Simone Missick (“Ray Donovan”) has joined the cast to play popular character Misty Knight, a Harlem police detective who is determined to learn the truth about Luke Cage.
“We know fans have waited years to see Misty Knight brought to life, so we had to find the right actress,” said Executive Producer/Marvel’s Head of TV Jeph Loeb. “Simone blew us away with her performance as the strong-willed cop on a mission.”
Theo Rossi (“Sons of Anarchy,” “Bad Hurt”) has joined the cast as Shades, a ruthless criminal with ties to Cage’s mysterious past.
“Theo Rossi is a swiss army knife–no matter what you bring to him, he has a tool for it–and he’s playfully unpredictable,” said series Executive Producer and Showrunner Cheo Hodari Coker. “His Shades will be someone you hate to love.”
Actress Rosario Dawson, celebrated for her work in “Top Five,” “Sin City,” and “Kids,” will reprise her role from “Marvel’s Daredevil” as nurse Claire Temple. Her blossoming friendship with Luke Cage will have a major impact on both characters’ lives.
“We are thrilled to have Rosario in another one of our television series,” said Loeb. “Her performance as Claire Temple in Marvel’s Daredevil was astonishing and we can’t wait to see her shine in Marvel’s Luke Cage.”
It was previously announced that Mike Colter (“Marvel’s Jessica Jones,” “The Good Wife”) will play the charismatic lead character, Luke Cage, in the series. Mahershala Ali will play his archrival Cornell “Cottonmouth” Stokes. Cheo Hodari Coker (“SouthLAnd,” “Ray Donovan”) will write the series’ first two episodes in addition to serving as showrunner and Executive Producer along with Loeb.
After a sabotaged experiment leaves him with super strength and unbreakable skin, Luke Cage (Mike Colter) becomes a fugitive trying to rebuild his life in modern day Harlem, New York City. But he is soon pulled out of the shadows and must fight a battle for the heart of his city – forcing him to confront a past he had tried to bury.
“Marvel’s Luke Cage” is produced by Marvel Television in association with ABC Studios for Netflix.
This is not my article, but I post it for the Design of Things to Come because it so poignantly displays to me how easy it is to convert the new 5th Edition Dungeons and Dragon Rules to various types of Fantasy Role Play milieus. Similar to how easy it was to convert AD&D in the same way.
I think that fact alone is an important lesson for Game Designers and Developers. Be they Computer, Electronic, Parallel Reality, Role-Play, Tabletop, or eventually, even Virtual Reality game designers and developers.
Behind the Screens
By Dan Helmick – 04/13/2015
I’m a longtime D&D player, but I’m also a sucker for urban fantasy. With the Dungeon Master’s Guide and some tweaking, I’ve begun to use the fifth edition rules to explore the possibilities of gunplay in a modern fantasy setting.
I was crazy about the Urban Arcana campaign setting in particular. The scenario was a familiar one, seemingly plucked from my own daydreams. D&D monsters and magic (called “Shadow” within the setting) are finding their way into our world. The vast majority of humankind remains largely ignorant of this development, thanks to our awesome capacity for denial. Only a small number of humans and friendly Shadowkind races can even perceive—much less combat—the threats that such an incursion brings.
I ran my Urban Arcana campaign for six years. By that point, other games had clamored for my attention, but I never forgot how interested I was in the marriage of D&D to urban fantasy. When the fifth edition Dungeon Master’s Guide was released last December, I knew without a doubt that my first homebrew setting using the new rules would be an updated take on Urban Arcana, adapting firearms and modern armor for use in an urban fantasy game.
Rules of Engagement
The Dungeon Master’s Guide provides optional rules for firearms in D&D—including modern and even futuristic weapons. However, this left me in a quandary regarding character defenses. In a typical fantasy setting, adventurers, guards, and other possible combatants are fully expected to wear armor. There are no social penalties when characters are observed in full armor while going about their business. Modern settings are a different animal in this regard.
Using the old d20 Modern Core Rulebook as a guide, and tweaking the math for fifth edition, I created armor options for my “5e Modern” campaign. Because it can be assumed that most characters operate undercover, incognito, or simply in an unobtrusive manner for at least part of the time, I made sure that those options included concealable armor. More obvious armor—whether riot armor, flak jackets, or Land Warrior milspec armor—will likely have an affect on characters’ social ability checks and their ability to move freely in your campaign. By that same token, armor might afford bonuses to Charisma (Intimidation) checks.
Armor Class (AC)
11 + Dex modifier
11 + Dex modifier
Light undercover shirt
11 + Dex modifier
12 + Dex modifier
13 + Dex modifier
13 + Dex modifier (max 2)
14 + Dex modifier (max 3)
15 + Dex modifier (max 2)
Special response vest
Land Warrior armor
Forced entry unit
As you can see from the table, many of the heavier armors grant damage reduction (DR) or resistance to several damage types, including a new damage type: ballistic damage. In game terms, ballistic damage is the type of damage that firearms inflict, and is a subset of piercing damage. This means that all ballistic damage counts as piercing damage, but not all piercing damage counts as ballistic damage. Magical effects or creature properties that grant resistance to piercing damage also apply to ballistic damage, but effects or properties reducing ballistic damage do not automatically apply to piercing damage.
(Armor in my game currently has no price because my modern ruleset uses a wealth system for characters, similar to that used in d20 Modern. Characters gain equipment based on their wealth, rather than tracking income and expenses. I won’t get into the full system here, but it might make a good topic for a later installment of Behind the Screens.)
Who Gets What?
Because of the high potential damage granted to firearms, it was also necessary to introduce a complication or condition in order to balance their use with more traditional modes of attack. In my campaign, a character proficient with a firearm does not automatically add any proficiency bonus to the attack roll. Rather, proficiency with a firearm allows a character to use a bonus action to take the aim action, which adds the character’s proficiency bonus to the attack roll. Without taking the aim action (or if a character is using a firearm without proficiency), the shooter receives only the benefit of a Dexterity bonus on the attack roll.
When it came to weapon proficiencies, I decided that several classes would enjoy proficiency with firearms, while others would have to earn their proficiency with multiclassing or by training through the use of downtime days (see the Player’s Handbook). I divided firearms into two basic classes: sidearms (for anything up to a submachine gun) and long arms (for anything up to a light machine gun.) Anything heavier—such as a heavy machine gun, a rocket-propelled grenade launcher, or a flamethrower—is given special dispensation according to the in-game situation. In my own campaign, I created a feat called Heavy Weapon Specialist that allows proficiency in all modern weapons heavier than a medium machine gun wielded by an unassisted individual on foot. I also made this feat available as a fighting style for the fighter class.
Firearm Proficiencies by Class
None (though possibly granted through domains such as City or War)
Long arms and sidearms
Long arms and sidearms
Long arms and sidearms
Long arms or sidearms (chosen at character creation)
None (though sidearms and long arms can be created through the Pact of the Blade class feature)
None (though sidearm proficiency might be granted through the School of Technomancy)
Hold up! City Domain? School of Technomancy? I’ll get into those next time!
About the Author
Daniel Helmick is a contractor attached to the Dungeons & Dragons R&D department, formerly of the D&D Insider studio at Wizards of the Coast. He has contributed numerous articles and adventures to Dungeon and Dragon magazines, as well as the Tyranny of Dragons and Elemental Evil Adventurers League programs. He’s thinking about getting a cat, but he’s torn between the names Trapspringer and Dragonbait.