Monday, September 30, 2013

The Sentinels of Liberty Universe Timeline


On The Value of Campaign Timelines

So I run a campaign which has seen several different systems used , and which uses a mixed universe, combining Marvel and DC universes with the HERO universe and a few others. When I first set it up I just threw together elements willy nilly , but eventually it became nessecary to actually decide some of the details and once time travel and dimension hopping became part and parcel of several of them I needed a timeline , which I now offer to anyone who wants to steal it or loot ideas from it.

I also will accept any cool ideas and bolt them into the timeline , after all , a universe can never have to much backstory.

Timeline of Major Events

1913    First Costumed Adventurer - The Grey Ghost appears in Chicago fighting against a variety of criminals.  Fighting crime with a wide variety of specialty devices and strange allies he strikes terror into the hearts of criminals and invests the world with a new type of role model.  He never kills, and keeps his identity hidden with a mask and special smoke dispenser.

1914    WWI Breaks out - Blitz, the first German Superhero appears and aids the Germans in their attack on Lodz in Poland.  Blitz used lightning bands of unknown origins to hurl bolts of devastating energy. 

1915   
August 4th First Zepplin attack on London partially foiled by Union Jack, the first English superhero.
   
November 2nd Grey Ghost foils Erich Munter's attempt on JP Morgan's life, after preventing the bombing on the Senate on the third.  Munter is captured and tells all to authorities.

December 11th
    Grey Ghost fights against agents of Fu Manchu who have been hired by Germans to poison New York`s water supply.  Blitz saves the life of a then unknown soldier, Adolph Hitler.

1916   
    Battle of Verdun -German superhero Blitz is killed at Verdun trying to save german troops from the poison gas used by their own side.

     The Grey Ghost prevents the destruction of the Black Tom Island munitions plant by German saboteurs led by Baron Klaus Von Kreiger. Von Krieger escapes in a miniature zepplin. Which is mistaken for a flying monster causing mass hysteria.

        Later that year Von Krieger is foiled in an attempt to blow up the White House, this time by a new super hero  Hawkman.  Hawkman used mechanical wings and a rocket pack to simulate controlled flight.

1917    Von Krieger founds HYDRA.  He will bedevil Grey Ghost and America for years to come.

1921    Grey Ghost begins his fight against gangsters as the emerging organized crime syndicates begin expansion throughout America. 


1924    Hawkman thwarts first attempt by Fu Manchu to replace the Presidential Candidate Coolidge with a highly trained double.  Grey Ghost begins operations in San Francisco, opposing mysterious agents throughout the city. Demonmaster  reveals himself to the world in DC, attempting to hold the Capitol hostage with an army of monsters.  These creatures are later discovered to be men in costumes aided by props.  Demonmaster is defeated by Hawkman and the Grey Ghost, working together for the first time.  Demonmaster is unmasked and revealed to be Von Kreiger.

    US Government creates Beauro-13 of the Department of Investigations: It's purpose to detect and thwart unusual threats to American security.

1932    Grey Ghost joins the hunt for the Lindbergh baby, and the real kidnappers are found : Agents of HYDRA, Grey Ghost is seriously injured taking the bullet for Charles Lindbergh. Grey Ghost disappears from the public spotlight.                          

1938 Powerhouse vs NYPD 1938
    "Proved" the existance of superhuman powers to the court
    Created doctrine of "witnessed exceptions from known laws"that allow that if 20 or more individuals in sworn statement claim a being has exhibited powers or abilities the court would normally have to claim as impossible such evidence could be (at the judge's discretion) made available to a jury.    

1939    The Red Skull is created.  A young Steve Rogers enters military service.  Victor Von Doom is born.

1940    Reed Richards and Benjamin Grimm are born.

1941    Johnny Storm is Born.

1942 Susan Storm is born.  Bruce Wayne is Born.

1933-1946
    a number of costumed adventurers show up across America, thwarting criminals across the country.  Beauro-13 is assigned to monitor costumed adventurers and investigate the unknown, the unknowable, and things that exist only as rumors.  Agents of beauro-13 oppose Nazi treasure hunters all across the world.

1951 Powerhouse vs Federal Beauro of Investigation 1951
    The court allows that in certain circumstances a super human may be possessed of abilities or information that "entitles" him or her to disregard many paternalistic public safety. Laws and laws limiting citizen actions in arrest of superhuman criminals.
    "Proved" the existence of Mind Control to the court

1952 US vs Psychon 1952
    First conviction of individuals for criminal use of psychic powers

1953    Soviet hydrogen bomb detonation is overly successful, resulting in the devastation of nearly a 50 mile area.  American`s begin work on the Gamma Bomb to counter the new soviet threat.

    US (DIA) vs Gadgetman 1953
    Created a Protected individual's right to high technology they themselves have created and for "moral" reasons chosen not to patent.  Imminent domain limited for the first time in US History when the US Government is denied seizure of a well known and loved hero's equipment and labs under the umbrella of National Security.

    US (FBI) vs the Defenders 1953
    First attempt to shut down an organized hero team for acting as vigilantes and using unlawful weapons and vehicles.  Hero teams recognized as a Militia according to the Constitution.  Protections extended to possession and "lawful" use of exotic weaponry as long as criminal conduct is avoided.

1954    Parent`s of bruce wayne are murdered in crime alley

1955    Victor Von Doom and Reed Richards enter College at Empire State University together.

    Jaguar vs the USMC (vis-a-vis the Project:Sunburst fiasco) 1955
    Makes public illegal certain army and CIA experiments on soldiers involving substance exposure with or without consent. Jaguar finds he cannot be legally compensated unless he reveals his identity.

1956 An accident at his dormitory lab scars victor von doom, opens a dimensional rift and leads to von doom`s expulsion.  Von doom swears revenge.  HYDRA attempts to destroy the US Space Program in it`s infancy, but are thwarted by the re-appearance of a super-hero long thought retired or dead, The Owl. HYDRA`s involvement brings Bureau-13 onto the scene, where a number of anomalous individuals are detected.  Their existance is never reported to the president.

1958 Reed Richard`s failed space flight attempt results in the creation of the world`s first true superhumans - The Fantastic Four.  They are found by this sector`s green lantern and temporarily recruited to help stop a series of alien plots against earth.

    Jaguar vs the Internal revenue Service 1958
        IRS is forced to acknowledge that heroes may get tax ID numbers and pay taxes on their masked ID . The US Government gets a substantial windfall as a result and the unofficial status of superhumans is improved substantially.

    The Shop splits off from the CIA and begins illegal human experimentation

1960
    Lorrance Umbra McKinney reveals himself as Jaguar, runs for Senate in California winning by a landslide.  1960 he holds the seat for 3 terms.

1961 US (CIA) vs Defenders 1961
    Right to utilize identity protection in citizen's arrest created after Gadgetman and Powerhouse are forced to reveal their identities to the CIA in a court case against Russian sleeper agents.  Both Gadgetman and Powerhouse find their families and friends murdered within a matter of weeks.  The Court recognizes a "higher level of threat to person and property posed by metahuman threats" 

1962 California vs Johnathan Brinks aka Madcap 1962
    Death Penalty in superhuman cases is judged to pose a clear and present danger to the lives and property of civilians.  Death Penalty is abolished after 12 attempts to execute the superhuman Madcap result in extensive and horrifying mutations in his form and his eventual escape and destruction of the FEDRON Penetentiary in Cederville California, and the death of 180 people.

    McKinney-Jameson Act of 1962       
    Reasonable Force laws and guideline seriously changed as a result of a recognition of the difficulty in subduing and holding of metahuman criminals.

    Bane vs State of New York 1962
    The use of a superhuman power in the commission of a crime increases it's severity by "one step" in all cases.

1963
    McKinney-Peterson Act of 1963
        Creation of the first Federal Superhuman Registry and the Primary Response Interdiction Militia Unified Service.  PRIMUS is a quasi military organization made up of "reserve" status soldiers, secret agents, superhuman volunteers (superheroes), and liaisons for the varius law enforcement agencies worldwide. PRIMUS cards issued to heroes who volunteer with the agency allowing them to verify their identity in courts and provide them with limited legal protection and representation.

    NY vs Johnathan Brinks aka Madcap 1963
        Insanity defense is abolished.  In it's place an alternate charge of Personal Instability Posing Threat to Person and Property (PITPP) is enacted by the state legislature of NY.  Other states followed suit.

1959-1969
    Fantastic four help this sector`s green lantern defeat a number of alien threats, and keep their existence and identities a secret until this time of galactic crisis is over.  Their secret war ends the Kree, Skrull, Deviant, Eternal, and Shi`ar threats to humanity.  The rogue Eternal Thanatos of Titan is captured and imprisoned on OA. The Dire Wraiths are detected and their invasion is stopped with a little help from the Earth's Sorceror Supreme who blanks their existance and his own from all but the most sensitive minds in the universe. The Space Knights never come to Earth.

1966 STRONGHOLD Bill passed 1966
        Superhuman prisons bill allows for the construction of 2 superhuman prisons one in the Desert in New Mexico.  The other in Adirondack Mountains of New York.

1970 Bruce banner is transformed into the hulk
    The Hulkbusters are formed.  The Hellfire club attempts to capture the primitive hulk and bring him under their control, the attempt fails and the damage it does to the club shuts it down for the next 10 years. 

1971    The fantastic four reveal themselves to the world at large when they rescue the crew of Apollo 15 from damage done to their orbiter by a rogue meteorite.  Doctor Doom takes over Latveria.  The Red Skull activates the first sleeper which is thwarted by the fantastic four.

    NY vs Stahl 1971                                          
    Telepathy and Teleportation are proved to exist to the court's satisfaction.

1972    captain America found frozen in the ice by the fantastic four, while investigating rumors of a sunken city beneath the north pole. The Captain moves to New York and after stopping a plot to assassinate the President of the USA by the super-human assassin Bullseye.  Afterwards he sets up shop as an independent hero.  The Red Skull activates the second sleeper, who is defeated by Captain America.  Captain America discovers the existence of his old nemesis.
   
    NY vs The Defenders 1972
    The existence of certain Meta-physical manifestations of reality (MAGIC) are argued.  Magic is deemed to still be unreal or unprovable.  Crimes committed using "Magic" are referred to as Unrevealed Mutant Power manifestations.

1974 Victor Von Doom attacks the fantastic four appearing in public for the first time.  Red Skull takes over HYDRA, activates the Third Sleeper.  The Third sleeper is defeated by Captain America and The Green Lantern.

1975    Batman`s first appearance in new york.  Beauro-13 stops a plan by the USSR to replace key blackmail key generals using their own paranormal team.

    NY vs Powerhouse 1975
        First time an American Superhero (and Icon) is jailed and fined for what most would consider normal heroics. While jailed Powerhouse is attacked by his enemies repeatedly , resulting in the death of over 200 guards and nearly a thousand other prisoners. He is given a pardon by the governor.

    Atlantean Invasion of California repelled by Superheroes October 12-30, 1975
    30 Supers given the Medals of Honor or other similar awards
        All domestic superhumans not acting in a felonious manner are legally given the status of Militia for the purpose of laws regarding use of the powers as weaponry.

1976    Jack Napier falls into a vat of chemical`s to emerge as the Joker.  The leader makes his first appearance.  Kingpin successfully ousts the Gambino crime family from new york.  Chun En-lai`s death leads to the Mandarin attempting to seize control of China.  He is thwarted by a novice Iron Man and swears revenge. HYDRA activates the Fourth Sleeper and Fifth Sleepers, they are only barely stopped by The Fantastic Four and Captain America.

    Chicago Light and Power vs Gadgetman 1976
        Court decides that individuals do not have the right to provide utility services in locations where an existing government sponsored monopoly exists.  "Broadcast" Power is judged to be a threat to the public health.

1977    project sunburst test`s conducted in mojave desert.  The Ripper and abomination come into existance. Poison ivy makes her first appearance.  The Hulk rampages through the Lower East side, after being Captured by HYDRA, Red Skull believed killed, forcing a total rebuild of the area.

1978    The mandarin makes his first appearance in the United States, in an attempt to destroy Washington dc, he is thwarted by Iron Man. Kingpin orders Commissioner Harvey dent killed the attempt is botched and instead Commissioner dent suffers irreparable brain damage and becomes two-face. 



1979    First appearance of thor on earth, defeating the mandarin and the dragon fin fang foom.  Clayface makes his debut appearance.  The Wizard makes his first attack on the Fantastic Four.  He is put in Arkham asylum after court psychologist determine he is an obsessed megalomaniac.
    Twoface takes over a large proportion of the silvermane Family`s holdings in New York in the Bloodiest gang war New York has ever seen. Catwoman makes her debut, steals the crown jewels of Laterveria while they are on display at the New York Museum of History, they are recovered by Batman and returned to the Latvarian embassy.

    Miles Orrick vs BAF 1979
        Miles Orrick , billionaire philanthropist is robbed 14 times in 3 months , and eventually seeks to arm his guards with plasma pistols and is arrested. He takes the matter all the way to the Supreme Court. Orrick runs for Congress the next year.
        Rules regarding limitations on personal weaponry are made unconstitutional after it is proven to the Supreme Court that the Government at all levels has "failed in it's obligation to provide such protection as would be deemed necessary to allow the infringement or alienation of personal rights to keep and bear arms."  Automatic weapons and exotic weapons are again legal in most areas and jurisdictions.  Laws making penalties for illegal use of such weapons much harsher become commonplace.

1980    cobra gains his powers.  The Kingpin and Twoface ally their criminal empires to oust the rest of the four families from Manhattan`s criminal underworld.  Their alliance is ended when Batman reveals Kingpin's involvement in Harvey`s scarrification. The Wizard and Poison Ivy escape arkham asylum and nearly slays the fantastic four using a series of deadly plants. 
   
    McKinney-Orick Genetic Alteration Bill 1980
        After the Defenders discovery of an abandoned island of near human intelligence manimals off the Washingtom cost the animals are granted full rights as American citizens and laws are passed to prevent future unchecked experimentation.
        Genetic Alteration or modification of animal species made illegal without submission of any testing plans and proposed alterations to NIH and FEMA agencies.

1981    living laser gets his implants, begins crime wave, stopped by the fantastic four, then later by batman.  The radioactive man teamed up with black tom appear in an attempt to loot fort knox, they are stopped by the combined powers of the fantastic four.  The Joker and Captain America cross swords for the first time when Joker attempts to lighten up the United Nations with a massive dose of Smilex Gas.

    MacNeal-Foxx Robotics Bill 1981
        After the massacre of 17 student in Edison high school by a robotic science fair experiment gone terribly wrong. The disaster is barely mitigated by the teen hero Redjack.
        Creation of Artificial Lifeforms and Intelligences is made illegal without approval from the US Congress.

1982    hyde makes his first appearance, getting thrashed by thor. Clayface is defeated and captured by Iron Man who temporarily cures his condition.  Luke cage accepts experiment option in prison, becoming Power man. sabretooth attempts to murder mayor of new york, and is handily defeated by an upstart new hero - clint barton aka Hawkeye. Captain America, The Falcon and Hawkeye team up for most of 1982-85.  Iron Man introduces his Golden Avenger armor.

    Garrsion-Smith Airspace Law 1982
        Makes illegal the creation, possession and use of spacecapable craft without Federal Authorization through NASA, the DOD, the White House and the FAA.

    1983 Peter Parker bitten by a radioactive spider.  Hydra makes it`s first public appearance in 20 years when it attempts to take over the UN and replace the members with robotic dopplegangers.  SHIELD is created by the UN 6 months later.  Hyde nearly kills The Batman when Batman attempts to capture him during a robbery of a Wayne Enterprises chemical Laboratory.  Hyde is eventually stopped by    Doctor Octopus who robs Hyde of the chemicals and escapes into the night.  The Green Goblin`s First appearance in the life of Spiderman.

1984    The sandman makes his debut as a supervillain.  The Rhino is created.  Electro appears for the first time and is defeated by spiderman.  Doctor Octopus makes his first public appearance, and is defeated three seperate times this year, first by spiderman, second by iron man and finally by the fantastic four.  Mandarin and Doctor Doom ally to attempt to destroy the fantastic Four and Iron man, but their alliance is shortlived when it is discovered by Batman and Spiderman who team up and turn the two master villains against one another.  The First Green Goblin Dies while fighting spiderman.

1985    hydroman appears and is defeated by fantastic four.  The Scorpion is created and defeated by spiderman.  Porcupine, trapster, fixer, and mysterio all maker their first appearances this year.  All are defeated at various times by iron man, captain america, the falcon, spiderman, or batman.  Superhuman damage to new york reaches half a billion dollars.  Star Labs is created.  The Democratic national convention is discovered to be taking millions in soft money from agent`s of HYDRA.
    Hyde escapes prison and is apprehended by Batman, who seriously injures the monstrous hyde and forces him to return to a normal state using a specialty compound.  Hyde is incarcerated on Ryker`s Island as a normal criminal.  The Hobgoblin appears in New York allied with The Rose, in opposition to Twoface and The Kingpin`s organizations. Deathstroke is formed by Deathsinger, Frost, Death Commando, Flag Smasher, Arrowhead, and Stinger.  They kidnap Doctor Strangelove Draconis from Beauro-13's safekeeping.

1986    Iron Fist makes his debut, defeating black tom and thwarting his attempt to steal a large collection of possibly magical gems from a southeast asian collector.  Sunturion makes his first appearance and is defeated by iron man.  Mentallo makes his first appearance and is saved from prison by the fixer.  He, fixer, and radioactive man make a temporary alliance and are only barely thwarted by spiderman.  Loki animates several suits of Iron Man armor and uses them to attack Thor.  The suits manage to put Thor down but The Fantastic Four intervene and manage to destroy the maniac battlesuits with some help from the real Iron Man.  Jack o Lantern Makes his first appearance. The new green Lantern makes his presence on earth known by capturing Deathstroke.  Unfortunately the jail they are sent to is unable to long hold them and they escape, only to be defeated by Spiderman.

    US vs Ackbar (Neutron) 1986
        First villain with diplomatic immunity prosecuted despite his status.  Ackbar aka Neutron had been named as Libya's ambassador to the US is arrested for attempting to annihilate the Pentagon.

    The Brazilian Connection (New York Times) September 1986
            An organization called VIPER is discovered to be behind 40% of the Cocaine and Heroin coming into the United States. 
            VIPER members are discovered to be making large contributions to many corupt Federal and State officials.

    Ronald Reagan passes executive order #110 1986
        Executive order creating the Special American Tactics organization as a response to growing threat of VIPER.

    US vs VIPER 1986 / McKinney-Smith VIPER Act 1986
        The existence of VIPER is proven to the general public with the capture of "Nest Alpha" with 400 agents, 3 superhumans and several dozen illegallly engineered lifeforms. Membership in the criminal organization is made a federal felony punishable by no less than 6 months and no less than 20,000 dollar fine.
        VIPER is made a top priority by most Federal Law enforcement agencies.

1987    Iron monger appears for the first time.  Ogre makes his first appearance.  Wayne Enterprise and Stark Internation pool their reasorces to create Stronghold, the world`s first super-prison.  Work is begun on ryker`s island.  Heroes for hire is formed by luke cage and iron fist. The sandman appears.  First incarnation of the sinister six defeated by the fantastic four and thor.  The flash makes his debut.  The earth sector`s green lantern dies and Hal jordan is picked as his replacement.  Croc makes his first appearance.  He escapes batman but is captured by captain America.  Hyde manages to recreate the formula which turned him into the Monster and manages to put it into the prison water supply.  Hyde then led a mass escape from the Ryker`s Island resulting in the destruction of most of the prison. Batman`s antidote is sprayed on the crowd of criminals but many still escape.  Most are found dead within a month or two due to bizarre chemical mutagenic effects.

    Paris Accord of 1987
        International ban on Omega Radiation weapons, Gamma Bombs, Military use of Powered Armor, Artificial Lifeforms, Teleportation Devices, Mutagenic Weapons, Artificial Intelligence Weapons and Drafting of Superhuman beings.  Signed by all UN Nations except China, USA, USSR, Iraq, Latveria, Madrigar, and Shivania.  Cyberline projects shelved by US "publically".  Some organizations and individuals rumored to have samples of Cyberline derrivatinves made by Russia and China.

    The Libya Incident November 1987
        The Defenders team is tried in absentia for trespass" and violation of sovereign airspace of Libya while pursuing Eurostar.  Libyan officials hire Eurostar to capture Defenders, who are brought to Libya to be executed.  Defenders escape, and destroy 4 Billion dollars worth of Oil and 3 refineries in the process.  The World Court holds the United States liable for the damages, the US courts refute the claim.  Worldwide sentiment against paranormals grows to a fever pitch.  Powerman is sued repeatedly by agents of the Libyan government, eventually driving him to bankruptcy.  Powerman is driven to near madness by the world press and disappears temporarily.

    Ronald Reagan passes executive order #143 1987
            Executive Order pardoning over 60 heroes and costumed vigilantes for all crimes past and present after the Tetugachi Reactor Incident (In which almost every hero in the US combine their powers to prevent Mechanon and VIPER from destroying the planetary atmosphere)
        Defenders member Gadgetman asked to retire due to his part in the creation of the incident


1988    The Wrecking crew gain their powers from loki, but are defeated by thor.  They gain the dubious distinction of being the first inhabitants of Stronghold.  They are soon followed by ogre, hydroman, fixer, mentallo, doctor octopus, the abomination, ripper, sabretooth, electro, scorpion and rhino.  Iron Monger almost defeats The Hulk in a massive brawl that destroys 200 city blocks in Queens, New York.  The Iron Monger for a short time becomes a super hero before it is discovered to be a ruse to lure Iron man into revealing his secret identity. 


    1988 Congress recognizes and offers additional funding for SAT
        PRIMUS made subordinate to SAT.                   

    George Bush passes executive order #3 1988
        Officially makes being an Unregistered Alien Being a violation of National Security.

1989    The scarecow, the riddler, and the penguin all make their first appearances. The vulture makes his first appearance.  The Beatle makes his first appearance.  Harry Osburne becomes the Second Green Goblin, using his father`s gear.  Loki turns the Hobgoblin into a real demon after their first encounter.  Green Lantern defeats the Leader, imprisoning him in Stronghold after the Leader attempts to usurp the power of his Green Lantern Ring.  Doctor Doom creates a hypno-satelite and uses it to take control of Moscow, the satelite is destroyed by The Fantastic Four. Harley Quinn becomes the Joker`s psychiatrist.

    Congress disbands Investigative Beauro 13 1989       



1990    robin joins batman.  Hawkeye sets back out on his own as an independent adventurer.  The Joker destroy`s the life of freddy Foxworth as part of a plan to steal the wayne billions.  Foxworth begins his training to become The Foxbat.  Deathstroke appears on the west coast scene.  A year long crime spree met with little heroic resistance nets them the money to become a serious threat to world stability.  The Penguin teams up with The Scorpion to try to collect the 15 million dollar bounty on the Batman offered by The Kingpin.  Ogre makes his first appearance as does the fly.  Both are defeated By the spiderman.  The Heroes for Hire manage to recapture several escaped inmates of Arkham Asylum, earning the emnity of the Mad hatter, Joker, Poison Ivy and Clayface.  The Green Lantern captures Loki and gets turned into a frog for several months.  Kurt Conners transformed into the Lizard.  Harley Quinn becomes Harlequin, the Joker`s sidekick and girlfriend.  Iron Man introduces his Silver Sphinx armor.

    US vs Menton 1990
            US Supreme court rules that use of telepathic powers on an unwilling subject constitutes not only legally assault but repeated mind control and use of mental illusions is a violation of the person comparable to the crime of first degree rape.  The court allows that in dire circumstances such invasion of a target's mind is justifiable but sets the standard for legality at only when such invasion is necessary to prevent immediate loss of life or gross danger to both persons and property. 

1991    The Champions team is formed in LA by the heroes who prevented the use of The Dagger by deathstroke. Thor temporarily joins the Champions while seeing Flare, but the relationship and the team up are short lived. Shocker makes his first appearance, once the west coast and is handily defeated by the Champions.  Red Skull is discovered to be alive and operating a series of Health Spas in California and using them to brainwash the world`s elite.  He is defeated by the Champions.  The Captain goes to help motivate the troops for the gulf war.  Hawkeye and Falcon stay behind. The Foxbat makes his first appearance.  Doctor Doom is discovered to be aiding the Iraqis, when his robot legion erupts from the sand and nearly annihilates an American Armor Battalion. A plot by hydra to free a number of super villains in it`s employ from Stronghold fails, but does result in the release of The Wrecking Crew.  An unsuccessful attempt on the Kingpin`s life by a group of villains puts Vanessa into a coma.       
   
    Congress passes the Mental Bill of Rights but president Bush vetoes it in late 1991

1992    Prisoners discovered missing from Stronghold.  Others are discovered to be robot doubles.  The vanisher is discovered to be behind the Teleporter`s Underground, a criminal relocation service.  The Vanisher`s buenos Aires retreat is located by The Batman working together with Reed Richards of the Fantastic Four.  Machinesmith, Fixer, Vanisher and Twoface are discovered to be in alliance.  The Head of Shield, Nick Fury, faces down a resurrected Von Kreiger in a fight to the death.  Von Kreiger is discovered to be a robotic double.  Captain America, The Thing, The human Torch, and The Invisible Girl and Iron Man team up to defeat all 5 Sleeper robots, recreated and animated by Victor Von Doom to destroy the Baxter Building. The Sunturion and Force make their debut appearances, both are defeated by the invincible Iron Man.           

    US vs Gargantua 1992
            The Court rules that individuals with superhuman mass are fiscally liable to the state for damages done to roadways, bridges and thoroughfares as a result of their passage.        

    Mutant Registration Act passed  1992
            Powerman show's his support for the act by revealing his secret identity to the government, 2 weeks later he disappears, believed to have been captured by DEMON. His super powered zombie
            Steals a dozen nuclear weapons before being stopped by the hero Firestorm, with some considerable property damage.

    Firestorm vs State of Nevada 1992
            The State has no right to limit the exercise of natural powers and processes except in such cases as those powers endanger or can reasonably be seen to endanger the public good.
            Beings with uncontrollable powers can be remanded to the custody of the state or appropriate governing body as a result of a three judge panel meeting and open hearing.
            Individuals who deliberately activate or use powers which generate "gross amounts of energy" can be legally banned from entering certain clearly defined areas and jurisdictions and may be charged with misdemeanor vandalism and misdemeanor endangering the public and misdemeanor transmission of a threat  for using those powers within city limits.
        Overturned the Mutant Registration Act (passed two months earlier)

1993    The Sentinels of Liberty Form and deal with the Prometheus Plot





Friday, September 27, 2013


The Barbarian Campaign



Between 500 and 600 years ago the Northclans and Southclans split.  The Northclans have stayed nomadic or tribal.  The southclans have become small city-states and would-be empires. 

Bow use costs 3 proficiency slots due to it's exotic nature and rarity except for members of the Broken Arrow clan. The art of archery is almost lost to the non-Vannir because Apollo and Uller are both "lost".  Uller was dethroned starting the war with the giants, and Apollo was slain by Herakles. Zeus, Hera, Aphrodite are worshiped widely, Poseidon and Mercury less so. Herakles is a major god of the South. Thor and Odin and Freya are the major northern gods. 

North Clans
Timberwolf

    Followers of Odin these spear chuckers wander the snow and permafrost of the most northern provinces.  All are masters of the huge timberwolves and dire wolves of the region.  All timberwolf clansmen get Animal Handling-Dogs and Wolves, Harpoon, Ice Fishing, Arctic Survival, and Hunting as free skills. Timberwolf clansmen get +1 Con and Strength. A great emnity exists between the Timberwolf Clan and the Golden Axes because of the murder of a Timberwolf chief by his Golden Axe bride during an attempt to solidify the two tribes.
Dancing Bear
    Followers of Braggi & Loki these raunchy barbarians plague the southernmost of the northclan regions and are great traders and clever warriors.  Dancing Bear clansmen get +1 Charisma, +1 Constitution, dancing, wrestling, barter, and evaluate worth as free skills.  Bear clansmen travel in covered wagons with heated stone seats (warmed by the embers of previous night's fires.
Silver Fox
    Followers of Loki these raiders live near the elven woods and make war on weaker tribes and make slave-raids to the south bi-annually.  Silver Fox tribesmen get +1 Intelligence, set trap/snare, hunting, evaluate worth and knife-throwing as free skills.

Western Clans
Snow Owl

    Followers of Frey and Freya these are the most pastoral of the clans, having wide razing areas and fields near and in hudder-folk lands.  1 in four Snow Owl clansmen is of hudder folk blood and is allergic to iron taking +2 damage from iron weapons.  Snow Owl clansmen have +2 Wisdom, -1 Dex, farming, spellcraft, animal husbandry, leather working, cheese making, reading/writing and staff fighting skills for free. Members of the Snow Owl clan are have +4 on all saves vs charms and enchantments.
Golden Axe
    Followers of Odin and Thor these ruthless warrior prowl the open steppe mounted on heavy warhorses.  They fight the giants, trolls and elves and take what they need.  Golden Axes clansmen have a coming of age in which they must hunt and kill a frostwere to become men.  The children of non-chiefs go out in groups of 3 to 7, but chieftans' sons are expected to go alone and return as true warriors.  Golden Axe clansmen get any 3 weapon proficiencies, horseback riding, animal handling-horses, and warcraft as skills for free. A great emnity exists between the Timberwolf Clan and the Golden Axes because of the kidnapping of a Golden Axe Chieftan's daughter after a celebration, that led to the daughter killing the would be rapist and escaping to home with the aid of the Silver Fox Clan.

Eastern Clans
White Tiger

    White Tiger clansmen follow a shamanistic religion unrelated to that of the traditional clans.  White Tiger clansmen forcefully occupy a number of ancient Vanir villages and towns in the east near the sea, forcing the Vanir their to serve their every needs. From there they fish and hunt and make raids against their neighbors.  All White Tiger clansmen have the ability to Berserk (fight to negative hit points) in battle , but once Berserk must always attack the nearest opponent, after berserkerganging they must rest for 1 turn for every round they were in combat, if they do not they must save vs death or suffer a point of CON damage.  White Tiger clansmen eschew learning and cannot gain writing related skills.  They are still living off the proceeds of their last war against the elves and frequently have belongings of great beauty and worth. They start with triple starting money.
Broken Arrows
    The Last Tribe with Bows, these half Vannir all get +1 on DEX and -1 CON and STR.  All Broken Arrows get a +1 to hit and damage with all form of bows.  The Broken Arrows are an outcast tribe who are at peace with the Giants and the Elves.  Broken Arrow clansmen have Bowery/Fletchery, Woodworking and know the tongues of Giants, the Vannir and trolls for free.
Crimson Roc
    Followers of Thor and Heimdall. Always red haired. They all get +1 STR and -1 CHR. A poorly regarded clan, once very mighty the Crimson Roc clansmen at one time ruled a city, taken from the trolls called GantHeim.  It was taken from them by the Griffonites and all Crimson Roc clansmen are sworn to their deaths.  Roc clansmen get Warhammer and 1 other weapon proficiency and metalworking for free. The eponymous Crimson Roc , a species of Griffin is nearly extinct , but PCs may start with one if they wish (5 HD)

Southern Clans
Bloody Spears

    Followers of Odin, these southern warriors have found employment as mercenaries in the South and as ship crews.  Known for their powerful arms Bloody Spear Clansmen get Spear and javelin proficiencies for free and get a further +1 bonus to all hits and damages with them All Bloody Spears get any 5 languages for free.
Sea Dragons
    Allied with Sea Giants and Sauhagin the Sea Dragon clansmen are raiders with no home
    or fixed statistics, travelling the seas in great boat fleets, they raid the shore incessantly and extort huge tolls for shipping. All Sea Dragons are fine seamen, excellent swimmers and expert divers, and are trained in dagger, hand axe and harpoon. They almost have a monopoly on the whale oil trade.
Griffinites
    The most feared of the clans , these small and wiry folk shave their heads which have naturally golden hair. They trained the "Bird of Frey", the Griffon, these tribesmen hold the city of GantHeim and wage war raids on the Vannir and other Elves.  All Griffonites are trained in riding flying steeds and begin the game with a 3 HD young Griffon mount. They also have -1 CON and and STR.

Former Clans that are now the Southern City-States

If not otherwise listed Southerners have dark hair and green or purple eyes, and tend to very thin and tall.

Helios
    Largest and most metropolitan southern city, with a population of nearly 3 million. The Hellions have dark hair and green or purple eyes, and tend to be very short and round or very thin and tall. The Hellions use bucklers and bastard swords , and in large formations love the use of large and tower shields and darts (plumbada) . Their love wines and rich foods make Hellions have a reputation as being soft or weak. They are neither. Hellions are clean shaven , a fact which is derided all across the clans.
Vandrad 
    Fishing Capital of the world, the folk of the Green Reach jealously guard their waters , which are home to the largest spawning beds anywhere in the world. The Vandrad despise the Sea Dragons and any meeting of the two end in bloodshed. Vandrads tend to be of medium height and large girth and love to grow out their huge walrus like mustaches but they eschew beards. The Vandrad favor Tridents, Spears, Harpoons and Javelins.
Sipar
    Home of Mount Elios, where Herakles slew Apollo and rose to godhood.  Also home of
    the chained Titan Golian who is beneath said mountain. The Siparans are a close minded and strong willed folk , much like the giant goats which they raise. The Siparans are some of the oldest of the southern peoples and still have a tradition of cattle rustling and goat stealing. Siparrans favor short swords, maces, clubs and slings. The people of Sipar are light haired and bright eyed , with grey and silver predominating.

Iphos
    Iphans are a stoic and tall people , always light in build. Most have blonde hair and purple eyes , and have unusually large ears and hands. Excellent farmers with a strong spirit of individualism , slavery is illegal in Iphos , and any slaves brought into Iphos are forcibly freed and given citizenship. These freemen are marked with a freemans brand and offered work in Iphos's army if they wish it. The southernmost of states Iphos has little to do with the other southern states due to philosophical differences. Iphos has fine vineyards, olive groves, and figs which Iphan traders sell in nearby ports. The defenders of the small city state are the legendary Phalanxes of Iphos whose ranks have not been broken in 200 years.
Aripponopolis
    Arripons are a tall folk who tend to have red hair and purple or green eyes.  Home of Philosophy, and intellectual center of the world.  The only place that has public tutors.  Also home of The Arcanos the only school for mages in the world.  It's King Kuranes III is half giant and is rumored to be immortal. Spears, Maces and Flails are favored by most warriors of Arripponopolis , who tend to wear fine chain shirts and steel breastplates.
Arcos 
    Home of the only full functioning matriarchy in the south, Arcos is ruled by the "Divine" Empress Valeria I.  Arcos is the south's center for the slave trade and import goods from the Elves of the Dragonreach Isles.  A festival is held there three times yearly called the Rhial.  The Rhial celebrates the might and perfection of women, it is marked by great feasts in the name of Demeter and Diana.  Arcosian Women are called Arcodans  (AR-Co-Dans).  Native males are rarely if ever given a last name and are treated as pets and servants.  Arcos led the war against Spareos and the Javelins of Arcodan warriors are universally feared. Arcosians get a +2 to hit with javelins.

Spareos (destroyed)
    It's people were mathematicians and thesbians , the survivors of Spareos (Sparrans) are mostly found as slaves in the East . The Sparrans are tall and tend to have chesnut hair, with blue or green eyes.

Malakanopolis (destroyed)
    The other matriarchy in the south, Malaks tended to have reddish brown hair and azure eyes. Most of the Malaks committed suicide rather than let themselves be taken.

Putting an Edge into Swordplay



AD&D Realms Campaign

"Swordsmanship" Arts of the Realms. I use these rules to allow for a "3 Muskateers" style of play to be used.

Not all warfare in my world is heavy fighters or archers.
Only Fighters and Thieves may purchase this proficiency.       
2 Proficiencies to Purchase
Provides a cascade set of extra skill with all fencing weapons of their school (see below)
Once purchased the character gains the title of "Novice (school name) Fighter"

Proficiency with at least one the weapons of the school is a prerequisite for learning .
Additional weapon proficiency slots may be used , every additional slot gives the user additional abilities, no one can have more slots in Swordsmanship than they have levels after reaching the novice level of skill. Additional School may be purchased after the first at the cost of 1 weapon proficiency slot each.

When armed with their schools weapons and no more than lightly encumbered and not using a shield larger than a buckler the following benefits are accrued :


Slots    Title                  To Hit Bonus    Attacks    Critical Hit Bonus    AC Bonus    Parry %
2          Novice                     +1                 3/2               +2                       +1 / +2        20 %
3          Bladesman               +2                 3/2               +3                       +2 / +3        30 %
4          Swordsman              +3                 2/1               +4                       +3 / +4        40 %
5          Great Swordsman     +4                 2/1               +5                        +4 / +5       50 %
6          Master Swordsman   +5                 5/2               +6                        +5 / +6       60 %
7          Grand Master           +6                 3/1               +7                        +6 / +7       70 %
8          Paragon                   +7                 4/1               +8                        +7 / +8       80 %

    To Hit Bonus is simply that, when using the appropriate weapon.

    Attacks is the number of attacks per round the character has with a fencing weapon.  No Additional attack is gained for having an extra weapon, instead the second AC bonus is used.
Critical Hit Bonus is the bonus the user gets whenever rolling a natural "20" to hit.

    AC Bonus is the bonus the user gets when wearing studded leather armor or less and is lightly encumbered or less and has a fencing sword, cloak,  buckler shield  or dagger.  The second number is the additional bonus for having a second such weapon in the off hand. 

   The Parry % is the chance that the user can successfully deflect an attack that has already hit if he has not used up an attack this round.  Whenever a parry is made the weapon used must make a save vs crushing blow.  A failure once means it is damaged and may (1 in 6) break.  A second failure means the weapon is ruined. He must chose to forgo the attack at the beginning of the turn.

Major Weapon Schools Include

Achaen - Archaen Runesword either short or long . Requires a Strength and Dex of 14 or more
Zandir - Rapier and Short Sword or Dagger
Thalos - Cutlass and Main Gauche  or Dagger
Laer De Rason - Two Short Swords or Daggers
Shambal - Single Sabre, Rapier, or Shamshir
Barnard Style - Broadsword and spiked bucker . Requires a Strength and Dex of 14 or more
Thessalay - Single Short Sword or Cutlass
Bloodmoon - Bastard Sword. Requires a Strength and Dex of 15 or more
Ja Ekar - Mace and Main Gauche or Dagger. Requires a Strength and Dex of 15 or more
Desert Flower - Shamshir , Cutlass, Sabre, or Scimitar only.
Shingima - Katana only. No armor.  Requires a Strength and Dex of 14 or more
Elven Bladesinger - Longsword and Shortsword. Requires a Strength and Dex of 15 or more
Eulia - Longsword Only, No Armor. Requires a Strength and Dex of 14 or more
Orlan - Scimitar and Buckler or Dagger
Pogarn - Short Sword and Hand Axe or Dagger
Ios Tet  - Short Sword and Dagger
Hamas - Two Hand Axes with extra long hafts. Requires a Strength and Dex of 14 or more
Ursas ro   - (Two) Jo Sticks or (Two) Clubs
Ursara - Quarterstaff .Requires a Strength and Dex of 14 or more
Caludron ro - Dagger and Short Sword , Spiked Bucker and Short Sword

Thursday, September 26, 2013

Mech MacGuffin - Extra Crunchy Order


Mech Problems
When I run Mechwarrior and other SciFi games , I like to have some good technobabble to explain what's broken or what the party needs in the way of a macguffin. Items in red tend to destroy the mech if not replaced or repaired quickly.


Fusion Plant
    MD Flux Stabilizer
    MD Snare Field Generator
    Hydrogen Infuser
    Bottle Coolant Pump (without this the engine cannot dump more than 1 point of heat per turn)
    Plasma Relay Conduits (Main, Secondary, Tertiary) (runs the myomers, actuators , everything else)
    Helium Recovery Switch (mech looses 1 heat sink permanently every turn it is overheated)
    Proton Switch (engine generates +5 heat per turn)
    Positron Stabilizer (all pilot and gunnery rolls are penalized)
    Plasma Stabilizer
    Primary Coolant System
(mech generates +10 heat a round)
    Emergency Coolant Relay
    Emergency Coolant Dump
    Core Control Computer (if the engine overheats the mech automatically shuts down)
    Flush Pump
    Vacume Pump
    Spark Generator
    Phased Energizer Relays (1-X) X is Engine Rating / 25 (let mech use energy weapons)
    Core Heat Sink Interfaces (1-X) X is Engine Rating / 50  (let mech use more than 3 heat sinks)
    Emergency Shutdown Relay
Gyroscope
    Magnetic Balance
    Neuro-Relay
    High Speed Collision Interface Stabilzer               
    Micro-Algorythmic Data Analyzer (MIADA) (required to navigate ruins or water)
    Number One-Three Axis Stabilizer (required to jump or crawl)
    Power Servos 1-X (X is weight of Gyro)
Actuators
    Myomer Bundle Charge Indicator
    Myomer Charger (random failures of limb if not replaced)
    Rapid Charge Relay (lets you run)
    EM Six Relay (Control Pull Actions)
    EM Four Relay (Controls Push Actions)
    Macro-Algorythmic Data Analyzer (MAADA) (Measures stress and force expression)
    RP-I Gears ( physically move myomers in case of damage)
    Noble Gas Fire Extinguisher Ports
    Sub-Relay Pump (Removes water and other liquids from system)
Weapons Control
    Fire Control Computer (without this all shots only hit on a 12 on 2d6)
    Laser Targeting Grid
    Infra-Red Relay
    Radar Array (allows long range fire period)
    ECCM Module  (allows long range fire vs mechs)
    Emergency Fire Override Switch (weapon may fire at friendly opponents)

Tuesday, September 24, 2013

Tagger Magic 

For ShadowRun (I use first ed you can use these in second as well)


Wiz Kid gangs are a real threat n the big city , and their tags deliniate the borders of their power. It isn't just gang signs , for the Wiz Kids the tags are a source of power. The accidental discovery of tagger magic in the Seattle Metroplex in 2051 by the Hellkatz led quickly to an underground explosion of magical warfare. Tagger magic is the art of tapping ambient street energies , the kind that form City Spirits , and putting them into a sort of community pool for the magical group that made them. As long as the tags are visible , they generate energy for the gang and can be burned off if additional magical power is needed. The energy they produce also acts as a mild stimulant and intoxicant for the members of the magical society while it is active.

So what is a magic tag ? Good question , chummer. A magical gang tag is a piece of art infused with the magical energy of the creator group, that acts as a siphon for ambient energies. They are created in threes , generaly no further than a block apart , or an exit in the case of highway gangs(with a tag on the on ramp , in the rod somewhere and the next exit sign) what is important is the area is a single domain of city. Once a trio is made they harvest energy for the group that made them. The tags cost one karma each set to make , and while in any area bordered by the tags of her group a magican can use them to make magic stronger or to resist burn damage. The tags must be placed in a visible area in an urban enviroment. Tags in a place of power - such as the Seattle Needle or St Louis Arch generate more power , but are rarely allowed to stay up.

While in a tagged area all spells cast by a member of the group either get an extra point of force or the caster gets an extra die to resist drain, 2 dice if the tagged area is a place of conspicuous attention like a monument. They also have a feeling of intoxication similar to having a red bull and vodka. If they wish to "burn" the tag they can get an additional die to either force or resist drain , but the tag is destroyed. It also kills thier buzz , which is the real reason most don't do it. The tags also can be used to help resist summoning drain , summoners in the tag zones roll one extra die to resist drain from summoning.

So how do you shut down the tags to make the gangers feel the heat ? Well you can physically destory the tagged area , a sledgehammer usually does the trick, of course you have to destroy everything for a meter around the outermost edge of the tag. This tends to make the landlords picky. Less destructively , and more commonly, you tag over them , with intent using another groups symbols, once you break all three down, the area is untagged and the former taggers get some nasty feedback , a few hours of nausea or migraines treat as a Light drain injury. You want to bust them magically ? Fine , the tags once created are visible from Astral Space and can be attacked the same way spell locks can be however they are treated as Force 3-6 objects due to their dispersed nature are the power flow through them. Because of their nature the creators cannot be attacked through them , excess energy just flows back into the enviroment. Spirits or Elementals are often bound to protect a groups tags from Astral attack. If another Wiz Kid gang tags over your markers you take more severe feedback , all members of the burned group take a Moderate Magical Mental Wound, suffering migraines, bloodshot eyes and nosebleeds.

Requirements : to make tagger magic the Wiz Kid must be part of a magical group (as most wiz kids are) and have some sort of art medium handy , usually spray paint , and a point of karma. They are treated as spell locks for magical restrictions. This limits most groups to a home turf of 30 or so blocks since few Wiz Kids have more than 5 or 6 members. It usually takes 8-30 minutes and a roll vs Magic Theory and Street Ettiquette with a target number of 6 to set up a magical tag (30 minutes - 2 minutes for every success on an Street Ettiquette, Magic Theory ) , a failed roll means another area must be tagged.

Magical Tags have the side effect of causing the background count of an area to drop until the tags break , the area's background then jumps by 1 for a few hours. Area that have magic tags on them tend to attract free spritis , and paranormal animals , and Gargoyles especially tend to congregate near them. 

Corporations have attemped to pull this same trick off , but as of yet the has been no success at making corp bill boards or other advertisements work as mana harvesters.It is only a matter of time however.

HERO-ic questions 

This idea is not original to me , but the web is a convienient place to post this. In most of my games I offer a chance for free Experience in exchange for some leverage questions . In D&D I offer (level x 25 exp ) each. In HERO system ,I offer 0-3 points each (usually 1) to a max of 50 points because they give me great hooks for the character and story. In other Marvel they are worth 10 karma a pop. Or in some games I just require the player answer any 10 questions to play their character. They give the GM some direction and ideas and more importantly force the player to think about thier character at some length.

   

What is this character's greatest love ?
What is the worst thing the character ever did to get what they wanted ?
What is this character's worst fear and why ?
What is this character's most intense belief ?
What was the character's worst injury and how does it show itself ?
What is this character's favorite food and where do they always go to get it?
What is the character's favorite beverage and where do they always go to get it?
What is this character's darkest desire , and what wouldn't they do to get it?
Who does your character most admire and why?
Who does your character most fear and why?
Who is your character's greatest rival , when did it begin?
Who is your character's hero/idol , what have they done to be like them or meet them?
Who are your character's dearest non-pc friends , name and describe 3 of them ?
Who does your character most hate and why?
What are your character's political beliefs ?
Who most strongly influenced your character's development ?
Where and how was you character schooled ?
If your character was a weapon what kind would he/she be , explain?
If your character was a color which one would he/she be , explain?
If your character was an animal what kind would he/she be , explain?
If your character was a season which one would he/she be , explain?
If your character was a type of weather what kind would he/she be explain ?
If your character was a substance what kind would he/she be ,explain?
What is your character's family home like ?
Family, who are they and how does your character feel about his/her family ?
How does your character feel about his/her friends ?
How does your character feel about his/her enemies ?
How does your character feel about his/her employer ?
What jobs has your character had and who are the memorable people they worked with?
Who has your character loved and why are they not with them ?
Who has your character killed , just list the important ones if they have a big list?
Who has your character seriously wronged ?
Who has your character worked for ?
Who has your character fought ?
What God or Gods does your character believe in assuming they aren't a priest type?
What religious background does your character come from ?
Does your character believe in an afterlife assuming they aren't a mage or priest type?
Does your character believe in aliens ?
Does your character believe in magic assuming they aren't a mage type?
Does your character believe in conspiracy theories ?
Does your character gamble , what is their game , and what is the most they have lost and won and who was involved?
What are your character's vices?
What kind of entertainment does your character prefer and where do they seek it?
What is your character's favorite hobby or pastime ?
How does your character make a living ?
Where does your character live , describe it and tell me about their neighbors?
What kind of music does your character listen to ?
What kind of mate is your character looking for ?
What is the one thing your character holds to be sacred above all else ?
What combat raining has your character had ?
What is your character's motto , how do they live up to it?
What was their Funniest experience  ?
What was their Saddest experience  ?
What was their most frightening experience  ?
What was their most embarrassing experience ?
What is your character's master goal ?
Does your character keep a journal or diary , where do they keep it?
What is your character's most prized possession and how did they get it ?
What kind of pets does your character keep ?
What place does your character go when out of combat/adventure ?
What kind of vehicle does your character use and what would they rather have?
How often does your character date and what kind of person do they tend to date?

Monday, September 23, 2013

Egg MacGuffin with Cheese

A plot hook device to explain anything in your world ...


The Horn of Legends
The Horn is an ancient device , although it may be older (horn of the cosmic bull of norse myth maybe) it appears to be a ram's horn trumpet with a mouthpiece of gold.

When blown at a sight , which is the origin point of a legendary thing with a hint of truth to it (which certainly includes belief or tradition), the Horn will produce the physical living embodiment of that legend. 

Could be used to create Godzilla, the Slasher, Dracula, Superman, or any number of others .  If the Horn is sounded again with the Legend within 12 feet the legend returns to nothingness - but now has the ability to re-emerge on certain times of the year...

Sunday, September 22, 2013

Marvel Super Heroes House Rules

Rule 1...The GM is mostly right.

Rule 2...The Player has a right to some say so as well (don't be afraid to ask).

Rule 3...The GM decides where the line is between these two.

Rule 4... Be A Hero or don't play.       


Damage and Effects
    Whenever a yellow FEAT is made but not required on an attack the damage is increased by 1d10 points.  If the attack is a called shot this bonus is normally ignored.
   
    Whenever a red FEAT is made but not required on an attack the damage is increased by a Full Shift and optionally an additional 1d10 damage (if the attack warrants it)

    If a character takes damage from an attack that is 3 or more shifts higher than his ENDURANCE a stun result is possible then and there.  A character's PSYCHE is used instead if the attack is mental in nature.

Dodge FEATs
    Any character who's Agility stat indicates ability to avoid a given form of attack may make a power FEAT to avoid the attack.  EG
            A character with Incredible agility can avoid single bullets on a Yellow FEAT.  Automatic weapons fire
                      can be evaded on a RED FEAT.
            A character with Amazing agility can avoid single bullets on A GREEN FEAT, and multiple bullets on a
                      YELLOW FEAT roll, and Energy weapons on a RED FEAT roll.
            A character with Monstrous agility can automatically dodge Single bullets.  Multiple bullets or Automatic
                     weapon Fire requires a Green FEAT roll to avoid.  If multiple Attackers fire automatic weapons at
                     the target he may avoid them on a Yellow FEAT.  Lasers and other energy Weapons can be avoided
                    on a RED FEAT.
            A character with Unearthly Agility may automatically dodge All bullets fired at him/her.  Energy weapon
                   attacks may be dodged on a GREEN FEAT.
     A character who dodges will Reduce the Effective Level of a given attack based on the success of the
dodge. 
        White FEAT     - Zigged when you should have zagged - attack gets +1 shift
        Green FEAT    - Attack loses one column shift
        Yellow FEAT    - Attack loses two column shifts
        Red FEAT    - Attack misses completely

Instant Karma
    40 points    Buy an enemies attack down by 1 column shift
   100 points   Make an enemies attack that is targeting a friend or innocent miss and hit you instead
                     That enemy gets 50 karma
   100 points   Make an enemy monolog , that enemy gets the 100 karma

Saturday, September 21, 2013

The Quest for the Temple of the Emerald Goddess

A quick campaign for fantasy games by Chance Palmer.

The Heroes are starting on Turtle Island, a small island named for the bowl shaped mountain at it's center.  The Island is fairly marshy , and quite warm because of the volcanic fumaroles beneath the island.  Turtle Island's population is centered in Jade City. Jade City is named for the color of the local stones, and not for famous jade deposits.  The local stone is a lustrous , oily green colour, much prized by artisans and builders as a finishing stone.  The city is prosperous and thriving, combining much of the thrill of a border town with the developments of a metropolitan center.  Population is around 20,000.  The City is led by the guildmaster of the mason's guild Dagorath Vindal , a bear of a man with a corrupt streak a mile wide. 

The group's patron is an old , burned out dwarven magician turned enchanter/merchant known as Karlon Ironhand.  He deals in rare goods, the kind that come from the lost and abandoned places of the earth.  He stands 4 foot high and 3 feet wide with a bald head and a braided white beard.  Karlon is an autum person, with a taste for the somewhat macabre.  He owns stake in a dozen local artisan's shops and is a member of the Magicians Guild.  He is always accompanied by Thingamabob, his animated steel gauntlet, which it is rumoured is home to a powerful free spirit. He also keeps a fair stable of excellent quality dwarven mountain ponies, fiercely strong and durable if irracible beasts of burden which are ostensibly used as riding beasts.  Karlon is old for a dwarf, being nearly 220 years old, and attributes his good health to a daily regimine of martial excercises he learned from monks at a nearby monastery.  His home , Caer Lindael , is a stone keep just outside of the city walls.  Caer Lindael is half merchant storehouse half museum. 

Karlon has a human wife, his 8th human wife to be exact, named Sheeba, who is , by turns, crafty and cruel or sweet as honey mead. She is 5'7", blonde haired and blue eyed, and all of 25 years old.  They've been married for 5  years now and she has , by all accounts been a great drain on Karlon's finances.  Her father is a high ranking member of the shipwright's guild and thier marriage has thus far been fruitless.  She has a taste for exotic foods and saphire stones, and silver.  His other 7 wives are scattered across the Isles , having left him because of his eccentric ways. Sheeba is deeply in love with him , well educated and sadly refuses to see that her need to be pampered is driving Karlon into the poorhouse.

His accountant is a windling named Flutterbye, a pink haired and green winged Sylph who wear glasses with no lenses. Flutterbye suffered horrible tortures as a child and in rebellin against the cruel Windling Duke Artee turned his back on all fae tradition and became a chartered member of the Guild of Accountants. It is with Flutterbye the party must debate any additional expenses. 

His personal bodyguard is a steely eyed Dwarven ex-thief named Bones, who has ashen skin and dark brown eyes, and long, whispy hair that circles a pale bald spot.  Bones keeps a hand crossbow handy at all times , as wells as a brace of dwarven throwing axes.  He favors lorica segmentata for armor. 

He has enemies , both from his adventuring youth and his current trading companies competitive habits.

His first call of the heroes to him is," to dispose of two problems at once, a dangerous spirit that he has bound into a small idol needs to be gotten rid of , the accidental result of a failed binding enchantment, and in so doing confiming the validity of a map to the Temple of The Emerald Goddess.  There with any good fortune you can dispose of the idol at the portal of mists and if they so choose pray to the Emerald Goddess for blessings and wisdom. Plus whatever loot may be there.  The Temple was known to be in the area now known as the Tangle Vale before it was over-run by Ogres 500 years ago.  The Emerald Goddess was known as a devourer of demons so double score there as this staue and it's bound demon will certainly please her. "

The Tangle Vale is located northeast of Turtle Island , on Thurald , a largish and overgrown mountainous Island a months travel away. The Temple map is good as gold , except for being 650 years old , all the old routes it suggests have long since flooded over and will be difficult to find. The area is spare on big game , as many tribes of ogres live in the area. Thier tracks are all over the area and will be apparent to the adventures if they take the most cursory observation. The Ogres have all themselves converted to the worship of the Emerald Goddess , but in their own fashion . They have been kidnapping and sacrificing people and beasts to summon demons ... to feed the goddess, and their corrupt worship has changed the once kind hearted demigoddess into a raging evil beast. The ex-goddess should have total hit dice equal to the sum of the parties own  plus 3, with her other stats and abilities equal to that of a type 5 demon sans the gate powers. She has changed in appearance from her original beatific female form to a multi-limbed demoness.  The clues to this transformation are all over the Vale , her beastial likeness is carved into trees and totem poles, and observations of the small ogre tribes will find the original goddess's temple statues have been moved and placed before the Ogre Shaman's altars.

There are 15 major Ogre camps in the Vale , most of which border a single , somewhat toxic with filth river. The area is heavily overrun with briars and spikethorn creepers. Each of the Ogre camps houses 3d3+4 adults with 3d6 children, and several pens of boar and ponds of fish. 4 of them have witch doctors and the rest have shamans. The temple is located half way up the western valley wall .  The river is home to mudfish and snakes and a few water weirds.

Wandering Monster Chart for the Vale

Night Time
Roll encounter checks every hours on a 1-4 on 1d12
Roll 3d6

3   Leucrotta on the hunt for victims
4   1d6 Ogres hunting for flesh
5   2 Ogres trysting
6   a hunting pit lined with spikes
7   a totem pole or tree carving of the Beastial Emerald Goddess
8   an old marker of the worship road
9   2d4 wild boars
10  a forest spirit - brownie or pixie or a gaggle of 2d4 flesh eating cannibal sprites
11   2d4 Ogre children (hobgoblin stats) playing hide and seek
12   The Ogre Witchdoctor , followed by 2d4 zombie ogres and 2d4 ogre skeletons looking for rare magical herbs
13   The Ogre Shaman communing with daemonic spirit (same stats as banshee)
14  open hunting pit with squealing boar
15  a young Ogre hunter seeking game or a stuffed giant snake with a half digested ogre
16  a patch of shriekers
17  a shambling mound or a patch of rare hallucinogenic herbs
18  2d4 geonids , who are seeking to remain hidden from the Ogres, if talked to and bribed they could explain some of the situation

Day Time
Roll encounter checks every hours on a 1-4 on 1d12
Roll 3d6

3   Cockatrice on the hunt for victims
4   Game birds feasting on wild fruit
5   Bear hunting for food
6   a hunting pit lined with spikes
7   a totem pole or tree carving of the Beastial Emerald Goddess
8   an old marker of the worship road
9   2d4 wild boars
10   Poisonous snake
11   Frilled tree lizard that spits poison
12   a jungle cat on the prowl and hungry
13   an old and burnt out homestead
14  open hunting pit with squealing boar being feasted on by carrion ants
15  a stuffed giant snake with a half digested ogre
16  a patch of rare healing herbs
17  a shambling mound or a patch of rare hallucinogenic herbs
18  2d4 geonids , who are seeking to remain hidden from the Ogres, if talked to and bribed they could explain some of the situation

Why wear a costume / have a secret Identity? 

A Champions/HERO game discussion applicable to most superhero games

Why wear a costume / have a secret Identity?

1. The costume and the persona it creates have real existence in  the jungian subconscious, making it possible to evade mystical and psionic attack an detection dues to the "Seperate" existance of the super and normal self.
In Champions game terms if you wear a costume you have a +5 EGDCV against mind scans and similar means of detection while in your secret ID.

2.All people in costume have extra natural presence in the world owing to the super celebrity status of superhumans.  This extra presence can be lost by humiliation or defeat, but all people in a comic universe have , since their infancy , been raised to believe that the costume signifies something powerful and dangerous.
In Champions terms an extra +10 presence is automatic for a person in costume .

3.The obvious protection in a court of law it provides for both heroes and villains alike, preventing positive identification and thus providing at least some measure of defense against prosecutors. Many superhumans on both sides of the law

4.Protection of family and friends as well as the innocent bystanders that happen to live in the same building. Even if a person doesn't fear for themselves they might not want to bring the wrath of Professor Nutcrusher down on their neighbors and their Aunt Jenny will be far likelier to live to 80 if she isn't being tortured for information on where Captian Obvious keeps his Secret Power Source.
An un-costumed super human seen in the act has an 8 or less chance of being tracked down by the various powers that be (on 3d6).  The opposite holds true for most costumed folks, as the urban legends about people "accidentally" discovering the secret identities of villains and to a lesser extent heroes who then suffer grisley fates abound.


Effects of having a public ID (no costume)

1.Well it's not all bad, having a public ID automatically entitles you to one level (5pts) of wealth between the basic effects of merchandising and free promotions/gifts and other offers.

2.You automatically get an 9 or less hunted by random persons interested in your life.  This can include stalkers . charities, lawers with summons, papparazzi, the IRS, criminal's families, victim's families, star-fuckers of all kinds, mercenary criminals , enemies and low life parasites of every variety.

3.Everytime you publicly defeat a major menace and get good press your wealth is effectively raised one level for 1d6 days while you remain the Flavor of the Minute.

4.Vulnerability of family and friends,who all now have an 8 or less chance of being tracked down by the various powers that be, stalkers, charities, lawers with summons, papparazzi, the IRS, criminal's families, victim's families, star-fuckers of all kinds, mercenary criminals , enemies and low life parasites of every variety.

5. You get 2 extra presence attack dice as long as you are getting good press.

6. You get a +4 to all Seduction rolls , being a super has it perks.

7. The time it takes to get anything done is at least doubled do to the number of people , be they process servers, papparazzi, starfuckers, detectives, FBI Agents or other hangers on seeking "a few minutes of thier time". 

The Blacks Hands Guild Laws

The Black Hand are the Thieve's and Assassin's Guild in my world, a criminal empire run by rutheless magic proof Irontooth Gnomes , and shamelessly based on real world criminal organizations. There are other criminal groups in my world, the Black Hand is the strongest and best organized of them.

There are 12 rules for the Black Hands Guild in the 7 Kingdoms, any violation of these rules calls for removal of the appendage on first infraction. The amount of removal based on the degree of violation. Limbs are removed by a blade if the Guildmaster feels the error was made with good reason, with fire or starving rats if the offense caused the guild danger or difficulty.

The Black Hands 2 Hands of Law:

Right Hand :No killing another member of equal or higher rank without permission , maiming requires a weregild be paid to the guild. Weregild to be set by the Grandfather. Lesser thieves may be slain with reason and a weregild must be paid to the grandfathers. Any who defy this law lose the Right Hand.

Left Hand :The Grandfathers word is law on his city. No tradework beyond basic pick pocketing or confidence schemes may be performed in a new place until you have made contact with the local grandfather and received permission. Any who defy this law lose the Left Hand.

The Lesser Laws of the Black Hand are known as "The Fingers of the Law" and to break them is to forfeit the involved finger.

The Black Hands 10 fingers are:

Right thumb. No one can present himself directly to another of our agents. There must be a third person to do it.

Left Thumb. No one may steal from a Wizard, High Priest, Member of High Nobility ,King or High Official without the word of the grandfathers.

Right Ringfinger. No consorting with the Watch or the Slayers Brotherhood

Left Ringfinger. Don't go to outsiders with Hand business

Right Pointer. Always be available for the Hand, even if your wife's about to give birth.

Left Pointer. Appointments must be respected but the secrecy of the Hand comes first.

Right Middlefinger. Senior guildsmen must be treated with respect.

Left Pinky. When asked for any information by any senior member of the Guild, the answer must be the truth.

Right Pinky. The Guild always gets it's cut off the top , You will use no non-guild fences.

Left Middlefinger. Non-guildsmen are never to hear of guild business, Rival guilds and freelance thieves are shunned and reported.

Friday, September 20, 2013

Hybrid Horrors

These are the many monsters that have ended the lives of parties or enriched their coffers in my many campaigns. This first one is a mashup of two of my favorite classics - The Skeleton and the Snake Bodied Medusa. She is a nasty one and makes for a great end boss type villain.


Skeletal Medusa


Frequency : Very Rare
No Appearing : 1
% in Lair : 90%
Hit Dice : 9
Armor Class : 3 (2 or less with shield)
Alignment : Neutral Evil
Move : 9" Slither
Attacks per Round : gaze, 2 claws, bite, tailslap, constriction or weapon
Damage : Gaze causes Paralysis
    2-8 Plus Mystic Poison Snake Bites
    1-6 Bony Claw
    1-8 Bony Tailslap
    1-4 Constriction (Str 17)
    or By Weapon (Str 17 plus magic bonus)
Intelligence : Average to Above Average
Size : L (14 feet long)
Special Attacks : gaze , constriction , poison
Special Defenses : minimum damage from piercing weapons, half damage from edged weapons, immune to Mind Spells, Undead , immune to gaze attacks
Magic Resistance : Saves as 8th level Cleric
Climate : Any (Ruins)
Treasure Type : A
Experience : 3,500 +10/hp , Stone Skeletons 250 exp each

Description :
    The Skeletal Medusa is a very rare occurrence, when a snake bodied medusa is killed or defeated by skeletons or the like a horrible transformative process occurs , as the curse that produces the Medusa is warped by the energies of the negative material plane.  The result is this horror.  The Skeletal Medusa is a self aware undead with a hatred of everything.  The skeletal medusa is frequently armed (50%) with a magical weapon which they wield with surprising strength (17) there is also a 25% they will have a magical or normal shield (25% magical) with the appropriate AC bonus.  Skeletal Medusae have lost their true curse power, but instead have an even more terrible power - the gaze of the skeletal medusae causes permanent paralysis as long as the medusae lives, when the victim dies they will arise as stone skeletons , skeleton who cannot be turned as long as the medusa exists.  Any victim meeting the gaze of the medusa who lives must save vs Petrification or be paralyzed.  The range of this power is 24" under most circumstances.  The power may only affect targets within her forward viewing arc (60 degrees) and rolls to hit vs AC 10 against targets not taking precautions, those using mirrors or shielding their eyes may be hit with more difficulty.  A foe using a mirror to observe is hit on AC 3, one merely shielding their eyes or averting gaze on AC 5.

    Skeletal Medusae attack in melee' by using a weapon, 2 claws (1 if using a shield), slapping with their bony tails or by grabbing and squeezing victims to death with their nearly prehensile snake like tails.  They will always attack Paladins and clerics if they are available.

    A normal skeletal medusa is served by 3d6 skeletons.  Skeletal Medusae are turned as Vampires, if the Medusa is turned the stone skeletons are turned as well.  The Stone Skeletons are AC 3, HD 1, HP 8.  Stone Skeletons are immune to Holy Water as well as turning.

The image that inspired this horror
http://www.elfwood.com/~hender/Undead-Medusa-%28inked%29.2795600.html

The Oddporium of Rukh


The Oddporium is a pseudo-dimensional structure located in-and-out of the Prime Material Plane.  The Oddporium appears from outside to be a 3 floored tower with 3 bulbuous saucer shaped floors at 30 , 60 and 90 feet.  Circular , deep , thick pained glass windows are set every 13 feet around the saucers and 7 around each base of the tower.  The whole structure is made of an unknown gray-green stone and it's stones are mortared with blackish fine mortar.
An open arch door with a bright green covered awning gaurds the entrance.  The Oddporium deals in the strange and unusual , spell components, and utility magic items.  The proprietor of the Oddporium is the irascible Rukh. A wizened, brown skinned humanoid, who looks to be half dwarf and half gnome.  4 foot 11, shaped like an upside down turnip , with a 5 inch long nose and ears that would shame a wood goblin.  He speaks with a clever , old sounding rasp.  The Oddporium's interior is a maze of shifting palettes of living shelves and tables, walls with unplanned twists and turns and omnipresent faerie lamps and odd shaped hangers on every wall (mostly in the form of hands and heads which often bite or grab things to take possession of them).  The oddporium is staffed entirely by Rukh and his helping hands (a group of sentient moving hands that "see" the world through a kind of sonar as they tap along.

Rukh
    Magic User - 12 , Sage - 12 , Merchant - 12
    AC -2 (bracers of AC 5 , robes of eyes , ring +3 , dex +4) , HP 90
    Ring of Spell Turning , Amulet of Protect vs Detection and Location 30' radius
    Rod of Cancellation, Wand of Negation, Wand of Conjuration
   
Rukh sells good based on need rather than want.  As well as on spec for higher powers.
The Oddporium is not always a safe place to shop, nor is it a place for those of ill intent.

For sale at the moment

A miniature garden which the owner can step into.  The garden is a rich and abundant flower and herb garden with a small fish pond and stand of trees.  The garden itself is 8 inches wide, 12 inches long and 4 inches deep , set into an oak box, with a sliding wooden lid.  The price of the Garden is the 20 orichalcum rings, hide of a displacer cat, the laughter of stone caught in the ear of a sow, a giant conch shell & the last coin stolen from a rich dwarf's purse.

A ladle made from brass with runes up and down it's shaft.  The ladle when plunged into boiling water fils itself with soup upon withdrawal. The ladle will fill a single bowl per draft , and may be used 7 times a day providing (2 days rations).  The soup produced is warm and nourishing although the type is random at each draw.  Roll 1d6 on a 1-3 the soup is tasty, 4 foreign and gross, 5 spicy to the point of painfulness, 6 closer to porridge than soup.  The price 10 orichalcum rings.

A dancing statue of an elven maiden.  The price the pelt of a lycanthrope filled with silver coins.

A pile of size adjusting cloaks of various colors, each is priced at 3 orichalcum rings.

An animated mummy hand.  It will attack anyone who disturbs it.  AC 0 HP 10 HD 5 AT 1 (tk) D 1-4+4 choking (18-90 strength).  Once killed it will heal itself and de-animate.  It's price 10 orichalcum rings and the left hand of a thief or assassin.

A feather sailboat token, the price 3 orichalcum rings, a magical blade taken in battle with an elf and the horn of an Ogre Mage.

A chalice of ice that never melts , the price 2 rings of orichalcum.

A tapestry showing the birth of Venus from the sea that is animated and amazingly gorgeous.  It's price a bottle of dwarven tears and 10 tongues cut from giant frogs and the promise of a maiden widower.

A pile ( 8 )of size adjusting leather armors +2, all for sale for 6 rings of orichalcum and a test of will.  Challengers must play mumbledy-peggity with the fashion golem hand. A simple test of 35/attacks per round - level  rolls to hit AC 10, miss and you spike your hand and on a max roll skewer a finger .  If that happens you loose the test of will unless you roll 1 point of damage.
The dagger that is used for the game is also forfeit. Any fingers lost are lost as well.

A self pumping forge bellows, the price 200 pounds of gold and a forgotten song.

The Talking Skulls of Lu Shong , the price an enchanted axe, a pearl from a giant oyster, and the head of a minotaur killed with a single blow. 

A bundle of self lighting long burn torches. 1 Silver ring each. Each lights when struck on a surface and burns hot and bright for 4 hours.  Each can only be struck once.

A stuffed and mounted owl that hoots loudly when disturbed.  Serves as an excellent night watchman.  2 orichalcum rings and a magic dagger. 

A Ring of Tenser's Floating Discs with 20 charges remaining.  The price the eyes of a giant wasp queen and 12 hell hound pelts.

An old and tattered Flying Carpet , 12 feet by 8, that flies at 20 , maneuverability class D.  The price - the eyes of a beholder and the spikes of a manticore.

An Iron Cobra and the phylactery of its control.  The price the claws of a Type III demon or feathers from a Shedu's wings.

A bottle of pickled Firedrake Eggs. 2 silver rings each. Eating one will give the imbiber +3 on saves vs fire for 1-2 days.  Also a save vs poison, if failed the character will at some point in 1d30 hours belch a cloud of flame for 1d4 to himself and 1d6 to everyone withing 5 feet. If wearing a helmet a potentially deadly situation.