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Superpunk (New Iron Age Superhero Setting - Submissions Welcome)

Started by Xathan, October 12, 2006, 09:19:54 PM

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Xathan

Superpunk â,¬' Superhumans in a cyberpunk setting.

This is my fifth attempt at a Mutants and Masterminds setting. Something which is entirely unique, to my knowledge (please correct me if Iâ,¬,,¢m wrong), Superpunk, as the name implies, combines cyberpunk themes and concepts with superhuman abilities. Iâ,¬,,¢m aiming for an Iron Age feel with this setting, with powers being mostly more realistic, combat being more lethal, and the whole setting infused with a healthy dose of grit. Add in some of my personal touches, and you have Superpunk.

Rules:

Mutants and Masterminds core book. When I run this setting, I will be using the Unlimited Power Points variant from the Masterminds Manual, but that is by no means required to run an enjoyable game in Superpunk.

Hero Origins

Heroes are all of one of the following origins.

Training â,¬' Simple training covers a lot of abilities in Supermodern, but a normal human without science or mutation cannot exceed human physical limits, except for those few who begin tapping a mystic power source..

Technology â,¬' humans with cybernetic implants, masters at using the Metanet, and people in battlesuits are the most common exemplars of this type of person. Rare is the person who doesnâ,¬,,¢t have some technological â,¬Ëpower,â,¬,,¢ even if it is as simple as a device that allows them to harpoon onto a car to ride for awhile, or a wetjack to plug into the Metanet or other devices.

Alien â,¬' the half aliens from Supermodern make their presence here, facing many of the same issues as before, but also having to deal with a still active Third Reich that believes their extraterrestrial origins make them far less human than even Jews. Alien powers are always linked to psionics, and cannot go beyond what can reasonably explained as psionic powers. (Which provides considerable flexibility.) Half=Aliens experience much less prejudice in Superpunk than they do in most settings, simply because the corporate mindset rarely cares about where you came from, and more what work you can do. However, half-aliens will find their lot more difficult in some areas, and many humans blame halfbreeds for the fall of the government or the third world war or whatever other problem they can, and they must contend with this prejudice when buying an apartment or a house or applying for citizenship. Still, their dollars spend as well as anyone elseâ,¬,,¢s.  

Mutants â,¬' Whether the result of former Government or current corporate experimentation or part of their genetic code, mutants have astonishing physical abilities. The key term here is physical â,¬' mutants do not have powers that could not reasonably be found in nature. As a general rule of thumb, a mutant power must be a physical change or a change to a physical ability to be mutant. Some mutants are also half-aliens or witchborn, or enhanced by super-science, so they may have other non-physical abilities through other power sources. An important factor of mutants in any of my superhero worlds is that they are rarely the result of accidents or random genetic fluctuation. Rather, they are the result of intentional tampering with human DNA or the offspring of people who were intentionally tampered with.

[note]Iâ,¬,,¢m still toying with the witchborn some. I want people with magic origins for their powers to be distinctive, and I'm not sure how well the Witchborn work for this. Thoughts?[/note]Witchborn: The result of a powerful sorcererâ,¬,,¢s spell that temporarily granted him complete control of Nevada and part of California, witchborn have magical powers and demonic appearances, their genetic code being forcibly altered with hellish energies. Although originating in the Western US, the witchborn have spread across the globe. They tend to have the most fantastic powers, since their magic allows them to break many of the physical barriers. Witchborn experience surpizingly little prejudice, but their late emergence coupled with the power of Pentagram, a corporation run by witchborn, is a large factor in this. As a general rule, people with small-minded attitudes are too worried about fearing the witchborn to actively go against them. Other characters can have a magical origin, but that is extremely rare
.
Overarching Concepts

The Government Has Failed While I will eventually outline exactly what caused this failure, for now take it at face value. The government, no matter what country you are from, has failed in a horrible fashion, and Megacorps control almost everything. Cities still exist, and people get around by buying citizenship from different Megacorps, which allows them access to that â,¬Ëcorps areas that are open to citizens. Most governments, including the US government, still exist in theory, but they are former shells of what they once were. Corporations have their own private security forces and the Regulators patrol random stretches of road, but that is the closest thing to law and order in Superpunk. Inside the cities, so long as you stay in the corporate districts, you are pretty safe, but if you venture too far, you need to be able to fend for yourself.

Life Is Dangerous This doesnâ,¬,,¢t require much explanation. Combat is more often lethal than in most superhero games, and the heroes often go for the kill, not messing around with knocking their foes unconscious. With the general lawlessness of the world, as long as no one important is killed, most street fights go uninvestigated, though rarely unnoticed. Property damage is another matter entirely, and most Megacorps take a very dim view on this.

Powers are common but heroes are few.. Most people with inborn powers find corporate employ or work for one of the rogue groups scattered about. A few still cling to the old ways, taking up the cause of the poor and downtrodden, or defending a chosen city, and they are usually left alone by the corps, as long as they donâ,¬,,¢t interfeare with corporate business. A few people with extreme levels of power take up a general defense of Earth, found new corporations, or leave the planet altogether. However, very few work against corporations, unless they are in the employ of an existing corps. A few rouge groups of heroes here and there try to do damage to the corps, and some succeeded to varying degrees, but for the most part the heroes still toe the corporate law.

Aliens Exist And not just as half-breeds on earth. With corporations building colonies on asteroids, humanity has come in contact with no less than thirteen distinct Alien races. Although contact with aliens is by no means common, it also is not so rare as to be a huge event, and some humans, especially those on asteroid colonies, have thrown in their lot with the extraterrestrials, joining their ships and trying to prove their worth in the stars.

Timeline

[spoiler][ooc]This is more of a rough timeline with vague events than a complete construct.[/ooc]

1910s
  • First battlesuits, large and cumbersome, fielded in WWI alongside tanks
.

1930s
  • First super soldier serum invented by German scientists working for Hitler
  • *First halfbreeds born
1940s
  • WWII
  • Super soldiers used by Germany
  • First American super soldiers and British super soldiers created (circa 1941
  • Although Germany looses the war, German super-soldiers, who still outnumber Allied super soldiers 5 to 1, fight Allied forces to a standstill outside of old German borders. Peace is forged, but Hitler is left in control of the Reich. Allied inspector into German super-soldier facilities find the concentration camps, and force Hitler to allow all remaining Jews in Germany to flee to America. The concentration camps are officially disbanded, but some underground ones continued to operate after the inspectors left.
  • Japan, lacking super soldiers, is defeated, but America is still forced to drop an Atom bomb on Nagasaki to force final surrender. Rumors say that allies tried to drop a second bomb on Germany to force complete surrender, but no evidence points one way or another.
  • Hitler dies, reported suicide, and Himmler takes over the Reich.
  • UN formed
1950s
  • Cold War begins: Arms race includes developing better super-soldiers and battlesuits.
  • First space missions launched, by USSR and then America.
  • USSR puts the first man on the moon in 1954, thirty six hours ahead of the American lunar landing
  • First space station built by America
  • First computer built
  • Alien hysteria begins, lead by Senator John McCarthy, who feared they were taking over politcally. He also accused various government officals of being controlled by halfbreeds, who usually were his political rivals. When he accused the President of being controlled, he was seen as having gone to far, and his campaign ended, though fear of halfbreeds remained.

1960s
  • World War Three begins.
[ooc]More to come later![/ooc][/spoiler]
Cosmology, Heroes, and Other Stuff

[ooc] Kind of a generic title, I know, but I decided I wanted and OOC block to chat with yâ,¬,,¢all about what Iâ,¬,,¢m doing here.

First, I want to let you all know this is my last new setting for a while â,¬' I have enough being produced here on the boards to last even me for at least a couple of weeks. :P seriously, Iâ,¬,,¢m do promise not to post any totally new settings for a little while.

Second, This is an â,¬Å"alternate Earthâ,¬Â scenario, tired to my other superhero worlds much like the different Marvel worlds are tied together. This one is part of universe 2330, which does not contain any of my other campaign worlds. (Eventually, virtually all my other worlds will probably be encompassed by this, a few of them even being in the same universe) Not every universe has the same time frame, so it can be the 1600â,¬,,¢s in one universe and the 3000â,¬,,¢s in another. (This will matter when I start developing my other worlds) When it comes to my numbering system, the closer together two universes are in number, the more similarities they have. (Most of my superhero worlds happen in the 2300â,¬,,¢s, with Redemption taking place in 2411, and my other (non superhero) Alternate Earth, Earth 2085, takes place in Universe 2085 (an odd coincidence :P). Most alternate Earths, with or without heroes, take place in the 2000 range.) Iâ,¬,,¢m still working on the details of the multiverse, so this is all subject to change, but I like this for now.

When it comes to my other heroes and villains, some will and others wonâ,¬,,¢t be making an appearance here. Amanda Murell, for example, is not going to be present, but the Watchgirl is. Once I develop more heroes, Iâ,¬,,¢ll post them up. As with Supermodern, any heroes you guys want to submit, feel free to post â,¬' Iâ,¬,,¢m always looking for new ideas. Same goes for alien races or even megacorps. Remember, Superpunk has a grim and gritty (Iron Age, for those of you who know about comic book development) feel to it, so try to keep your submissions on the darker side. Thanks![/ooc]
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
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2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Darkxarth

So, wait.  You have a Superhuman setting, without superheroes?  I mean, aliens, mutants, witches, and techno guys are fine, but where are the superheroes?  Obviously, mutants can cover a lot of this ground: uber-strength, uber-speed, wings.  But what of people with super-speed, and super-strength, and the ability to just fly?  I'm thinking of the Flash's speed, and the Hulk's stregth, and Superman's ability to fly.

I like it so far though.  I love alternate Earh histories, and yours is pretty good.

Looking forward to more.
[spoiler=Sigariffic!]
[spoiler=Links]Wal-Mart: Post Apocalypse

All hail the wisdom of the Red Mage[/spoiler]
[spoiler=Cookie]Fortune Cookie!
 [fortune] [/spoiler]
[spoiler=Quotes]"No violence, gentlemen -- no violence, I beg of you! Consider the furniture!"
- Sherlock Holmes

" 'Hey, you're that one guy!'
'No I'm not. I'm those two guys, and neither of me is the guy you think I am.' "

- The Dark Lord Chuckles the Silly Piggy and Dave

"That's cooler than Nuclear Fission in a bag!"
- Me

"There's no problem that can't be solved by throwing a lot of Ninjas at it."
- Anonymous[/spoiler]
[spoiler=The Welcoming Song]Welcome new member,
Hope you like it here,
Just don't let these guys,
Talk off your ear.

When we get annoying,
Which happens quite often,
Be annoying too,
And our hearts will soften.

If ever you're bored,
Just show up online,
We wash away boredom,
In absolutely no time.[/spoiler]
[spoiler=Unofficial CBG Holiday Tagline]"It's like christmas, only instead of presents, Santa brought universes!"- Eclipse[/spoiler]
[spoiler=Unofficial CBG Theme Song]CBG, CBG,
A great website for you and me,
Spinning webs, connecting dots,
Building campaigns, advancing plots.
Look out, here comes the CBG.

Is it cool? Listen bud-
It's got nothing but gamer blood.
Can it live on a thread?
Yes it can, it's never dead.
Hey there! This is the CBG.

CBG, CBG,
Friendly neighborhood CBG.
Wealth and fame, never seen-
Though they sound really keen.
To it,
Life is a great big campaign-
Wherever there's a campaign,
You'll find the CBG![/spoiler]
[spoiler=Scouring the old threads...]
I found a great number of old banners and the like and have decided to add them to my sig, just for fun.
[spoiler=Han Solo vs MacGyver]
[/spoiler]
[spoiler=TRON vs Enzo]
[/spoiler]
[spoiler=Vegeta vs Prince]
 [/spoiler]
[/spoiler][/spoiler]
-DX

Túrin

Wait... what? Iron Age?

Quote from: http://en.wikipedia.org/wiki/Iron_AgeIron Age[/url]]In archaeology, the Iron Age is the stage in the development of any people where the use of iron implements as tools and weapons is prominent. The adoption of this new material coincided with other changes in some past societies often including differing agricultural practices, religious beliefs and artistic styles, although this was not always the case.
Greek/Roman mythology[/url]]The Iron Age, beginning with the Dorian invasion - This is the current and last age in which humans must struggle to stay alive, when the world is full of pain, discontent and vice. Zeus will someday destroy this race of humans. This is among others comparable to Hinduism's Kali Yuga or the Judeo-Christian End Times.[/quote]

Hmmm...

;) Túrin
Proud owner of a Golden Dorito Award
My setting Orden's Mysteries is no longer being updated


"Then shall the last battle be gathered on the fields of Valinor. In that day Tulkas shall strive with Melko, and on his right shall stand Fionwe and on his left Turin Turambar, son of Hurin, Conqueror of Fate; and it shall be the black sword of Turin that deals unto Melko his death and final end; and so shall the Children of Hurin and all men be avenged." - J.R.R. Tolkien, The Shaping of Middle-Earth

Xathan

Quote from: DarkxarthSo, wait.  You have a Superhuman setting, without superheroes?  I mean, aliens, mutants, witches, and techno guys are fine, but where are the superheroes?  Obviously, mutants can cover a lot of this ground: uber-strength, uber-speed, wings.  But what of people with super-speed, and super-strength, and the ability to just fly?  I'm thinking of the Flash's speed, and the Hulk's stregth, and Superman's ability to fly.

I like it so far though.  I love alternate Earh histories, and yours is pretty good.

Looking forward to more.

There are superheros. However, I can't stand the Flash, Hulk, or Superman. I don't like that a man can run faster than light, the idea that a humanoid form can hold up an entire mountain range or that a man can fly into the sun and come out unharmed I like at least a smidgen of logic in my superheroes, and those three are probably the worst examples of superhero illogic. [note]Even though my examples of reasonable superhero powers are all mutants, that doesn't mean I like all mutants. Wolverine recently regenerated from being hit with a nuclear blast, and pretty much about any Omega level mutant besides Phoenix right up until the end of the first Dark Phoenix saga bugs me as much as Superman does.[/note]Give me Quicksilver's speed, the Beasts' strength, or Iron Man's (or Angel's) ability to fly any day of the week. Don't get me wrong, I have fun reading the Hulk, and I'm sure I could enjoy the Flash. (I will not like Superman, unless you are referring to Golden Age superman, where he could just run really fast, leap an eighth of a mile, and could toss around cars with ease, but wouldn't have been able to budge a mountain, and would have been injured by an artillery shell.) Also, I can see the appeal of those comics, (even Superman), but they just aren't for me. Even in my looser games, if a man wants to move near light speed, that's fine, as long as he also goes incorporeal while doing so (since an incorporeal form wouldn't interact with air molecules and would have a mass of 0, preventing his passage from tearing the Earth out of orbit) or transforms into actual light, or some other process that, while impossible, at least doesn't just flip the middle finger to the laws of physics.

*gets off my soapbox, looks around, blushing.*

Sorry if I went off a bit there, that's one of my favorite rants. If you're looking for a good measure of power level in Superpunk, look at Marvel's Ultimate Line - that is about the power level I aim for in most of my comics. (And yes, their is an Ultimate Hulk, but none of the feats we have seen Ultimate Hulk do come anywhere near 616 Hulk holding up a bloody freaking mountain range (which he actually did do, during the Secret Wars.) Also, remember that my mutants are not marvels mutants, and engineered mutants can do some pretty amazing things, and a half-alien or witchborn could very easily fly in what appears to be a superman like manner, though sheer willpower (Though it'd actually probably be an extension of Telekinesis or some act of magic.)  Superpunk aims for a quasi-realistic feel, which is part of the whole Iron Age feel to comics. (For more on Iron Age comics read below.) Again, I don't mean to be condescending or elitist, I'm just trying to state what I like in my superheros.
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Xathan

Quote from: TúrinWait... what? Iron Age?

Quote from: http://en.wikipedia.org/wiki/Iron_AgeIron Age[/url]]In archaeology, the Iron Age is the stage in the development of any people where the use of iron implements as tools and weapons is prominent. The adoption of this new material coincided with other changes in some past societies often including differing agricultural practices, religious beliefs and artistic styles, although this was not always the case.
Greek/Roman mythology[/url]]The Iron Age, beginning with the Dorian invasion - This is the current and last age in which humans must struggle to stay alive, when the world is full of pain, discontent and vice. Zeus will someday destroy this race of humans. This is among others comparable to Hinduism's Kali Yuga or the Judeo-Christian End Times.

Sorry, I probably should have clarified that.

Quote from: Mutants and Masterminds, 2ed, pg 193[Under heading Realistic Powers]Super-powers in the Iron Age were often treated more realistically than before...generally, the realistic implications of powers made them more lethal. After all, strenght sufficient to lift tons should easily smash flesh and bones...

The Iron Age of comics was brutal, where heros like Punisher, Wolverine (without adamantium) and Deadpool thrived. I'm going more unrealistic with powers than the Iron Age, probably closer to a Modern Age feel, but the world itself is going to have a very grim and gritty Iron Age feel. (One 'team' in particular is going to pay homage to this fact._

Hope that helps clarifiy. :)
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Darkxarth

Quote from: Dementia X
Quote from: DarkxarthSo, wait.  You have a Superhuman setting, without superheroes?  I mean, aliens, mutants, witches, and techno guys are fine, but where are the superheroes?  Obviously, mutants can cover a lot of this ground: uber-strength, uber-speed, wings.  But what of people with super-speed, and super-strength, and the ability to just fly?  I'm thinking of the Flash's speed, and the Hulk's stregth, and Superman's ability to fly.

I like it so far though.  I love alternate Earh histories, and yours is pretty good.

Looking forward to more.

There are superheros. However, I can't stand the Flash, Hulk, or Superman. I don't like that a man can run faster than light, the idea that a humanoid form can hold up an entire mountain range or that a man can fly into the sun and come out unharmed I like at least a smidgen of logic in my superheroes, and those three are probably the worst examples of superhero illogic. [note]Even though my examples of reasonable superhero powers are all mutants, that doesn't mean I like all mutants. Wolverine recently regenerated from being hit with a nuclear blast, and pretty much about any Omega level mutant besides Phoenix right up until the end of the first Dark Phoenix saga bugs me as much as Superman does.[/note]Give me Quicksilver's speed, the Beasts' strength, or Iron Man's (or Angel's) ability to fly any day of the week. Don't get me wrong, I have fun reading the Hulk, and I'm sure I could enjoy the Flash. (I will not like Superman, unless you are referring to Golden Age superman, where he could just run really fast, leap an eighth of a mile, and could toss around cars with ease, but wouldn't have been able to budge a mountain, and would have been injured by an artillery shell.) Also, I can see the appeal of those comics, (even Superman), but they just aren't for me. Even in my looser games, if a man wants to move near light speed, that's fine, as long as he also goes incorporeal while doing so (since an incorporeal form wouldn't interact with air molecules and would have a mass of 0, preventing his passage from tearing the Earth out of orbit) or transforms into actual light, or some other process that, while impossible, at least doesn't just flip the middle finger to the laws of physics.

*gets off my soapbox, looks around, blushing.*

Sorry if I went off a bit there, that's one of my favorite rants. If you're looking for a good measure of power level in Superpunk, look at Marvel's Ultimate Line - that is about the power level I aim for in most of my comics. (And yes, their is an Ultimate Hulk, but none of the feats we have seen Ultimate Hulk do come anywhere near 616 Hulk holding up a bloody freaking mountain range (which he actually did do, during the Secret Wars.) Also, remember that my mutants are not marvels mutants, and engineered mutants can do some pretty amazing things, and a half-alien or witchborn could very easily fly in what appears to be a superman like manner, though sheer willpower (Though it'd actually probably be an extension of Telekinesis or some act of magic.)  Superpunk aims for a quasi-realistic feel, which is part of the whole Iron Age feel to comics. (For more on Iron Age comics read below.) Again, I don't mean to be condescending or elitist, I'm just trying to state what I like in my superheros.
I was using Hulk, Flash, and Superman as extremes.  But Quicksilver, Beast, and Angel (Iron Man uses technology to fly) are good examples too.  I didn't realize that Superman had ever gone or exceeded the speed of light.  That's stupid.  And I knew that the Flash went pretty danged fast, but I had always assumed they were both going MUCH slower than the speed of light.
[spoiler=Sigariffic!]
[spoiler=Links]Wal-Mart: Post Apocalypse

All hail the wisdom of the Red Mage[/spoiler]
[spoiler=Cookie]Fortune Cookie!
 [fortune] [/spoiler]
[spoiler=Quotes]"No violence, gentlemen -- no violence, I beg of you! Consider the furniture!"
- Sherlock Holmes

" 'Hey, you're that one guy!'
'No I'm not. I'm those two guys, and neither of me is the guy you think I am.' "

- The Dark Lord Chuckles the Silly Piggy and Dave

"That's cooler than Nuclear Fission in a bag!"
- Me

"There's no problem that can't be solved by throwing a lot of Ninjas at it."
- Anonymous[/spoiler]
[spoiler=The Welcoming Song]Welcome new member,
Hope you like it here,
Just don't let these guys,
Talk off your ear.

When we get annoying,
Which happens quite often,
Be annoying too,
And our hearts will soften.

If ever you're bored,
Just show up online,
We wash away boredom,
In absolutely no time.[/spoiler]
[spoiler=Unofficial CBG Holiday Tagline]"It's like christmas, only instead of presents, Santa brought universes!"- Eclipse[/spoiler]
[spoiler=Unofficial CBG Theme Song]CBG, CBG,
A great website for you and me,
Spinning webs, connecting dots,
Building campaigns, advancing plots.
Look out, here comes the CBG.

Is it cool? Listen bud-
It's got nothing but gamer blood.
Can it live on a thread?
Yes it can, it's never dead.
Hey there! This is the CBG.

CBG, CBG,
Friendly neighborhood CBG.
Wealth and fame, never seen-
Though they sound really keen.
To it,
Life is a great big campaign-
Wherever there's a campaign,
You'll find the CBG![/spoiler]
[spoiler=Scouring the old threads...]
I found a great number of old banners and the like and have decided to add them to my sig, just for fun.
[spoiler=Han Solo vs MacGyver]
[/spoiler]
[spoiler=TRON vs Enzo]
[/spoiler]
[spoiler=Vegeta vs Prince]
 [/spoiler]
[/spoiler][/spoiler]
-DX

Xathan

Yeah...the Flash's power entry is probably the wierdest thing I have ever read.

http://en.wikipedia.org/wiki/The_Flash#Powers_and_abilities

It mentions him an Supes often get in races that end up as ties, too. >.<
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Darkxarth

Quote from: WIKIHe can create his costume out of pure speed energy, and can either impart his high velocities to other people and objects already in motion or steal the velocity they possess
That, is stupid.

Anyway, you basically answered my questions about superpowers.  I'm looking forward to more!
[spoiler=Sigariffic!]
[spoiler=Links]Wal-Mart: Post Apocalypse

All hail the wisdom of the Red Mage[/spoiler]
[spoiler=Cookie]Fortune Cookie!
 [fortune] [/spoiler]
[spoiler=Quotes]"No violence, gentlemen -- no violence, I beg of you! Consider the furniture!"
- Sherlock Holmes

" 'Hey, you're that one guy!'
'No I'm not. I'm those two guys, and neither of me is the guy you think I am.' "

- The Dark Lord Chuckles the Silly Piggy and Dave

"That's cooler than Nuclear Fission in a bag!"
- Me

"There's no problem that can't be solved by throwing a lot of Ninjas at it."
- Anonymous[/spoiler]
[spoiler=The Welcoming Song]Welcome new member,
Hope you like it here,
Just don't let these guys,
Talk off your ear.

When we get annoying,
Which happens quite often,
Be annoying too,
And our hearts will soften.

If ever you're bored,
Just show up online,
We wash away boredom,
In absolutely no time.[/spoiler]
[spoiler=Unofficial CBG Holiday Tagline]"It's like christmas, only instead of presents, Santa brought universes!"- Eclipse[/spoiler]
[spoiler=Unofficial CBG Theme Song]CBG, CBG,
A great website for you and me,
Spinning webs, connecting dots,
Building campaigns, advancing plots.
Look out, here comes the CBG.

Is it cool? Listen bud-
It's got nothing but gamer blood.
Can it live on a thread?
Yes it can, it's never dead.
Hey there! This is the CBG.

CBG, CBG,
Friendly neighborhood CBG.
Wealth and fame, never seen-
Though they sound really keen.
To it,
Life is a great big campaign-
Wherever there's a campaign,
You'll find the CBG![/spoiler]
[spoiler=Scouring the old threads...]
I found a great number of old banners and the like and have decided to add them to my sig, just for fun.
[spoiler=Han Solo vs MacGyver]
[/spoiler]
[spoiler=TRON vs Enzo]
[/spoiler]
[spoiler=Vegeta vs Prince]
 [/spoiler]
[/spoiler][/spoiler]
-DX