|
|
|
CAMPAIGN GUIDELINESTable
of Contents Suspected
previous “Heroic Ages”
Early
days – 1914 through 1924
Dawn
of the costumed hero – 1925 – 1939
Changes
in approach – 1940 - 1958
Modern
problems – 1980 to Present
P.O.S.H
(People Opposed to Super Humans)
IntroductionThe following is a background developed for a new gaming group that I'm a part of. I decided to introduce them to the BoH rules. As some of their characters have some hidden aspects that will be played out here, it will be some time before I put them on the web. In the meantime, I thought others might enjoy this background... In
Greek Mythology, Prometheus was the Titan who stole fire and gave it to the
humans. Zeus punished him for this and other transgression.
Likewise, the meta-powers are as powerful in the modern day as fire was
to ancient man. Hence, the name I’ve given this universe.
Although using what was the DC Heroes rule system, this has nothing to do
with that universe. In fact,
because of the timeline I’ve set up, no fictional hero (Marvel, DC, or other)
exist in ANY way in this universe. Reality
beat the writers to the punch. The
following is a proposal to the Tuesday night gamers at the War Room.
This is to setup a custom four-color comic book universe using the Blood
of Heroes rules system. For those
unfamiliar it is based on the DC Heroes role-playing system originally put out
by Mayfair. It has been thoroughly
redesigned and updated by the USERS of the system and republished by Pulsar
Games Incorporated (see www.pulsargamesinc.com)
This
would be a standard campaign using 450 point characters with the new standard
(circa Blood of Heroes Special Edition rules) of up to 50 points extra for a
detailed background including history, description of character, personality,
quirks, subplot possibilities, etc. In
this world there is limited magic and only a handful of aliens.
History has occurred slightly differently thanks to subtle changes caused
by those with meta-power. Most of
those with power, whether they mutated at birth, during or after adolescence, or
when subjected to a would-be fatal experience all owe their abilities, if not
survival, to a special sub-sequence of genes in the human DNA.
Most of the time it is buried and dormant, and doesn’t activate under
any circumstances. In others it
activates, attempting to make a human more able to survive.
Sometimes it is helpful, and other times it doesn’t activate entirely
successfully resulting in the few bizarre physical mutations. This
meta-gene has appeared through history, showing up slowly for decades,
escalating to a peak, and then subsiding for centuries before re-emerging again.
Exactly why or what triggers the genetic expression of the meta-gene
within the species is not known, and has not been discovered.
Its
effects on history depend upon the period.
For the most part early possessors of metagenetic powers were treated as
gods, sorcerers, demons, and more. Many
cultures based religious myths after witnessing a human display of power.
Such powers also were key in the construction of various ancient
monoliths that survive to this day, such as Stonehenge or the Great Pyramids.
Mythical beasts were in actuality simply mutated humans. The
last such heroic expression began in late medieval times and lasted until early
American Colonial days. Most of
those that expressed any powers and were not able to escape were convicted of
sorcery or witchcraft and punished by various representatives of the church.
For the better part of two centuries, the metagene lay dormant until
around 1914 when it emerged again, anew. It
has been slowly building over the last 86 years to the current peak of
meta-human activity. Game
time is set in the present time and day – the Year 2000.
Technology is only slightly ahead of our world, with some things that
would be years off already on the market now. Type Of Characters Wanted
All
the players, for whatever reason, have adopted some sort of a heroic identity,
or have just been labeled a hero. They
will risk life and limb for what they feel is right.
Bloodthirsty characters are not necessarily heroes.
In this game, unjustifiable homicides will not be looked well.
Some powers like Claws or Bomb by their natures are automatically KILLING
combat. By the rules,
“A player who INITIATES Killing combat forfeits all Hero Points that he
would have received for the adventure. If a player’s Hero enters Killing
Combat only after he has been attacked in Killing Combat, he only forfeits
one-half of the Hero Points that he would have received for the adventure.” If you make a character that is combat monster using
powers that are Lethal, you will not advance in powers during the course of the
campaign because of the loss of hero points due to the above rule.
Keep that in mind during character conception and/or creation, to avoid
disappointments. (Ending the official YOU-HAVE-BEEN-WARNED GM Disclaimer). If
at all possible discuss the character in the most basic terms with the GM and
other players. You should be
complementary to the group. A lop-sided group too high in STR or with no real technical
expertise is not preferred and will definitely affect play adversely. Characters
do not have to have a costume or secret identity, but it should be expected to
be the norm at some level. Most
characters run into various organized crime syndicates at one time or another,
and they have a habit of attacking heroes’ families, friends, and associates
of the non-meta variety as reprisals.
A
definite image of the character is a plus - you must be able to describe the
character to other players. Please separate any GM/Player confidential material
from the rest and do not inform other players.
For instance, if your character has a Dark Secret drawback, DO NOT tell
it to other players. Let them
discover it and role-play that discovery. The
characters will not necessarily no other players in the game before game starts.
Some may be in the process of manifesting when game begins. No
more than six separate drawbacks per character PLEASE. Be prepared to explain
and justify them. Background “drawbacks”, as explained in Blood of Heroes:
Special Edition or the 45 point BDPs in other editions of MEGs rules, do not
apply to this. Any number of
Advantages is possible, if you have the points available.
Hulk-like
transforming character can use the Present Blood of Heroes system for Alter Ego
character creation or the system from DCH 2nd edition, as they
prefer. Personally I recommend the
latter. Blood
of Heroes Language rules are in effect. – Languages must be bought as
advantages unless you have the Comprehend Language Power.
If you have that power, you must note each language as you “learn”
it. Super-normals:
Characters with no real powers will have to abide by Characteristic limits for
normal. (Limits for this campaign are DEX: 10, STR: 6, BODY: 6, INT 12, WILL 7,
MIND: 6, INFL 11, AURA 11, SPIRIT 8) If you are normal, you must stay at or
below normal limits throughout the campaign, unless empowered by outside forces,
such as Enchantment power. To do super-feats or use superpowers on your own,
such characters would require a Gadget. Some
Powers like Recall for a photographic memory will not be treated as powers per
se for this kind of a character, and might be treated as simply above normal
senses, memory, etc. – Again discuss the concept and get approval first. For
this campaign, a Carrot approach will be tried.
Players with definite themes to their character’s abilities will
receive a –1 FC modifier on the cost of each power that is part of that theme.
Non-theme powers must be purchased at a +1 FC.
For example a flame character could get any of Fire Control, Flame Being,
Flame Animation, Flame Control, Flame Immunity, Flame Project, and Pyrotechnics
at a cut rate. However the same
character would have to pay more for Flight. Some powers might be purchased with the negative carrot
modifier IF the concept suggests it. For
example, the flame character above might say his Flame being turns him literally
INTO flame. Dispersal could be
purchased to justify this, at the –1 FC.
IF you want to do a theme character mention it early so it can be checked
out. Themes should be of fairly
tight focus of fairly tight focus. “Mental
powers” is too broad, but “Telepathy/TK” might be considered a narrow
enough focus for a theme. Initially
NO attack should be higher than 15 APs in EV.
If your character concept calls for latent powers, that have not fully
manifested yet, you must still pay the base cost on each latent power.
Such powers are at 0 APs and are not usable until the first AP is bought. (Non-latent zero AP powers would be getting their APs from
another source, such as Power Reserve) All powers mentioned in the Blood of Heroes books are valid, assuming you can afford them point wise. Custom powers or powers pulled off of the net must be pre-approved. Blood Of Heroes Genre Rules
Hero
points are awarded at the end of each plotline or story, and depend upon each
player’s participation, role-playing of their character, the saving of
innocents (especially at their own risk), Thwarting of the “villain”,
role-laying of sub-plots, and other Miscellaneous awards. The award for each
adventure will depend upon the level of opposition, area of consequence, and
severity of the adventure. In other
words you get more points for defeating a bloodthirsty planet-munching cosmic
mega-villain than the local costumed loser squad of wanna-be villains. Genre
Type –
Mock Real (modified) Killing
Combat – Yes
– The use of all attacks with guns, knives, and explosives are automatically
considered Killing Combat. Dice
Action Cost–
2 HPs to raise AV/EV/OV/RV by 1 Last
Ditch Defense Cost
– 1 HPs to “soak” one point of damage, up to normal BODY, MIND or SPIRIT Desperation
Recover Check
– Costs 20 HPs to initiate. Pushing
of Automatic Abilities
- 3 APs as upper limit Recovery
time –
15 APs of time (1 Day) must pass
before a Resting Recovery check is allowed if any of his current Conditions are
reduced below Zero (BODY, MIND, SPIRIT) TIMELINE
Suspected previous “Heroic Ages”
3000—2650
BC
Beginning eras of key parts
of Mayan, Egyptian and Chinese cultures. It
is believed that some Egyptian pharaohs may have been regarded as gods because
they did indeed wield meta-power. Monuments
such as Stonehenge and the Pyramids may have been built using various
meta-abilities. 1400
— 1100 BC Unconfirmed.
Based on dating certain ancient monuments. 1540 –
1760 AD. Medieval
sorcery and witchcraft, for the most part was metapowers misinterpreted as such.
Several poor souls with only a little ability, or those who were
subjected to outside influence or control by invisible meta-powers were tried
and convicted of such crimes and put to death.
Witnesses of certain shape-changers spawned certain legends of
were-creatures and vampires and the “resurrections” of invulnerable or
regenerating individuals. By the dawn of the 19th century, most of
this generation had died out. 1914-
Present
The current “Heroic” age. All
indications is that this one is going strong and may last well into the 22nd
century. The Current “Heroic” AgeEarly days – 1914 through 1924
The
first of the current age would have occurred around 1914 or so, and been very
rare but building from then on. The first occurrence on record was an American biplane pilot
during WW I, who was shot down. Both
pilots were astonished when the American remained airborne afterwards and was
able to maintain it. When his
opponent turned and began firing on the now stationary target, it angered the
American. Red beams of energy came
out from his hands and struck incoming plane, which fell from the sky. The
individual returned to base, flying under his own power.
Bullet holes in his jacket with the slugs found in the lining were a
testament to his experience, even if he had not a mark on him.
After much interrogation, he was allowed back with his unit, however they
were sworn to secrecy. He would
frequently fly missions with copilots, disembark midway and attack enemies
directly, or more often, seek out enemy positions silently from the air, without
a noisy motor to give away his position, or fuel requirements to hinder his
range. Dawn of the costumed hero – 1925 – 1939
The
first costumed heroes occurred in the late twenties, early thirties, pre-dating
any fictional cape or cowl characters. Several
of these were in essence vigilantes fed up with the rampant crime of the time,
or personally injured or affected by their actions. As there powers manifested,
they used them to attack, spy, disrupt, and otherwise hinder criminal
organizations. This was especially true during the height of the Prohibition
– several metahumans got involved both in the distribution and opposition to
Alcohol. Costumed
individuals started getting press, and became somewhat respected.
This caused an increase as more and more people with these odd powers
began to show themselves.
Of course some of those costumes were too flamboyant for the powers
the individuals actually possessed. There would be a several deaths because they
made themselves too much of a target. A
lot of more functional, stealthy costumes would come out after that. Capes were
in style during this period, but several capes got the heroes into trouble, and
fell out of favor. Some
of the first few metahumans would come out without protecting secret Ids.
This was fine if you were rescuing normal in a disaster situation or
stopping the individual hood robbing a bank.
Well-connected mobsters so caught often incurred mob-style retribution
versus their respective heroes’ families would demonstrate to later costumed
heroes the need for Secret Identities. During
the thirties somewhere between 200 and 300 known costume operatives were in the
US alone. This did cause courtroom
problems as the testimony of masked individuals was disallowed.
Convictions had to be achieved without direct testimony of the masked
heroes. This led to changes in
several vigilante operations. Some
of this generation did show up during WWII behind enemy lines, but most of those
were drafted in their secret Identities. By
the end of the Thirties things would have settled down.
Most of the heroes would be local only—covering small areas.
Others with long range or high speed might branch out.
Most are in tight nit groups. There
is no national organization during this period.
Changes in approach – 1940 - 1958
There
is a relaxation in “super” organizations in the forties up until the
McCarthy era. However the
meta-humans were indeed a target of the McCarthy programs, much like Hollywood
and the film industry. Many metas
became even more secretive in this time, and only a few Public ID individuals
were brought before the McCarthy Committee.
(None of which had any known mental abilities; those were handled
differently.) They were
interrogated at length about any contact with non-American “heroes”.
Several metas and meta-groups were admonished by the committee with
little or no evidence and received negative press for years.
Even after the McCarthy era ended, metas kept a low profile for years. More changes – 1960 – 1979
Toward
the end of the sixties, more and more metas popped up.
Several did so, manifesting directly on the Vietnamese battlefields, on
both sides of the conflict. Several
US officers had special detection abilities, which allowed the Army and other
services to detect metas within their ranks, and the government used these
abilities to isolate and gather a number of metas into a specialized fighting
force. The use of this force turned the tide of battle. In the end,
the Vietnamese conflict ended and the country was turned into a twin state with
a patrolled north/south border, much the same way as the Korean War ended.
An outright victory was not a possibility due to Soviet overtones
made during the war. Although the
protests against the war did occur, much of the negative stigma associated with
the war did not prevail into the eighties, and history treats it as an expensive
victory. Toward
the end of this period several discoveries were made.
Many advances in genetics were made, forced by the need to understand
metagenetics. And the discovery of
the Minotaur skeleton showed that man had been mutating for quite some time. The
Minotaur skeleton had been a sideshow attraction passing through several hands
for most of the twentieth century, and possibly earlier.
When it was displayed in 1975, to the casual observer it was treated for
what it looked like; an oversized human skeleton with a large bulls skull
attached. But when a couple college
biologists saw it, they noticed several odd peculiarities about the base of the
skull that were not normal for bull’s skull.
Further the upper vertebrae of the spine were larger and more compacted
than normal, just what a human skeleton would need to support the larger skull
of a bull. The biologists made a
case and the University of California Biology department for examination
purchased it. The press made a fuss
about the wasting of such funds for the “obvious” fraud. Examination
of the skeleton quickly silenced the critics.
The age of the skeleton was dated at several thousand years – an
impossible amount of time for any normal humanoid.
The Skull when X-rayed showed a brain case that was far too large for a
simple bovine. Further X-rays of
the skeleton showed two pieces of metal; one in a rib, the other in an arm bone.
These fragments appeared to be blade fragments presumably off of metal
spears or swords. The bones showed
signs of healing over and around the metal fragments.
One of the fragments tested out as a bronze alloy long lost.
The other was a steel alloy of the medieval period. Since BOTH fragments had been healed over, it seemed that the
Minotaur had been born in Ancient times and probably was partially responsible
for the legend of the Minotaur. It
has lived for centuries until it died sometime in the last several hundred
years. The announcement of their
findings sparked a firestorm of controversy as several aspects of history and
religion became under fire; could Miracles be simple metahuman tricks?
When had metahumans existed before?
For years afterward, many a book and documentary proposed theory after
theory concerning early and prehistoric metahumans. Modern problems – 1980 to Present
With
new genetic testing, it became harder for metahumans to participate “fairly”
in sports. The 1984 Olympics
attempted to do some limited testing along with various drug screenings, and was
able to stop two Russian and one American metahuman from participating.
Afterwards many sports leagues, both college and professional started to
screen. It was felt that metahumans
were a different class of athlete. It
wasn’t until 1992 that a viable Meta-Olympics was held, and then only for the
most traditional track events. Even
then, it was a show of force for several countries.
New events, dealing with flight and other powers followed in similar
events in following years. Most of
the participants were not crime fighters and were careful to keep out of that
limelight. Terrorism,
both “normal” and meta-based, on several fronts spawned many vigilante
groups as well as meta-factions of the military that pursued them. Meta-terrorism became a Capital crime in many countries after
two Libyan “heroes” downed two American Jetliners by simply flying up beside
them and firing energy beams into the engines, one over France and another
outside of London. Because of
the ease at which even a moderately powered meta-terrorist could wreak both
death and chaos, and then quickly evade capture, it was serious business.
Frequently, only meta-powers were sufficient to find any trace or clue as
to the attacker’s identities. Both
the CDC and EPA both got involved on the “mutant” front as several
potentially hazardous metahumans came to their attention.
One was indeed emitting a low amount of radioactivity to which she was
immune, but was poisoning her family. Another
exuded a unique noxious gaseous mixture that caused permanent respiratory system
damage to those who had to breath it more than a couple times or in any great
quantities – likewise the man had no sense of smell, and didn’t need to
breath but once every couple days… Minor
metahumans, those with little or no powers had trouble maintaining themselves in
the work place, because of some prejudice and jealousy vs. them, should their
powers be known. If a person had a
slight amount of telepathy, the image of the mind altering thought stealer
usually lost them jobs once their abilities became known.
Many were discharged illegally, or for false reasons, resulting in
several civil rights lawsuits. Laws
were passed regarding metahuman activities, but for the most this was simply to
reign in the chaos. Police
were happy for assistance as many a metahuman criminal could cause problems for
both apprehension and control for normal authorities. The special gear needed to take down a metahuman was left to
special Meta-SWAT teams, not the normal beat cop. More often than not, a “hero” would arrive before such
teams arrived. Some cities even
deputized their own heroes AS their Meta-SWAT teams.
Such individuals maintained their secret Ids (if any) for the most part
some times with only one or two officials knowing their identities.
The Official status as quasi-police differed from city to city, and their
“credentials” are frequently downplayed if not ignored outside of their area
of issue. For some freakish metas, such positions are sought, as
it is the only legitimate job they can get and still feel useful, and not
treated as a freak. OrganizationsGenTech
GenTech
is a medical research firm that branched out into genetic research very early,
and did so successfully. Now
the possessor of numerous patents including hybrid plants, specialized
laboratory test animals, and various medical and pharmaceutical offshoots, they
have been the vanguard of all metagenetic research.
Several medical tests have come from their labs to determine the presence
of active metagenetics, unfortunately though they are specific in nature testing
for physical enhancements, Psionics, energy production/manipulation powers, etc.
The true quick test to determine whether a person is metahuman has eluded
them. And such a test is desired by security agencies,
the Federal Prison system, and various sports agencies, among others. GenTech
has laboratories of various sizes all over the US, and several
pharmaceutical-manufacturing plants, and in several foreign countries, and is
listed in the Fortune 500. However
there is a secret side that a few people know of, but have never been able to
prove. It seems that there is a
faction within GenTech that may be responsible for the abduction of certain
metahumans. However such metahumans
are generally never heard from again. GenTech
is quick to deny and disapprove any such claims, almost always before any
publicity comes on the matter. But
to those who have had narrow escapes with these shadowy forces, they are an all
too real threat. Paragon
Paragon
is a research and development corporation that has thrived in the last few
decades. They have specialized in
research avenues that other corporations usually avoid.
Primary in their priorities is the analyzing of meta-human powers.
This is done for several reasons. By
finding out how these powers work, they may be able to reproduce them through
technology. Some limited anti-gravity units are in development now, based
on flight powers of several different meta-humans. An energy stun weapon is being tested at certain high
security prisons, that was based on a certain electrically endowed metahuman.
They have marketed several different versions of meta-grade
“handcuffs” able to keep even the strongest metahumans under control.
A power-scrambling cuff /collar is under research, but so far has proved
far too costly to produce, and is rarely used except in extreme cases. Paragon
operates three main research centers in the continental United States: Atlanta,
Denver, and Seattle, with a half dozen moderate labs in Newark, Chicago,
Wichita, Phoenix, Cedar Rapids, and Los Angeles.
They have a reputation for fine gear, and many agencies are quite eager
to obtain items on trial basis to test them for Paragon. P.O.S.H (People Opposed to Super
Humans)
Originally
a group concerned about rising insurance costs due to costly metahuman
conflicts, it degenerated into a group that seeks to promote Human rights over
and above metahuman rights. There are several segments, and operate on many
levels. To the public they are a vocal and somewhat extreme
organization willing to point out each and every problem with metahumans in our
society, overlooking any benefits. Several
POSH websites are up, filled with radical views and tracking instances of
metahuman appearances resulting in property damage, death, chaos.
They include profiles of metahumans that are suspected of being
dangerous, and are frequently attributing much more power to the metas than they
actually have. Many a metahuman has
been falsely labeled as “Infectious”, “Radioactive”, or worse.
Such sites have vilified many a fire-based metahuman, because of the
potentially damaging nature of their powers, whether or not it has ever
occurred. Whether the metahumans work on the side of the law or not, they could
easily be a target here. POSH
extremists have been known to employ militia and even terrorist tactics on rare
occasions against individual metahumans. The
POSH leadership officially shuns such offshoots and tactics, and direct
knowledge of such faction actions has never been proven as a fact. The Source
The
Source is a criminal agency that acted as a go-between for metas wishing to put
their skills on the criminal market. Many
a country got their meta-terrorist through this agency, major criminal
enterprises staffed and several assassinations were orchestrated through it as
well. It is clear to the CIA and
INTERPOL that one or more metahumans are behind the Source, as they have had a
devil of a time tracking them down. Rumored
to have a highly effective precognitive meta at their disposal, they have always
been 3 or 4 steps ahead of the authorities while being very accessible to those
that need their services… almost as if they new they would be needing their
services… Similarly
unoccupied and interested meta-criminals do very little to “put themselves on
the market”, and rarely have to update their status – The Source simply
KNOWS… AliensTinarans
This
race is the Roswellian aliens, the familiar “greys”: Grey-skinned, Large
dark black eyes, small slit nose and mouths.
They come from the System of Zeta Reticuli I, on the 4th
planet. Their race is old and is
dying, unable to adapt to several environmental changes on their world, and
unable to find a suitable replacement. Since
homing in on Earth’s radio signals several decades ago, they have employed
several different programs of research on humans – primarily obtaining genetic
samples. It is their
intent to try and extrapolate the human metagene and attempt to introduce it
into their own species, to allow them to survive and adapt to their home world.
Several metahumans owe their manifestation to Tinaran abductions and
experimentation. Recent programs have even involved various cloning and
crossbreeding experiments to facilitate their end goal. They
tend to keep a neutral approach to Earth – unwilling to contact us openly
because of their experiments, but also concerned with our welfare. They are a desperate people living approximately 150
years or more, highly technical, but somewhat frail by ours standards.
They can exist on our planet for short periods, but have problems with
atmospheric pollutants, and the lack of certain trace gasses native to their own
planet’s atmosphere not present in ours. The
U.S. has one captured Tinaran from the infamous Roswell crash.
It has traded information from time to time, but has resisted giving them
anything of true value, and has feigned ignorance on several subjects.
His existence is only a rumor, thanks to numerous leaks and
disinformation about the Roswell crash. As
far as his people are concerned, he no longer exists, unless his somehow
interferes with the Goal. (A
Tinaran is NOT a viable character concept.
However a Tinaran crossbreed or victim of one of their experiments is
very much a possibility.) Vingens
The
Tinarans are not the only race that was attracted to Earth for its genetic
potential. The Vingens were
attracted because of their similar appearance
– they could easily pass for a human.
As a race, they are only slightly taller and much more fit and muscular
than the average human. The only
tell tale sign is that some Vingens have Green or Purple hair naturally, and
must be dyed when they visit. Their world has a gravity somewhat stronger than
Earth, so on our world they are usually much more stronger and faster. Generally
the Vingens find Earth extremely interesting because of its wide diversity of
cultures, languages, beliefs, and views. Many
Vingens that come to Earth study languages, archeology, history, philosophy,
etc., and carry that back to their home world.
This entices more Vingens to visit Earth.
Now they have biannual shuttles landing on Earth in various countries,
dropping off tourists with various fake Ids.
Some have opted to stay here indefinitely. A small faction believe that there is some connection between
the two races, but have been unable to determine it. Vingens
are curious and somewhat outgoing. Most
are willing to try anything, and try exotic foods, travel to unique and out of
the way places. Some have even gone
very native, adopting metahuman public careers and identities using their
technology, and speed and strength to pull off the illusion. (A Vingen PC could have STR as high as 8, DEX 12, BODY of 9. They have no native powers, but could easily have high tech gadgets not available on Earth to mimic teleportation, flight, energy blasts, etc. A rare bold Vingen might have employed some genetic rewriting technology to give them metapowers, but NO such Powers would be or could ever be higher than 7 APs. Physical abilities would be more prevalent, and there might be some side effect to such a technique.) |