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Chuckg
10-09-2004, 08:30 PM
The time is 1994. The horrible Battle of Detroit is two years behind us, and the shattered city has just begun to rebuild. The Sentinels are no more, only the mighty Horus-Re having survived the holocaust at Ground Zero when Doctor Destroyer rained nuclear fire upon the city.

With most of the 'old guard' having perished in the fight, it is up to new heroes to carry the banner.

And across Lake Michigan, in the city of Chicago, five relatively new superheroes have recently formed a team, the official superteam of the city of Chicago.

This is their story.

Note: This thread is for the purpose of posting characters, backstories, announcements, and game logs for a 350-point Champions game set in the past of Jeff's "New Sentinels" campaign timeline. I will be DM'ing.

PS -- sorry, we're already full.

Metaphysician
10-09-2004, 08:33 PM
My planned character is Diomedes.

Personality-wise, he's a bit of Mr Terrific, a bit of Caliburn, but lacking in any real angst.

Capability wise, he's basically a low grade Batman with fewer gadgets and more (super) skills.

Further details will be coming later.

BcAugust
10-10-2004, 09:50 PM
Nox

10 STR 0 11- Lift 100.0kg; 2d6; [1]
17/27 DEX 21 12- / 14- OCV 6/9 DCV 6/9
25 CON 30 14-
10 BODY 0 11-
13 INT 3 12- PER Roll 12-
22 EGO 24 13- ECV: 7
20/60 PRE 10 13- / 21- PRE Attack: 4d6 / 12d6
12 COM 1 11-

5/20 PD 3
Total: 5/20 PD (0/15 rPD)
5/20 ED 0
Total: 5/20 ED (0/15 rED)
3/5 SPD 3
Phases: 4, 8, 12/3, 5, 8, 10, 12
7 REC 0
50 END 0
45 STUN 17
Total Characteristic Cost: 112


Movement: Running: 6" / 12"
Swimming: 2" / 4"
Leaping: 2" / 4"
Teleportation: 20" / 80"


Martial Arts:
1 Use art Barehanded, w/ Staff

Maneuver OCV DCV Notes
5 Defensive Block +1/+3 Block, Abort
3 Legsweep +2/-1 3d6 Strike, Target Falls [Can be performed with TK (add +3d6 damage) or Shadow Staff (+6d6)]
4 Martial Dodge --/+5 Dodge, Affects All Attacks, Abort
4 Martial Strike +0/+2 4d6 Strike [Can be performed with TK (add +3d6 damage) or Shadow Staff (+6d6)]
1 Weapon Element: Staffs


18 Shadow Armor: Armor (15 PD/15 ED) (45 Active Points); Only In Heroic Identity (-1/4), Dispelled By One Minute Bathed In Unusually Intense/Bright Light (-1/4), Visible (-1/4), Extra Time (Half Phase, Only to Activate, -1/4), Requires Area of Deep Darkness/Shadow To Activate (-1/4), Gestures Required To Activate (-1/4) 0

80 Darkness Powers: Multipower, 80-point reserve, (80 Active Points); Personal Immunity (+1/4), Only In Heroic Identity (-1/4)

2u 1) Shadow Staff: Hand-To-Hand Attack +6d6, Costs END Only To Manifest (+1/4) (37 Active Points); Hand-To-Hand Attack (-1/2), Physical Manifestation (-1/4), Only In Heroic Identity (-1/4) 3
5u 2) Wrapped In Darkness: Entangle 6d6, 7 DEF (Stops A Given Sense Group Sight Group) (75 Active Points); Requires Darkness/Shadow (-1/4), Only In Heroic Identity (-1/4) 7
5u 3) Wrapped In Darkness II: Darkness 2” radius; 0 END (+1/2), Uncontrolled (lasts maximum of 1 turn or if dispelled by intense/magical light) (+1/2), Usable As Attack (+1), ), Only In Heroic Identity (-1/4) 0
6u 4) Wrapped In Darkness III: Darkness 4” Radius; 0 END (+1/2), Uncontrolled (lasts maximum of 1 turn or if dispelled by intense/magical light) (+1/2), ), Only In Heroic Identity (-1/4)
1u 5) Frightening Demeanor: +40 PRE (40 Active Points); Limited Power Only To Make Fear-Based PRE Attacks (-1), Requires Darkness/Shadow (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4) 4
3u 6) Shadow Form: Desolidification (affected by Light-Based Attacks) (40 Active Points); Only In Heroic Identity (-1/4) 4
2u 7) Blend Into Shadows: Invisibility to Sight and Hearing Groups , No Fringe (35 Active Points); Only In Heroic Identity (-1/4), Only In Darkness/Shadow (-1/4) 3
7m 8) Shadow Walking: Teleportation 20", x4 Increased Mass, x4 Noncombat (55 Active Points); Only In Heroic Identity (-1/4), Only From And To Darkness/Shadow (-1/4) 5
3u 9) The Shadows Speak To Me: Retrocognitive, Precognitive Clairsentience (Hearing And Sight Groups) (70 Active Points); Only From/To Darkness Shadow And Only To View Events Within Darkness/Shadow (-1/2), Vague and Unclear (Pre/Retrocognition Only) (-1/2), Only In Heroic Identity (-1/4) 7
8u 10) Shadow Hands: STR 20 Telekinesis w/ Fine Work; 0 END (+1/2), No Range Penalty (+1/2) 0
*5u 11) To Pull forth the Shadows: 10d6 energy blast (50 active points) Personal Immunity (+1/4), Only in OIHID (-1/4) , Stun Only (-0) 5


24 Shadow Speed: +10 DEX (30 Active Points); Only In Heroic Identity (-1/4)

16 Shadow Speed: +2 SPD (10 Active Points); Only In Heroic Identity (-1/4)

5 To see the darkness is to know it: Mental Defense 9

5 Night Sight: Nightvision 0
15 Mystery Powers 0


Skills
3 KS: Finance 12-
2 Interrogation 13- (21-) (3 Active Points); Only In Heroic Identity (-1/4)
5 KS: Superbeings 14-
3 PS: Banking 12-
3 Perception 13-
3 Stealth 12- (14-)
5 Teamwork 13- (15-)
2 WF: Common Martial Arts Melee Weapons
3 First Aid


Base:5
Total Powers and Skill Cost:262
Total Cost: 374

200+ Disadvantages
10 Distinctive Features: Aura of Eeriness/Creepy Powers, Easily Mistaken For A Villain (Concealable; Always Noticed, Detectable By Commonly-Used Senses)
10 Distinctive Features: Style Disadvantage
15 Hunted: Holocaust 8- (Mo Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code Against Killing (Common, Total)
20 Psychological Limitation: Protective Toward Those In Need (Common, Total)
10 Psychological Limitation: Sarcastic (Common, Moderate)
10 Social Limitation: Public Identity - Sherry Brown (Occasionally, Major)
10 Vulnerability: 1 1/2 x Effect Light-Based Flash Attacks (Common)
25 Mystery Diadvantages
0
Experience Points

Total Disadvantage Points: 378
Exp: (4)/28 = 28 exp bonus

JeffreyWKramer
10-11-2004, 11:59 AM
I'll post my character - Malleble Man - later today/this evening.

JeffreyWKramer
10-11-2004, 03:45 PM
MALLEABLE MAN
Val Char Cost Roll Notes
20/45 STR 10 13- / 18- Lift 400.0kg/12.8tons; 4d6/9d6; [2]
20 DEX 30 13- OCV 7 DCV 7
25 CON 30 14-
15 BOD 10 12-
13 INT 3 12- PER Roll 12-
14 EGO 8 12- ECV: 5
20 PRE 10 13- PRE Attack: 4d6
18 COM 4 13-

20 PD 16 Total: 20 PD (15 rPD)
14 ED 9 Total: 14 ED (5 rED)
4 SPD 10 Phases: 3, 6, 9, 12
10 REC 2
50 END 0
40 STUN 2 Total Characteristic Cost: 144


Movement: Running: 16" / 32"
Swimming: 2" / 4"
Leaping: 14" / 28"
Gliding: 18" / 36"

Cost Powers END
18 Stretching Powers: Elemental Control, 36-point powers
19 1) The Long Reach of Malleable Man!: Stretching 6", Reduced Endurance (1/2 END; +1/2) (37 Active Points) 3
9 2) Constrictng: +25 STR, Reduced Endurance (0 END; +1/2) (37 Active Points); No Figured Characteristics (-1/2), Can Only Be Used With Grab/Squeeze, Clinging and Damage Shield. (-1/2)
10 3) Flexi-Dodge: +7 with DCV (35 Active Points); Only vs Attacks/Threats Malleable Man is Aware Of (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 3
40 Malleable Form Powers: Multipower, 40-point reserve
2u 1) Mega-Punch!: Hand-To-Hand Attack +4d6, Area Of Effect Accurate (One Hex; +1/2), Reduced Endurance (0 END; +1/2) (40 Active Points); Hand-To-Hand Attack (-1/2), Cannot Be Used With Grab/Squeeze (-1/4) 0
3u 2) The Big Grab!: Naked Modifier to STR 45: Area Of Effect Accurate (up to One Hex; +1/2) for up to 45 Active Points, Reduced Endurance (0 END; +1/2) (33 Active Points) 0
3u 3) Liquid Form: Desolidification (affected by Cold) (40 Active Points); Cannot Pass Thru Water-Tight Substances/Surfaces (-1/4) 4
38 Minor Malleability Powers: Variable Power Pool (Can Add Appropriate Special Powers and Skill Levels As Powers, But Must Take "Costs END" Limitation On Such Powers), 20 base + 18 control cost, Changing Powers Requires Unmodified Powers Skill Roll (+3/4), Powers Can Be Changed As A Zero-Phase Action (+1) (47 Active Points); Stretching/Body Alteration Powers Only (-1/2)
0 1) Slingshot!: +20 STR (20 Active Points); No Figured Characteristics (-1/2), Only For Throwing (-1/2) Real Cost: 10 2
0 2) Super-Expansion!: Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 728 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Costs END Only To Activate (+1/4) (19 Active Points) Real Cost: 19 1
0 3) Gotta Pull Myself Together!: Healing BODY 2d6 (20 Active Points) Real Cost: 20 2
0 4) Really, Really Deep Breath: Life Support (Extended Breathing: 1 END per 20 Minutes) (4 Active Points) Real Cost: 4 0
0 5) Make A Big Bubble: Life Support (Extended Breathing: 1 END per 5 Minutes), Usable Simultaneously (up to 8 people at once; +1) (6 Active Points) Real Cost: 6 0
0 6) Hey, Batta Batta Batta!: Missile Deflection (Thrown Objects) (5 Active Points); Costs Endurance (-1/2) Real Cost: 3 1
0 7) Body Parawing: Gliding 10", Usable Simultaneously (up to 2 people at once; +1/2) (15 Active Points) Real Cost: 15 0
0 8) Body Surfing: Gliding 8", Usable Simultaneously (up to 2 people at once; +1/2) (12 Active Points); Water Gliding - Only Along Surface Of Water (-1/4) Real Cost: 10 0
0 9) Super-Springing!: Leaping +10" (14"/19" forward, 7"/9 1/2" upward) (Accurate) (15 Active Points) Real Cost: 15 1
0 10) The Long Legs Of The Law!: Running +10" (16" total) (20 Active Points) Real Cost: 20 2
0 11) Climb The Walls: Clinging (normal STR) (10 Active Points) Real Cost: 10 0
0 12) Olfactory Excellence!: (Total: 15 Active Cost, 9 Real Cost) Discriminatory with Normal Smell (5 Active Points); Costs Endurance (-1/2) (Real Cost: 3) plus Tracking with Normal Smell (5 Active Points); Costs Endurance (-1/2) (Real Cost: 3) plus +5 PER with Normal Smell (5 Active Points); Costs Endurance (-1/2) (Real Cost: 3) Real Cost: 9 3
0 13) Close To The Ground: +5 with Stealth (10 Active Points); Costs Endurance (-1/2) Real Cost: 7 1
0 14) I Need A Hand Here....Ah, There's One Now: Extra Limbs (Any Number) (1) (5 Active Points); Costs Endurance (-1/2) Real Cost: 3 1
0 15) Ooey-Gooey Insta-Grapple!: Clinging (normal STR), Damage Shield (+1/2) (15 Active Points); Costs Endurance (-1/2) Real Cost: 10 1
5 Hard To Hurt: Hardened (+1/4) (5 Active Points) applied to PD
3 Hard To Hurt: Hardened (+1/4) (3 Active Points) applied to ED
12 Hard to Hurt: Damage Resistance (15 PD/5 ED), Hardened (+1/4) (12 Active Points) 0
5 Malleable Body: Lack Of Weakness (-5) for Normal Defense 0
5 Malleable Body: Lack Of Weakness (-5) for Resistant Defenses 0
5 Adaptable Physiology: Power Defense (5 points), Hardened (+1/4) (6 Active Points); Not vs. Cold (-1/4) 0


Skills
3 Breakfall 13-
3 Deduction 12-
5 Power -Malleable Body Powers (CON-Based) 15-
3 Shadowing 12-
3 Stealth 13-
3 KS: Comics, Comic Strips and Cartoons 12-
6 PS: Cartoonist/Comic Artist 15-
3 AK: Chigago 12-


Total Powers & Skill Cost: 206
Total Cost: 350

200+ Disadvantages
10 Dependent NPC: Dr. Lisa Lanning (Girlfriend) 11- (Normal; Useful Noncombat Position or Skills)
10 Dependent NPC: Mindy Mayhew, Police Detective (Sister) 11- (Normal; Useful Noncombat Position or Skills)
5 Distinctive Features: Malleable/Very Durable Skin/Flesh (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Holocaust 8- (Mo Pow, Harshly Punish)
5 Hunted: Foxbat 8- (As Pow, Mildly Punish (Embarrass))
10 Hunted: Ogre 8- (As Pow, Harshly Punish)
5 Hunted: Cold-Based Villain 8- (As Pow, Mildly Punish (Embarrass/Defeat))
20 Psychological Limitation: Code Against Killing (Common, Total)
15 Psychological Limitation: Smartass - Jokes, Taunts Villains, etc. (Very Common, Moderate)
15 Psychological Limitation: Protects Innocents (Common, Strong)
15 Social Limitation: Secret Identity - Matt Mayhew (Frequently, Major)
5 Unluck: 1d6
10 Vulnerability: 1 1/2 x STUN Explosions (Common)
10 Vulnerability: 1 1/2 x Effect Cold-Based Attacks (Common)
0 Experience Points

Total Disadvantage Points: 350

JeffreyWKramer
10-11-2004, 03:46 PM
Background/History: Growing up, Matt Mayhew was always pretty unremarkable except for two things - a good sense of humr and exceptional artistic skills. From a very early age, these skills combined to make him interested in cartooning. He pursued that dream, even though his parents and older sister never considered art to be a very practical skill; in fact, Matt was a real disappointment to his dad, a career police officer, who felt Matt should do something more serious. Despite this lack of support, Matt became quite successful in his field.

Matt didn't take much of anything seriously until he happened to attend a party where a pretty girl caught his eye. When the girl in question, Lisa Lanning, turned out to be a renowned research chemist, Matt initially thought her out of his league, but he couldn't get her out of her mind, and he devoted himself to trying to grab her attention.

One day he dropped by her lab at the University to ask her out for lunch, Matt found a group of thugs and the costumed villain Holocaust roughing her up; it turns out Holocaust had heard about a project of hers which he believed would benefit one of his nefarious plans. Matt tried to defend Lisa but quickly ended up badly wounded, unconscious, tossed into a vat of experimental polymer liquid and left for dead. However, shortly after the villains left, he emerged from the vat, surprisingly unharmed and possessed of amazing powers, including the a resilient, flexible and malleable body.
overheard Holocaust's plans, Matt sped to save Lisa, and managed to do so after a prolonged fight and lots of luck. Afterward, Lisa asked him what he planned to do with his powers. Dismayed by her resposne when he said he planned to ignore them and go on with life, he asked what she thought he should do. "Use them to help people...to save lives, like you did mine. Be a hero!"

Matt wasn't too sure about that idea at first, but he decided to try it out, in order to impress Lisa. He designed a suitably comic-book uniform and chose a name that fit his newfound powers - Malleable Man - then set about fighting crime. To his surprise, he found he was pretty good at it... and that a lot of the time, it was a blast. Having won Lisa long ago, Matt remains a hero because it's the right thing to do... but while he takes that duty seriously, he refuses to let it be a drag, and is always quick to crack a joke at some villain's expense.

At this point in time, two people know that Matt Mayhew is Malleable Man - Lisa and his sister, Mindy, a police detective.

Personality/Motivation: As Malleable Man, Matt Mayhew fights crime for the adventure and simply because it's the right thing to do. His style is loud, energetic, full of humor and a bit self-aggrandizing, as demonstrated by his tendency to give his powers and fighting maneuvers goofy, bombastic names. He has a strong sense of right and wrong, and is careful to gauge the level of force he uses against an opponent so as to not inflict injury. He is also careful to avoid causing harm to bystanders or putting them at risk, and if he has to choose between protecting the innocent and letting a criminal go free, he'll choose to protect the innocent every time, with the only possible exception being if letting the criminal go free would certainly cause even greater harm.

Quote: "Whoa, cool powers! Those orange power bolts go great with the purple cape, man! But I've got even cooler powers... so prepare to feel the Mighty Mega-Punch!"

Powers/Tactics: Exposure to experimental chemicals (perhaps affected by Holocaust's powers) made Matt Mayhew's body extremely pliable and durable. He is able to stretch any part of his body, constrict opponents, shift his body to a tar-like or even liquid consistency and avoid attacks by stretching out of their way - or even by opening a hole in his body! He can also produce a wide range of effects such as shrinking, growing, bouncing or leaping great distances by turning his legs spring-like, run quickly by stretching his legs, glide by flattening his body into a parafoil form, make his senses more acute by changing the shape of his sensory organs or easily hide by flattening himself. Malleable Man is extremely skilled with his powers, and has figured out how to use his stretching to attack indirectly and add velocity to his punches.

Malleable Man has two significant weaknesses. First, explosions tend to tax the limits of even his malleability. Second, his flexible form doesn't deal as well with intense cold as with other sorts of attacks.

Appearance: Matt wears black boots, a dark green domino mask, dark green pants and gloves, a black, v-cut, sleveless shirt with most of the front taken up by a light green, stylized "M" design, and a yellow belt with an "M" belt buckle. He has medium-length brown hair, combed straight back.

Metaphysician
10-13-2004, 03:54 PM
Name Diomedes
Player Metaphysician

10 STR 20 OCV 8
39 DEX 23 DCV 8
20 CON 20 ECV 6
4 BODY 12
13 INT 23 Phases:
16 EGO 18
8 PRE 18 Total Defenses:
0 COM 10
4 PD 8
4 ED 8
27 SPD 6
0 REC 8
0 END 40
0 STUN 32

Movement:
Running 7"/14"
Leaping 5"/10"
Swimming 2"/4"
Swinging 12"/24"

END


Powers:
Martial Arts: Karate, Judo, Pankration
4 Bend Joint: -1 OCV, +1 DCV, 3d6 NND(7)
4 Disarm: -1 OCV, +1 DCV, Disarm, 40 STR to Disarm Roll
4 Dodge: +5 DCV, Dodge, Affects All Attacks, Abort
4 Escape: 45 STR vs Grabs
3 Legsweep: +2 OCV, -1 DCV, 7d6 Strike, Target Falls
3 Sacrifice Throw: +2 OCV, +1 DCV, 6d6 Strike, You Fall, Target Falls
4 Strike: +0 OCV, +2 DCV, 8d6 Strike
8 +2 Damage Classes ( already factored in )

20 Skills Honed to a Razor Edge: 30 point multipower, all slots Require Skill Roll (-1/2)
1 u Wisdom of Athena: 1 Overall Level, UBO, Usable Simultaneously (+1/2), Ranged (+1/2),
4x Targets (+1/2), Requires Tactics Roll (-1/2), Incantations (-1/4)
2 u Spearhead of Athena: Find Weakness 11- /w All Attacks, Requires Analyze Roll (-1/2)
1 u The Hunting Owl: Invisibility to Hearing Group, 0 END (+1/2), Requires Stealth Roll (-1/2) 0
1 u Intimidating Words: +30 PRE, Requires Interrogation Check (-1/2), Only for Intimidating
Presence Attacks (-1 1/2), Incantations (-1/4)
1 u Eyes of the Owl: Detect Criminal Evidence, Discriminatory, Analyze, Requires Criminology Roll (-1/2)

10 Gadgets: 15 point multipower, OIF (-1/2)
1 u Nightsticks: +2d6 HA, HtH Attack (-1/2), OAF (-1) plus Stretching 3", No NC Stretching (-1/4),
No Velocity Damage (-1/4), Only for Martial Maneuvers (-1/2), OAF (-1), x2 Foci 1+1
1 u Blades: 1/2d6 HKA ( 1d6+1 /w STR ), Ranged (+1/2), Range Based on STR (-1/4), OIF (-1/2) 1
1 u Cameras and Tape Recorders: Eidetic Memory, OIF (-1/2), Only for Sight/Audio (-1/2)
1 u Tools of the Trade: +3 Levels /w Intellect Skills, OIF (-1/2), Appropriate Skills Only (-1/4)
1 u And Some Damn Good Lockpicks, Too: +3 /w Lockpicking, OIF (-1/2)

2 Running +1" ( 7" Total )
1 Leaping +1" ( 5" total )

5 Hardened Nightvision Goggles: Nightvision, OIF (-1/2) plus Sight Group Flash Defense 3, OIF (-1/2)
8 Body Armor: Armor (4 PD/4 ED), OIF (-1/2)
8 Swingline Gauntlet: Swinging 12", OIF (-1/2) 1
10 Defense Maneuvers I-IV

10 +2 w/ Hand-to-Hand Combat
5 Base: 5 points spent to team base

Talents/Perks:
3 Money: Well Off
6 Combat Luck (3rPD/3rED)
6 The Guidance of Athena: Contact ( Athena ) 8-, Contact Has Very Useful Skills Or Resources (+2),
Contact Has Good Relationship (+2), Contact Has Access to Major Institution (+1)

Agility Skills:
3 Acrobatics, 14-
3 Breakfall, 14-
3 Climbing, 14-
3 Lockpicking, 14-
3 Stealth, 14-
3 Teamwork, 14-

Intellect Skills:
3 Analyze Combat Technique, 14-
3 Cramming,14-
3 Criminology, 14-
3 Deduction, 14-
3 Paramedics, 14-
3 Security Systems, 14-
3 Shadowing 14-

Interaction Skills:
3 Conversation, 13-
3 Interrogation, 13-
3 Streetwise, 13-

Background Skills:
3 Scholar
1 KS: Mathematics 11-
2 KS: Chicago Organized Crime, 14-
2 KS: Superhuman World, 14-
2 KS: Greek History/Mythology, 14-
2 KS: Stock Market, 14-
3 CK: Chicago 14-
3 PS: Investment Advisor 14-

Disadvantages
15 DNPC: Jacob and Elizabeth Maximos 8- ( Normal, Group DNPC x2 )
15 Hunted: Chicago Gangs 8- ( More Powerful, Harshly Punish )
15 Hunted: Holocaust 8- ( More Powerful, Harshly Punish )
20 Hunted: VIPER 8- ( More Powerful, NCI, Harshly Punish )
20 Psychological Limitation: Protective of Innocents ( Common, Total )
10 Psychological Limitation: Seeks Out Challenges ( Common, Moderate )
15 Social Limitation: Subject to Orders ( Occasional, Severe )
15 Social Limitation: Secret Identity ( Occasional, Severe )
25 GM's Option

200 Base + 150 Disadvantages = 350 Total 350 Points Spent

Metaphysician
10-13-2004, 03:56 PM
Background: Ever since Adrian Maximos was young, his parents knew he was something special, when he began speaking by his seventh month. By the age of two, Adrian could speak English more or less completely, and had already begun to learn to read. When he entered kindergarten, Adrian discovered a new feeling: boredom, for the reading and math taught there was several grade levels behind what he could do. Thankfully, his parents were understanding, and kept him supplied with all the books he could read.

Thus is continued throughout his years of schooling. Before reaching middle school, he had already mastered algebra, and begun studying basic calculus. In between classes during middle school, he read books in Greek, becoming fluent before leaving for high school. During this period, he also was introduced to sports; thus, he discovered that he was a physical prodigy, as well as a mental one. Within a year, he graduated from baseball to karate. On entering high school, Adrian split his time between the most advanced classes offered, mastering karate ( and later, judo ), practicing various musical instruments, and learning about the stock market first hand from his father. After graduating, instead of taking an ordinary major in college, Adrian picked a handful of interesting classes to attend while starting up his own small investment firm, consisting of himself. Within two years, he had gained a fair measure of success, and earned enough money that work was now optional.

Once more, Adrian knew boredom. For a time, he considered going to the Olympics, and took up acrobatics to complement his already considerable martial arts skills. This plan was interrupted by the Battle of Detroit. After recovering from the same shock that overtook the rest of the nation, Adrian almost committed the first impulsive act of his life: choosing to sign up with PRIMUS. However, his sense of caution stopped him, for a time, as he withdrew to better consider how he could best use his talents, as a PRIMUS recruit. . . Or in some other way.

A few weeks later, however, Adrian found himself inside a bank in the process of being robbed. He recognized the robbers from the news: the Thorton Gang, wanted in three states for armed robbery, kidnapping, and murder. They probably came to Chicago because most of our super heroes died in Detroit, leaving no one to protect us. . . At that point, Adrian made a decision that would define his life; since he had extraordinary skills and talents, he must use them to protect others, because if he was unwilling to do so, he had no right to expect others to do so for him. Sixty-eight seconds later, all four robbers were unconscious, and Adrian had both a bullet in his left thigh, and a newfound sense of purpose. What he did not have is the slightest clue of how different his new life would be.

That night, when he slept in the hospital, he dreamed, and in his dream, he was visited by a majestic woman.

“I am Athena, Goddess of Wisdom. Since the days of ancient Greece, I have watched over those who would use wisdom to protect others. In these days of chaos, I have searched for one such as you, one possessed of talent and a willingness to use this talent to protect the heirs to my legacy. You are the person I seek. Are you willing to accept my patronage, and become a guardian against the forces of chaos?”

Adrian answered, “Yes.”

When he awoke, the dream clung to him, as if it were far more real than any dream in his life. As he wondered whether what he experienced was real, he noticed an owl, perched on the edge of the bed. As he noticed it, the bird flew off, leaving behind a small envelope. Inside was a small sheet of paper, bearing the words “Yes, it was real.” With a laugh, Adrian lay down again, and pondered just how weird his life was about to become.

The following months were busy in the extreme. Using his funds and the guidance of a goddess, Adrian began an elaborate training regimen, pushing himself further than even he had ever gone before. Entire weeks were spent devouring textbooks on criminology and organized crime; other weeks, on honing his martial arts and physical skills to a razor edge, under the barely-tangible presence of his patron goddess. At night, in his dreams, Athena would hone his ability to think, teaching him how to use his own prodigious intellect to greatest effect. Other nights, she would instead reveal hints of her own wisdom, from which Adrian could develop extraordinary new skills of his own, if he could come to understand them.

On the first anniversary of the Battle of Detroit, a shadowy figure looked over the edge of a skyscraper in downtown Chicago, the wind blowing in his face. Gone was all his remaining uncertainty, and in its place, purpose. He had become more than just Adrian Maximos. On hearing a cry of distress in the distance, Adrian stepped off the edge. . . And Diomedes plunged to the rescue!

Personality: As Adrian Maximos, polite and amiable, though slightly intimidating. Prone to multitasking, and seldom still save when concentrating on a single task. Perks up considerably if conversation moves to a topic with which he is unfamiliar. Seems much older than his age of twenty three.

As Diomedes, serious, but not brooding. Always seems to have a plan. Utterly fearless when innocents are in danger, but otherwise prone to staying in the shadows. Extremely talkative in combat or similar situations, giving a constant stream of advice and warnings. During downtime, can almost always be found training, studying, or otherwise doing something.

Appearance: As Adrian Maximos, rather average, brown hair, brown eyes, athletic build. As Diomedes, he wears a dark brown-black nightsuit, with an owl insignia on the right breast. His cowl is unfeatured, except for the large eye pieces that provide night vision. Various pieces of equipment are stored in his two gauntlets, his belt, and elsewhere.

JeffreyWKramer
10-14-2004, 05:22 AM
Excellent skills-based character, Meta! I particularly like "Eyes of the Owl", with the Detect Criminal Evidence.

Peregrine7
10-22-2004, 07:14 PM
Peregrine (Tristan Blake)

Born to a U.S. branch of the British Blakeney family, Tristan was a bit of a rebel. Shunning the usual expectations of college, Tristan enlisted in the Marines at the age of 17. (The fact that his father willingly gave permission escaped him despite his above-average intelligence; similarly, he had no interest in family history and was completely unaware of the fact that a tour in the Marines corresponded to the Blakeney family tradition of the Great Tour.)

During his time in the Marines, Tristan was chosen for a trial program testing powered armor for the Marines. The program was canceled before it was completed, however, because the Army pulled off a bureaucratic maneuver and gained exclusive control of all military powered armor (not unlike the Air Force’s monopoly on fixed wing combat aircraft, but applicable to the Navy and Marine Corps as well). Tristan had developed a love for battlesuits, though, and when his enlistment ended applied to PRIMUS. Routine screening showed that Tristan was not Cyberline compatible, and his prior experience with powered armor smoothed the way for entry into the Iron Guard.

Two years later, Destroyer attacked Detroit. Tristan was squad leader by then, and his squad was, at one point, confronted directly by Destroyer himself. Within seconds, Tristan was the only one left standing. A second later, and Tristan’s world was eclipsed by pain.

Tristan woke up from the coma three weeks later. He had lost his left leg at mid-thigh, and feedback from the cybernetic linkage of his armor had given him ongoing migraine headaches. When the migraines did not respond to any of the treatments available to PRIMUS, they reluctantly medically discharged him.

Six months later, living off of a trust fund he inherited when he left the Marines (having completed his Great Tour), Tristan awoke one morning and noticed two things. One, his usual morning headache was gone. Two, his intelligence had apparently increased significantly, to near -superhuman levels. He now understood, on an almost instinctive level, the design and engineering details of not only the Iron Guard armor he had used, but of the test armor the Marines had tried, and of powered armor in general. Over the next several days he discovered that his intelligence was not savant, but general, as other subjects of knowledge became clearer to him, with previously unknown insights suddenly becoming recognized.

Tristan, by this time fully aware of his family’s heroic heritage, decided to put his battlesuit experience and newfound intellect to proper use and built the first Peregrine battlesuit. He was taking it out for test when he and the rest of the new Chicago superteam defeated Holocaust.


Personality: Having come to terms with his family and its history, Tristan has taken up the mantle of heroism willingly, and has adopted the Code of the Hero as his personal philosophy. As Tristan Blake, he half-heartedly tries to play the 'idle rich playboy', but his romantic interest in the beautiful PRIMUS Intelligence Agent Serendipity Chase keeps him out of the 'different woman on his arm every night' routine.

Quote: "We're not a military unit. We'll never be a military unit. We shouldn't try to be a military unit. But we can learn something from the way the military prepares for and fights battles."


Appearance: Stunningly handsome himself, Tristan seems to either not notice, or not care. While he is well aware of what constitutes appropriate dress for almost any occasion, he is most comfortable in casual wear. As Peregrine, his battlesuit stands 2 meters tall and is colored a deep red, almost maroon, with black highlights.

Peregrine7
10-24-2004, 05:33 PM
Name: Peregrine
Player: Randy

15/30 STR 5
15/23 DEX 15 OCV 5/8
15 CON 10 DCV 5/8
15 BODY 10 ECV: 4
23 INT 13
13 EGO 6
20 PRE 10
20 COM 5
3/23 PD 0 3/23 PD (0/20 rPD)
3/23 ED 0 3/23 ED (0/20 rED)
3/5 SPD 5 Phases: 4, 8, 12/3, 5, 8, 10, 12
6 REC 0
30 END 0
31 STUN 0

Movement
Running: 7" / 14"
Swimming: 2" / 4"
Leaping: 3" / 6"
Flight: 13" / 26"

Powers
Martial Arts: Krav Maga/Commando Training
4 Block +2 OCV +2 DCV Block, Abort
5 Kick -2 OCV +1 DCV 7d6 / 10d6 Strike
4 Punch/Knee Slam/Elbow Strike +0 OCV +2 DCV 5d6 / 8d6 Strike
1 Weapon Element: Blades

7 Cybernetic Interface - Strength Boosters: +15 STR (15 Active Points); OIF (Peregrine Battlesuit; -1/2), No Figured Characteristics (-1/2)
12 Cybernetic Interface - Neuromotor Coordination Boosters: +8 DEX (24 Active Points); OIF (Peregrine Battlesuit; -1/2), No Figured Characteristics (-1/2)
13 Cybernetic Interface - Reaction Boosters: +2 SPD (20 Active Points); OIF (Peregrine Battlesuit; -1/2)
50 Peregrine Energy Weapons Array: Multipower, 75-point reserve, (75 Active Points); all slots OIF (Peregrine Battlesuit; -1/2)
5u 1) Primary Energy Blast: Energy Blast 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); OIF (Peregrine Battlesuit; -1/2)
5u 2) Heavy Blaster: Energy Blast 15d6, 16 Charges (+0) (75 Active Points); OIF (Peregrine Battlesuit; -1/2)
5u 3) Autoblaster: Energy Blast 6d6, 16 Charges (+0), Area Of Effect (6" Any Area; +1 1/4), Selective (+1/4) (75 Active Points); OIF (Peregrine Battlesuit; -1/2)
4u 4) Neural Stunner: Energy Blast 7d6+1, 16 Charges (+0), No Normal Defense (Power Defense; +1) (74 Active Points); OIF (Peregrine Battlesuit; -1/2), Beam (-1/4)
5u 5) Deflecting Blast: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target, Full Range (+1) (70 Active Points); OIF (Peregrine Battlesuit; -1/2)
40 Advanced Composite Armorsuit: Armor (20 PD/20 ED) (60 Active Points); OIF (Peregrine Battlesuit; -1/2)
17 Flight Pack: Flight 13", 1 Continuing Fuel Charge lasting 1 Hour (+0) (26 Active Points); OIF (Peregrine Battlesuit; -1/2)
11 Prosthetic Leg: Running +7" (7" total) (14 Active Points); IIF (Prosthesis; -1/4)
6 Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); OIF (Peregrine Battlesuit; -1/2), Affected As Sight And Hearing Group As Well As Radio Group (-1/2)
3 Lowlight Lenses: Nightvision (5 Active Points); OIF (Peregrine Battlesuit; -1/2)

Perks
3 Contact - Serendipity Chase (Active Duty PRIMUS Agent) (Contact has significant Contacts of her own, Contact has useful Skills or resources) 8-
6 Wealthy - $1,000,000 income per year

Skills
6 +2 with Battlesuit Weapons System
3 Breakfall 12- (14-)
3 Bureaucratics 13-
3 Climbing 12- (14-)
3 Computer Programming 14-
3 Conversation 13-
3 Criminology 14-
3 Demolitions 14-
3 Electronics 14-
3 High Society 13-
3 Inventor 14-
3 Mechanics 14-
3 Paramedics 14-
3 Stealth 12- (14-)
3 Systems Operation 14-
3 Tactics 14-
3 Teamwork 12- (14-)
1 TF: Grav Vehicles/Hovercraft (includes Team Vehicle)
3 Weaponsmith (Energy Weapons, Firearms) 14-
2 WF: Small Arms
3 Scholar
2 1) KS: Criminal Organizations (3 Active Points) 14-
2 2) KS: Federal Law (3 Active Points) 14-
1 3) KS: Military/Mercenary/Terrorist World (2 Active Points) 11-
2 4) KS: PRIMUS (3 Active Points) 14-
1 5) KS: Superhuman World (2 Active Points) 11-
3 Scientist
1 1) SS: Aeronautics Engineering 11- (2 Active Points)
1 2) SS: Cybernetics 11- (2 Active Points)
1 3) SS: Materials Engineering 11- (2 Active Points)

Disadvantages
10 Hunted: PRIMUS 8- (Mo Pow, NCI, Watching)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Holocaust 8- (Mo Pow, Harshly Punish)
10 Psych Lim: Reluctant To Kill (Common, Moderate)
20 Psych Lim: Code of the Hero (Common, Total)
15 Psych Lim: Protective of Innocents (Common, Strong)
15 Psych Lim: In Love With Serendipity Chase (Common, Strong)
15 Rivalry: Professional and Romantic (For Serendipity Chase; Rival Has Superior Position (Active PRIMUS Agent); Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity - Tristan Blake (Frequently, Major)
20 Vulnerability: 2 x STUN vs. Electrical Attacks (Common)

Pól Rua
10-25-2004, 02:26 AM
I love the way you guys have given your powers nifty and distinctive names.
I am especially fond of "Hey, batta batta batta!"
That makes me chuckle something fierce.


___________________________________________
Pól.

JeffreyWKramer
10-26-2004, 07:45 PM
I love the way you guys have given your powers nifty and distinctive names.
I am especially fond of "Hey, batta batta batta!"
That makes me chuckle something fierce.

Thanks! That's one of the neat little things about 5E Champions - the personalized Power names. There are some pretty cool ones in the official books, and individual players usually outdo them. They add a lot of flavor to the characters - something a lot more fun than just reading dry power write-ups.

Pendaran
10-29-2004, 04:35 PM
Valor (Rand Valor)

In many ways, Rand Valor's story is that of his father Alexander's, an explorer, mystic and two fisted adventurer who had traveled the globe chasing after myth and wonder. Alexander, though often understanding just what amidst his findings and journeys man was not quite yet ready to know, regardless attempted to take what he could of his discoveries and experiences and enrich the world around him with the wonder and grace of them.

From fragmentary Lemurian tablets, scraps of writing and faded, tattered journals Lord Alexander Valor thought he had come upon the discovery of a lifetime, the potential location of the city of Shangri La. Not in the Himalayas as had been previously suspected, but in the frozen Antarctic. He was of course.. somewhat slightly off. There was a lost city in the Antarctic to be sure, but far from Shangri La of the enlightened monks, it was Arcadia, of the titanic Empyreans.

His dignified manner and earnest awe at his surroundings lead the Empyreans to be impressed with (rather than fearful of) the caliber of Alexander's intellect for having located them, and admiring of his noble, questing spirit, his hosts gave him the full tour while they deliberated on just what they would have to do with him.

Fortunately, in the weeks that followed, the answer presented itself in the love that blossomed between Alexander and Astra, the daughter of one of Arcadia's elders. Alexander being far too smitten to think of leaving neatly dispensed with the thorny issue of what to do had he wanted to.

Rand was born in short enough order, the mingling of his father and mother's traits resuling in a highly delayed aging rate for the boy, his father deeming himself fortunate to have access to Arcadia's own technologies to extend his own life, coupled with the mystical and herbal treatments he already applied to himself.

The seeking curiosity that would compel his mother to befriend and bond with a strange human visitor, and the willful exploring drive of his father combined in Rand with a vengeance, making the youth a wilder presence in staid Arcadia that even his father found more than he could handle at times. It was fortunate that Rand had also inherited his parent's grace and charm so that his antics and bounding about merely provoked bemused head shaking and consternation tinged with nostalgia at his youthful vibrancy, rather than outright rage and annoyance.

Alexander tried to give Rand some focus (or at least, constructive distraction), by tutoring him in mystical lore, and teaching him how to fight. While spell theory seemed like so much white noise to the boy, he had an innate fascination and skill with the more martial of his father's lessons and notions such as the harnessing of chi, of perfecting the body through meditative prana bindu techniques. Rand even took the time to scour through Arcadia's vast collections of knowledge to supplement these teachings.

The end result was certainly a focus, of sorts. Rand ultimately had an inability to deal with boredom, with a lack of challenge, and in perfect Arcadia, both abounded. If he could not seek his challenges in the world about him, he would seek them within himself, in pitting his own body and soul against itself in a quest for self perfection. He practiced the more extreme yogic techniques for meditation, he would train for days on end, take lengthy trips into the antarctic wastes about Arcadia simply to subject himself to the harshness of the trek. It wasn't that he became overly intense, or overly grim about it, for him after all the experience was rewarding, every success a triumph to be celebrated. That said, his kin did often find that his reaction to having been able to hold some painfully contorted position for a day to be a wild grin instead of a serene one a little.. jarring. If there was any part of Rand actually seeking enlightenment, it was in the way of the ecstatic, not the ascetic.

Pushing himself more and more, delving feverishly into more and more esoteric techniques, and at the end of a intense athletic regimen, culminating in cajoling his father into summoning up a spirit from the otherworld to test himself against, Rand awoke within himself the ability to channel the force of a soul that already burned white hot in relentessness. Combined with his Empyrean heritage, the results were miraculous. Oh, nothing on the level of his kin to be sure.. yet.. but still far beyond what the diluting of that blood should have allowed him to accomplish, marking him physically with the changes he had forced upon himself. It was the pinnacle of years of training and dedication, Rand laughing in joy at the feeling.

And there was the problem.. the challenges were starting to go away again. Boredom was starting to come back. And having tasted an existance so far from the banal, going back to it was an almost physical agony.

His family noticed of course, how could they not? Failing to hit upon any other solution that could aid their beloved son, they offered to him that he might go out into the world, to explore it, take the measure of it and pit himself against whatever he might find out there to keep him challenged, to offer him oppourtunities to grow and change. And of course, that when he had taken that measure, when he had found a way to settle the fires in his spirit, he would return to them whole and able to take a place within a community that held him dear. Agreeing to some light mental editing as to the /precise/ location of home, Rand happily accepted the offer.

Preparing to leave, he was taken aside for a moment by his father and given a speech that would linger with him as he wandered.

"My son.. you walk out now to your freedom.. into a world you will find strange and wonderful, as that world will of course find you, my wonder. And that was so much of my life.. walking the earth, finding the fantastic and wonderful about it, finding a way to share it with and enrich my fellow man somehow. I've come to understand the need for Arcadia's secrecy, but some part of me yet views it as I viewed all the quests of my long career. And so I put but one request to you, in your freedom, in your exploration. I ask you to be Arcadia's wonder, shared with the world, to enrich it, to better the people around you by, to embody the legacy of your name, to believe as I did, that exploration, that challenge, that the fantastic, that everyone has the potential to be inspired by it, to be bettered by it. For any man can walk the earth seeking knowledge, but it is only a marvel that can leave each place where he was walked better for that journey, to have taught and inspired to seek, even as he learns. I ask you to view becoming that marvel as the truest challenge that rests before you."

Rand took his father's words to heart, and in the years that he has since wandered in the world about him, he has ever driven himself to be that marvel so named, to not simply find ways to perfect himself, but also the world around him, to see his greatest challenge as showing the world what the glory of Arcadia and the legacy of his father can produce, and to leave them better for it.

Appearance: Tall, with a fit and athletic build, Valor moves with an unthinking grace and a ready, if wild, grin. Classically handsome as the rest of his eternal forebears, if with an aristocratic touch from his father's legacy, he nevertheless conveys an intense youth and vibrancy in his tone, gaze and gestures, rather than any kind of aloof regal demeanor. While he is not /always/ in motion, even when perfectly still he gives off a sense of pent up energy. His explorations into the mystical have marked him with shimmering silver hair usually cut short and slightly spiky, and eyes that blaze to match. His "costume" tends to be a set of durable Empyrean made clothes in the style of his father's old adventuring garb, if somewhat stylized. In this case the result being a side buttoning midnight blue jacked lined in silver, with trousers and boots similarly patterned to match.

Pendaran
10-29-2004, 04:41 PM
Valor's stats.

Characteristics:
Points/Stat/Value

40 Strength: 50 -19 lift 25 tons: 10d6
48 Dex: 26 -14 OCV: 9, DCV: 9
20 Con: 20 -13
20 Bod: 20 -13
10 Int: 20 -13, Per: -13
20 Ego: 20 -13 ECV: 7
10 Pre: 20 -13, Pre roll 4d6
5 Com: 20 -13
20 Speed: 6 Phases: 2, 4, 6, 8, 10, 12
END: 40
Rec: 14
5 PD: 15 (rPD 15)
11 ED: 15 (rED 15)
Stun: 55

Movement: Running: 6"
Swimming: 2"
Leaping: 10"

Total Char Cost: 209

Perks: 5 points towards a base

Skills (32 points total):
Language: English (Native)
3 Language: Arcadian/Empyrean/Whichever (3 point fluency)
3 KS Mystic Lore -13
3 Acrobatics -14
3 Climbing -14
3 Breakfall -14
3 Deduction -13
3 Meditation -13
2 Navigation (Land)- 13
2 Survival (Arctic)- 13
2 Survival (other)- 13
2 Survival (other) -13
3 Analyze- 13
Martial Arts – Brick Fighting (42 points total):
5 Offensive Strike (15d6 damage, -2 OCV, +1 DCV)
4 Martial Throw (11d6+v/5 damage, +1 DCV, -0 OCV)
3 Martial Escape (+20 Str to resist Grabs)
4 +1 DC w/ Martial Arts
6 Combat Skill: +2 levels w/ Brick Fighting
+2 w/ Offensive Strike
10 Defense Manuever I-V
3 Martial Grab (-1 OCV, -1 DCV, 60 STR)
10 Targeting Hearing


Talents:
Cost/Talent

4 Environmental Movement (No Penalties on Narrow Surfaces, No Penalties on Slippery Surfaces)

Powers:
Cost/Power/END

11 Relentless Will: Mental Defense 15
10 Unyielding Soul: Power Defense 10
12 Tireless Strength: ½ END on 50 Str.
7 Empyrean Toughness I: Physical Damage Resistance 15
7 Empyrean Toughness II: Energy Damage Resistance 15
7 Empyrean Healing: Regeneration 1d6 (1 Body per turn, 0 END+1/2, Persistent+1/2, Extra Time-1, Self Only-1/2)
7 Perfected Metabolism: Life Support (2 pt diminished sleeping, 2 pt diminished eating, 3 pt longevity, 2 pts Extended Breathing)
9 Honed Senses: Enhanced Senses (+3 Per to all groups)

Total cost of skills, talents, powers and perks: 162

Total points: 370

150 points of Disads:

20 Hunted: Holocaust 8- (Mo Pow, Harshly Punish, Public ID)
10 Distinctive Features (shimmering argent eyes, hair)
15 Psychological Limitation: Reluctant to Kill
10: Hunted: Rival Martial Artist 8- (as powerful, mildly punish, public ID)
15: Soc Lim: Secret Identity (half Empyrean)
15 Psych Lim: Loves a Good Fight (Common, Strong)
10 Psych Lim: Loves to Explore and Travel (Common, Moderate)
10 Psych Lim: Longs for Adventure and Challenge (Common, Moderate)
10 Soc Lim: Only been in the modern world for 2 years (Frequent, Minor)
10 Soc Lim: ID not on legally documented record (Frequent, Minor)
5 Soc Lim: Reared in Unusual Circumstances (Ocassionally, Minor)
20 Hunted: Lemurians 8- (Mo Pow, harshly punish, public ID)

Chuckg
10-29-2004, 08:38 PM
Archives -- Session #1


Aegis, official superteam of Chicago, is on the scene!

SEE them fight the villainous Lodestone, Master of Magnetism!

WATCH them catch the impossibly stealthy Shrinker, in the heart of their own lair!

THRILL to their explosive battle against the villainous duo of Ogre and Pulsar!

.
.
.
.

*DM groans in pain*

Now, just tell me this, people -- what the hell do I do for /next/ week? ;)

Peregrine7
10-30-2004, 10:41 AM
*DM groans in pain*

Now, just tell me this, people -- what the hell do I do for /next/ week? ;)
Tougher opposition? :p

Perry Holley
11-02-2004, 03:53 PM
Kinda OT, but I figured all Champions players might want to know... Hero Games is having a 20% off sale on selected products from their online store. Details here (http://www.gamingreport.com/article.php?sid=14908&mode=thread&order=0).

(I also posted this on the game news thread, but no one ever bothers to read it, so I figured I'd post it here, as well).

Metaphysician
11-02-2004, 06:09 PM
Nothing against Hero Games online store, but you can probably get better prices and cheaper shipping from FRPgames.

Chuckg
11-05-2004, 08:45 PM
Archives -- Session #2

Horus-Re guest stars! Or does he...?

The introduction of the fell cultists known as DEMON!

And for the cliffhanger... a giant-sized villain special!

Metaphysician
11-07-2004, 06:52 AM
Heh, sucks I missed it. I could have pulled out my Sewer Action Battlesuit. :p

Okay, XP expenditures: I'm thinking of adding a new belt slot:

-"A Capsule for Any Situation. . .": Energy Blast 2d6, Variable SFX +1/2, OIF

IOW, this slot would cover minor weapons designed to target susceptibilities and vulnerabilities of known or expected opponents ( mainly susceptibilities, at this point ). Possible SFX are "whatever could reasonably be put in a capsule sized package by moderately skilled gadgeteering." As for which are available at any given time, obviously, if the opponent is known beforehand, any useful ones are carried. If not, it probably depends on how obscure ( GM's discretion, iow ).

I have a couple ideas for skills to purchase, but I think I'd prefer to save the point for now, if I would be allowed to do "on the fly" purchases of skills I "already know." ( "as a matter of fact, I *do* speak Latin. However, I don't think you want me to translate what he just said you could do to yourselves. . ." )

Chuckg
11-12-2004, 03:34 PM
*snip*

There will be a normal game session on Friday, November 26th.

Chuckg
11-26-2004, 07:30 PM
Archives -- Session #3

Gargantua *FALLS*!

The mystery of Horus-Re, revealed!

And... *ominous organ music*... villain foreshadowing!


Note -- XP was given this week.

Chuckg
12-03-2004, 09:45 PM
An investigative episode. Diomedes, Nox, and Valor track down more clues on the sinister plot of the mysterious 'Darin', and discover the coils of VIPER!

Note: XP was given this week.

BcAugust
12-07-2004, 05:30 PM
This is just a little slice of Nox's thinking, after the above game.

Chuckg
12-10-2004, 11:00 PM
Archives -- Session #5

* The paranoia increases! Who can Aegis trust?

* Oh, and Foxbat shows up. :D

Chuckg
12-17-2004, 05:31 PM
The DM would like to take this moment out to post a reminder that I cannot sustain a game if players don't show up when they say they're going to show up. Authorized absences are inconvenient but (usually) doable. Totally missing your announced ETA is something else entirely.

Chuckg
12-17-2004, 08:15 PM
Archives -- Session #6

* Aegis in legal trouble!

* Their first press conference! Plus, we meet His Honor, the Mayor.

* A mysterious stranger aids them just in the nick of time! But is she truly a stranger?

* And what /is/ that huge ticking device in the hotel lobby, anyway?

Tune in next week!



Note -- Peregrine got the DM's Award tonight. The Player's Award also goes to Peregrine. Session XP was not given, as it's part 1 of a multi-parter.

Chuckg
12-17-2004, 08:16 PM
CHANGE OF GAME NIGHT:

To accomodate holiday schedules, the next two Aegis games are shifted to Monday, not Tuesday.

Monday, December 20th
Monday, December 27th

Start time will be 8:30pm Eastern (7:30 pm Central)

Chuckg
12-17-2004, 08:47 PM
Transcript -- Peregrine and Nox

This is just a character vignette that could have happened during any period of "down time". A bit of bluebooking.

Chuckg
12-17-2004, 08:58 PM
*snip -- players notified, schedule clarified*

Peregrine7
12-18-2004, 09:34 AM
The DM would like to take this moment out to post a reminder that I cannot sustain a game if players don't show up when they say they're going to show up. Authorized absences are inconvenient but (usually) doable. Totally missing your announced ETA is something else entirely.
In case anyone is wondering, I was the guilty party. A singing gig that was supposed to start at 7:15 and run 15 minutes started at 7:45 and ran 30. So, instead of arriving online at 8 EST, it was closer to 8:45.

Circumstances aside, it is poor form at the very least least. On the up side, that's the last such for the year.

Mea culpa, mea culpa, mea maxima culpa.

Chuckg
12-20-2004, 11:54 PM
Archives -- Session #7


A grim alternate future, where VIPER has won.

A daring rescue.

A glimpse into what one woman could possibly become.

And the return of a hero of a legend.

All this, in "Aegis", session 7.

Chuckg
12-21-2004, 07:47 AM
Rules clarification:

Re: Called Shots

Due to changes in 5e revised, from now on, the various xSTUN, xBODY modifiers from Called Shots to specific hit locations will be applied after defenses, not before defenses.

This is for Normal Attacks. Killing Attacks, the multipliers go up /before/ defenses. (That's the default rule... if it doesn't work out, I'll consider changing it. But for now, we'll stick with 5e revised defaults.)

Example:

Doctor Destroyer is walking along one day, innocently minding his own business, when some brave martial artist comes zipping along and gives him a kick to the head. Their kick does 10d6.

*roll*

10 BODY, 30 STUN. Since absolutely zero of that makes it through Destroyer's 40 resistant hardened PD, applying the x2STUN, x2BODY modifiers for a shot to the head still leaves -- zero damage.(*)

*boink*

It's sort of like kicking the Magus in the head... even if you're Captain America, nothing happens. (If your name is Gamora, your base STR is high enough to leak some damage through anyway, which just doubled, and if your name is Val Armorr, you have enough +DCs and a ridiculous enough Find Weakness roll that you don't *need* to call a shot to the head... but you can anyway, 'cause you're just that good.)

The ballshot that Gargantua took will still stand in campaign record as the most devastating pain he has ever even /imagined/ feeling in his life, though. :)




(*) As opposed to the old way we did it, where it would have been doubled up to 20 BODY, 60 STUN before applying to defenses, so Doctor Destroyer would have taken 20 STUN.

Chuckg
12-21-2004, 09:45 AM
DM'ing Clarification:

Due to the fact that the growing complexity of my scenarios is leaving me with more to keep track of, I will no longer prompt players to make their Tactics rolls. They will have to remember to ask me, in appropriate situations. Sorry, but there's simply too much for me to keep track of sometimes.

As ever, Tactics is the skill used to let your character (who is an experienced professional superhero/soldier) tell his player (who is not, usually *g*) how /they/ would be perceiving a given situation, not an infallible 'DM says go this way' Oracle.

I mean, jeez, if I told you /everything/ about my upcoming plots & plans, you'd be soooooooo bored. I talk too much as is. :)

Chuckg
12-26-2004, 06:13 PM
*edit -- snip*

See below for change of session date.

JeffreyWKramer
01-04-2005, 08:50 AM
I won't be able to game this Fri. Our plumbing is having problems, and on Fri morning they are tearing out some plumbing, won't be done until sometimes on Sat. No working plumbing = unliveable situation (we Iowans are way past outhouses, thank you), so juli and I will be spending Fri nite in a hotel, which = I won't be online.

Chuckg
01-04-2005, 09:09 AM
In light of Jeff's situation, and the fact that the party is currently in a game zone where we can't explain character absences, the next Aegis session is postponed until:

Friday, January, 14th

We apologize for the inconvenience.

JeffreyWKramer
01-04-2005, 09:39 AM
In light of Jeff's situation, and the fact that the party is currently in a game zone where we can't explain character absences, the next Aegis session is postponed until:

Friday, January, 14th

We apologize for the inconvenience.

Double apologies here.

Peregrine7
01-04-2005, 03:21 PM
Double apologies here.
Don't sweat it. As much as I hate to miss a game, your situation is more than understandable.

Just make Friday night something special for yourself and your lady wife. Dinner, etc. And etc. And... what, who said this is supposed to be a family-friendly board? They are married, ya know...

Chuckg
01-04-2005, 03:23 PM
Randy, on the Comm Board Jeff is a noted... [gropes for diplomatic term]... enthusiast in such matters. I highly doubt he needed the advice. :)

Peregrine7
01-04-2005, 03:24 PM
Just one married guy to another. Call it... encouragement...

Chuckg
01-21-2005, 08:21 PM
Archives -- Session #8

In this issue, we find out how VIPER took over the world.

Plus, ninja rumble! :)

Chuckg
01-28-2005, 04:19 PM
Session #9

* We find out more about this grim, future world.

* Black Paladin, in a surprise villain appearance!

* A key decision is reached.

Chuckg
02-11-2005, 09:00 PM
Archives -- Session #10

* Chloe returns!

* The plot thickens...

* And what is "Project Backstep"?

JeffreyWKramer
02-12-2005, 07:37 AM
Randy, on the Comm Board Jeff is a noted... [gropes for diplomatic term]... enthusiast in such matters. I highly doubt he needed the advice. :)

LOL! I just saw this. Good choice of terms, Chuck!

And Randy... thank you for the encouragement. :) We did indeed have a good time that fine evening.

Chuckg
02-18-2005, 10:48 AM
Archives -- Session #11

* Danger room session, part 1

Chuckg
03-04-2005, 08:12 AM
Note -- due to Randy's absence, there is no game tonight.

As was announced in chat last week.

Game next week.

Chuckg
03-25-2005, 12:37 PM
*sigh*

And yet another cancellation. At least one player will not be able to make it due to Easter Weekend religious services.

JeffreyWKramer
03-25-2005, 01:35 PM
Bummer. And juli won't be home until late because of religious services.

Maybe we can work on characters for that FATAL campaign. ;)

Chuckg
03-25-2005, 01:40 PM
Bummer. And juli won't be home until late because of religious services.

Maybe we can work on characters for that FATAL campaign. ;)

*pulls out stabbing knife of doom*

JeffreyWKramer
03-25-2005, 01:45 PM
*pulls out stabbing knife of doom*

FATAL has many weapons much worse than that!

Okay, time to drop that line of jokes before it gets even older.

Chuckg
03-26-2005, 06:33 AM
Over the past week, I've gotten several 'Delivery Notice Failures' for the Gmail accounts of Jeff, Metaphysician, Watcher, and Bc.

You guys might want to check your gmail accounts to see if I'm still coming through, as I've sent, God, at least half a dozen things last week. Also, make sure I haven't gotten stuck in your spam filter or something.

Metaphysician
03-26-2005, 07:28 AM
I've gotten a whole bunch of stuff from you.

BcAugust
03-26-2005, 10:08 AM
I've gotten tons too, but I'll check.

JeffreyWKramer
03-26-2005, 11:23 AM
Over the past week, I've gotten several 'Delivery Notice Failures' for the Gmail accounts of Jeff, Metaphysician, Watcher, and Bc.

You guys might want to check your gmail accounts to see if I'm still coming through, as I've sent, God, at least half a dozen things last week. Also, make sure I haven't gotten stuck in your spam filter or something.


I've been getting boatloads of stuff from you. I just checked and there are a bunch of things you sent just yesterday, waiting for download.

I've sometimes had difficulty getting on gmail, though - seems to go down at times - so maybe that's why you get the failure notices. Stuff seems to get thru anyhow, though.

Chuckg
04-01-2005, 04:06 PM
For the record, I do not at this time intend to close down the Aegis game.

I post these URLs just to make sure players know what their DMs are thinking.


* Jeff's post (http://forums.comicbookresources.com/showthread.php?p=1187136#post1187136)

* My own thoughts (http://forums.comicbookresources.com/showthread.php?p=1188579#post1188579)

* With codicil (http://forums.comicbookresources.com/showthread.php?p=1188633#post1188633)

Chuckg
04-02-2005, 12:08 AM
Archives -- Session #12

The simulated attack finishes. In fire.

Amendment to last night.

Jeff, Randy, you gain 1 xp (in addition to individual awards, if any) for the "training" arc.

Everyone else gets 2 xp + session awards.

Chuckg
04-14-2005, 08:44 PM
There will be no game on Friday, April 15th. Two players had to cancel.

AAMOF, due to the chronic scheduling difficulties of Fridays, I am seriously considering just shutting down the game. If I do decide to do that, a general announcement will be made later. Right now, it's still being taken under advisement.

Chuckg
04-15-2005, 06:19 PM
After thinking it over for a day or so, decision made, and announced.

The Aegis game is standing down. Its prospects of resuming are low.

Sorry, guys, but it just wasn't working. Maybe next year.

Metaphysician
04-15-2005, 09:14 PM
:(

And I was just getting into Diomedes. . .