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: Explaining Ameobro, introducing the Dragon Circle, Runestones, Survivalism and the Codex Naberius, Voso, the Demon Thief of Magical Children.
- Session XXVI: Bargains with Belial, Demonic Web Pages, Orabus the Equine Prince, Battling Voso, buying Demonic Children, Secrets of the Arith Vaya.
- Session XXVII: Dealing with Demonic Children, Night Templar and the Angels of Wrath, Red Soulstone and Space Marines
- Session XXVIII: The Press Conference, Malphas and Mayhem.
- Session XXIX: The History of Mars, the Skorel and the Arith Vaya, interviewing Doctor Promethean, the Ghosts of Mars, True Necromancers.
- Session XXX: The Shrine of Rathma, Bobby the White Necromancer, speculations on canned meat, Doctor Promethean again, Saurians for Mars.
- Session XXXI: Feeding Ghosts, Piper and the Bombardment Epoch, descending the Axis Mundi, observing the destruction of Mars.
- Session XXXII: Return from History, retrieving a Helmstone.
- Session XXXIII: Spider Ships, Psychic Experiments, and Martian Possessions.
- Session XXXIV: Issues on Earth – mercenaries, robotic law enforcement, and pegasus interviews. Megachurches, soulstone, the Indestructible Man, and Demonic Pants. Future Lawbots, investigating disappearances, and childish invocations.
- Session XXXV: Murders of days long past, Haywire and the Future, Illiri, Mana Drains, Elder Spells, and Realtors, and the Pit of the Kyinn.
- Session XXXVI: Johannus-not-a-ghost, Investigating the Kyinn.
- Session XXXVII: Setting up the Space Marines and the Horsemen to collide.
- Session XXXVIII: The Horsemen and the Space Marines.
- Session XXXIX: Planning for Zantu, Ormarr the Obtuse, Colonel Ashford and his Psychic Sidekicks, the Galactic Bus, Ancient Air Defense.
- Session XL: Into the Ancient Base on Zantu.
- Session XLI: Ancient Chaos, Battle in the Control Chamber, Planetary Cataclysm and Reconstruction.
- Session XLII: Samhain’s Self-Arrest, Search and Rescue, Trial of the Century, Ormarr on FTL, Invocations at Ceara’s School, Night Templar’s Child Endangerment Case, on the news with Belial, Armageddon shorts out, Voso lord of Spam.
- Session XLIII: Demonic Danger Rooms, decontaminating Armageddon, Deplatypusing Captain Mayhem, The Transtemporal Villain Swarm.
- Session XLIV: The Goetic Council, Ambassadorial Portfolios, Armageddons Unholy Pants, and Vapula the Irritant.
- Session VL: Voyage to Tibet, Niberios and North Korea, Battle at the Archmage’s, Arcane Considerations, and Signing Off on Time Travel.
- Session VLI: A conference on restraints, summoning the Doctor, Go-fers and Grabboids, Antione and Illari, Gastion Emerys, Timewalker, and the oncoming horde.
- Session VLII: Tracing Illari, Considering Syphon and Mini-Max, molten miniatures, collecting the Sniper.
- Session VLIII: Ordering Weapons, a dealing with Dragons, Potions of Drunkenness, and the Bane Mummies explained.
- Session IL: Researching the Racemind, The Nordic Realms.
- Session L: Into the Nordic Realms, Modgud and the river Gjoll, Heimdall and Bifrost, the Wolves and the Gods, Loki, Jormungand, and Hela. Samhain contemplates moving out.
- Session LI: The Fury at the Norsemen, disruptions on Zantu, ambassadors to the Pirate and Pony realms, Armageddon accidentally marries Prince Blueblood, Ameobro acquires some Changelings.
- Session LII: Antione and the Kyinn, Surveillance Efforts, Pegasus and Perseus II, Amazon’s, Athena, and Icos. Introducing the Titanosaurs.
- Session LIII: The Hydrasaur. Battle at Thunder Bay, Illari’s Projects.
- Session LIV: Investigating the Genetics Lab, tracing the Titanosaurs.
- Session LV: Ferret War Dance and the Ferret King, Battling the Titanosaurs.
- Session LVI: Arach the Black, Forgemage, the Minotaur, the Zantu Survey.
- Session LVII: Illari and the fight at the club.
- Session LVIII: Titanosaurs Worldwide, the Battle of New York Harbor.
- Session LIX: Interlude; Ceara summons the Cutie Mark Crusaders.
- Session LX: Concluding the Battle of New York Harbor.
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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.
- Superheroic Tactics: The difference between being an adventurer and being a superhero.
- Exploring Azorath: Part I – Prehistory, Part II- Settlement, and Part III- Current Observations
- Time Travel and How It Works: How time travel works in the Emergence Setting – and in most of my games.
- 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 Zanti and their Elite Knight-Enforcers: A rewrite on the Zantu Racial Package and their Elite Law Enforcement / Emergency Responders.
- Zanti Cultural Notes, Part I,
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.
- The Great And Powerful Trixie: The second escapee from Equestria.
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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.
Other Heroes
- Panzer II: Shaman and heir to a WWII German Hero.
- The Cutie Mark Crusaders: Apple Bloom, Scootaloo, and Sweetie Belle. While still children, these three do have potential.
- The Ferret King (Child): A young were-ferret and Ferret Totem Invoker.
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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.
- Planetman and Starman: How to build major astronomical objects as characters.
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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.
- The Challenger: Ameobro’s summonable Transdimensional Mole Machine.
- Professor Challenger, the Artificial Intelligence: The Challenger’s Computer System.
- Armageddon: A superman-style Angelic Channeler.
- Prince Blueblood and the Cartoon Powers Package: Thanks t0 10d6 of Unluck, Prince Blueblood was accidentally married to Armageddon by Princess Celestia and sent to Earth. This has caused some confusion.
- 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.
- Perseus II and Pegasus:
- 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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Ancient Gods
- Jormungand-Aegir, the Midgard Serpent: Master of the Seas, Physical Juggernaut, and Partygoer.
- Hel, the Hidden One, Avatar of Death: Dark Goddess of Passage, Queen of the Dead.
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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.
- Kyinn, The Friendly Eldritch Horrors: Gaseous elder entities who would like to help everyone be like them.
- The Apatosaurus and the Hydra: A sample Titanosaur – the spirit of a greek monster fused with a psionic dinosaur.
- Deathstroke and Deathsinger: A somewhat sad villain group and it’s psychotic leader.
- Frost, Tier-2 (1) Villain: A master of cosmic probability manipulation hidden within an icemaster.
- Stinger, Tier 2 Villain/Victim: An unfortunate victim of infernal powers.
Filed under: Background, Campaign Log, Character Sheets, Game Rules | Tagged: Background, Campaign Log, Champions, Characters, Role Playing Game, RPG, Super Hero Groups, Super Villain Groups |
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