Sunday, January 27, 2013

A few things

Just some random things here and there.

First, I've got a new Order of Magnitude recording edited and online. I've also decided to move the Order's stories to a separate blog. The new recording and all the previous ones can now be found at http://the-order-of-magnitude.blogspot.com/

Also, for any readers out there who're users of Woot, my wife NJ has a shirt up in their current t-shirt competition and she could use some votes. You can check it out and vote for it here. C'mon and vote, unless you hate my wife. You don't hate my wife do you?

I've also started work on the PDQ conversion of Modiphious' Heroes Of The Sea, the sequel to Zero Point. Zero Point included a new version of PDQ designed for gritty horror which will be used for Heroes Of The Sea, along with a new magic system designed for harnessing the powers of the Mythos.

Tuesday, January 8, 2013

New Power: The Sharknado



Oh Asylum films...the world would truly be a less insane place without you. The average quality of films might go up a tick or two, but then we wouldn't have Sherlock Holmes fighting dinosaurs or the beauty that is this Sharknado poster.

After seeing this my wife decided that her character needed a Sharknado spell. Since she's a Legendary ranked spellcaster in our Savage Worlds game I'm more or less willing to come up with any spell, for a suitable Power Point cost. So here's my writeup for the ultimate combat spell: Sharknado!

Sharknado
Rank: Legendary
Power Points: 10
Range: Smarts x2
Duration: 1 (2/round)
Trappings: Enough Said
   The spell summons a small, but powerful whirlwind filled with hungry sharks. The spell affects a Medium Burst Template (the whirlwind is about 10" tall) and all caught within must make an Agility roll at -2 or suffer 3d6 damage from flying debris and savage shark-bites. Anyone damaged by the Sharknado must make a Strength roll opposed by the caster's arcane skill or be pulled within the whirlwind. They suffer a -2 penalty to all rolls while caught within and must make a new roll every round to escape.
   The caster may take an action to move the spell up to (Spirit)" once per round, affecting anything that it passes over and carrying along anyone caught within.


So, that's my Sharknado. How would you incorporate the Sharknado into your favorite system? A power or spell? A monster? Natural disaster? Or just a Movie That Man Was Not Meant To See?


















Wednesday, January 2, 2013

Happy New Years

Happy 2013, now hopefully we can stop joking about the Mayans and look forward to a few weeks of filling in date forms incorrectly. Hoping to get back on track with some regular posts now that the holidays are over so hopefully things will get more active again soon. Get some new content online and add onto some of the older stuff.