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Chimpira

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Everything posted by Chimpira

  1. Re: Animation or Comics? I liked The Question from the JLU quite a bit more than how he was purtrayed in his last mini.
  2. Re: Build Me A Villain Team Yeah a lot of problem with building a world beating team with the material. I personally feel the team should not be a one off. I think that to make it work, we would have to force it a little bit. Take Holocaust, he has been at this since 1983. In the two decades he has been trying to rule, there is a chance that he could have a midlife crisis and figure out that his way has not been working for him and try a different approach. Personally if I wanted a tacticain I would REALLY want Utility but that code versus killing Total stands between me putting him on a team like I want. I would really like to utilize The Monster as he would make a very nasty opponent and fill the killing machine slot very nicely but come on it is The Monster. The Gemini Man would make a deadly addition to the team but he got that whole thing going in Vibora Bay. So forth and so on. I have a wish list that is impossible to fill. The abilities could all mesh to make a world beater but the personalities do not. Also from my perspective I would arrange a world beating team much like a very good Hero team. That means they would have contacts that they exploit and access to information on the heroes that they will face as they fight them during combat and a support structure that would allow them to concentrate on the big things.
  3. Re: Build Me A Villain Team The problem I keep running into is the personality conflicts. I start to put together a team but all the pieces that you would need to make a world beating team is just not there. I can not find a mentalist worth a darn that is not a hero or a Medina. (Unless you count the leader of Lemuria and he would not do it. Unless he was like leading them) I can not find a suitable leader that would gel well with the group. (Molyna keeps popping up but he would work as a second because he does not want to stand out and if this is a high profile team then he would not likely be a party to it. He is a spy master first and a supervillian second. I was thinking of using him in the role of tactician but as support not really on the front lines). I do not know. Holocaust would not work because of his personality. I think an important key to a butt kicking team would be that they respect each other at a certain level. They may not like or completely trust each other but they must have a measure of respect for the others abilities. Man, I drool over Panzer but he would not pair with anyone that is not really a neo-nazi. I think I might be able to cobble something together but I know that it would not really stand up unless I forced it a little. Hey are you sure this is not just a test to prove why the villians have not taken over the world? The only thing I know is that I would have Taipan in reserve.
  4. Re: Build Me A Villain Team Enemies unleased and CKC. No Champions Worldwide?
  5. Re: Supervillain Monologues Thanks for the praise, Haven. I had planned to put something up in the future. Life keeps happening and has kept me away from my table but I might have some stuff in the works soon.
  6. Re: adding a random factor to the game I say try it out and see what happens. As it is your game, if you want to do it that way I do not see anything wrong with it and if your players like it, then more power to you. I have opted for a more random hero game in the past, mainly when I had players that knew the hero system just a little too well for my tastes and I want to shake them up a bit. I would break out Heroes Unlimited and have them roll up characters. I found the system to be pretty limited but for what I wanted I had no problem with it. All truth be told, the game that got me interested in Champions in the first place was called Super World, which had you roll randomly for your stats. After playing that for several years I ran across Champions, liked what I saw a little bit more than Super World and the rest is history. Now, having said that, I would have to admit that the point based system is one of the main draws of the hero system to me. It is in character creation that the player has ultimate control and adding random factors into it can change the direction that you want to go with it. As one GM told me as I had to roll a random background for my fantasy character, "We don't have control of whom we are born to or where, but don't worry it won't mess up your character." I wanted to remark to the GM that we did not have any control of being born with serious physical or mental problems either. I came up with a history and direction that I wanted to go with the character that incorporated why he had a particular fighting style and his enemy. All down the drain with a couple of rolls. I wanted to make a fighter and a fighter I got. Just not one that I really was that interested in playing. Personally I do not think that having your characters roll some random rolls for their stats will make as big as a thud as the others here do but I think it does take away a little bit of the essence of the game. In other words, the ability to make the hero as you had envisioned it. (Of course as a GM I have had to ask people to tone down a few things for game balance but I try not to have my hand in it too much. The characters will have enough changes happen once they hit the game) I hope this wave of people coming at you will not dissuade you from coming to these boards and posting more things. We are usually a happy and lively bunch. I hope to see you more often in the future.
  7. Re: Which Villain Do You Want to Play? Redemption is always a strong element in any hero game I run. I will always have at least one or two villians change their ways because of interaction with the PC's and they usually become very popular NPC's.
  8. Re: Supervillain Monologues I found this one when I was going through my Viper book. Viper-X delivered this after he killed All-American at The Battle of Washington in my campaign. (A little background: Another GM was running a game in my world and it went in directions that I had problems with. The other players were pretty much scratching their heads as well. He ran Viper as the big dope. I could overlook a single cell doing something as dumb as they were doing but not when it affected the whole country. Our characters did not even break a sweat as we beat the villians down. The only problem was that he did not think about the ramifications of what he did and I came up with a story to fill in some of the gaps. What happened next became The Battle of Washington. Suffice it to say, Viper is a very scary thing in my game world.) "Who do you think we are? Has it been so long since we have shown our united strength in this land? Have you truly forgottened what we are capable of? Are you so gullible that anyone claiming to be VIPER is accepted as VIPER? We have looked on in amusement as others have claimed to be a part of our legion. Small people without the courage or power to stand on their own. People that cringe at their own shadow. And when they are found out for what they are, we shake our heads in disgust, but we have allowed it. Until now. Someone has stepped over the bounds. Someone has mistakened our generousity as weakness. And what is worse is that you poor fools have allowed yourselves to be deceived. We do not care that your so called Secretary of Defense was taught a lesson in humility nor that you shook in fear of a radioactive nightmare that was so easily averted. We care that these acts were done in our names and that you thought it was true. We care that you believe the terror that you experienced was on par with what VIPER is truly capable of. The Supreme Serpent felt that it was necessary to remind you of who we really are, for you have so obviously forgottened. Dwell on that as PRIMUS stands dumbfounded. As your symbol of pride lies dead at my feet. And as your capitol burns. Hail VIPER."
  9. Re: Which Villain Do You Want to Play? I play up the House Representative side of Invictus in my game. He never wears the costume (suits and ties mostly) and only displays his powers when he has to, like when he fought Viperia over Washington, DC in an attempt to turn the tide at the Battle of Washington in my campaign. None of my players have a clue of his real evil intents.
  10. Re: Which Villain Do You Want to Play? I would probably go with Viper-X. He has a kind of nobility to himself but he is a tragic figure as well. Maybe the weight of his sins have finally taken their toll on him and he starts trying to balance the scale all the while knowing that he will never achieve that goal. I would be unable to play him in my game world as he killed The All-American on the orders of the Supreme Serpent. Or Bulldozer after an experience that finally made him take stock of his life and decide to strive for something of substance. (Maybe he discovers that he is going to be a father and realizes that the only audience he wants to impress is his future son/daughter)
  11. Re: A movie I recommend.. Not to be confused with Musa which I understand translates into The Warrior. This was a Korean movie that came out the same year. I liked it very much and there was a good deal of fighting.
  12. Re: Does this make ANY sense? Quite frankly you already know that you can handle the game in anyway that you see fit. I read the posts and Mister Long was really polite in his answer to you. I understand that you might be frustrated but if you do not like the way something is presented then you change it. We are in DOJ's house and I find it in bad taste to make a thread for a gripe. I am not trying to start a fight or anything but if you ask a question sometimes you are not going to like the answer.
  13. Re: A Universe to call my own Thanks guys. I am glad that you liked it.
  14. Re: Doctor Destroyer write up Doctor Destroyer is written up in Conquerors Killers and Crooks published by Hero.
  15. Re: A Universe to call my own here is the material text only. I am The Dark. And I hunt. And I wait. I will have to hunt forever, but I will not have to wait for long. - The Dark A World of Heroes They say that the phenomena began with World War II. That is an untruth, but the popular consensus. Super hero became a household word in the early forties with the forming of The Alliance, before that the idea was more a thing of urban myth than anything else. The Alliance, which included The Patriot, The Watchman, Arcana, Jack Frost, The ArcKnight, and Jonathon Sumner, were formed by the need to resist the Axis threat. All, with the exception of Sumner (whom was of African-American descent), were well respected and revered as icons of a free world. After the defeat of the Axis forces The Alliance, having lost the true heart and soul of the team (Sumner), disbanded. The team met for one last grand adventure, eight years later, but that was their last outing as a team of heroes. Many rose to take their place, but in the reconstructive spirit of the fifties, they were nothing but pale comparisons to what had gone before. It was not until the sixties that the status quo changed. The Patriot, a devout believer in equality amongst all races (some believe that this was a quality instilled in him from his time with Sumner) stood firmly behind Martin Luther King, Jr. in his passive resistance movement. Other heroes looked on in disgust of the changes occurring to America and the world at large. The Civil rights issue caused a chasm in the heroic community. The old guard liked the state of the world as it was and distrusted change. At a peaceful demonstration in Washington, D.C., the forces of The Saviors of America (a well financed supremacist organization, which numbered several superhuman as well) attacked the protesters. The Patriot protected the gathering as well as he could, but it was clear that he was outnumbered and would soon fall. The battle continued for a time (time enough, some say, for many of the heroes of the city to appear and help counter this assault, but none came). As the older generation would not heed the call to battle, it fell on the shoulders of the younger one. They were not found wanting. As the dust settled and the battle was won, two things became evident: first, the movement would not so easily die and secondly, the power and will of the youth of America had made the difference. This sent a powerful message to the rest of the world and from that battle a new team was formed, The Resistance. The Resistance was led by The Patriot and was comprised of Fasttrack, Dogma, Mammoth, and The Mariner (the son of Sumner and Arcana). The Resistance took their cue from the movement and never tried to physically force their opinion on anyone. They were unpopular with the government, corporations, and the older generation in general. They were also the greatest team of heroes assembled to that date. They protected activists and bigots alike. They saved the world many times over and journeyed to the stars and beyond. By the 1970’s, they also disbanded, but not from some great tragedy. They had grown up together as only a family could and set out into the world to discover their own truths. The Patriot left America for a time, to see the world and discover the wonders that Sumner had told him of. He journeyed the world with The Mariner and many of their adventures are well documented. The 1970’s led unremarkably into the 1980’s. Paranormal crime was on a downward spiral, as regular criminals became more prevalent. This led to a new breed of hero, a thinking man’s hero, who built good relations with the government and police in general. By the mid-eighties everything changed. The Devourer made his first appearance. In a race against time, The Patriot rallied a force of heroes to oppose him and deliver the world from certain domination at his hands. The Devourer, a master tactician, had planned on this and captured the Patriot’s forces. He, then, mentally dominated them all, save for The Patriot and The Mariner. The time spent abroad had served the pair well and they had learned certain tricks of the mind to reinforce their will. They escaped and in a desperate attempt to stop The Devourer, plunged into a battle royale with him and his forces. The outcome of this would surely had been death, but for two factors, the arrivals of the New Watchman and the ultra-powerful Scion. The Watchman was able to take control of the machinery of The Devourer and free the imprisoned minds of the heroes, even as Scion could match him in raw power. The Devourer was able to escape, however, and plagues the Earth to this day. The need for a global team of heroes became self evident in the months that followed and The Patriot was petitioned by the United Nations to form one. The Patriot agreed under two condi-tions: First, the team would be sanctioned by all United Nations members, but petitioned for favors or leniency from none. Second, that The Patriot be given free reign to pick the leader of the team as he had no intention of leading. He would work with the team as an advisor and then only part-time. The members of the UN were shocked in horror at this announcement. The main strength of the plan centered on the leadership of The Patriot, as he was respected the world around. The Patriot answered the protest with the now famous ‘Speech of the Generations’- “All my life has been in service of the people of the world. At first, I simply believed that meant the people of America. As I grew older I understood what was great about this country. It was not the mountains nor the sky that made this country great, but the people. The people of the world, who sought out this new land and forged a life out of those mountains and under those skies. It is the people of the world. I am named The Patriot, but many assume that my patriotism exists solely for America. That assumption was true once, but not now. I am a patriot of life. You ask me to lead a new team of this generation. Look at me; I have not physically aged a year, since the time of my empowerment. I have served in two of the greatest teams that has every existed in this century. I even had the honor to lead one. I see the shake of several heads before me, but it is not an error on my part. I led The Resistance, but I served in The Alliance. It is Jonathon Sumner, who truly led that team. He led with passion and spirit as the world denied him, as the world did not mourn his death, so that we may live. It was Jon, whom shaped an annoying little bigot into the man you see before you. He suffered more than any of you can imagine, not for glory, nor for wealth, but because he was strong enough to do that which needs to be done, no matter the consequences. I am youthful and strong. I will never shirk my responsibilities. I will fight any terror and oppose any horror. I, however, will not lead this team. Whether, I want it or not, I am considered one of the fathers of the superhero community. As my mentor, Jon, told me, I will tell you. Every generation needs someone from his or her generation to look to. Every father must respect his offspring’s choice of heroes and when the time comes, every father must let his offspring grow strong under their own power and rules. In the forties, Jon was my hero, in the sixties; I was the hero for many. This is the eighties; let this generation speak for themselves. As all good fathers should.” The Patriot’s conditions were approved unanimously and The Peacekeepers were born. The Patriot assembled a truly international team of heroes led by Die-Hard. The team exists to this day and occasionally changes member-ship. The current roster reads as follows: Die-Hard, Scion, The Watchman, Samuree, Meltdown, Hunter, and Chozen. Sovereign is an unofficial member, as he is an artificial intelligence that inhabits and controls The Peacekeepers orbital headquarters. The Patriot is still employed as team advisor. They are often referred to as ‘The Legacy of Sumner’. They are without a doubt the world’s ultimate defense and greatest triumph. They are, indeed, the heroes all others look to. The World at a Glance The Earth is the mother of secrets and won-ders. Cross the galaxy, explore the universe, and you will be hard pressed to find another world that comes close to the majesty of the Earth. Only on the Earth can magic be so prevalent and still coexist besides technology. Earth plays host to many various lifeforms, all indigenous. The Earth is a lover and a destroyer, a mystery and the truth. Most of all Earth is home. The United States of America: No country has such potential for greatness or disaster. They are a nuclear power, with the ability to obliterate the world several times over. America leads the field in science governing weaponry. They are a technological wonder with an economy and standard of living that puts most others to shame. In short, the average American is lazy, decadent, and takes too much for granted. The average citizen knows nothing of the numerous secret wars fought throughout the world or the many secret bases, who’s sole purpose is to decipher the ancient technologies excavated from various venerable sites that outstrips their own by many centuries, located around the country. Mysticism is also abundant in this country. Not so readily believed in as it was many decades pass, but there nonetheless. Whole civilizations lie in hiding that none but a few know about. One such place is The Lost Valley, a place of ancient Native American mysticism, which is inhabited by The Lost Tribes for the better part of two centuries. America holds many secrets of magic and technology. Canada: Few countries hold as much devastating mystical secrets as Canada. Somewhere in its wilderness and tundra lies The Cairn of Power, a place of great magical energy and malevolent evil. Its location has been lost for millennia, but people still search for it. The abundant mystical energy natural to Canada causes all manner of creature, alive and undead, to call the country home. Mexico: Mexico was a country in ruin. Economy destroyed, natives fleeing for the promise of a new land. Mexico was a country on the way out. Was. Mexico is now on an upswing. The peso is fast approaching the dollar and in ten year’s time they will have to start worrying about an illegal alien’s problem. The cause of the revival of Mexico is one man, Eduardo Guillermo Ramirez. He is a man of singular vision, more respected than the president of Mexico. His corporation, World Ventures, revolutionised the field in medical research, prosthesis enhance-ments, genetic engineering, computer tech-nology, and bionic augmentation (still experi-mental stage, but indications of a serious breakthrough in the next decade.) Ramirez has also opened a new corporation, Jumpstart Consolidated, whose sole purpose is to help start up Latino run businesses and boost Mexico’s economy. The company has existed for the last five years and have helped several hundred businesses start and find a market for their products. Central and South America: Only one word can describe the country of Central America: unstable. Central America has long been the testing ground of various and sundry organisation’s weaponry. Weapons of mass destruction used on the people of the country while a corrupt government turns a blind eye. Riots and uprisings are common place. Rumour has it that a paramilitary force, The Sons of Death, holds The United States of America wholly to blame for these conditions. Reprisals and terrorist actions is just a matter of time. South America is a place of mystery and often death. Rumours of death cults become more abundant each passing year. A general belief is that The Reaper was raised amongst one of those cults in the South American jungle. Another common belief is that somewhere in the Amazon rain forest exists, a civilisation of Man-beasts and warrior women that live in harmony, protecting the land and safeguarding The Pledge of Man. Atlantis: This undersea nation is very xenophobic in its relation to the world. The birthplace of Arcana and The Mariner, Atlantis has also spawned its share of would be world conquerors such as The Ocean Master, Entropy, and The Magus, just to name a few. Atlantis is also the world’s largest magic wielding community. Secrets of power and long forgotten arts can be found on its Paths of Infinite Wisdom. Trade and negotiations with this nation is very limited. Alanteans are very suspicious of foreigners and are openly hostile and contemptuous to anyone violating their borders. The City of Atlantis is reputed to be one of the great wonders of the world and grown men . have been known to weep openly when trying to put into words the majestic beauty of it all. The United Kingdom: The United States of America has its deepest roots in England. So it is understandable that as a good father, England has allowed America to surpass it in mystery and conspiracies, if only by a small percentage. Many unexplainable pheno-mena occur in England, Scotland, and Ireland combined to justify funding for an organization to catalogue and report on these bizarre happenings. This organization is called The Questors. The scientific community is quite large and well financed. England has just engaged in a bitter rivalry with America’s space program. The colonization of the stars does not seem far off. Leading the way is Daedelos Enterprises, owned by Lazarus Dane. Dane is a well-known figure in England and is believed by many to be The Bishop, the Underworld criminal mastermind and patron of The Harlequin, the sadistic serial killer. Germany: Since the combining of the east and west, rumors have persisted of the rise of a man known as Die Vater. He preaches of the rise of The Superman and perverts Nietzsche’s key work, “Thus Spoke Zarathustra”, much in the same manner as The Third Reich. Die Vater is believed to be behind the rise of The Untouched, a right wing extremist group that is rising in power, on the streets and in the political arena. The Black Forest has been the site of many strange happenings in the last thirty years. Reportedly, a woman has taken up residence in the forest. She has appeared to help those in trouble and to counsel those in mortal danger. She asks only one boon from those that she helps: to find a specific person that she requests, no matter the distance, and to ask them to come to her forest for information that could save their lives. There is not any discernible pattern as to who is called to the Black Forest or information regarding to the basis of her abilities. She is referred to as The Forest Mistress. Russia: Russia is a shadow of its former self. After the loss of The Cold War the great powers of The Soviet Union were destroyed. Or were they? Many secrets, weaponry, and personnel have gone missing. A few secret agents and super soldiers have decamped into the private sector, selling their services to the highest bidder, but a surprisingly high number of former agents have been left unaccounted for. The WereNation has begun to make their pre-sence known as they continue their search for The Valadaine, the reincarnation of their first leader and messiah. Japan: The technological leader of the world, Japan is a confusing mix of Old World honor and cus-toms with the decadent spirit of the 21st century. Anything can be bought or sold here, for the right price. Japan is only second to the United States in its technology regarding weaponry and to Mexico, in large part because of World Ven-tures, in medicinal research. This is a trend that they are working hard to rectify. Japan is also home to The Black Mist, an assassin organization of no small fame. They are considered some of the most renowned killers in the known world. Their leader is a young woman by the name of Nabiki. What her exact cap-abilities are, no one knows for sure. What is known, is that even The Devourer treats her with the utmost respect and deference. That in and of itself speaks more of the type of power that she commands than almost anything in the world does. So ends the tour of some of the notable places of the Earth. It is a planet full of mystery, deceit, magic, wild technology, and would be world dominators. Most important of all, though, it is a world full of heroes as well. They maintain the balance of power and set right that which has gone wrong. Heroes fight the injustice of the world, whenever and wherever it appears. Some heroes may fly and shoot mighty bolts of energy from their fingertips, while others will have nothing more than their wits and fists. This is a world of heroes of all shapes and sizes. The Earth is a better place because of them. TECHNOLOGY: “Imagination is more important than know-ledge” -Albert Einstein Ever changing, ever expanding, technology is a part of everyone’s life whether they realize it or not. The rules of science, supposedly irrefutable in its ability to define our place in the universe are forever in flux, changing here and there. What is learned today is disregarded tomorrow and so the world turns. The first thing to understand is that beyond hypothesis, onto reality, there are four grades of technological levels (five if one is to figure the science of extra-sensory perception and all that it encompasses, but for this writing that particular science will be disregarded). The four grades, from lowest to highest, are Delta, Gamma, Beta, and Alpha. Delta grade technology is the lowest and most readily available. This is the province of Sony CD walkmans, microwaves, televisions, and almost all personal computer systems. Essentially anything that one could find at the corner Radio Shack is considered low class technology. Gamma grade technology is slightly harder to come by than Delta, although some Delta grade goods can be modified to Gamma. Most nuclear weaponry, governmental security sys-tems, global tracking systems, and mid-grade spy satellites are prime examples of Gamma grade technology. Beta grade technology is what most of the civilized populace of the planet would consider cutting edge, some would even go so far as to call it the province of science fiction. Full configuration bionics, androids, artificial intelli-gence programs, faster than light space travel, trans-dimensional relocation devices, cold fusion, and personal force field generators are just a small sampling of Beta grade technology. Some Gamma grade items can be raised to Beta grade with modifications. Alpha grade technology is so beyond the scope of the everyday, that is has become viewed as mythical. Alpha grade technology is such that only the low end of it can be described. The human language does not have enough letters in its alphabet to clearly define or understand the working of high-end Alpha grade technology. Liquid music, knowledge plagues, planetary sculpting engines, and reality convergence matrixes are but, a small sampling of this technology. Only a handful of individuals on Earth understand the true scope of Alpha technology. For this precious few, the boundaries of what is known and what is unknown is paper-thin. Only the truly gifted can modify Beta grade equipment into Alpha. The Westwild: The Westwild is the connection of com-puters that form the Internet and the myriad of systems that are affected by this association. The Artful Dodger supposedly, coined the term in a letter to The Secret Service of the United States after they had followed another disastrous lead to his whereabouts. In the letter, he declared himself and others like him as console cowboys (an apparent sign of praise to the work of William Gibson) and that the Internet and all it encompasses as their Westwild. The four primary ways of entering The Westwild are doing the slow dance, by wire, by hardwire, and blitzkrieg. Doing the slow dance is the term used for the mundane interaction between humans and the keyboards of all computer systems. It is the slowest way to navigate The Westwild and the least dangerous. By wire is referring to the use of sophis-ticated equipment to allow oneself to simulate the feel of being inside of the computer. The machinery reacts from the electrodes attached to the participant and totally disregards the use of the keyboard, altogether. The information that one seeks is extracted faster and allows the user to bypass most mundane security systems and passwords like they were nonexistent. It, also, allows for higher interaction between other users. The downside is the psychological addiction that results from this particular diversion. By hardwire is the incorporation of mech-anical parts within your cerebral cortex for the express use of accessing The Westwild. The gear is configured to the recipient’s nervous system and upper brain functions, which allows for increased speed, creating impromptu programs, and convenience of use. This is also highly illegal for anyone beyond certain government officials. The chance for addiction is also in-creased by a factor of ten. Blitzkrieg is the term used for those with the ability to enter The Westwild under their own power without mechanical aid. These figures are viewed with a sense of awe from the majority of console cowboys. They are generally faster and more powerful than the most gifted of the console cowboy set. Trans-Dimensional Relocation Devices: Tran-Dimensional Relocation Devices or TDRD’s are the creation of Atomi Industries located in Kyoto, Japan. Or more to the point the first to patent the design. TDRD’s are tele-portation devices. The distance that they are capable of traversing is variable depending on the relative distance and the energy consumption of the model. It is known that the farther the distance traveled the less energy that is actually expended. This is because of the basic design of the system that allows it to be safely used by human beings. As matter is reconfigured and then relocated, the interactions of the cells produce an astonishing amount of energy. This energy could not be safely relocated with the original cells, for the resulting explosion would destroy the item or person being teleported. What Dr. Kobe Endo, of the Atomi Industries research team, was able to do was to bleed off the excess energy being expended by the object of relocation and then reconvert that into energy to power the system itself. Dr. Endo was so sure of her findings that on November 8, 1994 she was the first living subject to test the prototype. In essence, if one was to transport to another TDRD halfway across the world the expenditure of energy would be minimal, but to go across the street would cost hundred of thousands of dollars. It goes without saying that TDRD’s are not the only means of teleportation available in the world, but the most commonly known. Other agencies and alien lifeforms have displayed superior intelligence in this science and have alteration on the central design to allow for pinpoint targeting without any receiving area. It has also been theorized that, if one could modify the TDRD’s to a different vibrational frequency it could pierce The Dimensional Membrane. The Janus Project: It did not begin with sheep. The ground-work for cloning was well underway by the mid 1950’s. The Janus Project is the name allocated to the clandestine United States government operation, headed by Philip Jeffers. The initial purpose of this project was to find a way to make the perfect being from the amalgamation of different genetic archetypes. Cloning was the first stumbling block that needed to be over-come. After the necessary and somewhat tedious task of mapping deoxyribonucleic acid for ten years, the Janus Project’s Head Genengineer, Gabrielle Kaufman set about cloning his first subject, his daughter. Kaufman’s daughter, Annabelle, had died in a car crash some two years before the end of the actual DNA mapping had been completed. The cell cultures that he had acquired from his daughter prior to her death were the groundwork for the first cloning pro-cess. After many false starts and agonizing failures, Kaufman was able to successfully clone his daughter. Kaufman was ecstatic about his accomplishment, but Jeffers was less than pleased. Jeffers had promised many high placed officials in Washington a legion of supermen and all he had was an embryo of some young girl growing in a bottle. Undaunted, Jeffers ordered the rest of the Janus staff to alter the clones DNA along the lines of his vision. Kaufman, outraged by this breach of trust and etiquette, acquired his daughter and fled into the night. Kaufman could not destroy all of his records before his flight, but he still was able to set back the project by several years. The Janus Project is now going strong and has a lucrative contract with the government for supplying spies and assassins. Kaufman and his daughter were never apprehended. The Tempus Theory: Outside of popular fiction time travel is not considered an actual possibility. This has not deterred many noted scientists from creating theories, however. The most radical and in-teresting theory is the Tempus Theory. The true origin of this theory is more comical in nature, than anything else. The theory was proposed by Everett Thomas, a then failing student at Camden University in Delaware. Thomas, on the spot from a line of questioning from his professor, Elizabeth Biehl, on the popularity of the com-mon theories concerning time paradoxes and the common man’s perception of the possibility of time displacement, said that he believed that in fact all the possibilities were correct. He further went on to state that as time is a concept that is unfathomable by the human mind then if some-one had indeed traveled in time and changed the world how would we know? Biehl, intrigued by this unprecedented line of thought from this lackluster student, assigned Thomas an extra credit program to work on incorporating all the known theories of time travel and why they are all correct. What spawned out of that side project is now called The Tempus Theory. Plainly speaking, the world is made of unlimited possibilities. If we can not fly today, we might be able to do so tomorrow. If this is a preposterous notion, then ask the Wright bro-thers about the validity of that statement. Thomas theorized that one could only achieve that which is really sought after. Time travel relies on probability and the manipulation of it. If one could grasp that concept, then, the route one takes to the goal is superfluous. It is by the manipulation of probabilities that one could truly time travel, after that the method one does it in is meaningless, because the goal is the same. You have traveled in time. He further went on to theorize that each moment in time is separate from the other and exists in its own universe, where it spawns its own history. You are not the same person this moment to the next; in fact you are not the same thousands of people this moment to the next. The universe divides and follows different paths faster than the human mind could fathom, creating whole universes and time periods. As a popular theory tells you that you can not exist at the same time as yourself it is correct and incorrect. As you are not the same individual as you were a minute ago, one could feasible exist aside one of the divergent personalities. As for altering time itself, Thomas likened the Time Stream to a river. If one was to throw a pebble into a riverbed then, one would see a ripple but then the river would reassert itself. One would have to throw a lot of pebbles into a river to make a difference in its flow. The supernatural: Magic is not another form of science. That is an important concept to understand and comprehend. At its bare essence science is the interpretation of man’s desires and wants. Magic is those desires given life. The Primal Source: The energy that one calls upon to wield magic forces is referred to as The Primal Source. The Earth teems with it along Ley Lines and in living beings. What is known about The Primal Source is that it does not originate from earth but another plane altogether. Why it gravitates to earth and follows certain paths is still a mystery. All, living, creatures on the planet also act as conduit to this power; they seem to actually store it. Those who learn the significance of the energy that they contain are forever changed some for the better, most for the worse. The road to becoming a wielder of The Primal Source, or a magus, is a hard one. Only one person in 5 million can truly grasp the knowledge necessary to become a magus, of that number only 3/4th can actually master the dis-cipline necessary not to descend into madness. This percentage is a generalization. Some areas, such as Canada and Atlantis for example, have been known to produce beings more conducive to The Primal Source. As of this date the Nation of Atlantis leads the world in pure concentration of magus per population (an unprecedented ratio of one magus in a million.) The Segue: The unseen lines of power that crisscross the earth are called Ley lines and when the lines overlap this is referred to as a nexus point or simply a nexus. The nexus point can on occasion flare to life and allow for entrance to this plane or as an exit from it. The Segue is the term used for a nexus point that has been permanently opened and realigned to open onto a set amount of planes, some can even breach time. The Segue are, actually, pocket dimensions located at the mouth of a nexus point and is home of a Consul, a being transformed at the very creation of The Segue to oversee its activity and to protect the world from mass invasions from other dimensional planes. Each Consul works independently of the rest and their personalities vary greatly. There are 7 entrances to The Segue in the world. The locations and Consuls are as follows: Los Angeles, California (Joshua); Lima, Peru (Mauro); Tallinn, Estonia (Pekka); Algiers, Algeria (Rawa); Vientiane, Laos (Supaporn); Canberra, Australia (Kent); Vinvon Massif, Antarctica (Elzbieta). The Heir of Gray Smoke: At one point in time there was a Magus unlike any other. His name was Aldarai and he was the Hegemon Magus of the magi. Alderai was the ultimate magus of his time and protector of the earthly plane. At the time of his death, after the sealing of The Cairn of Power, Alderai pro-phesized that the seals of the cairn would not hold and that only his heir would be able to seal the cairn for all eternity. At the time of the prophecy Alderai had no such apprentice and many magi hurried to his Tower of Gray Smoke to appropriate his reservoir of mystical know-ledge, but the tower was nowhere to be seen. It is widely believed that the tower will only appear once the Heir has been established. This was over four thousand years ago and no heir has yet to manifest.
  16. Re: A Universe to call my own Sorry. Never had that problem before. I put up a version sans the art. I am really sorry. IS everything going to be ok?
  17. Sorry folks. Upon inspection I seem to be having a problem with the upload. The first time I viewed it the problem was not there but I have a problem viewing the file now. So I removed it. I hope this did not cause anyone any problems. I have posted the matrial with text only, down below.
  18. Re: Virgin Comics - Indian Mythology Inspired Characters Devi is good. I told my local book store to order all virgin titles for me. I am interested in 7 brothers as well as the rest of the line.
  19. Re: The V'han/ Tyrannon War! Thanks. I thought that since she was in control of millions of dimensions that some of them would constitute the "lands" that the royal family oversees with Istvatha in direct control over the family. Some Dimensions are more prized than others and Istvatha has been known to take away lands and award them to others. The Eldest son had control of some of the prized land and with his disappearance Istvatha did not award them to anyone but the brothers and sisters divided them amongst themselves, believing that she would make an official announcement sooner or later (they are all Immortal). Now with the appearance of Arsenal, they are worried about him trying to lay claim to what belonged to his father. If Istvatha knew that her eldest was the leader of the rebellion she has kept this a secret from the Royals.
  20. Re: The V'han/ Tyrannon War! Great Stuff as usual. I am already doing The V'han/Tyrannon thing in my game, but right now we are at the early stages. It began when one of my players made a character that was alien but wanted to leave what race he was from a mystery. He gave me the description of his character and then a couple of weeks later I was thumbing through CKC, looked at Istvatha and an idea formed. The only problem was that I needed to expand things. I created a large and extensive royal family for Istvatha with all the intrigue and back stabbing one would expect. I created a mystery about the eldest son of Istvatha, that he fell out of favor with Istvatha and how he mysteriously disappeared. His lands were snatched up by other sisters and brothers. Enter the player (Arsenal), whom is captured by the forces of The V'han after a dimensional mishap that sent him and the other players to various different Dimensions. The player called Arsenal learned that he was the son of the eldest. Istvatha welcomed home her grandchild with much pomp and circumstance. His relatives spent a moment welcoming him to the court and the player knew that he needed to get the heck out of Dodge, before he was killed by his aunts or uncles. To complicate matters, he gets kidnapped by the resistance, discovers that his father had fallen in love with an Earth woman and had founded the resistance in the first place. The PC (the inventor of the group) was able to get back to Earth, but in an attempt to stall an invasion force, he proclaimed that he would conquer Earth to prove that he was worthy of the V'han name. While this was going on, in another Dimension two PC's (Nightfall and Shadow Wolf) find themselves in a world that had been conquered by dark forces. The PC's are captured and subjected to a torture filled month before they are able to escape. The PC's do not talk about what they went through with any of the other players but did brief an UNTIL member. The players do not know much beyond that they saw strange markings bearing a symbol that looked like half a ellipse with five spears jutting out of the top side. Nighfall is starting to have nightmares about a women he met while in that world. She keeps asking for his help. The whole team is going to have to go back there soon to save a person that is imprisoned on that world. I wonder what's going to happen when the Grandson of Istvatha V'han raids a world under Tyrannon's control. That's my lead into the V'han/Tyrannon war in my game.
  21. Re: Published Character Variations Mechanon: He is a creation gone wrong. He was created to take the biggest dive that we have seen in the 20th century. Only problem is that he malfunctioned. He did not cut off when he was supposed to and the subsequent destruction and death that it caused was subject to a massive cover up. Luckily, he could still be the catalyst for what he was originally designed for. No one knows where Mechanon comes from or whom created him. All that is known is that Primus might never had started if this destructive force had not mysteriously appeared. Thank God we have them to protect us from threats like that. Hopefully no one will find out what the orinal people behind PRIMUS created in 1985 and how bloody the cover up really was. Seeker: Although not a part of the current universe, Seeker is the Richard Dragon of my world. He is the one that is sought out by heroes whom wish to be numbered some of the best fighters in the world.
  22. Re: Villain SIDs I was inspired by a She-Hulk comic. In the comic Spider-man was allowed to take the stand to sue J. Jonah Jameson because he had been a member of The Avengers.Because The Avengers had been affiliated with the Government and had their own procedures to verify the identity of the hero, Spider-Man was allowed to testify. In my world, I use registration for this purpose. Although not affiliated with the government (I had to register with selective service when I turned 18 and I do not consider myself government affiliated) those that have registered also have a procedure to verify their identity and can take the stand against criminals. They may also take a variety of tests that allow them access to crime scenes and what not. Of course, just beating up the bad guy is not enough in my world. Their needs to be evidence of a wrong doing that connects to the villian. The first big villian that they fought was released because the heroes blew up all the evidence linking her to the crime. It seemed like a good idea to them at the time, as they wanted to keep the dread device from falling into the wrong hands. It was all I could do to keep myself from jumping up, dancing a jig and singing, "She's going to beat the rap." at the top of my lungs. The point was driven home by a NPC detective after they broke up a super powered drug facility but did not try to catch the Ring leaders or have any evidence linking them to the operation or the murder that had gotten the PC's involved in the first place. "It's the difference in beating someone or winning. You want to beat the bad guy. Inflicting a painful lesson on him that he would soon not forget, maybe stalling or stopping what they are currently doing. I want to take the guy and put him away for his crimes. I want him to know that their was a price for his actions and he is held accountable, just like I am, by the laws of this land. I want him to be sent away to reflect upon this and God willing come back a changed man. I do not need him to be nice, I just need him to obey the laws. I call this winning. I like to win. I love to win. We did not win today."
  23. Re: Champions universe created by magic? I have been wondering about this since yesterday. Do the people who support the idea of magic being the main driving force for 'inspiration' and powers in the Champions universe really love the idea of that notion or are you simply coming up with a feasible reason why this should be seen as a good thing. I am not taking a shot at anyone. I am just curious. If you love the notion please explain why. I think that we have seen quite a few people (me included) that have voiced why we dislike it but I would like to know why others really LIKE it. Not explain why it could work but explain why they think it is a cool thing. This is not an invitation for people to take cheap shots at someones explanation.
  24. Re: Champions universe created by magic? Actually, I grew up studying Celtic Magical traditions and still practice some of the meditation rituals I learned. A lot of my friends were Wicca and I even knew a satanist (although she claimed that she was inducted against her will). I rarely bring that stuff to my games though. I do not think my players would find it quite as exciting.
  25. Re: Villain SIDs The ID would be cataloged but not released to the public just off the basis of an arrest. After a trial and the villian is found guilty then the identity would be a matter of public record. During the trial most lawyers in my world try to suppress the fact that the person on trial was indeed a super villian, some succeed and some fail but it weighs heavily on the mind of any juror that the person there put on a costume and tried to make an illegal withdrawal from a bank. (If this sounds absurd, you should try and sit through a real trial where the lawyer suppress all types of information deemed "not pertinent" to a case) Bear in mind that the person is being accused of a crime and he/she might not have done the crime as positive identification is shaky at best in most cases. (The perp wore a costume that concealed his features) This way I can frame and capture the PC's without their identity going public.
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