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Fido-ohki
Sep 12th, '03, 10:33 AM
I was wondering what happened to the 'plot seeds' in DH 12 &13?

mattingly
Sep 12th, '03, 12:10 PM
Plot Seeds are not a required part of a character. If the author doesn't supply them, the editor (me) doesn't genreally fuss about it.

Killer Shrike
Sep 12th, '03, 01:05 PM
Originally posted by mattingly
Plot Seeds are not a required part of a character. If the author doesn't supply them, the editor (me) doesn't genreally fuss about it. I supplied them, but I guess they got dropped...

Hermit
Sep 12th, '03, 01:05 PM
Now I feel bad.
Maybe I'll post an unofficial seed or three for Stalker & Steadfast here.

Glen Sprigg
Sep 12th, '03, 01:44 PM
Here's a couple of pretty obvious ones for PsiPhon...

***********

a) PsiPhon staggers into the PC's headquarters, exhausted and battered. Behind him are a squadron of PSI agents, as well as three members of PSI.

b) One of PSI's 'recruits' has had the same change of heart as PsiPhon, and has contacted the reformed villain for help in escaping PSI. PsiPhon asks the PCs to help him get the young mentalist away from PSI's clutches.

Glen

Hermit
Sep 12th, '03, 02:52 PM
Steadfast
1) The Company you keep- The Rev. Alan G. Swagman is a rising star in the MC religious community. The televangelist has hundreds of viewers and growing. Out of either genuine belief, or merely a way to boost his ratings yet further- Swagman begins to attack Steadfast (and his claims to faith) for teaming up with "Pagans and Abominations!". Steadfast's popularity begins to plummet, and soon it seems he can barely show himself on the street without controversy hitting. Reluctant to challenge a religious leader, and not wanting conflict; Steadfast may not even fight to defend his reputation. If he's being used as a PC, then of course, he'll have to resolve this himself. If in NPC mode, the PCs around him may decide to find a way to turn the tables. Perhaps the Reverend has a few skeletons in HIS closet?

2) When Good boys go bad: Steadfast stumbles onto an apparent crime being perpetuated by DEMON. As he 'disrupts' them, there is a flash of light, and only now does he notice he's stumbled into a strange rune. After that, he begins to feel... different. He grows inherently more selfish, and not like himself at all. if he's a PC, Steadfast must find a cure and fast before he becomes the sort of man he'd despise. If he's being used as an NPC, how will the others deal with a new Steadfast? One acting as sinful as he used to saintly?

3) Heir to an Angel: As mentioned in Champions Universe (pg.66), there was once a church dedicated to a super hero named Archangel who claimed her powers and mission came from God himself. The church disbanded with her death, but Steadfast is surprised when after his latest charity function, a group of men and women from New York City gather around him, and bow declaring him Archangel's successor and the chosen one to carry on her works! How will he react to this sudden case of "hero worship" and what if he is presented with signs that seem to support the believers' statements?

Hermit
Sep 12th, '03, 04:01 PM
Stalker
1)Soul Survivor- Anthony Thomas Palante is dead, but in the world of super heroes, that's not always the end. Now it seems his ghost watches his father carry on a one man crusade. But holding off your eternal reward, even to aid a loved one, has it's own risks. Dirge or some other mystical villain becomes aware of the 'ghost', and uses foul spell to ensnare him. At the stroke of midnight at the end of this month, the ritual will be complete... and Tony's very soul will be devoured to fuel the villain. George recieves haunting (litterally) dreams from his son's plight. Is there someway he can find where this will occur and stop it? Or will he lose his son a second time?

2) Warsong- After picking off yet another member of the Choir, Stalker has finally angered the villain team enough to focus all their attentions on him at once. Millennium City becomes a hunting ground, with Stalker as the prey. To complicate matters, the Choir hires as many mercenary villains as it can afford to aid in the search and destroy. Will Stalker tough it out, or lay VERY low? Will he turn to the MC-8 just to survive? Or keep it as his "private problem"?

3) Full Circle- The Choir is finally defeated. George, while in great shape, is mentally exhausted. It's time to rest and pass on the identity of Stalker to someone else. He searches for his replacement among the young men of Millennium City, seeking a combination of martial skill, quick thinking, courage and conscience. What if he picks one who seems perfect but lacks in the last area? And what if his choice is the son of a friend? Does he have the right to put another man's son at risk?

Crimson Arrow
Sep 12th, '03, 05:10 PM
I supplied them for all my submissions. However, they now belong to DOJ, so I am reluctant to post them, without an OK from the Hero team.

Some nice ones already on this thread. I especially like "Warsong". I can see Stalker refusing to go to MC8 and then, just when he's about to succumb to the Choir...Come on, you know heroes never leave their buddies to face the music on their own.

Hermit
Sep 16th, '03, 02:37 PM
MC-8 As mostly PCs
1) Rematch 2.0- The MC-8 is seen committing crimes all over Millennium City. Not only are these pretenders ruining the real MC-8's reputations, it's putting lives at risk. There maybe confusion as the Champions or other super heroes try to bring them in for questioning. Eventually, the MC-8 will be able to track their doubles down to an still unopened factory. When they break in, they learn that the duplicates are robots made by Mechanon, who deduced this would be the best way to gather those who thwarted him before all together at once. Now, the Eight must face not only Mechanon, but his own twisted automatons mocking their image and possessing similar abilities (or as similar as technology would allow).

2) Truly Dark Champions - The Champions have made their share of enemies. Mystical and mental alike. It would seem one or more of these has put their hooks in Millennium City's premiere super team. The Champions are going on a rampage, and their first target were the local MARS units and PRIMUS agents. It would seem there is no organized group close enough to stop them. Enter the MC-8. Can our heroes stop the more experienced Champions, and get to the bottom of the cause for their complete reversal?

3) A place to hang your hat- Each of the MC-8 recieves a note or message to arrive at a location in the city. A brand new building stands there, one that seems to have been constructed practically over night. Another message, an audio recording perhaps, triggers when they come in informing them that this is their new fully stocked base to do with as they see fit. Understandibly, many of the MC-8 maybe distrustful of this. Is it a deathtrap waiting for them to drop their guard? A way to spy on them? Or is it actually a legitimate base? Who made this? and what is it they want in return?

Ben Seeman
Sep 16th, '03, 03:00 PM
Originally posted by Crimson Arrow
I supplied them for all my submissions. However, they now belong to DOJ, so I am reluctant to post them, without an OK from the Hero team.

Some nice ones already on this thread. I especially like "Warsong". I can see Stalker refusing to go to MC8 and then, just when he's about to succumb to the Choir...Come on, you know heroes never leave their buddies to face the music on their own.
Feel free to post the plot hooks from your submissions. :)

Keneton
Sep 16th, '03, 04:49 PM
I did not post plot seeds for the NPC's in Unearthed Mechana as they were not part of the writers guidleine submission form I used. I apologize for this oversight. here are a few plot seeds for the villains from Unearthed Mechana.

Sly Fortune: Sly is reportedly killed in a raid by US forces in the middle east. In all actuality VIPER has planted him inside the local PRIMUS HQ in your campaign city. His job assignement will be the liason for the PC's. he will look to exploit the charcters weakness and eventually do them in.

Speed Pounder: Speed Pounder is hounded by DEMON. Although a villain he goes to the Heroes for help. Could he be sincere or is he still under the control of his former morbane master! Either way DEMON booty is going to fly!

Mechana: Machana begins to knock off top scientist from the field of AI one after another. Is their a connection betwwen these top scientist, or is the only thing they have in common their interest in circits and psoitronic brains? What is the mistress of mechanical mayhem doing. This doesn't fit Mechanon's normal MO! One of the scientist approaches the party hinting that this eleite group once worked on a secret project. . .Project Mechanaon!

:)

Crimson Arrow
Sep 17th, '03, 05:21 AM
Plot seeds for El Aguijón:

There has been some strange behaviour on the part of the City’s insect life. What (or who) could be causing it? Perhaps El Aguijón is a suspect and he needs the heroes to help him clear his name.

The arrogant Doctor Dale manages to genetically engineer a giant insect colony (possibly not on purpose). The city is under threat from the “Termights”, enormous creatures with a hive mind. Can El Aguijón and the heroes stop this menace and can they find out who was behind it?

A mysterious benefactor contacts Alejandro and offers to pay for El Aguijón’s services, to break into a research facility. Has someone discovered his secret identity, or is it just a coincidence, based on Professor Montez’s fame in the field of Entomology? Perhaps it is Marisa herself, who has uncovered something about that facility, but is powerless to act herself and has turned to the only person she can trust, but is trying to preserve her anonymity.

Crimson Arrow
Sep 17th, '03, 05:22 AM
Plot seeds for Raaktor:

An ancient artefact in a museum begins to glow ominously. Does Raaktor have some specialist knowledge which can deal with the impending problem?

Red Elk has learned some subtlety (or perhaps just sneakiness). He kidnaps Professor Harding (or his daughter) and demands that Trax face him in single combat. Of course, this being the treacherous Red Elk, things are not going to be that simple.

Raaktor has the chance to go back in time and return to his village. Will he do so, having formed friendships with so many people? Perhaps he has formed a deeper attachment with Kate Harding, or will not leave without taking Red Elk, whom Trax regards as his responsibility. Trax might even have drawn the conclusion that the people of Millennium City need a guide more than his tribespeople ever did.

Crimson Arrow
Sep 17th, '03, 05:23 AM
Plot seeds for Megaera:

Are the goddesses really what they seem? Are they perhaps race memories, aliens, demons, or something else entirely? Metis may think she is serving the greater good, but perhaps she is ultimately acting against it. As her powers are activated by visualizing the golden apple, maybe her true patron is actually Eris. It is rather a coincidence that the three sisters had names with the same initials as the Furies of Classical mythology. Perhaps one (or both) of their parents worships the ancient Greek gods or at least believes in their power and this was why the girls were brought to the dig. Even if that parent knew about this at the time, the goddesses might have suppressed that memory. What if one parent is secretly a follower of Eris? What if one parent persuades the children that the other is the villain?

Metis meets a good-looking, if slightly unsettling, archaeologist, who might live up to her ideals of what a man should be. Shame it is John Black, also known as the Black Paladin. What does she do when she finds out? Does Black Paladin have something sinister in mind for Metis? After all, Athena was one of the virgin goddesses.

Megaera battles against Howler and recognizes her as Susan Sonderheim, from the University. Howler escapes, but does Metis turn in Susan anonymously, or try to capture her as Megaera? Perhaps the Wisdom of Athena allows Megaera to realize that something is corrupting Susan’s mind. If this happens, will Megaera/Metis try to help Susan instead of putting her behind bars?

Crimson Arrow
Sep 17th, '03, 05:24 AM
Thanks for coming back to me on this, Ben.

Killer Shrike
Sep 17th, '03, 08:11 AM
Commando Rubberbando:

Heres what was included in the submission:

Campaign Use: Useful NPC or PC. Basically a Stretchy-Martial Artist, Commando Rubberbando is an excellent ally or lead-in to a story occurring in Dearborn. He is also potentially a one-shot antagonist if the PCs are doing something less-than-heroic in Dearborn. He is something of a leader among the black community, and is a dedicated proponent of the peaceful pursuit of Civil Rights; he might show up to caution a PC who is more militant in their pursuit of same (regardless of ethnicity). In a more 4-color or campy campaign his name alone is good for quite a bit of gag mileage, and he might do things like show up to "school" a stretchy PC in the interests of making sure the character uses their powers well enough to avoid "giving us stretchers a bad name".

And here are a few more:

* An old Army Buddy contacts Rubberbando; after retiring out of the GBs, this old friend became a merc and ended up getting involved with the Warlord's organization. He's done some messed up things in the process, like being involved in operations that may have used genocidal tactics depending on who you believe. Now he's bungled a mission and Warlords put a death mark on his head in retribution, and in desperation he's contacted Rubberbando for protection. Of course, this old friend saved Rogers life once and Roger feels that he owes him, but on the other hand he can't abide by what the man has done in the meantime. What does he do?

* A primarily black political exremist group is picketing a hotel downtown where a controversial arch-conservative retired senator is giving a speech. The retired senator has made some statements in the press recently which are very racially charged, and public sentiment among minorities is polarized against him. Roger is present inside the conference with a group of other peaceful political activists to hear what this enemy of civil rights has to say and repute his points if the opportunity presents itself. Outside the building the political extremists and various picketers start to get fiesty -- its has the makings of a riot and the police are ready to use force to quell it, but this may well set off an old-school race riot. Does Roger help calm the crowd, or will his own distaste for the retired senators message and sympathy for crowds anger prevent him from interceding?

* Somebody has kidnapped Roger's ex-wife Marjorie in Atlanta, leaving his kids high & dry. This occurs during Roger's monthly treatment of Rubbero Industrial-Strength Rubber Treatment. Roger leaves immediately for Atlanta when he finds out without finishing the treatment to discover out what is going on and take care of his kids. Of course it is all a trap, and starting to weaken he is confronted by some foe of either his own past or MC-8's. Lady Liberty has forseen this and scrambles to contact a group of heroes in or near Atlanta (possibly the PC group) to help him while she tries to gather the rest of the MC-8 and get down there. What will be the fate of Marjorie? If she is rescued, will this occurance cause her to see Roger in a more friendly light, or will this only make her hate him more?

* A gang of skinheads sporting the motif of Captain Thunder from the supers serial To Save The World, have been active in Dearborn and the surround recently, beating up on homeless people of color. Rubberbando easily apprehends the group and sends them off to jail, but the next night his apartment complex is stealthily "tagged". In the morning Roger discovers that a huge swastika has been painted across the front of the building. In the next few weeks groups of skinheads bearing the Captain Thunder logo start popping up all over the Greater MC area. These groups are getting more numerous and more violent, and to top things off a skinhead rally is rumored to have been called for the following week somewhere outside of MC. Whats going on?

Fido-ohki
Sep 20th, '03, 09:49 AM
Nice job on all of them!


David 'Fidoohki' Lindquist

Hermit
Sep 20th, '03, 12:26 PM
Campaign Use: No father should have to bury his son. George is a living example why. While the GM should of course adapt Stalker as he sees fit to his campaign; Stalker II might be a good way to show not only the dangers of obsession that anyone of the PCs could fall into, but the grief their heroes might leave behind for others should they themselves fall. Stalker can be either an Ally, enlisting the PCs' aid against the Choir, a foil who grows increasingly ruthless as he seeks personal justice even if it interferes with the capture of more pressing foes, or even an enemy, if one of the Choir is seeking redemption by the side of the Player Characters. While Stalker II is very unlikely to kill, one never knows.

Beyond that, Stalker has several loose threads that can be tied or stretched further still by the GM. For a mystical bent, one could explore the possibility that George IS being haunted/helped by his son. Why? Does Tony want his father to avenge him, or is he actually trying to get his dad to lay this burden down before it claims another? When and if George succeeds, will he be able to stop, and let his son rest? Will he pass on the mantle to another? What if he chooses poorly?

Hermit
Sep 20th, '03, 12:27 PM
Campaign Use: Steadfast fits in fine as a member of an NPC team that the players encounter when traveling outside their hometown. His example might make players wonder where their own characters stand on matters spiritual. Steadfast's own concerns about the conflict between his beliefs and super hero action might have him turn to any PCs he sees as wiser than himself for input. Of course, one can also ask the question: Just what is the source of Steadfast’s powers? Perhaps he's a mutant, or was there something under the church; or has some very mortal source empowered him and cruelly using his faith to lead him as a cat’s-paw for some hidden task?

SPECIAL NOTE: Because the true 'source' of Steadfast's power is for the GM to know, and the players to guess, Steadfast's Distinctive Feature Disadvantage is left undefined. If the GM determines Steadfast is a mutant, or mystical, or has a holy aura, other characters with the appropriate ways of sensing such will find out in game play.

Steadfast may also need the help of the PCs in another matter. While not the sort to proselytize avidly, he is not silent about his beliefs in or out of costume if asked. Villains with an infernal or anti-religious stance might view him in a particularly hateful light and seek his demise. Steadfast is tough, but against foes such as those, he may need the PC's help just to survive.

While he's not intended to represent the negative side of organized religion’s offshoots, a GM could, if he wished, turn Steadfast into just that. Particularly if manipulated by a mentalist, Steadfast might become quite antagonistic to certain sects of superhero society (Luke Jr., self styled "Son of the Devil" for example). The important thing to remember with Steadfast in any use is to gauge your players; treat both the subject matter and their own beliefs with some respect.

Hermit
Sep 20th, '03, 01:31 PM
The exciting, never before seen alternate ending to Steadfast's origin story... okay, a FEW have seen it before. Anyways, this is what was clipped in the DH#13 so he could join the MC8 and it might explain his perks to those scratching their heads :)

I know this isn't exactly "Campaign Use" so if it's out of bounds by the standards of the Powers that be, please delete this post.

It came right after a certain preacher's spit take:


Weeks later...

"Code-Name?" Shatterling asked. The leader of the Samaritans was glad they were at least getting to the end of the line. Frankly, the would-be replacements thus far hadn't been promising. Either they had nothing the team needed (chiefly muscle power right now), or were expecting a paycheck. Heroes these days....

"Bulwark," Edmund said, as he fiddled with the odd slit visor he'd found in a costume shop.

The hero known as Longarm stretched his neck so his head came right up to Edmund's face, "Name's already taken, buddy. Some Army guy, want to try again?"

"Uhmm... Steadfast?" Edmund haltingly replied trying to think just how that prayer had gone again?

Shatterling motioned for her metamorphic companion to back off, "Okay, just what are your powers?"

"I'm strong." He noticed they seem to like that, "I seem to be very hard to hurt. Oh, and as far as I can tell, I can't be moved."

"Beg pardon?" Dr. Fix-it, the Samaritan gadgeteer asked.

"I can't be moved. I mean, when I concentrate, I stay. So far, nothing's been able to move me."

"Fascinating!" The scientist of the group exclaimed again. The others looked less impressed.

"It might have its uses," Shatterling admitted, "Okay, Steadfast is it? We'll give it a month, see how it goes."

"How'd you get your powers anyways?" Hotspot, the other lady of the team, asked.

Steadfast answered honestly, "I prayed for them."

There was a long stare from the crew, and then finally, Shatterling rubbed her temples, then asked, "Are you telling us, God sent you?"

"Well, no. Can't be sure of that. God gave me the power." Steadfast considered, "In a way, it was the local pastor who sent me."

A long pause, then finally, Shatterling muttered, "It's gonna be a looong month."

"Amen," someone in the crew replied.

Steadfast sighed, and prepared for his new life.