Session Logs:
- Session I: Team formation, the arrival of Ahmik, a Cultist, a Powerstone, and introducing the Imaginal Wars.
- Session II: Settling into the Silverhold, the arrival of Syphon, Training Exercises, Demonic Attacks, and a Flower Exhibition.
- Session III: Imp Amulets, the departure of Syphon and the arrival of Mini-Max, the Book of Niberius, and Invocation Magic.
- Session IV: Captain Thunder, Candyland, The Auction, Night Templar gets Possessed, Demon Summonings, and Sapphire Star.
- Session V: The Mandate and the Wyrm Crown, the Night Auction, encounters with Plunder, Fear, Destruction, and Wraith Sword.
- Session VI: Fear, Destruction, and Vengeance. Entering and Leaving the Realm of Opposites. Considering the Archmage and Chi’an Lung.
- Session VII: The Wrath of the Wendigo, the Transformation of Antiquity.
- Session VIII: Visiting Children, Niberius and Godzilla, Weaponizing Love, and the Demon Amulets.
- Session IX: Investigating the Demon Amulets, Landscaping with Belial, Demonic Ensoulment Rituals,
- Session X: Disabling the Rite, Boreas, Belial, and Mini-Max. Blood and Souls, the Counterspell, seeking the Archmage.
- Session XI: Through the Chinese Hells, the Pool of Life, the Archmage Besieged.
- Session XII: Relief Forces, the Dragons of the East,
- Session XIII: Entrapment, Meeting the Archmage, Encountering the Orb.
- Session XIV: A dinner, some history, the Orb – and into the Heart of Darkness.
- Session XV: Departing the Archmage, a curious device indeed, Ameobro and the Animal Spirits, the Gates of Faerie.
- Session XVI: Encounters with the Fey, Encountering Malwyn, Illusions and Reality, rescuing Samuel.
- Session XVII: Ceara and Samuel, Malwyn shows his ire, investigating disappearances, magical contractors, the dangerous room, bumping heads with Belial.
- Session XVIII: A dealing with demons, the Wendigo Camp, Bearageddon, a dealing with the dead, news of the assault.
- Session XIX: Battle at the Silverhold, the Black Summons and the Light of Luathon, Driving with the Dead.
- Session XX: Discussions with the Wind, Captain Massacre Attacks, Ameobrat fails to evade the Sniper, Dimensional Incursions, the Crimes of Captain Mayhem, Night Templar versus the Dark Knight and his Imps, Funniest Home Videos.
- Session XXI: Tracing Malwyn, Murders in the Darkness, Discussions with the Seelie and Unseelie Fey, Encounters with the Orthallen.
- Session XXII: Near Space Defense, Battles with Malwyn and the Battered Women, Belial’s Press Conference, Tracing NSD.
- Session XXIII: My Evil Twin Skippy lives in My Evil Mirror House, the river rising, battles with the alternates, the escape of the Dark Knight and Munchkin, false equipment.
- Session XXIV: Zantu Deliberations, visiting Saturn, the Archives of the Arith Vaya, the Glacial Guardian, into the frozen depths, debating with Darvian.
- Session XXV:
- Session XXVI:
- Session XXVII:
- Session XXVIII:
- Session XXIX:
- Session XL:
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- It’s worth noting that these logs are 1) summarized in places (especially conversations) and 2) from a particular characters viewpoint; they don’t tend to get into much detail on what the other characters are up to.
Background Materials:
- Aurora Ward: Background on the current team and setting.
- On Interstellar Teleportation: What does and does not work (specific to the setting and the 4’th edition Hero).
- Sources of Super-Powers: Their types, definitions, and limitations.
- The Silverhold (Dixie Island, Montreal): Aurora Ward’s government-sponsored base.
- The Citadel: The Vanguard’s Toronto base – with government sponsorship and extensive development.
- Science Node (10 point Computer): The Vanguard’s analytical system.
- The Arboreal Library – the Tree of Knowledge: Boreas’s Mystic Library.
- Research; The “Darkmage”: A report on the historical activities of Aldulf, the “Darkmage” – and the reasons for them.
- Research; “Tyrannon the Conqueror”: A report on Tyrannon, a would-be Conqueror of the Solar System.
- Research: the Imp Amulets: Troublesome demonic computers/mind control devices.
- Research: The Archmage. A query into the nature of the office.
- Research: The Arith Vaya: Investigating the Galactic Archivists.
- The Codex Naberius: An ancient, nigh-indestructible, tome of dangerous magical lore.
- Dread Wraiths: Spectral Warriors and Servants of Death.
- The Battlemaster Hovertank: For when you just need some military firepower fast.
- The Atlantean Power Package. Humanity under water.
- Trivial Animal Spirit Channelers: A power package for those with minor animalistic powers.
- The Feytouched Power Package and the Imaginal Wars.
- On Zantu:
- Summary History of Zantu: From the pre-Rhofield colonization to the present day.
- Homo Zanti and the Average Zanti Citizen: How humanity has changed on an alien world.
- Zanti Magitech and some Sample Reliquaries – Part Part One and Part Two: The magical “technology” of the Zanti.
- There are a few technical errors with regards to the setting (most notably some active-point violations) in this, but that hardly matters in general background material.
The Cast:
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Normal Folk
- “Captain Thunder“, electrical technician and wannabe superhero.
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Tier IV Heroes – Maximum of 100 Points
- Agincourt, Archer-Hero – and his Den: A mystical archer and his zero-point apartment/base.
- Sapphire Star, Potential Hero/Villain: A youngster dealing with suddenly-acquired power.
- Quicksilver, Shapeshifting Heroine: A somewhat reluctant heroine.
- Mechadermis, Borderline Vigilante: A nanoborg and machine-manipulator who could go either way.
- White Crane: Martial Artist and occasional minor hero.
- Wraith Sword: Psychic Detective and part-time “ghost”.
- Seawrack, Atlantean Village Champion.
- Clarity Aldane: Ritualist and magical contractor.
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Tier III Heroes – Maximum of 100 Points + Power Package (Aquatic, Were, etc)
- Ahmik: An enthusiastic, heroic, young… were-beaver.
- Theodore: Werewolf, Phone Mage, and Ward of the Mandate.
- The Children Of Voso: The demon-touched children recruited and trained by Voso.
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Tier II Heroes – Maximum of 225 Points
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The Vanguard
- Scale: A scientist with a powerful, reptilian, alternate form – with an assortment of venoms.
- Destine: Youthful telepath and probability-manipulator.
- Nimbus: The group strongman thanks to his malleable exokinetic field.
- Tinker: Item-enhancing gadgeteer and martial artist.
- Boreas: A powerful Mage, a master of Invocation and Personal Magic.
- Piper: A time-manipulating refugee from a devastated future.
- Dreamweaver: A spirit-guardian from the Realm of Dreams and Borderlands of the Imaginal Realms.
- The Citadel: The Vanguard’s Toronto base – with government sponsorship and extensive development.
- Panzer II: Shaman and heir to a WWII German Hero.
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Tier I Heroes – 325 Point Base
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- Independents:
- The Archmage Belramos: Half-Demon son of Haagenti, current Guardian of Earth.
- Ugyen Satera: Deceased former Archmage of Earth, one of the most powerful mages in recorded history.
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Aurora Ward:
- Amoebro: A heroic – if childish – protoplasmic blob of unknown origin.
- Pseudopod Painting Interpretations by Tyson Casgrain: Part One: A Crazy Day.
- Armageddon: A superman-style Angelic Channeler.
- Night Templar, Designated Team Leader: Demonologist, pragmatist, and master of dark arts turned to good purposes.
- Captian Yueh Mii Hym (or “Mayhem”): An alien pirate with many nonlethal “guns” and use of his personal energies.
- The Captain’s Secret History: Part I
- Samhain (Preliminary Build): An alien sorcerer and his devices.
- The Silverhold (Dixie Island, Montreal): Aurora Ward’s government-sponsored base.
- Ahmik – Trainee Member: A young werebeaver and would-be hero.
- Amoebro: A heroic – if childish – protoplasmic blob of unknown origin.
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The Mandate:
- Champions – The Chauffeur, Founding Member of the Mandate: And current dragon-sitter, orphanage director, and all around stuck-being-responsible person.
- Dr Who – Sorcerer, Time-Traveler, and all-around meddler.
- Adrian Maximillian, Brick-Mentalist, Founder of the Mandate.
- The Holy Ghost – The ever-returning spirit of an ancient holy man.
- Ballistic – A lunatic weapons-master pursued by her own hallucinations.
- Alhazrad – A master of fire and ice and a short-term member of the Mandate.
- Master Smythe / “Agent Smith”, a self-duplicating martial artist.
- The Brick – A classic strongman – except for the “psychic dolphin” part – and the cornerstone of the Mandate.
- Neo – A reality-twisting mutant from the Silver Twilight.
- Kimai – A feline mentalist and players wild idea.
- Sniper – Another psychic weaponsmaster, but not QUITE as insane as Ballistic.
- Independents:
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- The Villains:
- Fear: A Lord of Nightmares.
- Dread Wraiths: Spectral Warriors and Servants of Death.
- Destruction: An avatar of annihilation.
- The Wendigo: Ancient undead shamen who wish to return mankind to it’s tribal past.
- The Villains:
- T
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