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GhostDancer

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Everything posted by GhostDancer

  1. That works out to $1 per small (8.5" x 5.5") page, discounting the end notes. My favorite part is the ethnic map. The book focuses largely on Shamanism and also it's local integration into Buddhism.
  2. Re: Samurai ...in the past, the samurai did not regard surrender to an enemy, or even changing sides, as an unforgivable deed. If samurai lost a battle they would flee from the field and prepare for the next. A close reading of the historical sources proves that for samurai to choose to fight to the death was a rather unusual event; they may have aspired to the unbending code of bushido, but in reality they often failed to live up to it. [A samurai] wears a cape, to entangle arrows from behind him; this later evolved into the horo or balloon-shaped back-flag. In war, every ruse was considered fair as long as it brought victory. -Samurai, An Illustrated History by Mitsuo Kure [The Shimazu clan] favourite move was the use of a decoy force to draw an advance from the enemy. The decoy unit would then go into a rapid and controlled false retreat, stimulating pursuit. Other units of the Shimazu would lie to the flanks in ambush, with the main body held back. During the 16th century we begin to see the use on the battlefield of the sashimono, a small flag flown from the back of the samurai's suit of armor. Three-dimensional objects such as fans or lacquered wooden 'sunbursts' were sometimes used instead of flags. -Samurai, The World of the Warrior, by Stephen Turnbull Mitsuo Kure stated that the myth of the absolute moral code of bushido was Japanese government propaganda from the 1930s. Naturally, he also showed how the myth was rooted in chivalrous acts of some samurai. I'd love to see other Samurai notes. No doubt they belong in another thread- I beg your pardon.
  3. Ninja-Bear Millennial Master HERO Member 1,646 posts Posted Yesterday, 05:57 PM Ghost dancer how did s-stun for toy guys? Always curious to see if it worked ok. Like This I believe I haven't used it yet, but may do so as early as next month with Illuminated Lu http://www.herogames.com/forums/topic/88435-5th-edition-250-points-comic-book-characters/page-5?hl=illuminated&do=findComment&comment=2361198 As seen in the link, his S-Damage strikes look like this- 4 points Soft Snow Swordplay or Turning Finger Soft Swordplay or Sword Finger: Killing Strike ­-2 OCV +0 DCV HKA 1d6 +1; S ­ Damage, STUN Only (­0) There is no chance of doing BODY with these attacks. Note, per my sig line, we play 5th edition, so the K STUN multiplier is still 1d6-1 for this attack. Another of our GMs, the Owl, also runs 5th edition exclusively, and uses the K STUN 1d6-1 multiplier for purchased weapons only. Weapons that cost no points do x1d3 STUN.
  4. One of our HERO GMs, in all his campaigns, has all of his mooks (unnamed criminal characters) die when they are wounded to zero BODY, and they may have started with only 8 BODY to begin with. Of course, there are many other options in addition to Pulling Your Punch. A few include... Entangles and/or Flashes, purchased or otherwise (see cape, curtain, tablecloth, tapestry, etc). Nerve or S-Damage Strikes* Use less than maximum dice Throws, trips, stink bombs, etc. *From Ninja Hero Errata
  5. Read it twice now. Gory. Great for historical asides. Cites Beasts, Men and Gods a lot, which is a better book for for most campaigns, more memorable, less factual. Beasts, Men and Gods can be read online free from several sources, such as https://archive.org/details/beastsmenandgod00ossegoog , or borrowed from a library, likely in the stacks of a main branch. Detroit allegedly has two- I borrowed one.
  6. Yay! Greywind wins the interwebs. G, please accept promotion to Quadruple Millennial Master.
  7. Re: only attack the villain after all his minions are down or he has attacked. One of our GMs has a house rule that if you Dive For Cover in front of someone to take the hit for them, you are automatically successful. Even if you are a villain. So, it's easy for an agent with a Held Action, or even Abort, to take a hit for the Big Bad Boss in his games.
  8. Thanks, I'll borrow it. The bloody white baron : the extraordinary story of theRussian nobleman who became the last Khan of Mongolia by Palmer, James, 1978- Publication Date 2009 2008 Library Eastpointe Memorial Library St. Clair Shores Public Library Format Excerpt: The bloody white baron : the extraordinary story of the Russian nobleman who became the last Khan Also see Beasts, Men and Gods- A book dealing with the Mad Baron was well received- here is a review, followed by author information from wikipedia. Once I picked it up, I did not put it down until it was finished.. Adventure, revolution, politics, spies, travel, eastern religions, geology, survival are just a short list of items covered in this compelling book. -Robert Ferguson, February 18, 2009 After Kolchak's defeat in 1920, Ossendowski joined a group of Poles and White Russians trying to escape from communist-controlled Siberia to India through Mongolia, China and Tibet. After a journey of several thousand miles the group reached Chinese-controlled Mongolia, only to be stopped there by the take-over of the country led by mysterious Baron Roman Ungern von Sternberg. The Baron was a mystic who was fascinated by the beliefs and religions of the Far East such as Buddhism and Lamaism, and who believed himself to be a reincarnation of Kangchendzönga, the Mongolian god of war. Ungern-Sternberg's philosophy was an exceptionally muddled mixture of Russian nationalism with Chinese and Mongol beliefs. However he also proved to be an exceptional military commander and his forces grew rapidly. Ossendowski joined the baron's army as a commanding officer of one of the self-defense troops. He also briefly became Ungern von Sternberg's political advisor and chief of intelligence. Little is known of his service at the latter post, which adds to Ossendowski's legend as a mysterious person. In late 1920 he was sent with a diplomatic mission to Japan and then the USA, never to return to Mongolia. Some writers believe that Ossendowski was one of the people who hid the semi-mythical treasures of the Bloody Baron. After his arrival to New York, Ossendowski started to work for the Polish diplomatic service and possibly as a spy. At the same time, in late 1921 he published his first English language book: Beasts, Men and Gods. The novel, a description of his travels during the Russian Civil War and the wars led by the Bloody Baron, became a striking success and a best-seller. In 1923 it was translated into Polish and then into several other languages.
  9. Legend has it that the reason open vests are used in traditional Mongolian wrestling is because long ago, before this practice, the top wrestling champion was revealed to be a cross-dressing woman.
  10. Thank you, Matt the Bruins, for post #33. My request for The religions of Mongolia / Walther Heissig ; translated from the German edition by Geoffrey Samuel. was successful. Item requested from Grand Valley State Univ My request will be delivered to Roseville Public Library at Roseville Public Library when it is available. I opted for the 2000 edition- there's also a 1980 edition. FYI, Steve Long, I no longer have good access to a Mongolian translator.
  11. Hmmm. What was the charity in question? How was Commander Squid carrying the code? On a jump drive?
  12. Re: Pagan Knight...how about Arkhangelsk? That's a Russian seaport, Archangel. Re: Badger...how about Honey Badger, especially since the former is an existing comics character?
  13. Does Red Winter / Soviet Guard need the kidnapped scientist for the satellite launch? If so, why? Rocketry is a well-developed science. If White Wolf is captured, maybe she "escapes," unaware that she is being tracked back to the island.
  14. Shinto God of Trash, "Do not refuse me."
  15. Pegasus40218- a board member came up with tactical notes mostly like this- A character can stand up as part of an Abort ("Get to one's feet" being a 1/2 Phase Maneuver that has the defensive benefit of improving the character's DCV from 1/2 DCV for being Prone). Ask the GM to fully describe the SFX, any "wind up" for various maneuvers, various "tells" required by activation Limitations on their abilities, and similar in-game details pertaining to the opponents' actions not only informs tactical decisions, it also results in a much better described and higher quality mental picture of an encounter. And that's just beneficial to good roleplaying, plain and simple. Similarly that amount of detail makes opponents far more memorable and is particularly advantageous and enriching to the game in the case of reoccurring NPC's. KNOW THE TERRAIN The terrain is either your greatest ally or your greatest enemy. More battles have been affected by terrain and environment than any other consideration. Pay attention to the details of the battleground du jour, taking full advantage of sight lines, cover, concealment, avenues of approach, useful objects, and high ground. Use it to your own advantage, deprive advantages to the opposition, and be mindful of hazards. Ask the GM to describe the scene in detail and if not playing on a battlemap, draw a quick abstract sketch and ask the GM if it's accurate. Understanding where things are at in relation to each other is very important, particularly for highly mobile characters. MAINTAIN SITUATIONAL AWARENESS Pay attention to events in play. Be aware of where characters are in relation to each other, who has yet to act in a Phase, who has acted in a Phase, and be particularly alert to unexpected opportunities that transpire. TIMING Combat is all about timing. Doing the exact same move with the exact same rolls can be brilliant or stupid, all based upon timing. Assuming you Know the System, Your Character, Your Enemy, and the Terrain, you have a plethora of tools in your character's toolbox at your disposal, but without understanding when it is a good idea to use which one it amounts to naught. Some players have a tendency to find one or two actions that work for them and then just blindly apply them to every situation regardless of whether it is appropriate or not. Don't get hung up on a particular stunt or trick. It's not a question of Holding, or Aborting, or Maneuvering, or Alpha-striking, or what have you. All are good options for characters of various designs, but only when timing favors them. Similarly some players have abilities that are only useful in certain circumstances, but they try to use them in situations where they are not appropriate, or success with them is not auspicious. Growing frustrated by failure, the player then disregards the ability and never uses it again. It's like getting frustrated when a wrench fails to drive a screw, and subsequently never using the wrench even when presented with a bolt that needs to be tightened. A good chunk of solid tactics is simply using the right tool at the right time. RISK MANAGEMENT An important corollary to tactics is managing your character's risk. Blindly charging about doing dangerous things without a commensurate potential for payoff only works for so long. It's all well and good to take risks, but remember to Cover Your Ass (CYA). Understand when the situation is conducive to employing an all out attack, when it is conducive to holding back, when an all out defense is necessary, and when you should gain space to recover. In a larger sense you should also consider risk to your character's teammates and allies, if any. Sometimes the best thing to do in the bigger picture is to "take one for the team" to protect a crucial teammate, or to set another teammate up. OPPORTUNISM Sometimes events occur that are irregular, unplanned for, unpredictable. It is often worth extra risk to capitalize on these unexpected opportunities. In militaristic jargon this is known as "targets of opportunity". When opponents unexpectedly lower their DCV, turn their back to the character, suffer a fumble, take an action early in a Phase (and thus briefly lose their ability to Abort), have to change clips, or otherwise suffer a momentary impediment it is tactically sound to exploit the opportunity. Characters with "Code of the HERO", "Honorable", and similar Disadvantages may not be able to capitalize on such boons, but other characters certainly can. TACTICAL TENETS Tactics are essentially fluid and situational so it is basically impossible to codify them into inviolate strictures without rendering them counterproductive. For tactics to remain viable they must remain flexible and agile. However, there are some general rules of thumb that will serve you well in a HERO System combat. DON'T BE A ROCK EM SOCK EM ROBOT Do not have your characters just stand around hitting and getting hit. Not only is this boring, it uses like 1% of the Combat System. You might as well just roll dice randomly to kill time, if that's all you want to do. Move around, use Manuevers, Abort to defensive actions intelligently, use things in play to springboard off of, get creative. Combat doesn't have to be a race to the last hit point. HOLD YOUR PHASE 12 All HERO System combats start on Phase 12. This gives everyone a chance to go in the same Phase and prevents slower characters from getting bent over a barrel before they get a chance to do anything. It is all too tempting to start off the combat with a bang and rip loose with an all out attack, but unless you can totally devastate the opposition or have defenses that are so good you can weather the return fire it is a mistake. Hold your action and be prepared to take evasive / defensive action if necessary. Let your opponent show their hand first, and if possible counter punch after they have committed themselves to something.- EXCEPTION: PREEMPTIVE STRIKE If your character happens to know that the opposition has an attack that is so powerful allowing them to use it results in something between an unfavorable trade and total catastrophe, then by all means take them out first even if it means going in Phase 12. EXCEPTION: HIGH ENDURANCE COST ABILITY If your character has an attack that has a non-negligible Endurance cost, then use it before the end of Segment 12 if possible so that the free Post Segment 12 REC will help defray it's cost. ONE IN THE HAND IS WORTH TWO IN THE BUSH aka "Kick em when they are down" A lot of players are used to games without a clean "STUN" concept, and once opponents go down they stay down. Not so in the HERO System. While "agents" or "mooks" might stay down at the GM's option, notable characters get Recoveries and will stand back up again if allowed to regain their composure. It's amazing how even players that have been playing HERO's for a while seem to forget this. When a tough opponent gets staggered or goes below 0 STUN hit 'em again to make sure they stay down (unless it runs against your character's roleplaying of course). LOW DCV = SWEEP, HIGH DCV = OTHER OPTIONS Once they are exposed to the idea and see how it works, many a player becomes enamored of Sweep and Rapid Fire (same mechanic), and proceed to use the Maneuver every chance they get without recourse to the consequences. This is a mistake that they are easily made to pay for as their DCV drops to half and they subsequently get drubbed by return fire. Which isn't to say that Sweep and Rapid Fire aren't good options. They are fantastic options in general, but they favor characters that have lower DCV and higher OCV via combat levels. The lower the character's DCV to begin with, the less impact dropping to 1/2 DCV is. Characters with high DCV should pursue other options to increase their volume of attacks such as Multiple Power Attacks, Autofire, or taking advantage of Two Weapon Fighting to reduce the DCV penalty of Sweep / Rapid Fire. For some characters Spreading is another useful option for affecting more than one opponent, but this has bigger ramifications and is discussed independently below. SEGMENTS (1, 5 ,7, 11) According to the Speed Chart that drives combat's flow, fewer SPD values get actions on Segments 1, 5, 7, and 11 making these Phases ideal for taking Held Actions, particularly if your character has a follow-up action in the Segment immediately following. Its also useful to set up Haymakers to end in 5, 7, and 11 (not so much 1 due to crossing Post-Segment 12). Hold to the end of 4, 6, or 10 and start a Haymaker, and let it land in 5,7, or 11. TWO-FOR-ONE SPECIAL Using one action to take out two opponents, particularly in a case where one is adjacent (in HtH range) and the other isn't, is a very effective tactic. There are several ways to do this. KNOCKBACK RICOCHET Not in the main rulebook, but clarified in the Rules FAQ and later publications (such as the aforementioned Combat Handbook), a character can Knockback an opponent in such a way as to hit a third character. This requires a to-hit roll using only the attackers base OCV vs. the third character's DCV. PITCHING ENEMIES Similarly, though not as efficiently, it is possible to throw an opponent that has already been grabbed in a previous Phase at another character. SHOVE The Martial Maneuver Shove is quite useful in this regard -- you can Shove one character some distance and into another, also gaining some movement yourself. It is also one of the easier ways to move opponents around against their will, and all in all a very under utilized Maneuver. MARTIAL MANEUVERS AND MULTIPLE POWER ATTACKS Martial Maneuvers built on different bases can be used together as a Multiple Power Attack to pull off very efficient actions like Nerve Strike + Take Away + Leg Sweep and other such devastating combos. If one is prone to watching Kung Fu movies, a lot of the crazier stunts seen therein are most closely modeled in the HERO System via creative combinations of MPA'd Martial Maneuvers. SPREADING A frequently overlooked gem of a rule, Spreading allows a character to either trade damage classes for extra OCV, or more commonly to trade damage classes to make a non-AoE attack into a small AoE. I've seen innumerable players with characters that could spread their attacks never use the option. There is even an option to allow characters to Spread their Strength, which is a very useful trick. Beg your GM to allow it, but beware the opposition using it on you. KEEP YOUR ENEMIES WHERE YOU CAN SEE THEM aka "don't turn your back on a loaded gun" If possible, try to position your character so that no enemies are behind them, particularly if the character has a high DCV and lower defenses. DEFENSE MANEUVER Failing that, if it is at all justifiable for your character's concept, get Defense Maneuver IV. It's just about the best spent 10 points you'll likely have on your sheet. TARGETABLE FOCI aka "How many points did you save with that Focus again?" Don't forget you can target Foci. Even if a Focus is indestructible (most aren't), you can knock it loose if it's Accessible and thus deprive an opponent of whatever abilities were purchased via the Focus. CONCEALMENT When using the Terrain to ones own advantage, Concealment is often available. Use it. SHIELD OF OPPORTUNITY If the situation presents itself and your character is taking ranged fire, feel free to rip up or grab some appropriately useful object and use it as a Tower Shield to provide concealment and if the GM is kind some extra DEF. INTERPOSING In a situation where some opponents are close in to fight in HtH, and other opponents are standing off to use Ranged attacks try to maneuver in such a way to keep the closer HtH opponents between your character and the ranged opponents. DROPPING PRONE When receiving ranged fire, and assuming no opponents are inconveniently close to melee range, don't forget that you can Drop Prone as a 0 Phase Action, which is combinable with an Abort to Dodge or similar. This is not exactly the same as Dive For Cover, though you do go to 1/2 DCV for being prone. The advantages of doing so are three fold; first off unlike D4C there is no DEX Roll involved, secondly if you don't abort to it but do it on your own Phase it can be combined with other Actions (such as Full Move, Drop Prone), and finally you benefit from any Concealment which can either impose an OCV penalty on a shooter or even prevent them from firing at your character at all if they can no longer see you. AERIAL SUPERIORITY Ideally you want to keep enemies on the ground and your character or allies that have the capability off the ground. It is almost always a smart tactical move to ground an opponent or to get oneself or an ally off the ground. ALTITUDE An efficient tactic for characters able to gain altitude via some fashion is to get above an opponent and shoot from above them, seeking to do downward Knockback. This gains three things if successful; firstly the opponent takes damage from the initial attack, secondly they lose altitude at a disfavorable rate (it takes 2" to go up 1" for most forms of movement, but Knockback is 1 for 1), and thirdly enough Knockback will put them into the ground for more damage (and if they are Flying, Gliding, or Swinging they take an extra d6 of Knockback). FMOVE IS YOUR FRIEND Full Move (FMove) Maneuvers are great because they frequently allow your character to take three or more 1/2 Phase Actions in a single Full Phase. That's just good Action Economy no matter how you slice it. The three FMove Standard Maneuvers (Move By, Move Thru, and Grab By) are all decent, but the FMove Martial Maneuvers are all worth their weight and several are among the best Maneuvers in the game. Whether your character has the Martial versions or must rely on the Standard ones, get familiar with them and apply that knowledge liberally. CLUSTER**** This probably goes without saying, but if your character has a respectable AoE or Autofire and several opponents clump together in nice tight little kill radius, it might be a good idea to shift gears from what you were planning on doing that Phase and taking advantage of the opportunity to punish them for it. CHANNELING Similarly, it is possible to arrange a battlefield to force opponents to clump up for AoE's, and it is also possible to push them together over time via intersecting lines of fire that leave a seemingly safe pocket somewhere. The opposition naturally finds their way into this pocket and then blammo. In games with more unusual abilities this can also be accomplished by using abilities like Force Wall, Darkness, and Change Environment to render areas undesirable or off limits, forcing foes to group up. Knockback and Throws can also be used to cluster opponents; several allies could all deposit an opponent into a tight area to set a blaster or equivalent up for a big finish, for instance. SWITCH UP Often a GM will present a group of opponents that are individually well suited to facing off against one or more PC's. If the GM then engages the PC's individually with these mini-nemesis and the PC's get stuck in with them accordingly, it can make for a long fight. Let the GM have a little fun, but after about a TURN or so consider having your character deliberately disrupt the pairings. Cheapshot an opponent that is giving a comrade a hard time of it, freeing your ally to either finish them off or in turn helping out another ally (maybe even you). This is good tactics (it's never smart to fight your enemies battle), but on the other hand it can be frustrating to the GM, so use responsibly. DONT KNOW WHAT TO DO If for some reason you aren't sure what to do, or no particularly worthwhile target is presenting itself then 1/2 Move and Hold a 1/2 Phase. Consider it your filler action of choice. If you frequently find yourself with nothing to do it's possible you need to reevaluate the character and either get an ability that takes time to use like Find Weakness or Aid so that you can translate all those extra actions into something useful, or perhaps lower your SPD and recoup some points. Alternately you might just be indecisive, which you are on your own to resolve. -
  16. Little enamel umbrella lapel pins. You know you want one. -Territan Yes, yes I do. "Are you the Morton salt girl?"
  17. Contrawise, some gangs, such as triads and tongs, do have formal structure. If you're trying to make the story feel real, then the Thieve's Guild having no competition should be due to a recent violent massive win, or a reflection that this particular town is small. In a large city, the competition could still be in progress- Thieve's Guild vs. Assassin's Guild vs. Fighter's Guild vs. The Black Hand vs. The Red Tong vs. The Green Tong. Add or subtract as you see fit.
  18. City of Detroit III - Queen of the Great Lakes, 1912-1956 Most expensive, largest, most luxurious lake vessel afloat when it was built. Five stories, 455' steel hull, ~30' diameter paddle wheels with 8' wide paddles. Capacity: 5,000 day passengers, usually carrying far fewer, no more than 1,500 on overnight voyages. Grand Salon Palm Court Gothic Room men's smoking lounge, for those timorous of the opposite sex. You can visit part of it at the Dossin Great Lakes Museum on Belle Isle, a Detroit river island. Forward Gallery Should your story have a murder mystery on a ship or train, or both?
  19. Detroit: The Cadillac Chair, 1901-1941 Bicentennial monument cut from a solid block of Lake Superior red stone. Six feet high, seven tons, originally named the Chair of Justice. The limestone was not very durable. In your story, does the Chair's original name refer to a special ability?
  20. Detroit: The Majestic Building, 1896-1961 Opulent, 50,000 feet of marble, much of it in swirled panels of black, brown and green. 19' hall ceilings, mahogany and glass doors. Mabley's department store checkout transaction- "The purchaser at any counter on the ground floor sees his good handed to a small boy who sits in a little pulpit over the head and just back of the saleswoman. There, they are deftly done up and the money tossed into a small box and dropped into a brass pipe through which it is shot by compressed air into the cashier's domain in the basement. Down there, change is quickly made by expert fingers, returned to the pipe and shot back. Several girls will be employed to make change, and the process is carried out more quickly than it can be described so that the wait of the customer is extremely short." -The Detroit Free Press
  21. Detroit Union Depot, 1893-1974 Stonework bas-relief ornamentation included baskets of fruit supported by dragons whose bodies twisted and turned into vines, leaves and scrolls. One of the rail lines was the Wabash Cannonball express to and from here to St. Louis. Enjoy Jonny Cash's performance of the song- https://www.youtube.com/watch?v=aZiQ89_s67Q In 1951, an aluminum sculpture by Marshall Fredericks was added, Romance of Transportation, now housed in the Baltimore & Ohio Railroad Museum in Baltimore. In your story, why do the tower clock faces Roman numerals read "IIII" instead of "IV?"
  22. I don't feel a several month gap, as opposed to several season or years, constitutes necro. And what's wrong with necro, when it does not include trolling? Our local Dark Champions game, Shadows Over Detroit, permits up to Power Man supers, and he's the exact example cited. Just the other day it occured to me that Doc Samson would be another good, though not equally good, example.
  23. There's so much to say about Detroit, Michigan, that I'll limit myself to notes about Pulp Era Detroit that are less well known, in several tiny increments. Detroit's second City Hall was built in 1871, demolished in 1961. A flowerbed in the front lawn spelled out, "Welcome, Thrice Welcome." A dungeon town lockup was under it. Among other statues and adornments, four 14-foot sandstone maidens watched Detroit from a 110' elevation. Each weighed 10 tons. Art held a lyre, with a palette at her feet. Commerce wielded a mercurial staff. Justice was armed with scales. Industry carried tools and gears. These statues and other items from Old City Hall are now housed in Fort Wayne, Detroit. In a modern setting, if your story included a restoration of the statues, would Detroit restoration accelerate?
  24. I believe an ensemble pulp heroes movie can be well written, and earn a profit. The League of Extraordinary Gentlemen, of questioned artistic merit, did not kick off an intended series. Did it turn a profit? It grossed $179,265,204 worldwide at the box office, rental revenue of $48,640,000, and DVD sales as of 2003 at $36,400,000. The story SteelCold cited, with The Shadow and his agents fighting Doc Savage and the Five because of Doc's upstate lobotomy operations to "reform" criminals is a fascinating premise. Doc and the Five as antiheroes? Dwayne 'The Rock' Johnson has a good look for Doc Savage. Throw in bronze contact lenses, originally hidden by aviator sunglasses, and add the widow's peak hairline, and we're good to go. May have to insist on less toothy smiles for the part. I agree with ya'll, no origin story. I'd skip the childhood training montage, too. Just show us someone interrupt Doc's current training, so we have a glimpse. A brief scene where he visits father Clark Savage, Senior's gravesite is good, too.
  25. Also east coast retirement community Sunrise City, home of elder supers- former heroes, villains and neutrals. May have a dash of The Village or Pig Alley flavor. Close your eyes and imagine what you want your retirement to look like... Do you want a cruise ship or resort lifestyle? Do you want to play golf or shuffle board or bridge 24/7? Or are you looking for somewhere different? Somewhere you can make a difference? Then take a look at Sunrise City. It's truly one of a kind – active, caring and affordable. You'll find that Sunrise City is a thriving, active, non-profit hometown. You can live a purposeful lifestyle through service to others, enjoy countless activities, and create friendships with diverse people blessed with impelling life journeys. All on a lovely, 200-acre campus full of giant live oaks, Southern magnolias and sabal palms. There's a wide range of amenities and independent home choices. Plus you'll be able to age in place because Sunrise City is a Continuing Care Retirement Community (CCRC). Does the prospect of living in a hometown of caring, diverse, 55+ adults speak to you? Then visit us and experience new friends, new adventures, and new opportunities to learn and grow. Come explore Sunrise City for a life more abundant! Why retire — when you can rewire? If you believe there is more to retirement than sitting on the porch, you’ve found the right place. Some residents find that they are busier now than ever before. And they love it! The big difference is they’re doing enjoyable, meaningful service to others. And they still have time to embrace all the fun activities available, on campus and off. Whether you’ve spent your life volunteering or would like to try it, you can find purpose, fulfillment – and joy – sharing your time and talents with others. We take care of each other — and the earth. Not only are we careful stewards of each other, we believe in making every effort to conserve the abundant natural blessings around us. We have community garden plots. We’re Stewards of the Earth, involved with recycling, regional conservation partnerships, increasing solar use and more. There are endless opportunities for walking and bicycling, plus nature trails and bird habitats. Sunrise City residents are engaged and committed to living lightly. Come visit and see for yourself why Sunrise City residents are so happy with their choice of retirement hometown. -swiped from Penney Retirement Community
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