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So...About Seeker...


Theron

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Re: So...About Seeker...

 

Generally speaking, you're correct, I certainly was never very fond of him.

 

It's just that in talking up my campaign ideas with The Missus last week (who isn't really up on her CU history), she mentioned an idea for a female character called Seeker. Since my next campaign is all about the legacy of power, I was toying with ways to tie her into everyone's least favorite Australian ninja.

 

As it is, I've got some other notions to play with.

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Re: So...About Seeker...

 

In the Champions Universe of 5th Edition, Seeker is the character they replaced Knighthawk with in the licensed Champion Comic Book. He is treated as a fictional comic book character.

 

Now, of course, considering the laws of Comic Book Universes, that means there is a parallel dimension where Seeker is real. :eg:

 

And Seeker is pretty cool if you ignore his origin and treat it as a joke he plays on newspeople who want to know his "life story."

 

There have been several threads, one pretty recently, where folks discussed their different visions of Seeker. It was pretty cool. I think Scott Bennie brought up some really good ideas.

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Re: So...About Seeker...

 

Just for the record, this is my suggested rewrite for Seeker's background to which Agent X referring (with a few minor revisions because I'm a compulsive niggler). It has many of the elements of the original origin, but less 1980s ninja cheeze and a bit more of a pulp feel (I hope).

 

---

His name was Don Morgan and he was Melbourne's own best boy, a cocky, athletic Australian who was one of the superstars of Aussie rules football. Handsome, rugged, and flamboyant, his meteoric rise to fame and wealth had come in his late teens, before he was ready to handle it. He had everything: the house, the women, the friends, the bank account, the fame, and (after a few years of sowing his wild oats), a beautiful wife and a handsome baby boy whom he always figured would grow up to be a dead ringer for his old man. Everything.

 

Then a series of misfortunes struck, and they struck him hard. His father died of cancer. His high school best mate, an accountant whom he trusted more than anyone else in the world, embezzled most of his fortune. His house burnt to the ground. His club traded away many of their best players, and Don was blamed for their subsequent decline. The press made unfounded allegations about an affair. Finally - worst of all - Don's wife and child were killed in a fluke car accident.

 

All within the span of six months. Don, the golden boy's golden boy, discovered that his Midas touch now turned everything to ashes. He experienced a nervous breakdown and spent a month in a mental hospital. The therapists did their best to help him put the pieces of his life back together, but they concluded that he was too much of a perfectionist. He was used to everything being perfect. He couldn't cope with less than perfection.

 

Don ignored their conclusions. The problem wasn't that life wasn't perfect, it was that life was a cruel, incomprehensible joke.

 

After leaving the sanitarium, Don found himself unable to return to his old life as an athlete. Perhaps he could have gotten a menial job and survived in the working world, but that didn't appeal to him either. For a man like Don, even after being battered to the point of becoming a near automaton, the everyday world was not for him.

 

Don left Australia to wander around Southeast Asia, doing odd jobs to survive. First he worked as a sailor, then he bought his own boat and hired himself out as a smuggler. Don didn't much care what happened to him. In Singapore, he made the wrong enemy, and it nearly cost him his life. A gang of Malaysian thugs were sent to kill him.

 

However, one of the people that Don had worked for was Lin Woo, a displaced Shaolin monk. Something in Don's spirit had impressed the monk, and when he heard through the grapevine about Don's imminent demise, he decided to intervene, and he jumped into the fray and defended him from the killers.

 

"Why?" Don asked the monk after the fight. "Why waste your time on me?"

 

"Show me one man who is so perfect that he does not waste a few hours of his life," the monk answered. "And I believe the appropriate response is 'you're welcome'."

 

The monk felt that it was his duty to mend Don's spirit as well as his body. Lin took Don in as his pupil, and did his best to teach Don Morgan the ways of the Shaolin. Despite his initial resistance, Don slowly grew to like the man, and over time he finally accepted him wholeheartedly as his mentor.

 

Some say that a Westerner cannot master the ways of the shaolin. Lin always believed that belief was arrogant hogwash. Don became the living rebuttal of that argument. Don was strong, he was fast, he was tough, and as his training disciplined him, he became more determined.

 

After two years of intense training and travel, Lin Woo and Don Morgan finally sealed their friendship with an evening of confession. Lin spoke of a forbidden love with the sister of the master of the Green Dragon order that forced him to flee from China. Don related the death of his wife and son, and his subsequent breakdown. He asked his mentor to explain why the tragedy had happened, why had his family had been taken away, and "what good is life if life can be so bloody short and uncertain?"

 

"I don't know," Lin Woo answered. "No one knows the answer to that question. However, the difference between those who are alive and those who are walking dead is that the living seeks the solutions to life's most challenging mysteries, the hard questions.

 

At that moment. Don Morgan vowed that he would no longer be counted among the ranks of the walking dead. He would be a Seeker.

 

Having mastered his mentor's shaolin style of martial arts, Don wandered the globe, searching for his answer. Believing that he would best find it in martial philosophy, he studied many other forms of martial arts, from Japanese karate to West African sub-styles of capoeira to Icelandic glika. He also studied history, philosophy, fine arts, religion: Don was a driven man. However, study did not bring Don any closer to his answer.

 

Two years after leaving the monk's care, Don landed in North America for the first time, Under the skyskrapers of Manhattan, Don became a bystander in a fight between the Justice Squadron and Mechanon. For the other bystanders, the fight between these modern day gods was a nightmare, but for Don, it was an epiphany. Surely, in a world of superheroes, the mysteries of life and death would best be explored by participating in the conflict between superhumans, would they not? The meaning of life might be a mystery beyond the ability of humans to grasp... but what about superhumans?

 

He had to become one of them.

 

With his typical flamboyance (like many jocks, Don had always been somewhat lacking in modesty), Don put on a bandana and some karate pants, and called himself "The Seeker". He fought petty criminals and a few martial arts supervillains. He learned about the importance of dodging gunfire. And he discovered that helping those in need felt *very* good; it was a better feeling than anything he'd ever known, except for the love of his family. He could have kicked himself for not becoming a hero sooner.

 

When the villains began to take notice of him, Don realized that it'd probably be a good idea if he joined forces with a capable team of heroes. After a chance encounter with James Harmon (better known as Defender), Don was inducted into the fledgeling Champions superhero team, where the Seeker soon became a valuable and respected member (although the media quickly shaved off the "The" from his name. Lazy bastards).

 

Don still seeks the answer to his question, he's still learning new fighting styles, and he's still training mind and body to endure trials yet to come - he's determined that no tragedy will ever break his spirit again. In the meantime he fights crime (including the star pupil of his mentor's old order, the modern Green Dragon) and helps those who need a champion. It's a bloody wonderful life.

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Re: So...About Seeker...

 

I've always liked Seeker, though I like GestaltBennie's history for him. In a group I was with years ago, two GMs shared a world, one had Tri-Cty (New York) and another had Arcadia (fictional city in Michigan), with the former being four-color and the latter being dark. Seeker was one that was able to traverse both settings without difficulty; he merely changed costume/outfit. With the Arcadia also came a heavy martial arts theme (out of 8 PC's/GMPC's, six had MA, though 5 of those had damage classes and levels to go with them; three of the five were mix-types [MA+something else] but we were well-known for MA). Anyway, when we had a cross-over after a year or two of gaming, it was for the Tournament of the Dragon, which brought in Seeker, amongst others. In the major combats, I was allowed to run Seeker and another MA (Akimashibaru, sp?) and Seeker did even better than my own MA, who had Find Weakness.

 

I don't believe it was the character who was weak, even at the most it was just his outfit. YMMV.

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Re: So...About Seeker...

 

I have never really liked any of the Champions, so it's no skin off my back that Seeker is an Australian Ninja who dresses nothing like a ninja, doesn't have ninjutsu, etc etc...

 

I'd much rather use my own Universe, and I'm sure there's many others here who feel the same.

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Re: So...About Seeker...

 

I have never really liked any of the Champions, so it's no skin off my back that Seeker is an Australian Ninja who dresses nothing like a ninja, doesn't have ninjutsu, etc etc...

 

I'd much rather use my own Universe, and I'm sure there's many others here who feel the same.

Have you written up a sourcebook for your players?

 

That's why I use stuff from published sources, so my players already have some sorta handle on what's going on.

 

Totally home-brewed games can be fun but the GMs tend to not really present a lot of info about their world to my satisfaction as a Player and, when I GM, I like to be able to give the players a lot to work with. Thus I use published sources. It's easier to work out my add-ons and changes than start from scratch and provide that information to players than hand them screeds of data I've typed up myself.

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Re: So...About Seeker...

 

Have you written up a sourcebook for your players?

 

That's why I use stuff from published sources, so my players already have some sorta handle on what's going on.

 

Totally home-brewed games can be fun but the GMs tend to not really present a lot of info about their world to my satisfaction as a Player and, when I GM, I like to be able to give the players a lot to work with. Thus I use published sources. It's easier to work out my add-ons and changes than start from scratch and provide that information to players than hand them screeds of data I've typed up myself.

 

The group I speak of [back home in Windsor, On] always put together booklets before each campaign, unless it was taking place in a Universe that was already familiar and well used [by us]. Even then there would usually be a small handout detailing events that may make that storyline a little different.

 

Our tastes vary from yours obviously, and none of my group liked the Champions very much.

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Re: So...About Seeker...

 

The group I speak of [back home in Windsor' date= On] always put together booklets before each campaign, unless it was taking place in a Universe that was already familiar and well used [by us]. Even then there would usually be a small handout detailing events that may make that storyline a little different.

 

Our tastes vary from yours obviously, and none of my group liked the Champions very much.

I wish my buddies/players were willing to do stuff like that.
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Re: So...About Seeker...

 

I wish my buddies/players were willing to do stuff like that.

 

Well, what can I say, we were very dedicated to making our games the best games.

 

I do have to say I haven't experienced gaming like we used to do since, though it's come close, and I hope to bring some of it out in my new campaign.

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Re: So...About Seeker...

 

Have you written up a sourcebook for your players?

 

That's why I use stuff from published sources, so my players already have some sorta handle on what's going on.

 

Totally home-brewed games can be fun but the GMs tend to not really present a lot of info about their world to my satisfaction as a Player and, when I GM, I like to be able to give the players a lot to work with. Thus I use published sources. It's easier to work out my add-ons and changes than start from scratch and provide that information to players than hand them screeds of data I've typed up myself.

While Trebuchet is the original and primary GM in our campaign, four of the players have GMed and thus created their own sec`tions of our game universe. Likewise, players themselves, through write ups of their origins, NPCs, Hunteds, etc have helped create the world we game in and believe me, it gives the players a lot to work with.

 

In all fairness, it is about time for our gaming group to compile some sort of campaign journal/world almanac from the standpoint of accuracy and consistency. With all due respect to DoJ, I find our game universe and super heroes and villains to be generally head and shoulders above those in the published sources.

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Re: So...About Seeker...

 

While Trebuchet is the original and primary GM in our campaign, four of the players have GMed and thus created their own sec`tions of our game universe. Likewise, players themselves, through write ups of their origins, NPCs, Hunteds, etc have helped create the world we game in and believe me, it gives the players a lot to work with.

 

In all fairness, it is about time for our gaming group to compile some sort of campaign journal/world almanac from the standpoint of accuracy and consistency. With all due respect to DoJ, I find our game universe and super heroes and villains to be generally head and shoulders above those in the published sources.

If my group would stop moving on from game universes they create we might be able to do the same.
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