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zornwil

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  1. Like
    zornwil got a reaction from White Heat in The cranky thread   
    Re: The cranky thread
     
    I wonder if Publius will post in this thread?
  2. Like
    zornwil got a reaction from tkdguy in The cranky thread   
    Re: The cranky thread
     

    Congrats on the weight loss!
  3. Like
    zornwil reacted to Lightray in The New Circle   
    Golden Knight
     
    Alternate IDs: Mikel-Jon Nar
     
    Val Char Cost
    20 STR 10
    20 DEX 30
    20 CON 20
    15 BODY 10
    10 INT 0
    10 EGO 0
    15 PRE 5
    18 COM 4
     
    6/22 PD 2
    4/20 ED 0
    5 SPD 20
    8 REC 0
    40 END 0
    35 STUN 0
     
    6" RUN 0
    2" SWIM 0
    4" LEAP 0
    Characteristics Cost: 101
     
    Cost Power
    10 Luck 2d6
     
    54 Lapis Ankh-Staff: Multipower, 81-point reserve, all slots: (81 Active Points); OIF (-1/2)
    5u 1) Fires Of Magic: Energy Blast 13d6 (vs. ED), Reduced Endurance (1/2 END; +1/4) (81 Active Points)
    5u 2) Hands Of Magic: Telekinesis (35 STR), Reduced Endurance (0 END; +1/2) (79 Active Points)
    2u 3) Staff: (Total: 38 Active Cost, 17 Real Cost) Hand-To-Hand Attack +5d6, Reduced Endurance (1/2 END; +1/4) (31 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 21) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Only To Cause Damage (-1/2), Linked to Hand-to-Hand Attack (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4) (Real Cost: 3) [Notes: 9d6 with STR]
     
    28 Golden Armor of Arcane Pathways: Armor (14 PD/14 ED) (42 Active Points); OIF (-1/2)
    20 Golden Armor of Arcane Pathways: Teleportation 15", Position Shift, x4 Noncombat (40 Active Points); OIF (-1/2), Requires A Magic Skill Roll (-1/2)
     
    21 Widget: Danger Sense (Area: Any Area, Function as a Sense, Sensitivity: Out of Combat) (37 Active Points); Restrainable (-1/2), Visible (-1/4) 11-
     
    23 Paradox Backlash: Energy Blast 6d6, Trigger (touching Anubis, Black Paladin, or Time-Travelers) (+1/4), No Normal Defense (not being Trigger Persons or Time-Travelers; +1/2), Reduced Endurance (0 END; +1/2), Explosion (+1/2) (82 Active Points); No Conscious Control (-2), No Range (-1/2)
    18 Memory of the Future: Precognitive Clairsentience (Memory Group), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (100 Active Points); No Conscious Control (-2), Precognition Only (-1), Vague and Unclear (-1/2), Reversed Time Modifiers (-1/2), Gradual Effect (1 Minute; -1/2) [Notes: Reverse time modifiers (-0 up to 1000 years from now, -2 less than 500 years, -4 less than 100 years, -6 less than 25 years, -8 less than 5 years, -10 less than 1 year, etc.)]
     
    3 Chronometer Implant: Absolute Time Sense
    3 Calculator Implant: Lightning Calculator
    3 Computer Implant: Computer Link
    1 Immunity Treatments: Life Support , Immunity: General Illnesses
     
    16 Spacer's Force Field: (Total: 26 Active Cost, 16 Real Cost) Life Support , Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (18 Active Points); OIF (-1/2) (Real Cost: 12) plus Force Field (2 PD/2 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (8 Active Points); OIF (-1/2), Linked to Life Support (-1/2) (Real Cost: 4)
    10 Spacer's Grav Belt: Flight 5", Reduced Endurance (0 END; +1/2) (15 Active Points); OIF (-1/2)
    Powers Cost: 222
     
     
    Cost Skill
    1 Magic (Power Skill) (INT-based) 8-
    1 Computer Programming 8-
    1 Electronics 8-
    3 High Society 12-
    1 Systems Operation 8-
    2 AK: The Galactic Federation 11-
    2 CuK: The Galactic Federation 11-
    2 KS: The Galactic Federation 11-
    0 KS: 20th Century History 8-
    0 KS: New Circle History 8-
    0 KS: Football 8- [Notes: American Football mixed up with Soccer Football]
    3 Linguist
    0 1) Language: Terran English (idiomatic; Native)
    1 2) Language: Perseid (fluent conversation)
    1 3) Language: Mon'dabi (fluent conversation)
    1 4) Language: Malvan (fluent conversation)
    Skills Cost: 19
     
    Cost Perk
    3 Anonymity
    5 Money: Well Off
    Perks Cost: 8
     
     
    Total Character Cost: 350
     
    Pts. Disadvantage
    10 Distinctive Features: Temporal Anomaly (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
    20 Hunted: Annubis 11- (Mo Pow; Harshly Punish)
    20 Hunted: Black Paladin 11- (Mo Pow; Harshly Punish)
    10 Hunted: Captain Chronos 11- (As Pow; Mildly Punish)
    20 Psychological Limitation: Code Vs. Killing (Common; Total)
    10 Psychological Limitation: Easily Distracted (Common; Moderate)
    10 Psychological Limitation: Unfamiliar With Powers (Common; Moderate)
    5 Psychological Limitation: Babehound (Uncommon; Moderate)
    5 Psychological Limitation: Lusts for Fame and Fortune (Uncommon; Moderate)
    5 Reputation: Goofball Superhero 8-
    15 Social Limitation: Public Identity (Very Frequently; Minor)
    10 Unluck: 2d6
    10 Vulnerability: 1 1/2 x Effect Time Powers (Common)
     
    Disadvantage Points: 150
    Base Points: 200
    Experience Required: 0
    Total Experience Available: 0
    Experience Unspent: 0
     
    Background/History: By the year 3000, magic and superheroes were legends, myths of times before. As the inheritor of a sustenance megacorporation, Mikel-Jon had little reason to work for a living, and was able to indulge in frivolities.
     
    He developed an affection for ancient history -- circa the 20th century. He organized leagues to reenact ancient war sports, such as "foot-ball". He began collecting memorabilia from the Superheroic Era. He had just purchased a collection from the bankrupt New Circle Museum in Old Philadelphia, and decided to use the stuff to put together a costume for an upcoming masquerade gala on Malagar IV. Finding the color scheme all wrong, he had the house's minifac gold plate everything, while he rummaged for accessories.
     
    He'd found an iridescent globe of fasceted crystal (that he was at a loss to understand), but it was the strange gold key inscribed with mysterious markings that caught his eye. He tried on the newly-gilt armor, held the lapis staff, and picked up the gold key while admiring himself in the holomirrors to see how to best accessorize. His last recollection was of the datanet reporting a supernova in Perseid space, and a cold blue flash from the key -- after a moment of vertigo, Mikel-Jon found himself somewhere else...
     
    He was cut off from the datanet and his house systems, and very disoriented. When he finally tuned in to a datanet, it was the most primitive thing he'd ever imagined. He found he'd lost the golden key, but fortunately the iridescent crystal was with him -- in fact, it was orbiting his head. And communicating with him. With its help, he realized that he was back in the 20th century (actually, a little later than that). And he realized that his memorabilia was actually magical, despite common knowledge that magic was only a myth.
     
    He spent some time learning how to use his new toys, but eventually realized that since he was in the 20th century (or thereabouts), and had magical powers, he needed to become a superhero. With vague recollections he managed to contact the New Circle, who were nonplussed, to say the least. As the "Golden Knight", he has managed to tag along with the New Circle on a few occasions, and is getting into the swing of superheroics. He has also used his vague recollection of ancient history to make enough money -- and garner enough fame -- to live comfortably; he hasn't yet told the Master about that, though.
     
    Mikel-Jon is not worried about getting back home -- at least, not yet -- but after seeing some refreshments advertising, he's a little worried that he might have altered his own familiy's history...
     
    Personality/Motivation: Golden Knight is a naif as a superhero -- his understanding of superheroics comes from romanticized retellings ten centuries before his own time. To him, it is as though he is living in a fairy tale, and he doesn't quite understand the seriousness of it all. He wants to be a good superhero, but his view of what that means is somewhat askew. To his mind, it includes such things as rescuing pretty girls, being famous and rich, but not having to actually work or get hurt.
     
    He also takes the powers of his artifacts for granted, and does not really understand them. He insists that "Widget" is sentient, and talks to him, but no one else -- even the Master -- has been able to verify this. Most are convinced that he is deluded.
     
    Quote: "You're right, it's not just about fame. What did you pull down last year, before taxes?"
     
    Powers/Tactics: Golden Knight's tactics so far tend to be simple and direct: he teleports into the fray, and starts blasting away with his Ankh-Staff. He'll use his Ankh-Staff's telekinesis for rescues, but rarely thinks to do something as simple as using it to grab enemy foci. Widget warns him of potential dangers, if he's paying attention, so he tends to get distracted and rely on Widget's warnings.
     
    Because of the temporal paradox of his existence in this time, whenever Golden Knight touches another time-traveler, or someone with the temporal duplicate of one of his artifacts (i.e., Annubis, Black Paladin), they both suffer a temporal backlash from the paradox. In the New Circle, this makes it particularly difficult for him to work with Always.
     
    Golden Knight's memory of the future is less certain the nearer into the present that he is remembering. He can recall events of the year 3000, but has only vague recollection of the history 5 years from the present. He should not be able to remember anything more distant in the future than within a year of his present (which is at -10 to his roll).
     
    Campaign Use: Golden Knight can be used as the annoying, naieve superhero without any real experience. With training and time, he could be an effective superhero -- or, he could remain a goofball. He would be especially useful as a foil to a more experienced, more serious superhero. He can also serve as a plot device to involve Annubis, Black Paladin, or anyone else whose artifacts he has a temporal duplicate of.
     
    Thus far, Golden Knight has only minimal understanding of the powers of his artifacts. To make him more formidable, give him additional powers from his ankh-staff, armor, or Widget. To make him effective in combat, add Combat Skill Levels, Defense Maneuver, Rapid Attack (ranged), and Teamwork.
     
    Plot Seed: Golden Knight manages to defeat a moderately well-known supervillain (e.g., Morningstar), and thereby save the life of a popular politician -- all while being filmed by television news. He immediately exploits this fame in every way he can. He appears on talk shows, on reality shows, as a guest judge on singing contests, as a guest commentator on the local news; as absolutely anything that gets him a few minutes more of fame. In addition to making him even more unsufferable than usual, it also attracts the attention of Annubis -- who recognizes the Ankh-Staff wielded by Golden Knight. Furthermore, the increasing numbers of groupies and babes means that when Annubis strikes, there will be plenty of casualties. Can the player characters reign Golden Knight in before tragedy strikes?
     
    Plot Seed: Golden Knight has somehow gotten an endorsement deal with Nar Cola -- and Always insists that this has somehow doomed the future. The player characters have to race against a building time paradox, to stop Golden Knight, stop the ads from being aired or displayed, and erase all evidence that the entire incident ever occurred.
     
    Plot Seed: In the middle of an adventure, Golden Knight insists that he's remembered something about the (future) history of one of the player characters: that he or she will be the one who discovers the means to defeat Tyrannon -- and subsequently end the Superheroic Age. Or, possibly, Golden Knight is confusing history with the plot of the 30th century holodrama, "Tyrannonsaurus Rex". Golden Knight insists that whatever the player character does (if anything), he or she does it in the near future...
     
    Appearance: Wears finely-crafted gold-plated plate armor, without helm (left in the 30th century). He carries a six-foot tall staff with an ankh on top; the entire staff is carved out of a single piece of lapis lazuli. He has an iridescent, faceted crystal orb that circles his head.
  4. Like
    zornwil reacted to DocMan in A Thread for Random Musings   
    Re: A Thread for Random Musings
     
    Meanwhile, back on page 174...
     
    It is August 24th - 25th.
     
    Kara is doing her best to get those political threads derailed!
     
    Mightybec thinks his pharmacist looks like a porn star. He'll be picking up his meds now, even if he doesn't take them...
     
    Hermit is yearning for his days as a Player instead of a GM.
     
    Bazza doesn't understand what a "swift boat" is. The rest of us wish we could share his ignorance.
     
    Worldmaker remembers Patsy Kline.
     
    Thrakazog needs a nap.
     
    Enforcer84 has tomorrow off. He is rumored to be happy about it.
     
    Doc
  5. Like
    zornwil reacted to lemming in Longest Running Thread EVER   
    Re: Longest Running Thread EVER
     
    It's my 14,000 post. I'm just posting a picture that I took of Tre. One of the cats from the shelter I volunteer for.

     
    He came to us Oct 19, 2002 after being found near an appartment complex with a broken leg. He also tested postive for Felv. The leg was badly broken and would of needed pinning to save it. High risk of infection, so the safer option of amputation was chosen.
    We soon found he was incredibly capable despite missing a back leg. Though that didn't stop him from getting volunteers to hand feed him.
    He's got an incredible way of looking at people and making them feel better.
  6. Like
    zornwil got a reaction from James Gillen in A Thread for Random Musings   
    Re: A Thread for Random Musings
     
    "Punk Rock Girl" came on the radio and it was mentioned to me about Dave Blood, the bassist's passing. I hadn't realized that. It was suicide, here's an article on it - http://www.billboard.com/bb/daily/article_display.jsp?vnu_content_id=1000460203 .
     
    On a side note, upon hearing "Punk Rock Girl", I realized why I don't bother with pop-punk much...it's become such a formula, post-Green Day's success (and no insult to them, they just did what they did, but like with everything else the corporate music bandwagon took it and created a few simple formula to now follow, from their sound to Rancid's sound to maybe 2 or 3 others (if that)), thus killing off the sense of fun and originality as evidenced by the Dead Milkmen, among so many others. They weren't "great" players or even great songwriters, but their stuff soars above something like Good Charlotte or such, and moreover, more importantly, it reminds me when all those post-punk pop bands had their own ideas, their own PERSONALITY. Heck, the Dead Milkmen weren't really punk at all in terms of looks, they were just geeky guys who liked punk rock and had hung around it for a while, and liked music in general. Like the Meat Puppets, or like so many others. And now this.
     
    And it's criminal that Mojo Nixon doesn't have a hit single to his name. "Destroy All Lawyers" or "Elvis is Everywhere" alone should have put him into the limelight. Ah well...
     
    Just because I like the song and just because, personallly, when I read lyrics it reminds me of the tune and of the spirit, and I think it does others, here's "Punk Rock Girl"'s lyrics.
     
    Dead Milkmen
    Punk Rock Girl
     
    One Saturday I took a walk to Zipperhead
    I met a girl there
    And she almost knocked me dead
    Punk rock girl please look at me
    Punk rock girl what do you see?
    Let's travel round the world
    Just you and me punk rock girl
     
    I tapped her on the shoulder
    And said do you have a beau?
    She looked at me and smiled
    And said she did not know
    Punk rock girl give me a chance
    Punk rock girl let's go slamdance
    We'll dress like Minnie Pearl
    Just you and me punk rock girl
     
    We went to the Phillie Pizza Company
    And ordered some hot tea
    The waitress said "Well no
    We only have it iced"
    So we jumped up on the table
    And shouted "anarchy"
    And someone played a Beach Boys song
    On the jukebox
    It was "California Dreamin'"
    So we started screamin'
    "On such a winter's day"
     
    She took me to her parents
    For a Sunday meal
    Her father took one look at me
    And he began to squeal
    Punk rock girl it makes no sense
    Punk rock girl your dad is the Vice President
    Rich as the Duke of Earl
    Yeah you're for me punk rock girl
     
    We went to a shopping mall
    And laughed at all the shoppers
    And security guards trailed us
    To a record shop
    We asked for Mojo Nixon
    They said "He don't work here"
    We said "If you don't got Mojo Nixon
    Then your store could use some fixin'"
     
    We got into a car
    Away we started rollin'
    I said "How much you pay for this?"
    She said "Nothing man,
    it's stolen"
    Punk rock girl you look so wild
    Punk rock girl let's have a child
    We'll name her Minnie Pearl
    Just you and me
    Eating fudge banana swirl
    Just you and me
    We'll travel round the world
    Just you and me punk rock girl
     
    (PS note - reminds me too how many whiny punks I've known who don't like being "portrayed" as thieves as in the song above or as in Repo Man - no sense of humor).
  7. Like
    zornwil reacted in The New Circle   
    Re: The New Circle
     
    What's a thing without its torch?
     

     
    FeyFire
    Val Char Cost Roll Notes
    20 STR 10 13- Lift 400.0kg; 4d6 [2]
    25 DEX 45 14- OCV: 8/DCV: 8
    23 CON 26 14-
    13 BODY 6 12-
    15 INT 5 12- PER Roll 12-
    16 EGO 12 12- ECV: 5
    18 PRE 8 13- PRE Attack: 3 1/2d6
    12 COM 1 11-
     
    15/30 PD 11 Total: 15/30 PD (0/15 rPD)
    15/30 ED 10 Total: 15/30 ED (0/15 rED)
    5 SPD 15 Phases: 3, 5, 8, 10, 12
    9 REC 0
    46 END 0
    35 STUN 0 Total Characteristic Cost: 149
     
    Movement: Running: 6"/12"
    Flight: 15"/30"
    Leaping: 4"/8"
    Swimming: 2"/4"
     
    Cost Powers END
    40 Faerie Fire: Multipower, 60-point reserve, (60 Active Points); all slots Requires A Skill Roll (-1/2)
    4u 1) Blinding Lights I: Sight Group Flash 12d6 (60 Active Points); Requires A Skill Roll (-1/2) 6
    4u 2) Blinding Lights II: Sight Group Flash 8d6, Explosion (+1/2) (60 Active Points); Requires A Skill Roll (-1/2) 6
    4u 3) Fiery Dopplegangers: Sight Group Images Increased Size (64" radius; +1 1/2), +/-4 to PER Rolls (22 Active Points); Requires A Skill Roll (-1/2) 5
    4u 4) Flame Whip: (Total: 60 Active Cost, 37 Real Cost) Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Requires A Skill Roll (-1/2) (Real Cost: 10) plus Stretching 8" (40 Active Points); Requires A Skill Roll (-1/2) (Real Cost: 27) 6
    4u 5) Gripped In Fey Fire: Entangle 6d6, 6 DEF (60 Active Points); Requires A Skill Roll (-1/2) 6
    4u 6) Hearth of Fey Flame: Change Environment 4" radius, +5 Temperature Level Adjustment, -5 Temperature Level Adjustment, Multiple Combat Effects, Varying Combat Effects (57 Active Points); Requires A Skill Roll (-1/2) 6
    4u 7) Kiss of the Fey Flame: Energy Blast 12d6 (60 Active Points); Requires A Skill Roll (-1/2) 6
    4u 8) Shielding Flames: Force Wall (12 PD/12 ED) (60 Active Points); Requires A Skill Roll (-1/2) 6
    4u 9) Smothering the Flames: Dispel 20d6 (60 Active Points); Requires A Skill Roll (-1/2) 6
    4u 10) Tongues of Cold Fey Flame: Telekinesis (40 STR) (60 Active Points); Requires A Skill Roll (-1/2) 6
    20 Fey Flight: Multipower, 20-point reserve
    2u 1) Combat Flight: Flight 10" (20 Active Points) 2
    2u 2) Top Speed: Flight 5", MegaScale (1" = 10 km; +1/2), Can Be Scaled Down: 1" = 1km (+1/4) (17 Active Points) 2
    30 Shield of Fey Fire: Force Field (15 PD/15 ED) 3
     
    Perks
    6 Parapsychology Community: Contact, Organization Contact (x3) (6 Active Points) 11-
    5 The Quarter's Vehicles and Lair Donation: Vehicles & Bases
    1 Reputation: Heroic Paranormal Investigator and Superhero (A medium-sized group) 11-, +1/+1d6
     
    Skills
    11 Aerial Combatant: +2 with All Combat (16 Active Points); Limited Power Power loses about a third of its effectiveness (Only While Flying; -1/2)
    3 Combat Driving 14-
    3 KS: Arcane and Occult Lore 12-
    3 KS: New Orleans Culture 12-
    3 KS: Race Cars 12-
    3 Language: French (completely fluent)
    3 Mechanics 12-
    3 PS: Race Car Driver 14-
    5 TF: Common Motorized Ground Vehicles, One-Wheeled Muscle-Powered Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles
    3 Tactics 12-
    3 Teamwork 14-
    3 Fey Fire Manipulation: Power 14-
    3 PS: Professional Skateboarder and BMX rider 14-
    3 Acrobatics 14-
    3 Breakfall 14-
     
    Total Powers & Skill Cost: 201
    Total Cost: 350
     
    200+ Disadvantages
    15 Accidental Change: To Unpowered State When Struck By Iron 14- (Uncommon)
    20 Dependent NPC: Nephew and Niece: Bobbi (niece) and Darrin (infant nephew) 8- (Incompetent; Group DNPC: x2 DNPCs)
    25 Hunted: Comte Saint-Germaine 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
    15 Hunted: The Changelings 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
    10 Vulnerability: Struck by Iron (Common)
    10 Psychological Limitation: Code vs. Killing (Common, Moderate)
    15 Psychological Limitation: Devoted to family and the Quarter (Common, Strong)
    15 Psychological Limitation: Hotheaded and Impetuous (Common, Strong)
    10 Rivalry: Professional and Romantic (The Crawler; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
    15 Social Limitation: Public Identity: Strom Johannes (Frequently, Major)
     
    Total Disadvantage Points: 150
     
    Background/History: "You're throwing your life away, Jimmy."
     
    He hated when Sarah rode him on this. Ever since their parents died, she'd stepped into the role of mother. And it wasn't enough that she had to nursemaid him, she was babysitting that weird nerd Dixon Reid. He was dragging her around the country, looking at haunted realms, tracking down strange monsters, all kinds of crazy junk.
     
    "Listen, sis... I'm making good money on the circuit," Jimmy protested.
     
    "Enough money to cover for when you smash your legs or break your neck?"
     
    Jimmy smirked. "You've seen the contracts, Sarah."
     
    She bristled. He enjoyed deflating her arguments with the actual facts.
     
    "Listen, you guys are going to be flying into the Bermuda Triangle, right?" Jimmy asked.
     
    "Yeah," Sarah answered.
     
    "Let me come with you on this one. I've always wondered what you guys are doing, and hell, it should be a wild ride... If it turns out to be a bore, at least we'll be in the Carribean, and I can get some surfing in."
     
    "This isn't a vacation. It's serious work," Sarah scolded.
     
    "Fine. I'm a good mechanic. If Graham gets hurt, or if he needs help, he'll need someone who isn't all thumbs," Jimmy answered.
     
    Sarah frowned. Jimmy had always liked Graham far more than Dixon, and never gave up an opportunity to let her know he wished that she'd fallen in love with a dashing astronaut. She sighed. Maybe, just maybe, she could get him to like Dixon a little more with this trip. "Just be careful."
     
    "What's the worst that could happen?" Jimmy asked innocently.
     
    #
     
    They weren't supposed to get on that airplane and delve into the Triangle, but Doctor Dixon Reid, Captain Graham Benjamin, and his sister, Sarah Squall were willing to take the risk. Even though he was a young, extreme athlete without much parapsychological or occult knowledge, he couldn't let his big sister go by herself, even if she already had two of the smartest and bravest men he ever knew on her side. He was so adamant that he even missed a major skateboarding championship in order to go on the mission.
     
    Once through the Rift, a transdimensional portal, Reid's aircraft design proved durable enough to survive the forces that bridged the multiverse... mostly. The frame of the aircraft, wired together with "ligaments" of cold iron, kept the Gulstream together, although fissures throughout the shell of the craft allowed odd energies to seep through. Jimmy was struck by a tendril of cold faerie flame and ignited. Sarah, even as she faded behind a shimmering sheet of strange goo, screamed and tried to shield her little brother. A bubble of ectoplasm enveloped not only Jimmy but Dixon and Graham, and Jimmy managed to absorb the strange flames instead of becoming consumed by them.
     
    Since then, Jimmy has done a lot of growing up. While he still engages in extreme sports, he's found himself in the heart of one of the most extreme sports around - super powered adventuring. Not only that, but he actually has developed an intense sense of personal satisfaction at protecting people and saving the world on a daily basis.
     
    Personality/Motivation: Hot-headed and impetuous, Jimmy is a volatile young man with a quick temper and a sense of mischief. He's an adrenalin junkie as well, engaging
     
    Views of the rest of the team and other supers:
     
    Professor Tesseract - Dixon is the brother that Jimmy never wanted, but has quickly learned to not only tolerate, but like the man. He considers it a victory if he can elicit a snippet of dry humor from the dedicated scientist, and Dixon shows some real talent for designing new things to play with.
     
    Phantasma - Jimmy loves his sister and is devoted to her, although like in all families, the two siblings often grate on each other. She's been a mother figure to him, much to his embarassment.
     
    Goyle - Graham is the big brother that Jimmy always wanted - when he was dating Sarah, Jimmy secretly wished that she'd finally hook up with him. Now, as teammates, he's catching up for lost time, and when not staving off the forces of darkness, and sometimes even then, the young hothead does his best to keep Graham from falling into a funk over his new monsterous form, utilizing his sense of humor and practical jokes to dispel Goyle's temper and deflect his brooding, sullen moods. While always throwing pranks and sharp remarks that often seem to spark Graham's formidable anger, Jimmy has willingly given his all to protect Graham.
     
    The New Circle - Although Sapphire isn't a member of the New Circle, he likes them alot. He's very sympathetic to Always, but the others are just a bit too weird for him to really get along with. At heart, Jimmy is a more down to earth hero with down-to-earth sensibilities, despite his magical origins. He's attracted to Kanae, and has joined with a conglomeration of surfers devoted to ecological causes in order to impress her.
     
    The Champions - Sapphire is an absolute hottie, and any opportunity he gets to work with her is a cause for celebration. Plus, Goyle seems to come further out of his shell and fiesty around Ironclad - always a good thing.
     
    The Crawler - Feyfire has teamed with the wall-crawling avenger of the night on several occasions, and while they work well as a team, they are engaged in an open, somewhat friendly rivalry for the attentions of pretty young women, and who is the better superhero and skateboarder.
     
    Quote: "Cripes, Graham. That thing's even uglier than you are!"
     
    "You're getting me hot under the collar, dude. And you're not going to like me when I'm all heated up..."
     
    Powers/Tactics: Jimmy is one of the Quarter's heavy front line hitters, the other being Graham. After his exposure to the Rift, his body has become a portal to a mystical, flame-like energy known as Faerie Flame. In combat, Jimmy prefers to utilize non-harmful attacks like his Blinding Lights (flashes), or ensnaring opponents in the Grip of Fey Fire (entangle) or Tongue of Cold Fey Fire. Though a hot-head, both figuratively and literally, he is very cogniscent of his potential for not only loss of life or collateral damage. However, when push comes to shove, a situation he commonly encounters when battling demons, supernatural monsters and animated minions like golems or zombies, he shows them the Kiss of Fey Fire, a blast of mystical energy which few opponents can resist. His sheath of fey flames protects him from almost any and all attacks, or at least cushions the brunt of all but the most powerful impacts or forces. The only thing that can cleave through his defenses unhindered is the traditional faerie weakness of iron, which confirms Dixon's suspicions that Jimmy has tapped the energies of Fey or Wild Magik.
     
    Jimmy is amazingly agile, and this shows not only in his flying skills, but also in his skateboarding, bicycling and driving skills. While not as good as Tony Hawk or Brad Metzger, he is an impressive all-around champion, and always looking for new things that roll or slide to take advantage of his agility and physical prowess. He is looking forward to a trip to Aspen to take up skiing or snowboarding, although Graham is certain that being a sledneck is more up Jimmy's alley.
     
    Campaign Use: Feyfire is a pretty straightforward energy projector with a mystical origin. He is quite likely to be involved with PC's all over the world with the excuse of a local skateboarding show, a car race he's driving in, even surfing and engaging in ecological causes.
     
    Plot Seed: A fuel refinery is burning, although none of the tanks are damaged. The flame seems to be living in nature. Feyfire rushes to contain a possible disaster, and finds himself battling for his life against a living god of faerie flame. Can the PC's save him and stop this extradimensional god, or will Feyfire's personality be consumed by a new master?
     
    Plot Seed: An avatar of destruction challenges Feyfire to a race through a perilous dimension - if he survives, Earth survives but Feyfire is to become his slave and herald. If Feyfire fails, then Earth is forfeit. Can the PC's save Feyfire, and the Earth, from the avatar's disappointment? And what about the disgruntled former heralds?
     
    Plot Seed: Feyfire is dating a gorgeous young actress - Doris Summers. But now he's acting strangely and engaging in fiery combat with the Crawler. What the heck is going on, and can the PC's contain the explosive conflict between the two rivals?
     
    Appearance: Jimmy is a handsome young man with flaming red hair and brilliant green eyes. He's lean and athletic in build. When he engages his Faerie Fire powers, he is enclosed in a nimbus of white, almost neon-glow.
  8. Like
    zornwil reacted to Lightray in The New Circle   
    updated listing
     
    by OddHat
     
    New Circle Homepage: http://www.killershrike.com/NewCircle/NewCircle.htm
     
     
     
    The Circle
     
    Legend – 350 pt Superman tribute
    http://www.herogames.com/forums/showpost.php?p=486044&postcount=1
     
    Legend – 750 pt experienced Superman tribute
    http://www.herogames.com/forums/showpost.php?p=495011&postcount=30
     
    team dynamics for Legend
    http://www.herogames.com/forums/showpost.php?p=510278&postcount=52
     
     
     
    Night Hunter – 350 pt Batman tribute
    http://www.herogames.com/forums/showpost.php?p=486666&postcount=9
     
    Night Hunter – 750 pt experienced Batman tribute
    http://www.herogames.com/forums/showpost.php?p=496239&postcount=34
     
    Avenging Angel – 649 pt Atlantean attack craft vehicle for Night Hunter
    http://www.herogames.com/forums/showpost.php?p=496330&postcount=36
     
    Hunt Lodge – 626 pt base for Night Hunter
    http://www.herogames.com/forums/showpost.php?p=499530&postcount=39
     
    team dynamics for Night Hunter
    http://www.herogames.com/forums/showpost.php?p=510345&postcount=53
     
     
     
    Athenian – 350 pt Wonder Woman tribute
    http://www.herogames.com/forums/showpost.php?p=487206&postcount=17
     
    Athenian – 750 pt experienced Wonder Woman tribute
    http://www.herogames.com/forums/showpost.php?p=500670&postcount=45
     
    team dynamics for Athenian
    http://www.herogames.com/forums/showpost.php?p=510500&postcount=54
     
     
     
    Always – 350 pt Flash tribute
    http://www.herogames.com/forums/showpost.php?p=488356&postcount=20
     
    Always – 750 pt experienced Flash tribute
    http://www.herogames.com/forums/showpost.php?p=501762&postcount=47
     
    team dynamics for Always
    http://www.herogames.com/forums/showpost.php?p=510859&postcount=55
     
     
     
    The Light – 350 pt Green Lantern tribute
    http://www.herogames.com/forums/showpost.php?p=493045&postcount=24
     
    The Light’s Jade Tigers – 142 pt summonable for The Light
    http://www.herogames.com/forums/showpost.php?p=493064&postcount=25
     
    The Light – 750 pt Green Lantern tribute
    http://www.herogames.com/forums/showpost.php?p=503197&postcount=48
     
    The Light’s Jade Dragon – 375 pt summonable for The Light
    http://www.herogames.com/forums/showpost.php?p=503515&postcount=49
     
    team dynamics for The Light
    http://www.herogames.com/forums/showpost.php?p=511340&postcount=56
     
     
     
    The Master – 1717 pt mystic mentor
    http://www.herogames.com/forums/showpost.php?p=543314&postcount=127
     
    The Lucky Dragon – 350 pt Chinese restaurant base
    http://www.herogames.com/forums/showpost.php?p=546090&postcount=136
     
     
     
    Enemies of The Circle
     
    The Sinister Chang Kar Wai – 750 pt enemy of The Light
    http://www.herogames.com/forums/showpost.php?p=509915&postcount=50
     
    Golden Chinese Demon – 719 pt summonable for Chang Kar Wai
    http://www.herogames.com/forums/showpost.php?p=511520&postcount=57
     
    Arthur Wellington Smyth Jacoby – 600 pt adventuring ghost minion for Chang Kar Wai
    http://www.herogames.com/forums/showpost.php?p=512526&postcount=60
     
    Golden Monkey Warriors – 459 pt minions for Chang Kar Wai
    http://www.herogames.com/forums/showpost.php?p=513645&postcount=63
     
    Maria Chang – 150 pt lawyer for Chang Kar Wai
    http://www.herogames.com/forums/showpost.php?p=513645&postcount=63
     
     
     
    Allies of The Circle
     
    Kanae – 350 pt Aquaman tribute
    http://www.herogames.com/forums/showpost.php?p=517039&postcount=65
     
     
    Silence – 350 pt Martian Manhunter tribute
    http://www.herogames.com/forums/showpost.php?p=523895&postcount=70
     
     
    Haunt – 350 pt Specter tribute
    http://www.herogames.com/forums/showpost.php?p=531964&postcount=75
     
     
    Oppenheimer – 350 pt The Mighty Atom! tribute
    http://www.herogames.com/forums/showpost.php?p=556718&postcount=465
     
     
     
    ------------------------
     
    by Moody Loner
     
    Tao – 350 pt Captain America tribute
    http://www.herogames.com/forums/showpost.php?p=533253&postcount=80
     
     
    Tao – 750 pt experienced Captain America tribute
    http://www.herogames.com/forums/showpost.php?p=534650&postcount=94
     
     
    the Baffler – 290 pt Baffler tribute
    http://www.herogames.com/forums/showpost.php?p=552709&postcount=385
     
     
     
    ------------------------
     
    by Enforcer84
     
    The Legendary Ithecles – 1300 pt Thor tribute
    http://www.herogames.com/forums/showpost.php?p=534035&postcount=87
     
     
    Empowered – 350 pt Hour Man tribute
    http://www.herogames.com/forums/showpost.php?p=558155&postcount=492
     
     
    Empowered – 750 pt experienced Hour Man tribute
    http://www.herogames.com/forums/showpost.php?p=558156&postcount=493
     
     
     
    ------------------------
     
    by SKJAM!
     
    Howling Man – 350 pt Wolverine/Vixen/Animal Man tribute
    http://www.herogames.com/forums/showpost.php?p=537260&postcount=106
     
     
     
    ------------------------
     
    by Kristopher
     
    T'Shenk Kennet – 805 pt mystic hero
    http://www.herogames.com/forums/showpost.php?p=541375&postcount=111
     
     
     
    ------------------------
     
    by Killer Shrike
     
    Legend – 446 pt version (played by OddHat in Killer Shrike’s campaign?)
    http://www.herogames.com/forums/showpost.php?p=541375&postcount=111
     
     
    Epitaph – 447 pt dystopian version of Legend
    http://www.herogames.com/forums/showpost.php?p=543314&postcount=127
     
     
    Alex Abraxas – 800 pt Lex Luthor tribute
    http://www.herogames.com/forums/showpost.php?p=548371&postcount=145
     
     
    Silvera – 750 pt Metallo tribute
    http://www.herogames.com/forums/showpost.php?p=549794&postcount=163
     
     
    Schism – 425 pt Two-Face tribute
    http://www.herogames.com/forums/showpost.php?p=550358&postcount=171
     
     
    Gentleman Jim – 1100 pt Gentleman Ghost tribute
    http://www.herogames.com/forums/showpost.php?p=550793&postcount=175
     
     
    Bipolar – 600 pt Two-Face tribute
    http://www.herogames.com/forums/showpost.php?p=552761&postcount=393
     
     
     
    ------------------------
     
    by JohnOSpencer
     
    Lotus – 398 pt mystic heroine
    http://www.herogames.com/forums/showpost.php?p=552398&postcount=328
     
     
    The Golden Skull – 1093 pt master-level mystic villain
    http://www.herogames.com/forums/showpost.php?p=552448&postcount=342
     
     
     
    ------------------------
     
    by Lightray
     
    The Lady In Black – 1125 pt NPC plot device
    http://www.herogames.com/forums/showpost.php?p=552405&postcount=331
     
     
    Valentine – 600 pt John Constantine tribute
    http://www.herogames.com/forums/showpost.php?p=554348&postcount=457
     
     
    Vespero – 500 pt Hawkman tribute
    http://www.herogames.com/forums/showpost.php?p=557688&postcount=483
     
     
    Vespera- 500 pt Hawkwoman tribute
    http://www.herogames.com/forums/showpost.php?p=557690&postcount=484
     
     
     
    ------------------------
     
    by Fireg0lem
     
    Lumina – 350 pt mystic lunar/solar PC
    http://www.herogames.com/forums/showpost.php?p=552654&postcount=381
     
     
    White Wizard - 600 pt racist KKK wizard
    http://www.herogames.com/forums/showpost.php?p=552668&postcount=383
     
     
    Knucklebones – 999 pt master villain
    http://www.herogames.com/forums/showpost.php?p=552713&postcount=386
     
     
     
    ------------------------
     
    by Myrmidon
     
    Black Lion – 611 pt mystic villain
    http://www.herogames.com/forums/showpost.php?p=552884&postcount=404
     
     
    Black Rose – 605 pt mystic villainess
    http://www.herogames.com/forums/showpost.php?p=552899&postcount=405
     
     
     
    ------------------------
     
    by Nexus
     
    Sin – 450 pt mystic demon PC
    http://www.herogames.com/forums/showpost.php?p=553106&postcount=416
     
     
     
    ------------------------
     
    by Chuckg
    Starguard – 815 pt mystic PC with sunny disposition
    http://www.herogames.com/forums/showpost.php?p=414259&postcount=2
  9. Like
    zornwil reacted to DocMan in A Thread for Random Musings   
    Re: A Thread for Random Musings
     
    Pack on page 164 of this thread....
     
    It's August 13-15.
     
    Old Man is feeling old because the car just tripped over 90,000 miles.
     
    Worldmaker posted his 5000th post.
     
    Super Squirrel and Enforcer84 are dealing with idiot customers and co-workers.
     
    Our vet decided that Mage's tumor was growing back and all we could do is make him comfortable. (Now, four months later, Mage's condition is mostly unchanged.)
     
    I'm sick.
     
    Skaramine discovered that Lemming's rep was worth 20 points.
     
    Old Man is watching idiots lose money at three card monte in Vegas.
     
    Bazza has finally discovered The Princess Bride.
     
    This has been, this thread in review...
     
    Doc
  10. Like
    zornwil reacted to Moody Loner in The New Circle   
    The BafflerAs I threatened...The BafflerPlayer: Moody Loner
    Val Char Cost 40 STR 30 15 DEX 15 25 CON 30 20 BODY 20 8 INT -2 12 EGO 4 10 PRE 0 10 COM 0 20 PD 12 16 ED 11 5 SPD 25 25 REC 24 50 END 0 53 STUN 0 18" RUN42" SWIM08" LEAP0Characteristics Cost: 173Cost Power END 55 Baffling Undetectability: Invisibility to Mystic Group, Mind Scan, Mental Awareness, Detect, Combat Sense and Danger Sense , No Fringe, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (83 Active Points); Always On (-1/2) 0 12 Baffling Resistance: Damage Resistance (15 PD/10 ED) 0 20 Baffling Speed: Running +10" (18" total) 2 Powers Cost: 87Cost Skill 20 +4 with HTH Combat 3 KS: The Underworld (INT-based) 11- 3 KS: Organized Crime (INT-based) 11- 3 KS: Extortion Rackets (INT-based) 11- 1 KS:: Riddles and Clues 8- Skills Cost: 30Val Disadvantages 15 Psych. Lim.: Believes Self Criminal Mastermind (Common, Strong) 25 Psych. Lim.: Must Send Clues to Police/Leave Clues at the Scene (Very Common, Total) 10 Soc. Lim.: Ex-Con (Frequently, Minor) 10 Unluck: 2d6 10 Hunted: Parole Officer 11- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 15 Psychological Limitation: Greedy (Very Common, Moderate) 15 Social Limitation: Honor among Thieves (Frequently, Severe, Not Limiting In Some Cultures) Disadvantage Points: 100Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 290

    Height: 2.00 m Hair: Bald Weight: 100.00 kg Eyes: Brown Appearance: The Baffler is a bald giant of a man wearing a flight cap and goggles, orange pants, and a yellow shirt with a violet question mark in the center. Yes, apparently, he dresses himself.Personality: The Baffler is motivated by his greed, and the desire to be taken seriously as a criminal mastermind. Quote:"The bank will be robbed at four o'clock, and you can tell by my tights that I have no...hey, wait a minute! "Background: See an excellent writeup of the Baffler's history at obscure.dcuguide.com.Powers/Tactics: The Baffler generally acts as an enforcer and thug for higher-powered villains...those that don't mind having their plans leaked (incompetently) to the police, press, and any handy superheroes. Cunning villains would use the Baffler to feed misinformation, if cunning villains hired him in the first place. His immunity to magical detection would be a stunning advantage in a Mystic campaign, if he had any idea he possessed the power.Campaign Use: Generally, the Baffler is a good comedic villain for the players to mock. Go to town with him. Have a friendly six-year-old write his "clues" in crayon to hand out to the players. His immunity to mystical detection will keep him from being easily tracked by Mystic heroes...unless they follow him physically, or get a good relationship with his parole officer. 
    To increase his power, you can give him some Combat Levels, a small Brick Tricks MP, and even increase his Characteristics and defenses to real brick levels. I don't see why you'd need to make him less powerful.
  11. Like
    zornwil reacted in The New Circle   
    Re: The New Circle
     

     
    This is cosmic law?
     
    It seems reasonable to me, and I suspect others might also agree.
     

     
    If you're comfortable on that moral high ground, how about you expand the property and, for the first time in all the words of yours I have read, be the first to stop posting.
     
    It really _isn't_ hard. .
  12. Like
    zornwil reacted to Tim in Longest Running Thread EVER   
    Re: Longest Running Thread EVER
     
    k
  13. Like
    zornwil got a reaction from Amused in The cranky thread   
    Re: The cranky thread
     

    Sorry to hear this. You're to be admired for being so sexually aware and honest for your age. I know it's trite but...things will work out. Well, they'll be worse, too, in the future, at the same time. Life's a rich pageant. Or a bag of dung. Well a rich pageant buried in a bag of dung. Huh, I guess I'm not the best person to try to cheer you up...
     
    but life does get better than it is at your age, in my opinion.
  14. Like
    zornwil reacted to Samuraiko in Musings on Random Musings   
    Re: Musings on Random Musings
     
    There are actually two versions... posted here for your amusement...
     
    Cheers,
    Michelle
    aka
    Samuraiko
     
    The Devil
     
    Hello, nice to see you all again.
    Now, as the more perceptive of you have probably realised by now, this is Hell, and I am the Devil. Good evening. You can call me Toby, if you like - we try and keep things informal here, as well as infernal. That's just a little joke.
    Now, you're all here for eternity, which I hardly need tell you is a sod of a long time, so you get to know everyone pretty well by the end, but for now I'm going to have to split you up into groups. Are there any questions? Yes?
    Um, no, I'm afraid we don't have any toilets... if you'd read your Bible you would have seen that it was damnation without relief. So, if you didn't go before you came then I'm afraid you're not going to enjoy yourself very much... but then, I believe that's the idea.
    Right, let's split you up then.
    Can you all hear me still?
    CAN YOU HEAR ME AT THE RACK?
    All right, off we go...
    Murderers, over here. Looters and pillagers - over there please, thieves if you could join them, and bank managers...
    Fornicators, if you could step forward - my God there are a lot of you. Could I split you up into adulterers and the rest? Adulterers if you could just form a line in front of that small guillotine there.
    Okay...
    Americans, are you here? Look, I'm sorry about this, apparently God had some fracas with your founding fathers and damned the entire race into perpetuity. He sends particular condolences to the Mormons who He realises put in a lot of work. That's the way the wafer crumbles. The Iranians, I'm afraid, can't be with us - someone's been holding them in purgatory for about nine months.
    Sodomites, over there against the wall.
    Atheists! Atheists? Over here please. You must be feeling a right bunch of charlies.
    Okay, and Christians! Christians? Ah yes, I'm sorry, I'm afraid the Jews were right.
    Okay, Moonies, maniacs, marmite eaters, male models, masochists, mass murderers and masseurs, if you could take a pew at the back - with the Methodists that is.
    Now, you're the lot who used to kill whales, is that right? Ah, yes, I must remember - I've got some strips to tear off you bastards later.
    Everyone who saw Monty Python's "Life of Brian" - I'm afraid He can't take a joke after all.
    Alright now, one final thing. We're trying to implement some kind of exchange scheme with the Lord God Almighty, or Cliff as we know him. Some of you will travel up and have a decade in heaven and we're having some angels down here. Now, I hardly need tell you that in heaven you will be expected to behave in an exemplary manner, so I hope you will do the exact opposite - tear off their wings, use their haloes for frisbee practice, that sort of thing.
    Well, I have to go now, unfortunately, but Beelzebub here will show you the ropes ... and the chains, and electrodes.
    I'd just like to leave you with a favorite joke of mine, if I may. Quite apt to the circumstances, I think. It goes something like this:
    Knock, knock!
    Who's there?
    Death.
    Death wh...!
     
    A Warm Welcome
     
    Ah hello!. It's nice to see you all here. As the more perceptive of you probably realised by now, this is Hell. And I am the Devil (good evening), but you can call me Toby, if you like. We try to keep things informal in here, as well as infernal. That's just a little joke of mine. I tell it every time.
    Now, you're all here for... eternity! Ooh! Which I hardly need tell you is a heck of a long time, so you'll all get to know each other pretty well by the end. But for now I'm going to have to split you up in groups. WILL YOU STOP SCREAMING! Thank you.
    Now, murderers? Murderers over here, please. Thank you. Looters and pillagers over there. Thieves, if you could join them, and lawyers, you're in that lot too.
    Fornicators, if you could step forward? My God, there are a lot of you! Could I split you up into adulterers and the rest? Male adulterers, if you could just form a line in front of that small guillotine in the corner.
    Em... the French, are you here? If you could just like to come down here with the Germans. I'm sure you'll have plenty to talk about.
    Okay, atheists? Atheists over here please. You must be feeling a right bunch of nitwits. Never mind. And finally, Christians. Christians? Ah, yes, I'm sorry but I'm afraid the Jews were right. If you would come down here, that would be really fine.
    Okay! Right, well, are there any questions? Yes?
    No, I'm afraid there aren't any toilets. If you read your Bible, you might have seen that it was damnation without relief, so if you did not go before you came, then I'm afraid you're not going to enjoy yourself very much... but then I believe that's the idea.
    Okay. Well, it's over to you, Adolf! And I'll catch you all later at the barbecue. Bye!
  15. Like
    zornwil reacted to Fireg0lem in A Thread for Random Musings   
    Re: A Thread for Random Musings
     
    Not really worth a new thread, but I thought this was cool. I'm not a believer myself, but I think it's still a message worth hearing.
     
    http://sinfest.net/d/20041123.html
  16. Like
    zornwil reacted to death tribble in A Thread for Random Musings   
    Re: A Thread for Random Musings
     
    Today was a day full of the joys of wishing that I could kill someone. Particular people this is.
     
    So I ceased providing IT support to them two months ago. But have been doing some filler because no has been appointed despite the continued reminders. This is just the bureaucratic stuff, registering users and what have you. But this week with the amount of stuff that they sent me and thinking it could and would be done next day was ridiculous. So I have words with my division boss and countersigning boss and have their support to refuse further requests.
     
    Meantime we have XP being rolled out to some divisions them included.
    They ask about me getting a printer networked for two users in a cell office. I point out that our central IT people need 6 people and their PC IDs per printer. They have two. Plus they already have 3 network printers and less than 13 users. (The two people have to walk 10-15 feet to get to the nearest network printer. Neither is disabled in any way). I also point out that they need someone to do the IT support for them as I'm not doing it anymore. Senior manager above my division head said so. Then one of them rings me about it saying how do they get around it.
    Point out they can't. That the request will be automatically rejected for reasons stated. They say this is nonsense and we go around in circles as I point out they have no-one to do it either as I can't (and won't). They say they are going to put it through to one of the IT heads and that if they can get it done this way I should give them an apology. I point out that it won't make a difference in the first case and No in the second.
    They have been a trifle spoiled. They tried to do it that way and I had word from the IT head's people. Gave them the low down and it looks like they won't have the printer that way either.
    So some good came of it.
  17. Like
    zornwil reacted to SCUBA Hero in A Thread for Random Musings   
    Re: A Thread for Random Musings
     
    Dang it!
     
    Seenar asked another poster if said other poster was ignorant.
     
    Now the needle on my irony meter is jammed and I have to take it to the shop to get it fixed!
  18. Like
    zornwil reacted to Just A Guy Name in Musings on Random Musings   
    Re: Musings on Random Musings
     

    Dances On Graves - A Krushchev biopic starring Kevin Costner.
  19. Like
    zornwil got a reaction from Blue Jogger in from little plot seeds, mighty games do grow: Share your ideas!   
    Re: from little plot seeds, mighty games do grow: Share you ideas!
     
    This might be useful as a plot seed, it's from my site, but what I'd also like to do is Palladium's book about the Mutant Underground from which I drew some inspiration for a storyline and some of the below - it's a nice little book, not a ton of ideas in it, but I think it's got a few ideas for everyone.
     
    BACKGROUND: THE MUTANT UNDERGROUND IN THE UNITED STATES
     
    anonymous white paper, temporarily found on ftp://hotline.com:2345 as "mutsclub.txt"
     
    For many mutants, the secret clubs that cater to them are the only places they can express who they are and relate with others. This is especially true for those mutants with few or no socially redeeming (or worse yet concealable) attributes.
     
    These clubs exist in a dense fog of secrecy. In fact, many claim that the initial inspiration of "Fight Club" was this mutant secret society, where the first and second rules are indeed those of Fight Club. Virtually no humans have entered this world; only two exposes have been written. The first was quickly followed by the disappearance of the human who wrote it. The second was exposed and eventually disavowed as a fraud.
     
    The "deepest" level of these clubs, sometimes known as "The Point of No Return", seem to be one of two extremes. Some are bleak, seemingly wordless places. Others are loud and crass. In both cases, they house those mutants whose emotional connection to the human world has withered to nothing but they are unable or unwilling to publicly "out" themselves as such. Rather than live in mutant communes or take up occupations that would put them into the so-called mainstream mutant world, they live on the fringe, fearful of discovery but excited by opportunity. These clubs witness the most lawless and extreme of activities. Rumors abound of a sect that operates almost exclusively within these clubs that celebrates unusual forms of murder-suicides which they believe release a sort of "mutant pollen" into the air that both intoxicates and causes more mutations. A couple of these "mutant snuff films" have surfaced, whether connected to the so-called Free Spirit Passion Cult or more mundane and earthy unhealthy fetishes.
     
    Typically, though, the mutant secret society functions in a more respectable but "don't ask, don't tell" environment. Individual secrets are respected. Unless an identity is overtly revealed and that of a heinous criminal (such as a murderer), no one, including those heroic mutants, gets into confrontations or unduly researches anyone. Mutants do seek out each other for labor, benign to nefarious. For some, this is the only place they can find decent paying work. It's unusual to see well-known heroes or villains in these clubs, although it's not so unusual for them to be there, secreting their identity a bit casually (after all, no one's going to pry) and enjoying some non-ideological camaraderie. Often the most famous ones do get spotted or found out, but it's considered quite a faux pas to let on that one knows.
     
    These clubs range from rickety makeshift affairs selling strange potions ("Ambrosia" is a particularly well-known substitute for liquor that causes intense alcoholic effects in short order and duration in even the heartiest self-curing mutants; it can easily kill a person of regular physique) as well as regular liquor to posh speakeasies selling only the best in legal fair. The latter tend to disguise themselves as ridiculously reclusive gentlemen's clubs or extremist oddball political lodges with only elite membership; in these cases, the membership is usually the best-known mutants. Even in these cases, the clubs are still highly secretive. On the high end, these are so rare they're considered by most mutants to be a myth. But a few, such as intrepid investigator Jonas Hell, swear they exist.
     
    In any case, discovery of a club or even the perceived possible discovery keeps these clubs highly mobile. All are capable of shutting down and starting up elsewhere in a matter of hours. In fact the hallmark of a successful "mutie meister", the strange name given to the barkeep/proprietors of these establishments (usually only one person runs and operates such places, with no or freely given assistance), is their ability to move their operations rapidly.
     
    Most mutants in these clubs demonstrate their mutation in some way. Telekinetics will walk in with purses or other gear suspended just next to but not on their arms. The super-strong, if they aren't obviously that way, will often "accidentally" flip one of the usually incredibly heavy tables over (sometimes they're made of concrete); a bit of embarrassment may occur but the calling card is clear. All this helps to reinforce that everyone is who they should be. On rare occassion, powerful mutants may bring in human spouses, but otherwise humans are not welcome in any circumstance. When a human is discovered in a club, they are beaten, sometimes to within an inch of their life, terrorized, and, if their identity is not known immediately, investigated for follow-up threats. The threat alone, along with the secrecy, keeps all but the craftiest and craziest humans way. It's rumored that once in a great while these humans become test subjects and are made into mutants; this rumor has fueled a few obsessed but smart "fans" to make their way into these clubs. It has undoubtedly caused a few of their deaths. A few rare humans who are so powerful yet so alienated from humanity might also visit these clubs, but they're mostly on the level of the Punisher (a known frequenter of Atlanta's mutant underbelly) - too tough to mess with.
     
    Detroit, long known as the "San Francisco of mutants", is no exception with its secret society, but predictably it's not quite so secret and a bit more open among the mutant/vaguely super-human community. Human vigilante Wilting Rose is commonly known to frequent these clubs, not disguising herself at all. Most mutants tend to let their identity to be known easily, if they're locals. It's virtually a known fact that Mayor Berry has contacts within the clubs and the ability to mobilize when absolutely necessary for the good of the community. Some believe this accounts for the rapid deployment of metahumans in fighting the "Great Lakes Godzilla" attack of 1993.
     
    It is believed that in the wake of the success of the Justice Squad in fighting Kingpin in New York City that lame duck Mayor Giuliani is attempting to foster the same relationship in his city's mutant underground. However, the "famous" supers are believed to be in a club of their own, hosted by Dr. Time of the Outsiders, and the lesser known, generally non-vigilante mutants prize their secrecy and strongly distrust the mayor, particularly given his Puritanical bent on New York nightlife.
     

  20. Like
    zornwil reacted to Klytus in Musings on Random Musings   
    Re: Musings on Random Musings
     

    As a dear friend of mine once told me: "Forgiving others is what we do for ourselves, but forgiving ourselves is what we do for others."
     
    It sounds strange, but it makes sense. By forgiving someone who has wronged us, we are not forgeting what has been done to us, but we are releasing ourselves of the burden of the negative energies the hurt brings us. When it comes to self-forgiveness, the negative energies are still there, yet they bleed over into all other facets of our lives - especially our friends, who are hurt to see someone they hold dear flogging themselves. In forgiving ourselves, we are doing a favor for our friends and loved ones.
  21. Like
    zornwil reacted to Old Man in The cranky thread   
    Re: The cranky thread
     

     
    Dammit, I've infected Klytus with influenza, smallpox, ebola... nothing will kill him! Die, Klytus! Die die die!
     

  22. Like
    zornwil reacted to lemming in Musings on Random Musings   
    Re: Musings on Random Musings
     
    And sometimes one just needs to say "Huh?"
  23. Like
    zornwil reacted to Enforcer84 in A Thread for Random Musings   
    Re: A Thread for Random Musings
     
    Okay, if one more miserable, middle-aged, crack addled, self absorbed, over pampered, pile of raw sewage blows a gasket at me or one of my fellow co-workers for asking them to go to the end of the line that they cut in front of; I will personally escort them the the first layer of hell.
     
    Thank you for your business and have a nice weekend
  24. Like
    zornwil reacted in The cranky thread   
    Re: The cranky thread
     

    Yes. Ever been here?
     
    http://www.pod-six.net
     
    Home of Sealab 2021's best fan page.
     
    Might not be work safe for some transcript scripts.
  25. Like
    zornwil got a reaction from Hyper-Man in The Last Word   
    Re: The Last Word
     
    Well, I wasn't expecting the Spanish Inquisition...
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