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Thread: CotN Outtakes

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    CotN Outtakes

    Here's something I've been meaning to do for a long time; publish the outtakes from CotN here that Steve cut and gave back to me. Hopefully, these will be useful to someone. We'll start off with the write-up for Canada's national hero, the (alas deceased) Red Ensign.

    Red Ensign III
    Val Char Cost Roll Notes
    20 STR 10 13- Lift 400.0kg; 4d6 HTH damage [4]
    23 DEX 39 14- OCV: 8/DCV: 8
    23 CON 26 14-
    18 BODY 16 13-
    18 INT 8 13- PER Roll 13-
    18 EGO 16 13- ECV: 6
    24 PRE 14 14- PRE Attack: 4 1/2d6
    20 COM 5 13-
    10+ PD 6 Total: 10/24 PD (0/14 rPD)
    10+ ED 5 Total: 10/24 ED (0/14 rED)
    5 SPD 17 Phases: 3, 5, 8, 10, 12
    9 REC 0
    46 END 0
    40 STUN 0 Total Characteristics Cost: 162
    Movement: Running: 11”/[Noncombat]”
    Leaping: 24”/[Noncombat]”
    Swimming: 6”/[Noncombat]”

    Cost Powers END
    47 Canada Staff: Multipower, 70-point reserve, (70 Active Points); all slots Restrainable (-1/2)
    1u 1) Booster Jets: Leaping +20” (24” forward, 12” upward) (20 Active Points); 6 Charges (-3/4), Restrainable (-1/2)
    3u 2) Energy Globe: Entangle 5d6, 8 DEF (65 Active Points); No Range (-1/2), Restrainable (-1/2) 6
    1u 3) Missile Deflection (Any Ranged Attack) (20 Active Points); Restrainable (-1/2) 0
    2u 4) Electro-Staff: Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) 4
    4u 5) Tractor Field: Telekinesis (45 STR) (68 Active Points); Restrainable (-1/2) 7
    3u 6) Sight Group Images 1” radius, +/-10 to PER Rolls (40 Active Points); Restrainable (-1/2) 4
    24 Armored Suit: Armor (14 PD/14 ED) (42 Active Points); OIF (-1/2), Activation Roll 15- (-1/4) 0
    5 Life Support (Self-Contained Breathing) (10 Active Points); OAF (Rebreather; -1) 0
    8 Mental Defense (12 points total) 0
    10 Super Athlete: Running +5” (11” total) 1
    4 Super Athlete: Swimming +4” (6” total) 1

    Martial Arts: Self-Defense Training
    Maneuver OCV DCV Notes
    3 Aikido Throw +0 +1 4d6 +v/5, Target Falls
    4 Choke -2 +0 Grab One Limb; 2d6 NND
    4 Escape +0 +0 35 STR vs. Grabs
    4 Hold -1 -1 Grab Three Limbs, 10 STR for holding on
    4 Judo Disarm -1 +1 Disarm; 30 STR to Disarm roll
    4 Karate “Chop” -2 +0 HKA 1d6 +1
    4 Kung Fu Block +2 +2 Block, Abort
    4 Boxing Cross +0 +2 6d6 Strike
    1 Weapon Element: Clubs
    1 Weapon Element: Knives

    Perks
    9 Reputation (A large group (Canadians)) 14-, +3/+3d6

    Skills
    24 +3 with All Combat
    3 Acrobatics 14-
    3 Animal Handler 14-
    3 Breakfall 14-
    3 Bugging 13-
    3 Bureaucratics 14-
    3 Climbing 14-
    3 Combat Driving 14-
    3 Computer Programming 13-
    3 Concealment 13-
    3 Criminology 13-
    3 Demolitions 13-
    3 Electronics 13-
    3 Interrogation 14-
    4 KS: Canadian History 14-
    5 KS: Paranormals 14-
    5 Language: French (imitate dialects)
    1 Language: Hebrew (basic conversation)
    3 Lockpicking 14-
    3 Mechanics 13-
    2 Navigation (Land) 13-
    3 Oratory 14-
    3 Paramedics 13-
    5 PS: Architect 14-
    3 Security Systems 13-
    5 SS: Architecture 14-
    3 Shadowing 13-
    3 Sleight Of Hand 14-
    3 Stealth 14-
    3 Streetwise 14-
    3 Survival 13-
    3 Systems Operation 13-
    3 Tactics 13-
    3 Teamwork 14-

    Total Powers & Skills Cost: 284
    Total Cost: 445

    200+ Disadvantages

    10 Dependent NPC: Son 8- (Normal)
    5 Enraged: Bullying (Uncommon), go 8-, recover 14-
    10 Hunted: Black Banner 8- (As Pow, Harshly Punish)
    15 Hunted: Baron Nihil 8- (Mo Pow, Harshly Punish)
    15 Psychological Limitation: Protects the Innocent (Common, Strong)
    10 Psychological Limitation: Outspoken Social Conscience (Common, Moderate)
    5 Rivalry: Professional (The Memory of Past Red Ensigns; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)
    175 Experience Bonus

    Total Disadvantage Points: 445

    Background:
    The first Red Ensign was Tommy Brock, a descendent of the great Canadian general of the War of 1812. A steadfast pacifist, he volunteered to fight in the Second World War after his best friend, who’d gone to England as a naval cadet, was badly burned in a U-boat attack. When the hospitalized Billings told Brock of the horrors he knew were being committed by Nazi Germany, Brock repudiated his former pacifist ideals and took on the mantle of the Red Ensign, a symbol of Canadian patriotism. He chose to become a superhero rather than a soldier because only such a brazen symbol (and obvious target) could atone for his stubborn blindness to evil in the years preceding the war.

    The Red Ensign fought the Nazis for three years. He once even had Hitler in a chokehold (though a Nazi drug caused him to pass out before he could finish off the Feuhrer for good). Escaping from the Nazi firing squad, the Ensign’s deeds promptly Hitler to commission a Nazi scientist named Ernst Von Niehl to destroy him. Eventually, Von Niehl lured the Ensign into a prearranged death trap in Holland and killed him, though at the cost of being trapped for decades in “the annihilation dimension” (from which he emerged as Baron Nihil).

    The Red Ensign’s legacy haunted the Brock family, and in 1964, that legacy led to a dramatic development for Brock’s nephew Jim, an NHL star turned Toronto policeman. One of Jim’s cases involved an eccentric scientist Dr. Matthew MacNeil, who had been the Golden Age superhero Dr. Cerebro, MacNeil mistook Jim for his uncle, whom he’d known in the Second World War. Futzing through his closet, MacNeil presented the bewildered policeman with a long white-metal rod.

    “I made it from the metals of King Vultok’s realm,” the scientist explained. “It’s virtually indestructible and it can return to your hand with a gesture. If you learn to use it properly, you’ll be a match for any of these new-fangled supervillains who are starting to show their faces again. I call it… the Canada Staff.”

    When Jim held the Canada Staff, he knew that his life would be changed. He knew that Canada was under threat from a new wave of costumed villains, and someone needed to take a stand, as his uncle had. After two years of intense training, Jim felt ready to take up the mantle of the Red Ensign.

    It was 1964. Jim Brock was 29 years old. Years of crimefighting, brawls against superhumans and battles against the elements followed. He had a long, storied career. Jim’s charisma and humility provided a good counterpoint to the flamboyant politicians of the Trudeau era, and he worked well with the authorities. Jim’s early career linked him forever with Canada’s flag debate (see History) and led many to call him “the Lester Pearson of superheroes” (after the Prime Minister who oversaw the start of his career). He was loved and respected by nearly everyone. Although rival heroes like the Mighty Canadians were vastly more powerful, the Red Ensign had the love of the people.

    However, superhero work is not a game long played by those whose bodies wear out, and by 1976, Jim’s was spent. Broken bones, muscle tears, and numerous concussions had taken a grave toll on him, and even an exo-skeleton couldn’t keep the years and kilometers from showing in his performance. Many politicians, fellow heroes, and folks in the media begged him to retire. Even a few of his old foes tried to persuade him to step aside. Stubbornly Jim refused to quit, though he did found the first incarnation of the Northern Guard in 1978 to provide him with backup. However. a support team couldn’t forestall the inevitable. A head injury he suffered at the hands of Fantastic Bill (a minor otherwise forgettable villain) took away his ability to focus, and finally forced him to step down in 1980.

    Jim remained as the titular head of the Canadian Guard, but the disabling injuries he suffered made even that work difficult. In 1985, the Canadian government’s attempt to regulate superheroes led to a schism between Brock and the rest of the team. Jim, his teammates said, had always been too close to the government to see what a threat they could be. His life in tatters, the ailing Brock retired to a small town in northern Manitoba, where he died in 1997.

    The legacy of the Red Ensign hung over the Brock family well after his retirement. Jim’s son Hugh, embittered by his absentee dad and never-ending media scrutiny, took the Canada Staff as his own — but he chose to become a supervillain, and he christened himself the Black Banner. Not particularly successful, Hugh Brock’s stint at villainy embarrassed the family and the nation.

    In 1999, the Black Banner broke out of prison and bitterly tried to end “the family curse” by killing every male descendent of the Brock family (the idea of a female Red Ensign didn’t seem to occur to him). His first target was his cousin David, Tommy Brock’s sole living grandson. David had been haunted by the specter of the Red Ensign since childhood, but didn’t resent the legacy. David fought back against his cousin, knocking him unconscious and taking the Canada Staff away just as a crew of photographers arrived.

    “I guess that makes me the new Red Ensign,” David shrugged.

    A naturally gifted athlete, David Brock had pursued a career in architecture, but he was a bit of a thrillseeker at heart and had a strong social conscience. He grew up in downtown Toronto, and shared the liberal political leanings of many in the urban core.

    David’s career was controversial, however he performed as admirably as his famous predecessors. Though his attempts to form a new Northern Guard met with failure, he quickly rose to become Canada’s most respected hero and its face to the superhuman community abroad.

    David discovered, however, that the Canada Staff brought its share of problems, especially enemies. In 2007, during a hostage crisis at the Governor-General’s mansion, Baron Nihil shot him with a variation on the same “annihilation” ray that had struck down his grandfather. The Red Ensign was vaporized in a split second, leaving only the Canada Staff, which clattered on the hardwood floor of Rideau Hall. However, Nihil was unable to break the staff (as he had hoped) and the arrival of COMET forced him to withdraw.

    The Canada Staff was given to David’s widow, Mary Brock. As the entire nation mourned, the press openly spoke about “the Brock Curse” and the world wondered if anyone would ever take up the Canada Staff again.

    Personality: Each Red Ensign has been perceived as dull and steady, and in each case, that’s not true. In particular, David Brock was an often prickly, excitable young man with a strong social conscience and a boundless determination to correct injustice, particularly toward minorities, women, and the poor. When a crisis happened, he was as calm as any superhero you’d ever meet.

    David was an idealist; he believed in the larger global community, supers and non-supers, and in cooperation and friendship. He believed that the only way to stop supervillains was to create a better world and to encourage higher standards of behavior. He was aware, however, that someone who often gets into fights may not be the best messenger, but handled the dichotomy with effortless aplomb.

    Quote: “Let’s see… Button #12, makes a Canadian flag pop out of the flag. Okay, it’s corny but it works.”

    Powers/Tactics: Each Red Ensign has been a human in peak physical condition that’s trained to be able to compete against superhumans. The Canada Staff and the Canada Suit are the sole superhuman items in his arsenal; the Canada Suit was invented by Golden Age scientist Dr. Cerebro; it’s an armored cloth with a fluid metal sub-layer; while the suit is heavy, the metal flows to mimic the wearer’s movements, so it doesn’t restrict his agility.

    The Canada Staff is made from the metal of the alien artifact that was King Vultok’s crown; no known force, including being heated to millions of degrees Kelvin or attempts to disassemble it at the molecular level, have been able to make a dent in it. The Staff is not an OAF; it will teleport back into the Ensign’s hand as a zero phase action if he’s ever disarmed.

    The Red Ensign’s tactics are standard for a martial arts oriented character. He does pay more attention to strategic objectives than many heroes; if he foils the villain’s plan and forces the villain to retreat, he’s usually as satisfied as he would be if he’s knocked out the bad guy.

    Campaign Use: Okay, if this guy’s dead, why is he listed here?

    First, no one ever found a body. In comic book terms, this is shorthand for “he’s not really dead,” so you can bring him back at the most dramatic time.

    Secondly, it gives the players a chance to run a legacy character. They can take the opening and run Red Ensign IV, either as a member of the Brock family, a family friend, or the Brock family can hold tryouts to see who best deserves to hold the Canada Staff.

    To increase the Ensign’s power level, add the Steelsman exo-skeleton from the RCMP Package. To decrease his power level, reduce his SPD to 4 and reduce the hand to hand attack and telekinesis to levels appropriate for the campaign.

    Red Ensign III didn’t actively watch or hunt people, but he always kept an eye out for threats to Canada: ranging from gunrunners to genetic mutation. You might take him as a hunted by defining it as “being unlucky enough to always cross paths with him.”

    For the purposes of Hunteds, all Red Ensigns had NCI.

    Appearance: Red Ensign III was in his late 20s, 6’2” (188 cm) tall and a lean 180 pounds (82 kg). He had dark brown hair, worn short, and a lean, attractive, clean-shaven face. The Red Ensign suit was a red bodysuit, with a tan longcoat and fatigues and army boots. A maple leaf flag design is incorporated into the center of his chest, and a red ensign and Quebec fleur-de-lis are emblazoned on his shoulders. He donned a military helmet, with a red facemask worn underneath. The Canada Staff was a white gold rod, 180 cm. in length.

    Red Ensign Adventure Seeds


    1. They Found A Body….: …unfortunately, it appears that he’s been turned into one of Necrull’s necrullitic zombies. Put it out of its misery, then figure out what’s going on.

    2. Crimson Ensign: To add insult to injury, Baron Nihil is dressing the Knights of Sanguanay in the costume of the Red Ensign as he launches attacks on your city! He hopes to drive a wedge between Canada and your country by having its national hero attack you. Stop this sacrilege.

    3. Stop That!: The Canada Staff is mysteriously appearing in your bedroom/quarters. Every time you try to get rid of it, it returns. You’re not even Canadian. You can’t seem to make anything work, except to make it eject a Canadian flag and cause it to play O Canada. What does a dead superhero’s stick want with you?
    --
    Scott Bennie

    Be a Hero.

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    Re: CotN Outtakes

    nice
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    Re: CotN Outtakes

    O Canada
    The True North strong and free
    Red Ensign stands on guard for thee!

    " One who brings
    A mind not to be changed by place or time;
    The mind is its own place and in itself
    Can make a heaven of hell, a hell of heaven."

    John Milton, Paradise Lost

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    Re: CotN Outtakes

    Scott, you rock harder than, well, rocks! I've been hoping to see your COTN out takes somewhere for a long time. Thanks for sharing.

    Having grown up during the Trudeau era, and lived many years in the Toronto area, RE III's influences and attitudes sound believable to me. He comes across as a true Canadian take on a flag-suit hero.

    I also got the distinct impression that his costume was inspired by this "Red Ensign" character illo posted to the forum by Storn Cook: http://www.herogames.com/forums/showthread.php?p=379312

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    Re: CotN Outtakes

    *Tips hat respectfully*
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    Re: CotN Outtakes

    Good stuff, Scott.

    But I have to ask, who did Red Ensign II play for in the NHL? Since it would have been the days of the "Original Six", one can probably assume that, in the interest of him being a "true Canadian", he played for either the Toronto Maple Leafs or the Montreal Canadiens -- or perhaps both? Then again, perhaps it's best not to specify -- that way the GM himself can choose based on his own preferences. One also has to wonder about his NHL carreer being over before the age of 29 when he was described as being a NHL star. It was probably not injury or he likely would not have chosen as phyiscal of a post-NHL career as policeman. My personal theory is that he played for the Toronto Maple Leafs and in the spring of 1964, after winning a third straight Stanley Cup with the Leafs, he decided he had done all he could in the world of hockey and wanted to do something to help people instead. Hence, he retired and joined the Toronto Police Department and a few months later, he gets the Canada Staff and become Red Ensign II.

    I notice that Red Ensign III has neither a public or secret ID. But again I have to wonder about Red Ensign II. My guess would be that he was a public identity -- with his NHL career also feeding into his popularity as a hero.
    Last edited by rjcurrie; Feb 6th, '09 at 09:03 AM.
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    Re: CotN Outtakes

    I notice the flag and national anthem options aren't pointed out in the multipower.
    And is it "O Canada," or "The Maple Leaf Forever"?

    And seriously, thank you, Mr. Bennie.

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    Re: CotN Outtakes

    The original Red Ensign would be "Maple Leaf Forever"; his successors would be: "O Canada".

    Glad you guys liked it. Here's some stuff cut from the Hockey section.

    Rod: Jim Brock played two seasons for Chicago and three seasons for Detroit. He wanted to play for the Leafs but never got his chance, though he spent some time with the Marlies prior to his NHL career. He retired from the NHL in 1962.
    ---

    Hockey Package Deal

    Skills

    3 Breakfall 11-
    2 PS: Hockey 11-

    Martial Arts: [Professional Hockey]
    Maneuver OCV DCV Notes
    4 Body Check +0 -2 4d6 +v/5 Strike, FMove
    5 Strip the Puck -1 -1 Disarm, 20 STR to Disarm; FMove
    5 Passing Strike +1 +0 2d6 +v/5; FMove
    5 Hip Check +0 +0 2d6 +v/5; Target Falls; FMove
    4 Shove +0 +0 25 STR to Shove
    5 Steal the Puck +0 +0 Grab Weapon, 20 STR to take weapon away
    4 Weapon Bind +1 +0 Bind, 20 STR
    1 Weapon Element: Polearms and Spears
    1 TF: Skates

    Powers END
    6 Good Skating Legs: Running +3” 1

    Total Powers & Skills Cost: 45
    Total Cost: 45

    Note:
    "Goons" should probably have some sort of brawling package ("Five for Fighting"). Elite players will have a higher PS, some levels with puck passing, DCV levels only usable on ice, an extra inch or two of running (Only while wearing skates on an ice surface), connections with agents, sports reporters and publicists, Reputation, and an extra level of Wealth.

    Hockey and Superheroes
    If you’re running a Champions game, there’s a number of ways you can integrate hockey into your superhero game; some as the scenarios that present themselves include:

    Hockey Character Origins

    1. He Shoots Up, He Scores!

    Your team’s trainer has hooked up with an evil organization (such as VIPER) to give your team an undetectable performance-enhancing drug. You’re members of a team that’s being mutated – and you don’t like some of the changes you’re seeing in your teammates, some of who are becoming quite psychotic.

    You need to use your own burgeoning powers to stop them. But once you've exposed the scandal, your playing days will be finished. What else will you do with your time?

    2. Power Play
    You’re members of the Sudbury Meteors, a minor league hockey team on a losing streak, crowded into a rickety old van when a meteor lands nearby. Investigating, you’re engulfed in a strange radiation. You’re a hockey team who’s become superhuman! How do you handle your powers?

    Hockey Related Champions Scenario Hooks

    1. “Nyet, Nyet Soviet, Da Da, Canada!”
    Baron Nihil decides to get his revenge on Canada where it most hurts – by destroying its greatest moment. He goes back in time to the Summit Series, to make sure Canada loses the final game of the series and destroy the nation’s morale.

    You need to travel back in time to Russia on September 28, 1972, when Canada played Game 8, and keep people from interfering with the series. Unfortunately, not only do you need to deal with Baron Nihil, you also discover that Soviet superheroes have been ordered to engineer a USSR victory by any means necessary...

    2. Try-Out
    NHL players like to think of themselves as quiet and self-effacing, but not Julian Roentz, a mouthy star forward for the Calgary Flames whose known for his hard play and mouthy attitude. Now approaching the end of his playing days, Roentz has announced that he wants to change careers – other talented normals have become costumed vigilantes, so why not a prime athlete like him? This might be amusing, but he wants to audition for your team. Worse, the media is turning this already ludicrous incident into a real circus. Deal with it.

    Note: This might make a good origin for a PC, if a player wants to pursue such a concept.

    3. The Good Ol’ Hockey Game
    Cosmos-Prime, a bored galactic entity, has decided to put humanity on trial! He claims that the species lacks the necessary spirit to survive as a member of the galactic brotherhood, and is giving one chance for you to prove yourselves! Kidnapping your team and transporting you to an interdimensional arena, where you have to play a game of hockey against a thuggish team of galactic superbeings.

    4. Phantom of the Rink
    A great old hockey stadium in your town is being demolished to make room for a new, modern arena filled with luxury boxes and other modern sports amenities. Someone doesn’t like this, and mysterious accidents befall people who are involved in the deal. Some even say that the rink is haunted by the ghost of a hockey player who died in a tragic accident.

    Is it really a ghost? Or is it someone who wants revenge on the new owners? Or an old player who can’t stand losing the place that’s attached to so many of his memories?

    5. The Hockey Murders
    There have been a spree of hockey related murders; one by one, players of a team that won the Cup fifteen years ago are being murdered one by one, and the authorities want a PC private detective to get to the bottom of the case (particularly since there are since the killer was superhuman).

    Who did it? The coach’s insane ex-wife who blamed the team for covering up an affair? An insane fan or player from the team that lost the Cup? The benched player who was ostracized from the team and then suffered a career-ending injury in a Post-Cup celebratory prank?
    Last edited by GestaltBennie; Feb 6th, '09 at 10:42 AM.
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    Scott Bennie

    Be a Hero.

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    Re: CotN Outtakes

    You need to put all the Outakes into a PDF and charge us HPA Style for 'em. Because you deserve it.
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    Re: CotN Outtakes

    Nice hockey Martial Art, Scott. My only suggestion would be to consider making PS: Hockey a 3-point DEX-based Skill, since so many of the tools of the game depend on agility and coordination. (Wonder if you could buy Penalty Skill Levels with shooting pucks?)

    Quote Originally Posted by ghost-angel View Post
    You need to put all the Outakes into a PDF and charge us HPA Style for 'em. Because you deserve it.
    While I understandably prefer free, I can't argue with that sentiment.

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    Re: CotN Outtakes

    Quote Originally Posted by Lawnmower Boy View Post
    I notice the flag and national anthem options aren't pointed out in the multipower.
    And is it "O Canada," or "The Maple Leaf Forever"?

    And seriously, thank you, Mr. Bennie.
    I suspect it would play both, depending upon the preferences of the Red Ensign weilding it. Or for that dark period when the Black Banner had it, whichever song annoyed Black Banner the most.

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    Re: CotN Outtakes

    That hockey bit was so good:

    Reminds me of the good ol' days when I had a character (NPC) who was a hockey pro, magic-wielder, son of a demon-god from the middle east. Try to top that.
    " One who brings
    A mind not to be changed by place or time;
    The mind is its own place and in itself
    Can make a heaven of hell, a hell of heaven."

    John Milton, Paradise Lost

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    Re: CotN Outtakes

    Quote Originally Posted by GestaltBennie View Post
    The original Red Ensign would be "Maple Leaf Forever"; his successors would be: "O Canada".
    Actually, don't only Red Ensign II and III have the Canada Staff? And if there's an option of anthems, wouldn't Red Ensign II's staff have the choice of "God Save the Queen" -- it was the official national anthem until 1981.
    Rod "The Mad Canuck" Currie
    Author of the Hero Designer user manual.
    www.supersquadamerica.com

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    Re: CotN Outtakes

    Incidentally, I love the scenario ideas especially the one centered around Game 8 of the Summit Series. Actually, I can picture the grizzled veteran of the team having to explain the importance of that game to the younger members.
    Rod "The Mad Canuck" Currie
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    Re: CotN Outtakes

    Quote Originally Posted by Legatus View Post
    That hockey bit was so good:

    Reminds me of the good ol' days when I had a character (NPC) who was a hockey pro, magic-wielder, son of a demon-god from the middle east. Try to top that.
    Wayne Gretzky.

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