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Doc Shadow

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  1. Like
    Doc Shadow got a reaction from Pariah in A Thread for Random Movie Lines   
    This idiot is giving me everything he knows.
  2. Like
    Doc Shadow got a reaction from David Blue in What's your favorite edition of Hero System/Champions?   
    4th and 5th are neck and neck for me. 1st, 2nd, and 3rd are fine too, I played with them for a long time and liked them very much. 
     
    [Dr. Banner] You don't want to hear my opinion on 6th. You wouldn't like my opinion on 6th.[/Dr. Banner]
  3. Like
    Doc Shadow got a reaction from Cancer in Random Television Quotes   
    "To the bat-poles!"
  4. Like
    Doc Shadow got a reaction from Pariah in Random Television Quotes   
    Because I have asked you. Because your loyalty to our people should be greater than your ambition. And because I have poisoned your drink.
  5. Like
    Doc Shadow got a reaction from drunkonduty in Random Television Quotes   
    "Would that be the plan to continue with total slaughter until everyone's dead except Field Marshal Haig, Lady Haig and their tortoise, Alan?"
  6. Thanks
    Doc Shadow got a reaction from Tjack in Whats YOUR Champions universe like?   
    The History of the Champions Earth
     
    Mid 1920s through the early 1940s
       The Pulp Era began in 1925 with the first major adventure of Doc Savage and his Fabulous Five; it lasted until the early 40s overlapping with the later heroic age. Among the most active heroes were: Savage (1925-1945), The Shadow (1929-1940), globetrotting explorer Jack Colt (1927-1939), private eye Blake Diamond (1930-1944), Agent 13 (1932-1937) and adventurer Preston Walker (1926-1932). Most kept fighting as long as they were effective, some (Agent 13 for example) dropped out of sight as soon as their “mission” was accomplished, a few like Jack Colt had the end of their careers written in blood, one – Doc Savage – vanished mysteriously only to reappear half a century later un-aged and in perfect health.
     
    Late 1930s through early 1950s
       World War II brought forth the Golden Age of Heroes, and for the first time the super-powered hero made his appearance. The late 30s and early 40s gave birth to many heroes whose legends have lived on throughout time. Among the most famous were: Captain America (1940-1945), The Flash (1940-1954), The Atom (1941-1954), Steel (1942-1959), Union Jack (1939-1956), Tricolor (1940-1944), The Human Torch (1942-1947), Bullet (1940-1946) and the man who had started the age - Patriot (1938-1946). One by one the heroes appeared, in July of 1941 they were united by President Roosevelt to partake in a secret mission overseas. From this early gathering came Team America, the greatest gathering of heroes ever seen. Not since the days of Mount Olympus had the world known such power. This was truly the Golden Age of Heroes. Then on the Day of Infamy naval and air forces from the Empire of Japan shattered the US Pacific Fleet at anchor in Pearl Harbor, aroused from her peacetime slumbers America entered the Second World War. In January of 1942 President Roosevelt and Prime Minister Churchill brought forth all the various Allied heroes and proposed to form them into a single all-powerful group, this was the birth of the Liberty Legion.
     
       But the real heroes of the war were not those who donned colorful costumes and had strange powers. They were the Americans and Canadians, the French and Greeks, the British and Norwegians, the Australians and Poles, the ordinary citizens who joined their nation’s armies in the fight for a free world. These men fought in khaki and green and navy blue, marched through winds and rain, trudged across parched deserts and sailed through icy Atlantic swells. These soldiers risked - and many lost - their lives and to them all specially gifted heroes bow in reverence. And there were yet those brave men and women who fought their war in the shadow world of espionage: Nick Carter, Matt Helm, Hugh North and Jessica Mason. All too often these heroes paid the price of valor with blood. Until at long last their sacrifices were rewarded with victory and with peace.
     
       The war was over and so came the decline of the Heroic Age. The 1940s began with the birth of the superheroes and ended with their slide toward obscurity. The final crushing blow came in 1954 when the successor to the wartime Liberty Legion – The Justice Society of America, came under suspicion by the House Committee on Un-American Activities. Rather than divulge their secret identities the Society disbanded, its members retiring to private life.
     
    Early 1950s through Early 1980s
       The McCarthy Purges brought on the Age of the Superagents; government founded and operated combined paramilitary, espionage and law-enforcement organizations. The most active agencies were: UNTIL – the United Nations Tribunal on International Law (1950-1970), Task Force X (1954-1969), SHIELD – the Supreme Headquarters International Espionage Law-enforcement Directorate (1964-2003) and UNCLE – the United Network Command for Law Enforcement (1960-1983). Armed with high technology and nerves of steel they battled the multi-national cartels of crime, terror and conquest: Viper, the Secret Empire, Hydra and Thrush. For thirty years they turned back the tide of evil that threatened to swamp the world. Alone, they stood unflinching and afraid of nothing save the return of the one menace that they were ill equipped to handle. In September of 1983 the menace returned when in the tiny Balkan nation of Latveria, Doctor Doom seized the throne. The Supervillains had returned.
     
    Early 1980s onward
       The time had come at last! This was to be the greatest Age of Heroes. It was heralded in by the return of the fastest man on Earth – the Flash in 1983. Among the first of the new breed was test pilot Hal Jordan summoned to the side of a dying alien and given a fabulous ring of power to become – Green Lantern. A freak accident during the testing of an experimental nuclear reactor transforms scientists Mark and Angela Stoddard into Sunburst and Solar. The test flight of an experimental spaceship transforms Reed Richards, Sue Storm, Johnny Storm and Ben Grimm into Mister Fantastic, the Invisible Girl, the second Human Torch and the Thing; thus is born the Fantastic Four. Genius Industrialist Anthony Stark creates the high-tech armor to become the Invincible Iron-man. Mythology and reality collide with the return of the Norse God of Thunder – the Mighty Thor. In Gotham City a child orphaned by a killer’s gun had sharpened his mind and body to a razor’s edge, Bruce Wayne became a cancer on the Underworld in the form of the Dark Knight Detective – the Batman. As the world rushes headlong to the future the rate of genetic mutation is given a violent surge by nuclear research giving rise to the mutant children of the atom and thus emerge – the Uncanny X-Men. 1987 saw the return of the Sentinel of Liberty, the greatest human combatant of all time – Captain America! As a teen Peter Parker learned a hard lesson about power and responsibility, since then he has lived up to that responsibility as the Amazing Spider-man. The child from Krypton, raised in Smallville, had moved to the city of Metropolis where he fights a never-ending battle for truth and justice, this last son of a destroyed world has become the greatest hero of all time – Superman! Schooled by the master mage known only as the Ancient One this former surgeon has become the Earth’s Sorcerer Supreme – Dr. Strange, the Master of the Mystic Arts. A victim of mob violence Zack Thomas became the living terror of mobsters everywhere as the dark avenger known only as the Wraith. And still more followed them.
     
       This was now the Silver Age of Heroes and inspired by the teams of the Golden Age some of the greatest that ever lived banded together to face menaces that no one hero could defeat. Taking their inspiration from the post-war Justice Society – The Flash, Green Lantern, Atom II and Blue Beetle became the first Justice League of America. In Canada - Blue Star, Sprint, Green Arrow and Apache Chief are the Avant Guard. Across the globe are the four teams of fire and purpose collectively known as Strike Force. But foremost of the teams of the Silver Age are the Earth’s mightiest heroes – the Mighty Avengers.
     
       But these strides forward are not without the occasional step back and the two most disastrous occurred within four years of one another. In 2003, on the recommendation of its director, Colonel Nick Fury, SHIELD was broken up and disbanded as a result of massive enemy infiltration following which Fury and a handful of trusted subordinates spent the next three years cleaning up the corruption. Then far and away worse, in 2007 Superman was struck down saving Metropolis from the rampaging beast that the press dubbed – Doomsday. The greatest Hero on Earth had made the ultimate sacrifice for his adopted home and the entire world mourned in an outpouring of grief the like of which had never been seen. Was this the signal for the decline of the Silver Age? It seems doubtful, UNTIL has been updated and brought back into operation under Fury’s command following the break up of SHIELD. Patriot has returned and taken up residence in Metropolis where he leads a new Strike Force team that has pledged to follow the Man of Steel’s noble legacy and life goes on. Freedom, Liberty and Justice are anything but free. They must be earned through courage, fidelity and sacrifice. But in the end it is that which makes them worth having.
     
       According to definition a Hero is a man who fights against overwhelming odds for a cause, ideals or the lives of innocents. The cause and ideals will vary with the morning’s headlines; while the innocent, in today’s world of muddy morality, may ultimate prove to be the guilty. Which leaves but one constant in that definition. That a Hero is, above all, a man. A man subject to pressures and responsibilities far above those of other men. After a time those pressures and responsibilities can begin to take their toll upon the soul of even the most valiant of heroes. And it is then that the test of a true Hero begins.
     
    The True Heroic Age has just begun.
     
     
     
    Major Known Heroes of the Silver Age  (1983 onward)
    and select Elder Statesman Heroes
     
    Name
    1st Appeared
    Affiliation
    Power type
    Current Status
    Doc Savage
    1925
    US Gov.
    Highly trained / Super Science
    Semi-retired
    Patriot $
    1938
    US Gov / L L / Strike Force
    Mutate - highly trained
    Active - Metropolis
    Captain America
    1940
    T A / L L / Avengers
    Mutate - highly trained
    Active – East Coast
    The Atom
    1941
    T A / L L / JSA
    Mutate - highly trained
    Retired - 1954
    Sub-mariner
    1941
    Atlantis / Avengers
    Alien – Sea Powers
    Semi-retired
    Steel
    1942
    US Gov./ Liberty Legion
    Mutate - Brick
    Retired - 1959
    Nick Fury $
    1943
    SHIELD / UNTIL
    Highly Trained
    Active - worldwide
    The Flash II
    1983
    Justice League of America
    Mutate - Speed
    Dead - 1998
    Green Lantern
    1984
    Guardians / JLA
    High Tech - Ring
    Dead - 2004
    Power Girl
    1984
    JLA
    Alien - Brick
    Dead - 1996
    Sunburst !
    1984
    Solar
    Mutate – Density control
    Active – L.A.
    Solar !
    1984
    Sunburst
    Mutate – Energy control
    Active – L.A.
    Atom II
    1985
    JLA
    Mutate - Shrinking
    Active – San Francisco
    Ace of Diamonds !
    1985
    US Gov.
    Highly Trained
    Retired - 2001
    Blue Beetle
    1985
    JLA
    Gadgeteer
    Active - Dallas
    Mr. Fantastic
    1986
    Fantastic Four
    Mutate - Stretching
    Active - NYC
    The Invisible Woman
    1986
    Fantastic Four
    Mutate - Invisibility
    Active - NYC
    Human Torch II
    1986
    Fantastic Four
    Mutate – Flame control
    Active - NYC
    The Thing
    1986
    Fantastic Four
    Mutate – Brick
    Active - NYC
    The Hulk
    1986
    Avengers / Defenders
    Mutate - Brick
    Dead - 2005
    Thor !
    1987
    Avengers
    God of Thunder
    Active – East Coast
    Iron-man !
    1987
    Avengers
    Powered Armor
    Active – West Coast
    Doc Pym
    1987
    Avengers
    Gadgeteer
    Active – West Coast
    Wasp
    1987
    Avengers
    Mutate – Shrinking
    Active – West Coast
    Professor X
    1988
    X-Men
    Mutant- Egoist
    Active – Shiar Galaxy
    Cyclops
    1988
    X-Men / X-Factor
    Mutant – Energy blaster
    Active - NYC
    Jean Grey
    1988
    X-Men / X-Factor
    Mutant - Telekinesis
    Active - NYC
    Beast
    1988
    X-Men/ Avengers/ X-Factor
    Mutant – Agile brick
    Active – NYC
    Iceman
    1988
    X-Men / X-Factor
    Mutant – Ice powers
    Active – NYC
    Angel
    1988
    X-Men / Defenders
    Mutant – Wings
    Semi-retired
    Midnight $
    1988
    none
    Mutate- Darkness cont.
    Active – Hudson City
    Captain
     Mar-vell
    1989
    Kree Militia
    Alien – highly trained
    Dead - 1998
    Lightmaster
    1989
    Justice League of America
    Mutant – Light control
    Semi-retired
    Doctor Druid
    1989
    Avengers
    Egoist
    Dead – 1992
    Atomic Knight
    1989
    Defenders
    Powered Armor
    Semi-retired
    The Batman
    1990
    Justice League of America
    Highly trained
    Active - Gotham City
    Spider-man !
    1990
    none
    Mutate – Spider powers
    Active – NYC
    Hawkeye
    1990
    Avengers
    Highly trained
    Active – West Coast
    Captain Atom
    1990
    Justice League of America
    Mutate – Atomic cont.
    Active – mobile
    Power Man !
    1990
    Crusader & Starburst
    Mutate - brick
    Active – Seattle
    Samson the Strong !
    1990
    Strike Force
    Mystic Brick
    Active – Metropolis
    Superman
    1991
    Justice League of America
    Alien - Brick
    Dead - 2007
    Crusader !
    1991
    Power Man & Starburst
    Martial Artist
    Active – Seattle
    Starburst !
    1991
    Power Man & Crusader
    Mutate – Energy cont
    Active – Seattle
    Black Canary
    1991
    Justice League of America
    Mutate – Sonic Powers
    Active – Gotham City
    Daredevil
    1992
    none
    Mutate – Hyper Senses
    Dead – 2008
    Scarlet Witch
    1992
    Avengers
    Mutant – Probability cont
    Semi-retired
    Doctor Strange
    1992
    Defenders
    Sorcerer
    Active – Vibora Bay
    Hercules
    1993
    Avengers
    Demi-God – Brick
    Inactive
    Black Knight
    1993
    Avengers
    Highly trained
    Inactive
    Mockingbird
    1993
    Avengers
    Highly trained
    Active – West Coast
    Wonderman
    1993
    Avengers
    Mutate – Brick
    Active – West Coast
    Blue Star
    1994
    Avant Guard
    Mutant – Electric cont
    Active – Canada & UK
    Sprint
    1994
    Avant Guard
    Mutant – Speedster
    Active – Canada & UK
    Green Arrow
    1994
    Avant Guard
    Highly trained
    Active – Canada & UK
    The Wraith !
    1994
    none
    Highly trained
    Inactive
    Apache Chief
    1995
    Avant Guard
    Mystic – Grower
    Active – Canada & UK
    Major Victory
    1995
    Justice League of America
    Mutate – Brick
    Active – D.C.
    Centurion $
    1995
    Strike Force
    Powered Armor
    Active – MA & Hong Kong
    Copperhead
    1995
    Captain X
    Powered Armor
    Dead – 2000
    Storm
    1996
    X-Men
    Mutant – Weather cont
    Active – NY
    Wolverine
    1996
    X-Men
    Mutant – senses & regeneration
    Active – NY
    Colossus
    1996
    X-Men
    Mutant – Brick
    Active – NY
    Black Widow
    1996
    Avengers
    Martial Artist
    Active – East Coast
    Captain X
    1996
    Copperhead
    Martial Artist
    Inactive
    Captain Marvel II
    1997
    Avengers
    Mutate – Energy cont
    Inactive
    Karate Master
    1997
    Justice League of America
    Martial Artist
    Active – San Francisco
    Ms. Marvel
    1997
    Avengers
    Mutate – Brick
    Retired – 2001
    The Vision
    1997
    Avengers
    Android – Density cont
    Semi-retired
    Black Dragon
    1997
    Strike Force
    Martial Artist
    Active – US
    Atomic Force !
    1998
    Strike Force
    Mutate – Magnetic cont
    Active - Florida
    Nightcrawler
    1998
    X-Men
    Mutant – Teleporter
    Active – NY
    Amazing Man
    1998
    Fantastic Four
    Mutant – Phaser
    Active – East Coast
    Nightmare $
    1998
    Strike Force
    Mutate – Brick
    Active – New England
    The Flash III
    1998
    Justice League of America
    Mutate – Speedster
    Active – St. Louis
    The Scarlet Spider !
    1999
    Strike Force
    Mutate – Spider powers
    Active - Boston
    Gunmetal Silk
    1999
    Midnight Archer
    Highly trained
    Active – Chicago
    Midnight Archer
    1999
    Gunmetal Silk
    Highly trained
    Active - Chicago
    Shadowcat
    1999
    X-Men
    Mutant – Phaser
    Active – NY
    Mind-Star $
    1999
    Strike Force
    Mutant – Egoist
    Active – Boston
    Tigra
    2000
    Avengers
    Mutate – Cat powers
    Active – West Coast
    She Hulk
    2000
    Avengers/ Fantastic Four
    Mutate - Brick
    Active - LA
    War Machine
    2000
    Avengers
    Powered Armor
    Inactive
    Blademaster !
    2001
    Strike Force
    Highly trained
    Active – Paris
    Rogue
    2001
    X-Men
    Mutant – brick/ power-leech
    Active - NY
    Ultrahawk
    2002
    Strike Force
    Mutate – Energy blaster
    Dead - 2005
    Guardian $
    2002
    Justice League of America
    Mutate – Cosmic power
    Active – MA & NV
    The Sandman!
    2002
    none
    Highly trained
    Active - Hudson City
    Starfox
    2003
    Avengers
    Alien – Brick
    Inactive
    Ms. Marvel II
    2003
    Fantastic Four
    Mutate – Brick
    Active - NY
    War Chief !
    2004
    Strike Force
    Mystic Brick
    Active - Europe
    Shadowalker !
    2004
    Strike Force
    Martial Artist
    Active - Metropolis
    Green Lantern II
    2005
    Justice League of America
    High Tech – Ring
    Active – CA
    The Ghost !
    2006
    none
    Mutant – Invisibility
    Active – Vibora Bay
    Wonder Woman
    2006
    Justice League of America
    Amazon – Brick
    Active – D.C. and NYC
    Jack o’ Lantern !
    2007
    none
    Martial Artist / Gadgeteer
    Active – Hudson City
    Psi Force $
    2007
    Strike Force
    Mutant – Telekinesis
    Active – Metropolis
    Harmony $
    2007
    none
    Highly trained
    Active – Northeast US
    Dark Angel $
    2008
    none
    Highly trained
    Active – Hudson City
    Longbow $
    2008
    none
    Highly trained
    Active – Hudson City
    Sea Sprite !
    2008
    Strike Force
    Mutate – Sea Powers
    Active - Miami
     
     
     
    Major Known Villain Organizations
    Name
    Leader (s)
    Approximate Size
    Goals
    Viper
    Serpent Council
    12,000
    World Domination
    Demon
    Inner Circle of Morbanes
    8,000
    Mystical Power
    Hydra
    Madame Hydra & Baron Strucker III
    11,000
    World Domination
    A.I.M. 1.
    Scientist Supreme
    14,000
    Recognition of Sovereignty
    C.O.B.R.A.  2.
    Unknown   3.
    1,000
    Unknown
    The Secret Empire
    Unknown  4.
    7,500
    Rule of America
     
     
    Major Currently Active Villain Teams
    Name
    Members
    The Destroyers
    The Black Skull II*, Star Smasher !, Sonic Spirit !, Blowtorch !, Ares, Black Paladin !
    The Masters of Evil
    Baron Zemo III*, Goliath, Mr. Hyde, Living Laser, Boomerang, The Grim Reaper, Tachyon $
    The League of Thieves*
    King of Clubs*!, Jack of Spades!, Ace of Hearts!, Queen of Diamonds!
    The Sinister Squadron
    Terminator*, Blacklash, Force!, Shadowdragon!, Bullseye
    Brotherhood of Evil Mutants
    Magneto*, Mystique, Sabertooth, Blob, Toad, Pyro, Juggernaut, Destiny
    Femmes Fatal
    Cheshire*, Moonstone, Titania, Howler$
    Grab $
    Black Diamond*, Bluejay, Cheshire Cat, Hummingbird
    The War Machine
    Warlord*!, Warbird$, Warcry$, Warhead$, Warmonger$, Warpath$
    Eurostar $
    Fiacho*, Durak, Feuermacher, Mentalla, Scorpia, Ultrasonique
     
     
     
     
     
    Major Active Villains
    Name
    Stomping Grounds
    Power Level
    Doctor Doom
    Latveria, New York City
    Extreme
    Loki
    Asgard, Northeastern US
    Extreme
    The Mandarin
    Valley of the Dragons in China
    Extreme
    Ultron XII
    Continental US
    Extreme
    The Joker
    Gotham City
    Moderate
    Ras Al Ghul
    Middle East, Gotham City
    High
    Juggernaut
    New York
    Very High
    Ronan the Accuser
    Kree-Lar
    Very High
    Hobgoblin!
    Metro New York
    Moderate
    The Kingpin
    New York City
    High
    Baron Mordo
    Transylvania, Vibora Bay
    Very High
    Baron Zemo III
    Eastern US, Germany
    High
    Batroc the Leaper
    France, New York
    Moderate
    Thermostar $
    Eastern US
    Moderate
    Green Dragon!
    Boston, San Francisco, Hudson City
    Low
    Star Smasher!
    Eastern US
    Very High
    Crimson Dynamo
    Mobile worldwide
    High
    Force!
    New England
    Moderate
    Grond
    Western US
    Very High
    Blacklash
    Los Angeles
    Moderate
    Boomerang
    San Diego
    Low
    Ares
    Olympus, Eastern US
    Very High
    The Fixer
    Western US
    Moderate
    Goliath
    Metropolis
    Moderate
    Living Laser
    Western US
    Moderate
    Nebula
    Mobile - Deep Space
    Very High
    Moonstone
    Continental US
    High
    Stormfront $
    Mid-western US
    Moderate
    Magneto
    Eastern US
    Extreme
    Galactus
    Mobile – Deep Space
    Incalculable
    Tigershark
    Atlantic Ocean
    High
    Cheshire
    Northeastern US
    Moderate
    Terminator
    DC, Baltimore, Gotham City
    High
    Taskmaster
    Hudson City
    High
    Sinestro
    Western US
    Very High
    Madame Hydra
    Western Hemisphere
    High
    King of Clubs!
    Northern US
    Low
    Jack of Spades!
    Western US
    Low
    Ace of Hearts!
    Southern US
    Moderate
    Queen of Diamonds!
    Eastern US
    Moderate
    Terrax
    Mobile – Deep Space
    Very High
    Mystique
    Eastern US
    Moderate
    Annihilus
    Negative Zone, New York City
    High
    The Absorbing Man
    Seattle
    High
    Kraven the Hunter
    Africa, New York City
    Moderate
    Kang the Conqueror
    Mobile across time and space
    Very High
    Card Shark $
    Hudson City
    High
    The Red Skull
    Philadelphia, New York City
    High
    Mechassassin $
    Europe
    High
    Anubis $
    Egypt, Metropolis
    Moderate
    Blowtorch $
    Hudson City
    Moderate
    Firewing $
    Eastern US
    High
    Howler $
    Metropolis
    Moderate
    Shadowdragon $
    Hudson City
    Moderate
    Icicle $
    Chicago
    Moderate
    Tokofanes $
    Southern US
    Extreme
    Black Skull II
    Metropolis, Europe
    High
    Penny Dreadful !
    Hudson City
    Low
    Baron Strucker III
    Eastern Hemisphere
    High
    Black Paladin $
    England, France
    Very High
    The Riddler
    Gotham City
    Low
    Tachyon $
    Chicago
    Moderate
    Masque $
    Eastern US
    Low
    Talisman $
    Vibora Bay
    Moderate
    The Imperial Khan $
    Taqiristan
    Very High
     
     
    Known Hero Teams of the Silver Age
     
    The Mighty Avengers
    Founded: 1988   currently active
    Sanctioned by: US Gov., UN & UNTIL
    Current Bases: Avengers Mansion, New York City
                           Avengers Compound, Los Angeles
     
    Membership Roster
    Name
    Year joined
    Served as leader
    Current status
    Iron-man
    1988 - F
    yes
    Inactive
    Thor
    1988 - F
    no
    Active - NYC
    The Hulk
    1988 – F
    no
    Inactive - Dead
    Doc Pym aka Ant-man, Giant-man, Goliath & Yellowjacket
    1988 – F
    no
    Active – LA
    Wasp
    1988 – F
    yes
    Reserve
    Captain America* - EC
    1988
    yes
    Active – NYC
    Hawkeye* - WC
    1990
    yes
    Active – LA
    Scarlet Witch
    1992
    no
    Reserve
    The Beast
    1993
    no
    Reserve
    Sub-mariner
    1997
    no
    Reserve
    Hercules
    1993
    no
    Reserve
    Black Knight
    1994
    no
    Reserve
    Mockingbird
    1995
    no
    Reserve
    Wonderman
    1995
    no
    Active - LA
    She-Hulk
    2003
    no
    Active – LA
    The Vision
    1998
    yes
    Reserve
    Starfox
    2003
    no
    Reserve
    Ms. Marvel
    1999
    no
    Inactive
    Captain Marvel II
    1997
    yes
    Reserve
    Doctor Druid
    1991
    yes
    Inactive - Dead
    War Machine
    2001
    no
    Inactive
    Tigra
    2001
    no
    Active – LA
    Black Widow
    1999
    no
    Active – NYC
    Sersi
    2008
    no
    Active - NYC
    Quicksilver
    2009
    no
    Active - NYC
     
     
     
    The Fantastic Four
    Founded: 1986   currently active
    Sanctioned by: US Gov., NYPD & UNTIL
    Current Base: Four Freedoms Plaza, New York City
     
    Membership Roster
    Name
    Year joined
    Served as leader
    Current status
    Mister Fantastic *
    1986 – F
    yes
    Active
    The Invisible Woman
    1986 – F
    yes
    Active
    The Human Torch II
    1986 – F
    no
    Active
    The Thing
    1986 – F
    yes
    Active
    She-Hulk
    1999
    no
    Inactive
    Amazing Man
    2002
    yes
    Inactive
    Ms. Marvel II
    2006
    no
    Inactive
     
    The Uncanny X-Men
    Founded: 1988   currently active
    Unsanctioned Organization
    Current Base: Unknown location in New York State
     
    Membership Roster
    Name
    Year joined
    Served as leader
    Current status
    Professor X
    1988 – F
    yes
    Inactive
    Cyclops
    1988 – F
    yes
    Reserve
    Jean Grey aka Marvel Girl
    1988 – F
    no
    Reserve
    The Beast
    1988 – F
    no
    Reserve
    Ice-man
    1988 – F
    no
    Reserve
    Angel
    1988 – F
    yes
    Inactive
    Storm *
    1996
    yes
    Active
    Wolverine
    1996
    yes
    Active
    Colossus
    1996
    no
    Active
    Nightcrawler
    1998
    no
    Active
    Shadowcat
    1999
    no
    Active
    Rogue
    2002
    no
    Active
    Gambit
    2008
    no
    Active
     
     
     
     
    Avant Guard
    Founded: 1996   currently active
    Sanctioned by: Canadian Gov., UK Gov. & UNTIL
    Current Base: Akiminski Island, James Bay, NT
     
    Membership Roster
    Name
    Year joined
    Served as leader
    Current status
    Blue Star
    1996 -F
    yes
    Active
    Sprint *
    1996 -F
    yes
    Active
    Green Arrow
    1996 -F
    yes
    Active
    Apache Chief
    1996 -F
    yes
    Active
     
    The Dynamic Defenders
    Founded: 1997   inactive as of 2002
    Unsanctioned Organization
    Former Base: The Retreat, Arizona
     
    Membership Roster
    Name
    Year joined
    Served as leader
    Current status
    Doctor Strange
    1997 – F
    yes
    Inactive
    The Hulk
    1997 – F
    no
    Inactive
    Atomic Knight
    1997 – F
    no
    Inactive
    Angel
    1999
    no
    Inactive
     
    Justice League of America
    Founded: 1986   currently active
    Sanctioned by: US Gov., UN & UNTIL
    Current Base: Watchtower space station
     
    Membership Roster
    Name
    Year joined
    Served as leader
    Current status
    The Flash II
    1886 – F
    yes
    Inactive – Dead
    Green Lantern
    1986 – F
    yes
    Inactive – Dead
    Atom II
    1986 – F
    no
    Reserve
    Blue Beetle
    1986 – F
    no
    Reserve
    Power-Girl
    1990
    no
    Inactive - Dead
    Lightmaster
    1993
    yes
    Inactive
    Captain Atom
    1992
    yes
    Reserve
    Black Canary
    1993
    no
    Active
    The Batman *
    1997
    yes
    Active
    Karate Master
    1999
    no
    Reserve
    The Flash III
    2000
    no
    Active
    Major Victory
    2000
    no
    Active
    Superman
    2003
    yes
    Inactive – Dead
    Guardian
    2004
    no
    Active
    Green Lantern II
    2006
    no
    Active
    Wonder Woman
    2007
    no
    Active
     
     
    Strike Force
    Founded: 1998   currently active
    Sanctioned by: US Gov., UN & UNTIL
    Main Base: Strike Force Mansion Command Headquarters, Boston
    Additional Bases: Hong Kong, Paris, Miami, Metropolis
     
     
    Membership Roster
    Name
    Year joined
    Served as leader
    Current status
    Centurion * Bos $
    Strike Force Commander
    1998 - F
    yes
    Active – Boston, Hong Kong
    Black Dragon
    1998 - F
    no
    Active - Boston
    Nightmare $
    1998 - F
    no
    Active - Boston
    Atomic Force * Mia!
    1998 - F
    yes
    Active - Miami
    The Scarlet Spider !
    1999
    no
    Active – Boston
    Mind Star $
    2000
    yes
    Active – Boston
    Saturn Five!
    2001
    no
    Active - Miami
    Ultrahawk
    2002
    yes
    Inactive - Dead
    Blademaster * Par
    2002
    yes
    Active – Paris
    El Cid !
    2002
    no
    Active – Paris
    Patriot * Met $
    2003
    yes
    Active - Metropolis
    Musketeer !
    2003
    yes
    Active – Paris
    Witch Hazel !
    2004
    yes
    Active - Miami
    Dreadnought
    2004
    no
    Active - Paris
    Saber $
    2002
    yes
    Active - Metropolis
    Challenger !
    2002
    yes
    Active – Hong Kong
    Ronin
    2003
    no
    Active – Hong Kong
    Commander Atlas !
    2004
    no
    Active - Miami
    Steel Dragon * HK !
    2002
    yes
    Active – Hong Kong
    Psi Force $
    2007
    no
    Active - Metropolis
    GunRunner !
    2005
    no
    Active - Miami
    War Chief !
    2005
    no
    Active - Paris
    Tsunami
    2006
    no
    Active – Hong Kong
    Samson the Strong !
    2007
    no
    Active - Metropolis
    Shadowalker !
    2007
    no
    Active - Metropolis
    Sea Sprite !
    2008
    no
    Active - Miami
     
     
    Notes:
       An F denotes a founding member.
       An * denotes a team’s current leader.
       Footnote 1. A.I.M. denotes Advanced Idea Mechanics.
       Footnote 2. C.O.B.R.A. denotes Corporate Organization for the Benevolent Return to Autocracy.
       Footnote 3. UNTIL suspects the following individuals have COBRA ties and may in fact lead the agency:
                           Lex Luthor, Bruce Wayne, Justin Hammer, Alvin Roxxon, James Sinclair, Gideon Stevens.
       Footnote 4. UNTIL believes this may be a front organization for the Red Skull, Hydra or both.
       ! = needs updating, $ = ready to go, no symbol = needs to be created.
     
    Metropolis is in southern New Jersey along the Atlantic coast side. Gotham City is in southeastern Maryland on the Chesapeake. Vibora Bay is in northern Florida in the pan-handle along the Gulf Coast. Hudson City is in Connecticut turned 90 degrees so that the city is oriented East /West rather than North/South along the bisecting Stewart River.
     
    Anti-aging treatments have been available since the introduction of Perpetuon by Stevens Bio-Med in 2000, a one-time treatment known as Anagathics Beta was introduced three years later. In the former case annual treatments purge the build-up of aging toxins from the body resulting in no change in physiological age, while the later treatment slows the build-up of aging toxins by two-thirds resulting in a physiological aging of one year for every three that pass. Perpetuon treatments cost approximately $750,000 each, down from $3,000,000 when first introduced. The Anagathics Beta treatment costs $400,000, down from $750,000 in 2003. The two treatments are not compatible. Some superheroes have taken advantage of the treatments, some haven’t. In some cases the cities that they protect have footed the bills as a way of thanking the heroes for what they have done over the years.
  7. Like
    Doc Shadow got a reaction from Cancer in Why My Love Life Sucks: The February 2019 Superdraft   
    I'm sorry guys but your protagonist must be a published, fictional hero.
     
    Although the idea of making the protagonist ourselves is interesting. 
     
    Maybe next year, assuming this one goes well. 
  8. Like
    Doc Shadow got a reaction from Old Man in Noah's Ark: The January 2019 Superdraft   
    In the Shadows of the City
     
     
     
    It was raining in New York the morning they found the body in the Hudson River. Altogether a fitting time to find a dead body all things considered. Dark and brooding. In fact if it hadn't been for the bright yellow of his clothing they might never have seen the corpse floating down river. In a few more hours it would have been washed out to sea to eventually sink into the muck at the bottom.
     
    A quiet enough resting place at least.
     
    But that hadn't happened. Instead the harbor patrol had pulled the corpse from the waters. It's condition was the first shock. There was no head, it had been severed from the body with an extremely sharp blade. Multiple claw marks, slices from swords or knives, and bullet wounds had turned the body into something that was only barely human. There were acid marks and evidence of blunt force trauma as well. Even the strongest stomachs could barely stand more than a few minutes with the mangled remains of the body. Who it was, was the second shock.
     
    It hit the papers in the afternoon edition. The Bugle was plastered with a huge new headline:
     
    "Mutant Vigilante Found Dead In River"
    "Killer still at large"
     
    So now the hunt was on for whoever had somehow managed to kill the unkillable mutant, vigilante, and superhero that the world knew as Wolverine.
  9. Haha
    Doc Shadow reacted to Old Man in Noah's Ark: The January 2019 Superdraft   
    Her Majesty Queen Hippolyta of Themiscyra Requests the Honour of Your Presence At the Marriage of Her Daughter   Her Royal Highness Princess Diana of Themiscyra   to   His Majesty King T'challa of Wakanda   Saturday, the 26th of January Two Thousand Nineteen at Five O'Clock in the Evening   Orchid Bay City Hall Star City, Earth-One   Reception to Follow   We Request that Weapons and Artifacts Be Excluded from the Ceremony   -----------------------------------------------------------------------------------   Guest List   His Royal Highness Thor Odinson, Prince of Asgard Her Royal Highness Koriand'r, Princess Starfire of Tamaran His Majesty Arthur Curry, King of Atlantis Her Majesty Maxima, Queen of Almerac Darkseid, Lord of Apokolips Thanos, Lord of Titan Nebula, Heiress of Titan His Imperial Majesty Teth-Adam, Pharaoh of Kahndaq Her Majesty Lady Blaze, Queen of Purgatory Death Tribble, Deadly Death Tribble of Death   -----------------------------------------------------------------------------------   RSVP   The Favor of a Reply is Requested   Names:______________________________________   __ We look forward to attending                             __ We will attend in another time or dimension   __ Regrets                                                                      Please initial guest entree preferences:   __ Steak   __ Chicken   __ Vegan   __ Pure Energy  __ Souls           Title: Red Wedding in Star City, or Honeymoon in Latveria  
           
  10. Like
    Doc Shadow reacted to Cygnia in Political Discussion Thread (With Rules)   
  11. Like
    Doc Shadow reacted to Hermit in Political Discussion Thread (With Rules)   
    Yup. It's interesting  how profoundly tone deaf to reality folks like Ross are. He's hardly alone in that, but he's one of those we have on footage of pretty much showing his ignorance of how the brittle class is forced to live. 
     
    And the comments about 800,000 people don't matter? Dude, we have states with fewer people than that. 
  12. Like
    Doc Shadow reacted to BoloOfEarth in Political Discussion Thread (With Rules)   
    So, by that thinking, federal workers should be able to go to any Trump hotel or restaurant and get free lodging and food, right?  Because "that's how it works." 
     
    I'd love to see a bunch of federal workers try to get free eats at one of his restaurants.  I'll bet that would go over well.
  13. Like
    Doc Shadow reacted to Lord Liaden in Political Discussion Thread (With Rules)   
    This is a symptom of the same mindset as behind Wilbur Ross's comment that federal workers should take out loans. These are people who have been privileged all their lives, and have no experience or comprehension of what's demanded of people who have to work to survive.
  14. Downvote
    Doc Shadow reacted to Diamond Spear in 2018-19 NFL Thread.   
    After watching yesterday’s two games I am officially done with the NFL. Between the Saints being robbed of the win by that non-call and the Chiefs not even getting a chance to play offense due to the league’s asanine overtime rules I just can’t take it anymore. I’m not a fan of any of the teams that played yesterday but between officiating that’s at best wildly inconsistent and an overtime format that quite literally comes down to a coin flip I can’t take it seriously anymore. Looks like I’m down to two pro sports now. 
  15. Like
    Doc Shadow reacted to Old Man in Political Discussion Thread (With Rules)   
    Not only is it not their job, it'd be incredibly irresponsible of them to do so.  Any concessions would merely empower the GOP to take the government hostage over and over and over again.  On top of that, Trump is impossible to negotiate with because he's unable to negotiate in good faith.  He changes positions more often than he changes his underwear.  Just look at the negotiations leading up to this shutdown, where he proudly proclaimed he'd take ownership of it and then turned around and blamed the Democrats for it a couple of days later.  I can't think of a more clear cut situation where negotiations should not even be attempted.
  16. Like
    Doc Shadow got a reaction from drunkonduty in GURPS   
    I've been thinking about running this GURPS WWII campaign for years and just thought I'd post it here to see what people thought of it.
     
    All the King's Men
    The War in North Africa
    a GURPS World War Two campaign
     
     
    Premise: All the King's Men will consist of three intertwined campaigns set during the Desert War in North Africa during World War Two. One campaign will focus on the war on land, one in the air, and the third at sea. The campaign style will be a mix of the "Gritty Heroes" and the "Dashing, Daring, Do" styles of play.
     
    This will be a long term campaign lasting through nearly half of the war. The Desert War began in September of 1940 and didn't finally wrap up until May of 1943, 32 months later.
     
    The land campaign will see the PCs start as the seasoned soldiers of the 16th British Infantry Brigade, having fought in the early skirmishes against the Italians in June, July, and August. By the end you'll be elite troops with either Major Ralph Bagnold's Long Range Desert Group or Lieutenant-Colonel David Sterling's Special Air Service.
     
    The air campaign will start you as young Pilot Officers flying the old Gloster Gladiator biplanes before you earn your way into Hurricanes and eventually Spitfires, with special missions in Beauforts, Blenheims, Beaufighters, and Mosquitoes. Control of the skies was constantly see-sawing back and forth through most of the war in the desert so you can expect to see plenty of action for this one.
     
    The sea campaign will see the PCs initially aboard a scratch force of hastily armed speedboats and motor launches trying to interdict enemy supplies coming across the Med from Italy. Once they arrive from home, you'll transition into motor gun boats, and torpedo boats. It's possible that you could finish the campaign on one of the big fast German E-boats, but you'll have to capture and then refit one first.
     
     
    For the land campaign you'll build your characters on the 50 point Rifleman template but you'll have 30 extra points to work with. Keep the ranks at 0 or 1 (private/lance corporal, corporal) Use those extra points to pick up needed skills from the LRDG or Commando templates. Most characters should be from England, but Welsh, Scottish or Irish would be okay as well.
     
    For the air campaign you'll build your characters on the straight 60 point Fighter Pilot template. Everyone will start as rank/grade 3 Pilot Officers at no cost. Your characters could be from anywhere in the British Empire as long as you can come up with a plausible, or at least interesting, explanation of how they wound up in the RAF in North Africa. Please try to have an even mix of regulars and reservists.
     
    For the sea campaign you'll build your characters on the 50 point Sailor template but with 15 extra points to reflect the fact that the Royal Navy is a seasoned force and even the reservists are well trained. You'll all be RNVR officers with the rank of Midshipman or Sub-Lieutenant, again at no cost. I am willing to allow one player to create a veteran Petty Officer built on an extra 30 points for a total of 95. But such a character would be in his early 40s at least and of course will never be the CO.
  17. Thanks
    Doc Shadow got a reaction from GM_Champion in Champions for High School D&D Players   
    First off, I did not write this.
     
    KA wrote this many moons ago and published it in a thread right here on this forum. 
     
    The problem is I doubt I could find it after all these years.
     
    However, as I recognized the wisdom he was bestowing on us all, I saved it to my hard drive. I now pass it on to all of you here today.
     
     
    Building a Campaign for Newbies
    by KA
     
     
    I am basing this on the problems I have had over the years introducing new players to Champions, and some of the solutions that seem to work.

    They may not work for you, but here they are.

    1) Start with comics. If you don't own, and don't want to buy, the kind of comics you hope to recreate in your campaign, check your local library, or the 25 cent bin at the local comics store. Find things that very closely match the kind of world you want to have. (See below for suggestions on that)

    Insist that the players do their "homework" by reading at least some of these before you even begin to create characters.

    You will save yourself endless frustration if you and the players are on the same page before you get going.

    2) Plan a day with each player to create their character, individually, in private, and run through at least a simple scenario.

    One player at a time.

    This will give you much more of a chance to get the player "into" their character. They will also be able to try out powers and see what they do, try out skills etc.

    My advice would be to come up with a scenario that allows for multiple solutions.

    A bank robbery with one or two hostages.
    A kidnapping.
    Gathering intelligence on a Viper base.

    You can run each character through the same thing, since you will be doing it one player at a time.

    This will give them a good idea of what their character can do, and what they might want to change.

    Be sure to let them know that this is a "simulation" or something, that doesn't count in the actual campaign.

    The easiest way to kill a new campaign is to have a bunch of players who don't know who their character is supposed to be and what he can do.

    They all just wander about, either killing everything they meet or doing nothing at all.
    Or the one "alpha male" Player starts bossing everyone around, and all the rest of the pack establish a pattern of just doing what they are told and never making any decisions.
    If you let each player get the feel of their character first, without the other players around, they will act more like the teams in the comics do.

    3) No matter where you want your campaign to eventually end up, I would try to start out fairly close to Silver Age.

    Why?

    Well for one thing, it is not hard to darken a campaign as you go along.

    The players can find out that Police are corrupt, Friends can't always be trusted, etc.
     
    But it is almost impossible to lighten one.

    Players that aren't used to the Superheroic Genre will often act like they are The Punisher with a better gun. They will see no reason not to just kill anyone who gets in their way. Which means you will quickly have The Authority on your hands. The characters will have done things that no society would accept in the name of "right". The society will react by attempts to capture, incarcerate, or kill the characters, in turn feeding their anger and paranoia, and you will quickly end up in a showdown where the characters will either rule the Earth or be buried under it.

    You need to let the players get the feel of being Heroes.

    Give them the chance to actually do some good.

    Don't taint every victory with some sort of negative side effect.

    Some campaigns seem to run on the theory that "No good deed goes unpunished."

    GM: "You know that little girl you rescued from the fire last week?

    She was actually the clone of Hitler's mother. A neo-Nazi group is going to rapidly age her into a teenager and create a Fourth Reich of genetically enhanced Hitler clones that release hard radiation out of their testicles.

    Even if you kill all the Radioactive Hitlers, millions of people are going to develop cancer just because they were using the subways to travel around and everything is contaminated."

    Even if you don't want things to be clean and perky all the time, allow the players to actually help some people and accomplish something in the beginning.

    For instance, you could have UNTIL gradually become corrupt and/or anti-metahuman over the course of the campaign, due to internal problems, outside influence, etc. rather than having the players start in a world where basically everything was against them.
    Heroes struggling to do the right thing in an imperfect world, is a lot more interesting than cynical jaded beings with powers, doing morally neutral things, in a cynical jaded world.

    But if the players start out feeling like "everyone is against them" they will quickly descend into a Rusty Iron Age mentality.

    "Who cares what we do? Everyone hates us anyway. Let's go steal some weapons from UNTIL and start blowing things up."

    4) I would start out with the idea that the team is already formed. Let the players know that they are building a Team Member, not an Individual Hero.

    You can come up with the background for how and why the team formed after you know who the characters are, but make sure that the players know they are part of a team.
    For some reason perfectly reasonable people can be utter bastards when it comes to this topic.

    It is just like the old sitcoms where someone who has never acted before gets a bit part in a movie, and is suddenly demanding to know
    "What's my motivation?"
    "You're at an ice-cream stand. You walk up, and say 'Give me a vanilla cone.'
    How much motivation do you need? You just want an ice cream!"
    "But why do I want the ice cream?
    Am I trying to recapture the innocence of my childhood?
    Do I have an eating disorder?
    Do I have an oral fixation?
    Is the ice cream symbolic of the ever-changing state of man's existence?"

    I have read stories here on the boards of GM's who were never able to get their team together.

    The players just kept coming up with crap like:
    "Well, sure, I hear the Police sirens, but why would I follow them? Those things go off all the time. It could just be a car theft or something. I am going to stay where I am and see if the bus station comes under attack by aliens.
    After all, my character does have Xenophobia as a Psych Lim!"

    "Why would I tell this person how to contact me?
    I don't know them.
    What if it's some kind of trick?
    They could be an enemy trying to discover my Secret ID.
    I am going to wait until they are distracted, and then fly into orbit.
    Then I will follow a random untraceable path to the Paranoia Cave and activate all the defense systems.
    After that, I am not coming out for six weeks.
    That way they can't find me."


    You are much better off just telling the players how the team got to be a team and going from there. If you start up another campaign with these players some day, then you may want to roleplay it out, but with a bunch of newbies, it can be like herding cats.

    5) The Inevitable "Loner"
    Anyone who, during the creation process, starts down the "moody psychotic loner" path, should be asked:

    a) Why is your character on this team? What does it mean to him? Since he hates all authority figures and won't work with anyone, what in his personality is so overwhelming that he puts up with being on a team? Why did he join in the first place?
    Expect this to come up in play, often.

    When your character wants to stalk off into the night, there should be a hook that pulls him back before he is out the door.

    What is it?

    Because I am not going to run an individual campaign for you while everyone else sits around and stares at the wall for three hours.

    You can have that "type" of personality, but there must be a strong reason why, even though you don't like it, you stay with the team and follow orders.

    Otherwise, come up with a concept that is more of a team player.

    b) Why would the other team members put up with you?

    If you are such a foul-tempered, uncontrollable, individualist, why would rational people with powers of their own put up with your crap?

    Are you just crusty on the outside, with a "heart of gold"?

    Do you bravely throw your body in the way of attacks that might kill other team members?

    Are you the guy who "will not leave a team-mate behind" even if you die in the rescue attempt?

    Why weren't you kicked off the team the first time you opened your mouth?

    The other players aren't going to come up with reasons to put up with you, you have to come up with reasons you are worth putting up with, and then make sure you live up to them!

    Anyway, hope this helps.

    Good Luck!
  18. Like
    Doc Shadow reacted to Pariah in Noah's Ark: The January 2019 Superdraft   
    Oh yeah, I forgot my locations:
     
    Avengers Mansion
     

     
     
    and the Watchtower
     

     
  19. Like
    Doc Shadow reacted to Pariah in Noah's Ark: The January 2019 Superdraft   
    And finally, because it'd be a cryin' shame to have this draft without them....
     

     
    Blue Beetle and Booster Gold!
     
    My Title: The Justice Buddies!
  20. Like
    Doc Shadow got a reaction from BoloOfEarth in Champions for High School D&D Players   
    First off, I did not write this.
     
    KA wrote this many moons ago and published it in a thread right here on this forum. 
     
    The problem is I doubt I could find it after all these years.
     
    However, as I recognized the wisdom he was bestowing on us all, I saved it to my hard drive. I now pass it on to all of you here today.
     
     
    Building a Campaign for Newbies
    by KA
     
     
    I am basing this on the problems I have had over the years introducing new players to Champions, and some of the solutions that seem to work.

    They may not work for you, but here they are.

    1) Start with comics. If you don't own, and don't want to buy, the kind of comics you hope to recreate in your campaign, check your local library, or the 25 cent bin at the local comics store. Find things that very closely match the kind of world you want to have. (See below for suggestions on that)

    Insist that the players do their "homework" by reading at least some of these before you even begin to create characters.

    You will save yourself endless frustration if you and the players are on the same page before you get going.

    2) Plan a day with each player to create their character, individually, in private, and run through at least a simple scenario.

    One player at a time.

    This will give you much more of a chance to get the player "into" their character. They will also be able to try out powers and see what they do, try out skills etc.

    My advice would be to come up with a scenario that allows for multiple solutions.

    A bank robbery with one or two hostages.
    A kidnapping.
    Gathering intelligence on a Viper base.

    You can run each character through the same thing, since you will be doing it one player at a time.

    This will give them a good idea of what their character can do, and what they might want to change.

    Be sure to let them know that this is a "simulation" or something, that doesn't count in the actual campaign.

    The easiest way to kill a new campaign is to have a bunch of players who don't know who their character is supposed to be and what he can do.

    They all just wander about, either killing everything they meet or doing nothing at all.
    Or the one "alpha male" Player starts bossing everyone around, and all the rest of the pack establish a pattern of just doing what they are told and never making any decisions.
    If you let each player get the feel of their character first, without the other players around, they will act more like the teams in the comics do.

    3) No matter where you want your campaign to eventually end up, I would try to start out fairly close to Silver Age.

    Why?

    Well for one thing, it is not hard to darken a campaign as you go along.

    The players can find out that Police are corrupt, Friends can't always be trusted, etc.
     
    But it is almost impossible to lighten one.

    Players that aren't used to the Superheroic Genre will often act like they are The Punisher with a better gun. They will see no reason not to just kill anyone who gets in their way. Which means you will quickly have The Authority on your hands. The characters will have done things that no society would accept in the name of "right". The society will react by attempts to capture, incarcerate, or kill the characters, in turn feeding their anger and paranoia, and you will quickly end up in a showdown where the characters will either rule the Earth or be buried under it.

    You need to let the players get the feel of being Heroes.

    Give them the chance to actually do some good.

    Don't taint every victory with some sort of negative side effect.

    Some campaigns seem to run on the theory that "No good deed goes unpunished."

    GM: "You know that little girl you rescued from the fire last week?

    She was actually the clone of Hitler's mother. A neo-Nazi group is going to rapidly age her into a teenager and create a Fourth Reich of genetically enhanced Hitler clones that release hard radiation out of their testicles.

    Even if you kill all the Radioactive Hitlers, millions of people are going to develop cancer just because they were using the subways to travel around and everything is contaminated."

    Even if you don't want things to be clean and perky all the time, allow the players to actually help some people and accomplish something in the beginning.

    For instance, you could have UNTIL gradually become corrupt and/or anti-metahuman over the course of the campaign, due to internal problems, outside influence, etc. rather than having the players start in a world where basically everything was against them.
    Heroes struggling to do the right thing in an imperfect world, is a lot more interesting than cynical jaded beings with powers, doing morally neutral things, in a cynical jaded world.

    But if the players start out feeling like "everyone is against them" they will quickly descend into a Rusty Iron Age mentality.

    "Who cares what we do? Everyone hates us anyway. Let's go steal some weapons from UNTIL and start blowing things up."

    4) I would start out with the idea that the team is already formed. Let the players know that they are building a Team Member, not an Individual Hero.

    You can come up with the background for how and why the team formed after you know who the characters are, but make sure that the players know they are part of a team.
    For some reason perfectly reasonable people can be utter bastards when it comes to this topic.

    It is just like the old sitcoms where someone who has never acted before gets a bit part in a movie, and is suddenly demanding to know
    "What's my motivation?"
    "You're at an ice-cream stand. You walk up, and say 'Give me a vanilla cone.'
    How much motivation do you need? You just want an ice cream!"
    "But why do I want the ice cream?
    Am I trying to recapture the innocence of my childhood?
    Do I have an eating disorder?
    Do I have an oral fixation?
    Is the ice cream symbolic of the ever-changing state of man's existence?"

    I have read stories here on the boards of GM's who were never able to get their team together.

    The players just kept coming up with crap like:
    "Well, sure, I hear the Police sirens, but why would I follow them? Those things go off all the time. It could just be a car theft or something. I am going to stay where I am and see if the bus station comes under attack by aliens.
    After all, my character does have Xenophobia as a Psych Lim!"

    "Why would I tell this person how to contact me?
    I don't know them.
    What if it's some kind of trick?
    They could be an enemy trying to discover my Secret ID.
    I am going to wait until they are distracted, and then fly into orbit.
    Then I will follow a random untraceable path to the Paranoia Cave and activate all the defense systems.
    After that, I am not coming out for six weeks.
    That way they can't find me."


    You are much better off just telling the players how the team got to be a team and going from there. If you start up another campaign with these players some day, then you may want to roleplay it out, but with a bunch of newbies, it can be like herding cats.

    5) The Inevitable "Loner"
    Anyone who, during the creation process, starts down the "moody psychotic loner" path, should be asked:

    a) Why is your character on this team? What does it mean to him? Since he hates all authority figures and won't work with anyone, what in his personality is so overwhelming that he puts up with being on a team? Why did he join in the first place?
    Expect this to come up in play, often.

    When your character wants to stalk off into the night, there should be a hook that pulls him back before he is out the door.

    What is it?

    Because I am not going to run an individual campaign for you while everyone else sits around and stares at the wall for three hours.

    You can have that "type" of personality, but there must be a strong reason why, even though you don't like it, you stay with the team and follow orders.

    Otherwise, come up with a concept that is more of a team player.

    b) Why would the other team members put up with you?

    If you are such a foul-tempered, uncontrollable, individualist, why would rational people with powers of their own put up with your crap?

    Are you just crusty on the outside, with a "heart of gold"?

    Do you bravely throw your body in the way of attacks that might kill other team members?

    Are you the guy who "will not leave a team-mate behind" even if you die in the rescue attempt?

    Why weren't you kicked off the team the first time you opened your mouth?

    The other players aren't going to come up with reasons to put up with you, you have to come up with reasons you are worth putting up with, and then make sure you live up to them!

    Anyway, hope this helps.

    Good Luck!
  21. Like
    Doc Shadow got a reaction from drunkonduty in Champions for High School D&D Players   
    First off, I did not write this.
     
    KA wrote this many moons ago and published it in a thread right here on this forum. 
     
    The problem is I doubt I could find it after all these years.
     
    However, as I recognized the wisdom he was bestowing on us all, I saved it to my hard drive. I now pass it on to all of you here today.
     
     
    Building a Campaign for Newbies
    by KA
     
     
    I am basing this on the problems I have had over the years introducing new players to Champions, and some of the solutions that seem to work.

    They may not work for you, but here they are.

    1) Start with comics. If you don't own, and don't want to buy, the kind of comics you hope to recreate in your campaign, check your local library, or the 25 cent bin at the local comics store. Find things that very closely match the kind of world you want to have. (See below for suggestions on that)

    Insist that the players do their "homework" by reading at least some of these before you even begin to create characters.

    You will save yourself endless frustration if you and the players are on the same page before you get going.

    2) Plan a day with each player to create their character, individually, in private, and run through at least a simple scenario.

    One player at a time.

    This will give you much more of a chance to get the player "into" their character. They will also be able to try out powers and see what they do, try out skills etc.

    My advice would be to come up with a scenario that allows for multiple solutions.

    A bank robbery with one or two hostages.
    A kidnapping.
    Gathering intelligence on a Viper base.

    You can run each character through the same thing, since you will be doing it one player at a time.

    This will give them a good idea of what their character can do, and what they might want to change.

    Be sure to let them know that this is a "simulation" or something, that doesn't count in the actual campaign.

    The easiest way to kill a new campaign is to have a bunch of players who don't know who their character is supposed to be and what he can do.

    They all just wander about, either killing everything they meet or doing nothing at all.
    Or the one "alpha male" Player starts bossing everyone around, and all the rest of the pack establish a pattern of just doing what they are told and never making any decisions.
    If you let each player get the feel of their character first, without the other players around, they will act more like the teams in the comics do.

    3) No matter where you want your campaign to eventually end up, I would try to start out fairly close to Silver Age.

    Why?

    Well for one thing, it is not hard to darken a campaign as you go along.

    The players can find out that Police are corrupt, Friends can't always be trusted, etc.
     
    But it is almost impossible to lighten one.

    Players that aren't used to the Superheroic Genre will often act like they are The Punisher with a better gun. They will see no reason not to just kill anyone who gets in their way. Which means you will quickly have The Authority on your hands. The characters will have done things that no society would accept in the name of "right". The society will react by attempts to capture, incarcerate, or kill the characters, in turn feeding their anger and paranoia, and you will quickly end up in a showdown where the characters will either rule the Earth or be buried under it.

    You need to let the players get the feel of being Heroes.

    Give them the chance to actually do some good.

    Don't taint every victory with some sort of negative side effect.

    Some campaigns seem to run on the theory that "No good deed goes unpunished."

    GM: "You know that little girl you rescued from the fire last week?

    She was actually the clone of Hitler's mother. A neo-Nazi group is going to rapidly age her into a teenager and create a Fourth Reich of genetically enhanced Hitler clones that release hard radiation out of their testicles.

    Even if you kill all the Radioactive Hitlers, millions of people are going to develop cancer just because they were using the subways to travel around and everything is contaminated."

    Even if you don't want things to be clean and perky all the time, allow the players to actually help some people and accomplish something in the beginning.

    For instance, you could have UNTIL gradually become corrupt and/or anti-metahuman over the course of the campaign, due to internal problems, outside influence, etc. rather than having the players start in a world where basically everything was against them.
    Heroes struggling to do the right thing in an imperfect world, is a lot more interesting than cynical jaded beings with powers, doing morally neutral things, in a cynical jaded world.

    But if the players start out feeling like "everyone is against them" they will quickly descend into a Rusty Iron Age mentality.

    "Who cares what we do? Everyone hates us anyway. Let's go steal some weapons from UNTIL and start blowing things up."

    4) I would start out with the idea that the team is already formed. Let the players know that they are building a Team Member, not an Individual Hero.

    You can come up with the background for how and why the team formed after you know who the characters are, but make sure that the players know they are part of a team.
    For some reason perfectly reasonable people can be utter bastards when it comes to this topic.

    It is just like the old sitcoms where someone who has never acted before gets a bit part in a movie, and is suddenly demanding to know
    "What's my motivation?"
    "You're at an ice-cream stand. You walk up, and say 'Give me a vanilla cone.'
    How much motivation do you need? You just want an ice cream!"
    "But why do I want the ice cream?
    Am I trying to recapture the innocence of my childhood?
    Do I have an eating disorder?
    Do I have an oral fixation?
    Is the ice cream symbolic of the ever-changing state of man's existence?"

    I have read stories here on the boards of GM's who were never able to get their team together.

    The players just kept coming up with crap like:
    "Well, sure, I hear the Police sirens, but why would I follow them? Those things go off all the time. It could just be a car theft or something. I am going to stay where I am and see if the bus station comes under attack by aliens.
    After all, my character does have Xenophobia as a Psych Lim!"

    "Why would I tell this person how to contact me?
    I don't know them.
    What if it's some kind of trick?
    They could be an enemy trying to discover my Secret ID.
    I am going to wait until they are distracted, and then fly into orbit.
    Then I will follow a random untraceable path to the Paranoia Cave and activate all the defense systems.
    After that, I am not coming out for six weeks.
    That way they can't find me."


    You are much better off just telling the players how the team got to be a team and going from there. If you start up another campaign with these players some day, then you may want to roleplay it out, but with a bunch of newbies, it can be like herding cats.

    5) The Inevitable "Loner"
    Anyone who, during the creation process, starts down the "moody psychotic loner" path, should be asked:

    a) Why is your character on this team? What does it mean to him? Since he hates all authority figures and won't work with anyone, what in his personality is so overwhelming that he puts up with being on a team? Why did he join in the first place?
    Expect this to come up in play, often.

    When your character wants to stalk off into the night, there should be a hook that pulls him back before he is out the door.

    What is it?

    Because I am not going to run an individual campaign for you while everyone else sits around and stares at the wall for three hours.

    You can have that "type" of personality, but there must be a strong reason why, even though you don't like it, you stay with the team and follow orders.

    Otherwise, come up with a concept that is more of a team player.

    b) Why would the other team members put up with you?

    If you are such a foul-tempered, uncontrollable, individualist, why would rational people with powers of their own put up with your crap?

    Are you just crusty on the outside, with a "heart of gold"?

    Do you bravely throw your body in the way of attacks that might kill other team members?

    Are you the guy who "will not leave a team-mate behind" even if you die in the rescue attempt?

    Why weren't you kicked off the team the first time you opened your mouth?

    The other players aren't going to come up with reasons to put up with you, you have to come up with reasons you are worth putting up with, and then make sure you live up to them!

    Anyway, hope this helps.

    Good Luck!
  22. Like
    Doc Shadow reacted to Hermit in Noah's Ark: The January 2019 Superdraft   
    (With apologies to The Greatest Showman's "the other side')
    "We're on an alien planet, but there's some high tech terrorist group with blaster rifles who seem as lost as we are, but are deciding to take over a chunk from Denver Colorado of yet another alternate Earth I got that right?" Huntress dodged a barrage of blasts duckng behind a Starbucks,
     
    "Viper, they're calling themselves VIPER…" Black Canary let loose a scream toppling over one of the Green and yellow tanks.  "We need to find out who their leader is, get to him or her and take them down or the sheer numbers of this…"
     
    One of the agents cried out in pain as a quarrel tore through his helmet. If he hadn't turned at the exact right moment it would have him him square through the eye, visor or not.
    "Hey!" Black Canary cursed Helena had come so far, but it was obvious she was slipping into some nasty habits.
    And she began to sing to her friend, unaware that somehow over the din of blasts and grenade explosions,, music was coming through
    "Right here, right now
    Let's spell the boundaries out
    Lay sound ground rules down
    I know you know you know this
    You fight Besides me
    Remember we're not just vigilantes
    We've got higher standards, we're superheroes!"
    "Are you, SINGING this lecture?" Huntress said and fired again, but at this this time she aimed for a hand.
    Black Canary suddenly realized she was, but she wasn''t able to stop "So trade that broodiness, that killer moodiness, for something better!  And if kid gloves are crazy, well let's be a little crazy!
    You play it killer grim, you just keep the whole world dim! Or you can try to stand taller and find…."
    Black Canary sidekicked another agent before swinging around to clip another, and though it all she kept singing "Don't you, want to get away from the D&D brainless hack and slay?
    Cause that's not what we need
    If you want to make this grungy world shine?
    We do not cross that line!
    Cause you kill like you do, and spread more misery
    Or you can rise above it all, hey it works look at me!
    Stay in hate's cage or listen to me as  I hand you the key?
    Oh, damn, suddenly better side flies!
    Because you will not cross that line!"
     
    Huntress dislocated an agent's arm and got ready to tell Black Canary to kiss off but instead
    "Okay, my friend, you want to hem me in
    Well I hate to tell you but we're at war here
    So thanks, but no
    I'll still do me you know
    Because terrorists deserved methods beyond hand slapping!
    Now I admire you, and this goody two shoe show you do!
    I wish you good luck here, really good luck here!
    But innocent people die on the streets, and that takes more than being sweet
    I'll leave the kid gloves off to you!"
     
    Black Canary flipped a foe into another a bit amused at the horrified look on Helena's face. Turn about was far play.
    Huntress continued, "Don't you see that I'm okay with this bloody price I got to pay
    Because I do what's needed and I am willing to pay karma's fine
    Sometimes you have to cross that line!
    So you do what you do
    I'll do like me
    Some dogs go rabid and deserve a vigilante!
    Oh Damn, can't you see taking them entirely works fine!
    So, I'll keep crossing that line!"
     
    Black Canary started singing again,  her voice the stronger one in more ways than one,  "Is this really how you want to endanger your soul ? A blood thirsty killer her heart now a hole?"
    Huntress hissed but only a moment as she rebutted, "If I took up your path,
    We'd risk a revolving door. The system is broken, if it weren't so sad I would laugh!"
    "But you're a teacher in your secret ID, not yet yet retired. You could protect and ALSO inspire
    Just find the courage to dream and it'll
    Wake you up and cure your aching
    You can also build and not just bee breaking
    Now that's a deal that seems worth taking
    But I guess I'll leave that up to youuuuu"
    Huntress wrinkled her nose, damn it, Dinah had a point. Helena had tried a better path. Was she really ready to abandon it because she thought it didn't work, or was it because she couldn't hack it? She replied to her fishneted friend.
    "Well, you've got a point there but there are no absoultes here
    Surely there are times when it might be even jjustified to you, dear!"
    They each broke a different man's jaw
    "Fair enough, I'd be a hypocrite to say I was never tempted
    But you have to change your ways or you'll never give yourself redemption!" BC sang back
    "You take care of your soul, God will take care of mine" Huntress fired a flare arrow.
    "How about no killing unless an civillain's life is immediately on the line?" Canary suggested/sang
    "Cops" Huntress reminded
    Black Canary nodded at that "Fine"
    "Friends.." Huntress also said, but whether she meant she' kill to save a  friend's life, or was telling Dinah she considered her one was lost in the last refrain they both shared!
    As they did so they kicked ass in choreography that could only be described as brutally beautiful
     
    "so, we'll try to enter every fray with awareness of our better angels being at play
    Because the night needs more than more blood to make it kind
    We'll try not to cross that line!!"
     
    "So I'll try like you do," Huntress slammed a guy in the balls, his armor not enough to protect him fully.
    "And I'll try to see" Black Canary screamed and sent a dozen over.
    Together they sang "Looks like there's room on Code vs Killing that we can agree!"
    "Oh Damn, Lady Justice isn't so blind!
    If we try not to cross that line!"
    Over twenty four agents were down, and the ladies bowed as if to an invisible crowd.
    The music stopped.
    "What the hell just happened to us?" Huntress said "Besides the usual code vs killing debate I mean?"
    "I don't know," Black Canary said, "But I liked it."
    "I hated it," Huntress glared around looking at someone to blame.
    "Why, you were a bit flat on one of the high notes but other wise…" Dinah smirked.
    "Bite me, Fishnets." Huntress huffed.
    "Pick for me where and we'll inspire fanfiction," Dinah smirked.
    "Sad but probably true" the two women went off to solve this mystery on this strange battle world.

    ...........
     
    I'm behind so picks are...
    Black Canary (Dinah Lance)
    and
    Huntress (Helena Bertinelli version)
     
    And as an option...
    VIPER!
     
     
     
     
     
  23. Like
    Doc Shadow reacted to Hermit in Political Discussion Thread (With Rules)   
    Honestly , at this point I think the Dems should go for something big and progressive and say "Here, you want five billion for the wall? You got it, IF you get twice as much to starting universal health care. We'll start with free health care for kids 12 and under. And build up from there."
     
  24. Like
    Doc Shadow reacted to Pariah in Political Discussion Thread (With Rules)   
  25. Like
    Doc Shadow got a reaction from Old Man in Noah's Ark: The January 2019 Superdraft   
    Hero 3a: The Winter Soldier (James Buchanan Barnes)

     

    Hero 3b: Moon Knight (Marc Spector)

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