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concord

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Everything posted by concord

  1. Re: Some Build Help, Please. http://redbook.angeva.com/characters/Wardens/Lazarus.asp This is how I did it for the Lazarus in the Wardens Chronicles... first time Hero player wanted to play an immortal...
  2. Re: Champions games you've run The Covenant Age: Silver/Bronze World spanning supernatural heroes on a galactic power level... 15-20 DC attacks with 40 - 60 defenses... remember a session where Titan did a 28d6 PRE attack, everyone including his teammates just stopped and gawked... Ran weekly for about 2 years. Knights of Justice - Sydney, Australia Age: Silver/Bronze Chose Sydney because it was not New York City and I was obsessed with Australia at the time... Campaign date was late 90s and early 2000s... Several of the NPC heroes in the group were family and a couple of PCs married into the family... Michael Knight and the Foundation for Law And Government sponsored the group... Yes, all of their vehicles talked... Ran weekly for about 4.5 years. Streets - New York City Age: Rusty Iron An experiment with the dark side... a truly dark game where the "good" guys had a higher body count than the "bad" guys... the "healer" character died in a burst of automatic gunfire two sessions into the campaign... a PC watched his mother die as the bad guy shot through her to get to him... a neighborhood hero saved the neighborhood by wiping out the criminals and taking over their racket so that no other criminals would come in to fill the void... Ran weekly for about 6 months. Crusaders - New York City Age: Silver/Bronze A return to my comfort zone... the first of what would go on to become a standard theme when starting a new campaign, the PCs are the new guys taking the place of an established group... Ran weekly for about 13 months. Protectors - San Francisco Age: Silver/Bronze The first San Francisco campaign... a new group of players only one holdover from the previous four campaigns... did not last too long, only a few months... Took a while off from gaming, four years or so. Then ran a Traveller campaign for about a year... Wardens Chronicles - San Francisco Age: Silver/Bronze Current campaign... took some of the elements from the Crusaders campaign along with several other GMs' campaigns that had shared the same world and forged the basis for the Foundation Chronicles world... this campaign has run off and on for the last 11 years... there have been 4 iterations of the Wardens during that time and a short lived off-shoot campaign...
  3. Re: Wardens Chronicles / Foundation Chronicles The campaign is going well... but sessions have been hit and miss since the restart after the holiday break... real life has been pounding us... Here are the latest updates to the Wardens Chronicles site... they bring the campaign up to date as of Session 23 which is when we broke for the holidays... We have only had two sessions this year so far and I hope to get them up soon... http://wardens.angeva.com/log-updates.asp?Site=W4 Session 22 - The Grand Raid Post-Session 22 Story - Resilience - Knight Story - Mountains - Knight Story - More Detention - Knight Story - Parley by Practice - Knight Story - Cosmic Designs: Stage 3 - Prime Story - It's Fun to Stay... - Randy Session 23 - Faith and Chaos Post-Session 23 Story - A Matter of Balance - Knight Story - Time to Make a Difference - Lazarus Story - Cosmic Designs: Stage 4 - Prime Story - Cosmic Designs: Stage 5 - Prime Story - Cosmic Designs: Stage 6 - Prime Story - Cosmic Designs: Stage 7 - Prime Story - Cosmic Designs: Stage 8 - Prime As always, your comments are welcome... .
  4. Re: Quote of the Week from my gaming group... Prime decides to investigate the validity of someone claiming to be the real Johan Doyle (Prime's former self before he was "super-evolved"). After Prime violates a restraining order and gets the campus police at the university where "Johan Doyle" works a bit out of sorts, the team rescues the police and "Johan Doyle" from Prime. With the unrepentant primate in tow, they board the Hippogriff and head back to their base. These are some notes from their conversations while flying back to Alcatraz... After Prime says that he is convinced that "Johan Doyle" is from another dimension, Lazarus mentions the possibilities of multiple dimensions with multiple Johan Doyles. The Knight looks stunned then prays "Hail Mary. Full of grace..." Lazarus brings up the idea of possibly cloning more Primes Prime - "I could grow another from the tip of my tail then use the cosmic computer to download my memories into him." The Knight - "No... absolutely not" Prime - "Multiple Primes would make the city safer." to Lazarus "Thank you for the excellent idea." The Knight to Lazarus - "Now look what you have done." Prime - "Just imagine how safe the city with be with 20 Primes, maybe 2000, a Prime on every corner helping keep the city safe." Prime when asked if he could clone the Knight - "He has no regeneration, but if he would be willing to sacrifice a finger or two, I could see what I could do." Lazarus to Amethyst when she boards the Hippogriff - "You should hear our latest idea." The Knight - "Take some Pepto Bismol first" Amethyst after Prime explains they were discussing cloning more of him - "No, we don’t need another Prime. One is enough." Prime - "All my experiments have worked perfectly." The Knight - "It amazes me that you can say that with a straight face." Prime - "The sensors here at the base can be easily subverted." The Knight - "Why? Have you subverted our security systems, thus allowing our enemies to spy on us?" Prime - "I did not say I was doing it, I just said someone with my heightened intellect could easily do it." Prime - "I will run the genetic tests and check into the cloning." Amethyst - "Genetic tests, yes... cloning, no" .
  5. Re: Superheroes and lethal force Here are the guidelines for characters in the Wardens/Foundations Chronicles games: The setting is a "Bronze Age/Five Color (Four-Color with some Gray)" type of game. Heroes and team players only. No sociopathic loners or psychopaths. Be careful in your choice of powers and how they are constructed. That that you have will also be that of the adversary and then some. No Aliens. No Extra-Dimensional Movement. Numbers 1 through 3 are the guidelines that pertain to how lethal force is treated in the campaign. Number 1 describes the general feel of the campaign. The good guys don't win by having a higher body count than the bad guys. Number 2 describes the PCs in the game. The good guys work together and are usually pretty well adjusted members of society. Number 3 describes the general power level. The good guys are a force to be reckoned with but there is always going to be a more powerful adversary out there somewhere. .
  6. Re: Quote of the Week from my gaming group... Prime and Delta-Vee speaking of success and having beautiful/handsome partners waiting on them hand and foot, leads to... "Tell me, do super-evolved intellects still have an interest in sex?" - Delta-Vee "Let us not go into that, I am much too busy." – Prime ----------------------------------------- Prime warning the other team members about the 'cosmic computer,' advises them not to tamper with the computer then advises don’t even touch it. "Why would it super-evolve the whole city?" Delta-Vee "Have you been reading my notes?" – Prime "Prime, tell me and let me remind you when I say tell me, I want you to lie to me. Have you even consider evolving a large number of people to be like you?" Delta-Vee "No... of course not." - Prime ----------------------------------------- Delta-Vee and Prime speaking about the neural interface for the 'cosmic computer.' "It is sending messages directly to you brain." Delta-Vee "Yep" - Prime Delta-Vee laughs and after Prime dodges questions about surge suppressors adds sarcastically "Plenty of surge protectors." "Don’t worry about it, its fine." - Prime "I'm not, you are the one sticking your head into the helmet." - Delta-Vee .
  7. Re: Do you use miniatures? Mostly Superfigs minis and HeroScape figures with a few Lord of the Five Rings for some Asian flavored paranormals and a scattering of other fantasy minis... I recently started looking at the HeroClix figures for modding... also taking a look at the Halo ActionClix figs, neat ideas for hi-tech agents...
  8. Re: Fromage? Mmmmmmm... real cheesy goodness... just kidding... I really don't have a problem with it so far... but do need to see the hdc sheet to get a final idea of the mechanics of the character as a whole... Also, keep in mind item #3 from the Wardens campaign "basic guidelines for building characters" "Be careful in your choice of powers and how they are constructed. That that you have will also be that of the adversary... and then some."
  9. Re: Your "2008" Pet Gaming Projects Champions - continue the Alcatraz Foundation Wardens campaign... we are on hiatus for the holidays but will be starting again January 19, 2008. Champions - continue developing the websites for the Wardens campaign Wardens Chronicles - Champions Campaign - http://wardens.angeva.com Foundation Chronicles - The World of the Wardens - http://foundation.angeva.com Foundation Redbook - Campaign Rules and Characters - http://redbook.angeva.com Post-Apoc - continue the slow development of the Union Chronicles, a Gamma Worldish Post Apoc setting and website for said setting - http://union.angeva.com .
  10. Re: Wardens Chronicles / Foundation Chronicles The campaign is going well... we are taking a break for the holidays... here are the latest updates to the Wardens Chronicles site... they bring the campaign up to date as of Session 21... there were two more sessions before the break and I plan to have them posted before the campaign starts again on January 19th. http://wardens.angeva.com/log-updates.asp?Site=W4 2 - New Session Summaries 2 - New Post Session Summaries 15 - New Downtime Stories 3 - New Interludes 12 - New Facility Floorplans (under Alcatraz Island Headquarters link) As always, your comments are welcome...
  11. Re: Apartment floor plans while it does not meet the "apartment" part of the thread... it does meet the "floor plans" part of it... La-Z-Boy's website site has a floor plan designer called "room planner" you can find it at http://www.la-z-boy.com/designcenter/ it has a lot of La-Z-Boy furniture but also has a lot of generic furniture and fixtures icons (doors, windows, stairs, etc...) screenshots of the icons there and photoshop worked wonders for some maps I have been putting together...
  12. Re: Campaign Newspaper lots of neat stuff here... rep to Fedifensor, Querysphinx, Edsel on this thread and GoldenAge on his Sanguine News thread...
  13. The campaign is going well... two more sessions before we take a break for the holidays... here are the latest updates to the Wardens Chronicles site... http://wardens.angeva.com/log-updates.asp?Site=W4 2 - New Facility Briefs 5 - New Facility Maps/Floorplans (under Alcatraz Island Headquarters link) 6 - New Vehicle Briefs There were also some behind the scenes updates to the Wardens Vehicles and Facilities page. It is now database driven coding so it will be easier to add new data go forward. More maps, floorplans, pictures and "character" sheets are in the works for each facility and vehicle entry. As always, your comments are welcome...
  14. Re: Foundation Redbook - Characters from the Foundation Chronicles/Wardens Chronicle The Foundation Redbook website has been updated... http://redbook.angeva.com/updates.asp In addition to a new look, it has the current versions of Amethyst, Knight of Saint Michael and Prime... as well as three new player characters from the Wardens Campaign - Fourth Edition... Delta-Vee, Miss Majestic and Lazarus... More characters will be coming soon... As always, your comments are welcome...
  15. Re: [Campaign] Union Chronicles (Post-Apoc) SHAHEE LEGEND As told by Shahee Elder Gilbin bol Gilbin My sire's sire, Kain bol Gilbin, told this to me when I was but a child at my dom's side. It is the tale of when we came to this world, our new home. First there was "The Crossing." The elders of the highborn opened the gate and we, the Shahee, entered this world. We were fleeing as we had always fled from the bane that fate had given us, the Oonsohee. Our arrival here was not one of good fortune. This world was strange with many weird workings and wonders. The workings of the highborn and the lowborn were nothing in this new world. Day to day life was a struggle. Then came "The Starfall." Stars rained from the heavens. Wherever their fury did touch down there was death and destruction. Destruction of a kind that caused the elders to fear that the gate, our passage into this world, had been tainted by the Oonsohee and that we had crossed into the lands of the damned. After the stars fell, all was black. It was the time of "The Darkness." With no workings, we suffered. There was fighting with the Umans, attacks by strange beasts and weird wonders, hunger and starvation. To all it seemed as if this world plotted against us. Then one by one we grew ill, it was the time of "The Sickness." The very breathe of life was corrupted and all did suffer. We were dying. To this day, blue is death's color and only the mad will wear it. Then came Kuchera, an Uman, he spoke with the elders and our lands were set to fire. It was the time of "The Burning" Through fire the blue death was turned back. After the fires, we hid in the highlands and high vales. Then came the Serokee, so much like us, yet of this world. The Serokee helped us. With their help we hid where the Umans could not find us. We learned of the beasts and the beasts were no longer strange. The Serokee showed us how to find food and the hungry were fed. We gained a foothold in our new lands. Life was still a struggle but the seasons were turning. Then Kuchera returned. He met with the elders and showed them the ways of this world. Soon the workings of the highborn and the lowborn were attuned to the ways of this world. The elders said it was a portent of a new time and with the urgings of Kuchera sent forth emissaries to meet with the Umans. We joined in a union with the Vills, the Gair Sun Forz, the Con Feds, the Biguns, the Litluns and our kindred spirits, the Serokee. It was the time of "The Awakening." A time of new beginnings.
  16. Re: [Campaign] Union Chronicles (Post-Apoc) THE STORY OF THE GAIR SUN FORZ TERRITORIES As written by Kaptan Mairee Ruleen, Keeper of Records As Kaptan of Records and a child of Komander Kullin Ruleen, it is my responsibility to pass on the information regarding the founding of the Gair Sun Forz Territories and our place in The Union. The soljers of the Gair Sun Forz are the children of those who once protected the whole of the Jore Lands from the time before the Darkness. We are born of protectors to be protectors, and protectors we are. We serve as the protectors of our own territories as well as the territories of The Union. But I am getting ahead of myself, so we shall go back to the beginning. The first soljers looked out into the Darkness and saw a need, the need for protectors. There were war machines and Pasers, and brigands and bandits all around. Those who were left needed protectors. A council was called and the soljers gathered in the ruins of a battleground near where now stands Ocella. A Komander was chosen from amongst the Kurnels to lead the Gair Sun Forz in their mission of protecting those that had survived the Darkness. Skouts were sent in all directions to find those in need. The skouts returned with death, the Blue Death. All appeared to be lost, the soljers would fall to a faceless enemy in a battle that could not be won. But one skout returned with hope, both a way to defeat the Blue Death and a mission. Fire was the weapon that the soljers used to defeat the Blue Death. Then the Komander met with the Kurnels to discuss the mission. Where once the Jore Lands were the realm of defense for the soljers, now a smaller mission would be taken as the Blue Death had taken more soljers than it had left. The journey to sunset began for the skout had found survivors in need of protectors along the Pasola River. Our mission chosen, we helped those who needed protection. War machines and Pasers were destroyed. Brigands and bandits were killed or chased away. Our pay was food, shelter and gratitude. The things that all soljers want. Such was the way of the soljers of the Gair Sun Forz for many years and many changes of komand. Battle without end. No place to settle. No place to raise a family. No home. A grim existence more than a soljer should have to bear. Komander Kullin Ruleen saw a need for change and the Settlement Pact was made with the people of Norlake. The Gair Sun Forz would have a place to settle, a place to raise a family, a home. In return, all we had to do was perform our mission and be their protectors. The Academy was founded. A place to teach others how to protect themselves. Many came and many learned the lessons of battle. They were taught the difference between a soljer and a war-yer. Some returned home to protect their people. Others stayed and joined the Gair Sun Forz. This was the way of things until the Day of Betrayal. A squabble between a member of the Norlake ruling kounsil and a land holder almost cost us our home. The kounsilor wished the land of the land holder. When the land holder would not give it, the kounsilor pronounced the land holder outlaw and ordered the Gair Sun Forz to take it. The Komander of the Gair Sun Forz spoke with the Kurnels and it was agreed to not follow the orders of the kounsilor. The kounsilor was angry and said that the Gair Sun Forz had betrayed the Settlement Pact. A vote was called to revoke the Settlement Pact. The night before the vote, Komander Jeris Vyte spoke with the people of Norlake. He spoke of the way things had been for Norlake before the Settlement Pact then retired to his home. The vote did not revoke the Settlement Pact, instead the ruling kounsil was removed and rule of Norlake was turned over to the Gair Sun Forz. Komander Vyte with the support of the people renamed Norlake, Gair Sun Jore. This was the start of the Gair Sun Forz Territories. Through the years, other settlements asked for the protection of the Gair Sun Forz. Each agreed to a Settlement Pact that gave rule of the settlement to the Gair Sun Forz in exchange for our protection. The Gair Sun Forz Territories grew to include Gair Sun Meris, Gair Sun Ason, Gair Sun Kely, Gair Sun Ombus, Gair Sun Lange and Gair Sun Verge. When Kuchera proposed The Union of the Peoples, Komander Jaymee Magill saw our original mission returned to us. The Gair Sun Forz would once again have defense of the realm for all of the Jore Lands. We had found our place. To serve as not only protectors of our peoples and territories but also as protectors of the peoples and territories of The Union.
  17. Re: [Campaign] Union Chronicles (Post-Apoc) THE STORY OF THE CON FED AKORD As written by Joonoor Myk Ell Ordur Seeker Thadeus ask me to write the story of the Con Fed Akord. Letz see, where to start. I tell it like Grandeddie telled it to me. We waz Conz. Scum of the worstest kind. We waz locked away from the goodies. The Fedz watchin over us. Keepin us in The Pen. Then it all felled apart. The war machinz, paserz and the scum on the outside start hitin The Pen. The Fedz waz loozin, big time. Then everyone start gittin sick. The Blue Death killin all, Con or Fed, no matter. Kuchera did come when the time waz bad. Kuchera told the Fedz and Conz to fire The Pen and move on in one family. It waz the only way to git from the Blue Death. The Pen waz fired, to the ground, all ashes. The Five Con families did join with the Fedz and the First Akord waz done. The First Akord found the others that git from the Blue Death. We made a pen, Vania, and took to watchin over them. They farmed, we kept watchin. Fightin against war machinz, paserz and scum, watchin the ones that farmed. We moved out and found others. Other pens were made, Vana, Axton, Derica, Daxe and Brunz. The Fedz stayed, the old Con families moved apart, the Akord went apart. Then came the South Run Horde. A horde of Orsemen and scum. The South Run Horde took Vana, then Axton, then Derica, then Daxe, then Brunz, then Vania. All was lost. The South Run Horde had all. But yet some of the Akord did git from the horde. Towards the Vills they did git. The Akord did tell the Vills the coming of the South Run Horde. A battle waz fightin at Hines Vill bridge. The South Run Horde went apart. The Akord did fightin them as they ran. First was takin back Vania, then Daxe, then Derica, then Axton, then Vana, then Brunz. A new joining was then done, The Con Fed Akord. The Six, Fewree, Ordur, Turkz, Razza, Nyturz, Fedrall, were one, no more to be apart, no more to fall to the scum. The Vills did want to join with us in the Con Fed Akord. The Six did tell them no joining. Over the years the Six did fightin with the Orsemen clans. Many were killin, but we were still joined. Then did Vana fall to the Drake Run Clan, Orsemen scum. The Six were not broken for the family of Vana did git before Vana did fall. Fightin for Vana did the Six make, but Vana was not takin back. A joining of the Vills and the Gair Sun Forz, The Union did wish to join with the Con Fed Akord. The Six did tell them to help takin back Vana and The Union did join with The Con Fed Akord. The Union Guard did start watchin Axton, Derica, Daxe, Brunz and Vania. Watchin the farmers and the families, watchin for more Orsemen scum. When the watchin was set, then was the fightin time. The Con Fed Militia did lead the Union Guard to Vana. The Drake Run Clan leader waz scared of the fightin men of the Six. He did sneak to the Union Guard and did tell their Kaptan his Clan was done. The Kaptan did not give the Clan to the Con Fed Militia for killin. The Kaptan did tell his word to the Drake Run Clan leader for watchin. Vana waz takin back to the Con Fed Akord and the Drake Run Clan git to the Gair Sun Forz for watchin. The Union Guard did start watchin Vana. Watchin the farmers and the families, watchin for more Orsemen scum. The story of the Con Fed Akord as telled to me by my Grandeddie.
  18. Re: [Campaign] Union Chronicles (Post-Apoc) THE STORY OF THE ALLIANCE OF THE VILLS From the files of Marrick Bodwin, Clerk of Records - Mill Vill No one knows why the battles of the before time spared the bastions of technology that gave rise to what was to become The Alliance of the Vills, but survive they did. But that survival came with a high cost. War Machines and Pasers attacked seeking to gain access to the facilities to repair themselves and build more of their kinds. Brigands and bandits came hoping to take the technological bounty of the facilities to forge their own petty empires from the chaos. Yes, the price was high but we paid it and endured. Then came the Blue Death and in its wake Kuchera, the bringer of knowledge. He showed us how to beat the Blue Death. We lost more than just lives to this plague, we lost knowledge for the only way to purge our lands of the plague was with fire. Many, many tomes of knowledge were contaminated by the plague's touch and had to be sacrificed to the flames, so that we could survive. But all was not lost, for there were some that cherished knowledge and stood defiant against the plague. They took the books of knowledge and stored them in the Catacombs. They pledged not to let the knowledge die, and thus was born the Order of Akeemidzees. Many of the Warders perished as they worked to preserve the knowledge, but some survived. Others would visit the Catacombs seeking the knowledge of the Order. In turn the Seekers were sworn into the Order. The Chantry was built as a new repository of knowledge. The Seekers continued their visits to the Catacombs and copied the knowledge told to them by the Warders into new books. The new books were free of the taint of the plague and the knowledge survived. Using the knowledge of the Chantry and the Order of Akeemidzees, the Forge and the Hive were returned to working service. Mill Vill began to flourish, but once again not without great cost. The war machines and Pasers as well as the bandits and brigands did return. Each seeking the riches of the Chantry, the Forge and the Hive. We peered into the Darkness, hoping to find a guiding light and out of the Darkness stepped Kuchera and the Reserves. The Reserves were but eight, yet they fought as if they were a horde of hundreds. They also taught those who wished to protect the knowledge how to fight. The Hive turned out many lightning guns and glow shields to protect our new Reserves of the Order. Then came the Great Battle of the Vale. Many Pasers did attack, they were opposed by Kuchera and the Eight Reserves as well as the new Reserves. Many Pasers were destroyed but not without cost as many of the new Reserves perished as well. When the battle was done, Kuchera and the Eight pursued the Pasers that fled the field. It was the last we would see of the Eight Reserves. The battle had won us time to grow stronger for in its aftermath, the attacks of the war machines, Pasers, brigands and bandits did diminish. But when we were attacked, our new Reserves stood strong and the knowledge survived. As we grew stronger, we reached out to those around us. We shared our knowledge and others grew stronger. They joined with us, Sun Vill, Evan Vill, Eves Vill, Anns Vill, Hurst Vill, Shane Vill, Ren Vill and Hines Vill, and the Alliance of the Vills was born. The Alliance Council was made, separate from the Order of Akeemidzees, to govern the Vills. All who shared the knowledge could have a voice in the course of the Alliance. The Order worked to share the knowledge with all of the peoples of the Alliance. The University was founded as a place of study and many came from all around the Alliance to learn from the Warders. In the winter, when crops would not grow, the Seekers did go forth to all Vills and burgs to share the knowledge, thus began the winter schools. Then came the founding of the College at Ren Vill, where Docs and Vets were taught to care for the peoples and creatures of the Alliance. But we had still not paid the price in full for our knowledge. There came another horde of Pasers and a ferocious battle was fought. The Reserves of the Order were decimated and the Hive was destroyed. A grave price to pay, but the Pasers were turned back and the knowledge survived. A great many of the Reserves were dead. Those that survived were withdrawn to the Chantry to protect the knowledge. The Alliance was defenseless. Once again in our time of need, Kuchera came amongst us. Kuchera spoke with the Alliance Council about a union. A union of the Alliance with the Gair Sun Forz and the other peoples in the area. A union upon which knowledge and order could be won from the Darkness. A meeting was held with the Komander of the Gair Sun Forz and the first step towards The Union of Peoples was taken. At the recommendation of the Komander of the Gair Sun Forz, the Alliance Council did pass a decree that called for all citizens upon passage into adulthood to serve as part of the Alliance Guard for a period of two years. The Guard would help defend the Alliance and serve those Vills that needed extra manpower in times of crisis. The Troopers of the Gair Sun Forz helped train the Alliance Guard companies. The Alliance Guard officers were sent to the Gair Sun Forz Academy for specialized training. The formation of the Alliance Guard came at an opportune time for a threat did appear from the east. The South Run Horde, a collection of Orsemen, brigands and bandits, had overrun the First Akord to the east and were advancing upon Hines Vill. The ten companies of the Alliance Guard along with three Gair Sun Forz companies and a ragtag group from the First Akord met the South Run Horde in the Battle of Hines Vill Bridge. The interlopers were routed and the people of the First Akord hunted down the survivors of the horde. The Alliance had prevailed and the knowledge had survived. The story of the Alliance of the Vills now becomes one with the story of The Union.
  19. Here are some stories from the Union Chronicles.
  20. Re: Wardens Chronicles / Foundation Chronicles The campaign is going well... lost a couple of gaming dates to real life issues but life goes on... here are the latest updates to the Wardens Chronicles site... http://wardens.angeva.com/log-updates.asp?Site=W4 3 - New Paranormal Briefs 2 - New Session Summaries 2 - New Post Session Summaries 6 - New Downtime Stories 1 - New Interludes The updates listed above bring everything current as of Session 19. As always, your comments are welcome...
  21. Re: How long does tech last after The End? Scavenging and warehousing could give a very large supply of parts for a wide variety of technical items... just something to consider...
  22. Re: What Are You Listening To Right Now? Sirius 22 - First Wave - Dark Wave Show playing Siouxsie & The Banshees, Cities In Dust (Extended Version)
  23. Re: Wardens Chronicles / Foundation Chronicles The campaign is going well... many updates to the Wardens Chronicles site... http://wardens.angeva.com/log-updates.asp?Site=W4 3 - New Session Summaries 3 - New Post Session Summaries 15 - New Downtime Stories 2 - New Interludes The updates listed above brings everything current as of Session 17. As always, your comments are welcome...
  24. Re: Quote of the Week from my gaming group... Prime cosmic powered super-evolved human who looks like a furry orange version of Yoda... He also happens to be one of the most impulsive get himself in trouble types in the campaign... Prime describing a teammate's action after the teammate does something impulsive and later turns up "dead" because of it: "A feat of monumental stupidity, such as I have never seen before."
  25. Re: How many plots do you have going? Every campaign disad, such as Hunted, DNPCs, Secret Identities, etc. has a plot. Sometimes the plots intertwine between characters who share common campaign disads and sometimes they don't. In addition to plots for campaign disads, there is usually one major plot arc and several minor plot arcs running at a time... each taking a turn to surface cause issues and then sink back into the background. Currently with 6 active characters and a couple of NPCs, there are approximately 20 ongoing plots in the Wardens Chronicles campaign.
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