Wizard Path: The Necro-Engineer
After years of digging in graveyards, Necro-Engineers have become quite adept at sawing through bones, sewing flesh together, and attaching all of this to each other through the clever use of gears, screws, staples, and thread. They have departed from the traditional realm of necromancy, in favor of a hands-on “crafting” approach to their magic. Experts in seamsters’ kits, they use a combination of masterful Necromancy and crafty engineering to imbue dead flesh and bone with a supernatural unlife, creating terrifying minions. With these minions under their control, Necro-Engineers can chill in the background, allowing their horrible abominations to handle whatever messes present themselves, wading in only when battlefield wounds need a bit of “touching up.”
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Not Quite A Review – Maze of the Blue Medusa
I’ve read through Maze of the Blue Medusa (from now on, MotBM) three times now. I would sit here and tell you how amazing this book is, how it is one of the finest RPG products ever produced, and how I can’t wait to run it. However if you’re even remotely connected to the RPG blogging community, you’ve already heard all that. Multiple people have already said it, and nothing I say would contribute anything new to that particular conversation. So I’m not going to talk about how good it is (which it is! Seriously, Buy it Now. Read it. I’ll still be here when you’re done.) – I’m going to talk about how important it is. And it may be the most important book ever produced for an RPG game. And it all comes down to personality, methodology, and ethics.
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