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Posts Tagged ‘wandering’

Evangeline-Lilly-The-Hobbi

Its old news that Evangeline Lilly plays an elf warrior in the second Hobbit (The Desolation of Smaug) movie, but photos of her started renewed discussion between side A (excited about adding some stronger female roles to the story) and side B (Tolkien traditionalists) over on RPG.net

I’m actually for adding a bit to the story, and I think there’s plenty of room to focus more on the elf characters (when you have three movies). Not sure how I feel about the romance angle to it all, though. evangeline_lilly_as_elf_warrior_tauriel

Best part – reading up on the argument led to a rather amusing threads on what the heck Bilbo Baggins actually did for a living, and Tolkien inspired rap (Lord of the Rymes).

While Hollywood continues put out movies with women archers I’ve been putting off writing about DnDNext. Summary is that I’m looking forward to getting my copy of Ghosts of Dragonspear at Gencon in a few months. In the meantime Mike Mearls has been pontificating about dragonborns, the elemental planes and going all Moorcock in the next update. I’m not all that excited about dragonborns but the rest sounds promising. The latest playtest update came out Friday with new adventures, spell updates, and half-elf, the half-orc, and the gnome races.

Speaking of DnD here is a reminder that you only have about a day to support Jeff Dee’s latest effort recreating classic DnD art (including the cover of Isle of Dread):

isle_of_dread

In other Kickstarter news the Cthulhu Wars Kickstarter campaign is here. Play cult factions trying to awaken your own elder god in this gorgeous looking strategic board game from the designer of the original Cthulhu RPG which is already gnashing through funding levels like a malevolent entity hibernating within an underwater city in the South Pacific.

cthulhu_wars_2

Its pricey, and due to popularity you probably already missed the first come early supporter slots, but it looks amazing.

Finally, Disney’s slew of acquisitions has opened the door for various franchise mashups and at least one is coming to screen this summer that I (and my kids) can hardly wait for:

Phineas_and_Ferb_avengers

Happy Wanderings!

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My four your old is deep into dragons right now, with a large collection of dragon toys and several imaginary dragon friends. From my perspective (being a proud parent) she seems to come up with wonderfully interesting an imaginative stories around her dragons. Generally I think children are a wellspring of great ideas (at least, until institutions undermines their sense of creativity).

This is her Pine Dragon. A creature that lives in the giant, swaying northwest pines prominent in our neighborhood.

Pine Dragon

Pine Dragon

Habitat

Prefers evergreen forests by the sea (likes to comb beaches consuming driftwood) and a mild climate. Loves fog and rainy days and smaller islands.

Food

Will occasionally dive for seafood that’s deeper in the waters, catching shark and octopi, but brings them back to the beach to consume. Also eats other seafood (fish, hermit crabs, jellyfish) and pinecones and tree bark.

Physique

Their necks and tails are extremely long to reach seafood. They like to wrap their extremely long necks and tails around the giant, swaying pines for sleeping (the rocking of the tree soothes them and puts them to sleep). They are mostly green but can have purple and black hues. Their talons are golden, their bellies yellow. Females are more colorful.

They have no wings but are fast runners and great jumpers and can stay underwater for long stretches of time.

Wood fires their breath. They can swallow a bunch of deadfall to fire up something fierce, but even a pinecone would help. They like the hang out on beaches and nibble on freshly caught seafood. They will sometimes build fire pits like humans do and then curl up near them.

Habits

They have a weakness for popcorn and apples, and love the smell of these.

They sleep in the trees – building eagle like ness for their small young, and then wrap their long tails in the high branches, the trees swaying in the wind, soothing them and rocking them to sleep.

They will collect lost treasures or jewels, but focus on small, shiny trinkets like seaglass, colorful beads and marbles. They put these in their nests with their eggs, in the highest of treetops. Their green eggs are small (smaller than bird sized) and they start off as really tiny dragons.

They will be awake for weeks at a time, and then sleep for weeks at a time. Really old ones may sleep for ages in their trees, the bark slowly overtaking and growing over and around them. They stay warm and still in their tress during the winter / snowfall, and rest in their shade during the hottest summers.

Dragon toy collection

A few of my daughter’s dragons

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Continuation of part 1 here, our best and worst of 2012 in RPG stuff. Enjoy and a have a happy New Year!

Computer Games

Best RPG Computer Game: The Walking Dead

Here we have IP done right. Using Telltale as a studio was a risk for the franchise in and of itself, and then they took several risks with the game (episodic releases, point and click, storytelling over-all-else) but managed to pull off a wonderful, poignant and emotional experience that shines brightly over all the other first person shooting crud that seems to dominate the market.

telltales-the-walking-dead-on-disc-december-4

Worst RPG Computer Game: The Game of Thrones RPG

Fantasy is finally cool again, but Martin’s books, and the terrific HBO series, deserve better than this mediocre effort. Shoddy gameplay, unpolished presentation, and meh graphics at best.

Biggest RPG Game Disappointment: Diablo III

On the one hand, Diablo III was a decent, fun to play action-RPG, but DRM and over-design drained the joy out of it, and even with a decade of polish it’s half the game Torchlight 2 is.

Honorable Mention: Knights of Pen&Paper

An indie turn-based retro style pixel-art RPG where you control the playing characters and the dungeon master in a simulation of a traditional pen and paper RPG.

Knights_of_pen_&_paper

Science Fiction and Fantasy

Best Fantasy Book: Throne of the Crescent Moon (Saladin Ahmed)

Detail, humor, and one thousand and one nights inspired – the book is simply great storytelling in that classic swashbuckling sense as you follow a charismatic thief that leads a revolt in a magical and political city.

Best Sci-fi Book: Pirate Cinema (Cory Doctorow)

Still not tired of brilliant, passionate kids taking on the oppressive system in a dystopian near future. Keep these coming, Doctorow.

cory_doctorow_pirate_cinema

Best debut: vN (Madeline Ashby)

Some love and hate from critics but this is a great first novel and a wonderfully dark story about a rogue artificial woman becoming dangerous.

Biggest Sci-Fi Loss: Ray Bradbury

We lost some great storytellers (Harry Harrison) and story makers (Neil Armstrong) but the passing of Ray Bradbury (Dandelion Wine, Something Wicked this Way Comes, Fahrenheit 451) is one of the year’s biggest blows. A muse for Steven Spielberg, Neil Gaiman, and Steven King, Ray’s storytelling gift has expanded minds for nearly a century now, and although he resisted the label of science fiction writer he is credited as the one most responsible for bringing sci-fi into the literary mainstream.

Stupidest Comic Book Death: Spider man #700.

In an obviously not-permanent brain mind meld switch the body of Spider Man is now housing Dr. Octopus, Peter Parker has died in Dr. Octopi’s body and fans everywhere sigh their collective sighs.

Amazing-e1356793834433

Best Sci-Fiction Becomes Reality: NASA’s Faster-Than-Light Warp Drive

What can be cooler than FTL made possible by donuts?

300px-Star_Trek_Warp_Field

Most Amazing Robot Monster: DARPA’s Running Cheetah

DARPA’s Maximum Mobility Program revved up their Cheetah Robot this year. The previous iteration ran at a speed of 18 mph, but the new version clocked upwards of 28.8 mph. Finally, what we’ve always needed – robots that can outrun humans.

Movies

Biggest Movie Winner: Decent Geek Movies

Great geek movies are everywhere nowadays. Go Avengers! Go Hobbit! Go Batman!

Biggest Movie Loser: Nostalgic Franchise Reboots

Promethius (Ugh), Dark Shadows (Huh?), Men in Black III (Really?) and Total Recall (Yawn)

Best CGI Character: The Hulk

Puny God. ‘Nuff said.

Most disappointing CGI Character: The Hobbit’s Goblin King

The very definition of CGI overacting.

THE HOBBIT: AN UNEXPECTED JOURNEY

Best CGI actor in a CGI Scene: The Hobbit’s Golum

The Riddle Me This interchange was perhaps the best CGI scene ever produced in film (don’t see it in 48p though)

Golum

Golum is basically amazing

Movie Weapon of the Year: Bows

Let’s get Hawkeye, Katniss and Merida together in a hunting super hero party. Really. With these guys.

Finally, Monster of the Year goes to: Giant Spiders

Not only have spiders been effective hunters for over 100 million years but new, undiscovered species keep propping up (like this one that builds web dopplegangers). This year giant spiders were sighted both in Germany and in Seattle under the Space Needle – hats off and a happy new year to our giant, hairy, eight legged brethren.

giant_space_needle_spide-2000-px-949x768

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Part one is here.

The little things

It’s the little details of the film that draw you into the setting. Gandalf alludes to the small when talking about fighting evil in a “I’m pretty sure this wasn’t in the book” monologue.

“I’ve found it is the small things, every act of normal folk that keeps the darkness of at bay — simple acts of kindness and love. Why Bilbo Baggins? Perhaps it is because I am afraid, and he gives me courage.”
 
Gandalf says Hi

Clever hobbit mailbox design, Gandalf’s rune on the door that alludes to a thieves sign language,  authentic looking hobbit dishes in the pantry,  how Bilbo’s clothes slowly drain of color and gain cuts and stains to them as the film progresses – all these little details draw you into the story.

It’s often not about the big things, but about small people doing small things. It’s the pieces of flavor in a story that allude to the larger world that lead to adventure and wonder, not the larger world in itself.

The Action Railroad

The original book reads very much like an exploration and, even though stories are very much the definition of rails, the book feels like a party having several random encounters en-route to a dragon’s lair. It reads more like a sandbox, with the trolls, goblin caves, giants, etc. all wandering monsters as opposed to planned encounters. Unlike the book the movie links all of these into one very long action sequence (with a short elf interlude), taking additional steps to tie them into an arching story around the pale orc.

Hobbit Adventure

This railed sequence, with stakes constantly upgrading, gets to be so amazing and deaf defying that you can no longer suspend disbelief. It breaks after a while, and you lose the sense of story in the continually mounting action. Action is necessary, but gets carried away in the film locking the characters into one long flight scene.

There are times to run in Middle earth, but it’s a realm that is meant to be explored in depth at a walking pace, not from a treadmill. The special effects-heavy sequences also look pretty cheesy. How many precarious unstable chasm crossing bridges could one clan of goblins possibly create?

Running this way so fast you lose the important, smaller details that makes the story rich. I’m not advocating for more slow moments in the film (we spend plenty of time gazing into characters eyes in long close-ups while they oh-so-slowly smile knowingly, and it does seem to spend too much time prepping) – but there’s action aplenty without turning each scene into a mini armageddon.

In a campaign the action is important. Constant action without strong story and detail becomes a drag.

One great play can make all the difference

Martin freeman was excellent. I was expecting to see Watson throughout but I can’t imagine a better Bilbo now. His facial expressions are what really did it. My understanding is that Jackson halted the shooting of this film and waited while Freeman was finishing Sherlock. Thorin and Gandalf deserve call-outs here as well – (and Radagast, although many others found him annoying).

It’s the funny rogue, the adamant paladin or noble dwarf- it’s the player who totally gets it right and whose character rings true and draws the other players into the campaign. One player who is really into it can make all the difference in a campaign. Those guys are gold.

Magic should be mysterious and powerful but not all powerful

I like a Gandalf with limits, one who has to get by with simple illusions and tricks (although the movie messes with the troll encounter) and has to leverage his long nurtured friendships with various Middle Earth communities in order to get the party through alive.

Gandalf and his fellow wizards feel very human and fallible here. Magic items are interesting, historic and with simple, useful functions. Love it.

What makes a Good boss?

Les play Good Boss, Bad Boss.

  • Goblin King:Bad Boss – The whole scene was really too much and was the CGI equivalent of overacting. Nice try Jackson, but Bowie remains the undisputed best goblin king

    Bowie is still the undisputed king

    Bowie is still the undisputed king

  • Pale Orc:Bad Boss –  Again too much. Evil for the sake of evil. This conflict doesn’t even belong in the original story and it’s hammered and wedged into the plot. All of these scenes could have been dropped and the whole movie would have been more concise and enjoyable
  • Golum: Good Boss – Excellent, here we have interesting conflict and a villain with character and motive
  • The Trolls: Good Boss-  Some overacting here, but still a fun and interesting encounter. There’s humor, that sandbox feel, and you need to use your wits and brawn to get out of it

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Having discovered Tolkien while at the same time discovering my love for reading and books, and growing up in an era where the story is synonymous with gaming I’m likely the target demographic. I’m not sure where the hate is coming from since it’s pretty much what I expected from the LOTR movie franchise and I really enjoyed it (although I too have my bones to pick). Desperately needing to focus on something other than current events I put together a few thoughts on the movie from a gaming perspective.

The important scenes

I’ve read that the first scene shot for the film was the Golum and Bilbo sequence. This shows in a good way. Martin Freeman is excellent throughout (which surprised me since it was his first scene) and Golum especially is extremely well rendered (note I didn’t see the film in the new 48p format, purposely skipping that since I heard it destroys the immersion) – It seems Golum had a lot of post processing time. His facial expressions and acting are amazing and you totally forget that he’s CGI (not so with other overly CGI characters).

Golum

Golum is basically amazing

The scene is pretty true to the story and is an iconic one for gamers – it’s perhaps the quintessential rogue mini-sidequest. Separated from the rest of the party, your rogue uses guile to belay the attack of a very unusual creature, engages him in a battle of wits solving puzzles, finds a magic item, and somehow figure it how to use it to escape.

In design it’s these smaller, side-moments from the larger quest, and the combination of puzzle and action (thinking and doing), that give players a moment to immerse themselves and shine. These deserve your full attention and prep time, and often the larger action scenes we think we need to focus on can play out themselves (more on that later).

Too many Players

“Thirteen dwarves is one of the reasons I dreaded The Hobbit. It’s why I really didn’t think I would make it for such a long time.” -Peter Jackson

It’s tough to flesh out and get people to care about that many characters (which would be a good reason to draw out the movie length, but this doesn’t really seem to be what’s making it so long). As a movie goer, let’s see, you had the leader, the archer, the fat one, and the older wise dwarf that sucks you into the backstory. That’s  four dwarves that I distinctly remember from scenes. Now I think there were twins… or brothers? Not sure and uhm…

How many Dwarves are there again?

How many Dwarves are there again?

Have you ever tried to run a fourteen person game? (I think had a 12 person weekly game or so once, it was a cluster). Jackson had the same problem. Having lots of dwarves helps make Gandalf and Bilbo more interesting, but there are too few moments for each player to have their own in the sun. I think most gamers keep their parties small. And each player needs to have their regular moments to shine, otherwise the player isn’t going to have fun. NPCs too, need more than just a brief line and a fancy costume to be memorable. There’s a reason why boardgames tend to top out at about 6 players, and why four player Co-op has been such a popular format.

Too much Backstory spoils the plot.

People are complaining that the film is drawn out and bloated. I think people forget that the books are also somewhat dense and rambling but OK, I get the perspective, and it was over an hour before we left hobbitsville. This is due to extremely long flashbacks, interesting from a fan perspective and good foreshadowing (although mainly of a badguy that doesn’t belong in the story at all, but I digress…) but wholly unnecessary.

Middle Earth is more than a setting, it’s the key character. Exploring it is the main reason for participating. Setting up the film with a long historical exposition into the nuances of why and what happened before actually hurts the exploration. This history should be teased out as little treasures throughout. The backstory needs to be there (and some thought put into it) but the long scenes belong in the extended disk release for fans. Meanwhile Bilbo’s perspective is and should be the perfect for adventure. It’s his first run away from home and he doesn’t know what he’s in store for and he should be piecing it all together along the way.

More later.

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Now with levels, shadows, and new monster AI

For those of you who don’t know I’m creating a simple-ish RPG causal arcade game for NaGaDeMon – I’ve only got until the end of the month to finish it, and it’s been interesting juggling ambitions with a very strict time constraint. In the last couple days I’ve added simple gamestate + menu options to the project and worked on adding new levels and new monster AI.

Monsters now have a couple different AI modes – they have the original meandering one or they can make a straight beeline to the player. I used Oreilly’s HTML5 Canvas as a reference for the new equation:

if (monster.AImode == 1) {

                //Move in a straight line to the player

                var p1 = { x: monster.x, y: monster.y };

                var p2 = { x: 640, y: 225 }; //player ie center of screen

                var dx = p2.x – p1.x;

                var dy = p2.y – p1.y;

                var distance = Math.sqrt((dx * dx) + (dy * dy)); //distance equation

                var moves = distance / (monster.accel);

                var xunits = (p2.x – p1.x) / moves;

                var yunits = (p2.y – p1.y) / moves;

                if (moves > 0){

                    moves–;

                    ship.x += xunits;

                    ship.y += yunits;

                    }

I’d still like to build more interesting modes here (circling bats and archers that wander the edge of the screen should be quickly doable) but we’ll see how we’re doing with time towards the end of the month.

Monsters now vary in speed, damage and hitpoints, and there is a level progression where the monsters grow in number and difficulty. Here’s some shaky footage of the latest build:

Not quite where I’d like to be in the 2nd to 3rd week. My todo list for last week isn’t completely scratched off and there’s quite a bit added onto it, and there’s a lot of testing I’m skimping on to get features into the game.

The whole project is still very simple. The lack of progress is really about me getting enough free time to sit down and focus on it (I’ve only had a few hours since mid-week to play). I also took some dead-ends while learning HTML 5. For instance, I spent some time looking at the built in HTML5 canvas shadow for the player shadow, only to then instead create copies of the player images, turn them black, squish them a bit in drawimage() and render them under the regular player image because it was faster to implement (I knew I could get the look I wanted in a graphics program in a few minutes, or I could spend hours tweaking shadowBlur, shadowColor, shadow.OffsetX etc, values – I chose the former).

I also spent way too much time thinking and and prototyping a menu using several different html pages and  brilliant looking metro, only to realize I’m not going to have enough content (leaderboards) to warrant it, so instead I just shoved html5 buttons on the default page and use style.visibility now to hide them during play:

  //Set Up Menu Screen UI Elements

    function showMenu(event) {

        menuEnabled = true;

 

        txtPlayerName.style.visibility = “hidden”;

        txtScore.style.visibility = “hidden”;

        imgPlayer.style.visibility = “hidden”;

        imgMenu.style.visibility = “visible”;

        btnStart.style.visibility = “visible”;

        btnHelp.style.visibility = “visible”;

        btnCredits.style.visibility = “visible”;

        btnOptions.style.visibility = “visible”;

        btnLevel1.style.visibility = “visible”;

        btnLevel2.style.visibility = “visible”;

        btnLevel3.style.visibility = “visible”;

        btnLevel4.style.visibility = “visible”;

        btnLevel5.style.visibility = “visible”;

In my opinion there are way better ways to do this, but hey this works, and didn’t take very long.

Not pretty but functional menu buttons

Here is the updated TODO list – completed items are crossed off, new items in bold.

“Code” work:

  • Player character Hit points + health bar
  • Unique monster attributes (speed, strength, hit points)
  • Level up screens and travel to new areas
  • Powerups/dropped coins
  • Gamestate screens (intro, instructions/help, credits, etc)

“Content”

  • New AI modes (Archer and circling monster type)
  • Prettier health bar
  • Player walking on/off screen anim
  • Screen obstructions
  • Player shadow
  • Sounds

Next up – power ups and cleaning up the gamestates.

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So I’ve mentioned  before that I’m not sold on the DnDNext’s Sorcerer, and that I was never really onboard with them in 3rd/4thedition. To me

Seoni - Pathfinder's iconic sorceress

Seoni – Pathfinder’s iconic sorceress

they’re simply a subclass or variant of the wizard. We need the wizard, yes, but not a sorcerer (or warlock for that mater, but that’s another conversation).

Having both a wizard and sorcerer as core classes, I think, makes spellcasters and magic too rigidly structured. Having core classes with near identical function (in play) opens up the game to too many rules and tweaks that can exploit balance and cause confusion for players during creation and the DM during play. I’d much rather approach the Sorcerer as a variant or subclass of the Wizard. I still want ways to tweak and optimize and create sorcerous flavor, but still stay true to the Wizard’s roots and core class rules.

So what could this look like in DnDNext?

As a homebrew – first I’d split up the actual sorcery, that is the spellcasting, with sorcerous/draconic origin. To me they are completely different things.

For DnDNext, sorcery could become a specialty, much like how necromancy in the beta works now, and it you wanted a spellcaster with a sorcerous mechanic (read – use cha for your spell prowess), you would choose that.

Sorcery as a Specialty in DnDNext could look like this:

————————————————–

Magic is now part of your being; an untamed, wild power that surges and roils, constantly on the verge of breaking free. Your spells are not learned from books or granted by pacts or prayers. They come from within you…. (etc.)

Requirement – cast Wizardry spells

Level 1: Sorcerous Magic

The number of spells you can know decreases – At first level, you know two 1st-level spells. Each time you increase in level, you can learn one new spell. When you learn a new spell,  its level must be no higher than your maximum spell level. However, unlike a wizard, you know these spells innately, don’t require a spellbook, and don’t need to prepare them. Instead of using Int for your casting ability, you use Cha instead.

Casting a Spell: Instead of having spells per day, You must spend spell points to cast a sorcerer spell (other than a minor spell). A spell’s level determines the spell’s spell point cost. It costs 1 spell point to cast a 1st level spell, 2 spell points to cast a 2nd level spell, etc. If you don’t have enough spell points available, you cannot cast the spell. Spell points are determined by taking your normal wizards spells per day, halving them, and adding +1 (note: not sure how balanced this is – could use some other similar mechanism). You regain all of your expended willpower points at the end of a long rest. You cannot cast sorcerer spells while wearing armor.

Magical Attacks: When you make a magical attack using a sorcerer spell, you use your Charisma modifier for the attack roll, and add a bonus to that roll based on the Magic Attack column in the Wizard table. Saving Throw DCs: When a spell that you cast calls for a saving throw, the save DC equals 10 + your Charisma modifier. As you gain levels, the DC increases, as noted in the Wizard table.

Level 3

Sorcerous Power: Draconic Resistance

Depending on the source of your sorcerous powers, you gain a natural resistance against certain types of damage. Choose one of the following:

  • Acid
  • Lightning
  • Fire
  • Physical
  • etc

Requirement: You can use this power only as a reaction in response to taking damage. Effect: Before you take the damage, it is reduced by 10. The resistance lasts until the end of your next turn.

————————————————–

The second thing would be to make Sorcerous Origin (and the playtest sample – Draconic Heritage) more of a racial ability. These powers would manifest when you chose Elf: Dragon Heritage, Dwarf: Dragon Heritage or Halfling: Dragon heritage (instead of the other sub-races that are available). Here’s an example of what that MIGHT look like, based on segregating out the existing draconic heritage abilities.

————————————————–

Draconic heritage

Draconic heritage

Besides being a (Dwarf/elf/Halfling) somewhere in your ancestry, the blood of a dragon entered your lineage. Its effects do not manifest in every generation, and they do not always appear as full-fledged powers. But in you, the blood runs true.

Ability Adjustment – +1 to (str for dwarf, cha for elf and con for Halfling)

Dwarf Special ability: Dragon Strength – You channel the ancient strength of the dragon, causing you to deal heavy damage. Effect: The next time you hit a hostile creature with a melee attack during the next minute, that creature takes an extra 2d6 damage.

Elf Special ability: Draconic Physique: After you have spent 3 spell points, your hands become claw-like and your body grows more imposing. Until you complete a long rest, you gain a +2 bonus to the damage rolls of your melee attacks.

Halfling Special Ability: Draconic Toughness – just like the Hill Dwarf’s Dwarven Toughness ability

————————————————–

Conceptually this just makes more sense to me. Sorcery becomes a discipline, something that can be learned, be nurtured.  Sorcerous origin becomes nature, something you are born with.

There are still a few big issues to this approach I haven’t reconciled yet

  • Sorcery still veers too far away from the core class of Wizard, and I want to look at simplifying their basic abilities even further, or at least making the mechanics as similar to Wizard as possible yet still keeping the “feel” of a sorcerer
  • My tweaking pushes Specialties into becoming a little too overbalancing/powerful – with specialties like this one, why would someone choose a specialty like healer or Survivor?
  • There’s no Draconic Heritage Human, because Humans don’t have sub-races (at least not yet, something else I’d change and may write about in a future post).
  • The above examples need to be further balanced (meant as examples, only)

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Ghul on the move

Ghul on the move.

In history and myth Ghuls(or ghouls) differ. They can be Arabian desert monsters or recently raised undead. They can be half human/half animal, or blood-suckers.In ancient Arabian folklore, the ghul (literally demon in arabic) dwells in burial grounds and is a devilish jinn sired by Iblis. It is desert-dwelling, shape shifting demon that can assume the guise of an animal (commonly an hyena) luring unwary travelers into the desert wastes to slay and devour them.

For NIMBLE, ghuls are the result of humans driven to the brink of starvation and swayed by the shadow of the necromancer. They start weak, zombie-like, but cannibalism makes them faster, stronger, smarter and grants them abilities over time.

 

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