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synergy

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  1. Senshudan One Call For Submissions II The Eternal Guardians The spur trail was old and unkept. It seemed that no one had used it for quite a while. Bamboo had grown over part of the path as did pine trees that were at least a century old. Long ago, The main trail had been used by woodcutters of this valley in Ibuki Sanchi as well as travellers. Now it was used by hikers occasionally. But the spur seemed to have been forgotten. Fortunately, they had two maps by which to navigate. One was an old acidified map, yellowing and crumbling. As with most such maps, the spatial relationships were suspect, but the landmarks were significant. The second map was nearly brand new and highly detailed with accurate measurements, provided by an ally. The stream that could be heard gurgling under the surging and fading whisper of wind through the trees was what they needed to follow. And so, this was the most logical path for the spur trail, even if it was not much of a trail anymore. At last, the pine forest gave way to a small slight clearing around a pool. Here the spur trail ended according to the old map. Rising out of the pool and the stream volcanic rock was coated with green and brown moss and lined with a variety of ferns. Other rocks that did not now touch the stream were lined with dried moss and broad grasses or crusted with lichen of various hues. As the pair of men made their way across the stream, their footsteps ate into the undisturbed flora and even caused a thin layer of rock to crumble to dust. A roar filled the clearing, emanating from the waterfall that fed the pool. The curtain of water split across a jutting rock up above, twisted in spirals and sprayed, then rejoined splashing over the edge. The two men stepped into the pool and then through the veil of the waterfall and into the cavern which was unexpectedly much shorter than they thought it would be due to a moss-covered solid stone wall. It was clear that there was writing etched into the wall, but it was unreadable under the growth. Furthermore, it seemed possible that the wall was instead a door. Clearly, some magic was needed to cause the door to move. But having neither magic nor need for it, the two men simply nodded to each other as their clothing and visages dissolved into a twisted mass of seemingly charred black flesh over contorted bone. Disregarding the barrier, they walked - or rather oozed - through the stone. The large cavern within was criss-crossed with spider webs, easily removed and brittle from the passage of time. Dust that had collected on the floor was disturbed as the Chaos Minions ambled to the center of the cavern. A curious melody, perhaps caused by wind passing through constricted rock, wafted lightly through the cavern chamber. Sunlight from a small hole in the roof shone down upon two gray dust-covered statues in the middle of the room. Both statues faced the entrance, faced the two Chaos Minions as they approached. The first statue was of a man in a kimono, sitting with thighs upon calves. The scabbarded katana and wakizashi as well as the demeanor of his face and attentiveness marked him as a samurai. The second was of a woman in a kimono, with one foot forward and one knee down, she seemed poised with her naginata to guard the man's back - the mark of the uncommon samurai woman. But the pair of Chaos Minions looked beyond them, beyond the small open black lacquered box with the lit incense stick protruding from black sand, to the thing that their master had sent them to retrieve. The shape of the panel painting could be seen covered by a dusty silk drape cloth. As much as their nature made them desire to destroy the statues - wither them to dust with their hands or, perhaps, smash them to pieces with their spears - they could feel the strong pull of the magic of the painting despite the shielding silk cloth that lay over it. As the twisted pair ran to the object. As they entered the lit center of the chamber, the melody intensified so that the faint singing of children could be heard: 'ame ame fure fure kaasan ga' But, they were intent on reaching the object that their master desired. The path of their run approached the two statues. And steadily, the singing became a clear chorus: 'Janome de omukae ureshiina' The first statue exhaled a snort that sent the dust upon his lip and neck dispersing into the air. But the Chaos Minions did not notice for the tug of the gateway was strong. The chamber filled with the booming voices of children singing: 'Pichi pichi! Chapu Chapu! Ran RAN RAN!!' The two twisted beings stopped suddenly as the first statue stood up in front of them, dust falling from him. The samurai brought a hand to his katana and unsheathed it in less than the blink of an eye. After a brief shimmer - the sword reflecting the sunlight shining down - he swept it quickly, firmly, and cleanly across the neck of the closest Chaos Minion. The second Chaos Minion raised his hands to bring them down upon the samurai. But before it could complete the attack, the contorted figure was cut in twain diagonally by the smooth stroke of a naginata. The two Chaos Minions errupted messily. charred bits of flesh and bone flew throughout the chamber then dissolved into nothingness. Shingen, first son of a minor samurai family and friend of Minamoto Yorimitsu, sheathed his sword. Looking up at the light filtering from the hole in the roof of the cavern, he sighed. Morning in winter. He then gazed at the incense stick. It had been roughly 300 years since they awoke last. Smiling fondly, he greeted his wife and swept the dust from her changing her appearance from a gray moving statue to a lovely, slender woman in a colorful kimono decorated throughout by a scene of a man and woman on a mountain walk in the rain. Touching the back of her neck he whispered, "Ohayo gozaimasu, my beloved." "Ohayo gozaimasu, my husband," replied Tomoe smiling in return. She dusted Shingen as he had her. His kimono was much more simple - forest green with the mon of pine trees on the left breast. She beamed, looking to the sunlight, "The children or our land... they have not forgotten the song still." "Yes," said, Shingen, "and just as well. This time it was no mere thief that was seeking treasure. It appears that the sorceror has broken his bonds." "He will, of course try again, now that he knows where his Gate is." "By my life, I have pledged Yorimitsu that I will guarantee the safety of our noble land. And I will stop whatever the sorceror sends to retrieve his foul tool." "And I will ensure your safety, my beloved." She reached her arms around her husband, embracing him firmly. "Time is fleeting." The ancient young couple remained locked in embrace for a day, for they had promised such before the first time they went into the long sleep. Then, after a bath in the warm bubbling spring, Shingen retrieved a bottle of water and Tomoe retrieved two magically preserved rice cakes and dried smoked fish. After they ate, the couple set a new incense stick alight and planted it firmly in the black sand. Tomoe once again went to one knee, naginata ready, "Oyasuminasai, my lord. Until next we hear the song." Shingen sat thighs over calves whispering to his wife, "Oyasuminasai, beloved." Deep breaths slowed as they entered The Meditation that was taught to them by Seiun-sama... one breath in a second... one breath in a minute... one breath in an hour... one breath in a day... one breath in a month... one breath in a year... ************************************************* At this time, I am seeking to recruit one character to add to the Senshudan One lineup. The character needs to have some connection to history. A few ways to do this are: 1) the character is a warrior hero from Japanese legend or history (or is a reincarnation of such); 2) the character is a supernatural being from Japanese legend or history; 3) the character is one of the former Senshudan One superheroes that were presumed dead. This character should also have some knowledge of the supernatural and history, although he/she should not be a spell-caster. The character should have a well-developed skill set that doesn't overlap too much with skills of current characters. Here is the current line-up for Senshudan One: Ichiro - metamorph robot whose primary mission in life is to rebuild the Senshudan One team Koorogi - cricket-powered martial artist who was changed by a scientific accident; serious detective who has regrets from the past and a pushy sister Stuntman - tough metahuman martial artist; flashy movie stuntman who wants to be a movie star and has a kid brother with a knack for getting into trouble Prior to preparing your character you also need to read the campaign page. The following criteria will help your submission: fit into the part (see above), flavor (a cool power, perk, minor talent, or interesting non-combat skill), campaignability (potential plot hooks), writing quality. Submissions should be of the following format in a .TXT, .DOC, or .RTF file or within the body of the e-mail: Character Name Player: Your Name e-mail: address@server Real Name: (alter ego) Affiliation: Senshudan One Hair/Eye Color: Height/Mass: #.## Meters/# Kilograms Nationality: Place of Birth: Date of Birth: Background: (this is the most important part of the submission) Personality: Quote: Appearance: Powers: (just a description, I do not want character sheets at this time; please be sure to mention the skill set) All submissions or questions should be sent to me at home_n@hotmail.com. I do keep summaries of past turns, so if you would like a copy of that .ZIP file, feel free to ask. Submissions will be accepted until 2 AM Pacific Time, July 1, 2005. I will announce the selection within a day or two after that. Thank you, Neil/Senshudan One GM
  2. synergy

    Power Rangers

    Re: Power Rangers etc. Thanks SKJAM for the great material. As you know I'm co-GMing a campaign in GGU that's trying to be part Japanese live-action genre (which includes, but is not exclusively, Super Sentai) and part western comic book style (anyone interested, please see the Senshudan One campaign page in the Global Guardians domain; or even PM me at home_n@hotmail.com). I really only saw one Sentai series (Go-renja), so most of my background is with individual heroes (Kikaida, the Kamen Riders, and a handful of others). A couple of months ago my co-GM who was my resource for Sentai left because of RL work overload. So this helps a lot. Neil p.s. What's this rep thing and how do I get some to you?
  3. Hi, We're looking for somebody to help GM the Global Guardians Universe Golden Age Campaign. I am cutting back on my GMing for this campaign due to RL work load. At the same time, another of the GMs has been missing for over two months. Hence, we are looking for someone who is interested in the Golden Age genre and enthusiastic. This is both an exciting campaign and an important one as it affects the history of the Global Guardians Universe. If you are interested, please contact me at home_n@hotmail.com You will be switching off GM duties with Hawksmoor. I.e., you GM through one adventure, then Hawksmoor will GM through another adventure, etc. Thanks, Neil This is cross-posted in the Player Finder and Champions groups.
  4. Re: Global Guardians PBEM: 3 Immediate Openings If you want a PC mentor, there are a few ways to do this. All will involve contacting the player and GM (which can be done on the GGU chat list). 1) You may want to see if one of the GGU Golden Age campaign PCs might make a suitable mentor (i.e., after they retire, etc.) 2) I have a character that you can use as a PC mentor. He's in the GGU New Men campaign (Saul, the father of the group, a.k.a. New Man) and I think he would be suitable depending upon your character's background. If you're interested: home_n@hotmail.com 3) Just send a query to the GGU Chat list. I'm sure that you'll get a few responses. If you go the NPC mentor route, you might be asked to write up the NPC depending on whether he is alive still or not. Also, there are a small amount of NPC heroes that are available, but that have not been posted on the website yet. I have their info (I'm also NPC Director in the GGU). Same e-mail address as above. Neil
  5. Hi, Noah, the GM of the Global Guardians Universe's Russian Dawn campaign, asked me to post this. Updates and other announcements will be posted on the Global Guardians administrative list. If you submit a proposed character and are not already subscribed to that list, you should send a blank e-mail to adminlist-subscribe@globalguardians.com Thanks, Neil ------------------------------- Moscow October 12th, 2004 3:00 A.M. Police Detective Captain Yuri Carpalov, slowly walked along Dokukina street, not far from his apartment. A copy of the morning Pravda tucked under one arm, a paper sack with a new bottle of Stolichnaya in the other. Yuri puffed on a Turkish cigarette as he headed home. It had been a long day, and Yuri was dejected. And to top it all off it had been a typical Moscow day in October where the weather rarely got above freezing. All day long Yuri and his fellow officers of the Moscow Police had been following leads about this mysterious mobster who was calling himself Rasputan. This subject was known for his willingness to use extreme violence to get control of the volatile Russian Mob. Rasputan had allegedly killed off a number of rivals, and the police just didn’t know when he’d finish or who was next. Yuri paused for a moment to take a deep drag off of his cigarette. The only bright spot in the day had been when they had raided the Trans-Russian Machinery Company on a tip that the subject had been doing business with the company. The raid had garnered a lot of files, computer disks, and other documents. Yuri knew it would take weeks to go through it all. As chief detective, it was Yuri’s duty to get through it all. Yuri turned to walk up the steps to the front door of his apartment complex. Just as he was about to open the door when he saw a red dot on the door. Squinting Yuri stared at the dot. It had been a really long day, and Yuri was exhausted. Turning around to find out where the dot had came from Yuri never even heard the sound of the silenced sniper rifle. A 12.7 mm bullet penetrated his head just above his right eye. Yuri Carpalov was dead even before he hit the ground. A block away sat a shiny black Mercedes Benz. In the back seat was a giant of a man. Clenched in his right hand was a huge Cuban cigar. Taking a puff, he said to the driver, “Da, everything is falling in place. Drive.†Like the sniper rifle, the Mercedes drove off into the night, and no one saw it or heard it. Moscow, October 19th, 2004 11:00 P.M. Olena Komarov, exited the Bolshoi Theater, after an excellent performance of “The Sleeping Beauty.†Vladimir Malkhov and his dance partner Diana Vishneva had starred in the performance and both had been phenomenal, as far as Olena was concerned. Olena needed tonight. As a reporter for Pravda, she had been working hard on a story about the new rising mob boss who had the gall to call himself “Rasputan†after the famous pre-Soviet mystic and advisor to the tsarina. Olena knew that she had the inside line on this gangster, and she was going to expose him, like he had never been exposed before. Olena stopped in front of her brand-new Jaguar with it’s gleaming new paint job. It was a sign of Olenas’ success that not only did she have a car, but a sports car. Clicking her anti theft device Olena opened the door and slid into the all white leather interior. It felt good on her legs as she shut the door. As a habit, she locked the doors. Crime had been skyrocketing in Moscow since “Rasputan†had made his bid to control the Moscow Underworld. Flicking her blond hair over her shoulder, Olena turned the key in the ignition of the Jaguar. However, unknown to Olena was the mercury stitch that was wired to her ignition, which led to about five kilo’s of plastic explosive that was tapped to the chassis of her car. The explosion was seen for kilometers from the Bolshoi Theater. Even before the fire engines arrived to put out the fire, a black Mercedes Benz quietly passed by. Welcome to Russian Dawn. Russian Dawn is a campaign for those who want to play characters seeking a new dawn for themselves as heroes and for the Russian people in general. Russian Dawn is a campaign that strives for group of heroes trying to make a name for themselves in a world where there have been many villains (i.e. Czar Nicholas, Lenin, Stalin, etc...), but precious few heroes (Isaac Asimov, Leo Tolstoy, etc)... A new day is dawning in Russia, but like most dawns it’s always darkness before the dawn. There are to be six slots for the player characters to fill. Those wishing to make a submission please review the campaign page. Submissions are for Background alone. Character sheets will be generated once the selection process is complete. Please send any submissions to Humfleetsgoats@Bendbroadband.com. The submission call shall be open until Monday March 28th at Midnight. For those needing inspiration for a submission, I direct the players to the Champions supplement Classic Organizations, or the Champions supplement Red Doom. Also of similar strain are the Marvel characters Darkstar, Ursa Major, Vanguard, and Crimson Dynamo. For those more familiar with DC characters, look into Red Trinity or Blue Trinity. Thank You, Noah Thorp
  6. Re: Hex Grids/Maps I just made a large sheet of large hexes and resize it smaller in Powerpoint as I need it (i.e., to fit whatever map/blueprint I'm using). I'm sure that you can do the same for whatever you need. Of course, I don't use counters or anything so I don't need the hexes to be 1", just as long as they represent 2 meters (or 2 yards). Neil
  7. Re: Hex Grids/Maps Try this: http://zho.berka.com/goodies/hex/qh.html I just posted this on another mapping thread. Neil
  8. Re: Game Maps and Counters Exchange Try this: Go to http://zho.berka.com/goodies/hex/qh.html Make your hex grid as you like (size, density, color). Then, in an image processing program (or in PowerPoint) make the background transparent. Ta Da! Instant hex grid to overlay over any blueprint or map that you find. Or, if you prefer (like I do) to have moveable objects, you can have the map/blueprint on the bottom layer, the transparent hext grid on top of that, then items like chairs, desks, cars, etc. on top for the bricks to throw around. Neil
  9. Re: The Golden Age Recruitment Drive And here's one that I posted a few days back - in case anyone is interested. Neil Los Angeles, California January 28, 1939 With a fist to the chin, the mook went flying across the pavement of the studio backlot to land in a boxwood hedge. His gun hit a thin pool of water on the ground with a muffled clatter, then a crunch as Valor stepped lightly on it. The light winter rain that fell seemed to keep the street clean but for the two thugs - both now unconscious - and the thin irridescent films where oil had dripped from the engines of automobiles. "So we meet again," sneered the small, but haughty voice that the scarlet-clad hero of Southern California recognized to be that of that gangster, Babyface. But as Valor turned to run at the diminuitive mafia boss, four more mooks stepped out of alleys and in front of the midget gangster. Babyface pushed them apart, "I can't see with youse in the way, imbeciles!" Thin streams of water dribbled from the brims of the fedoras of the four thugs. Their four tommy guns were pointed right at Valor. But it was only the fifth one that worried him. "Not a step closer, Valor, or the actress gets an early retirement." In one hand Babyface held a tommy gun and it was pointed not at Valor, but at the woman whom he held by the neck with his other hand. "What's a guy like you doing in the City of Angels, Babyface?" Valor asked. "Your gang's in Chicago, New York, Boston, and Atlanta. "Bunny wanted to break into the movie business," Babyface sneered. "Why what's it to you?" "And you with her, huh?" Valor retorted. "What's the gig this time? Are you trying to off all the actresses so that that no talent moll of yours can get a part? Is that why Miss Harlow was found floating face down at Long Beach pier? Who's next, Shirley Temple?" "You know, you talk to much, you muscle-bound maniac," the midget gangster said, this time with a much more serious tone. The scarlet-clad hero moved lightning quick, diving onto and shielding the blonde starlet from the hail of bullets. The bullets stung, but bounced off of Valor's rock-hardened skin. Although Valor could see fear in the eyes of Mae West, she put on a brave face and said to him in an assured tone, "I like having a man such as yourself this close to me." Valor stood up, carrying the actress, and faced the gang. He lifted a foot and brought it down hard and swiftly sending droplets of water spraying here and there. The ground trembled, a wave of earth that quickly rippled to the gangsters, shedding water to the sides. The mini-quake shook the five villains, battering them over and over against the ground they stood on. Having lost his four thugs, Babyface tumbled to his feet and ran back down the alley. "Too much heat back East? Eh, Babyface?" Valor quipped. "There's word that a team of heroes has gotten together to stamp out crime there. Names like Mask of Justice, Uncle Sam, Barnstormer, and Gravity Man." "They's nothin'! Nothin' I tells ya!" Babyface smirked, but it was clear that it WAS something that bothered him. "Me and my boys can handle Lawdog. We can handle the whole lot of 'em Mystery Men in that new gang that calls themselves the Liberty Legion. And anyone else that joins 'em." "You seem to know a lot about the Liberty Legion. They got you worried? A team of heroes that's going to sweep the likes into jail." Valor, his uniform shredded to pieces, put the starlet down and began to run after the mafia boss. "Thank you, handsome," Mae West said in a way that only she could, "and to quote myself 'Why don't you come up and see me sometime?'" "No thanks is needed, Miss West." Valor said as he turned and leaped over a fence. "However, If you feel indebted to me, perhaps you'd like to join me on Wednesday night..." As he turned the corner, the scarlet-clad hero added, "... to visit the sick children at L.A. County Hospital..." Narrator's Voiceover: Who are these other Mystery Men that Babyface thinks might join the Liberty Legion? Find out more in the next issue of The Golden Age Campaign Call For Submissions Updates. --------------------------------- Thus far we have received the following submissions: Gray Wolf: Navajo mystic (partial submission) We have received one inquiry: 'Red' Mars: super-strong brick who is the adopted son of a millionaire family Reminder: Please remember to follow the guidelines for character submissions specified in the Global Guardians website. Everything but a character sheet is needed for a submission to the Golden Age campaign; the character sheet will be produced after characters are accepted. The deadline for submissions is March 5th, 2005 at Midnight Eastern US Time (just when Saturday night becomes Sunday morning). All submissions or questions should be sent to jeremiahpointer@yahoo.com and home_n@hotmail.com Thank you, Neil/co-GM Golden Age
  10. Re: The Golden Age Recruitment Drive Hi, Just thought I'd add the last submissions update to this string. Neil (one of the co-GMs) Boston, Massachusetts February 2, 1939 "News from Deutchland to hearten your spirits..." came a near ghostly voice from the shadows of the warehouse. It was barely audible above the tap-tapping of intermittent, but heavy raindrops. "Then your report, Agent 'Deckmantel'." The man, whose agency alias was 'Deckmantel' who had just entered the musty warehouse doffed his hat and set it down on a crate near the door. He turned on the light. That always helped when he met with his contact. Otherwise the man known as Herr White also known as Doctor Usil sent chills up 'Deckmantel's' spine. The spy - a mole in the vernacular used for such work - walked towards the Gestapo officer/mad scientist/vampire, but made sure not to get too close. Of course, if Usil really wanted his blood, there wasn't much he could do about it. The spy knew that his position was invaluable to the Third Reich, and hence valuable to Herr White. That knowledge helped to ease 'Deckmantel' a bit. Herr White walked forward into the light, "With the Anschluss successful nearly a year ago, and the Sudetenland recently, joined to the fatherland, too, there is no reason for Hitler to stop. The Poles still will not give us Danzig and the transport concessions. The Fuhrer will ask only once more. In Spain, Franco is nearly complete in establishing dominance; only New Castile remains in the hands of the communists. Germany would have veteran troops to provide a solid core for anything that arises, and, most importantly, we have tested the three new weapons. There have even been rumors of an alliance with Italy and Franco's Spain. "Now your report, 'Deckmantel'," whispered the vampiric Gestapo officer. The spy handed Usil a casette of film saying, "these were taken of the findings of the space alien invasion near Grover's Mill. The Americans are still analyzing the technology, but have little to go on." Doctor Usil hissed, "If anything interesting comes up..." "- Of course, I will tell you the next time," replied the spy. He did see the vampire bare his teeth, and hoped that his loyalty to the Reich was unquestioned. He quickly changed the subject, "Of interest is the fact that there are Mystery Men who do not do service to a lawful country. These such serve only themselves: their avarice, lust, or even mere enjoyment. There are reports of one called Ragdoll who has reportedly terrorized Chicago. Another known as the Porcupine who has stolen gold from banks in Baltimore and Philadelphia. There are others - The Monster, The Human Fly; but these reports are less clear..." "And that last... your special project?..." Inquired Doctor Usil. "Yes. As I mentioned before, there are a handful of these 'Mystery Men' that have gathered together so that they can combat the more potent threats to America," the spy replied. The sound of the rain beating on the roof of the warehouse crescendoed from a pitter-patter to a loud drumming. And, with the temperatures outside, he knew it would be a bone-chilling downpour. He straightened his overcoat and began to button it. "I have even met them in person. They seem to be led by a man called Uncle Sam - looks much like the figure on their recruiting posters during the Great War; he's strong and tough. The most curious among them is one known as Gravity Man - seems to have had military training and can control gravity. There is a brawler known as the Mask of Justice - I'm certain that the mask he wears is important as well, but I don't know why just yet. Why, they even have allowed a colored man to be one of them, Barnstormer. A dog for sure, but definitely a mastiff rather than a dacshund; he flies with a rocket on his back as does his little friend, Tailgunner. "They have also added to their team," the spy continued, but his air of certainty seemed to waver slightly. "I am still working on finding out who these other Mystery Men are." "Ahh, yes," Usil said. The solid form of the Gestapo officer slowly began to dissolve into a semi-corporeal mist. The better for traveling in the rain, the better for getting aboard his transport unnoticed. "Der Fuhrer has read the report from our last meeting. And he has tasked Herr Himmler with carrying out your suggestions. The Third Reich will have it's own team of Mystery Men. Most of them, you know little about." "And you are to lead them?" Asked 'Deckmantel'. His eyes lit up - Der Fuhrer himself had approved. "Nein. Nein." Usil replied, "I work better alone as you might imagine. Sturm and Drang will be led by Oberst Deutschland. They will have six including Eisen Krieger. But that is already too much for you to know." The spy knew that the meeting was now over, so he grabbed his fedora from on top of the crate by the door. He was glad that the hatter had oiled it recently, he hated to have his head cold and damp - or at least moreso than need be. Planting it firmly on his head, 'Deckmantel' shut off the lightswitch then closed the door to walk briskly through the night. The misty form of the Gestapo officer coalesced momentarily, then seeped through the unsealed seam where the corrugated roof met the wood walls. Doctor Usil vanished into the night... as always. A shadow moved, leaping from the slanted, corrugated metal roof of the warehouse. Landing, in another shadow, he walked following the mist. Through the streets of Boston it was clearly moving in the direction of the air port. (Can't take him with these odds; one-to-one isn't good odds for me against a vampire. If only there were four vampires, or even two...), thought Lawdog, (Not a direct threat to Bean Town, but I'd better send another note to Sam and warn him about the Nazis. And he ought to know that I work better against the odds than on a team. Nice of him to think that I'd be a good addition to the Liberty Legion, though.) The hero of Boston turned off of his pursuit path then dropped a note in the old jam jar tucked in a crevice of a tree house in the back yard of the Perez house. (Mutt can get this to the Liberty Legion. He's resourceful...) Narrator's Voiceover: Who are these other Mystery Men of the Liberty Legion that Usil's spy is investigating? Find out more in the next issue of The Golden Age Campaign Call For Submissions Updates. --------------------------------- Thus far we have received the following submissions: Black Eagle: Omnipotent Hero; Navajo mystic Crimson Shadow: Gadgeteer and two-fisted Mysterious Avenger; chemist Cliffhanger: Mysterious Avenger; archeologist Kjahma: Adventurer raised in the jungle of Burma Shadowdancer: high-kicking Mysterious Avenger stuntwoman Unseen Eye: Adventurer; invisible reporter Swashbuckler: Adventurer; actor turned swordsman due to a magical sword We also have received the following inquiries: 'Red' Mars: powered armor Gadgeteer; adopted son of a millionaire steel industry family The deadline for submissions is March 5th, 2005 at Midnight Eastern US Time (just when Saturday night becomes Sunday morning). All submissions or questions should be sent to jeremiahpointer@yahoo.com and home_n@hotmail.com For examples of Golden Age characters, see the Golden Age Directory (http://ratmmjess.tripod.com/gold/page.html; thanks to Rob Rogers who posted this a while back) Neil/co-GM Golden Age
  11. synergy

    PBEM Openings

    Japan-themed Global Guardians campaign call for submissions Hi, This is also posted in the Player Finer list and was posted last night on the Global Guardians admin list Senshudan One Call for Submissions Aomori, Japan Dusting off the light dry snow, Nakamoto Junko passed under the entrance banner of Kikuta-ya and, as on every Saturday, politely greeted the owner with "Konnichiwa" and a bow. This was one of her favorite weekend pasttimes, shopping through the small stores in a plaza on the edge of the city. She strolled down one of the tightly packed aisles, this one displaying various kitchen knick-knacks. Many of them were drab, lacquered with black, brown, or deep red; others were bright in pastel colors. Both the handcrafted traditional ware and the new plastic ware were eyecatching. On some days Junko might fancy one style or the other. On this particular day, she picked up a tea cup, one of a set of four, done in bold Raku - copper with brown flecks on a deep red. As she picked up this one, it seemed that the others on the shelf jiggled a bit sending light ringing sounds about the aisle. Louder echoes of ringing of ceramic ware, clacking of plasticware, and clanging of metalware began to crescendo. Junko put the tea cup back and then began to run. As she reached the door, Mrs. Hata, the owner grabbed her and pulled the young woman as well as herself out into the middle of the uncrowded street. Soon others began to join the pair as all watched the wood framework of the buildings vibrate. The buildings creaked and any ware that wasn't properly held by counters sent a clatter of crashes. The ground beneath their feet, too felt unsteady. The shaking soon stopped, but everyone knew that it was unwise to resume their business. Aftershocks happened frequently to follow earthquakes. At least no one appeared hurt. The tectonic plates had once again shifted. This was not something unusual, not for Japan, a country whose islands resided on the edge of two major plates. Geophysical stress was relieved for the time being at least for northern Honshu. But that only meant that stress was building somewhere else on the fault line. Hokkaido, Japan The torrential dump of snow made the scene look like a blank piece of paper. White only, with not even the slightest gray form visible. Even if someone were standing within normal viewing distance of it, they would not have noticed the erruption. The white powder efficiently blanketed the mass of gray ash. The howl of the arctic wind overshouted the grumble of the explosion. Days would pass, possibly months, before someone noticed a new mountain peak jutting out of the side of one of many such peaks on a satellite picture. But most importantly, within the mountain a quartet of simple small ceramic vases, had shifted in position. A branch of cherry blossoms, a spray of peony, a handful of red maple leaves, and a pine bough, each held by one of the ornately crafte vase flew with the ash. The vases fell into various snow banks, the flowers and branches shriveled up quickly even before landing. "Heh. Heh. Heh!" Came a shrill voice in the darkness within the mountain. "Heh! HEH! HEH! "Long have I awaited this day," said the half-demon half-man standing in the middle of a cavern in the mountain. "Chaos shall once again fall upon the Land of the Rising Sun. And I will claim revenge against Minamoto Yorimitsu and his companions Watanabe Tsuna, Sakata Kintoki, and Usui Sadamichi who have placed me here. Them and all who stand in my way." Volcanic fire illuminated the cave and the being touched his staff to the long-hardened lava near him. A pitch black cauldron and a pitch black doorway formed in the rock and he called out, "Spirits of Chaos! To me, my minions! Serve your master!" Ethereal forms arose from the doorway gaining shape and form. As they began to take a more human form, the smell of brimstone mixed with burning flesh emanated accompanied by a sizzling and crackling sound. With grotesque, twisted faces, horns sprouting from their skulls, and thick hands of four fingers each, one by one, they each brought forth with them a twisted spear and a coarse-looking black armor. Each stepped forward into a line, then bowed and kneeled awaiting the command of their master. Peering into the cauldron, the evil sorceror searched for his enemies then muttered, "Dead all of them. Nothing but ashes in this world." He shouted to his minions, "Go my fiends! Destroy order! Spread chaos!" ----------------------------------------------- Building a Character for Senshudan One I. Sensudan One will initially have a single superhero. Others will be added in further adventures. Roleplay of the building of the team will be very important especially in the first half-dozen or so adventures. This includes the eventual building of a base and, possibly, a team vehicle. For these, the characters may want to seek out sponsorships during roleplay. All characters must follow these guidelines: Starting Points: 200 Maximum Disadvantages: 150 Maximum Points from One Disadvantage Category: 50 Maximum Active Points for Any One Power: 75 (for multipowers, only a single slot may have 75 active points) Maximum Active Points for Other Powers: 60 Other Restrictions: Initially, there will be no team package. Once the second player is involved in the campaign and the team has formed, it is up to the two characters as to whether there will be a Campaign Package. When the team is formed, all characters must wear similarly schemed (i.e.,non-identical uniforms with personal modifications); each character must pick a different primary color (ROYGBV, plus pink, black, and white) for his or her uniform scheme. Only a speedster type may have a speed exceeding 6; the speedster will be expected to have lower attack and defense powers than the others. Characters may have Secret or Public Identities. All characters should have at least Psychological Limitation: Reluctant to Kill. Note that in the Japanese superhero genre, monsters and robots generally aren't regarded in the same way as humans and killing them is not frowned upon. Until a team vehicle is obtained, it is advised that characters have a vehicle (either as a Vehicle Perk or as a Movement Power with a Bulky Focus) as adventures may occur throughout Japan (and later, the world). If a character is a robot, that character may have a multiform which is a vehicle. Maximum OCV or DCV: 12 Any DNPCs taken as a disadvantage must have a Hunted: Mister Chaos, 11- (More Powerful, Noncombat Influence). First Character: You must include in your background a description of how the robot Ichiro finds your character. There should be something in the background saying that this character has operated alone and is accustomed to operating alone. He or she should be played out initially as being adverse to forming a team. This character must be able to operate on his own. Powers for this character must be inherent or skill-derived (i.e., not a cyborg, gadgeteer, or powered armor archetype). You are suggested to have as an archetype for this character, a martial artist, a growth brick, a weapon master (using some type of traditional Japanese melee weapon), or a combination of one of those three with an energy blaster. You may not have a mentalist, speedster, or supermage. This character must be Japanese. Subsequent Characters: Any subsequent characters should be as above (see First Character) or generally similar to Japanese superheroes (Ultraman type growth bricks, androids, cyborgs, mecha, samurai (magical or techno) including warriors of legend, people imbued with supernatural powers, supernatural beings tamed by a human). There will likely be no more than one of each type listed above. Aliens are welcome, too, but should be one of the above. Metamorphs are not uncommon but are usually of types mentioned above. In Japanese superhero genres, mentalists and supermages are usually bad guys, and gadgeteers are usually bad guys or mentors. The GM doesn't know a whole lot about anime or card game heroes, so those type of characters may tend not to be selected. Characters should be Japanese, but need not be. If from a foreign nation, there must be a good reason, and such characters would usually try even harder to fit into Japanese society (i.e., a large amount of KS's that have to do with Japanese culture). The Robot Ichiro: A slot will be open for this in the initial call for submissions. If there are no acceptable submissions for the Robot Ichiro, an NPC will be created. The Robot Ichiro should be an energy blaster, martial artist, speedster, or metamorph (or a combination of two archetypes). At this time, we will be accepting submissions for three roles. 1) The initial superhero 2) The next recruit Essentially (1) and (2) are in the same pool, but archetype may cause some characters to be considered only for (2). 3) The robot Ichiro - if you would like to make a submission for this character, please inquire with the GM. Regarding the campaign, (2) will begin doing his/her own thing until the second adventure. This will allow the GM and the player of (2) to develop storylines relating to (2). Selection will be made by reviewing backgrounds (including code name, real name, background history, personality, quote, and powers/skill/perks description) of all characters submitted within a week of the call for submissions. Interested players may send a brief description of potential submissions for GM feedback, but a full submission must be received by the deadline. Players should expect that if their character is submitted, the GM will likely ask for minor modifications to the backgrounds. Players may submit more than one character. All characters must follow these guidelines posted on the campaign web page (http://www.globalguardians.com/campaigns/senshudanone.php). The possession of some sort of artistic knowledge (Artistic Skill and/or KS of some sort of music, literature, drama, 2D art, or 3D art; these should preferably be of Japanese arts whether historic or modern) will enhance your character. For each character, we will also be looking for possession of one of the following skill sets: broad martial arts knowledge, detective skills, PR and entertainment industry (especially of Japan), magic and folklore (especially of Japan), history and politics (especially of Japan), technical. Grading criteria: must fit above limitations; fit: respected by the Japanese public and, to the public eye, would seem to be the 'right choice' to start a team; flavor: a cool power, perk, minor talent, or interesting non-combat skill; writing quality; campaignability: plot hooks For ideas on characters of this genre, search the web for these words: henshin, sentai (super sentai), ultraman, kikaida (kikaidaa, kikaider), kamen rider, denjin zaboga, diamond eye (diamondo ai), rainbow man (reinbooman), lion maru, inazuman Feel free to ask questions. Submissions are due December 23, 2004 at 1:00 AM U.S. Pacific Time (6:00 PM Japan Time) and should be sent to home_n@hotmail.com and macross@gol.com Updates and acceptance list will be posted on the Global Guardians administrative list (subscribe by sending blank e-mail to adminlist-subscribe@globalguardians.com). Michael and Neil/co-GMs Senshudan One
  12. Hi, The GM of the Golden Age campaign in the Global Guardians Universe has left. I have three other duties in the GGU (NPC Director, co-GM of the Force Pacific campaign, and co-GM of the upcoming Senshudan One campaign), but was thinking of co-GMing the Golden Age campaign because its fairly unique and has a good set of players. So I would hate to see the campaign die. I was wondering if anyone here is interested in co-GMing. Even better yet, if someone wants to be solo GM, then I'd just lurk once again. Any interested persons please contact me at home_n@hotmail.com Thanks, Neil (also posted on the Player Finder list)
  13. Re: Supervillain Images Probably one of those artistic license things (it doesn't seem specified on the appearance or power write-ups). I'd say it's your call unless Worldmaker has a specific idea. Neil
  14. Re: Supervillain Images When I was writing Bushbaby's background, Worldmaker's criteria were that he's an ape Wolverine. Perhaps you can take a Wolverine image and modify it a bit (OK, maybe a lot). Neil
  15. Re: Character Posting Game. Here's a semi-random power villain from Worldmaker's game. He suggested the parameters. I helped a little with the details. Wheel of Fortune Cost Characteristic Value 8 Strength 18 39 Dexterity 23 26 Constitution 23 16 Body 18 3 Intelligence 13 8 Ego 14 3 Presence 13 0 Comeliness 10 6 Physical Defense10 3 Energy Defense 8 27 Speed 6 12 Recovery 15 17 Endurance 80 1 Stun 40 OCV:8 Strength Roll:13 Intelligence Roll:12 DCV:8 Dexterity Roll:14 Perception Roll:12 ECV:5 Constitution Roll:14 Ego Roll:12 Phases:2,4,6,8,10,12 rPD/rED:9/9 Running:9" Cost Power END 64 Turn of the Wheel: Multipower (80) - Limit: Can Only Select From a Randomly Chosen Power Set (i.e., Fortune of the Wheel); Non-Random Power Set Selection if Luck Charge is Used (i.e., Fate of Fortune); May Select Next Higher Power Set as ½ Phase Action (i.e., the Wheel Turns) (-¼) 6 u North/Winter (Power Set 1), Freeze: Drain 5d6 vs. Speed - Ranged (+½) 7 6 u North/Winter (Power Set 1), Sap Energy: Drain 5d6 END - Ranged (+½) 7 6 u North/Winter (Power Set 1), Chill: Energy Blast 8d6 - NND (Life Support: Safe in Extreme Cold) (+1) 8 12 a East/Spring (Power Set 2), Rain: Change Environment -1 OCV, -1" Movement, -3 to PER Roll for Sight, Hearing, and Smell Groups, 32" Radius - ½ Endurance Cost (+¼) 3 7 a East/Spring (Power Set 2), Erosion: RKA 3d6 - Indirect (+¾), Limit: Only Against Inorganic Matter (-1) 8 12 a East/Spring (Power Set 2), Growth: Growth 12 Levels - ½ Endurance Cost (+¼) 3 12 a South/Summer (Power Set 3), Firestorm: Energy Blast 10d6 - Explosion (+½) 7 13 a South/Summer (Power Set 3), Summer Winds: Flight 22", 32 x Noncombat Movement - ½ Endurance Cost (+¼) 4 12 a South/Summer (Power Set 3), Mirage: Images vs. Sight, -8 to PER Roll - Increased Size, 32" (+1¼), ½ Endurance Cost (+¼) 4 6 u West/Fall (Power Set 4), Mud: Entangle 8d6, 8 DEF 8 3 u West/Fall (Power Set 4), Decay: RKA 3d6 - Indirect (+¾), Limit: Only Against Organic Matter (-1) 8 6 u West/Fall (Power Set 4), Changing Colors: Shapeshift vs. Sight, Hearing, Smell/Taste, and Touch, Any Shape - ½ Endurance Cost (+¼) 3 30 Forces That Drive the Wheel: Elemental Control 24 1 Seasons Turn: . Extra-Dimensional Movement, Through Time, Any Date or Place in Time - Limit: Costs 1 Luck Charge to Use (-¼) 6 116 2 Time Heals All Wounds: Healing 2d6, Heal Limbs, Resurrection - Continuous (+1), Persistent (+½), Inherent (+¼), 0 Endurance Cost (+½) 0 30 3 Permanence of Time: Power Defense 48 - Hardened (+¼) 0 30 4 The Compass: Teleportation 20" - 0 Endurance Cost (+½) 0 19 Just in Time: Danger Sense, 15 or Less, Out of Combat, Any Danger - Shared Framework Effects with Elemental Control (-½) 30 Unpredictability: Invisibility to Sight Group and Normal Hearing - Area of Effect 5" Radius (+1), Persistent (+½), Inherent (+¼), 0 Endurance Cost (+½), Limit: Only vs Precognition (-1½) 0 2 Leaping +2" 1 5 Eternal Wheel: Life Support: Longevity, ImmortalN/A 6 Fortune: Luck 1d6 - Charges: 30 Boostable Charges (+½), Limit: Maximum of 6d6 Luck (-¼) N/A 6 Leaping +3" 1 2 Swimming +2" 1 Cost Skill, Roll 3 Acrobatics, 14 2 Area Knowledge: Cuba, 11 2 Area Knowledge: The Caribbean, 11 2 Area Knowledge: Southeastern United States, 11 21 Athlete Athletic Skill: High Jump, 13 Athletic Skill: Hurdles, 14 Athletic Skill: Javelin, 14 Athletic Skill: Judo, 14 Athletic Skill: Long Distance Running, 13 Athletic Skill: Long Jump, 13 Athletic Skill: Shot Put, 13 Athletic Skill: Soccer, 14 Athletic Skill: Sprint, 14 3 Climbing, 14 24 Combat Skill Levels: +3 Overall 0 Everyman SkillsActing8 Area Knowledge: Havana, Cuba, 11 Climbing, 8 Computer Programming, 8 Concealment, 8 Conversation, 8 Deduction, 8 Language Skill: Spanish - Idiomatic Paramedic, 8 Persuasion, 8 Professional Skill: Athlete, 11 Shadowing, 8 Stealth, 8 Transport Familiarity: Small Ground Vehicles 3 Language Skill: English - Fluent with Accent 2 Language Skill: French - Fluent with Accent 3 Paramedic, 12 17 Scholar Knowledge Skilll: Business Competitors, 12 Knowledge Skilll: Caribbean Drug Organizations, 12 Knowledge Skilll: Nutritional Supplements, 12 Knowledge Skilll: Olympic Games, 12 Knowledge Skilll: Performance-Enhancing Drugs, 12 Knowledge Skilll: Sports Culture, 12 Knowledge Skilll: Sports Drug Testing, 12 1 Science Skill: Kinestesiology, 8 1 Science Skill: Toxicology, 8 3 Teamwork, 14 Cost Martial Arts 35 Ju-jutsu Atemi Strike-1 OCV+1 DCV-2d6 NND Block+1 OCV+3 DCV-Block, Abort Breaking Throw-2 OCV-2 DCV-Grab One Limb, HKA ½d6 (2 DC), Disable, Target Falls Escape+0 OCV+0 DCV-+15 STR vs. Grabs Joint Lock/Throw+1 OCV+0 DCV-Grab One Limb, 1d6 NND, Target Falls Shime-2 OCV+0 DCV-Grab One Limb, 2d6 NND Slam+0 OCV+1 DCV-Strength + v/5, Target Falls Strike+0 OCV+2 DCV-STR + 2d6 Strike Takedown+1 OCV+1 DCV-STR Strike, Target Falls Breakfall, 15- (5) Knowledge Skill: Ju-jutsu (3) Cost Talents 18 Fortune's Armor:Combat Luck 9 PD/9 ED Cost Perquisites 4 Access: Caribbean Drug Organizations 10 Money: $5,000,000 per Year Value Disadvantages 20 Psychological Limitation: Amoral 20 Psychological Limitation: Avoids Emotional Commitments 10 Psychological Limitation: Capricious 10 Psychological Limitation: Cold and Aloof (Common, Moderate) 10 Psychological Limitation: Emotionless (Common, Moderate) 15 Psychological Limitation: Manic Depressive 15 Social Limitation: Secret Identity (Sofia Bermudez) 15 Unluck, 3d6 15 Vulnerability: Takes 2x Body from Stasis Attacks, Obvious 15 Vulnerability: Takes 2x Stun from Stasis Attacks, Obvious Characteristics Cost:169 Powers/Skills/Talents Cost:619 Total Cost:788 Base Points + Disadvantages:445 Experience Spent:343 Total Points:788 Wheel of Fortune Real Name:Sofia Bermudez Concept:Energy Blaster Hair/Eye Color:Brown/Brown Height/Mass:1.63 meters/55 kilograms Nationality:Cuban Place of Birth:Havana, Cuba Date of Birth:August 14, 1942 (most recent) Affiliation:Tarot Background Story: "You are ranked number 5 in the world for nearly all of your events, Sofia. In fact, you haven't medaled, ever, not in the 1960 Olympics, not in any of the smaller matches," the stout man in the green trousers, green shirt, and green cap stroked his beared and took a puff on the cigar. "Cuba has had high hopes for you for quite some time now. You are an excellent physical specimen, that is obvious from the many events in which you qualified. But, you can never finish in the top three. These games in Tokyo will be your last chance. Do you want to show the capitalists that the product of communism is superior? That the product of Cuba is superior?" "Yes, of course, Comrade," Sofia Bermudez replied. "Very good. Very good." The man exhaled a puff of smoke from his cigar and snapped his finger loudly. A small man, dressed in a similar manner entered the room, tried unsuccessfully to suppress a cough and gave a weak salute. The larger man proclaimed, "Dr. Hernandez, please administer your drug to Comrade Bermudez." The large man exhaled another puff of smoke and then left, leaving the doctor and the athlete in the small, white-painted and simply furnished room. He poured a yellow-orange liquid from a flask into a simple cup."This will greatly enhance your performance. You must drink the same amount each day for the next three months." Lifting the cup to her lips, Sofia sipped. It was a mild flavor unlike anything she had tasted before, slightly like citrus and slightly like a muted spice. The doctor left the room, leaving Sofia alone. She did not feel any different, though, at least not at first. So, she arose from her seat, but was forced to sit back down as the room seemed to begin spinning. It was strange, but the spinning of the room felt like it made a 360 degree turn and then abruptly stop. A vision flashed, in her head rather than to her eyes. She was a man, at least twice as large as Sofia, the Cuban athlete. He was still only a junior sumotori and his sumo stablemaster had just reminded her of the pride she could bring to the Yamanaka stable. A doctor had just given him a liquid and he drank it. The room seemed to spin precisely 360 degrees again. Now she was a woman in a plain gray toga. She was a team gladiator, but her owner knew that she could be much better and make the Gallic company rise to the fore. A physician had just given her a concoction and she drank it. The room seemed to spin precisely 360 degrees again. Once again she was a man, this time in a plain white toga. He was the second fastest runner and second best javelin thrower in Thessaly. His mentor said that it was he that was destined to bring renoun to the city of Larissa. A physician had just given her a concoction and he drank it. The spinning and replaying of the scene continued through innumerable lives in innumerable variations of the same theme. At long last, it stopped. She was once again Sophia Bermudez, her soul was bound to the Wheel of Fortune by a very ancient curse that predated even written history. Only in this life, she knew of her past lives, and she even knew of the curse. Most importantly, she had an idea of how to control it - at least to some degree. To Sofia Bermudez knowledge is the root of amorality rather than evil. In particular, knowledge of how the Wheel of Fortune can bind her fate has made her think about how little of destiny she controls and how much is uncontrollable. When she was walking home to her squalid apartment in the city of Havana, a man, European by his looks and out of place by his clothing, stopped and debated with her about fate, destiny, control, and hubris as well as morality. By the end of the night, Sofia Bermudez left Cuba. Using money granted to her by the Emperor, she opened a health food business, which specialized in nutritional supplements. Now, she runs a large multi-chain operation, Caribbean Health, which has health food stores across the southern United States and Caribbean Islands as well as manufacturing of vitamins and other nutritional supplements. The conglomerate also makes and distributes performance-enhancing drugs and distributes narcotics from the Caribbean and South America. Quote: "What does it matter? The Wheel of Fortune will turn and things will change." Quote About Her: "It's not that she wants to do evil. She does not see it as evil." -- Pendragon of the Global Guardians Personality: Sofia was once a highly competitive, spirited athlete. The Wheel of Fortune changed nearly everything about her. She knows that she is tied to the wheel and that the wheel always turns. What is good fortune one day will be bad fortune soon. She knows that all is predestined and, therefore, anything pleasurable which comes to a person should be enjoyed rather than spurned, for it will be gone some day soon. A toy of the wheel, Sofia has sunk into the despondency of just being. Still, she is tied to the wheel and sometimes feels energetic enough to seek to do herself some good. Appearance:As Sofia Bermudez, she appears an average woman, her weight ever fluctuating with her cyclical diets and binges. She dresses in business clothes on most days or in sweatshirts and sweatpants on others. On manic days, she will carry out Tarot missions, wearing a dress that emulates a color wheel and a belt which is a brass wheel with symbols and characters imprinted. Powers:The Wheel of Fortune is able to manipulate fortune and probability to some degree. In addition, she has powers which are cyclical in nature, following especially time, the seasons and elements that are associated with the seasons. Again, my apologies for the lack of Hero Designer. If this is acceptable to JSenecal, I'd like the next challenge to be a time-SFX, time-travelling villain who is immune to changes in time events that he/she has created (i.e., this character is so historically insignificant that nothing changes his/her final impact on history despite the fact that he/she wants desperately to become historically important).
  16. Re: Character Posting Game. Thanks Fireg0lem, I owe you one. Here's the rest of Ace of Spades done to Golden Age-type points. Ace of Spades Val Char Cost 23 STR 13 23 DEX 39 15 CON 10 15 BODY 10 13 INT 3 10 EGO 0 13 PRE 3 14 COM 2 8 PD 3 8 ED 5 5 SPD 17 10 REC 4 30 END 0 35 STUN 0 8" RUN 4 2" SWIM 0 5" LEAP 0 Characteristics Cost: 113 OCV/DCV: 8/8 ECV: 3 STR Roll: 14 DEX Roll: 14 CON Roll: 12 INT Roll: 12 PER Roll: 12 EGO Roll: 11 Cost Power END 15 Crack Shot: Line of Sight for Ranged Killing Attacks up to 3d6 (+1/2) - Concentration at 0 DCV (-1/2) 26 Two Six-Shooters: Killing Attack, Ranged 2d6+1 - Autofire x3 (+1/4), 12 Charges x 4 Clips Each (+1/4), OAF: Pair of Revolvers (-1) Powers Cost: 41 Cost Talent 12 Dodging Bullets: Combat Luck (6 PD/16 ED) Talents Cost: 12 Cost Skill 2 Analyze: Shooting Skills 11- 3 Animal Handler (Equines, Bovines) 12- 3 Area Knowledge: From the Rockies to the Mississippi 12- 2 Artistic Skill: Guitar 11- 3 Breakfall 14- 3 Climbing 14- 6 Combat Skill Levels: +2 with Pistols 3 Concealment 12- 3 Defense Maneuver I 0 Everyman Skills Acting 8- Area Knowledge: Great Falls, Montana 11- Climbing 8- Concealment 8- Conversation 8- Deduction 8- Language: English - Idiomatic Paramedics 8- Persuasion 8- Professional Skill: Cowboy 11- Shadowing 8- Stealth 8- Transport Familiarity: Small Ground Vehicles N/A 3 Fast Draw 14- 2 Gambling (Card Games) 12- 3 Interrogation 12- 3 Knowledge Skills: Golden Age Bad Guys of the Northern Plains 12- 2 Navigation (Orienteering) 12- 6 Penalty Skill Levels: +3 to Offset Range Modifiers with Pistols 3 Persuasion 12- 3 Professional Skill: Superhero 11- 3 Riding (Equines) 14- 3 Security Systems 12- 10 Skill Level: +1 Overall 3 Stealth 14- 2 Transport Familiarity: Two-Wheeled Motorized Ground Vehicles, Railed Vehicles 10 Two-Weapon Fighting 2 Weapon Familiarity: Small Arms Skills Cost: 86 Val Disadvantages 15 DNPC: Jacqueline Diamond, 11- (Normal) 10 Physical Limitation: Farsighted 20 Psychological Limitation: In Love with Jacqueline Diamond 20 Psychological Limitation: Overconfident 1 Quirk: Calling Card, Ace of Spades 1 Quirk: Spits a Lot 20 Social Limitation: Public ID (Alec Spade) 15 Social Limitation: Known Criminal (Frequently, Major) Base Points: 150 Disadvantage Points: 102 Experience Points Spent: 0 Total Points: 252 Characteristics: 113 Powers: 41 Skills/Talents/Perks: 98 Total Character Cost: 252 Sorry, I don't have HD. Neil
  17. Re: Character Posting Game. Hi, I thought that I'd give a try at this and kill two birds with one stone. I'll finish the character sheet by tomorrow night, but don't have Hero Designer. Ace of Spades Real Name: Alec Spade Affiliation: none Concept: Weapon Master Nationality: American Hair/Eyes: Blonde/Blue Place of Birth: Great Falls, Montana Height/Weight: 1.73 m/81 kg Date of Birth: December 4, 1919 Appearance: Ace of Spades still wears his superhero outfit. White tights laced up in the front with a large black spade. With a white cowboy hat and black boots and gloves. He now wears a black bandana over the bottom half of his face, but most people already know who he is. He has a pair of black leather gun belts across his waist and a black leather bandolero of bullets slanting across his torso. Personality: Ace of Spades is sure with his shooting and quick with his looting, but ever in conflict with himself. Something inside of him wants to be a hero just like cowboys are supposed to be. But he is very much in love with Jacqueline Diamond, whom he calls his Queen of Hearts. And what she wants, he does. He still uses his playing card calling cards, but now he leaves them at the scenes of crimes that he commits. Quote: "Get out of my way, Queen of Hearts wants it." Background: Alec Spade was the hero of big sky country. Robbers, ruffians, and other lawbreakers from Boise to Minneapolis, from Calgary to Salt Lake City, trembled when they saw a single playing card was stuck in the wooden post next to them. When they flipped the card over to see the Ace of Spades, they knew that their trouble-making days were over. Most knew that the best thing to do was drop whatever they were holding and reach for the sky. All that changed when Jacqueline Diamond and her gang were robbing a bank in Billings. Sure, they were easily captured by Ace of Spades. But before the police came to clean things up, Jackie Diamond had captured Alec's heart. Picking up the choicest sparklers from the bank's safe deposit vault, the pair fled together into the night. And Jackie knew from then on that she didn't need a team of thugs, just the one man smitten by her, Ace of Spades. Powers/Tactics: Able to shoot a coke bottle off of an outfield fence from home plate, Ace of Spades prefers to use his six-guns to do most everything - whether actually blazing away or just as a threat. However, he can use his fists as well or even the handy chair or bottle. One thing that he rarely uses anymore is his own brain. Campaign Use: Ace of Spades is a Golden Age villain that carries out crimes for his girlfriend, Jacqueline Diamond, whom he calls his Queen of Hearts. On occassion he may work for a mastermind type of villain if it is in the best interest of Jacqueline. If I finish before anyone else posts to the last challenge, then I'd like the next challenge to be: A Golden Age Gangster with a weird name/look (like a Dick Tracy villain or one of Spiderman's gangster villains - you know like Hammerhead, Pruneface, Shakey). Maybe with an equally weird name/look sidekick thug.
  18. Re: Redundant Internal Organs Probably just increased Body. If you want to be fancy, perhaps also Damage Reduction (something like 25% or 50%, but not vs. Stun). Of course extra organs means higher energy consumption, so either Phys Lim: Eats a Lot or lower END & REC.
  19. Re: Supervillain Images I received it about a week ago and put it in the audit queue. Neil
  20. Re: Base Maps Question and Request All of you can use whatever I post (including the maps that Shikarr posted for me) for whatever purposes you like. You don't need to ask permission. If you have a website and want to post the powerpoint versions, I'll send them to you if you want me to.
  21. Re: Base Maps Question and Request Hi, I usually make my maps in Powerpoint - it allows me to move objects around after they get hurled, moved through, etc. It seems like Powerpoint is not an acceptable format for this website, though. Anyone interested can e-mail me at home_n@hotmail.com. Here's what's available: a big zoo map, a casino riverboat map, a map of my house , and a map of the Force Pacific team base. Converting to JPEG seems to make the graphics less clear, but I could do that if any of you want it posted here.
  22. Re: Fantasia: witch needs review In response to the request for spell suggestions, here are my thoughts: From the powers description, there should be on every spell: Side Effect (Minor to Major at GM's discretion; Not All the Time; The effects follow the specific wording of the incantation) Is the Concentration only during the spell casting or throughout (should be specified)? I tend to like to build mages around certain themes rather than have them do everything (I wrote Empress as a spirit mage; I wrote The Magician as an illusionist, etc.). So, I visualized Fantasia as an enchantress mostly because of the name. 1) Animate Object: Telekinesis - Uncontrolled, OAF: Appropriate Available Object(s); Limit: Object Can Only Move up to 6" per Phase [this is like when Mickey animated the brooms to carry water; this should be fairly versatile anyway - punch, grab, etc.] 2) Aflame: Energy Blast - Indirect, Uncontrolled, Sticky, Limit: Only vs. Flammable Objects 3) Shadow Dance: Images vs. Sight - Limit: Must Extrude from a Shadow 4) Magic Carpet Ride: Flight - Usable on Others (2x Mass), No Range, OAF: Appropriate Available Sturdy Flat Object [i.e., doesn't necessarily have to be a carpet] 5) Crystal Ball: Clairsentience of Sight and Hearing - OAF: Available Spherical Object 6) Secret Door: Desolidification - Usable as an Attack, Limit: Only against Barriers [i'm not sure if this is the right way to do this, basically, rather than the character becoming desolid, the barrier becomes desolid to let people through without really opening] 7) Shadow Wall: Force Wall - Limit: Must Follow Shadow Dance 8) Pile of Stuff: Entangle - Limit: Must Follow Animate Object 9) Turnabout: Missile Deflection: Reflection vs. Thrown, Arrows, Bullets, Shrapnel
  23. Re: Chronamancer (PC Review) Cool. I'm trying to build a time-based villain to Hunt my PC in the Global Guardians Universe. Would you mind if I used some of the powers you list here for this purpose? Thanks
  24. Re: Character Posting Game: Restart I don't know who Wong Fei is. Perhaps others don't as well.
  25. Re: Character Posting Game: Restart I know a lady whose birthday really is January 23, 1945 (1/23/45).
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