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Darkstar

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  1. Area 51 is where the N.S.A. and Majestic-12 work on a number of technology programs with the aid of the "Greys', the aliens who were first discovered after the Roswell crash. Most of the technology worked on here is aerospace related - propulsion systems, gravity control, aircraft materials and avionics. Some weapon systems work is also performed, mainly with enhanced particle beam weapons.
  2. Darkstar

    UNTIL

    I split UNTIL in my game, with UNTIL being the parent organization that conducts investigations into paranormal activity, does research on superhumans and acts as liaison between member state law enforcement agencies dealing with superhumans. UNIT (United Nations International Taskforce - stolen from Dr. Who) is the sub-agency that performs direct field operations against paranormal threats. This makes UNTIL the more civilian and scientific agency and UNIT the more military and police oriented.
  3. Before Heromaker/Creator/Hero Designer, I usually created the costume and name first and then worked up the powers. Now I'm more likely to work from a special effect concept or by putting together a set of powers. The name is now one of the later parts of design. For my players, I usually suggest creating a list of powers that they want to have, then trying to come up with a special effect to explain the powers. This is then followed by creating the disads, costume, name and background/origin info.
  4. Thanks schir. The stonework is from one of the packs available through Renderosity - the MND Visions of Fantasy 1. Originally intended for a fantasy group I was doing in Poser that never got too far.
  5. In my campaign, Muerte died back in the Nineties, killed by one of the heroes and left in a strange dimension where that hero got his powers. Terror Inc. broke up, which gives me the perfect opportunity to have Feur and Scorpio join Eurostar. However, about two years ago Muerte reappeared in Central America and began rebuilding his organization but without contacting any of his old team (including Giganto, who is currently sitting in Stronghold). Oddly, he has exhibited new powers in addition to those recorded, mostly having to do with teleportation and seemingly magical in nature. What really returned was not Muerte at all, but a creature of the other dimension who is wearing Muerte's armor. It's agenda is different than Muerte's was and it is currently seizing any magical artifacts it can while also creating a number of bases with genetic experimentation facilities and the ability to produce large amounts of protoplasm. The players haven't encountered the new Muerte yet, but it should be interesting when they find him very different that their research indicates.
  6. Thorne - one of the characters from my current campaign.
  7. Some local laws In my campaign setting there are a number of common practices in dealing with paranormal abiilty: 1) Information gained using any mental powers is inadmissible in U.S. courts. Telepathy is used like the polygraph in some jurisdictions - although inadmissible as evidence, it is useful in investigations. 2) Self-aware machines (Robots, Androids, AIDs) have no rights under the law - they are property. 3) Paranormals who cannot be restrained by normal prison facilities are kept under sedation or placed in an induced sleep using a theta wave device. This procedure is covered under the 1968 Anti-Terrorist act - passed after the seizure of a SAC missle base by Dr. Destroyer. 4) Most operating hero groups try to acquire some form of government sanction for their activities. This allows cooperartion with law enforcement agencies and grants the heroes a certain amount of authority in criminal matters.
  8. Protomatter - an other dimensional material gathered from Shuggoths. Super tough living tissue, used in numerous biological technology applications. Carbon Nanotube composite - made from a mesh of carbon nanotubes, produced by a secret US government agency (Majestic 12) using alien technology. It has incredible tensile strength and resistance to heat. Very light weight, used for external armor and internal implants either full sub-dermal or in spots to protect joints and internal organs.
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