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concord

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Everything posted by concord

  1. Starling This is David Starling, a PC from the Wardens Campaign - First Edition. This version is shortly before he made his last appearance in the campaign as a PC. He made several appearances later as an NPC. Unfortunately, he is another character with a story that is only on hard copy at this time. As always, your comments are welcome. STARLING - David Starling VAL...CHA...Cost...Total...Roll......Notes 20....STR.....10...20......13-.......HTH Damage 4d6 END [2] 20....DEX.....30...20......13-.......OCV 7 DCV 7 20....CON.....20...20......13- 10....BODY.....0...10......11- 18....INT......8...18......13-.......PER Roll 13- 30....EGO.....40...30......15-.......ECV: 10 18....PRE......8...18......13-.......PRE Attack: 3 1/2d6 10....COM......0...10......11- 15....PD......11...15................15 PD (10 rPD) 15....ED......11...15................15 ED (10 rED) .4....SPD.....10....4................Phases: 3, 6, 9, 12 10....REC......4...10 40....END......0...40 30....STUN.....0...30 .6....RUN......0...6"................END [1] .2....SWIM.....0...2"................END [1] .4....LEAP.....0...4"................4" forward, 2" upward CHA Cost: 152 Cost...POWERS .7.....Telekinetic Field: Damage Resistance (10 PD/10 ED) (10 Active Points); ........Activation Roll 14- (-1/2) - END=0 .7.....Mind Shield: Mental Defense (15 points total) (9 Active Points); Always On (-1/4) - END=0 60.....Psionic Abilities: Multipower, 60-point reserve - END= 6u.....1) Healing BODY 4d6, any of BODY, STUN, END; one at a time (+1/4), ...........Decreased Re-use Duration (6 Hours; +1/4) (60 Active Points) - END=6 6u.....2) Mental Illusions 12d6 (60 Active Points) - END=6 6u.....3) Telekinesis (32 STR), Fine Manipulation (58 Active Points) - END=6 6u.....4) Teleportation 5", x1,024 Noncombat, x2 Increased Mass (60 Active Points) - END=6 .1.....Home in San Francisco: Teleportation: Fixed Location (1 Locations) - END=0 10.....Shiban Eye Glasses: +10 versus Range Modifier for Sight Group (15 Active Points); ........IAF (Shiban Eye Glasses; -1/2) [Notes: A gift from the CEO of Shiban Industries. ........The glasses appear to be a normal pair of prescription eye glasses but have an ........electronic vision enhancement system built into them.] - END=0 .6.....GPS Location Scanner: Detect Location 17- (Unusual Group), Disc (12 Active Points); ........OAF (GPS Location Scanner; -1) - END=0 POWERS Cost: 115 Cost...SKILLS 3......Acting 13- 3......Bureaucratics 13- 4......Computer Programming (Computer Networks, Personal Computers) 13- 3......Conversation 13- 3......High Society 13- 1......KS: Business Management 8- 1......KS: Diplomacy 8- 1......KS: History 8- 1......KS: Import/Export Law 8- 1......KS: International Business 8- 1......KS: Philosophy 8- 1......KS: Political Science 8- 3......KS: Psychology 13- 3......Linguist 4.......1) Language: Arabic (idiomatic; literate) (5 Active Points) 4.......2) Language: Cantonese (idiomatic; literate) (5 Active Points) 0.......3) Language: English (imitate dialects; literate) (6 Active Points) 4.......4) Language: French (idiomatic; literate) (5 Active Points) 4.......5) Language: German (idiomatic; literate) (5 Active Points) 4.......6) Language: Japanese (idiomatic; literate) (5 Active Points) 4.......7) Language: Korean (idiomatic; literate) (5 Active Points) 4.......8) Language: Russian (idiomatic; literate) (5 Active Points) 4.......9) Language: Spanish (idiomatic; literate) (5 Active Points) 4......10) Language: Vietnamese (idiomatic; literate) (5 Active Points) 3......Lipreading 13- 3......PS: Interpreter 13- 3......Persuasion 13- SKILLS Cost: 74 Cost...PERKS 10.....Contact: Rebecca Miller, MD - Paranormal Medicine (Contact has access to major ........institutions, Contact has very useful Skills or resources, Very Good relationship ........with Contact) 14- .1.....Fringe Benefit: Passport .5.....Money: Well Off PERKS Cost: 16 Value..DISADVANTAGES 25.....Hunted: Nagaroth 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very ........easy to find, Harshly Punish) 15.....Hunted: United States Government 8- (Mo Pow, NCI, PC has a Public ID or is ........otherwise very easy to find, Watching) 10.....Psychological Limitation: Always Keeps Word (Uncommon, Strong) 20.....Psychological Limitation: Code Against Killing (Common, Total) 10.....Psychological Limitation: Curious (Common, Moderate) 10.....Psychological Limitation: Dislikes Crowds (Common, Moderate) .5.....Reputation: Healer, 8- 15.....Social Limitation: Public Identity Frequently (11-), Major 10.....Susceptibility: from Flash Attacks, 2d6 damage Instant (Uncommon) .5.....Unluck: 1d6 10.....Vulnerability: 2 x Effect From Sight group Flash attacks (Uncommon) DISADVANTAGES Points: 135 Base Pts: 200 Exp Required: 22 Total Exp Available: 20 Exp Unspent: 0 Total Character Cost: 357
  2. Mandrake This is Drake Moorland, a.k.a. Mandrake, a PC from the Wardens Campaign - First Edition. This version is shortly after he made his first appearance in the campaign. Unfortunately, his character story is only on hard copy at this time. I will get it in electronic format one day. As always, your comments are welcome. MANDRAKE - Drake Moorland VAL...CHA...Cost...Total...Roll......Notes 15....STR......5...15......12-.......HTH Damage 3d6 END [1] 23....DEX.....39...23......14-.......OCV 8 DCV 8 18....CON.....16...18......13- 10....BODY.....0...10......11- 23....INT.....13...23......14-.......PER Roll 14- 14....EGO......8...14......12-.......ECV: 5 15....PRE......5...15......12-.......PRE Attack: 3d6 12....COM......1...12......11- .4....PD.......1...4/21..............4/21 PD (0/17 rPD) .4....ED.......0...4/21..............4/21 ED (0/17 rED) .5....SPD.....17...5.................Phases: 3, 5, 8, 10, 12 10....REC......6...10 40....END......2...40 30....STUN.....3...30 .6....RUN......0...6"................END [1] .2....SWIM.....0...2"................END [1] .3....LEAP.....0...3"................3" forward, 1 1/2" upward CHA Cost: 116 Cost...POWERS 12.....Apprentice's Gratitude: Aid Mystic/Magic Powers 2d6 (standard effect: 6 points), ........Can Add Maximum Of 30 Points, any magical power one at a time (+1/4) (36 Active Points); ........Costs Endurance (-1/2), Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2), ........Requires A Magic Skill Roll (-1/2) ........[Notes: END from END Battery - An apprentice is taught to show his appreciation ........to his master by sharing his Mana Reserve.] - END=4 45.....Heir to a Mage: Variable Power Pool (Magic Pool), 35 base + 10 control cost, (52 Active Points); ........all slots Limited Class Of Powers Available: Decoded Spells and Items Limited (-1/2), ........VPP Can Only Be Changed Between Scenes (-1/4) ........[Notes: Drake's father left him an encrypted journal. Decoding the passages gives Drake ........access to magic spells and items.] 11.....Mana Reserve: Endurance Reserve (100 END, 1 REC) (11 Active Points) - END=0 14.....Mystic Force Control: Elemental Control, 42-point powers, (21 Active Points); ........all slots Requires A Magic Skill Roll (-1/2) - END= 22.....1) Mystic Force Bolt: EB 12d6, Power Can Draw END from Character or END Reserve (+1/4) ...........(75 Active Points); OIF Unbreakable Expendable (Very Difficult to obtain new Focus; -1), ...........Requires A Magic Skill Roll (-1/2) - END=7 14.....2) Mystic Force Riding: Flight 17", Power Can Draw END from Character or END Reserve (+1/4) ...........(42 Active Points); Requires A Magic Skill Roll (-1/2) - END=4 14.....3) Mystic Force Shield: FF (17 PD/17 ED), Power Can Draw END from Character ...........or END Reserve (+1/4) (42 Active Points); Requires A Magic Skill Roll (-1/2) - END=4 POWERS Cost: 132 Cost...SKILLS 13.....Power Use: Magic Skill 19- 10.....Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, ........Mainframes and Supercomputers, Military Computers) 14- .3.....Conversation 12- .3.....Cryptography 14- .3.....Electronics 14- .3.....High Society 12- .2.....Systems Operation (Communications Systems) 14- .3.....Traveler .1.....1) AK: India (2 Active Points) 11- .1.....2) AK: United States (2 Active Points) 11- .2.....3) CK: San Francisco (3 Active Points) 14- .1.....4) CuK: India (2 Active Points) 11- .3.....Scientist .2.....1) SS: Communications Engineering 14- (3 Active Points) .2.....2) SS: Electrical Engineering 14- (3 Active Points) .2.....3) SS: Mechanical Engineering 14- (3 Active Points) .0.....Language: English (idiomatic; literate) (5 Active Points) .4.....Language: Hindustani (completely fluent; literate) .1.....Custom Literacy: Runic .3.....Scholar .1.....1) KS: Communications Industry (2 Active Points) 11- .1.....2) KS: Communications Technologies (2 Active Points) 11- .1.....3) KS: Mystic Items and Literature (2 Active Points) 11- .1.....4) KS: Other Dimensions (2 Active Points) 11- .1.....5) KS: The Enclave (2 Active Points) 11- .3.....PS: Businessman/CEO 14- .3.....PS: Researcher 14- SKILLS Cost: 73 Cost...PERKS 10.....Money: Wealthy .3.....Well-Connected .6.....1) Contact: Andrew Perry, Sanf Francisco Mayor (Contact has access to major institutions, ...........Contact has significant Contacts of his own, Contact has very useful Skills or resources, ...........Good relationship with Contact) (7 Active Points) 11- .3.....2) Contact: Francine Crocker, FCC Commisioner (Contact has access to major institutions, ...........Contact has significant Contacts of his own, Contact has useful Skills or resources) ...........(4 Active Points) 8- .6.....3) Contact: Mortimer Symthe, Enclave Member (Contact has very useful Skills or resources, ...........Contact is slavishly loyal to character) (7 Active Points) 11- .6.....4) Contact: Walter Conrad, CEO PacCom (Contact has access to major institutions, ...........Contact has significant Contacts of his own, Contact has very useful Skills or resources, ...........Good relationship with Contact) (7 Active Points) 11- PERKS Cost: 34 Value..DISADVANTAGES 10.....DNPC: Pankaj Shindar (Marut), Business Partner/Apprentice 11- (Slightly Less Powerful than the PC) 10.....DNPC: Theresa Moreland, Mother 8- (Normal) 20.....Hunted: The Enclave 8- (Mo Pow, NCI, Capture) 10.....Hunted: The Sable Rose Society 8- (Mo Pow, Limited Geographical Area, Harshly Punish) 15.....Psychological Limitation: Code Against Killing (Common, Strong) 15.....Psychological Limitation: Protects Innocents (Common, Strong) 15.....Psychological Limitation: Sworn to Fight Evil Mystics/Magics/Monsters (Uncommon, Total) .5.....Reputation: Businessman/CEO - Supportive of Paranormals, 8- 15.....Social Limitation: Secret Identity: Drake Moorland, CEO Courier Communications (Frequently, Major) DISADVANTAGES Points: 115 Base Pts: 200 Exp Required: 40 Total Exp Available: 40 Exp Unspent: 0 Total Character Cost: 355
  3. Re: Wardens Chronicles / Foundation Chronicles Wardens Chronicles Updated - 04.10.2005 Added 6 Session Logs and a Downtime Story from the First Edition of the Wardens campaign. Wardens Chronicles - First Edition Sessions Session 16: 1995.12.31 - New Year's Day Debut Session 17: 1996.01.02 - Back to the Grind Session 18: 1996.01.06 - Enlightening Moments Session 19: 1996.01.09 - On the Watch Session 20: 1996.01.13 - Chasing Shadows Session 21: 1996.01.18 - Rock and Meteor Downtime Log Post-Session 17: 1996.01.02 - Buscar Para Estrella You can find them at http://wardens.angeva.com/updates/u-20050410.asp.
  4. Re: The Size of a Hex When I first started gaming, I shared a 10' x 10' room with my brother. It had two single beds, one on the east wall and one on the west wall with two dressers on south wall and a desk on the north wall between the heads of the bed. The was an open area in the middle for moving around. We used it as an example of the size and what you could get in a 10' x 10' room when we played D&D. It became a 1.5 x 1.5 hex room when we switched to Champions/Hero System. I have always kept that room in mind when I map an area for combat. Two characters engaged in grappling or tight h-t-h combat could definitely fit in a hex. Two characters in a tight combat formation could also occupy the same hex. Another example is the typical boxing ring the inside of the rope area is 20' x 20' or 6m x 6m or in Champions terms a AE with a 2 hex radius. There is a lot of space to move around in in a boxing ring and they can sure pack a lot of folks in that space when there is a wrestling battle royal.
  5. Re: Campaign length The older I get the shorter the campaigns seem to be getting. When I was young whipper-snapper who lived to game, I had a Traveller campaign run for about ten years and a Champions campaign run for about six. The more recent Champions campaigns, the Wardens/Foundation Chronicles, use the same game world. The first edition lasted about 2 years. The second edition lasted only a few months until real world considerations got in the way. The third edition ran a little over two years. The Warders offshoot, that followed the third edition, lasted all of one session. The fourth edition of the campaign is about to start and if form holds true it should last about 2 years.
  6. Re: PC Origins Defining Your Campaign That is kind of what happened in my Wardens/Foundation Chronicles campaign as it has grown through the years. The history of the world started as kind of a skeleton. There were some things that I felt strongly about so I "fleshed" them out but about 35-40% of the background comes from character backgrounds. Some of the background of the campaign comes from adventures ran in the early 90s, so the campaign world has been evolving for about 15 years of real time. With about 20 years of game time having elapsed. I had one player that was never really happy with one character for too long, so he was always creating new characters. At first it was disappointing that he was always changing characters, but after a while I became use to it. It was just who he was as a person. But there was a bonus to his changing characters all the time and I learned not to mind it. He would create characters with very detailed backgrounds that built upon the campaign's established history or fleshed out another part of the campaign's skeleton history. Probably 15-20% of the campaign background comes from this one player's characters.
  7. This is Anna Kozarin, a.k.a. Aura, an NPC from the Wardens Campaign - First Edition. This version is shortly after she made her first appearance in the campaign. As always, your comments are welcome. AURA - Anna Kozarin VAL...CHA...Cost...Total...Roll......Notes 15....STR......5...15......12-.......HTH Damage 3d6 END [1] 14....DEX.....12...14......12-.......OCV 5 DCV 5 18....CON.....16...18......13- 14....BODY.....8...14......12- 18....INT......8...18......13-.......PER Roll 13- 23....EGO.....26...23......14-.......ECV: 8 20....PRE.....10...20......13-.......PRE Attack: 4d6 16....COM......3...16......12- .5....PD.......2...5/20..............5/20 PD (0/15 rPD) .5....ED.......1...5/20..............5/20 ED (0/15 rED) .4....SPD.....16...4.................Phases: 3, 6, 9, 12 10....REC......6...10 40....END......2...40 40....STUN.....9...40 .6....RUN......0...6"................END [1] .2....SWIM.....0...2"................END [1] .3....LEAP.....0...3"................3" forward, 1 1/2" upward CHA Cost: 124 Cost...POWERS 18.....Mind Shield: Mental Defense (23 points total) - END=0 12.....Psychic Communications: Mind Link, Human Minds, Specific Group, Number of Minds (x8) ........(25 Active Points); Only With Others Who Have Mind Link (-1) ........[Notes: Specific Group is Kerenski/Leonidas School students] - END=0 20.....Psychic Sensitive: Mental Awareness, Disc, Analyze, 360 Degrees, Tracking - END=0 15.....Psychic Shield, Basic: Armor (5 PD/5 ED) - END=0 25.....Psychic Shield, Enhanced: FF (10 PD/10 ED), Reduced Endurance (1/2 END; +1/4) ........(25 Active Points) - END=1 52.....Telepathic Abilities: Multipower, 52-point reserve 5u.....1) Mind Flood: Ego Attack 5d6 (50 Active Points) - END=5 5u.....2) Mind Touch: Telepathy 6d6 (Human Minds), 1/2 END (+1/4), Fully Invisible (+1/2) ...........(52 Active Points) - END=2 POWERS Cost: 152 Cost...MARTIAL ARTS .......Russian Self-Defense Training 4......1) Basic Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4......2) Basic Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5......3) Basic Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 3......4) Basic Punch: 1/2 Phase, +1 OCV, +0 DCV, 5d6 Strike MARTIAL ARTS Cost: 16 Cost...SKILLS 3......Power Use 14- 3......Acrobatics 12- 3......Acting 13- 3......Breakfall 12- 3......Conversation 13- 3......High Society 13- 3......KS: Business Management 13- 3......KS: Economics 13- 3......KS: International Business 13- 3......KS: International Economics 13- 3......Linguist 3......1) Language: Byelorussian (completely fluent; literate) (4 Active Points) 5......2) Language: English (imitate dialects; literate) (6 Active Points) 3......3) Language: French (completely fluent; literate) (4 Active Points) 3......4) Language: Georgian (completely fluent; literate) (4 Active Points) 4......5) Language: German (idiomatic; literate) (5 Active Points) 0......6) Language: Russian (imitate dialects; literate) (6 Active Points) 3......7) Language: Spanish (completely fluent; literate) (4 Active Points) 3......8) Language: Ukranian (completely fluent; literate) (4 Active Points) 3......PS: Economist 13- 3......Persuasion 13- 3......Seduction 13- 2......WF: Small Arms SKILLS Cost: 68 Value..DISADVANTAGES 15.....Hunted: Kerenski Faction 8- (Mo Pow, Harshly Punish) .5.....Hunted: Leonidas Faction 8- (Mo Pow, Watching) 20.....Hunted: Russian Law-Enforcement 11- (Mo Pow, NCI, Limited Geographical Area, Capture) 10.....Psychological Limitation: Fears Kerenski (Uncommon, Strong) 10.....Psychological Limitation: Hates Kerenski (Uncommon, Strong) 10.....Psychological Limitation: Lonely (Uncommon, Strong) 20.....Psychological Limitation: Wants to Make Amends for Past Crimes (Very Common, Strong) 15.....Social Limitation: Secret Identity Frequently (11-), Major 15.....Susceptibility: Psi-Damper Fields, 2d6 damage per Turn (Uncommon) 10.....Vulnerability: 2 x Effect Mind Control (Uncommon) DISADVANTAGES Points: 130 Base Pts: 200 Exp Required: 30 Total Exp Available: 30 Exp Unspent: 0 Total Character Cost: 360 BACKGROUND/HISTORY Anna Ekaterina Kozarin was born on August 10, 1970 in Kovoromsk, a small commune about 40 miles west of Moscow in the Soviet Union. Her father, Nikolai, was a worker on the village collective farm and her mother, Hanna, worked at the village childcare center. Anna was an only child. Anna had a gift for languages and in addition to her native Russian was speaking German, Byelorussian, Ukrainian and Georgian by the time she was five. Her talent for languages got her noticed by the local agriculture commissar and she was tested to see if she had any other academic aptitudes. The tests showed that she had a high IQ in addition to her talent with languages. Anna was sent to the Shalagin Academy in Moscow, a boarding school for bright youngsters. She did well in her studies and learn two new languages, English and French, while there. At age 12, Anna again was tested and was placed at the Malina Nikanova Academy for Young Women. The Nikanova Academy was a finishing school that taught young women business skills that would be of use to the Soviet Union. Anna took business courses and also picked up another language, Spanish, while at the academy. She graduated the Nikanova Academy with degrees in Business Management, Economics, International Business and International Economics, in 1988. Anna was immediately hired by Udovin Gas and Oil, and assigned as the executive assistant to Boris Petrovin, chief of European Sales for Udovin. Anna's new job took her all over Europe and to a couple of conferences in the United States. As the political climate in the Soviet Union changed and Russia gained its independence, Udovin was absorbed by the YUKOS Oil Company in 1993. Anna left the company and took a consultant position with Emmett-Roskov, a United States firm that solicited foreign investment in the states of the former Soviet Union. Anna moved to New York City in 1994, to take a position at the Emmett-Roskov home office. Anna left the firm in 1995. SECRET HISTORY The Shalagin Academy was a cover organization for KGB recruitment of young children that showed aptitudes that may be useful in intelligence work. Anna talent for languages was why she was placed at the academy. The Malina Nikanova Academy was also a KGB affiliated school. This one with a much more active role in producing field agents. Young women at the academy received training in various skills useful for working and maintaining a cover identity in field espionage activities. It was at the Nikanova Academy where Anna was discovered by Ivan Kerenski. Once identified by Kerenski, Anna training took a different turn. Kerenski taught Anna to use her psychic abilities to serve him and his KGB masters. Anna job with Udovin was arranged by the KGB. The downfall of the Soviet Union caused the KGB to splinter. Kerenski seeing an opportunity, "recruited" most of his former students and went freelance. Anna job at Emmett-Roskov was arranged by Kerenski. When Anna saw an opportunity to get away from Kerenski, she escaped to San Francisco. It only took a few months for him to find Anna and send a team to recover her. However, the recovery attempt attracted the attention of a couple of the paranormals who would become the Wardens and they rescued Anna. Anna story continues in the Wardens Chronicles - First Edition. PERSONALITY Anna is a former KGB operative that has just gained her freedom from her former spymasters and her mentor. She will make any deal necessary short of "selling her soul" to stay free of them. Anna is driven by her desire to make amends for her past crimes. As such, she will sometimes forget about her own safety if one of her teammates or an innocent is in danger. Her feelings for Kerenski also play mightily on her psyche. Her fear of him makes her want to keep running to escape him, while her hatred of him has her wanting to stay in one place to force a final showdown with her former mentor. Anna loneliness is a result of being taken from her family at an early age and never being allowed to have romantic relationships during her time as a KGB operative. She has fixated on Shelby (Nightstick) and sees him as a "knight in shining armor," who rescued her from Kerenski. QUOTE "I owe a great debt, so I will help you." TACTICS Due to her training from Kerenski, Anna always has her Psychic Sensitive and Basic Psychic Shield abilities active. She wakes in the morning and activates them without much thought or effort. It has become second nature to her. When she was performing espionage activities, Anna would also have her Mind Shield and Mind Touch abilities active. She would then walk through conferences, parties and other functions touching minds to find potential candidates for mind probing and communicate to her teammates via her Psychic Communications ability. When in combat, Anna would have her Psychic Sensitive, Basic and Enhanced Psychic Shields and Mind Shield abilities active. She uses her Mind Flood to overload a target's mind causing the target's brain to shutdown. Anna depended on other teammates for rapid egress from combat situations. When in her Aura identity, she uses similar combat tactics but tries to stay on the edge on the engagement zone to take advantage of her extended range capabilities and minimize the effects of her limited mobility. Aura depends on one of the other Wardens for transport into and out of combat situations. APPEARANCE Height: 5' 2" Weight: 110 lbs Hair: Blonde Eyes: Green Since she was athletic and petite, Anna's look was cultivated by her KGB masters to fit the "cute little Russian gymnast" profile. Her blonde hair was worn in a short pixie cut and she wore very little makeup. Her business dress was conservative blazer and knee-length skirt combinations that were tailored to show off her athletic figure and legs. When she moved to San Francisco, Anna adopted a thoroughly western style of casual dress. Tight jeans, tight pullover shirts, a black leather jacket and black leather athletic shoes became her normal attire. She still refrains from using a lot of makeup. As Aura, she wears a form-fitting sky blue bodysuit with a half-mask that leaves her hair, mouth and nose uncovered. Her hair, as Aura, is really a black wig secured to her mask and tied back in a ponytail. Her gloves, sash-style belt and boots are black. When Aura's Enhanced Psychic Shield is active, she is surrounded by a blue nimbus.
  8. Re: Wardens Chronicles / Foundation Chronicles Thanks... pictures would be nice, but I dont have an artist in my group and finances preclude comissioning artwork at this time... But if I happen to hit the lottery... it will be art, art everywhere...
  9. Re: Wardens Chronicles / Foundation Chronicles Foundation Chronicles Updated - 04.03.2005 Added a History Article on Black Arion Arises what happened in the campaign world on September 11, 2001. Added Organization Briefs for 18 organizations, mostly historical paranormal teams. Added Organization Profiles for the reorganized Federal Security Service (FSS) and the Office of Paranormal Oversight (OPO). Added Person Briefs for 12 persons associated with the OPO or FSS. Added Person Briefs for 58 paranormal heros. You can find them at http://foundation.angeva.com/updates/u-20050403.asp.
  10. Re: Gamma Girl pics Really like both of the concepts, Chimpira... but can only rep one right now... You could actually use both concepts for the same character... the first one has a more mature looking face, body and costume style... the second a younger beginner look... so concept two could be when she was starting out and concept one is after she has a few years under her belt...
  11. Re: Russian Superheroes - Ideas and Comment Needed for 'Russian Dawn' game openings I have had a lot of Soviet Russian influence in my Foundation Chronicles campaign world. The Soviet Union ended up with the German psionic researchers after WWII. The KGB had quite a few psionic operatives. A lot of them went freelance with the disintegration of the Soviet Union. One of the rogue factions worked for a Colonel Kerenski and served as the background for Aura/Anna one of the main NPCs in the first Wardens Chronicles campaign. Another KGB faction worked for The Bear and operated frequently in North America. They were called WINTER. Wind - Telekinetic Wind Control Ice - Cryokinesis Natasha - "Girl of Your Dreams" literally Tiger - Telekinetically Enhanced Strength with Claws Enigma - Mental Illusions Red Star - Martial Artist with Mega Mental Defense The campaign also has a Russian designed battlesuit that has ended up in criminal hands. So some of the bad guy agents got a boost in hardware. I just posted the Delenev Battlesuit to one of the campaign websites, you can find it here link to battlesuit. It was inspired by the Katushka Rocket figures from SuperFigs, which I think were inspired by Rocket Reds. I like the idea of the bogatyrs as inspiration for the heroes of post-Soviet Russia. I may do something with that.
  12. Re: Wardens Chronicles / Foundation Chronicles Thanks... glad you like the sites... have a lot more to post... unfortunately a great deal of it is only on hard copy at this point, so I need to get it in electronic form to post... The games are face to face with lots of bluebooking between sessions.
  13. Re: Wardens Chronicles / Foundation Chronicles Foundation Redbook Updated - 03.28.2005 I posted a couple of battlesuit designs used by the U.S. Army Alpha Response Force as well as a Russian Special Forces battlesuit and its variations. Also posted were the Hero Designer files for these battlesuits. You can find them at http://redbook.angeva.com/updates/u-20050328.asp.
  14. Re: Need a translation http://www.20000-names.com/ This is a names site that features names in many different languages (see below). Most of the names have a brief meaning attached to them. An example from the Native American Boy Names: AKECHETA: Sioux name meaning " fighter." Warning there are lots of pop-ups and ads on the site but my ad-aware software has never detected any browser hijacks or spyware from this site. Names List - African Names, Anglo-Saxon Names, Arabian Names, Arabic Names, Aramaic Names, Armenian Names, Arthurian Legend Names, Basque Names, Celtic Names, Chamoru Names, Chinese Names, Czechoslovakian Names, Danish Names, Dutch Names, Egyptian Names, English Names, Finnish Names, French Names, Gaelic Names, German Names, Greek Names, Hawaiian Names, Hebrew Names, Hindi Names, Hungarian Names, Indian Names, Irish Names, Italian Names, Japanese Names, Latin Names, Micmac Dictionary, Nahuatl Names, Native American Names, Norse Names, Persian Names, Polish Names, Portuguese Names, Romanian Names, Russian Names, Scandinavian Names, Scottish Names, Slavic Names, Spanish Names, Special Categories - Flower Names, Color Names, etc., Swedish Names, Swiss Names, Teutonic Names, Turkish Names, Ukrainian Names, Vietnamese Names, Welsh Names, Yiddish Names.
  15. Re: Flipped Die Rolls Dare I say it... nah... I would be accused of backsliding... sounds a lot like what Fuzion did with dice mechanics...
  16. Re: Using real world controversy in Champions games The Wardens Campaign is not run in the real world but an analog of the real world... I tend to run with the campaign year being roughly a year behind the real world... then if something major happens in the real world... 9-11, the tsunami, etc... I can choose how to reflect that in the campaign world, if at all... Using 9-11 as an example, I chose not to have a group of muslim terrorists be responsible for the attacks... instead I used a group of paranormal terrorists who promote the agenda of world rule by paranormals... I also pushed up the scale of the attack by having more cities that NYC and DC attacked by the terrorists... As for the more personal issues, I use the Law and Order approach of snatched from the headlines... pick a heart wretching story from the news... file off the serial number, change the names, tweak it a little and unleash it on the characters...
  17. Re: Wardens Chronicles / Foundation Chronicles Over the weekend, I added some Session logs and Downtime stories from the first Wardens campaign... http://wardens.angeva.com/updates/u-20050313.asp Starting to get character ideas from some of the players for the fourth Wardens campaign, so hopefully I will be running again in the near future...
  18. NEW CAMPAIGN STARTED - SESSIONS LOGS IN LATEST UPDATE The Wardens Chronicles website is the stories of the main superteam in my campaign that has been running off and on since 1996. http://wardens.angeva.com The Foundation Chronicles website contains some of the histories, persons and organizations of note from the campaign world. http://foundation.angeva.com Your comments are welcome.
  19. Re: Superhero Images Yep, that Keith Curtis... actually commissioned the Shadow Tiger picture after seeing a cat creature on his post-apoc campaign website (sorry forget the campaign name)... it was right before Keith got "discovered" by Hero Games...
  20. Re: Superhero Images Keith Curtis did some commissions for the Wardens Chronicles, a superheroes campaign I was running... Blue Rose http://wardens.angeva.com/wardens3/gallery3/g-bluerose.asp Shadowtiger http://wardens.angeva.com/wardens3/gallery3/g-shadowtiger.asp Silver Star http://wardens.angeva.com/wardens3/gallery3/g-silverstar.asp
  21. The music is actually from the score of Stargate, the original movie upon which the Stargate SG-1 TV series was based... It has an upbeat action feel to it and has been used quite a few times as trailer music for a variety of action oriented films... Movie studios tend to "borrow" music that has the right feel to use in trailers until the actual score for a movie has been recorded...
  22. concord

    Apocalypse Hero

    Lucifer's Hammer by Larry Niven and Jerry Pournelle
  23. concord

    Apocalypse Hero

    I started in the post-apoc genre way back when with first edition Gamma World. I had a bit of an issue with the suspension of disbelief for some of the more esoteric mutant abilites, until I discovered Champions and Thundarr the Barbarian. My outlook changed. I have ran, off and on since the late 80s, a post-apoc world that is decended from my superhero world/campaign. Most of the collapse revolved around five major power factions. A high-tech corporation that wanted to wipe out anyone with paranormal abilities. A mad geneticist that viewed humanity as his canvas. A group of extra-dimensional aliens trying to subjugate the world. The psions with many small factions all at each others throats and trying to be the only ones. A evil sorceror who is trying to subsume all magical energies into himself. The psion wars started getting notice with a few massacres here and there. The high-tech corp decided that it was time and released a plague, paranormals including the psions started dying. The e-d aliens stepped up into the void left by the dying paras and took over major cities around the world. The high-tech corp equipped anyone that would fight the e-d aliens with the lastest and greatest weapon and personal armor systems in addition to automated combat vehicles, drones and robots. Massive battles ensued with many casualities. The evil sorceror seeing the chaos that surrounded him put his master plan into effect. He was able to seize most of the magical energies but was unable to control them. A dimensional rift was opened causing many earthquakes, tidal waves and other natural disasters. The mad geneticist released a retrovirus to counter the effect of the anti-para plague. It started causing mutations in all animal life forms. The final blow came when the ancestral enemies of the e-d aliens showed up. They were extra-terrestrial aliens that had faced the e-d aliens long ago in Earth's past. Using asteroids and small nuclear devices, they bombarded every stronghold or major troop concentration of the e-d aliens. The world was a shambles and civilization would not start to rise again for centuries. There have been three campaigns set in this world starting at 300 or so years after "The stars fell from the skies." (edited for spelling and other dumb mistakes)
  24. Zombies and the 80s..... shades of a Robin Williams nightmare..... Night of the Living Disco starring Village of the Damned People.....
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