View Full Version : Campaign: Marvel Galaxies
Egyptoid
May 20th, '08, 12:38 PM
Marvel setting, the universe approx. 5O years after
the events in Annihilation and Conquest.
In the bizarre tradition I seem to have for Marvel
(Remember Love Children otMU)?
here's another one coming at ya!
The players will be cosmic level,
with elements of Galactic Champions and Star Hero
mixed in.
here's my backfill ( oops, backstory) and guidelines so far.
Marvel Galaxies takes place 75 years after the events in Annihilation, Conquest, etc. There has been severe trouble on Earth, and several heroes from outside the Solar System have banded together, to return to Sol System, and find out what can be done to repair the homeworld of man.
War is brewing. The Major Empires have been colonizing in the Galactic neighborhood. Regular infringements have made all the great empires uneasy and tense. The last 50 years of peace since the disposal of Phalanx have made many forget the old days of raiding and sabotage and diplomatic wrangling.
Imperial Level movers and shakers Include
The Badoon, reptilian overlords from the Milky Way Galaxy.
The Alpha Centaurians, ancestors of Yondu, that have a sizable hold in M W G
The Skrulls, shapeshifting humanoids that strike from Andromeda Galaxy
Men of Sol 3, the Terrans, now scattered in small colonies and refuge planets.
The Kree, cosmopolitan space men from the Magellanic Clouds
Xandar, the human-like race from Andromeda Galaxy, home of the Nova Corps
The Brood, insectoid raiders stealing out from their own nearby Galaxy
Shiar, hailing from their own galaxy, the proud overlords of 5OOO worlds
Baluurian Remnant, soldiers from the Negative Zone living in the Milky Way
Arthrosian Stragglers, Negative Zone warriors staking claim in the Milky Way
Character are built on 450 base points, plus up to 200 points of disadvantages. Characters will be either space-based Marvels,
Or original ideas of legacies based on OHhotMU.
(FYI this is a table-top game played in Hampton Roads)
Egyptoid
May 20th, '08, 12:46 PM
no arguments, there's a lot of hand-waving at this level
Silver-Surfer - Norrin Radd
VAL...CHA...Cost...Total...Roll......Notes
58....STR.....38...58......21-.......HTH Damage 11 1/2d6 END [6]
43....DEX.....99...43......18-.......OCV 14 DCV 14
40....CON.....60...40......17-
24....BODY....28...24......14-
38....INT.....28...38......17-.......PER Roll 17-
48....EGO.....76...48......19-.......ECV: 16
58....PRE.....48...58......21-.......PRE Attack: 11 1/2d6
21....COM.....6...21......13-
12....PD......0...12/28.............12/28 PD (6/22 rPD)
12....ED......2...12/28.............12/28 ED (6/22 rED)
6....SPD.....7...6.................Phases: 2, 4, 6, 8, 10, 12
18....REC.....0...18
80....END.....0...80
68....STUN....0...68
6....RUN......0...6"................END [1]
2....SWIM.....0...2"................END [1]
12....LEAP.....0...11 1/2"................11 1/2" forward, 5 1/2" upward
CHA Cost: 392
Cost...POWERS
.....Silver, all slots cosmic (-2) - END=
4.....1) Gliding 6", x4 Noncombat (11 Active Points) - END=0
6.....2) Power Defense (18 points) (18 Active Points) - END=0
7.....3) Density Increase (600 kg mass, +10 STR, +2 PD/ED, -2" KB), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (22 Active Points) - END=0
17.....4) Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 1600 Years; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) (50 Active Points) - END=0
2.....5) Mental Defense (16 points total) (6 Active Points) - END=0
3.....6) Damage Resistance (6 PD/6 ED/3 Mental Def./6 Power Def.) (10 Active Points) - END=0
20.....7) Armor (16 PD/16 ED), Hardened (+1/4) (60 Active Points) - END=0
..... - END=
154.....Surfer Powers: Variable Power Pool, 135 base + 19 control cost, (202 Active Points); Cosmic (-2), Visible (-1/4), Only In Heroic Identity (-1/4) - END=
0.....1) Telekinesis (35 STR), Fine Manipulation, Semi-Armor Piercing (+1/4), Increased Maximum Range (2,725"; +1/4), Difficult To Dispel (x4 Active Points; +1/2) (125 Active Points) Real Cost: 125 - END=12
0.....2) Killing Attack - Ranged 4d6, Armor Piercing (+1/2), Affects Desolidified Any form of Desolidification (+1/2) (120 Active Points) Real Cost: 120 - END=12
0.....3) Cosmic: Major Transform 8d6+1 (manipulate matter and energy, and restructure or animate matter at will, even transmuting elements. , cosmic) (125 Active Points) Real Cost: 125 [Notes: capable of revitalizing or evolving organic life on a planet wide scale.
form and manipulate energy constructs, manipulate gravity, absorb and discharge most forms of energy,] - END=12
0.....4) Desolidification (affected by magic or darkforce) (40 Active Points) Real Cost: 40 - END=4
0.....5) +48 STR (48 Active Points); No Figured Characteristics (-1/2) Real Cost: 32 - END=5
0.....6) Minor Cosmic Alterations: Change Environment 32" radius, +10 Points of Telekinetic STR, -7 to Characteristic Roll or Skill Roll, Long-Lasting 1 Hour, Multiple Combat Effects, Varying Combat Effects (123 Active Points) Real Cost: 123 - END=12
0.....7) Cosmic Boost: Aid any one stat at a time 7d6, Can Add Maximum Of 81 Points (90 Active Points); Extra Time (Full Phase, -1/2) Real Cost: 60 - END=0
0.....8) Heralding: Telepathy 5d6+1 (Additional Class of Minds class of minds), Area Of Effect (One Hex; +1/2), Penetrating (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (129 Active Points) Real Cost: 129 - END=13
0.....9) Cosmic Awareness: Retrocognitive, Precognitive Clairsentience (Hearing Group, Danger Sense And Mind Scan), x64 Range (25,600"), Discriminatory, Telescopic: +10 (110 Active Points) Real Cost: 110 - END=11
0.....10) Dispel Energy Powers 30d6 (90 Active Points) Real Cost: 90 - END=9
0.....11) Drain Cosmic Powers 12d6 (120 Active Points) Real Cost: 120 - END=12
0.....12) Energy Blast 25d6 (125 Active Points) Real Cost: 125 - END=12
0.....13) Entangle 12d6, 12 DEF (120 Active Points) Real Cost: 120 - END=12
0.....14) Flash: Sight, Radio, Hearing, Mental and Mystic Groups, Spatial Awareness, Combat Sense, Detect and Danger Sense Flash 12d6 (94 Active Points) Real Cost: 94 - END=9
0.....15) Illusion-Casting: Sight, Radio and Hearing Groups and Spatial Awareness Images Increased Size (16" radius; +1), +/-10 to PER Rolls (110 Active Points) Real Cost: 110 - END=11
0.....16) Healing: any physical stat, 6d6, Can Heal Limbs, Variable Special Effects (Any SFX; +1/2) (97 Active Points) Real Cost: 97 - END=10
0.....17) Force Wall (16 PD/16 ED/3 Mental Defense/3 Power Defense/1 Flash Defense: Sight Group; 12" long and 3" tall) (124 Active Points) Real Cost: 123 - END=12
0.....18) Life Seeking: Detect A Single Thing 17- (Mystic Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Range, Rapid: x1000, Sense, Telescopic: +3, MegaScale (1" = 100 billion km; +3) (130 Active Points) Real Cost: 130 - END=0
POWERS Cost: 213
Cost...MARTIAL ARTS
5......Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 68 STR to Disarm; FMove
5......Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 11 1/2d6 +v/5; FMove
5......Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 11 1/2d6 +v/5; Target Falls; FMove
MARTIAL ARTS Cost: 15
Cost...SKILLS
3......Acrobatics 18-
3......Acting 21-
3......Analyze: Combat 17-
3......Breakfall 18-
3......Combat Piloting 18-
10......+2 with Ranged Combat
3......Conversation 21-
3......Deduction 17-
3......KS: Galactography, Super-Beings, Physics, Astronomy 17-
3......SS: Xenobiology, History, Art, Philosophy, Relativity, Cosmology 17-
7......Navigation (Air, Astral, Dimensional, Hyperspace, Space, Temporal) 17-
3......Persuasion 21-
3......TF: Snowboarding, Surfing, Windsurfing
3......Tracking 17-
3......+1 with any three related Skills
SKILLS Cost: 56
Cost...PERKS
3......Favors
3......Favors
10......Follower
3......Reputation: The First Herald (A large group) 14-, +1/+1d6 [Notes: (not true)]
20......Vehicle
......- - - - Silver Surfboard - - - -
......20 DEF, 20 BODY, Hardened
......A: FTL travel: Level 50, Usable by up to 8 others, One Extra Phase to Activate
......B. Flight, 20 Inches, X 16 Non Combat, Usable by up to 8 others
......C. Force Field, 3 Def. ,Usable by Up to 8 persons
......D. Pilot, Acrobatics, 14 or less
PERKS Cost: 39
Cost...TALENTS
3......Bump Of Direction
15......Danger Sense (immediate vicinity, in combat, Intuitional) 17-
20......Universal Translator 17-
3......Absolute Range Sense
24......Hotshot Pilot (Star Hero)
4......FTL Pilot [Notes: Paraphernalia: board is composed of the same impervious, cosmic-powered silvery material as his skin, mentally linked to him; moves in response to his thoughts, even when he is not in phys.contact. almost indestructible, but on rare occasions where it has been damaged , he's been able to repair. Surfer can attack opponents remotely by directing the board against them, and the board is capable of pinning other beings temporarily.]
TALENTS Cost: 69
Value..DISADVANTAGES
25.....Distinctive Features: Mercurial Humanoid (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
20.....Physical Limitation: Under-emotional, Semi-male, Aloof Demeanor (All the Time, Greatly Impairing)
30.....Vulnerability: 2 x Effect Primordial Powers (Very Common)
20.....Susceptibility: Primordial Energies, 2d6 damage Instant (Very Common)
.....
5.....Unluck: 1d6
20.....Psychological Limitation: Scholarly, Messianic (Very Common, Strong)
15.....Psychological Limitation: Heroic (Common, Strong)
.....
10.....Social Limitation: Public ID (Frequently, Major, Not Limiting In Some Cultures)
35.....Hunted: Mojo Galactic Baddies, and by certain Empires 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20.....Rivalry: Professional and Romantic (Other Heralds; Rival is Significantly More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
20.....Reputation: Galactic Accomplice, 14- (Extreme)
10.....Reputation: Heroic, 14- (Known Only To A Small Group)
DISADVANTAGES Points: 230
Base Pts: 400
Exp Required: 154
Total Exp Available: 165
Exp Unspent: 11
Total Character Cost: 784
Background/History
Real Name: Norrin Radd^^
Aliases: Sentinel or Sky-Rider of the Spaceways, Silverado^^
Identity: True identity unknown to most of Earth^^
Part of an extremely long-lived and technologically advanced humanoid race which had created a worldwide utopia devoid of crime, disease, hunger, poverty, and want of any kind. Urged on by his atypically ambitious father Jartran, Norrin was raised as a grimly intellectual youth, encouraged to seek knowledge, advancement, and achievement rather than the aimless hedonism which had come to dominate Zenn-Lavian society. Despite his lifelong love, Shalla-Bal,, immersing himself in histories of Zenn-La's adventurous ancient past.^^^^
Norrin's life changed forever when a menacing alien spacecraft pierced Zenn-La's long-neglected defense systems. Convincing a Council of Scientists member to provide him with a spaceship, Radd soon confronted the invader, Galactus, who intended to consume Zenn-La.^^
Education: Tutored in science by Jartran Radd and in the nature of the universe by Galactus; self-taught in various areas, especially history, and absorbed much Zenn-Lavian knowledge from "hypno-powered study cubes"
Personality/Motivation
Radd offered to become his herald and seek out new worlds for him in exchange for Galactus sparing Zenn-La .___ Galactus agreed, transforming Radd into a silver-skinned, cosmic-powered super-being patterned after an adolescent fantasy plucked from Norrin's memories. Known thereafter as the Silver Surfer because of the silvery flying board he rode, Radd departed Zenn-La with Galactus. ___ The Surfer served Galactus well for many years, enjoying exploring the wonders of the universe; however, it became increasingly difficult for Radd to find energy-rich worlds devoid of sentient life.^^
===========^^ Norrin grew into a restless soul who longed for challenge and struggle
Quote
One of the noblest and most tormented cosmic entities in the universe, the Silver Surfer treasures freedom above all else, but has often sacrificed his liberty for the greater good.
Powers/Tactics
SS wields "power cosmic", absorbing and manipulating the universe's ambient energies. ^^He can augment his strength to incalculable levels, and is almost totally indestructible. ^^He can navigate space, hyperspace and dimensional barriers^^flies at near-limitless speeds on his board, entering hyperspace when he exceeds light speed. ^^He has even proven capable of time travel on occasion. Immune to temperature extremes^^Does not require food, drink, air or sleep, sustained entirely by converting matter into energy. ^^ Immune to most radiation, can survive in vacuum environments such as space & hyperspace. ^^Analyze & manipulate matter and energy, & restructure or animate matter at will, even transmuting elements. ^^Can heal the living (cannot raise dead), & capable of revitalizing or evolving organic life on a planet wide scale. ^^He can alter the size of himself or of other matter, cast illusions, fire energy blasts, ^^form and manipulate energy constructs, manipulate gravity, absorb and discharge most forms of energy, ^^and phase through solid matter. His senses enable him to detect objects and energies light years away, ^^and to perceive matter and energy in subatomic detail; ^^he can even see through time, and with concentration can achieve limited perception of past and future ^^events in his general vicinity. , has demonstrated limited telepathic ability on occasion, ^^and has proven able to influence human emotion and sensation.
Campaign Use
Occupation: Spacefaring adventurer and explorer; former would-be world conqueror, minion of Gaea, Earthbound adventurer, herald of Galactus, scholar; sometimes mistakenly regarded as a messianic figure Citizenship & Place of Birth: Planet Zenn-La, Deneb System, Milky Way Galaxy ::: Known Relatives: Jartran Radd (father, deceased), Elmar Radd (mother, deceased), Fennan Radd (half-brother, possibly deceased) :::: Group Affiliation: Heralds of Galactus; Formerly Defenders, the Order, Star Masters, Secret Defenders, Titans Three
Appearance
Notes: Paraphernalia: board is composed of the same impervious, cosmic-powered silvery material as his skin, mentally linked to him; moves in response to his thoughts, even when he is not in phys.contact. almost indestructible, but on rare occasions where it has been damaged , he's been able to repair. Surfer can attack opponents remotely by directing the board against them, and the board is capable ofpinning other beings temporarily.
Egyptoid
May 20th, '08, 12:56 PM
STARFOX - Eros
VAL...CHA...Cost...Total...Roll......Notes
33....STR.....23...33......16-.......HTH Damage 6 1/2d6 END [3]
23....DEX.....39...23......14-.......OCV 8 DCV 8
33....CON.....46...33......16-
14....BODY....8...14......12-
23....INT.....13...23......14-.......PER Roll 14-
43....EGO.....66...43......18-.......ECV: 14
28....PRE.....18...28......15-.......PRE Attack: 5 1/2d6
23....COM.....7...23......14-
8....PD......1...8/26.............8/26 PD (0/18 rPD)
8....ED......1...8/26.............8/26 ED (0/18 rED)
5....SPD.....17...5.................Phases: 3, 5, 8, 10, 12
14....REC.....0...14
66....END.....0...66
48....STUN....0...48
6....RUN......0...6"................END [1]
2....SWIM.....0...2"................END [1]
7....LEAP.....0...6 1/2"................6 1/2" forward, 3" upward
CHA Cost: 239
Cost...POWERS
55.....Emotion control: Multipower, 125-point reserve, (125 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4), Limited Effect Friendly, Cooperative, Pleasurable (-1/4); all slots Side Effects (Side Effect affects both character and recipient of Power's benefits; can start arguments; -3/4) - END=
7u.....1) Mind Control 12d6 (Additional Class of Minds class of minds), Telepathic (+1/4), Armor Piercing (+1/2) (122 Active Points) - END=12
7u.....2) Non-Sequitur Feelings: Ego Attack 7d6 (Additional Class of Minds class of minds), Armor Piercing (+1/2) (120 Active Points) - END=12
4u.....3) Mind Scan 23d6 (Additional Class Of Minds class of minds) (125 Active Points); detect emotion sources Power does not work in Common Circumstances (-1/2), Extra Time (Full Phase, -1/2) - END=12
5u.....4) Telepathy 23d6 (Additional Class of Minds class of minds) (125 Active Points); Empathy All Emotions (-1/2) - END=12
2u.....5) Katana Girls Club: Summon 8 100-point creatures (35 Active Points) - END=3
..... - END=
7.....Power Defense (7 points) - END=0
7.....Mental Defense (19 points total) - END=0
3.....Lack Of Weakness (-3) for Resistant Defenses - END=0
3.....Lack Of Weakness (-3) for Mental Defense - END=0
10.....FF (3 PD/3 ED/3 Mental Defense/3 Power Defense/3 Flash Defense: Hearing Group) (15 Active Points); OIF (-1/2) - END=1
..... - END=
.....StarFox, all slots Star Fox (-1/4) - END=
20.....1) Emotion Control: Find Weakness 14- with Single Attack, 1st Slot (25 Active Points) - END=0
38.....2) Life Support (Eating: Character only has to eat once per year; Immunity All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: 1600 Years; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per year) (48 Active Points) - END=0
26.....3) Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) - END=0
28.....4) Healing BODY 1d6, Can Heal Limbs, Resurrection (35 Active Points) - END=3
40.....5) Mind Link , Additional Class of Minds class of minds, Specific Group of Minds, No LOS Needed, Number of Minds (x16) (50 Active Points) - END=0
20.....6) Luck 5d6 (25 Active Points) - END=0
41.....7) Flight 18", x16 Noncombat (51 Active Points) - END=5
POWERS Cost: 323
Cost...SKILLS
3......Acrobatics 14-
3......Acting 15-
3......Breakfall 14-
3......Conversation 15-
4......Gambling (Card Games, Dice Games) 14-
3......High Society 15-
3......KS 14-
4......Language (completely fluent; literate)
3......Persuasion 15-
5......Seduction 16-
3......Stealth 14-
3......Teamwork 14-
SKILLS Cost: 40
Cost...PERKS
3......Reputation (A large group) 14-, +1/+1d6
3......Access
3......Contact 12-
30......Follower
5......Money: Well Off
3......Reputation (A large group) 14-, +1/+1d6
PERKS Cost: 47
Cost...TALENTS
12......Combat Luck (6 PD/6 ED)
4......FTL Pilot
1......Lightning Reflexes: +1 DEX to act first with Single Action
3......Lightsleep
5......Rapid Healing
TALENTS Cost: 25
Value..DISADVANTAGES
15.....DNPC: Katana Girls 11- (Normal; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)
15.....Distinctive Features: Titan (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
5.....Enraged: attacks on women (Uncommon), go 8-, recover 14-
5.....Enraged: marring his good looks (Uncommon), go 8-, recover 14-
20.....Hunted: Usual space Bastards 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
5.....Psychological Limitation: seeks justice (Uncommon, Moderate)
5.....Psychological Limitation: feels bad about junk his brother Thanos does (Uncommon, Moderate)
15.....Reputation: womanizer, casanova, 11- (Extreme)
15.....Rivalry: Professional (Thanos; Rival is Significantly More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15.....Social Limitation: public ID (Frequently, Major)
5.....Susceptibility: black magicks, 1d6 damage Instant (Uncommon)
10.....Vulnerability: 2 x Effect black magicks (Uncommon)
70.....Titan Homeworld Destroyed
DISADVANTAGES Points: 200
Base Pts: 400
Exp Required: 74
Total Exp Available: 100
Exp Unspent: 26
Total Character Cost: 674STAR_FOX
Background/History: Eros of Titan
Personality/Motivation: Ladies Man
Quote: Not now, She-Hulk
Powers/Tactics: Talk-em, Joke-Em, Wow-em
Campaign Use: the Face-Man
Appearance:
Egyptoid
May 20th, '08, 01:02 PM
HERCULES - Heracles
VAL...CHA...Cost...Total...Roll......Notes
100....STR.....25...100......29-.......HTH Damage 20d6 END [9]
28....DEX.....54...28......15-.......OCV 9 DCV 9
60....CON.....30...60......21-
37....BODY....30...37......16-
15....INT.....5...15......12-.......PER Roll 12-
28....EGO.....36...28......15-.......ECV: 9
41....PRE.....31...41......17-.......PRE Attack: 8d6
25....COM.....8...25......14-
25....PD......18...25/41.............25/41 PD (18/34 rPD)
25....ED......13...25/41.............25/41 ED (18/34 rED)
6....SPD.....22...6.................Phases: 2, 4, 6, 8, 10, 12
20....REC.....2...20
120....END.....0...120
86....STUN....0...86
10....RUN......2...10"................END [2]
7....SWIM.....2...7"................END [2]
23....LEAP.....0...23"................23" forward, 11 1/2" upward
CHA Cost: 278
Cost...POWERS
22.....STRENGTH: Multipower, 65-point reserve, (65 Active Points); Olympian (-2) - END=
4u.....1) Tunneling 6" through 11 DEF material (45 Active Points) - END=4
3u.....2) Wrap Up with Railings: Entangle 6d6, 6 DEF (60 Active Points); OAF Expendable (Difficult to obtain new Focus; available crud; -1 1/4) - END=6
1u.....3) Stratospheric Punch: Mega-Scale On up to 60 STR (10 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Only Affects Knockback Distance (-1/2), Called Shot, minus 5 to OCV (-1/2) - END=4
3u.....4) Thrown Object: EB 13d6 (65 Active Points); OAF Expendable (Difficult to obtain new Focus; -1 1/4) - END=6
2u.....5) Rending: HKA 2 1/2d6 (5d6+1 w/STR), Armor Piercing (+1/2) (60 Active Points); Gestures (Requires both hands; requires a successful Grab first; -1/2), Required Hands Two-Handed (-1/2), No Knockback (-1/4), Extra Time (Delayed Phase, -1/4) - END=6
2u.....6) Swinging 21", x4 Noncombat (26 Active Points); OIF (-1/2) - END=3
4u.....7) Missile Deflection (Bullets & Shrapnel), Missile Reflection, Reflect At Any Target (45 Active Points) - END=0
4u.....8) +65 STR (65 Active Points); No Figured Characteristics (-1/2) - END=6
6u.....9) Blowing Away Junk: Dispel Fire, Gas/Smoke/Mist Powers 10d6, [four powers] simultaneously (+1) (60 Active Points) - END=6
3u.....10) I Ignore Your Puny Weapons: (Total: 30 Active Cost, 30 Real Cost) Missile Deflection (Any Ranged Attack) (Real Cost: 20) plus +5 with Missile Deflection (Real Cost: 10) - END=0
..... - END=
.....Olympian Ideal, all slots Olympian (-2) - END=
4.....1) Power Defense (12 points) (12 Active Points) - END=0
11.....2) Life Support (Eating: Character only has to eat once per year; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per year) (34 Active Points) - END=0
12.....3) Leg-Sweep: Find Weakness 16- with Single Attack (35 Active Points) - END=0
8.....4) Loud Voice: Change Environment 16" radius (25 Active Points) - END=2
23.....5) +35 CON (70 Active Points) - END=
8.....6) +12 BODY (24 Active Points) - END=
7.....7) Damage Resistance (18 PD/18 ED/3 Mental Def./3 Power Def.) (21 Active Points) - END=0
35.....8) Mace: Killing Attack - Hand-To-Hand 4d6 (6 1/2d6 w/STR), Affects Desolidified One Special Effect of Desolidification (magic; +1/4), Armor Piercing (+1/2), Double Knockback (+3/4) (150 Active Points); OAF (-1), Real Weapon (-1/4) - END=15
3.....9) Nightvision, Discriminatory (10 Active Points) - END=0
2.....10) IR Perception (Sight Group) (5 Active Points) - END=0
2.....11) UV Perception (Sight Group) (5 Active Points) - END=0
3.....12) Mental Defense (17 points total) (8 Active Points) - END=0
..... - END=
10.....FF (3 PD/3 ED/3 Mental Defense/3 Power Defense/3 Flash Defense: Hearing Group) (15 Active Points); OIF (belt; -1/2) - END=1
6.....Energy Damage Reduction, Resistant, 25% (15 Active Points); Not Versus Black Magic or Poison ; (-1 1/2) - END=0
11.....Running +3" (11" total), x4 Noncombat - END=1
13.....Leaping +3" (23" forward, 11 1/2" upward) (Accurate, x4 Noncombat) - END=1
8.....Swimming +3" (9" total) (x4 Noncombat) - END=1
6.....Physical Damage Reduction, Resistant, 25% (15 Active Points); Not Versus Black Magic or Poison ; (-1 1/2) - END=0
15.....Watched By zeus: Luck 3d6 - END=0
22.....Armor (13 PD/13 ED) (39 Active Points); OIF (-1/2), Real Armor (-1/4) - END=0
POWERS Cost: 263
Cost...MARTIAL ARTS
3......Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 21d6 Strike, Target Falls
3......Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 20d6 +v/5, Target Falls
4......Reversal: var Phase, -1 OCV, -2 DCV, 115 STR to Escape; Grab Two Limbs
5......Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 110 STR to take weapon away
3......Takedown: 1/2 Phase, +1 OCV, +1 DCV, 20d6 Strike; Target Falls
MARTIAL ARTS Cost: 18
Cost...SKILLS
16......+2 with All Combat
3......Language (fluent conversation; literate)
5......KS 14-
3......Acrobatics 15-
3......Acting 17-
3......Analyze: Fighting & Ma.Arts 12-
5......Animal Handler (Aquatic Animals, Birds, Bovines, Camels, Canines, Dragons, Elephants, Equines, Felines, Other, Raptors, Reptiles & Amphibians, Ursines) 17- (14 Active Points); Olympian (-2)
3......Breakfall 15-
3......Climbing 15-
3......Combat Piloting 15-
3......Conversation 17-
3......Deduction 12-
5......Defense Maneuver I-II
3......Disguise 12-
9......Gambling (Card Games, Dice Games, Sports Betting, Other, Roulette) 12-
3......High Society 17-
3......Lipreading 12-
5......Navigation (Air, Land, Marine, Space) 12-
3......Oratory 17-
3......PS: Soldier, Gladiator, King, Thespian, Farmer 17-
3......Paramedics 12-
3......Persuasion 17-
3......Riding 15-
3......Seduction 17-
3......Streetwise 17-
3......Survival 12-
6......TF: Riding Animals, Chariots, Combat Aircraft, Early Spacecraft, Large Military Ships, Personal Use Spacecraft
3......Tactics 12-
3......Teamwork 15-
3......Tracking 12-
3......Trading 17-
8......WF: Common Melee Weapons, Siege Engines, Bows, Inertial Gloves, Javelins and Thrown Spears, Nets, Thrown Rocks
SKILLS Cost: 131
Cost...PERKS
5......Contact (Contact has useful Skills or resources, Good relationship with Contact) 12-
20......Followers
5......Fringe Benefit: Member of the Aristocracy/Higher Nobility
5......Money: Well Off
1......Vehicles
15......Vehicle: 2 Goats and 1 Chariot
PERKS Cost: 51
Cost...TALENTS
3......Ambidexterity (-2 Off Hand penalty)
6......Lightning Reflexes: +6 DEX to act first with Punch
5......Rapid Healing
1......Eidetic Memory (5 Active Points); Limited Power : I Like Stories (-2), Incantations (-1/4)
TALENTS Cost: 15
Value..DISADVANTAGES
25.....Enraged: Berserk : Insults, Honor Problems, Cultural Quibbles (Uncommon), go 11-, recover 11-
5.....Social Limitation: Called on for Favors by Avengers, Defenders, Nova Corps (Occasionally, Minor)
15.....Psychological Limitation: Brave (Common, Strong)
15.....Psychological Limitation: Brash (Common, Strong)
.....
30.....Hunted: Galactic Evils, Celestials, Ultrons, Avenger-Haters 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15.....Reputation: Adventuring Lunk-Head, 11- (Extreme)
5.....Rivalry: Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5.....Rivalry: Romantic (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10.....Rivalry: Professional and Romantic (; Rival is Less Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
5.....Unluck: 1d6
15.....Social Limitation: Demigod (Frequently, Major)
.....
5.....Susceptibility: poisons, 1d6 damage Instant (Uncommon)
10.....Vulnerability: 2 x Effect poisons (Uncommon)
DISADVANTAGES Points: 160
Base Pts: 400
Exp Required: 196
Total Exp Available: 200
Exp Unspent: 4
Total Character Cost: 756
Background/History: son of Zeus, name means "Glory of Hera",
He earned 650 exp in 3000 years, or about 1 every five years.
Reminds me of some of my characters...
Avengers, Champions of Los Angeles, Galactic Bounty Hunters versus Galactus
Personality/Motivation: thrillseeker , adventurer
Quote: "I am a warrior born, If I ever know defeat, it shall only be in battle." --- Thor 198
Powers/Tactics: Basic Brick
Campaign Use: Helper, Comrade in Arms; "Hold Varlet, you must answer these questions to our satisfaction."
Appearance: Olympian Idea
Egyptoid
May 20th, '08, 01:04 PM
http://members.cox.net/edavis98/HIGH_EVO.jpg
High Evolutionary - Herbert Edgar Wyndham
VAL...CHA...Cost...Total...Roll......Notes
20....STR.....10...20/140......13- / 37-.......HTH Damage 4d6/28d6 END [2/14]
23....DEX.....39...23......14-.......OCV 8 DCV 8
25....CON.....30...25......14-
20....BODY....20...20/44......13- / 18-
43....INT.....33...43......18-.......PER Roll 18-
30....EGO.....40...30......15-.......ECV: 10
20....PRE.....10...20......13-.......PRE Attack: 4d6
10....COM.....0...10......11-
10....PD......6...10/38.............10/38 PD (0/28 rPD)
10....ED......5...10/38.............10/38 ED (0/28 rED)
4....SPD.....7...4.................Phases: 3, 6, 9, 12
9....REC.....0...9
50....END.....0...50
43....STUN....0...43/67
6....RUN......0...6"................END [1]
2....SWIM.....0...2"................END [1]
4....LEAP.....0...4"/28"................4"/28" forward, 2"/14" upward
CHA Cost: 200
Cost...POWERS
40.....Power Armor Abilities: Multipower, 150-point reserve, (150 Active Points); all slots Conditional Power Power does not work against Energy (-1), Cosmic : (-1), Gestures (Requires both hands; -1/2), Only In Heroic Identity (-1/4) - END=
3u.....1) Flight 35", x2,048 Noncombat (120 Active Points) - END=12
4u.....2) Evolution Ray: Major Transform 8d6 (Living creatures into primative or evoloved state), Variable Special Effect (Limited Group of SFX; +1/4) (150 Active Points) - END=15
3u.....3) Bio-Energy Blast: Energy Blast 16d6, Penetrating (+1/2) (120 Active Points) - END=12
1u.....4) Class 1000 Communication with Animals, Cybernetics, Mental Probe, Speech-Throwing, Telepathy, and Linguistics: Mind Link , Additional Class of Minds class of minds, Any Willing Target, Any distance (30 Active Points) - END=0
4u.....5) Acid or Bullets: Killing Attack - Ranged 6d6, Area Of Effect (One Hex; +1/2) (135 Active Points) - END=13
2u.....6) Class 1000: Invisibility to Sight, Mental, Radio, Hearing, Smell/Taste and Touch Groups, Danger Sense, Combat Sense and Spatial Awareness , No Fringe (66 Active Points) - END=7
3u.....7) Matter Creation: Life-form, Artifact, or Element Creation 12d6, 12 DEF (standard effect: 12 BODY, 12 DEF), Reduced Endurance (1/2 END; +1/4) (150 Active Points); : (-1) - END=6
3u.....8) Superluminal Thrusters: Faster-Than-Light Travel (35,702,052 Light Years/second) (110 Active Points) - END=0
3u.....9) Growth (+120 STR, +24 BODY, +24 STUN, -24" KB, 1.53E9 kg, -16 DCV, +16 PER Rolls to perceive character, 475 m tall, 237 m wide) (120 Active Points) - END=12
3u.....10) Healing BODY 9 1/2d6, Can Heal Limbs, Resurrection (120 Active Points) - END=12
3u.....11) Devolution Ray: Drain All Mutational Abilities 7d6+1, Armor Piercing (+1/2), Delayed Return Rate (points return at the rate of 5 per Month; +1/2) (146 Active Points); Lim: Only Versus Mutated or Evolved (-1 1/2) - END=15
..... - END=
22.....Power Armor: Armor (18 PD/18 ED), Hardened (+1/4) (67 Active Points); Conditional Power Half-Value against Cosmic Power (-1), OIF (-1/2), Real Armor (-1/4), Only In Heroic Identity (-1/4) - END=0
32.....Power Armor Field: Force Field (10 PD/10 ED/10 Mental Defense/10 Power Defense/5 Flash Defense: Hearing Group/10 Flash Defense: Sight Group) (Protect Carried Items), Hardened (+1/4), Costs END Only To Activate (+1/4) (97 Active Points); Activation Roll 11- (-1), OIF (-1/2), Only In Heroic Identity (-1/4), Real Armor (-1/4) - END=8
21.....Power Armor Sealed Systems: Life Support (Eating Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity 400 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week) (43 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4), Real Armor Power loses about a fourth of its effectiveness (-1/4) - END=0
..... - END=
6.....Power Armor Sensors: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4), Real Armor Power loses about a fourth of its effectiveness (-1/4) - END=0
3.....Power Armor Sensors: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) - END=0
5.....Unique Power Armor: Lack Of Weakness (-10) for Resistant Defenses (10 Active Points); OIF (-1/2), Real Armor (-1/4), Only In Heroic Identity (-1/4) - END=0
..... - END=
13.....Power Armor Anti-Grav: Flight 10" (20 Active Points); Real Armor Power loses about a fourth of its effectiveness (-1/4), Only In Heroic Identity (-1/4) - END=2
24.....Power Armor Anti-Matter Power Supply: Endurance Reserve (100 END, 20 REC) Reserve: (30 Active Points); OIF Fragile (-3/4), Fuel Dependent (fuel is Very Common; must refuel Once per year; -3/4) - END=0
24.....Superior Mind: Telepathy 4d6 (Additional Class of Minds class of minds) (30 Active Points); Requires An INT Roll (-1/4) - END=3
POWERS Cost: 222
Cost...SKILLS
3......Jack of All Trades
2......1) PS: doc (3 Active Points) 18-
2......2) PS: Sci (3 Active Points) 18-
2......3) PS: Pilot (3 Active Points) 18-
2......4) PS: T-Form (3 Active Points) 18-
3......Scholar
2......1) KS: Alien Animals (3 Active Points) 18-
2......2) KS: Alien Humanoid (3 Active Points) 18-
2......3) KS: Alien Plants (3 Active Points) 18-
2......4) KS: Earth Animals (3 Active Points) 18-
2......5) KS: Earth Humanoid (3 Active Points) 18-
2......6) KS: Earth Plants (3 Active Points) 18-
2......7) KS: Biology, Biochemistry, Xenobiology, Genetics (3 Active Points) 18-
3......Scientist
1......1) SS: biochem 11- (2 Active Points)
2......2) SS: bio, xenobio 18- (3 Active Points)
4......3) SS: gene. 20- (5 Active Points)
2......4) SS: micro-bio 18- (3 Active Points)
......
4......Language (completely fluent; literate)
3......Mechanics 18-
2......Navigation (Space) 18-
3......Paramedics 18-
3......Analyze: Naturalabilities and inherent racial powers 18-
5......Systems Operation (Medical Systems, Dimensional Sensors, FTL Sensors, Medical Sensors) 18-
......
3......Tactics 18-
3......Teamwork 14-
2......TF: Science Fiction & Space Vehicles
4......Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons) 18-
3......Combat Piloting 14-
3......Computer Programming 18-
3......Deduction 18-
3......Electronics 18-
3......Forensic Medicine 18-
3......Inventor 18-
SKILLS Cost: 90
Cost...PERKS
18......Contact: Avengers, Fant.Four, Knights of W, Counter-Earth, Adam Warlock (Contact has access to major institutions, Contact has extremely useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 8-
1......Fringe Benefit: Starship License
3......Fringe Benefit: Galactic Computernet Access Card
15......Money: Filthy Rich (Somewhere)
1......Reputation (A small to medium sized group) 8-, +1/+1d6
5......Base
20......Vehicle
PERKS Cost: 63
Cost...TALENTS
5......Eidetic Memory
4......FTL Pilot
10......Universal Translator 18- (20 Active Points); OAF (-1)
TALENTS Cost: 19
Value..DISADVANTAGES
20.....Accidental Change: Super-Evolved Form: When he takes more than 10 body from an attack or is knocked unconcious. Always (Uncommon)
10.....Accidental Change (GM Controlled): Devolve Into Fighting Ape Form 11- (Uncommon)
15.....Distinctive Features: Unique Designer Armor. (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10.....Vulnerability: 1 1/2 x STUN Magic Stun Attacks (Common)
10.....Vulnerability: 1 1/2 x BODY Magic Killing Attacks (Common)
5.....Vulnerability: 1 1/2 x Effect Magic non-combat effects (Uncommon)
.....
20.....Psychological Limitation: Mad Scientist: will stop to take apart the roses. (Very Common, Strong)
25.....Psychological Limitation: Wundagor must be found! (Very Common, Total)
15.....Enraged: Science or Experiments Thwarted (Common), go 11-, recover 14-
.....
15.....Hunted: Ultron 3000 11- (As Powerful), NCI, Mildly Punish
15.....Hunted: Galactus 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15.....Hunted: Elders of the Universe 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10.....Reputation: Cold Hearted Pragmatic Researcher, 11-
10.....Reputation: manipulative crazy scientist, 11-
5.....Social Limitation: Always wears armor. (Occasionally, Minor)
DISADVANTAGES Points: 200
Base Pts: 400
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 594
HIGH_EVO.
Background/History: Earth scientist / super-genius who made his own world "Wundagore" also known as Counter-Earth.
Created the Animal-Men race from earth animal stock.
Father of Adam-Warlock. World was stolen by alien collectors, he wants it back.
Personality/Motivation: Recover his homeworld and people of Wundagor.
Quote: All Knowledge Comes From Some Where
Powers/Tactics: Transforms enemies into primative states. Has lots of labs and technology at his disposal.
Campaign Use: Science expert.
Appearance: Metallic purple and adamantine-like power-armor with dark purple lab coat.:dyn
Egyptoid
May 20th, '08, 01:09 PM
there's the first four characters, pretty gross I know.
there's a legacy character on her way....
So the Team's Roles are loosely
STARFOX - chief negotiator
SURFER - errand boy and forward sensor array
CATGIRL - misc. odd powers, advanced set dressing
EVOLUTIONARY - gadgets, tech, and science dept. chair
HERCULES - heavy lifting
the main plot elements are
new war brewing ?
what is Galactus's major problem ?
why is the Earth devastated so horribly?
(no PCs were on earth when it went south)
plus I'm trying a new concept here:
the players will help rebuild the Earth.
Hermit
May 20th, '08, 01:13 PM
(FYI this is a table-top game played in Hampton Roads)
See, for a moment I thought this was a play by post online somewhere folks could join...
tease.
:P
Egyptoid
May 20th, '08, 01:25 PM
I post campaign journals (http://www.herogames.com/forums/showthread.php?t=40907), share my ideas, no matter how flaky
plus here's other cosmic goodies:
Major Tom
May 20th, '08, 07:45 PM
there's the first four characters, pretty gross I know.
there's a legacy character on her way....
So the Team's Roles are loosely
STARFOX - chief negotiator
SURFER - errand boy and forward sensor array
CATGIRL - misc. odd powers, advanced set dressing
EVOLUTIONARY - gadgets, tech, and science dept. chair
HERCULES - heavy lifting
the main plot elements are
new war brewing ?
what is Galactus's major problem ?
why is the Earth devastated so horribly?
(no PCs were on earth when it went south)
plus I'm trying a new concept here:
the players will help rebuild the Earth.
Is the Catgirl mentioned in the lineup a descendant of Tigra?
Major Tom :cool:
Egyptoid
May 21st, '08, 07:43 AM
Catgirl (a working title, hopefully not the characters hero-name)
will no doubt be a legacy of Tigra, possible Hellcat or Feral.
the deal is, there's a new woman in our gaming group,
and her styles are not our styles, but I am a merciful
GM, and I'm trying to fit her concept into this huge universe.
just look at the Team. aye yi Yi.:D
cue the Mr. Rogers music: one of these things is not like the other . . .one of these things is not the same...
not that there's anything wrong with that...
Mister Khan
May 21st, '08, 01:04 PM
She could play Hepzibah of the Star Jammers (or a descendant)
Egyptoid
May 21st, '08, 03:57 PM
thanks guys for the suggestions, but the new players seems to be immune to the power of suggestion...
anyways here's ye campaign map
Major Tom
May 21st, '08, 05:32 PM
There seems to be a problem with the link to your campaign journals page. I
tried clicking on the link and all I got was a message saying that the page
could not be displayed.
Major Tom :cool:
Egyptoid
Jun 7th, '08, 07:01 AM
:king:
START DATE will be first thursday in July
Roster is set as thusly:
Leigh - STARFOX - chief negotiator
Charlie - SURFER - errand boy and forward sensor array
Marcy - ARIAH M. - support powers, advanced set dressing
Craig - EVOLUTIONARY - gadgets, tech, and science dept. chair
Robert - HERCULES - heavy lifting
watch this space for weekly campaign updates,
True Galactic Mid-Nite News,
and the progress reports on rebuilding the Earth.
PS: the Love-Child link is fixed below. and here (http://www.herogames.com/forums/showthread.php?t=40907)
Egyptoid
Jun 7th, '08, 02:09 PM
Powers/Tactics:
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
HOUND - tracks things down CONDOR - carries things aloft
ANACONDA - constricts things ALOE PLANT: aid & healing
SQUID: ink of darkness MONKEY: fetches and fingers
PIGEON: message, directions HIPPO: physical beatngs
COBRA : spits in eyes JELLYFISH: highly poisonous
OWL: enhanced senses HEDGEHOG: little prickly blocker
ANIMISTA: Variable Power Pool
Note: all powers manifest physically near Catgirl, from the Quantum Bands
then travel to the target, then affect the target,
but can be dispelled or reflected if the target has any "affects desolid" powers
All powers on this list are usable once per day each.
1) OWL: the Spotter ;
Nightvision, Spatial Awareness, Ultravision, Infravision; Discriminatory, Increased Arc Of Perception (360 Degrees) , Tracking, at Range;
One charge lasting 20 minutes, Mobile point of perception, 12 inches per phase
[1]
2) ANACONDA: Wrap up Things nicely:
Entangle 8d6, 8 DEFense , with Backlash, Sticky,
Affects Desolid, Can Attack Indirectly (only affects living targets; )
[1]
3) HOUND: to Sniff Things Out :
Detect: A Large Class Of Things 18- (Unusual Group) ,
Discriminatory, as a Sense, Tracking (only affects living targets; )
Physical Manifestation, Mobile point of perception, 12 inches per phase
One charge lasting 20 minutes,
[1]
4) PIGEON: Message Delivery and Homing
(works as Mind Link , Additional Class of Minds , Any Willing Target,
Any dimension, No Line of Sight; Needed, Indirect (Same origin, any direction; )
Extra Time (90 Minutes, Must Travel to Target ; Physical Manifestation
Does Not Provide Mental Awareness, takes a PREsence Skill Roll
note: includes the talent : Bump of Direction
[1]
5) COBRA: stings when it gets in their eyes;
Sight and Mystic Groups and Detect Flash 10d6, Affects Desolidified (Any form)
Indirect attack (Any origin, any direction; (only affects living targets; )
[1]
6) JELLYFISH: stinging prickles
Killing Attack at Range 3d6, Attack Versus Flash Defense
(only affects living targets; )
[1]
7) HIPPOPOTAMUS:
beats things to pulp;
Physical Blast 11d6, Autofire (3 shots ) , Continuous;
(only affects living targets; ) , 1 Continuing Charge lasting 1 Minute ;
Extra Time (Extra Segment, Only to Activate, Physical Manifestation
[1 cc]
8) ALOE:
healing salve source ;
Aid any 1 physical stat 6d6, Sticky, Area Of Effect (One Hex)
(only affects living targets; ) , Only Restores to Starting Values
[1]
9) MONKEY:
well another pair of hands comes in quite handy.
Extra Limbs (5) , Ranged Uncontrolled (only affects living targets; ) ,
1 Continuing Charge lasting 20 Minutes (attention span) Physical Manifestation
10) SQUID:
squirts a cloud of ink ;
Darkness to Sight, Mental, Radio and Mystic Groups, and to
Combat Sense and Spatial Awareness in a 15" radius
1 Continuing Charge lasting 1 Hour
1cc
11) HEDGEHOG:
mama's little blocker;
Entangle 8 Body, 18 DEFense (only affects living targets; )
Physical Manifestation, includes +5 to hit for overcoming velocity modifiers
Mobile Attack point can crawl up to 4 inches per phase.
(1)
12) CONDOR:
in case there's any heavy lifting
Telekinesis (65 STRength) , Physical Manifestation , delayed affect. [1]
Egyptoid
Jun 11th, '08, 07:50 PM
these public use facilities aid all comers, except the truly unrepentant evil
CHARTER HUB - :Pluto: former base of defunct peacekeepers, now intergalactic truck-stop
STARBUCKS - :hex: former rulers of earth, now intergalactic hostel and coffeehouse
DANTE STATION - :jupiter: space station, repair and refuels, with fine dining.
KNOWHERE - :idjit: former head of a celestial, now a transit way station.
BATTLEWORLD - :mars: former site of clandestine battles, now a galactic quickie mart
see Galaxies Map posted previously
Egyptoid
Jun 20th, '08, 08:43 PM
splash screen for the Videlectrix Game Program of MG
http://members.cox.net/edavis98/Marvel_Glaxies.jpg
you have 03 mans left
Egyptoid
Jul 1st, '08, 05:32 PM
Good Gosh Whatta Line-Up . . .
Marvel Galaxies Team (http://members.cox.net/edavis98/MARV_GALX.htm)
Egyptoid
Jul 2nd, '08, 07:00 PM
Marvel Galaxies takes place 75 years after the events in Annihilation, Conquest, etc. There has been severe trouble on Earth, and several heroes from outside the Solar System have banded together, to return to Sol System, and find out what can be done to repair the homeworld of man.
http://meastpolitics.files.wordpress.com/2006/02/wasteland.jpg Boston, Mass.
War is brewing. The Major Empires have been colonizing in the Galactic neighborhood. Regular infringements have made all the great empires uneasy and tense. The last 50 years of peace since the disposal of Phalanx have made many forget the old days of raiding and sabotage and diplomatic wrangling.
http://members.cox.net/edavis98/xx8_p.jpg Knoxville, Tenn
Hails to Earth are not answered, but it still shows up on sensor scans.
Recent Trading reports are unavailable. Seems none of the usual smugglers
have swung by there in 2-3 months. The brave have gathered at Starbucks,
to venture to Earth. There's safety in numbers, you know.
Plus if Earth be silent,and all its great supergroups can not be contacted....
Defenders, Avengers, X-Men, Shield, Alpha-Flight, Fantastic Four, Thunderbolts,
and other legacy groups. Heck even Hydra would return your phone calls,
even if all they did was fuss at you.
Egyptoid
Jul 4th, '08, 09:59 AM
Campaign Log, Week One:
the big day finally arrived. Kisa, Herc, Starfox and Evo showed up.
they met at Starbucks, and a brawl did not break out.
they met up with Rocket Raccoon (http://www.marvel.com/universe/Rocket_Raccoon), and got some dirt (info),
and they decided to stock up ion supplies, get a cloaking device,
and go to to Earth.
but they were spied upon by a Chaos Sprite (http://www.marvel.com/universe/Skreet) (or sprites) as they left.
They hatched a plan to use Larry Niven-style astronomy detective work
to observe what happened to earth. (fly out a light year away, use
a computerized telescope to observe what happened a year ago)
they flew to Alpha Centauri (http://www.marvel.com/universe/Yondu), thinking that as nearby neighbor, they may have
observed what had gone on earth, but the ties arent that strong, and all they
had seen was some refugees, which gathered at a colony on Tau Ceti.
On A.Cent they met Mantis. she was expecting Silver Surfer, and was quite
non-plussed to find Starfox and Hercules instead. Her pre-cog is rarely wrong.
on the way, they brainstormed, and dubbed their group SEEKERS of EARTH.
So reluctantly the heroes flew to Earth, sneaking in a light year away,
and they set up their equipment to get the pix, listen to old radio traffic.
What they saw and heard was horrible: nuclear war, constant fighting for
about six months, then a gradual deadening and darkening of civilization as
they knew it. Earth is a post-cataclysmic wasteland, with precious few
pockets of humanity left. But the radio traffic told the true horror, relating
how each city succumbed to a vicious horde of mutants and machines,
led by a horrid warlord. (http://www.marvel.com/universe/Apocalypse) but as devastating as the Apoc.War had been, what they could
not understand was now it was over. If Apoc. had won, then why wasnt he
ruling the planet now ? where were the cities full of his statues and slaves?
Of course the heroes would have to get boots on the ground to investigate.
their sensors identified ten hot spots to investigate, and they went to Egypt
first. here they found Kang looting ancient tombs, and they trounced him,
and rescued his mind controlled agents (actually terran colonial marines)
so what the players have to do is buy contacts and means to protect and
restore the earth, and remake the planet into something beautiful and livable.http://members.cox.net/edavis98/Kang99.jpg
Egyptoid
Jul 11th, '08, 08:40 PM
The team (Hi Evo, Kisa AQM, Herc, and Starfox) scouted around Egypt
to see if Kang had anything else going on. He didnt, so they flitted up
to Aswan Dam (ruins) and rebuilt it, built a water purification plant,
and started building their base.
Raccoon showed up with some supplies, but they had a Shiar homing beacon on them, and some Shiar Scouts beamed in and a fight started. Both Raccoon and Shiar brought news of the brewing war. Kisa felt honor bound to grind the birdpeople into dust, but was talked out of it.
Hi Evo found that earth's entire ecology was rampant with Nanites and Enzymes left over from the Apoc.War.
http://www.wellesley.edu/Biology/Concepts/Images/enzyme.htm_txt_catalase.gif Nitro-Chromyl Gamma Reductase
- - Mutation Reducer
http://www.villainsource.com/images/nanite.jpg Machinoscopes
The nanites reduce or reprogram all machines for Apocs. purposes,
and the enzyme reduces mutations. this either depowers or kills mutants.
but 10 points of Life Support keeps them at bay.
Starfox set up Radio Free Egypt, and has a john-tesh style morning show that tries to give news and hope to the common people, who love the base hospital.
News reports led the team (after a week) to Tau Ceti, to see what was happening at the nearest terran refugee planet. In orbit they met an ACent battle-cruiser, with whom they talked current events and war, and oaths and traeties. but on TC it was chaos, as various meta-humans fought each other for control over the thralls living there. They heard Wonder Man and Shatter-star were alive and attempted to contact them. When they dropped out of cloaak to do so, an attack immediately started up towards them.
Egyptoid
Jul 19th, '08, 08:58 AM
Seekers Team Members Present
STARFOX, HERCULES, KISA ARIAH, and HIGH EVOLUTIONARY
The group had jetted off to Tau Ceti, after hearing rumors
of the human refugee camps there. Sensors picked up 4
main settlements, ranging from size of village, camp, outpost.
11 figures rocketed up from the largest village.
Ten were copies of old iron man armor, and the eleventh
was a female version resembling the Iron Widow.
they attacked the Seekers , but they couldnt handled Kisa's constructs,
and the leader girl couldnt handle Starfox's mentalism
So finally Hercules goes back to his original plan.
He jumps out the airlock and falls on Wonderman from orbit
as his way of saying Hello Well that might have been funny :D
except Wonderman was in the local farmers market at the time,
and the impact and the following mega-fight (friendly rivalry)
totally ruined the burgeoning economy of the colonial village.
(High Evo rebuilt all that was destroyed)
Anyways, the four villages were full of refugees, of various flavors.
North Alpha was run by ex-pat russians, was the old first colony,and had the best equipment. Their Leaders wore copies of Crimson Dynamo armor, and the "Iron Widow" was a descendant of N.Romanov who had guessed her great-grand-aunt's password (daredevil)
Western Branch is run by Wonderman, and has people from all
walks of life, from America mostly.
Eastern Calgary is protected by Aurora, and is full of ex-pat Canucks.
Southern Delaware became the haven for the mutants, and resembles a gamma world village. the Protector here is Shatterstar.
Plus there's something on the planet that eats people. and no-ones been able to corner it and kill it yet. Alpha Centauri had been keeping a ship in orbit to help out, but they left. Part of the Brewing War had the Skrulls declare open war on the A-Cent, and the Skrulls offered a gold bounty for any human heads or slaves.
So Wonder-Man, Hercules, Shatter-Star, are all standing around swapping war-stories. High Evo genetically engineers a local rabbit into an incredibly useful food animal, and reworks some local herbs into a multi-use food crop. Kisa sneaks off and finds some freidnship in the mutant burg. Star-Fox and the Katan Girls set up a tent and have a pai gow tournament, and roulette, and Star-Fox is distributing literature about how wonderful the rebuilt Earth is gonna be.
High Evo also built Wonder-Man a def-con satellite, to give help and warning when aliens invade Tau Ceti. Also he built the villages "Cell Towers" that actually cause jamming on the Iron Men circuits, so that the nasty russkies can't lord it over the other villages as much.
Everyone asks about the Silver Surfer, and Doc Strange, why arent they helping out lately? Its very sorry, but Tau Ceti has little to offer the Team, and needs much help itself. and the Team feels they have to high-tail it back to earth to continue the rescuing and rebuilding. The team is headed back to Egypt,than on to Alkali Lake in Canada.
Checkmate
Jul 20th, '08, 01:08 PM
I've started playing in a couple of 600-650pt games and I've noticed a trend. This is the 4th game (5th character) at this level where I'm able to say this: I can effectively neutralize one of your 600pt characters with a 45 Active Point power: Entangle 3d6, 6 DEF. Make it a 60 Active points (4d6, 8 DEF) and the only way your 600pt character gets out is if someone lets them out.
I'm of course talking about the High Evolutionary who has taken Gestures on all his powers. I'm not trying to pick on anyone I just find it curious that the more points given, the more players try to squeak in as much as possible.
Kisa
Jul 21st, '08, 05:51 AM
Kisa does not "sneak" - she wanders off looking for something more interesting/exciting than watching the guys rebuild and swapping tales of old battles. ;-)
Egyptoid
Aug 2nd, '08, 02:26 PM
GAME WEEK 4: :dyn Star Fox, High Evo, Kisa AQM, and Hercules participating
the Team goes to W. Canada, to investigate the strange energy at Alkali Lake.
they find the dam has been rebuilt, and there's security pylons
on the perimeter. an intercom on a pylon tells them to halt.
they are rebuffed from entering the base,
and told to wait on the Boss, whoever that is.
meanwhile back at the parked shuttle,
attempts are made to hack and enter....
Starfox tries to do all the talking to the intercom,
but that turns the guards off, who
have been instructed to ignore Starfox, and Hercules (due to rep) :rolleyes:
agents sneak out of the base and surround the team
at a distance. while the talk goes on.
Kisa's owl power detects the trap before it is sprung.
finally the boss comes to the radio,
and he seems familiar. Its Martin Bochs,
the grandson of Roger Bochs, the Canadian
superhero BOX, with metal and electronic powers.
he's taken over Alkali Lake and restarted the turbines,
fixed the dam, purified the water, set up a perimeter,
and housed about 750 canadian citiziens as refugees
in an underground complex.
what Box didnt know was that about 80 Skrulls had infiltrated
the base over time, and were masquerading as the citizens.
and they had figured out how to manipulate the adamantium forge
"The old part of the Lab, no-one goes there anymore." (old Dexter quote)
and the Skrulls had made a Wolverine clone called Weapon Zeta.
Box thought he had a couple of Skrulls loose in the kitchen
he had no idea he'd been pwned.
But outside Box and Hi Evo negotiate, and Hi Evo is giving Box his tech,
tells him that Aurora the Canadian survives on Tau Ceti,
Box sends out a guard with a laptop to receive Hi Evo's data,
and oddly the guard was an expert thief, and when he made the
transfer attempted to pick Hi Evo's pocket.
Theif-guard made the Sleight of Hand roll, but Hi Evo also made his PERC roll,
and he comments on this petty larceny, is the item stolen was just a minor atomic
screwdriver for power armor. Box at the mic is flabber gasted by what
he hears, asks for clarification, and instructs the team to SHOOT THE GUARD DOWN
so big fight: featuring hot hot DM dice; several critical hits and big fumbles,
awesome skill roll, and over ten 8 or less rolls made in one session !
some highlights:
HERC, tunnel escape from the rock to mud entangle,
track down and kill all escapees,
Greco-Roman maneuvers to outfox Weapon Zeta
KISA AQM, used up all combat charges of her anima powers,
and many were quite creative usages !
StFOX, mind controls a skrull agent to kill friends,
heals self repeatedly after crit to face.
HiEVO, slimed skrulls, acid WZ
had to use team tactics with Box to defeat Weapon Zeta.
npc BOX: electrocutions, entangles, metal suppress.
his citizens agents. seal off battle area
Weapon Zeta: berzerk, mental def, claws are HKA 3d6 PenX2, APx2
Roaches: sneaky, assassin bugs, they used poison vs Herc.
Skrulls: snipers! called shots to face, mind control betrayal easy
(when mind controlled, the Skrull begs to please have his betrayals
to be gloriously recorded posthumously for posterity :D)
Winter Wolf: fights own master due to Starfox's meddling.
Ghetto-Ranger: fights own wolf, not pretty.
Territorial Troops: much shooting with their flash-bangs, force wall, steam fumble.
Frosquatch: shoots Herc, but has Men.Def, and gets strato-punched by Herc.
Sorceroid. drops Herc into rock-o-mud pit, but gets swallowed up by Tunneling,
and one punched by Herc.
http://members.cox.net/edavis98/Herck.PNG
Fallout:
they help Box find and kill all the Skrulls hiding in the city,
they help Box clean up the damage, and upgrade his protection scheme,
they help the berserk Wolverine clone calm down, and
Starfox and Hi Evo soothe his mind so he can live a normal life.
they think they can settle him so he likes living in AL, and wants to be a defender of it.
they persuade Box to buy in n their plan for cleaning and defending Earth
=====
Lest any of you complain abut all the killing, the players are all for 4-color,
but I as the GM have tossed them into a world of shizzle.
Well maybe one player is bloodthirsty, but the majority is my fault.
The Skrull Empire has declared all-out war on Humanity.
Egyptoid
Aug 9th, '08, 01:52 PM
GAME WEEK FIVE: :dyn Star Fox, High Evo, Kisa AQM, and Hercules participating
The Seekers finish negotiating with Box,
and take the adamant lab equipment from the Canada base in pieces.
back at the Egyptian base,
the team is accosted by a Moloid (http://www.wizkidsgames.com/heroclix/marvel/figuregallery.asp?unitid=14178#x) diplomat
He offers them rare crystals, metallic ores,
and other treasures of the deep world.
The players politely decline, realizing that
there will always be strings attached.
Plus they seem to learn that the Moloid Realm
is not as unscathed as they were led to believe
from the Apoc. Wars.
news from Rocket Raccoon! (http://www.marvel.com/universe/Rocket_Raccoon)
Adam Warlock has been sighted! and that's a good good thing.
Nova also came out to meet the Skrulls at Battleworld,
thus honoring the old Earth-Xandar alliance, even if Earth
isnt exactly still in the game.
Star Fox gives his weekly radio address, reassuring the masses,
plus he's upgraded his satellite equipment, so there's even better coverage.
then he goes to the men's room.
Over-Skrull* and 12 Skrull Commandoes have infiltrated the base.
and they clobber Starfox from surprise.
Huge battle trashes great sections of the Egyptian Base.
Eventually all Skrulls were killed, and Over-Skrull beaten to a regen. paste.
PLUS: Kisa Ariah Mephitina aka Quasar, Aka Catgirl, got rooked.
yes its true the GM screwed up. She had manifested her Hippo power,
and it was dancing on Over-Skrull, attempting to mash him into the deck,
when Over-Skrull jetted about 16 hexes away.
Well the Hippo is autofire can continuous, it should have lumbered over
to his new location and attempted to dance on him again,
all she had to do was make the new hit roll, and the damage continues,
but we all forgot and the hippo just sat there glumly, smashing no-one.
There was a little blue alien cooperating with the Skrulls,
and he was crawling in and out of the Hi Evo's machinery.
the team had to cooperate to rescue the little guy from Skrull domination.
They named him Kwertie, and he a Blue Zenad, from the Verge Galaxy. (http://www.marvel.com/universe/Kyln)
He's a mechanically inclined, silicon based life-form, and the Skrulls had been using him as an enslaved science officer.
met African Hero Crash (http://www.uber-world.com/crash.htm)
still Silver Surfer holds Galactus at Bay, who has not approached Earth.
The Sphinx Activates. who will protect the northern Nile.
TRANSMISSION ENDS
* Over-Skrull is a super-being, empowered similarly to the Super-Skrull, but he has powers derived from the Shiar Imperial Guard
Egyptoid
Aug 15th, '08, 05:48 PM
GAME WEEK SIX: :dyn
Star Fox, High Evo, and Kisa AQMparticipating
Guest Star: Crash
Our heroes made a list of ten hotspots to investigate before they can call the Earth "pacified" . This weeks choice, CHINA. They surveyed the post-apocalyptic wreck where the P.R.China used to be, and found a scraped over, bombed out hell-scape. Only 2 spots seemed to show any civilization, namely Shang-Hai and Taiwan. Both sites scanned the Wunda-Hawk, and they had to guess which one to investigate first.
Shang-Hai was run by somebody good with nuclear power, and Taiwan was run by some loud-mouthed old Communist. :mad: (what little civ. there is on Earth is warloard style feudalism) so the PCs took a gamble and decided to visit Nuke-land first. Turns out the place was run by Chen-Lu (http://www.marvel.com/universe/Radioactive_Man_%28Chen_Lu%29), the Radioactive Man. He received the heroes cordially enough, but came across as aloof and highly skeptical of their efforts. No matter, the Hi Evo still gave him a GEC, (http://en.wikipedia.org/wiki/Garden_of_Eden_Creation_Kit) but as they're negotiating, a troop-carrying gunship sails over the horizon, and drops a missile on the meeting.
Of course this is Mister Man-Chu, the blowhard of Taiwan, and he shows up accusing Chen-Lu of "betraying China", and "consorting with known Avengers." Well, Man-Chu has loyal agents, and so does Chen-Lu, and the PCs are now stuck in the middle of a land war in Asia, (http://www.visibleliberal.com/index.php?page=shop.product_details&product_id=25&option=com_virtuemart)and they're dropping nasty attacks on each other. :bmk:
Finally the impromptu team-up of the PCs and Radioactive Man overcomes all of Mister Man-chu's forces, and the celecration begins. But not so fast, if they kill Man-Chu, that makes a power vacuum, so the PCs let him live, but Starfox and Hi Evo work him over, changing his vast hatreds into "truth, justice and the Chinese way".
Now Hi Evo takes one of the main battle tanks and re-wires it to be a proto-type terrain cleaning vehicle. Well during its test run, it accidentally digs up a concrete block out of an old graveyard, and who should slither up out of the coffin but Morbius (http://www.marvel.com/universe/Morbius)the Living Vampire. turns out he had been trapped there years ago when he lost a bad fight with Collective Man. Through Morbius they learn that Doc Strange is truly dead and gone from this dimension and the mantle of Sorc.Supreme has been given to another. But he was grateful for the release, and is now a contact. Morbius flew off towards NYC...
So they've helped the planet on this side, earn R-Man as a contact,, and a truce with Mr.M-Chu, plus Morbius, and they turn around to go back to base. Time to chill out on the veranda right? :thumbdown Wrong, when they get back to Aswan Base, there's a message for Kisa, from an unknown source. Its a video-taped personalized invite from the Collector, (http://www.marvel.com/universe/Collector_%28Taneleer_Tivan%29) he'd like Kisa to be on his staff at his museum worlds in the Verge Galaxy. She's given 6 months to report there, which due to travel time only leaves her about 2 weeks to decide. Their 1st theory is that he's after the Quantum Bands, but he's not an idiot, the Bands would never serve him and would actively try to leave him. No, they figure he's after Kisa AQM herself, because she's unique like Spock was in Star Trek, a one-of-a-kind half breed of 2 strong races. So that left everyone in a good mood as the week ended.
Egyptoid
Aug 21st, '08, 10:01 AM
game canceled this week due to Cosmic Backdraft
http://www.marvel.com/universe3zx/images/thumb/5/51/Korg442.jpg/440px-Korg442.jpg
Egyptoid
Aug 30th, '08, 03:27 PM
GALAXIES WEEK SEVEN
SEEKERS PARTICIPATING
Kisa Ariah - the Quasar
Hercules Unbound
Star-Fox Magnificat
High Evolutionary
and Mister Magnetix
The Seekers travelled to Norway to investigate huge amounts of energy
being expended up there, along with what the sensors described as
"earth-moving equipment" . You see, on the post-apocalyptic earth,
anything major going on needs to be at least observed, if not squashed,
since no-one wants Apocalypse or his ilk to rise again.
They fly down and find what appears to be an ancient black basalt castle,
crude but gothic styled, standing in the middle of several hundred acres of
cleaned-up territory. Strangely, their shuttle is struck by lightning, and
Terran Marines come out of the castle to assault the heroes.
Pictured below you see a KORG, an alien race that fought THOR way back when. It appears they have returned to earth, trying to find easy pickings since there's a dearth of superheroes these days. They are earth-magic based critters, but thematically they belong in a world of war craft, plus they take slaves. So a unanimous vote came in favor of banishing them or exterminating them. Hercules tunneled into the castle and shock-waved it into collapse. High Evo traded shots with the Korg magicians and destroyed all the foci of the guards. Kisa scouted for everyone, clobbered Heverjenti with the Hippo, and discovered to her dismay that her constructs can be dispelled by skilled energy projectors. Starfox "convinced" many of the Korg to flee, but not until after he had been shot in the face again. His Katana Girls also made a good showing, and pinned down the Korg runt named Outback with their shuriken. During the fight, a one-eyed man with green hair climbed out of the wreckage, but he seemed familiar, and spoke english, so he was not attacked, he introduced himself as Mr. Magnetix; the son of Lorna Dane and Alex Summers.
Heverjenti was a Minor Norwegian supervillain who had traitorously sided with the Korg for survival reasons. she was taken pprisoner back to Aswan.
Mr. Mags was welcomed as a Seeker, and he had been used as a power battery by the Korg for their earth-rituals.
During the post-fight discussion it was realized that Rocket Raccoon should be sent to Tau Ceti, since the Canadian Survivors there might want to go live at the new base at Alkali Lake established last month.
Egyptoid
Sep 6th, '08, 07:03 AM
Galaxies Week Eight
=============== Participants: Kisa Ariah and Hercules
High Evolutionary is Revamping the Aswan base, and working on the Earth Cleansing System.
Starfox went on a secret mission to do some negotiating, and then if he lives through that, bring some refugees from Tau Ceti that want to come home to Earth.
Mister Magnetix is in training at Aswan Base.
Well this week was the Kisa Ariah Mephitina de Quasar Show,
starring Kisa Ariah Mephitina
Miss Kisa explored new powers, learned how to drive the shuttle better, talked on the radio a lot with Rocket Raccoon, and took some on-line courses at Aswan Tech.
She can now summon Swarms of Killer Bees, A killer Grizzly, a Swarm of Web-Spinners, a Rogue Bull Elepehant, and Swarms of Poison Spiders as well as her usual gauntlet of 12 totemic powers.
Kisa used her Pigeon Power for the first time, to send a politely worded rebuff to the Collector regarding his offer of employment. She sent the poor little bird off 3 times, recalling it twice to reword and soften the message, deciding to actually be diplomatic to an Elder of the Universe. There was no obvious reaction or reply as of yet.
Hercules Activated the Sphinx: http://docs.google.com/Doc?id=dzqpmkt_398gbzbc4dv
Egyptoid
Sep 13th, '08, 05:08 AM
GALAXIES WEAK EIGHT
http://i148.photobucket.com/albums/s16/r3v3r3nd_album/fail1.jpg
Only Miss Kisa Showed up this week, along with a tired and sweaty Hercules.
Princedarkstorm
Sep 20th, '08, 09:17 PM
Great writeups everyone !
Egyptoid
Sep 21st, '08, 02:07 AM
Full house Finally: STARFOX, HIGH EVO, HERCULES, Mr.MAGNETIX, KISA de QUASAR all there.
in one-shot special, StarFox jets off without the team with Akani of the Katana Girls to post-apocalyptic San Francisco, just to settle a bet. They want to look though the wreckage of the old emporium in China-Town where the Katana Girls used to hang out. If the Black-Box is still intact, it may contain data from before the Apocalypse War. They run into a local rad-shaman, who has a beautiful girl hostage. But while they investigate him, they are blindsided by Tombstone, who in this future, is more truly undead and has some necro-mental powers. StarFox and Akani eventually defeat him. The shaman and hostage ran from the fight. Tombstone is slowly regenerating, so they take him up into orbit and toss his body out the airlock towards the sun. They recover the black box and take it back to High Evo so he can decode.
High Evo botches the computer job and the data decoding. Frustrated, he just TRANSFORMS the box into a sub-module of the base computer, so that anyone can look at the data. The goal was to look at the security camera footage, which was all encoded somewhere in the memory of the black box, which fortunately the High Evo did not erase in his bungling, rare as it is he fumbles skill checks. Most of the recordings are boring day to day transactions, but then at the end, during the Apocalypse war, the team sees specifics they did not gather during their earlier investigations. Apparently one of the great fighters towards the end of Apoc. was an aerial hero called Dragon-Fly, who was a well-built handsome man with large dragon wings, and a familiar face. (http://www.marvunapp.com/Appendix/earthffaltpowdrag.htm#Dragonfly)
This stuns the Seekers team into silence. This implies they are on Earth-7712 instead of their home timeline.
Their studies are interrupted. the Fallen One attacks, out of the clear blue sky. Eventually he's defeated. There's unidentified energy on the Fallen One, and the High Evo does retro-cognition on his body to find out where it came from. They get interesting info from that, but the odd thing is they here a voice from the past, its male, with a Jamaican accent, and its reciting crude magickal litanies. Only one person fits that description, and its Brother Voodoo.
Fallen One was sent in revenge for meddling with Brother Voodoo's other servant, Tombstone.
On his morning radio show, Star-Fox works in a coded apology that hopefully will get to Brother Voodoo. (http://www.marvel.com/universe/Brother_Voodoo_(Jericho_Drumm))
Egyptoid
Sep 24th, '08, 02:56 PM
BROTHER VOODOO
LINKAGE (http://docs.google.com/Doc?id=dzqpmkt_444dw3tz824)
Egyptoid
Sep 27th, '08, 07:47 AM
Kisa Ariah Mephitina de Quasar
http://members.cox.net/zdavis98/Kisa_Ariah_Mephitinah.jpg
Only Child of Hepzibah of the Star-Jammers
Egyptoid
Oct 4th, '08, 08:07 AM
Roster: High Evo, Hercules, Kisa, Mr.Magnetix. and Qwerty!
Our heroes, officially named Seekers of the New Earth,
(yet no-one seems to call them that)
were going to investigate another hot-spot on the world,
this time Germany. On their way, they got a radio distress call
from a group calling themselves the Knights of Camelot,
and could they get some help, up in old England?
Out heroes flew down and found some Skrulls assaulting a bunker.
Specifically they were being led by the Power-Skrull, the meta-skrull
who recreates the powers of the X-Men. Named Paibok... (http://www.marvel.com/universe/Paibok)
Luckily, the hero group achieved surprise on the Skrulls, and
dropped a bomb on them from the shuttle, as well as
combined teamwork attacks from the super-heroes,
and they mopped up the Attack squad right quick.
The survivors in the bunker were English men who had been listening
to Radio Free Starfox, and they believed in the ideal of the new earth,
and had tried to set up their own utopia, and they had made power armor
in the image of the High Evolutionary. They had set up their own clean area,
trying to make a go of it. Now they communicated with the Hi Evo,
decided to manage England for the good, and they got a Garden of Eden
creation kit from him. Plus they were quite concerned about genetic purity.
then off to Post-Apocalyptic Germany to search out some rumors.
they are met at the border by Morbius again, who reminds them
they are now working at the whim of Brother Voodoo, really.
they find a huge restored area that's been cleaned up from being a wasteland.
the onboard nav-computer bleeps, telling them the clean area matches an old map.
In fact, the clean area follows the old borders of Upper Bavaria. (http://en.wikipedia.org/wiki/Upper_Bavaria)
Sure enough, there's dirty work afoot, and the ruler of this area is Necrodamus,
an old Avengers villain (http://en.marveldatabase.com/Necrodamus_%28Earth-616%29) ,who had set up a castle and was using
the local peasants as a base to amass power.
http://www.geocities.com/avengersmicros/Necrodamus.gif
Well Hercules infiltrated, and the team got him into a power duel,
and he put up quite a fight.
Kisa had the elephant shove him out the back wall of the castle,
Hercules tossed a tower onto him, Magnetix tossed the rest of the wall onto him
after a high speed maneuver, and Qwerty manned the big gun.
After Necrodamus fell down, he started yelling, and Kisa's area effect
spiders crawled down his mouth, so that was about it for him.
Inside the remains fo the castle, Hercules kills all the dementors
and wights, who could only come out at nights.
And they find the secret power source that Necrodamus was getting his
mojo from: Luke Cage trapped in a power cell... The group rescues
Power Man from a stasic prison.
also they found a vial full of live steam...
Next Week: Dinner with Brother Voodoo...
Egyptoid
Oct 10th, '08, 10:36 AM
SEEKERS THIS WEEK :
Mister Magnetix, High Evo, Starfox and Kisa
plus special guest star Luke Cage
First the High Evo set up his cleaning Devices HERE (http://www.herogames.com/forums/showthread.php?t=67459&highlight=cleanse)
and test fired them. He cleaned up Tanzania for a trial run.
Kisa will loan power from the Quantum Bands for the full scale operation.
The team has investigate NYC, Chicago and Haiti before they are ready to say go on that.
Hercules offered (via cellphone) that perhaps we don't want to clean the planet yet until we're certain the Skrulls won't trash it again. There is an interstellar war going on you know...
So all travel to Haiti for Dinner with the Sorceror Supreme
and they find an island paradise. Brother Voodoo cast spells each
solstice and equinox to cleanse the Caribbean locale.
his servants show each member to their own bungalow, and say dinner is at five. While each one is washing up, BV comes in the back door of their little place, and confronts each one, saying he must take their measure...
He uses his Conversation to learn about them, and then he uses his mental powers to read their thoughts, and lectures them on their peculiar Psych Disads.
Kisa he advised to let the past go, not hate the Shiar so...
High Evo he advised to look up from his workbench now and then....
Starfox fared the best, and basically just conversed with BV.
and eventually he remembered to apologize for offing his servant Tombstone.
Magnetix he offered that hating evil may not be a good thing....
Power Man he advised to use his third chance on life wisely...
The Katana Girls he did not lecture, since their only vice is gambling....
Twice BV's disads kicked in, and a ghost showed up to rifle through
Kisa's bedroom, and then later BV seemed to be in 2 places at once,
quite distracted.
Dinner went nicely. BV acknowledges all the new heroes, and they can work together. The cuisine was all strange, lots of seafood and coconut and mangies, but passable.
Morbius the Living Vampire interrupts dinner, and says he's found the Living Robot. (http://www.marvunapp.com/Appendix/earthffaltpowdrag.htm#Mandroid) But cannot rescue it by himself.
Later, Rocket Raccoon sends a message from Canada, saying he's brought the Canuck portion of the refugees back from Tau Ceti that wanted to live with Box at Alkali Lake. Starfox notices that one of the passengers is weird, and sends coded messages to Box and Rocket they may have a stowaway. (Skrulls?)
Hercules is attemptin to awaken a Gold Dragon to be the Guardian of Asia....
Egyptoid
Oct 19th, '08, 05:39 AM
the Seekers explore the bombed out ruins of New York City....
Kisa, High Evo, Star-Fox, Mister Magnetix,
and Hercules was fading in and out because of the Haitian booze last week.
as the GM I had a huge map of the Greater NYC metro area prepared,
with all the hotspots and nit-noid details of the Marvel Universe scribed on it.
So I expected the heros to scout around, figure out where to start, maybe
recon a little to get the lay of the land. NOPE.
"we zoom right in, land in Central Park, and then walk over to Avengers HQ"
and the High Evolutionary whips out his nanites, and has them start rebuilding it.
High Evo can transform 120 Body per minute, and that allows him to form a skyscraper in around 3 hours. So he engaged in some wanton acts of random rebuilding without a license.
they met some of the scavvies wandering around NYC. these are people who are not mutants (re: plague) but who have something that gives them an edge to survive in the hell-hole ruins of the metropolis.
At the remains of the Hell-Fire club they encountered a descendant called Marty Shaw, and he was a real winner, and then the team defeated a demon of darkness who was claiming the building as her own, something to do with a postponed curse on all activities at the Club...
Magnetix smashed her with blocks of stone, but what he learned was that he should have scraped her back into the area of effect of Kisa's various powers for some potentially vicious team play.
At Avengers HQ they ran into another legacy, Evan Jones, also a winner (everyone they've met in NYC so far has had a real 5h1++y attitude, so I as the GM derive no joy in role-playing them). Now Evan had a briefcase full of old papers and seems to have some pipe dream that he will hold title to any future Avengers enterprises. Big laughs all around.
The team finally did some scouting. the Grav-FX radar showed some really stange rock strata underneath Avenue J. this corresponed to where Morbius thought Johnny Storm might be held prisoner. Sure enough, Herc tunneled down and rescued the Man-Droid.
They also determined the epicenter for Apocalpse was up on Graymalkin Lane in Westchester, so that's where they have to do the Cleanse-Planet routine, when they;ve got NYC pacified.
Now the one thing everyone they met in NYC had was a healthy respect for the subway system. So the team had to butt in down there also. Now you'd expect the underground of a ruined city to be blasted, wrecked, radioactive, full of Morlocks or whatever. but No, the tubes were clean and neat , and relatively free from all plague influences.
Eventually the Seekers found out why: the Big Brain.
Yes, the most powerful telepath on the planet, Reed Richards.
He scoots around all five boroughs of NYC, from Jersey to X-Men HQ.
So the entire underground is safe and clean. But not to be entered lightly,
Reed's been though a lot, lost it all, and is a tad edgy. Perhaps off his twig a little.
Plus the team never ever bothered to explore who shot at them from Rykers Island.
Egyptoid
Oct 26th, '08, 05:09 AM
Players: High Evo, Magnetix, Kisa, Starfox, and finally Silver Surfer...
As the players dig up and revive Johnny Storm the living Man-Droid,
he mutters something depressing about "I killed myself for a reason..."
then out of the jungles of Brooklyn come rushing up the Ape-Squad, (http://docs.google.com/Doc?id=dzqpmkt_448fbpq5jfv&hl=en) with a dozen ape body guards with rifles.
huge fight. very funny.
Magnetix starts whacking monkeys with stop-light poles.
Silver Surfer zapped several apes.
Starfox was rooked, Apes had the Animal class of minds.
Kisa trapped, zapped, and slapped a lot of apes around
Katana Girls fought Etrigangutan, the most Oni-like of the apes.
The team rescued Johnny Storm from his earthen prison, he seemed severely depressed.
SSgt Baloo
Oct 26th, '08, 10:10 AM
thanks guys for the suggestions, but the new players seems to be immune to the power of suggestion...
anyways here's ye campaign map
Nice to see the Starbucks franchise still going strong in the new universe. Or were they banished to that one location midway between the Milky Way and the Black Galaxy?
Egyptoid
Oct 30th, '08, 01:27 PM
http://www.mutantreviewers.com/rdirty6heroes7.jpg
game cancelled this week due to Extreme Cancellation
Egyptoid
Nov 17th, '08, 06:06 AM
HAIL and FAREWELL
Last episodes of the Seekers, as Marvel Galaxies draws to a close.
As the group investigates New York City, squads fo salvage robots show up and begin digging up the special minerals in which Johnny Storm had been imprisoned.
They are determined to be minions of Galactus, and just then Star-Fox's black-berry bleeps, letting him know that some of his satellites have been eaten. Star-Dust the herald shows up to take issue with the heroes.
Big fight ensues, and the only one in the party who can touch Star-Dust is Mister Magnetix, with his cosmic energy SFX.
They manage to slag the robots, and KO Star-Dust, but Galactus's worldship starts bombarding the area, and the group scatters.
==================
the group rendezvous at Coney Island. they try various tactics.
they arrange for END to give to Galactus.
Finally Starfox contacts Galactus mentally, and Surprise! persuades him to be friends.
They persuade Galactus to eat Pluto, instead of earth, and the colony and strange native life there dies screaming. Also he drains all of Starfox's EGO, PRE, and END, leaving him a vegetable for several weeks.
Had he eaten Titan , that would have killed Circe and her resistance movment there.
They spy out his World-Ship with Kisa's owl.
They let Galactus go, and then they clean up the earth finally.
The group would have been killed assaulting Galactus, because they were forgetting to call in their favors and contacts to Help....
Well done, a fun campaign, but it was too big, too much, too many headaches. But I've always wanted to run Galactic Champions...
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