Jump to content

humantorch101

HERO Member
  • Posts

    367
  • Joined

  • Last visited

Everything posted by humantorch101

  1. Re: Building a DC/Marvel Amalgam Universe Is there any particular reason both the name of the contacts and his knowledge skill titles did not come out correctly? anybody wanna tell me what i did wrong? Rgds Torch
  2. The RavenHere is the first of the Guardians - The Raven. He is my universe's Batman figure and is designed as such but with a twist. Let me know what you think.The RavenPlayer: Val Char Cost 28 STR 18 27 DEX 51 25 CON 30 15 BODY 10 29 INT 19 28 EGO 36 50 PRE 20 20 COM 5 10/19 PD 4 9/18 ED 4 6 SPD 23 12 REC 2 70 END 10 50 STUN 8 6" RUN02" SWIM05 1/2" LEAP0Characteristics Cost: 240Cost Power END 30 Wings of a Bird: Multipower, 24-point reserve, all slots Silent Flight - Invisible to Haring Group (+1/4) (30 Active Points) 2u 1) Flight: Flight 12" (24 Active Points); Restrainable (-1/2) 5 1u 2) Gliding: Gliding 12" (12 Active Points); Restrainable (-1/2) 70 Master of Birds: Multipower, 70-point reserve 5u 1) Attack of the Birds: EB 4d6, Reduced Endurance (0 END; +1/2), NND ([standard]; Not VS. Force Field or Full Armour; +1), Continuous (+1) (70 Active Points); Limited Range (10''; -1/4) 4u 2) Bird Control: Mind Control 6d6 ( Birds class of minds), Telepathic (+1/4), Area Of Effect (4" Radius; +1) (67 Active Points); Limited Class Of Minds [subset of a class] (Birds Only; -1/2) 13 5m 3) Through the Eyes of a Raven: Clairsentience (Sight And Hearing Groups), x16 Range (2400") (50 Active Points); Only through the Senses of Birds (-1) 10 2u 4) Birds will come to my Call: Summon 64 50-point Birds (40 Active Points); Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2) 8 6 Eyes of the Raven: +3 PER with Sight Group 5 Eyes of the Raven: Nightvision 5 Eyes of the Raven: Increased Arc Of Perception (240 Degrees) with Sight Group 15 Eyes of the Raven: +10 versus Range Modifier for Sight Group 1 The Man Never Seems to Age!: LS (Longevity 200 Years) 10 Criminals are a Cowardly Lot: +20 PRE (20 Active Points); Only Vs. Comman Criminals, Thugs and Mooks (-1) 20 Ulitlity Belt: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2) 1u 1) Advanced Lockpicking Set: +2 with Lockpicking (4 Active Points); OAF (-1) 1u 2) Crime Scene Kit: +2 with Criminology (4 Active Points); OAF (-1) 1u 3) Flash Pellets: Sight Group Flash 4d6 (20 Active Points); OAF Fragile (-1 1/4), 6 Charges (-3/4), Range Based On STR (-1/4) 1u 4) Medikit: +2 with Paramedics (4 Active Points); OAF (-1) 1u 5) Mini Radios: Mind Link , Hummingbird, Kestrel and the Crow class of minds, Specific Group of Minds, Number of Minds (x4) (20 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Affected as Hearing and Radio Groups, Not Mental Group (-1/4) 1u 6) Rebreather: LS (Breathe Underwater; Extended Breathing: 1 END per Turn) (6 Active Points); OAF (-1), 1 Continuing Charge lasting 1 Hour (Refuled through recharging system, easy to obtain i hour.; -1/4) 1u 7) Smoke Pellets: Darkness to Sight Group 3" radius (30 Active Points); OIF (-1/2), Range Based On STR (-1/4), 6 Continuing Charges lasting 1 Turn each (Removed by High Winds or Rain; -1/4) 18 Strong Bulletproof Spandex Costume: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2) 5 Silhouette Distorting Cape: +3 with DCV (15 Active Points); OAF (-1), Activation Roll 11- (-1) Powers Cost: 211Cost Martial Arts Maneuver Raven's Talons Kung Fu Style 16 1) +4 HTH Damage Class(es) 4 2) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 63 STR vs. Grabs 3 3) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 58 STR for holding on 4 4) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 5 3/4d6 NND ; Target Falls 3 5) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 10 1/2d6 Strike, Target Falls 4 6) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 11 1/2d6 Strike 4 7) Tien-Hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND 5 8) Raven's Talon Strike: 1/2 Phase, -2 OCV, +1 DCV, 13 1/2d6 Strike 4 9) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 10) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 11) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 58 STR to Disarm 3 12) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 9 1/2d6 +v/5, Target Falls Martial Arts Cost: 58Cost Skill 40 +5 with All Combat 3 Acrobatics 14- 3 Acting 19- 8 Animal Handler (Birds) 22- 3 Analyze: Combat skill 15- 3 Breakfall 14- 3 Bugging 15- 3 Climbing 14- 3 Combat Driving 14- 3 Combat Piloting 14- 8 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 15- 3 Concealment 15- 3 Contortionist 14- 5 Conversation 20- 5 Cramming 7 Criminology 17- 3 Cryptography 15- 9 Deduction 18- 3 Disguise 15- 3 Electronics 15- 3 High Society 19- 3 Interrogation 19- 3 Inventor 15- 3 Lockpicking 14- 3 Mimicry 15- 3 Navigation (Air, Land) 15- 3 Paramedics 15- 3 Persuasion 19- 4 SS: Chemsitry 13- 4 SS: Physics 13- 4 SS: Biology 13- 3 Security Systems 15- 3 Seduction 19- 5 Shadowing 16- 3 Sleight Of Hand 14- 7 Stealth 16- 3 Streetwise 19- 3 Teamwork 14- 7 Teamwork 16- 3 Tracking 15- 6 KS 15- 7 KS 16- 7 KS 16- 4 KS 13- 3 KS 12- 3 Language: French (completely fluent) 1 Language: Arabic (basic conversation) 1 Language: Cantonese (basic conversation) 2 Language: German (fluent conversation) 2 Language: Italian (completely fluent) (3 Active Points) 1 Language: Japanese (basic conversation) 1 Language: Russian (basic conversation) 2 Language: Spanish (completely fluent) (3 Active Points) Skills Cost: 234Cost Perk 11 Contact (Contact has useful Skills or resources, Contact is slavishly loyal to character, Very Good relationship with Contact) 14- 11 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) 14- 4 Contact (Contact has useful Skills or resources, Good relationship with Contact) 11- 15 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character, Good relationship with Contact) 15- 36 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (36 Active Points) 14- 27 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (27 Active Points) 12- 10 Money: Wealthy 15 Reputation: Criminals (A large group) 14-, +5/+5d6 Perks Cost: 129Cost Talent 5 Eidetic Memory Talents Cost: 5Val Disadvantages 10 Social Limitation: Secret Identity (Warren Avar) (Occasionally, Major) 15 Hunted: Black Harlequin 11- (As Pow, Harshly Punish) 15 Hunted: Rogues Gallery (enemy of this issue) 11- (As Pow, Harshly Punish) [Notes: Includes Doctor Sin, Hideous, Alley Cat, Magpie, The Fear Master, Wildcard, Dragonfly, The Albatross, Freakshow] 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 25 Psychological Limitation: Grim and Sarcastic (Very Common, Total) 25 Psychological Limitation: Obsessed with bringing criminals to justice (Very Common, Total) 10 Psychological Limitation: Troubled relationship with his father (Common, Moderate) 15 Psychological Limitation: Takes extreme risks and does not think clearly when either Humminbird or Kestrel are in danger (Uncommon, Total) Disadvantage Points: 125Base Points: 250Experience Required: 502Total Experience Available: 502Experience Unspent: 0Total Character Cost: 877 Height: 1.91 m Hair: Black tinged with Grey at Temples Weight: 91.00 kg Eyes: Brown Appearance: Out of ciostume Waune Avar is a handsome, powerful looking man who looks to be in his thirties. He has jet balck hair styled flawlessly with not a hiar out of place. His temples are starting to turn salt and pepepr gray. He is tall and imposing figure with a gruff presence that dominates any room he enters. His attractivness is increased not marred by a small scar near his right eye given to him by The Black Harlequin in their very first battle years ago. In costume the Raven looks like an imposing bird of prey coloured primarily in black and dark blue the almost swirling feather like colour scheme is broken up by a strark white circle on his chest with a black as night bird like shape flying across. He wears a half mask which covers his upper face and has a huge billowing black and blue cape when blend with and hide his large birdlike wings when he flies. His boots and gloves are dark blue and his utility belt is also dark blue. Personality: Warren Avar is a grim man, seemingly obsessed with proving himself to both his teammates, his father and most importantly himself. He is ruthless in his pursuit of justice in Chicago and with the Guardians almost to the oblitaration of his personal life and happiness. Twenty years experiance as a crime fighter in the depths of Chcago have made him cutting, sarcastic and very demanding from those around him. He is a very difficult man to know who puts up many barriers as he reads others with ease.He is the real brains of the Guardians and while others may be seen as the figurehead of the group while the Raven is often in the shadows, his contributions to both strategy and tactics in cases has proved the key to many victories.The only time he opens up are to his young allies Hummingbird and Kestrel with them he is seemingly a different man, fatherly, loving and with Hummingbird almost gentle. No doubt he sees them as the son and daughter he never had. Quote:"give up now son, it will be a lot less painful for you"Background: Warren Avar was born in 1958 The Son of the mysterious crime fighter of the thirties and forties the Nighthawk. Warren's mother divorced his father from an early age and Warren grew up not seeing his father much and resenting him and his absence from his life. This all changed when Warren was fourteen and his mother was killed by the Chicago mob in a revenge bid against his father. His father once again entered his life as he took over as the boy's guardian. It was not easy as young Warren rebeled against his father's strict discipline. Then Warren's mutant powers revealed themselves and his life changed again completeley. He had retained some of his fathers birdlike powers that he had been given by his accident in the thirties. Once Nighthawk had realised what his son had become he resolved to protect him and to train him to use his new powers responsibly and for the good of others. Warren soon resented this even greater discipline his father tries to enforce and they clashed horribly over the next five years. Slowly however Nighthawks lessons seeped into the young Warren and he slowly realised his father was right. Father and son were just beginning to reach an understanding when Nighthawk dissappared this time seemingly for good. Warren suspected a plot by one of his fathers old enemies but he could also not shake the feeling his father had once again abandoned him. Resolving to both find his father and to prove to him his worth as a man Warren continued his training relentlessly. He traveleld the world using his fathers trust fund to learn and immerse himself in all the disciplines and skills that would help him find his father. After ten years of study, travel and vain searching Warren realised his father could be gone. He resettled back in Chicago and vowed to clean up the city and carry on his fathers legacy. For nearly twenty years the man only known as "The Raven" has been the scourge of the criminal underworld and has gained many enemies over the years that form a numerous and powerful rogues gallery of killers, freaks and super powered criminals he must contend with. Within recent years the Raven has trained and worked with such young superheroes as the Kestrel, the Crow and the Hummingbird who look on him as a father figure and would protect him with their lives. He has also been a pivotal founding memeber of the Guardians competing with some of the most powerful superheroes on the planet with his immense skills, gadgets and training with a little help from his friends the birds. Recently his father Nighthawk reappeared after nearly thirty years. the Reunion between the pair did not go smoothly as old issues and feelings flared up dangerously. Although the Raven now underatands his fathers absence relations are strained but they have helped each other on difficult cases and Nighthawk has recently become the mentor of the Academy whci hhas conenctions to the Raven through Kestrel. Powers/Tactics: The man that became the Raven was born a mutant given strange bird like powers by his father Nighthawk. The Raven has a pair of strong, powerful black feathery wings that sprout from his back and enable him to fly and glide quietly through the air. The wings are made to look like part of the Ravens cape to conceal the fact the wings are part of his own body. He also has the power to control birds of all kinds to perform tasks for him or to attack his opponents. His most unusual ability is to see through the eyes of any avian within a few miles radius. The Raven can both see and hear through the birds eyes and is partly the source of his amazing ability to keep one step ahead of the criminal underworld.Adding to his mutant abilities the Raven has trained himself to be at the peak of both human physical and mental perfection. He has also studied for nearly thirty years a myriad of different skills and disciplines to aid him in his fight against crime. Lastly his mastery of gadgetry and invention has given him a varied source of useful and deadly equipment which he stores both within hsi trusty utility belt and within hidden pouches within his cape. Even his costume has been adapted to his fight against crime with its special armoured kevlar and his swirling twisting cape leaving his enemies shooting at shadows. Tactically the Raven is brilliant. it has been said that his most fearsome weapon is his great tactical mind. He has been the deciding factor in countless battles of the Guardians by flushing out and then ruthlessly playing on his opponents weaknessess, weather they be physical, or even more importantly mental. In one to one combat the Raven will vary his tactics depending on his opponent. always looking for weaknessess, never dependent on any one strategy for victory. This ever present thirst to overcome all opposition is what makes the Raven the terrible opponent he is. Campaign Use: The Raven is the Ultimate Superhero Universe's version of Batman. The ultimate grim vigilante of the night. He stalks the criminals of Chicago with a ruthless determination. He excels in many areas and skills. He is a master of the martial arts, a talented inventor and gadgeteer, a world class detective and added to his natural birdlike powers make him one of the most effective superheroes on the planet. His role with the Guardians is of their resident "brain". Although he lacks the raw powers of most of his teammates he more than makes up for this with his strategic and tactical brilliance. Lastly through his connection to his young sidekick heroes and his father Nighthawk, The Raven is part of the rich legacy of heroes stretching back to the golden age.
  3. Re: Building a DC/Marvel Amalgam Universe I was gonna make the "kid team" part of the FF archetype as i wanted to expand it to make it a real "family" team of many different generations. Rgds Torch
  4. The title says it all guys! what format do people prefer for characters posted to the boards? Rgds Torch
  5. Re: Building a DC/Marvel Amalgam Universe One thing I forgot to mention is that I want him to have a strong connection to my golden age 30's/40's dark avenger of the night figure which will be Nighthawk. Nighthawk was a member of the Freedom League until mysterioulsy disappearing in the late 40's. He has recently reappeared and is currently training the young hero's of the Academy fueling specualtion as to his connection with The Raven. Rgds Torch
  6. Re: Building a DC/Marvel Amalgam Universe The Team structure looks ok i think, so lets move on to fleshing out the membership of the first team on the list the Guardians (JLA). I want to go with the iconic core membership of the Morrison run with Superman, Batman, Wonder Woman, Martian Manhunter, Flash, Green Lantern and Aquaman tributes. First up is the Batman figure of the universe. Now i want him to be just as important in my world as he is for DC the ultimate human superhero who competes with the others with his sheer skill and intelect in many disciplines allied to his amazing gadgets he uses. But i do not just want a standard tribute. for each character i want a twist or two to make them fresh and just a little bit different. In much the same way as Busiek did in Astro city with his Batman tribute the Confessor. I have decided to call him the Raven, with the other heroes of his "family" also having birdlike names such as Kestrel, Hummingbird, Nighthawk. So what could the "twists" be? rgds Torch
  7. Re: Building a DC/Marvel Amalgam Universe Thks Sleepydrug for taking the time to post your info, much appreciated. The timeline in particular should be helpful. Rgds Torch
  8. Re: Building a DC/Marvel Amalgam Universe right, been thinking about what hero team types i want and initial names i have thought of. Would like feedback on both the names and if i have missed out on any major team archetype. JLA Type - Most powerful hero team on the planet, based on the moon with a pretty solid membership of the icons of the superhero world. initial name - The Guardians. Avengers Type - The Team that deals with national and international emergencies, based in New York, this team has a revolving door membership with some really powerful members others not so much. Initial name - Strike Force Teen Titans/New Warriors type - The new kids in town, teenage heroes trying to learn how to use their powers for the good of humanity and learn about themselves at the same time, tutored by a gruff tough hero from the golden age with a heart of gold. Many members have connections two or are sidekicks of the most powerful hero's of the day. Based in ? Initial name - The Academy Fantastic Four Type - A close knot team of family and friends, this team are the explorers of the universe, instead of fighting crime as such they are the ones who will find new places and threats from earth and beyond into other space and other dimensions. I want to expand the family concept for more members and i am a big fan of what Steve Kenson did with the Atom Family. Based - Houston, Initial name - The Atom Family (I am struggling here much help needed!) Mystic Masters Type - The most powerful and knowledgable of earths good magicians who come together every so often to combat mystic threats to our reality they cannot cope with alone, also including heroe's with major magical items this team is a very loose organisation which forms only when it is needed. Based - New Orleans or whereever its needed. Initial Name - The Circle Official US Goverment Team Type - This team is controlled and totally funded by the US military and goverment. It has a number of patriot and flag suit types on its roster, some are more liberal some more right wing than others. This causes conflict both within the team and with many other superteams when the military team "gets involved" or tries to take over situations. Think of this team having on Cap types with then US Agent types plus with Captain Atom types thrown in for good measure. Based - Washington DC, Initial Name - Executive Sanction JSA Type - The legacy team from the golden age, the team of legendary heroes from WW2 who have a miriad of connections to todays heroes. Must have had either/both an adventure through time to bring themselves to todays era and/or a mutual way that there ageing can be stopped somewhat. I want these guys like the elder statesman of the universe. Based in - Boston, Initial name - The Freedom Squad. Guardians of the Galaxy Type - The cosmic heroes, the aal powerful guys who save the universe for breakfast, they have adventures in space and never on earth. Again a very loose membership of cosmic heroes who only come together when in dire need. Based - Space. Initial name - The Galaxy Legion. Heroes for Hire Type - Group of low powered heroes who hire themselves out to clients for money. Despite having a mercenary reputation, the team only takes cases very carefully and manages to fight crime surprisngly well. Based - Detroit, Initial name - Law and Order inc. Defenders Type team - The non team of misfits, freaks and outsiders who come together more mutual protection and to protect the world, have a series of weird and wonderful adventures sometimes not even they understand, another revolving door membership but with a core of misunderstood major players. Based - Mobile. Initial Name - The Outsiders. X- Men type team - The Mutant team. Although i want a mutant influence within the universe I do not want the current overkill Marvel has got itself into. Think X-men in the Bryne/Claremont era without all the extra teams and complications. This team trains and helps mutants both understand and use their powers for the god of a humanity which misunderstands and fears them. a large membership of mutants from many parts of the world. Based - San Francisco. initial name - The Protectors. Thunderbolts Type - The Ex Supervillains trying to go striaght. This team is made up of crimianals and convicts trying to put their past behind them and convince a suspicious public and super hero community of their good intentions. Some members are only pretending to turn over a new leaf and will revela themselves over time. Based - LA. Initial name - The Redeemed. Suicide Squad Type - Secret goverment unit of convicted supervillains formed to perform missions that are deemed to dangerous or sensitive to give to the official goverment team. A revolving door membership but with a core of hardened supervillains of medium power range. Based - Nevada Area 51. Initial group name - Unit X Batman Family Type - The loose group of heroes with strong connections to this universe's Batman figure. Sidekicks, former sidekicks and allies in the fight against crime. A loose organisation with no real membership as such more a family and ally feel. Based in - Chicago. Initial Name - No idea (Help) Lastly Geographic and country teams froma round the world. Initial thoughts are UK (Knights of the round table) Europe (the Union) Soviet Union (Supreme Soviet) in my universe Soviet Union never fell. China (Tiger Squad) and maybe others from other parts of the world. Let me know if i have missed any types out and feedback on concepts and names. Rgds Torch
  9. Re: Building a DC/Marvel Amalgam Universe Thks guys for all the input, but to make myself clear i want to have clear versions of all the best characters or "types" and only want to combine characters when there is a clear blurring of characters from both comanies. So for example I will need both a Batman character and a Captain America character. I will not need both a Doctor Strange and a Doector Fate as in my mind both these characters have ebough simularities for me to have but one such character in my universe. I will not need a Moon Knight or Shroud type for example as I already have my Batman type and these were always very strongly based on his character and archetype anyway. rgds Torch
  10. JLA/Avengers I do imagine the JLA type team much as they were on the great Morrison run, with the moon base, the terrible threats and iconic membership. The Avengers i would base on the great Jim Shooter run of the late 70's early 80's, big rotating membership, national and international threats. So i agree we need both so what about names guys? my initial thoughts are JLA = The Guardians Avengers = Strike Force two nice in jokes for old school champ players and desribes their mind set pretty well Guardians defensive and Strike Force offensive. Opinons pls, open to all comments good or bad. Rgds Torch
  11. Re: Building a DC/Marvel Amalgam Universe I have all the books, there are some great aspects to it and some great characters, but many things i would do differently. Anyway half the fun is changing things and creating anyway. Some things i am gonna steal whole cloth that in my mind can't be improved on. such as VIPER, Dr. Silverback, Mechanon, etc. but with most things i will be ruthless. lol. Rgds Torch
  12. Hero Teams OK, want to sketch out the hero teams first. I do not want to overpopulate the universe with each US major city having multiple teams. I want each team to be unique and serve a distinct purpose or archetype. I do want to spread them around geographically but they MUST be the only example of each archetype team. First question i Have is do i need a JLA type team and a distinct Avengers type team. are they different enough in type and power level to exist happily alongside or should they be lumped in together? Rgds Torch
  13. Hi guys, I am just about to start work on a new superhero campaign for guys who are not comic buyers at all. They have been drawn in more by the recent popularity of the super hero movies. I wanted to build a superhero universe which was very recognisable to them without using the actual characters they actually know. So my idea was to draw on both the big 2 DC & Marvel and build one universe based on their characters, building from the most popular characters and coming up with the "ultimate" super hero universe. I have loads of time before we start so i wanted to get as much feedback as possible from you guys. What i thought was i would ask you about a general concept of a character/team/organisation and then discuss names (names are vital to me) and then i would write the character up and post him for comment. I think i will start with team concepts and then master villains feel free to comment and suggest as much as possible. Rgds Torch
  14. Re: Does the IHA make sense? I think the IHA does need fleshing out as per the Viper/Until books. But at the moment i just don't see the need for the IHA in the official CU. There currently is nether a "heroic but hunted and misunderstood" group of superheroes such as the X-Men, nor is there a "evil twisted group of mutants" such as the Brotherhood. Until the whole CU mutant genre is fleshed out officially, to me the IHA will look both out of place and slightly unreal. Its like putting the Sentinals in the DC universe and expecting them to make perfect sense. Of course as soon as the "mutie threat" is ramped up officially then they wiill make perfect sense. Are there any plans for "Mutant Champions" after the current schedule ends? It is a defiante sub genre of superhero comics and just as valid in its way as Galactic champions or Teen champions. Just be careful not to overdo it and have everyone and their sister linked to a mutant like the current Marvel universe. rgds Torch
  15. Re: Conspiracy X HERO I am currently in the process of porting over a long running Con X game (5 years) over to Hero. We have played a few sessions with Hero now and iit has given the campaign a new lease of life. The last couple of adventures the PC's had to deal with a series of horrific and strange murders commited by a Incarnate killer clown based on the Micheal Myers character from Halloween (I called him Steven Simms lol). and a intricate plot by the Greys and the Black book to kidnap attractive, physically fit high school and college students in the US to ramp up the metahuman birth rate in the near future. They have been kidnapping the cream of the youth as they will be the most sexually active over the next few years. I will try to post the PC's and some elements from the campaign soon. Rgds Torch
  16. Re: The World of Solem Greenfields Crime & Punishment - After a Sheriff of Greenfields reaches his 100th birthday he officially retires from active duty and instead becomes a Crow Court Judge (so named after the famous flock of Crows that have lived in the Goldcorn Court buildings for over 300 years). A Crow Court judge serves the people of Greenfields for their lifetime and are situated amoung the main towns and villages. There are currentlly Nine Crow Court Judges currently living and they remain mostly unused as the level of crime is so low. Most petty thefts are usually sorted out amicably or by the Sheriffs. Rarely does a case of petty theft come before the Crows. This means that the position has become mainly a cerominial one, with the judges being held in high esteem as elder statesman community leaders. When a crime of theft does come before the Crows their is a set tariff of punishment laid down by the crows. The defendent if found guilty has to pay a fine of Silver Pennies directly to the victim of their theft. The amount is set by the judge and is either 3,5 or 7 times the amount judged to have been stolen (as assessed by the judge in silver pennies). These amounts are used as a sliding scale by the judges depending on the seriousness and circumstances of the theft. it has often been known with lower amounts for the judge to award the amount to the Mayor's office to help with his yearly budget. This is done to encourage Hobbits to settlle their differences without resorting to Crow Justice and as a deterrent works quite well. Violent crime is another matter and luckily very rare amoung Hobbits.More often the accused being a Dwarf or one of the Big folk. When found guilty of a violent crime of any sort the criminal is banished from Greenfields for life. their name and description is then given to the Sheriffs who escort them to the border and see them on their way. If the miscreant ever tries to return then they are refused at the borders. there are only three incidents in recorded history of a Hobbit being let back into Greenfields after a violent crime. This is called "the Crow's Pardon" and must be agreed on by all living crows. rgds Torch
  17. Re: The World of Solem The Sheriff's of Greenfields - The laws of Greenfields are enforced by the local Sheriff organisations. Each male Hobbit has to serve one year terms (full pay of course) on their 30th, 40th, 50th, 60th, 70th, 80th, and 90th birthdays. This means each male hobbit serves a total of seven years with the Sheriffs over their lifetime. All male Hobbits must serve unless they have been convicted of a crime in which case they are banned from serving for life. Serving with the Sheriffs is seen as a very prestigious event in a Hobbits life and they serve the terms enthusiastically. There are six formal grades of authority within the Sheriffs and they are normally based on age but great ability is also taken into account. They are, Constable, Sheriff, Sergent, Captain, High Sheriff, Sheriff of Greenfields. The Sheriffs perform a dual function of both a police force and local militia/military. so they are trained in many skills such as tracking, wilderness lore, investigation and questioning, Greenfields law, millitary tactics, combat skills such as short bow, sling and short sword and many others. This training goes on for most of the first yearly term as a constable and continues later into the other terms to a lesser extent. Serious crime is very rare, such as violent crime of any sort but the Sheriffs do have their hands full with petty thievery and pilfering which can be very common with Hobbits who have a reputaton as being "light fingered" at the best of times. The other major duty is to protect the borders of Greenfields and to scout for danger beyond the borders. In this the Sheriffs of Greenfields are helped greatly by the Rangers of Northern Corinia with which they have a strong alliance. The Sheriff of Greenfields is held in very high esteem second only in importance to the Major. The post is elected once every decade by election from the best candidates from the five High Sheriffs. Rgds Torch
  18. Re: Weapon Creation I would say it's simply a perfect way to use XP, no worry no fuss. Thats of course if your using him as a PC! rgds Torch
  19. Re: Galactic Champions Can't wait to get this book, I am starting to fall behind panic! I still need to pick up TA and UB! panic Rgds Torch
  20. Re: The World of Solem Bulor's Bridge - The northern crossing of the Blueclear River so called after the most famous Sheriff in Greenfields history who remained Sheriff for over thirty years. The bridge stands over a rare piece of fast flowing and dangerous water and stands on the edge of the border of present day Greenfields although in the past it was well within the northern border. The bridge is now often guarded by groups of Corinian Rangers as over the last twenty years raids from groups of highwaymen and brigands from the North Marches have become common news as Hobbits are seen as easy marks and profitable victims. Consequently the Hobbits now shun the area and this has been encouraged by the rangers who have also started pervasive rumours that the bridge is also haunted by a particularly fearsome highwayman called Johnny Black (this is totally false, Johnny Black does exist but comes from a totally different part of Solem, the home loving Hobbits are still scared witless by the stories however.) Rgds Torch
  21. Re: The World of Solem Thks Nolgroth, will certainly continue, yep many of the influences especially in certain areas of the world are very clear indeed and thats just how i want them. The Corinthian Empire is a very big deal indeed within Solem and it's always quite spooky when someone else comes up with a name your have used yourself independently, great minds think alike lol. thks Torch
  22. Re: The World of Solem The Ham Crossing - An old wooden bridge across the Blueclear river in the south of Greenfields. It is called the Ham crossing as their are many pig farms in the area mainly owned by the Boggins family the most famous pig farmers throughout Greenfields. A small hamlet has grown up around the bridge built around a famous Tavern there called the Singing Piglet. This has the best reputation for both cider and pork and apples suppers within Greenfields. Its owner Maro Boggins is known to travel far and wide in search of vitals for the tavern and is said to know a great amny strange people. Rgds Torch
  23. Re: The World of Solem GoodFishing - Located at a spot where the Blueclear river is teeming with fish of all types and sizes from Bluesnappers to Large firm Cror fish the village of GoodFishing has provided Greenfields with much of its fresh watrer fish supplies for generations. also used as a busy stop off point on the river in both directions Goodfishing is probably the most likely place in Greenfields you will find a outlander from the north or south and many big folk make their home in Goodfishing. Goodfishing is also the home of the Famous Three a very famous (locally) group of Hobbit friends who went off in search of adventure 20 years ago and came back laden with gold and jewels. Tales of their adventure abound especially with the younger Hobbits. Nonetheless they are somehat looked down upon and not entirely trusted for being a bit "cracked" by the more serious older Hobbits of Greenfields especially within Goldcorn who look down their noses generally at the Hobbits of the other villages. Rgds Torch
  24. Re: The World of Solem Goldcorn - Goldcorn is the largest town within Greenfields and is the area’s nominal capital of sorts with both the Major’s chambers and the Chief Sheriff’s office both within the town. The town is known for its wealthy and important inhabitants and it is well known that a Hobbit who buys a hole in Goldcorn has become officially respectable. Many important families such as the Tailor's and Riverns make up a large percentage of its population and here more than anywhere else in Greenfields "Big Folk" are frowned upon. Goldcorn is also known as a center for trade within Greenfields and holds many busy market days where the farming hobbits seel their local wares and produce. rgds Torch
  25. Re: The World of Solem Apple Falls – One of the most important villages of Greenfields, Apple Falls is the biggest provider of Apples in Solem with many leagues of apple orchards surrounding the small village in all directions. The village is run by Gror a Dwarven Merchant who has much more to him than meets the eye. The village is the home of the player characters. Rgds Torch
×
×
  • Create New...