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Crackerjacker

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  1. Re: The Last Hurrah (adventure for your use) I can understand that it's bassically something that to feelr ight you would have to have the certain events to of occured in your universe, and there should be other events leading up to this. It's like a feature-film or two hour long special episodes of the JLA cartoon. So in that sense I am thankful for comments. On the other comments however... I'm sorry I thought to use a president (who was a controversial one mind you, but yeah, a beloved one) who was already the patron of a supergroup that went rouge in my universe, Im sorry that I used his death in a creative way for something that sounded exciting and wasnt at all in bad taste. Oh wait...Im not. As far political rant...I'm not of the age where I remember Ronald Reagan. I know some things about him, so I'm not just uncharacteristically doing things, but listen to this... the idea of Reagan having showy, superpowerfull supers (as opposed to more lowkey and well...sane ones) seemed to fit perfectly. As I understand he was all about boasting, showing everyone else in the world that America was boss, and ect. In fact I'v had the concept of the Minutemen liked very much by a lot of people. And now, just because Reagan died a week ago, an interesting plot idea for my universe that I wanted to alter so I could share it with others, is suddenly some sort of political rant disguised as an adventure? I dont worship the ground Reagan walked on but I certainly have no particular political feelings against the guy. Bottom line is I dont feel like I have anything to answer for, and the flaming or threadcrapping here is not my own, but others. I'm glad that the people that actually read it had opinions, and for the most part that leads me to beleive that even after people are'nt being too stupid in the "Honor" of somebody's recent death, they still wont be able to use so easily in their own universes. But I'll tell you this- it would lose all purpose, originality, and uniqueness if you just had Eurostar or somebody like that try to activate the Juggernaut. It just wouldnt work. "Hmm. Sorry, I can't use this. My problem is a combination of it being too dark for the tastes of most of my gaming group and simply establishing elements in a campaign world I'd find too difficult to take seriously. It's too big a rock with too many ripples to integrate." -Skrull This is a useful response, and I appreciate it. I even appreciate Kirby's original one, even though I'm not going to use it. The others... are not good examples of how to respond. If you have only something like that to say just dont say anything at all.
  2. Re: The Last Hurrah (adventure for your use) That would violate the whole idea of the plot. The Minutemen are perhaps my favorite among the villain groups Iv created, they were Ronald Reagan's enforcer supergroup of conservative, nationalistic, and in some cases outright violent/racist/delluded superhumans, that together were worldbeaters. In my own setting it's public knowledge that they went mad and tried to take/destroy all the world's nuclear weapons sometime during Reagan's second term, it was a global crisis. Since this wouldnt fit in so easily to everyone's campaign I altered it for this adventure. In my universe most of the Minutemen escaped capture after their defeat, Justice flying off into space and the others going into hiding. After Reagan's death they reunite in order to complete their final mission, a sort of last hurrah for patriotism, going out with a bang. Because even when they went mad with power, and even in exile, they felt like they were serving President Reagan. Thats the core idea behind them. Its what makes it so cool and interesting in my eyes, and not just another terrorist supervillain group. And the Juggernaut was Reagan's paranoid insurance policy in case of nuclear war. His contingency plan.
  3. Re: The Last Hurrah (adventure for your use) 45 reads, no comments?
  4. The Minutemen, disgraced superhuman champions and former enforcers of the Reagan administration, who have been in hiding for more than a decade, are out to commit suicide, taking the world with them in a nuclear hellfire. They beleive that as former retainers of the late President, that this is the only way they can redeem themselves as soldiers and true americans. In order to accomplish their apocalyptic honor killing, the Minutemen must gain the access codes to the Juggernaut, a nuclear weapons command center that only President Reagan and his closest staff members knew of, that has long since become defunct. This is the reason behind the kidnappings of former Reagan presidential staff members, in hopes that one of them has the codes. Should the PC's actively investigate the kidnappings they will likely catch the Killing Joke in the act, but he'll use his powerfull projected hallucinations (in a GM fiat move) to escape. He's not really meant to leave any sort of evidence they can follow, being an veteran commando bent on the success of his mission. Instead he's just meant to give them a face to place behind the kidnappings. Research or inquiry of him should fairly easily find news articles, photos, and dossiers concerning The Joke, a member of the Minutemen, Reagan's personal supergroup during his long presidency. Like the rest of the Minutemen he was suddenly and mysteriously deactivated from duty officially and never heard from again. Even more thorough investigation should find that the Joke has been living off the grid and the FBI, CIA, and Secret Service have a secret order for his immediate arrest and detention should he ever be found. Research into the Minutemen will inevitably lead clues about their old meeting places and methods of operations, which will have them paranoid. The PC's at this point have become a problem that needs to be dealt with firsthand. At the moment they are least expecting it, in their private lives and secret identities one or more of the PC's will be attacked without warning and without mercy by one of the lesser members of the Minutemen accompanied by a squad of American Glory shock troopers. This situation is meant to be dangerous, and hopefully the other PC's will find a way to get there and aid their comrade in time. If that is impossible, have a simmilar but larger wave of American Glory troopers (mooks) attack them on their way. If the one PC is knocked out and kidnapped, and/or if they or the other PC's detain and question a American Glory trooper they should be able to gather the location of the next meeting to be held by the Minutemen. At this point the PC's should be visited by a suitable investigator type NPC hero who can explain this all better. The background story is that the Minutemen went rouge and tried to seize America's nuclear weapons for immediate use against the rest of the world, thinking it was in their President's wishes. Instead they were apprehended by a international supergroup and while the whole thing was kept under wraps it traumatized the Minutemen so much that despite each of their escapes (except one casaulty) they never made contact with Reagan again. Only his recent death has caued them to reunite for this one last mission, the last hurrah. Most imporantly the NPC should reveal that they are almost certain that the Minutemen now have the former staff member with the access codes to the Juggernaut, and that it is imperitive to intercept this information and stop this meeting. So the PC's, accompanied by an NPC hero, will ambush/stake out a meeting in a suitably abandoned part of your campaign's city. Here for the first time all the members of the Minutemen, and a small legion of American Glory troopers, will be present together. They also have one kidnapped politician (and maybe one the PC's depending on how the earlier situation went) in tow. The other politicians are talked about as being kept elsewhere as insurance. No matter wether the PC's just listen to the meeting or wether they crash it, they will either hear the location of the Juggernaut and follow, hoping to stop the Minutemen there, or will get in a massive brawl and the leader of the Minutemen, the telekinetic brick Justice, will escape and fly off to the discussed location with the access codes. If the PC's just jumped in and brawled then at some point the remainign American Glories will surrender/flee, and all the remaining Minutemen will either be incapacitated or flee as far as they can, abandoning their misison. The NPC hero will take care of getting the knocked out Minutemen/glories arrested and retreiving the kidnapped politicians, sending the PC's to stop the Minutemen from launching the nukes. The location of the Juggernaut to be overherd or followed to can be underground, under the ocean, or in space; either under, near, or above the hero's city, which is why the Minutemen were meeting there. The Juggernaut is an impenetrable fortress, but Justice has left all the doors open behind him, now just in a mad rush to activate the nukes. This should be a tense situation in which every second matters to the PC's. When the PC's finally confront Justice in the control they might try to talk him down, or just get in all out brawl. Even if the second is the case the combat should be interspersed with the veritable manifesto of Justice and his reasoning and motivation for launching the nukes. He truly beleives himself to be a patriot, and is also one of the most powerful superhumans on earth, this shouldnt be a run of the mill brawl. Justice will not just try to win the fight, his only goal is the launch the nukes. If he can do that at some point during the combat, he will. After that he will give himself up, certain, listless, and releived in the completion of his mission. He will just give up. Now it is up to the PC's to do the impossible, to stop the apocalypse. The rest of the situation shouldnt be beyond the capabilities of you, the GM. Wether missiles are intercepted, the Juggernaut main computer hacked into and shut down, or whatever, the PC's should be able to prevent or at least avert the nuclear missile launch. After this wether the public becomes aware and the PC's are lauded, or wether it is all kept under wraps is up to you as well. for reference, the Minutemen are: Justice, the leader and square jawed t/k flying brick The (Killing) Joke, a psychic hallucination projecting commando US Law, a regenerating psycotic captain america type Nightwatcher, a batman type that has transmutation powers, often during the environment into other materials rather than transmuting his foes directly. The American Glory troopers shold be guntoting thugs, weak powersuits, or even American-commando ninjas, whatever kind of mooks you need.
  5. Re: A closer look at my universe The people of earth are aware of the Eroneans (good aliens) who have a advanced civilization spread across a system of planets on the other side of the galaxy. They are also aware of the Rid Vore (bad aliens), but most are unaware that the Rid Vore are actually cultists in exile from the Eron Republic, which has a diverse mix of different sentient species in it's citizenship. People know that the Supreme United Nations Council keeps them safe as a whole and provides neccesities of life and human rights to all of earth's peoples. What they don't know is that the main purpose of the SUNC is to represent earth in case of a hostile alien or Outsider invasion, and that supers and SUNC peacekeepers have been used to spread democracy in other worlds. Most people are aware that events of note that have effected the entire globe, and the experiences of certain supers, have proved to some degree the existence of other worlds. Most think of this as other dimensions, different vibrational overlaps coexisting in the same space, which is part of it, but note the entire truth. It is a lesser known fact that it is speculated that a "space outside of space" called the Transdimensional Plane exists, but if you told an average Earth citizen that this is the place where gods, demons, and angels reside they would think you are nuts.
  6. Re: A closer look at my universe The Sworn Protectors are powerful, distant from humanity somewhat, and very international, making them somewhat akin to the Authority. The New Minutemen are the JLA of my universe, now that I think of it. The Legends are the Avengers with the explorer/scientific family nature of the Fantastic Four and the social acceptance issues of the X-men My "batman" (each universe needs one) is the Black Tabard, crusading vigilante of Detroit. New York's topdog vigilante is the Narc, a Blue Beetle type trained normal gadget hero. Each however has their own hook in the tone of my universe. The Sworn Protectors are Outsiders from another dimension, and were involved in a massive insurance scandal, the New Minutemen are a fakey propaganda team, the Legends have ties to a Nazi supervillain, the Black Tabard's brother Says Simon is his archenemy, and the Narc is almost an ordinary guy, making New York fairly low-scale superwise in comparison to in most supers-verses.
  7. Re: A closer look at my universe The original Minutemen lineup was: Justice US Law Nightwatcher Killing Joke The Hood Utopian The full Ubermenschen lineup: Waffevon-d-Gotter (Weapon of God) Zeigelstein (Brick) Meister-Verstand (Master-Mind) Der Frosch (The Frog)
  8. Re: A closer look at my universe The Killing Joke (a supervillain) Formerly a commando in Vietnam and later working for the CIA in South America, Johnny "Jester" Cole was a low-level psychic able to project hallucinations into unsuspecting victims, usually communist guirellas waiting in the jungle to bushwack him. As the CIA's own psychic assassin he was given the freedom to complete his missions however he saw fit, allowing him to excercise his growing dementia and love of violence. Inexplicably after four months of being tortured in a guirella encampment, Jester escaped with his power increased 100x, and razed the place to the ground, burying all his captors (most victims of each other or themselves while under hallucination) in a mass grave, leaving his dogtags there as a marker. The insane but thought to be controllable ex-CIA commando was too much of an asset for President Reagan to ignore, and was reassigned to detail in the president's group of enforcers, The Minutemen. His formal nickname was "The Joke" but all his team-mates and his superiors called him the Killing Joke, often to his face, to his inane delight. Jester played along with his full capabilities when Justice, the morally upright sentinel and leader of the Minutemen was convinced by the Utopian (another member of the team, actually the supervillain Meister-Verstander in deep cover) to lead the group on a righteous crusade. The world's most powerful superteam went powermad and enacted a crazed mission to confiscate and destroy all the world's nuclear weapons. Justice attacked the USSR, the NightWatcher nearly killed the President, the Hood took on the US airforce, and the Utopian masterminded it all from a safe location. Jester's part was to seize a nuclear weapons launch facility in Arizona, which he accomplished but later abandoned his post 24 hours later when The Hood was killed and Justice was reported to of fleeing into outerspace. Recently the shadowy Nightwatcher, Justice, and the Joke met at a secret location to discuss their next move, after over a decade of waiting. Their plan is to steal access codes to the now defunct Reagan-era nuclear base, the Juggernaut and hold the world hostage. They would also like to get revenge on that "communazi traitor" the Utopian, or as he's better known, the Master-Mind (Meister-Verstander).
  9. Re: A closer look at my universe Next up: A supervillain team, Der Ubermenschen The Nazi supervillain Meister-Verstander, the last surviving German superhuman, has had countless cover identities in America since the end of WWII. He infiltrated Reagan's superteam, the Minutemen, as the perfect human Utopian, and under the identity of Simon Stand was one of the founders of the west coast Legends superteam. Recently, having lost his last deep cover identity, Meister-Verstander (The Master Mind) has ressurected three other Nazi supers, the most powerfull of the least fanatical. This of course excluding the infamous Thundergods, arguably the most powerful Nazi superhumans ever. Instead in his line up is Waupen d Gott (Weapon of God), who controlled the Eastern Front, Der Keigel (The Brick), who was his bodygaurd in the Western Front, and Der Frosch (The Frog), whose mission was the never completed full invasion of the British Isles. Together they have formed a supervillain group out not for Nazi fanaticism, but Goldenage villains out for money and power. Meister-Verstander: is technically a norrmal human, or once was, but is perhaps the most intelligence human being who ever existed. He has survived the ravages of age and illness through cybernetic enhancements. The Master Mind is not only a technical genius, but master of disguise and deception as well. Waupen D Gott: is an industriomancer, who constructs mechanical minions out of ambient materials, with the power of his mind. Der Keigel: is a homonoculus, a simple minded servant made from living stone animated with a thunderbolt. Der Frosch: Der Frosch is a Deep One hybrid, whose devolution into an amphibious creature was halted by serious mechanical replacements of existing biological parts. None of the Ubermenschen were ever seriously deluded into beleiving the ideals of Nazism, isntead being mindless soldiers (Frosch, Keigel), or selfserving masterminds ready to shift allegiance when is beneficial (Meisterverstander and Waupen d Gott).
  10. First off, a superteam The Sworn Protectors: Originally Outsiders, beings from another place and time, the crew of the starbreaker ship "Infallible" became stuck on earth when their ship shifted planes of existence and wound up partially submerged in the earth outside of Geneva. These "aliens", as they were initially thought to be, quickly became accepted due to their human features, colorful coustumes that fit in with this planets own supers, and dedication to the basic code of "serve and protect". The famed superteam was recently convicted of insurance fraud dealing with initiating superbattles in and around bussinesses they had purchased billions in stocks in. As part of the sentence the United Nations confiscated their grounded ship, which they had been using as their base of operations, and made it the new meeting place of the Supreme United Nations Council (SUNC). Obviously the scandal has had a negative impact on the team and their public image. members- Marshall Creed: captain, team leader, wears uniform (coustume) under a duster and cowboy hat. Doc Hallower: ship's medical officer, second in command, wears medic uniform and glasses. Calamity: ship's science officer, wears service jacket over uniform Sampson: ship's military officer, wears a service jacket and combat gear Judge Jaspers: ship's chaplain, wears ordinary and somewhat antiquated clothing. On their home world Creed was a star athelete, but here he's considered superhuman, able to lift, crush, outrun, and get hit by cars. Hallower was a normal man, but their jump through so many different realities (including the transdimensional plane, which is a nonreality) left him with the 0 factor, a primal control over order. Calamity was back on their world, and still is, a medium level telekinetic, unable to concentrate her powers into blasts of force or as a physical tool, instead only able to lift and push objects, but to a great capacity, at a great speed, with great force. Sampson is pumped, which means he has sever biomods that grant him increased strength, ferocity, and combat effectiveness, as well as several other mods. The Judge, who is not really a judge at all, met a demon that came aboard the ship as it jumped through the transdimensional plane, and now has a working relationship of cooperation with it.
  11. Re: A Modern League of Extroardinary Gentlemen Daniel Jackson of Stargate SG-1 (a archeologist and expert on xenocultures) an aged Captain Kirk (statesman, leader, and marksman) I-Man (a modern day invisible man) Hellboy (the expert occult hunter, also fufilling Hyde's brute strength role) Sarah Connor (the "crazy" combat, sabotage, and survival expert) and to round the group off Jason Bourne (a moral but deadly assassin)
  12. Re: Name for villain? Bloodbite Carrier I like Itch and Anopheles, though it should be Dr.Anopheles
  13. Re: Japanese mastervillain/hero team aid requested. Well, my Goldenage japanese "villain" for the Chaotic Continum (my massive supers homebrew universe) was Subject 000. The american newspapers called him "Zero-Man" and the Japanese people called him "The Citizen", but the government merely had his subject codenumber. He was the most successfull of the superhuman experiments, a scientist that experimented on himself. Think of Captain America level phsyical attributes, super intelligence that he had before the experiment, and psychic powers that allow him to power devices that would never work in reality. He was bassically the exemplification of every quality a man could have, strength, intelligence, and patriotism. He was last seen walking away from the ruins of Hiroshima the day it was bombed. My idea of the character is that even more so than the Japanese nation, he's a very good guy. He doesnt neccesarily beleive in Nihon expansionism or Japanese superiority, but is proud of being Japanese and most of all is inherently an agent of order. The government and the status quo were the order he upheld. He could be a very interesting and sympathetic master villain if he had some widereaching plan to create a new status quo in modern day Japan...
  14. Re: Storn Art from idea to full picture Storn, thanks to you, Cyanide has now become the most badass Canadian of all time. (yes, David "Cyanide" Shaw is Canadian, or did I neglect to mention that?) Truly, badass. Great job, Storn, and thank you DT for choosing my idea.
  15. Re: Storn Art from idea to full picture So whats going on with this? Thread just sleepy, or has Storn already started on this or what? Not to hassle, just interested.
  16. Re: New Villain Organization. Please comment. a very interesting idea that I would be interested in seeing how it and it's agents manifest in the modern day times.
  17. Re: Storn Art from idea to full picture Braincheck, a mental mastermind with multiple brains he switches between, each with different knowledges and skills. David "Cyanide" Shaw, the world's most deadly metahuman, with a expanding dome of near-translucent death-sheilds. Does Braincheck have the brains orbiting him ? Is he mechanical with the brains in a persplex container ? What colour are the shields that Cyanide sends out and what does the rest of him look like ? With Vertigo do you see the star as it pulses beneath a featureless human body ? Cyanide first, What if his dome-shield weren't all center directly on him, some a little to the left, or right .. so you have overlapping power fields and dome poking through each other? Maybe they move about in some strange orbit so has he walks they shift around bringing different effects into different areas.... The possibilities of messing with light and shadow here are just way to cool to imagine. ----------- Just a friendly recap of the thoughts that people have put on Braincheck and Cyanide, and my original little descriptions of them.
  18. Re: Storn Art from idea to full picture Braincheck, a mental mastermind with multiple brains he switches between, each with different knowledges and skills. David "Cyanide" Shaw, the world's most deadly metahuman, with a expanding dome of near-translucent death-sheilds. Vertigo, a micro-sized star in the shell of a human being, leader of cosmic-powered corporate crime Darkhorse, shapeshifting shadow-warrior and former apprentice of Vertigo, now a defender of the Earth's peoples Black Tabard, crusading vigilante with a background in police work, private investigation, and the legal system. Or his nemesis, his own brother, the selfstyled crimelord of frightening intellect with skills and resources gained while travelling in asia, Says Simon. Black Tabard I picture as a "serious" 70's style superhero, and not just a "black batman". His theme isn't a dark and brooding animal, but instead a modified Knights of Malta style tabard, lacking the cross and instead bearing only the color of midnight. His older brother, the villain Says Simon, doesn't really wear a coustume per se, but also has a tendency towards black clothing and has more of a martial arts and scholar theme than Black Tabard's detective/knight theme.
  19. Re: M&M: this is a Nightmare? Having looked at, and owning, both games (though I'v never gotten to run a Champions game myself) I can assure you that Mutants and Masterminds is just as flexible as a superhero rpg needs to be. No classes, tons of powers, and ways to add powerstunts, extras, and flaws onto those powers. The only difference is Champions lets you create powers and things to every last detail, but it's very complex (the character stat blocks alone are frightening) whereas MnM is slightly simpler in this respect. With powerstunts and the extras/flaws system for powers done in the way they were done, and a "qualities" way to find out the cost of new powers based on their overall abilities, it's very reminescent of Godlike, which is a good thing. And, I do beleive that MnM is not so easy to port over to standard D20. As for not being balanced...yeah you can make overly powered or underpowered characters of a certain power level in MnM, but I'm sure that's possible in every game system. Bottom Line: MnM, while not being "simple" per se, is a very "workable" game in which pretty much anything of the supers genre (and most other genres) could be created and played by. Champions is the same in that last respect. Champions allows even MORE indepth customization and creation of powers and abilities, whereas MnM balances customizing powers/with keeping it short and sweet. Thats the big thing. MnM is not more simple than Champions, but in most of the rules, especially character statistics, it tries to make it short and sweet compared to exhaustively detailed as Champions. In the end both games end up working much the same way, great for making any kind of supers genre character, and ending up to being able to work for most other genres as well while not being a generic system.
  20. Re: Storn Art from idea to full picture The Mighty Squid, a quirky supergenius golden age hero or villain with an inferiority complex and whose miain "power" is a superscience supermarine. A picture of him would probably have to show him in the control seat of his sub, to get the full effect. Cosmonaut Red, a lost member of the USSR space program whose dying body was possessed by the "ghosts of space". I picture him as a sort of Silver Surfer zombie still in his comsonaut suit. Hitoriki Hitman, Japanese gangsta rapper supervillain with a ancestral sword that raises the dead (his backup band is the Grave Voices) and as for the names you put... I picture Gene Genie as a dashing gentleman with the classic stage magician type appeal/look to him (curly moustache!) and some subtle means of portraying that he's a mad geneticist
  21. Re: Bronze Age Team Build Falcon (Banshee/Nightwing) Kidnapped from his wealthy Chinese Opera family by the Triads, manifested his voice powers at this time (age 7) killing all the enforcers in the room as well as his parents there to save him. Taken in and trained by China's infamous vigilante, the Night Owl, before striking out on his own.
  22. Re: The Chaotic Continuum The Glory- Flawless Ace Bulletproof The Spark Hazmat Team Victory- Campaigner "Godhead" Tempest Drifter The Hush The Campaigner, defacto leader of Team Victory, and the second in command, Flawless, reached a point where theyre disagreements were too great after the NYC tragedy occured, so the younger paragon left and four others went with him. Campaigner is a battle-scarred and aged WWII veteran who gained superhuman strength and uncanny grit from the TALENTS extranormal, Phoenix, the only person or being ever to be known to have the power to turn normal people into extranormals. Instead of fighting in the special unit with TALENTS, he shipped off to Eastern Front and fought the German industriomancer "Wauppen d Gott" alongside beleaugered Russian metahumans. He dissapeared, cut off from the government, before 1950 and the McCarthy witchunts, and reappered making a name for himself (a different name, that is) in the 'Nam. Flawless is a parahuman paragon, a gengineered "perfect superman" constructed from synthesized biological materials by Dr.Simon Stand, a mad anarchist scientist. It was later found out, while the Team Victory of the seventies combatted Stand and his then mindless lackey Flawless, that Stand was none other than the Nazi supergenius Mastermind. The Campaigner personally ripped the calculating uber-Nazi apart with his hands, only for him to later reappear in the form of Dr.Utopia in Reagan's Minutemen, whom went mad trying to seize and destroy (probably the point before which Utopia/Mastermind would betray his psychotic anti-commie american teamates) all nuclear weapons in the world. Victory and other superteams from around the world worked together to defeat the mad global level rouge americans, and once again sending the disguised Mastermind into deep hiding. This incident however, brought Campaigner and the team back to the old Stand underground lab, where in 1991 the superhuman known as Flawless was "reborn", another gengineered being but this time with normal human intelligence unlike the original lackey. Through the decade Flawless quickly rose to second command in this, Spark city's greatest superteam, and in 2002, in the wake of the NYC tragedy and with a disagreement that resulted in four police officer's deaths at the hands of refugees from New York, the younger super left the team to form his own, more activist, supergroup. Along with Flawless came to the aerial battlesuit, Ace, Hazmat and the Spark, the two most "inhuman" of the original team, and Bulletproof, an ex-cop turned city defending vigilante who could of stayed but left for the chance of more freedom of action the Glory promised. Staying in Team Victory with the Campaigner were, suprisingly, the often clashing with the old wardog, Godhead, the enigmatic whirlwind shaman, Tempest, the breath-stealing ghost, the Hush, and Drifter, the two gun kid.
  23. Re: The Chaotic Continuum The Emerald Gaurd is an experimental supergroup backed by the Elite Agency and part of the TALENTS program, a government operation to contract extranormals into federal service. The Emerald Apex headquarters is a pyramid like structure near the federal buildings of Sparks city. Team Victory is the original and successfull superhero team of Sparks, dating back to the original TALENTS spawned group that fought in WWII. After the war, the team moved from different cities until they finally settled in this city, the hometown of key member the American Allstar. The Glory is a recent split faction from the current Team Victory, as the conflicting interests of the Victory leader, a angry WWII veteran and the younger and popular powerhouse of the team disagreed over the way their supergroup should behave with officials, the police, and normal crime. While Team Victory is the group of goldenboys, old warhorses, the Glory is more often on the latebreaking news updates, and far more popular and new with the city's media.
  24. Re: The Chaotic Continuum I have, in fact, read Wildcards no.1, and it is a good guide to supers throughout the second half of the twentieth century.
  25. Re: The Chaotic Continuum The nine Sinisters: DarkOwl Green Mandragora Puppeteer Brainpower Dr.Pain Shatterpoint Chronomorph Miracle Master Cyanide The New Minutemen: The Innovator Conglomerate The Joke Speed The Last Titan Dilletante The Psychologist The Original Legends: Dr.Amazing Huntsman Jinn Suteki Rockslide The Black Knights: Black Tabard Black Blaze Blackout BlackLion The Paranormals: Prof.Para Equalizer Quixote Enforcer Pilot Goblin Team Victory/The Glory The Emerald Gaurd and TALENTS
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