Some of you may have some questions about this game. Here I try
and anticipate them. If there are questions you may have that I
have not addressed, feel free to drop me a line.
What are your inspirations? Will
this be like Harry P-
No. No, this is not a Harry Potter game. I respect J. K.
Rowling, and I apprecaite the fact that she has was able to get a
generation of kids to read. I like most of the Harry Potter
movies. But I am not really super thrilled with the
Potterverse. It is possible some of the things you see in my game
might seem Potter-like, if so it might be unconscious, or it just might
be because Rowling herself was inspired by the same sources I am.
That being said, it does not mean I am against a player wanting to
borrow elements from the Potterverse. If you as a player have a
concept I am more than willing to listen to it. I just want to be
honest and up front.
Now, moving on, I am inspired by a great many sources. The
Dresden Files, for example. Again, not a fan, but Jim Butcher is
a good writer and his take on magic is pretty good (and Harry Dresden
often packs heat. I respect a man who is quite aware that
sometimes a problem is best solved with some cold iron and hot
lead). Butcher's Codex Alera is awesome and has some very cool
magic in it, different than the Dresdenverse's. Dungeons &
Dragons is high up there as are comic book properties like Grimjack,
Doctor Strange, Books of Magic, Hellblazer and Shadowpact. I love
the Mercedes Lackey's Diana Tregarde books Children of The Night and
Jinx High. Lord of The Rings is on the list as well, and I have
fond, if hazy memories of Piers Athony's Blue Adept series.
Where does all this take place?
The Vindicators super hero universe has been around for a decade and
more, it consists of The Vindicators, the core game, and numerous spin
offs, some more successful than others (Avant Guard, The Dragon
Slayers, Neo Phyters, The Dynamics, Cosmic Enforcers, The Reapers, and
one or two...or three others I may have missed). It is an
original super hero game ("original" in that there are no canon
characters from other fictional universes.) created by me but tweaked
and enhanced by a great group of gamers who have in their own various
ways put their own stamp on the place.
What is the game about?
The game is about a group of magic wielding loners and outcasts (and
when I say "loner" that does not give one a blank check to make it
difficult for the GM to get your character involved.) who for one
reason or another find themselves working together towards a common
goal. The game does take place in a super heroic universe and so
there will be a touch of four color capery involved, but I will attempt
to steer the game towards a different tone, one that involves sorcery,
dark things that hide in the shadows. There are super villains
that can cross from one genre to the other and back, some of them might
be potential foes.
What is magic, who can use magic and
how?
Magic is a mysterious, near indefinable force (because if you define it
too much then it is no longer magic, just another form of science) that
only a only a very small percentage of the population can use, and of
them only a small percentage ever learns how. Those who seek to
learn
how usually must apprentice themselves with a sorcerer to learn the
gift (there are, as always, exceptions), but
even if you find someone willing to teach you, you and they must be
compatible. Meaning, some people have a greater knack for some
schools of sorcery than others. Some are able to open gateways,
allowing them to traverse great distances or other dimensions.
Others can brew potions, still others have an unhealthy obsession with
the dead...
No, I'm not talking about necrophiliacs.
There are schools of magic but these are largely run by con
artists. However, some are run by legitimate magic users or have
magic users posing as teachers and students
searching for potential apprentices.
What are the different kinds of magic?
The different types of magic will be addressed both on the NPC and
organization pages, and between PCs and myself as we discuss character
creation. But I will break down a few different kinds of magic
featured in the game. These are broad stroke definitions.
Artificing. The creation
of magic items, pure and simple. Wands, swords, trench coats,
feathers, just about anything can be mystically enchanted with varying
results.
Alchemy. The act of
transmutation, of altering the nature of matter. What makes it
different from artificing enchanted items usually remain enchanted,
while things that are transmuted eventually revert to their original
state. Brewing potions falls under the mantle of alchemy.
Teleportation/conjuring.
Not only the act of being able to instantly transport one's self to
another part of the planet, but possibly other worlds and dimensions as
well, and to summon objects and people. While this might seem to
be a mere utility form of magic that allows one to get from point A to
point B, a master of teleportation can be a lethal opponent in
battle. Imagine a conjurerer
Necromancy. The act of
raising, controlling and communicating with the dead. A skilled
necromancer can create loyal minions from the flesh and bones of the
fallen, and often they are the holders of secrets living man was not
meant to hear. Good thing many necromancers can no longer be
counted among the living...
Evocation. The act of bringing
forth exotic or manipulating more mundane forms of energy for a variety
of effects. Fireballs, bolts of lightning, cones of cold, are
obvious examples. Affecting weather patterns might be a more
subtle form.
Summoning. Necromancers
make friends, Summoners draw them forth from other realms. Ogres,
pixies, elementals are just a small example of the myriad creatures a
summoner might be able to call upon.
Now, you might look at the list and say "Hey, something is
missing!". Likely it is. It is by no means an exaustive
list, but I think these cover much of the magical effects seen in
fiction. Voodoo fetishism, for example, can been explained by
Summoning and Artificing, or even a combination of Artificing and
Alchemy. True, Necromany can even be explained through a
combination of Summoning and artificing but I felt the "theme" of
necromancy warranted it's own category.