands here about. (English and French)
The first is a Mill and Bridge combination
A substantial covered bridge made of stone, with three water wheels beneath it. (They power the mill and the bellows for a forge) Each end is fortified with a tiny gate house.
The column bases are very large.
Shoval: Walled City (French) old city. Temple in the center of town. It was a fairly basic place that became important. Castle is encorporated into the Town Walls, a watch tower gone mad on steroids.
Celtegeth: Walled City (English). Temple in the center of town, hill city with keep on the hill.
Castelgarn: English Castle and City on the French side of the River. This has a market in the center of the place Go to Comment
This work has been copied and produced a number of times. The sign of a higher quality copy is that it includes the printed rubbings of the original tablets. Then the translations from the ancient tongue. It is written in a simple direct style showing all the various possible magical technqiues know to the ancient age. Go to Comment
Continent of Bylarian. Kendaria was one of the Great Doms (States) that made up the Arcturian Empire so long ago. Kendaria then became part of Bynor- one of the Splinter Empires of the post Acturian era. Except for one brief ten year span since then, Kendaria has its been its own land since then. That 10 year span was the time of the Wizarding troubles, when The Dark Dragon and his minions seized control of many lands.
Kendaria is approximately the size of France, though a bit larger 750,000 km²(280,00 sq. mi.), with a similar terrain and climate.
Grand Castle of Chechar is the seat to Kendarian power.
Two circular baily and towers set on nearly adjacent hills linked by a thick wall. Eventually a third baily and tower was built on the flatland at the base of the hills. This was linked to the other three by a set of walls. A final key manor, now where the Prime (semi-hereditary king/ leader) and his blood live was built in the center of the triangle.
The Caldorian Prime (Somewhat hereditary King)
accepted by the Dom council
There are eight Doms (dominions precinct). Each has a castle and a Dom (a lord leader, somewhat hereditary titles). The Dom of X is what they care called.
Each Dom is in charge of one Flag or part of the Kingdom army.
1) N Sken-Meurthe
2) NE Skeyechechi (ex national from "russia)
3) E Seine River district starts from mountain, heading towards the south
4) SE SkeLemon Small district "cut" by Seine
5) S AkeLyon Largest district includes middle (light bulb shaped) Capital
6) SW Scorse
7) W Ske-Gard : most military. also the most political and conflicted.
8) NW Skegolo
While still a mercenary company per law, they are practically a regular unit in the Kendarian military. This relationship harkens back to several principals (full comet members) whose chairs (in absencia) at the Comet School had been sponsored by The Kelarian Prime. Upon the fall of the school proper, those senior members in absencia simply began teaching students there (first in an attempt to restart the school, then to support their own guild). The Prime sold them some property which had been tasked to the cavalry adjacent to the castle. In the expanded mannor home, live and train combat mages, grogs, and houses all their staff.
Home of the Azure Comet Guild
Long ago the kingdom was menaced by evil wizards.
The Prime is not allowed to "raise and keep" a magical force by ancient law and several treaties. Go to Comment
This is a 3rds son prince of the house Gryphondon. He spent his entire life to ensure that Gryphons did not die out. He increased and protected their ranges in the wild, stopped hunting, minimized trapping, and started the Castell, a center for Grphyons. Not a zoo, not a hospice, but both.
He used his position to make laws appropriate for lifeforms happen. When he became king after the death of his second brother, he used his position to ensure that Nature, the mother of all, shall be strong.
This beautiful tree is filled with blossoms in the late spring early summer. These beautiful small white five petaled flowers, have a slightly fruity scent to them that is highly prized for a variety of aromatic products. The trees change from green to white in the late spring and summer. Then mid summer with the summer showers, the trees drop their blossoms. They cover everything nearby, It is almost like the snow. Go to Comment
First Step Castle: This castle is built upon the "first step" up into the mountains. The trail leads to the only pass in the area. This castle and the several watch towers that work with it keep watch over the mountains. The mountains and their foothills are the province of the Dragon Preserve Nation, where over five dozen dragons and their clutches make their home. The castle and watch towers are there to provide warning and defense should the Dragons violate the treaty. They are also there to stop the unwary from crossing the border and becoming "edible". If there needs to be diplomacy between the groups, it is performed here at the First Step Castle's massive courtyard with is odd stone constructs (which are lounging chairs for Dragons). Note: The Dragons call this the First Step Castle as well. However, their reasoning is that after the first step past this castle, the person is now food.
Cathedrals of Industry: ships for crusade... LArgest dock works ever.. pumping out more ships outside and after the crusade Go to Comment
Dragon Warriors (great creatures, near immortal, who sleep for nearly 100 years for every day of awakening... but what power these godlike creatures possess)
A society under the influence of Chaos Items
Were once people of balance, but they were corrupted to serve only the Chaos Gods.
FOR 10,000 YEARS the Bright Empire of
Melnibonk ruled the world. The folk of Melnibonk are
not human, and their race is far older than humanity.
They are powerful sotcerers, and magic comes to them
as easy as breathing. In their heyday they forged unthinkable
pacts with Demon Gods, shaped the elements and the lands to
their liking, and tamed dragons and rode them to conquest
across many worlds. Old age has dulled the Bright Empire,
tarnished its proud beauty, and weakened its people; now the
Dragon Princes of Melnibonk conquer only in their
drug-induced dreams, as their Empire rots from within. Even
reduced to this crumbling introspection, they remain a great
power among the upstart human nations which have sprung up
around them in their dotage. Soon a new Emperor will come to
the Ruby Throne. Whether he will bring the Bright Empire to
glory or extinction is unknown, even in dreams.
Melnibonk, Dragon Isle and Dreaming City
THE DRAGON FOLK of Melnibon are alien.
Their moods are so different from human emotions
that they are considered insane by most Young
kindom scholars. Behavior which is unremarkable in the Dreaming City is often taken as being decadent, cruel, and evil by human witnesses. The Mehibonkins are hated and feared in the lands which were once their dominion, but are nowadays rarely seen in the
world outside Imrryr. Surrounded by an aura of fear, suspicion, and legend, Mehibonkins in turn treat humans with contempt. To them the swarming races of humanity are little better than beasts, their civilizations a crude, unflattering mockery of the glory of the
Bright Empire. The Dragon Folk have yet to learn how far humanity has evolved in the last four thousand years. Before they begin, it will be too late.
MELNIBONCANS ARE TALL and slender, and their bones are delicate. They have slim-fingered hands, fine arms, and long legs. Women are willowy and supple to human eyes, the men similarly languid.
The Melnibonh life span averages 90 years, with extremes
of 120 years not unheard of. Terhali the Green Empress,
allegedly the daughter of Iuntric X and a demon, lived for over
620 yea=. By contrast, average Young Kingdoms humans live
only to 40 or 50, their lives made harsh by disease as well as
day-to-day hardships. The lives of most adventurers are even
MelnibonCans have slightly slanted eyes and pale skin. The
Melnibonian skull is narrower than that of a human, with high
cheekbones, and tapers towards the jaw. Ears are thin and
close to the skull, lobe-less and almost pointed. Possessed of
sensitive hearing, Melnibonhs dislike noise as much as they
enjoy harmony. Their voices are capable of a wide tonal range,
and their delicate eyes percieve a greater spectrum of colors
than humans. Their hair is fine and long. Most have dark hair,
usually black, although browns and auburns are not unknown.
MelnibonCans’ movements are smooth and graceful. Like
cats, a supple strength underlays their beauty. Many enemies
of MelnibonC have been deceived by this seeming softness
before being flayed by the steely claws hidden beneath.
T HAS B E E N remarked by human observers that
Melnibonhns must have set aside the softer virtues of I emotion in their need to conquer the physical and
supernatural worlds, and that they have abandoned natural
beauty in favor of insane, drug-induced dreams of Chaos and
horror. Such false beliefs reveal the gulf which lies between
human and MelnibonCan comprehension and behavior.
The set of the Mehibonkan mind is such that concepts as
guilt and conscience are unknown to them. Once an act is
committed, it is beyond anyone’s ability to change it. Why
then should one feel nagging emotion over something that has
already happened and cannot be affected? Remorse is rare in a
Melnibonean life, nor is shame known to them. Melnibonhs
try not to let emotions affect their well-being, and may seem
cold and remote to human observers. All MelnibonCans are
taught to hide their feelings from lesser beings, and to
maintain a proper distance between themselves and those
below them. Unless in the grip of some furious passion
MelnibonCans seem detached, concealing their emotions
behind a guarded, implacable face. They do not speak freely,
guarding both thoughts and words.
Aware that they are naturally malicious, MelnibonCans need
no excuses to exercise their whims. Melnibonhns feel no
need to justify any act beyond the reason that they wanted to
do it. Good and evil are unknown to them. They simply are,
and that is all that can be asked. With their casual cruelty and
laughing ferocity the folk of the Dragon Isle judge things
neither sane nor insane, relishing every experience which
comes their way.
Along with their natural gift of sorcery, MelnibonCans
inherit a f i belief in omens and portents, often allowing
oracular consultations to decide their path. Melnibonbns do
not enjoy having to make choices. Tradition and ritual
prevents such tedious and unnecessary decisions.
Conservative and secretive, MelnibonCans are without the
human traits of self-control and self-restriction. What a
Melnibonean wants he takes, and if he must kill to have it, he will do so without qualms. privacy is of utmost importance to
MelnibonCans, and many of them spend long days in
drug-enraptured meditative solitude.
MelnibonCans are sharp-witted, sensitive and cruel. Pain is
considered one of the finer of their arts. That which is sadism
in human eyes is to a MelnibonCan merely a deeper
appiation of a specialized art. The Imrryrian artiste, Doctor
Jest, considers that by inflicting pain upon his subjects he
raises them from dross flesh into a higher, more sensitive
W X A
LOVE IS NOT UNKNOWN to MelnibonCans,
although it is rare. Once a Melnibonbn falls in love, it is L for life. Many never encounter love, their lives engrossed
in intellectual pursuits. but thii is no terrible thing. “Each
person’s life,” they say, “is destined from the moment of birth,
and only on some do the gods bestow that happy agony named
love.” Should the object of desire die, often the grieving lover
lives out the rest of existence in a drab and lifeless fashion,
waiting only to join the beloved in death
Melnibonhs often love no one but their immediate family,
and even then know that family bonds are not always strong.
They often seek holds over their relatives other than those of
blood. They are a manipulative and vengeful people, and
feuds on the Dragon Isle linger for centuries, taking on the
slow ordered steps of an intricate tradition, a dance performed
by an entire city. Once offended, a Melnibonkan will go to any
length for vengeance. Losing face is a deep dishonor. The only
fate considered wme than dishonor is exile, for nearly all
Melnibonhns consider banishment from the Dreaming City
to be worse than death.
Many observers have commented upon the seeming
amgance of MelnibonCans. From a Melnibonkn perspective
this is not arrogance at all, but instead an awareness of their
natural intellectual superiority. Melnibonkans are proud, and
from their perspective they have every reason to be.
Once roused, MelnibonCans are a frightful foe, their rage
fierce and brightly burning. The sight of an angry
Mehibodan is one to strike fear into the boldest of hearts.
Contorted by rage, the already inhuman Melnibonkan features
seem positively demonic. Melnibonkans revel in slaughter.
Bringing pain and destruction is an art and a sport, and one to
be relished. Melnibonkans’ eyes flash with fervor as they
laugh and howl the battle-songs of their ancestors. They are
allied with demons and aided by the most earth-shattering sorceries imaginable. To enter into combat with a Melnibodan is to invite death
5 OC I ETY I S surprisingly ordered,
considering their predisposition towards Chaos. Power is I held by the Emperor, affirmed and enforced by the heads
of established noble houses. Their rank is determined by the
number of generations their ancestors can be traced back. The
most important families can document a lineage of over ten
thousand years. Emperors are almost sacred, the inheritors of
centuries of lore and tradition. Their only duty is to rule their
subjects however they see fit. The sole authorities recognized
by all Melnibonkans are Chaos and the Ruby Throne, although
the respect for these icons varies among individuals. The only
morality held by Melnibonkans is a respect for the traditions
that rule their lives.
The head of each noble house holds one of the titles of the
Mehibonkan nobility. These include Grand Admiral, Lord of
the Dragon Caves, Lord High Executioner, and Master
Inquisitor. Although it is within the Emperor’s power to strip
the head of a noble House of his or her title and award it to
another, such a deed has never been performed in recorded
history. The titles are unassailable, passed down from
generation to generation. Some houses now hold many titles,
transferred to new blood after the diminution and extinction of
several lesser noble lineages.
Melnibonkan society observes no difference between male
and female in any way save their sexual characteristics.
Gender is no obstruction on the Dragon Isle, nor is age,
impairment, or sexual preference. An individual is only
ostracized by kindred if he or she breaks with the traditions
which bind Imrryrian society.
The noble houses are rigorous in keeping their bloodlines
pure, expelling impure offspring to the slave pits without
mercy. Those slaves with a more obviously Melnibonkan
appearance and mien become the overseers of their
mongrel brethren, human and hybrid alike. The
slave/master structure in Imrryr has produced a society
totally reliant upon its two parts. Without the drugs their
masters administer, the majority of the slaves in the
Dreaming City would die. Without the slaves to carry out
the simplest of day-to-day functions such as cooking and
cleaning, Melnibonkan society would collapse.
MelnibonCan life consists of a series of brittle poses,
mannered observances, and public rituals. Melnibonhns are
drilled in etiquette and the complex patterns of court ritual
from an early age. To an extent, the demands of tradition are
the only laws Melnibonhns recognize. The only rule that
holds true with every Melnibonkan is to seek pleasure
however one can. Prince Elric is doomed because of his
nature, unique upon the Dragon Isle, that he finds a moral
dilemma in Mehibonkan life.
So old is Melnibonkan society that many of its ways are set
in stone, traditions which have taken on the significance of law
simply because they have been followed for so long. To break
with tradition upon Melnibone is no small thing. Only the
powerful can do so without public rebuke and humiliation, and
even the Emperor thinks twice about flouting convention.
Education and family
MELNIBONEANS ARE NOT fond of
responsibility, and it is rare for a woman to sacrifice her time and freedom to allow a child to be born. Contraceptive herbs are customarily used. If a woman
does decide to bear a child, she has little to do with the infant
after the birth, except on a formal basis. Once a Mehibonkan
child is born, his or her upbringing is largely entrusted to
slaves. They rear and educate the child, providing lengthy
instruction in Melnibonk’s long rituals and ancient traditions.
Reading and writing lessons begin at age two or three, sorcery
within the year if applicable.
Discipline of the body begins at the same time as does
discipline of the mind. Although a child will not pick up a real
sword until the age of ten, from six years age and upwards
Mehibonkan children are given weapon training, as well as
general exercise. Elite slaves from throughout the Young
Kingdoms are available to instruct the youth of Imrryr.
weapon masters collected at great cost from across the world.
Education concerning Melnibonk’s many drugs is also started
as soon as a child is old enough to leam to pick and choose.
CLOTHING AND FASHION
ELNIBONEANS EXPRESS themselvesthrough
their clothes. Clothing is a way of stating oneself, M one’s moods, station and vocation. Individuality is
conveyed in a thousand subtle ways through the drape of a
sash at an angle opposed to the current style or in the flutter of
rainbow-hued ribbons. Delighting in a rich mixture of lush
colors, Mehibonkan costume is composed of startling blends
of fabric, texture, and hue. Clothing upon the Dragon Isle
differs from summer to winter, and between court garb and
everyday costume, but regardless of season it shares the
common features of luxury, beauty, and style.
Common elements of Melnibonk costume include velvet,
silk, linen, brocade, satin, cloth-of-gold or silver, fine leathers
and suedes, furs, feathers, and delicate jewelry of pearls and
precious metals and stones. Cleverly dyed colors are carefully
blended and contrasted, with lush mixtures of pigments and
hues in a variety of fabrics. Accessories carried by the
fashionable among both sexes include lace handkerchiefs,
small decorative daggers, perfumed pomanders, gloves, and
fans. Most clothing is adorned with lace, braid, or complex
embroidery. Hand-painted motifs also appear, stylized flowers
such as roses, water-lilies and chrysanthemums, geometrical
designs, birds, animals, and objects such as fans or landscapes.
When not at court Melnibonkans wear simpler clothing, but
even the simplest tunic is lushly embellished, be it padded,
brocaded, embroidered with gold thread, or sewn with pearls.
Dresses are the norm for women, doublets and tunics for men,
while all wear hose, silk in summer, fine wool in winter.
Cloaks are worn by both sexes. Women’s garb is generally
Wamors on duty wear quilted and padded jerkins beneath
their chased and embellished armor, long sleeved shirts, and
loose breeks or kilts. Foot soldiers wear leather sandals, and
cavalry wear calf-length riding boots. Depending on which
nobelhouse they serve, warriors’ cloaks and accoutrements
consist of one major color. Those guards in service to the
Emperor wear yellow, others deep red, scintillating blue, and
every possible color of the spectrum in between.
War regalia consists of fine armor, lacquered, enameled, and
polished: breastplates, gorgets, vambraces, gauntlets, cuisses
and greaves. As Melnibone’s wars become a thing of the past,
the fashions of armor in Imrryr grow increasingly baroque.
Helmets are omate, often inlaid with ivory or gold in delicate
filigree. The helms of the Dragon Princes are the most ornate,
cast in the form of their awesome mounts. The dragons are
depicted winged, rearing, mouths as visors, scales embracing the warrior’s head and face. Weapons are similarly f i e and
slim, light slender swords, deadly bone bows, and long spears
with sharp, leaf-shaped blades.
Makeup is generally worn by Melnibonean women, who
paint designs upon their eyelids and cheekbones to enhance
their beauty. This fashion dates from the time of Terhali the
Green Empress, when sycophantic courtiers painted
themselves in order to attain a coloration similar to the
Empress’ own skin. Facial hair is unfashionable among
Melnibonean men, being seen as barbaric and primitive.
“Apes encourage facial hair, Melniboneans do not,” so the
saying goes. Of late some dandies have began to cultivate long
waxed moustaches and small beards.
Hair is worn long and loose by both sexes, although the
ladies of the court sometimes pile their hair in elaborate
styles above their heads. Filigree tiaras of platinum, or
combs carved of coral or ivory might be worn to hold the
hair in place. Scented and oiled, ringleted and curled, the
fashionable of Emperor Sadric’s courtiers adorn their hair
with strings of pearls or glittering gemstones strung on
silver chains. Some may place miniature lanterns in their
hair, or otherwise sculpt and transform their tresses into
DEPENDS upon her slaves, who in
turn depend upon Melnibonk. Drugged, dazed, and M controlled by their inhuman masters, the slaves of the Dreaming City are generally treated better than their peers
in other nations. Only laboring slaves have a short life-span, exhausted and broken by their harsh work. The majority of Melnibonkn slaves live a long, rich life, dining on finer fare than the free peasants of many lands, and clad in the cast-off finery of their lords and ladies. Regardless of their station, all slaves on Melnibonk are controlled by their dependence upon the dreams their drugs bring, and thus the drugs’ source, their
inhuman overlords. Drugs make their lives far more pleasant than they would otherwise be. The pain and torment of their lot is blurred in a warm narcotic fog.
Slaves make up approximately nine-tenths of Meleibone's population. Some of these are part-Melnibonkan, performing an elite servant-overseer role in Imrryrian society. Most slaves are human, either descended from generations of enslaved ancestors, or survivors of ships which have crashed while navigating Imrryr’s maze, or enslaved for breaking one of the myriad laws of the harbor. Any task which Melnibonkans cannot bring themselves to
perform, slaves carry out for them. Because the sight of their slaves is disagreeable to many Melnibonkans, a hidden network of corridors and passageways exists throughout the
Dreaming City. With them, slaves can travel about undetectably. These warrens let slaves traverse Imrryr from north to south without once seeing the light of day. Go to Comment
I only planned one sentai game, it was a demo campaign for a martial arts rpg I wrote. I called it Element 5
The characters were all actors and crew of a fantasy martial arts film being shot on a remote pacific island location. The island had a number of ruins on it. The five heroes are pulled from the crew (the idea seeds were: The young, rising martial arts star, The Arnold Schwartzenegger clone doing MA film to restart his flagging career, female love interest lead (who is the best damm martial artist on set), the stunt double (who wears the rubber suit for the aquatic monster), camera guy, the lead effects tech, the medic, and the suit (who used to be a HK action star a long time ago). If you didn't want one of those, you could make your own.
The director was the only person who would never get powers, he was bitter, angry, and of course would be either the dramatic betrayer or the person trying to be the leader, for the group.
So in the course of filming, forces were unleashed. (Yes, the director was messing around.) The first few parts were running away from the mooks (either souless, eyeless grey ninjaoids or gargoyles). Eventually, they find their way to the temple and discover the elemental coins. After flashes of light and a spirit guide (Zorlon) explains things about binding them to the coins to stop The Dark Night (evil bad corrupting thing from another realm). The coins augment their already good MAs, with certain super abilities (based on one of the elements), transforming them into sentai ninja heroes, each with a unique weapon and an elemental power or two.
So they fight The Dark Night, his new minions (people who he contacts and utilizes his powers and their resources), endless mooks, and an empowered being (who usually can transform into a monster).
They could teleport to and from the temple of the elements at will. It serves as their "command center".
As time goes on, and they level up, they earn, bikes, vehicles, eventually the transformation into a personal battle suits/ small mecha (every try letting 5 players run one mecha?... it really does not work) . One hero (usually the odd loner of the group) gets to turn into a rubber monster of his own.
Remember that these are anime heroes, so they are seriously flawed and less than compentent when compared to western heroes. (of course the guy with the experience and power wins, so anime heroes are always short, dark, and neurotic). Each one of them will have several flaws that will need to be resolved over the time of the series. One needs to be personal, one needs to be professional (between the team members), one needs to resolve their place in the world.
The important part of a sentai game is the sequence of advancement. As they gain in skill/ level, they must earn periodic upgrades. One of the requirements for advancement is that the character must overcome one of their flaws in the interveaning times.
A common theme is coming together. The teams never quite work well together in the begining. They must work out enough of their issues to work together (then gaining a toy that requires them to work together to use). These issues usually go through again later in the series and must be completely resolved.
A common theme is also - The Power Destroyed. Every time in the series, the bad guy manages to beat the crap out of the heroes and break their toys. Powerless (or under powered) the characters must search out "The Lost Source of Power" in an attempt to "Power UP" and usually come away with greater power.
__________________ Go to Comment