Sunday, June 8, 2014

So I have been gone for a while , employment will do that to a fellow :)


Monday, October 28, 2013

Monster Monday 

Deep Star Spawn


Frequency           Very Rare
Habitat                 Spaces between worlds unless summoned
No. Appearing          1
In Lair                     0%
Move                      Fly 24" Maneuverability class B , Swim 40" crawl 6"
Hit Dice                  12
Armor Class             0
No. of Attacks         12 (tentacles) 1 Bite
Damage Attack        1-4 tentacle (grabs target on any roll of 19+) , 6-30 Bite
Special Attacks       Hypnotic Gaze , Swallow Attack on round after a target has been caught
Special Defense      Spell Devouring - any magic spell cast upon them heals them 2 HP per spell level
Alignment              Chaotic Neutral
Intelligence            Average to Very
Psionic Ability        None
Exp Value               12,500 +10 per HP

Deep Star Spawn are beasties that live between the spheres in SpellJammer universe , that tend to orbit near those spheres that are rich in magic. They have 60 foot long tentacles which they use to ensnare their prey , on any roll of 19 or greater they have ensnared the foe as a rope of entanglement and take 15 hit points each to destroy, and once every round may attempt to devour a single grabbed foe. They live on life energy and magic , and are drawn to powerful lifeforms and magical entities. Any being within 60 feet is subject to thier hypnotic gaze , they must save vs paralysis or become passive and immobile lost in a personal world of bliss. Beings need only make one saving roll per encounter. Most formidably for many opponents they have the power of Spell Devouring - any magic spell cast upon them heals them 2 HP per spell level if they make their save rather than it's intended effect. They may devour as many spells per round as they have tentacles remaining.

Tuesday, October 22, 2013

Monster Monday (a day late)


Tiger Monkey

No Appearing     1-20
Frequency         Rare (outside the Badlands)- Uncommon (Chana Jungle and Badlands)
Alignment         Chaotic Neutral
Intelligence        Low-Animal
Morale              10
Hit Dice             1
Armor Class       5    (Agility and Coloration)
Attacks / Rnd     2 claws or 1 bite
Damage              claws 1d3 each , bite 1d6
Special Attacks    Surprise on 3 in 6 , disease
Special Defenses   Immune to Poison
Magic Resistance   None
Move                  9" ground , 10" on trees and the like , leap 12-18 feet vertically
Diet                   Omnivore
Size                   Small (2-3 feet)
Treasure Type    in lair 20% F, otherwise nothing
Experience     :   130 exp +4 per hit point
Description

    Tiger Monkeys are an aberration created by failed attempts by some mad wizard to re-create the Su-Monster experiment.  Tiger Monkeys are found in the Badlands in all climates found therein and are equally comfortable in high altitudes where their fur turns to a snowy gray and blueish hue and grows long and thick all the way down to the volcanic heat of the Chana Jungle.

    The tiger monkey averages 2 and a half feet in height with a mass of 35 lbs, males have wide stripes of black-brown on tawny gold fur, females have narrower stripes and darker, brownish pelts.  They have a prehensile tail as long as their body is tall, and 4 wirey limbs each of which ends in a three finger and opposable thumbed hand with retractable claws.  The Tiger Monkey's face is similar to that of a siamese cat crossed with a chimpanzee , being long with sliver shaped eyes and a large mouth filled with spike-like canines and razor sharp incisors.  Their front lips are adorned with huge cat-like whiskers and their flattened muzzles have bright red lips that turn blue when they sleep.

    Tiger Monkeys are fearsome for small creatures and are both foul tempered and malicious.  They prefer to scavenge rather than hunt but they are intelligent enough to have developed very effective pack hunting strategies.  Tiger Monkeys are very adept hunters and when sneaking up on an opponent surprise them 50% of the time, generally pelting them with rocks or debris then pouncing on them and tearing them apart.  Wounds caused by their claws are 10% likely to become infected with rotting disease , their bite is 80% likely to do so.

    Tiger Monkeys thrive on polluted and befouled foods and waters and never eat fresh flesh if they can help it, rather they bury their food, near water and wait for rot to set in then feast.  They are totally immune to normal poisons and toxins, and large scorpions and spiders make regular appearances on their menus.  Tiger Monkeys communicate by means of horrible sounding screech-growls, that carry very well and are quite unnerving.  Tiger Monkies collect rotting fruits inside hollow trees where the ferment into a horrific liquid "wine" , as potent as moonshine and hallucinogenic to boot. It causes madness (treat as feeblemind or confusion spell) for 1d4 days and is 90% likely to cause blindness in imbibers. This foul brew makes a distinctive stench , and can be used to locate thier lairs during the weeks of it's ripening. If encountered in lair fully half of the beasts will always be at -4 to hit due to inebriation on this concoction.

    In mating season (generally late spring) the Female tiger monkey sheds it's fur and it's skin turns a dark shade of purple until the new hair grows in, during this time they are receptive and are also frequently mistaken for actual Su-Monsters, disguise which lasts until summer begins or pregnancy ends (2 month gestation period).  Tiger Monkey pelts rot very quickly and Tiger Monkey corpses attract all manner of disgusting creatures in a matter of hours to feast on their bloating, rotten remains.  Tiger Monkey hearts can be used as part of the prep of Potion of Speed.

Sunday, October 20, 2013


HEROic Rules

The HERO system can do a lot of things , but it still needs some powers to allow the simulation of certain things. So being me I started creating new powers and skills to fill in the gaps.


New Power Matter Creation
    This power enables the hero to make lasting solid objects of a semi-permanent or permanent nature.  These objects have several characteristics that have to be determined when purchasing the power. Value , Size , and Utility.

Value 10 points lets you make inexpensive objects such as flowers , ice , playing cards , sandwiches or the like
         15 points lets you make items of value such as clay statues, non-precious metals
         25 points lets you create expensive items like computers , cars , diamonds etc
Size   1-100 points (at GM's discretion ) usually 1 oz or cubic foot per point til 20 points then 1 pound or cubic
         yard til 50 1 ton or 10 cubic yards after that.
Utility -8 for items of no in game worth (roses, water, ice)
         +10 pts for items of non combat worth (computers, cars)
         +50 pts for items with combat worth (guns , explosives)
         -5 points if the items can only be of primitive complexity or must have no moving parts
         +10 points if the item is of 20th century complexity or above

The base time to create is a full segment for every 5 points of size, this time can be reduced by a segment for every +1/4 advantage purchased.

The base END cost of this power is 1 point per 10 active points.

The base power is not ranged.
    
So Masked Tuxedo can always make a rose to give to the ladies costs 10(Value)-8(no worth)+1(size)= 3 points
Icelad can make basic objects of pure ice up to 50 tons worth 10(no value)+50(size)+10(non-combat worth)-5(no moving parts) = 65 pts
Technomancer can whip up small advanced electronics on a few moments notice 25(value) +10(size)+ 50(utility)+ 10(complexity) =95 pts
Moleculord can make anything he can concieve of 25(value)+100(size)+10(non combat)+50(combat ) +10(complex) =195 pts

 Magic Monday : Focus on Gods of the Realms

Telos    "God of the Forge and Fire"


    Powerful and respected Telos appears as a man or dwarf made of iron or steel with eyes of smouldering silver or gold.  He is Lawful, and his followers must be lawful as well, but they may be evil , good or neutral.  Telos is the God who tamed fire and called the stones to weep forth iron, which by his blessing became steel. He is worshiped by Blacksmiths, Miners, Dwarves, and Gnomes.  Some artificer magic users worship him as well.  Priests of Telos wear fine armor when abroad and favor the colors Red and Yellow. Those wishing to become priests of Telos must be trained smiths , have a Strength and Constitution of at least 13

    Restrictions : All Clerics of Telos must work Iron at least once a year (dig up Iron, Smelt it, and forge a device made of steel) failure to do so will prohibit them from gaining further levels until the ceremony called "The Song of Steel" is performed. The Ritual takes 3 months and involves teaching secret techniques and prayers to smiths, or studying and prayer in the underearth.  Clerics of Telos may use any weapon, as long as it is made of metal, or any Weapon what-so-ever they have made completely by hand.  The priesthood of Telos tithes 10% to the priesthood and 10% more of wealth must be spent on making forged goods of Iron or Steel . At each level they must make an idol to Telos and place it in a prominent public place, it's size and cost in proportion to the level gained and the trials the priest has undergone.

    Gifts : Telos's Priests gain the following abilities
        1st level : blacksmithing and goldsmithing talents are gained , +1 on all fire saves, can work thunderbolt iron
        3rd level : make a +1 weapon when forging weapons on a critical success
            The attempt costs an extra 500 gp in materials and 6+1d6 weeks time
            +2 on all fire saves. Can work Blood Iron
        5th level : make +1 armor when forging armor on a critical success. 
            The attempt costs an extra 500 gp in materials and 6+1d6 weeks time
            +3 on all fire saves. Can work Blood Steel
        7th level :  make a +2 weapon when forging weapons on a critical success
            The attempt costs an extra 1000 gp in materials and 9+1d6 weeks time
            +4 on all fire saves.  Can work Mithril.
        9th level : make +2 armor when forging armor on a critical success. 
            The attempt costs an extra 1500 gp in materials and 9+1d6 weeks time
            +5 on all fire saves. Can Make Blue Iron.
        12th level : can make +3 armor or weapons on critical success. The attempt costs
            3000 extra gp in materials and takes 9+3d6 weeks time
        13th level : can construct an Iron Golem . Material Cost is 50,000 gp and it takes 3d12 months
        15th level : can make +4 armor or weapons on critical success. The attempt costs
            10000 extra gp in materials and takes 15+4d6 weeks time.  Can work
            Adamantium.
        18th level : can make +5 armor or weapons on critical success. The attempt costs
            25000 extra gp in materials and takes 21+5d6 weeks time.  Can work
            glassteel and laern.

Thursday, October 10, 2013


Thursday HERO Adventure


The Freakshow comes to town



It all begins with Halfjack coming to town.
He attempt to perform a robbery of an armored car and fights with one of the heroes (alone on patrol), during the fighting his cybernetcs take a hit , he fires a blast at a passing bus full of nuns or tanker truck and while the hero saves the day he dissappears , leaving behind a damaged cybernetic limb.  He goes looking for a mad scientist who can do repair work.  He finds Dr Kirby Loo. Dr Loo repairs him and offers to upgrade him.  Halfjack makes a return engagement (now armed with 45 Villain Points of upgrades and the limits physically forced loyalty to Dr Loo and an unknown GM determined 2d6 susc) , calls the hero out , and (maybe) defeats the hero with upgraded weaponry then leaves.  Other villains hear of the success thru the grapevine and come to Dr Loo to get helped or fixed.  Halfjack recruits Fire and Ice, Piledriver, Sledge, Occulon and the Scorpion to begin a wave of crime hitting a wide variety of targets to get the components to build a version of Pythias Pomegrantes Ubermachine.  Beyond financing cash they need to steal a number of things for the Doctor's upgrades. After each theft a roll will be made to give all the villains a villain bonus.

Act Roll     Theft
8-              A set of specialized harmonic bells which they will steal from sun valley chip makers
9-              A pound of Vibranium , which they will have to steal from the antigravity research center at Cape 
                 Canaveral.
10-            A kilo of yittrium earths from the Florida Superconductor Project
11-            A special osmium alloy - the best source of which whould be - the (hi tech device of a PC)
12-            Experimental blood substitue fromt he Miami State Seratology dept.
13-            An experimental anti-rejection drug used with PRIMUS agents who take cyberline
14-            The METE environmental chamber

After each heist an upgrade attempt will be made on each of them (use act roll) if successful give all the villains a 10 point villain bonus.

The press will dub the marauders THE FREAKSHOW and the name will stick.

Once he has all of these things he will remove the villains prosthesis and attach them to Halfjack, drain off Fire and Ice's powers to charge the device, and replace Occulon's eyes.  Halfjack will then become Dr Kirby Loos ultimate bodyguard. Halfjack will have stats comparable to that of his own creator Mechanon.

Of course when the heroes thwart the scheme Loo will be sent to Prison and the others to Stronghold where they will tell their tale to other inmates.  The inmates will stage a breakout to recover Loo, and make him repair their maladies.  The second Freakshow will be Griffin, Dragonfly, Ogre, Brick, Grond, Leech and Hideous.  Loo will instead plan to transfer their minds to "worthless" human bodies and replace them with those of his brainwashed lieutenants/sons.  Guarding Loo during the proceedings will be the Green Dragon and the Red Dragon his mind washed martial artists and if he gets the device up and running full time an army of frankensteinian half men.

Wednesday, October 9, 2013

Wednesday Warfare 


Because I have no better suggestions today , hit them with a Flail Snail . 

You'll thank me for it later ...

Monday, October 7, 2013

A Warriors Lifepath

A warriors lifepath , roll 1d100 and add your level minus 1 . If playing AD&D, D&D or Palladium roll once per level. If playing other games such as Mechwarrior, Call of Cthulhu (in the WWI or WWII time period) , Top Secret just roll once for each year in your term of service.


1 You participated in a Secret Operation
2 You Avoided Capture by enemy forces despite the fact your unit was totally cut off
3 While on leave you were attacked by an enemy covert ops team and nearly killed.
4 You participated in an Advanced Training courses and picked up a new skill.
5 You participated in skirmishes with enemy recon forces
6 Life is either hurry up or wait, this year it was wait, wait, wait
7 If boredom was an ore you hit the mother lode that year, on the bright side you are much better at cards than most people think at first sight.
8 A series of run and gun fire-fights marked the year , you know how to run away like a champ!
9 You participated in overseas or offworld combat Training
10 Your unit was covered by a media personality or bard. Surprise you are a star !
11 You participated in a Planetary or City Pacification Excercise causing you to see attrocities you know you will never forget.
12 You were pressed into service in a job you were not trained for, and still performed admirably and got commendations.
13 You were Captured by enemy forces and ransomed back home.
14 You were Captured by enemy forces and freed by another unit.
15 You were Captured by enemy forces and escaped in a daring way, and someone wants you back !
16 You were Captured by enemy forces and tortured, then left for dead.
17 You were Captured by enemy forces and freed by an agent from your side who had infiltrated under cover.  You owe them a big favor , and they are going to collect.
18 As per command's orders you allowed yourself to be Captured by enemy forces to deliver a message to agents on the inside of the enemy camp . While there you were nearly killed.  You were exfiltrated by a covert Ops team.
19 You were Captured by enemy forces after your unit's surrender, you escaped during a natural disaster at the POW Camp.
20 You were Captured by enemy forces but were freed by an old friend who is now in the service of the enemy
21 Valor under fire got you a medal and the notice of the brass
22 During an Overrun by traitorous forces you were nearly killed,you know some of the people who betrayed you.
23 During an Overrun by traitorous forces you single handedly saved your entire unit.
24 Heavy fighting devastated your unit, and you were re-assigned
25 For a few months you were "missing in action", in a hotel , with an amazing person.
26 By hard work you scored a particularly spectacular coup on your rival in the unit, got them demoted and earned yourself an enemy for life.
27 Heroic Action during the year brought you the attention of your peers
28 A traitor sabotaged you unit's supplies, leaving you all stranded for 1d20 months
29 A fellow warrior wrongly accused you of sabotage, and it took you the whole year to clear your name
30 You participated in an Urban Pacificaction, sometimes you still hear the screams in your sleep
31 War is hell, but this tour didn't even qualify as heck. You made friends , money and caught up on your reading.
32 A series of beaurocratic snafus, transfers, and beaurocratic screw ups characterised this year
33 You participated in a deadly and dangerous covert ops mission and escaped unscathed.
34 You participated in a deadly and dangerous covert ops mission and were seriously injured
35 You participated in a deadly and dangerous covert ops mission and were the sole survivor, you were betrayed.
36 You participated in a deadly and dangerous covert ops mission which turned into a nightmare bloodbath of assassinations, espionage, and explosions
37 Intense fighting left you with a collection of new scars
38 Unexpected stiff resistance by the enemy makes you work hard for victory this year
39 Surprise enemy offensive strikes at your home base
40 A treacherous attack by mercenaries handed your unit a defeat and forced a full retreat.  You lost a lot of face.
41 Your position was overrun and your unit decimated
42 Heavy fighting devastated your unit
43 Fierce battling in a viscous freak storm forces you to survive by your wits when you get seperated from your forces.
44 Heroic action on your part saves a small convoy of fleeing refugees from the enemy
45 Heroic action on your part saves a small convoy of vital supplies from the enemy
46 Heroic action on your part saves a small convoy of escaped POWs from the enemy
47 Heroic action on your part steals a large convoy of desperately needed supplies from the enemy. You heard stories about cannibalism that winter over second breakfast.
48 Heroic action on your part saves a small convoy of fleeing third party warriors from the enemy, you now have some allies you can call on.
49 Heroic action on your part saves a small group of fleeing religious people  from the enemy
50 You were given special training for a secret mission, that never happened and that's OFFICIAL.
51 You went on a secret mission which went perfectly
52 You went on a secret mission which went horribly awry
53 You went on a secret mission which was intended to be a suicide run, but managed to survive only because you were too dumb to know it was impossible to succeed.
54 You went on a secret mission which was a mole hunt
55 You went on a secret mission which was a total and abject failure
56 Fighting to keep your rations down was your main mission this year
57 A solar eclipse was this year's most exciting event while posted in an idylic paradise
58 Betrayal by your own high command leaves you and your team trapped behind enemy lines, leading to your capture by enemy forces. A few of you escaped and swore vengeance .
59 Betrayal by your own high command leaves you and your team trapped behind enemy lines, where your super-heroic actions destroyed a major enemy force and led to a miraculous victory for your side, for which your traitorous leaders took credit
60 Betrayal by your own high command leaves you and your team trapped behind enemy lines, where your unit was decimated, you escaped by seducing an enemy.
61 Inter-unit rivalry leads to your force being left high and dry when support is needed most, you suffered the loss of several great friends.
62 Frequent shuffling and relocation disrupts your life too severely to allow any good to come of the year
63 A brutal enemy offensive put your unit under extreme pressure, your unit performed with distinction winning honor and you personally got the highest possible commendation.
64 A brutal enemy offensive put your unit under extreme pressure, your unit was crippled and you were seriously injured
65 Swift enemy forces leave your unit outflanked and outmaneuvered, but you personally break the back of the enemy offensive in a suicidal last stand. Oddly enough you survived .
66 You are ordered against a heavily fortified enemy position through unmittigated gall and brilliance your unit destroys the enemy without a single fatality
67 You are ordered against a heavily fortified enemy position through raw courage and after many casualties you take it
68 You are ordered against a heavily fortified enemy position and are torn to pieces
69 You are captured by enemy forces, but lead a massive jailbreak that gets you out of enemy hands, along with a dozen stolen enemy war machines
70 Your unit spearheads a massive assault against the enemies CP where you gain massive accolades for your brutal efficiency.
71 An enemy assassin almost kills you .
72 Friendly fire nearly kills you and your unit.
73 A failed artillery barrage and an enemy charge combine to leave your unit with undeserved glory
74 You and your unit crush an enemy strongpoint breaking the enemy line and giving your forces victory in a major campaign. Legends of the battle color your interactions with people.
75 A hard fought defensive campain gives you many life experiences
76 A serious injury leaves you in the hands of medics and doctors for the year
77 A saboteur destroyed your unit's fighting effectiveness during a major offensive and nearly leading to your death
78 Your unit participates in the capture of an enemy district capital
79 The looting of an ancient teasury discovered during a pitched battle becomes the year's highlight , as both side desert loaded with loot.
80 A decisive offencive led by your unit leads to glory and fame
81 When the chips were down you were there this year to collect the fallen and bring them safe to friendly hands
82 Your unit stuns the enemy with a savage assault and you are sighted for particularly valorious action
83 An enemy commander challenges you to single combat, you show him you fear nothing and no one.  His familiy is very impressed with the corpse you sent back.
84 Despite being ambushed your lead your unit in a brutal counter-offensive that breaks the back of the enemy command force
85 You discover that an ex-lover is now an enemy agent
86 A friendly agent warns you of an enemy assassin
87 In scouting an enemy position you recognise and exploit an enemy weakness that breaks the back of the enemy line
88 In a series of covert attacks you discover an enemy base
89 You lead a counter attack that kills a major enemy commander
90 You and your unit get a reputation as a "Can Do" group after a series of near impossible missions
91 Your reputation for having a sixth sense about the enemy gives you a reputation on your side as a good luck charm
92 Hundreds of enemy fall in battle against you as you make a heroic last stand at a narrow pass, something happened to you at the end, and you found yourself alive amongst the mountains of dead.
93 Dozens of your fellows make you thier battle chief in disregard of command's choice in the matter.
94 You subverted an enemy spy getting them to provide you with crucial info about enemy plans.
95 A serious accident while on patrol left you a scar for life
96 You trained for weeks for an operation that was cancelled
97 A friend introduced you to an addictive drug
98 Police work and civilian pacification was the mission for the year
99 You accidentally flash fried a large group of noncoms during a firefight and are still paying the price
100 Urban Pacification for a year,
101 Garrison Duty
102 Garrison Duty for half a year followed by a full retreat as enemy forces over-ran the area
103 Garrison Duty that led to a promotion
104 You participated in a brilliantly led campaign that gave you much glory and honor.
105 You were assigned to a recon team for 1d12 months as an adminstrative punishment
106 You offended a major official and were sent elsewhere for Garrison Duty.
107 A sniper nearly killed you while you were on leave from your unit.
108+ You were assigned to training duty , and spent the year teaching the new recruits how to soldier.


Anime Mechwarrior simple play mod for grey book rules

 

Just thinking on paper here , but just using the classic Battletech greybook rules you could make everything a lot more interesting and "anime" feeling if you assumed Jump movement was equipped on all mechs as a standard option, equal to their walk and mech with Jump Jets have additional jump capability at the regular heat costs defined as shifting to a Land Air mech mode (instead of all the silly LAM rules), with an option to stay airborne for 5 additional heat cost at a height of 6. Remove the Charge attack and Death From above except vs immobile mechs as all mechs are now far too mobile for such a thing (and to prevent pointless beserkerganging). So most light speedy mechs could "jump" a distance of 12 - very veritech and all mechs could leap otherwise extremely difficult to cross obstacles. Cap the movement modifier for hit rolls at +4.

Map Monday

Tymisrian Continent of the Realms

 Each of the "worlds" in my Realms campaign takes place somewhere on the Flat infinite plane. Each campaign area is bordered by a different set of metaphysical laws (game rules). This particular Continent is close to my heart because it ran for nearly 7 years.  I present it for anyone looking for a place to set up a campaign. 
 

Friday, October 4, 2013

Making Road Kill Rally into an Awesome Zombie Killing Rally Deathrace


Road Kill Rally is a very fun little game but it's rules are extremely likely to provide predictable results , and the lack of a real system for passing on the 2 lane roadmap is frankly inexcusable. With 2 changes the game stays interesting and fairly playable by all. 

The first change is wipeouts. When a car is wiped out it is moved to the side of the road off the path until the next turn's set speed phase , this allows a car to "bump" a leading car off the road and if the bumping car survives and the bumped car is wiped out the bumping car occupies the first car's space. This actually allows passing and gives an extra reason to shoot enemy vehicles.

The second change is a background change: the reason for the rally is to get rid of the already infected humans and to kill off the walking dead in a morale boosting TV sponsored fashion. For this buy a "bag o zombies". After the phase when any pedestrian is hit , put the zombie into place. Zombies take 3 hits to kill in a ram and 2 hits to kill with a weapon , and score the killer 20 points each. Additionally if a ramming attempt fails to kill a zombie the zombie then immediately makes a 1 die attack on the rammers car.

With these 2 changes the game becomes amazingly playable and gives a means to score points for everyone , not simply the lead 2 cars , which in almost any game score ALL the possible pedestrian kills.

Also just as a play note arming MicroMachine cars and painting them makes a WONDERFUL addition to the game ! 







Thursday, October 3, 2013

Shadowrun and the Cinematic Karma Effect

The Cinematics
    When the GM feels the action is sufficiently fast and furious or the players are being sufficiently entertaining , she or he may declare that the scene has gone "Cinematic" in which case all of the following options are available. At any other time player may request cinematic action with an appropriately dramatic soliloquy (or bribe). The request costs 1 karma that is non refundable whether the request is granted or not.
This option allows moments that fit into the Aeon Fluxx, Hard Boiled sort of madness. If you are running a full campaign turned up to "11" you may want to reduce the cost to 3. If you are a GM that gives out riddiculous karma awards raise the cost to 10. You know who you are chummer, I'm judging you and your grade 7 adepts ...
   
Cinematic Dodge
    Cost: 5 Karma, requires GM's consent
       "Only imperial stormtroopers have this kind of accuracy"
                                 -General Obi Wan Kenobi
    Allows the character to "negate" all the successes of any number of ranged or autofire attacks directed at
    him/her.  During this turn, unless the character makes an attack he/she cannot be hit by an autofire attack.
    This does not affect single shot weapons or attacks it is just for dealing with the dozen mooks with SMGs.

Cinematic Action Scene
    Cost: 5 Karma, requires GM's consent
                     "But I never studied law..."-B.Bunny
    Allows the character to make a leap, roll, bounce, climb, or other physical Maneuver with a normal target
    number of 5+ as if it was target  number of 3 test.  This allows the character to leap or fall a superhuman
    Distance (ninja style), dodge between the beams of a laser web and other Cinematically acceptable but normally
    impossible feats.

Cinematic Wound Reduction
    Cost: 5 Karma, requires GM's consent
                     "Tis' Only a flesh wound..."-The Black Knight
    Allows the character to reduce the damage effects of an injury by 1 wound Category per purchase.  Deadly
    wounds will still kill the character but Not for a while, Serious Wounds will only slow the character down
    although a destroyed limb is still gone, Moderate wounds and light  wounds will not affect the character at all
    until after the battle. Think Marv in Sin City .

Cinematic Skill Roll
    Cost: 5 Karma, requires GM's consent
                  "She's the best she is at what she does...I'll be damned if I know how she does any of it" - Blackbaud 
    Allows the character to purchase additional dice to make a skill test at an  Enhanced level.  The character can
    temporarily augment his skill by Paying 1 karma per additional die to be rolled.  The maximum number of
    additional dice is equal to the character's skill.  The player is required to Give a cinematic description of what
    he/she is doing if it is a physical task or a Story about a similar situation if he/she has been in, in the past.

Cinematic Walk of Death
    Cost : 5 Karma +1 per target, requires GM's consent
    Allows the character to make an attack against EVERY opponent in his movement path up to a maximum
    number of targets equal to his Quickness stat without having to divide his attack dice.  Only Mooks (enemies
    with a 1 or lower threat rating or no karma) may be attacked this way. Attacks may be melee or ranged.

Diabolists for the Realms


The Diabolist is the paradoxist who serves the forces of the Outer Planes, Limbo or the Netherhells.  Diabolists generally have a patron demon but pay homage to whatever evil being will give them power.  Diabolists are intended as an NPC class.

Diabolists advance and Fight as Clerics or by HD type if a monster is applied the Diabolist "template".  They have no weapon restrictions and gain skills as Clerics.  Diabolists may use all Clerical magic items.  Diabolists may be of any Evil Alignment.  A diabolist whose alignment becomes good forever loses his diabolist levels and abilities.  Taints remain however.

Diabolists get access to a wide range of spells, depending on the being with whom they are communing. A general chart follows :

Worship              Grants                       
Demogorgon        Reversed Clerical and Magic User spells
Jubilex                Magic User and Druid Spells
Yeenogu             Reversed Clerical and Illusionist Spells
Orcus                 Clerical, Reversed Clerical Spells, Illusionist Spells
Slaadi Lords        Illusionist Spells, Magic User Spells
ArchDevils (et al)    Reversed & Clerical Spells
Lolth                  Clerical and Magic User Spells
Demodands        Reversed Clerical Spells
Daemons            Druidic and Magic User Spells
Elemental Lords   All Spells of their Element plus Druid
Outer Gods         All Spells
Old Ones            All Spells
Great Old Ones   All Spells
Elder Gods         All Spells
Misc Demons     Any 1 category of spells (clerical, druidical, magic user or illusionist)

Diabolists get d8 Hit Points each level and stop at 10th , and can use spells by the following chart:

Hit Die                     Level        1st    2nd    3rd    4th    5th    6th    7th    8th    9th
Less than 2HD            1             1
2 HD                        2-4           2       1
3 HD                        5-6           3       2        1
4 HD                        7-8           4       3        2      1
5 HD                        9-10         5       4        3      2       1
6 HD                       11-12        6       5        4      3       2       1
7 HD                       13-14        7       6        5      4       3       2       1
8 HD                       15-16        8       7        6      5       4       3       2       1
9 HD                       17-18        8       7        6      5       4       3       3       1   
10+ HD                   19+           9       8        7      6       5       4       3       2      1

Diabolists take damage from Holy Water (1d4) and Holy Artifacts (2 per round) and may not cross magic circles.
All Diabolists are 10% likely per level to suffer some form of Demonic Taint and Demonic Boon.
Use your favorite Chaos and Mutation charts.

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.