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Who Will Save Us Now? Discussion and Interest Thread

Started by Xathan, March 05, 2015, 01:02:52 AM

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LoA

Can I be one person who's a pokemon-esque monster trainer or something? I love the idea of a scientist who collects, builds, splices monsters and robots and sends them out into the fray, with support from his own inventions.

Steerpike

#16
Quote from: SuperbrightDamn it Steerpike, I was gonna go the route of the all-female superhero team, only I was going to take a leaf out of the JoJos' book and name all of them after Electric Six songs.

I feel like you should still do this, that's awesome.

One of them must be named High Voltage. Well, or just Danger!

Quote from: sparkletwistIf Steerpike is making an all-female team of badasses, does that mean I have to make something weird and creepy and sort of gross in order to balance the universe?

DOOO IIITTTT!

Xathan

Okay, work is crazy today, so quick replies from phone. Please make allowances for typos and autocorrects. :)

Steerpike: love the concept, can't wait to see more of them! They sound awesome.

Sparkle twist: you playing the creepy team while steerpike Would be hilarious. Up to you though!

Superbright: No reason we can't have multiple all female teams. And that concept sounds interesting and hilarious.

Love of awesome: that could totally be doable. Yu could build other creatures using existing archetypes. If the summoner/scientist is a complete noncombatant, one of the upcoming Team feature would cover him, letting you have a full team, or you could build him/her as a hero in their own right with 3 companions. (I'm picturing the Metal Men or something similar, is that kinda what you have in mind?)
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
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[/spoiler]

HippopotamusDundee

I think I may end up covering the Vertigo part of our roster - Swamp Thing-like elemental, Constantine-like trickster-mage, Corinthian-like samurai-ninja, and whatever else I settle on. Hmmm, I think I feel a V for Vendetta/Watchmen inspired concept forming :P

LD

#19
Nice idea. I created a gritty Iron Age setting (imagine Grand Theft Heroes-with real consequences for actions) for M&M and wrote about a 100 page sourcebook about it for game playing purposes--and created an entire subway system map--only managed one solo play (it went excellently) because I could only wrangle one person's interest... so that's where I'm coming from with the below heroes who I am attempting to shoehorn into your setting.

An important question- can the heroes kill villains? The group I like the most that I wrote up would much rather just end the problems, consequences be d*mned).

From top to bottom, the hero groups that I am considering. With taglines adapted to your setting. As I understand, the jets were gifts to the group? So I tried to explain that away for some of the less wealthy groups.

[ic=Thunder (Vigilante Group)]

Nobody except their mysterious sponsor would have thought to track down Justice and provide his group resources to respond to the world's threats. Their hearts are closer to home and their methods to set things right are extrajudicial. But suffering is everywhere and they suffer when they see it. Will they overcome their predelictions to focus on the local? Does saving the entire world matter when your family is crumbling, your team is about to combust, and your soul is slipping away?

Base: Atlanta, Georgia, United States

[ic=Justice]
Justice (The Leader) "DeWayne Lucas"
-Black man who worked his way out of the Projects as a police officer.
Think: The Punisher
Relationships: Is attracted to Hood; mentors Abraxas; understands The Damned's pain.
Media: Loves it.
Age: 28

"I'm doing this for the kids. We have to keep the streets safe.

Super Soldier
Squad Tactics: All super soldiers make great tacticians. You, however, are even better than your kind at using everyone in a group to their fullest potential, able to provide bonuses to anyone you fight alongside.

[ooc=Justice]

Gangs. Gangs killed his parents; left him orphaned at 14. Lived with his alcoholic gambling uncle. Raised himself. Studied hard, owes a lot to his mentors at school, Mr. Whitaker (english) and Mrs. Brown (math). They pushed him hard. He pushed himself harder. Went to junior college on a scholarship-could have gotten scholarships to more prestigious schools but didn't have the money to move or live. Worked as campus security. Became an Officer at age 20 and finished 2 years of Junior College.

Gangs killed his fiancee. He wanted revenge, but he had to work outside the system to get the type of Justice he needed.

[/ooc][/ic]

[ic=The Damned]The Damned "Esteban Gutierrez" (Secret)
-Hispanic Martial Arts Expert
Think: Martial Arts (Jean Claude van Damme)
Relationships: Hates Abraxas and considers him a racist idiot, which is a fair assessment although Abraxas is far more the latter than the former; Is attracted to Hood; Respects and is jealous of Justice.
Media: Fears it.
Age: 31

Costumed Vigilante
Memorable Weapon (Hands): While not as powerful or iconic as a signature weapon, a Memorable Weapon certainly leaves a mark. Chose one attack type and one defence type. In addition to the damage your weapon provides, you get +2 to both when using this weapon, or +4 to one attack type, or +4 to one defence type.
(OOC: Didn't see a martial artist option)

Complication: Super Secret Identity: The rules, by default, assume you have some decree of a Secret Identity. If you have a Super Secret Identity, if your cover is ever blown, it would be devastating Perhaps your family is extra vulnerable, or would disown you. Maybe you are a defense attorney using your civilian life to gain information on targets for your costumed life. Maybe you're a reformed villain avoiding the penalties of being known for that. Whatever it is, if your identity is ever uncovered, you're taking a massive reputation hit - and while many heroes will have occasional "Identity Crisis" missions to protect their secret identities, you will have with higher frequency. (On average, it'll be an issue every 1 out of 4 weeks.)

"They're damned; I'm damned; we're all damned. The best we can do is to save another."

[ooc=The Damned]
31 years old now, he's ready to atone, because he can never forget.

Age 15, he joins the Nasty Boyz, steals, drugs, intimidates, and in an event he greatly regrets, joins in a gang-rape of a girl a year younger than him. He goes eighth, and even helping himself he can barely get up-he knows its wrong, but he goes in and out. Then Lobo slits her throat.

A year later, he's ridin' dirty and on his way to join fully in the gang as a made man. He has his target, a North Side Boy and he's sayin' goodbye to his girlfriend, who knows where he's going and doesn't want him to kill. She grabs his gun, which is loaded, they struggle- the trigger goes off and he's covered in her blood.

He goes to jail. Manslaughter only, but other crimes keep him in. He's never been punished for the intentional crime. He's never spoken of it, save in confession, after he's released 10 years hence.

He learns taekwondo, and yoga and meditation. He was Catholic. He wants to believe, but He's probably not the believing type any more. But he believes he must atone. Not that he can, but that he must. It's all that keeps him going in jail, in life. He hits harder and harder and harder. All he does is learn and train- no love-no lust-only penance. His body is a weapon and if that isn't enough, he carries a Ruger and a series of knives. And now that he's ready, he's going to protect others no matter the odds, until he dies.
[/ooc]

[ooc](Comic shot in on The Damned and another hispanic male, about the same age.
"Esteban, you puta. Cough up some more, man."
"Gustavo- I need something to live too."
"Won't have anything to live if everyone knows who you are. Them others aren't going to want to be within ten feet of you."
(Image of Esteban slapping a stack of 100 dollar bills into Gustavo's hand)
Gustavo: "Knew you were keepin' some back."
Esteban: "This is about more than just you, you know-"
Gustavo: "Yeah- it's about the childhood I never had and the papi who got took by INS because of your dumbass move shootin' your girl."
Esteban: (Face reddens).
Gustavo: "Yeah, puta. We ain't never gonna forget that. I think you owe us all a good mil', then I'll stop asking for the handouts."
Esteban (The Damned): (wistful) "Blood remembers."
Gustavo: Yeah, it does- just be thankful I was the only one who recognizes your mug up there when your doing your saving the world shit.
[/ooc][/ic]

[ic=Hood]Hood "Stephanie Williams" (Secret)
-Black lady. Fearless, but keeping her identity secret is very important for her relatives' protection.
Wears a red riding hood, mesh clothing and gloves, never shows her face.
Relationships: Respects and uses Justice for money to send to her mama in creative ways even if her mama won't accept it directly...and at least her other relatives will; likes The Damned but he keeps pushing her away; Amused by Abraxas' childlike idiocy.
Media: Hates it.
Age: 24

Energy Controller: Flame
Limit Break: You are at your best when your cards are down. Gain a +2 to attack and damage when you have taken half your toughness in damage.

Complication: Super Secret Identity: The rules, by default, assume you have some decree of a Secret Identity. If you have a Super Secret Identity, if your cover is ever blown, it would be devastating Perhaps your family is extra vulnerable, or would disown you. Maybe you are a defense attorney using your civilian life to gain information on targets for your costumed life. Maybe you're a reformed villain avoiding the penalties of being known for that. Whatever it is, if your identity is ever uncovered, you're taking a massive reputation hit - and while many heroes will have occasional "Identity Crisis" missions to protect their secret identities, you will have with higher frequency. (On average, it'll be an issue every 1 out of 4 weeks.)

[ooc=Hood]
Mama worked hard and sent her to college, the first in her family. During school, she worked as a hostess at a seedy bar/restaurant where the tips were good... but the clientele was not. She was raped, and her magic manifested. The rapist was incinerated.

She used her power in parlour tricks, to earn money, but always kept her identity a secret. Justice found her while responding to a 911 call regarding her flames.

She wants to help Mama but Mama's too smart to just accept money. Mama asked where she worked- a law firm, as a paralegal, she said. But Mama knew better. She called all the firms. When Stephanie visited with gifts... Mama: "I don't know where yo' money's comin' from. It's not from that firm, you don't work there. Child. What happened to school? What happened to church? What happened to morals and God? Where are you getting this kind of money if you're not working and you're too embarassed to tell me what you're doin'. Lawdy above-you kill me child imagining where from that money be coming."
[/ooc][/ic]

[ic=Abraxas]Abraxas (The Fool) "Rudolph Schol"
-South African Boer Strongman disqualified from Mr. Universe competition due to injections.
Think: Arnold Schwarzenegger (he certainly does)
Occasionally has 'roid rage.
Media: Loves it.
Age: 26

Brute
Power Leap: Flyers can stay out of the clutches of most Brutes. Not for you! A Brute with power leap can close the distance with even flying foes, though such attacks are more easily dodged.

Complication:
Addiction (Steroids): You have a habit for a mind altering substance, typically narcotics or alcohol, but it could be stranger. If your addiction gets out you will take a massive reputation hit, and more importantly, when held captive you gain a cumulative -2 penalty to willpower and all skills for each weak you are without your addiction.

The Damned: "Is that pisshead walking around in his thong again?"
Hood: "I don't know whether he should put more on or take it all off?"
The Damned: "You don't want to hit that-"
Hood: "No, no. If he takes it off though, it would complete the image of a dumb gorilla, for arts sake."


[ooc=Abraxas]
Justice met Abraxas after the fool was disqualified from the Mr. Universe competition and looking for the scientist who made him what he was, who is now at the CDC (he had given Abraxas a false identity). Justice stopped Abraxas for destruction of property (Abraxas, of course, had ripped a phone out of the wall after confronting a phone tree at the CDC's number.) Noticing his strength, Justice spoke with him and calmed him down and came up with the idea for the team. What really mattered to Abraxas was fame, not revenge. Mr. Universe had been denied to him, but being a hero would be even more sweet. [/ooc]
[/ic]
[/ic]

[ic=Soldiers for Christ]
Formed and strengthened by Faith, this group sees the protection of the world as a holy crusade blessed by God and his One Son, the Lord Jesus Christ.

The group will go to extreme lengths to avoid killing anyone because life or death is not theirs, but God's choice to judge.


Washington, DC; US

[ic=Peter the Rock]
Peter the Rock (Leader)
Media: Revels in it.
Age: 31

[ooc=Peter the Rock]And he is the Rock on which others will build their faith and through which the Church will be strengthened. Peter was always religious. When he walked away from an IED explosion in Iraq without a scratch, he knew he was chosen, and he knew that he needed to bring the word of God to all.

There came a time though when he was injured most grievous. A villain had thrust a flaming harpoon through his chest with super-strength. At that time, God brought him to Nurse, who saved him when his own strength faltered. Then Peter realized moreso than before, that he needed to gather Apostles with which he could better do God's work.
[/ooc]

Paragon
Energy Absorption (Faith): You start off strong, but if you get a power source, you can get even stronger! Choose a power source and get increased Super Strength when you have access to it.
[/ic]

[ic=Nurse]
Nurse "Wendy Roberts" (Secret)
Media: Fears and hates it.
Age: 24

Mage (Healing Magics)
Sorcerer: You are not just trained in magic, you are born to it. Your arcane power is part of you and, as such, you do not need incantations or gestures to cast.

[ooc=Nurse]
She saw the man immolated when she was 12. He claimed to be a hero. But he had evil powers. He could shoot death from his eyes. He had the mark of the beast. All people with powers from the devil deserved to die. When she realized she too had powers-she was afraid-and kept them to herself.

She worked as a nurse. And she never would have done anything else except she healed Peter the Rock when no one else could. And then they knew- she was different. But the world was different and her town was not quite so small in mind or size. Peter took her under his wing, explaining to her what she had hoped, that she had a gift of healing, like the Apostles and that she was doing it in God's names, not the Devil's. Only Supervillains had the blessing of Demons...
[/ooc][/ic]

[ic]
Preacher "John Walker"
-A Missionary.
-Bold but Caring.
-Media: Neutral to dislike.
-Age: 31

Psion
Mind Control: Not content to merely influence minds, you can outright control them, turning foes to your side or wiping memories from their mind. Note that if this is abused and discovered, it can easily lead to Reputation loss - but the power it offer is often worth the risk.

Complication:
Poor Power Control: Your power has an uncontrolled element to it. Perhaps your fire blasts tend to go awry, perhaps you turn into a rage monster when you become a brute, perhaps your spells draw the attention of dark forces. Whatever it is, when in combat, you must make a constant relevant skill, willpower, or resistance check (DC 16) to avoid losing control of your abilities and causing massive collateral damage .

[ooc=Preacher]
Can a human be saved if his mind is adjusted and his evil memories removed? Preacher mediates on this. After hearing many peoples' pain and accidentially altering their lives by removing it, he realized the existence of his abilities, if not their full extent. When he heard of Peter's good work, he went to him, seeking him as a mentor among all the rising superheroes--someone who kept Christ in the center of his life and who could be a peer if not a mentor.
[/ooc]
[/ic]

[ic]
Cross "Jeremiah Morris"
-Bold. Often in conflict with others. He is willing to risk Innocents to serve the greater good. He also sees no trouble with killing enemies of God.
-Media: Loves it.
-Age: 23

Energy Controller: Metal
Energy Form: You don't just command your chosen Energy, you are your chosen energy. While wielding your powers, you take on an energy form, making you more resistant to harm -or- providing a damage aura to those that touch you. For two Customization slots, gain both benefits.

[ooc=Cross]
Former Christian Rocker and drummer for the band Crowd of Thorns. The badboy of the group and its newest member.
[/ooc]
[/ic]

[/ic]

[ic=Nightingale Society]

A refined British super-group, sponsored by the Crown. A humorous group, constantly bickering at each other Maggie Smith style. Their symbol is the Nightingale rampant on a red and white shield that looks like a bed (recalling the revenge of Philomena and red and white for the blood and the lost purity. The Nightingale is tearing a poem in half)

[ic=Lord Kensington]
Lord Kensington (Leader)
-A member of MI-5.
-A master of disguise, of swordfighting, of umbrella-fighting, of dodging almost preternaturally.
Some say he has no special powers... and even his sword cane is merely a technological implement designed by Molly and Scotty, but he always seems to punch above his weight.

Signature Weapon (Sword-Cane)
Never Out of Reach: So long as your Signature Weapon is not restrained, you can call it to yourself from a great distance. For one rank, it needs be in the same city/region as you. For two, it can be anywhere on the continent!

Kensington: "I don't always endorse products, but when I do, I make sure they are not complete and utter shite."
Lady X: "Indeed, they're only mostly shite."

[/ic]

[ic=Lady X]
Lady x OR The Lady
-Bitter rival of the chauvinist Lord Kensington. She actually has a super power, developed during the testing of an elemental suit that accidentally became fused to her--she has mixed feelings about this and Molly and Scotty bear the brunt of her wrath when her power becomes a liability.

Energy Controller (Wind)
Energy Form: You don't just command your chosen Energy, you are your chosen energy. While wielding your powers, you take on an energy form, making you more resistant to harm -or- providing a damage aura to those that touch you. For two Customization slots, gain both benefits.

Lady X: "It is a universally acknowledged fact that each woman's experience of the glass ceiling will be the same, but her path to success will be unique."
Lord Kensington: "Is this going somewhere?"
Lady X: "Likely. The media just saw me defeat the Deadinator... while you spent the entire battle covered in goo."
[/ic]

[ic=Molly]
"Molly" Molybendium
-Scientist.
-Oblivious.

Psion
Telekinetic Force Field: You laugh at other Psions cowering behind their stronger allies. With a Telekinetic Force Field, you have an immense resistance to harm as you wrap yourself in a bubble of your own power.

Complication:
Rare Weakness (Ambrosia-Nectar allergy): You have a vulnerability to some quasi obscure substance. In the presence of this substance, you must make a Resistance check to avoid losing your power, and must make a toughness check against DC 18 every turn (Impervious benefits do not apply).

[ooc=Molly]Like M. Curie before her, Molly has become a bit too close to her experiments and they have manifested their powers upon her. Thankfully, the powers bestowed on her are more beneficial than dessicative. at least no one has died of Psionic decay yet...[/ooc]

[/ic]

[ic=Scotty]
Scotty
Explorer, using the best of British technology! Mostly built by himself and Molly.

Battlesuit
Threat Assessment AI: While you are a genius, it's sometimes better to let the suit do the thinking for you. With the Threat Assessment AI, you are always able to target the most important foe while greatly minimizing collateral damage.

Complication:
Poor Power Control: Your power has an uncontrolled element to it. Perhaps your fire blasts tend to go awry, perhaps you turn into a rage monster when you become a brute, perhaps your spells draw the attention of dark forces. Whatever it is, when in combat, you must make a constant relevant skill, willpower, or resistance check (DC 16) to avoid losing control of your abilities and causing massive collateral damage .

With just the right adjustment, I'll be flying away and blastin' at the quarry.
TARGET LOCKED
...You might want to get out of the way. MOLLY! Is the missile bay loaded?


[/ic]

[/ic]

[ic=The Firm]
Amidst a disaster, the members of a law firm became infused with powers related to the traditional gods of Greece, the Norse, India, and whatever is going on with Old Man Justice.

[ic=Sophia]
Sophia (Leader) "Sofia Octavia Alameda"
-Wisdom.
-Planner

Mage
Battle Mage: In addition to the mystic arts,  you are trained in the arts martial as well, and can fight in melee with fists or weapons alongside your comrades.
[/ic]

[ic=Litigator]
Litigator
-of India-Indian descent
-Hard Driving.

Animal Powered
Multi-Beast (Elephant, Tiger, Brahmin Bull- traditional animals of India): Instead of mimicing a single animal, you can shift your power between the gifts of multiple animals. For 1 rank, have 3 related animals you can switch between. For 2 ranks, have 6 animals with no relation needed.[/ic]

[ic=Old Man Justice]
"Old Man" Justice
-Wheelchair bound old partner.
-Sleeps most of the time.

Psion
Long Range Telepathy: You don't need to be near someone to read their mind. You can find the minds of others at great range and use your telepathy upon them! While other heroes or mastermind villains have willpower strong enough to resist you, the secrets of the weak willed are yours.

Complication
Reformed Villain: Due to a past on the wrong side of the law, people have difficulty trusting you. Your team starts with 10 less reputation, and you take a -4 penalty to manipulation checks to convince heroes to trust you. (Note that if you are a reformed villain and that is not publicly known, this does not apply)

[ooc]He represented the Tobacco lobby for 30 years and switched to the Gun lobby just at the wrong time for tobacco-when he left their defense-they lost a string of scathing victories. If he had represented them, they would have kept on winning. Crotchety Cartoonesque Scroogeish ultra-libertarian money-grabber. His wheelchair is armed more than some European nations.[/ooc]

[/ic]

[ic=No Fool]
No Fool "Luis Octavio Alameda"
-Irreverent.
-Loki. (Sophia's brother who worked as a paralegal).
-Robs places. Works against the group behind its back.
[/ic]

Paragon
Energy Absorption: You start off strong, but if you get a power source, you can get even stronger! Choose a power source and get increased Super Strenght when you have access to it.

[/ic]

---
Comment:

Considering the below two for balance, wouldn't it make more sense to make limit break a +3 or +4-->


Limit Break: You are at your best when your cards are down. Gain a +2 to attack and damage when you have taken half your toughness in damage.

Memorable Weapon: While not as powerful or iconic as a signature weapon, a Memorable Weapon certainly leaves a mark. Chose one attack type and one defence type. In addition to the damage your weapon provides, you get +2 to both when using this weapon, or +4 to one attack type, or +4 to one defence type.

Xathan

#20
General update!

I have the Speedster, Adventuring Detective, and Android written up, as well as a fairly decent list of general customization options and a few drawbacks. Those have been added to the main thread. I'm going to have two more archetypes - the Shapeshifter and the Heroic Monster - semi planned if anyone wants to see them, but I'm not going to work on writing them out unless there's interest - at that point I think I have a pretty complete list I'm happy enough to leave it at that unless someone requests something that can't be done with an existing archetype and some new customizations.

Next step is to sit down and get serious about the crunch. I'll need to lay out the baseline stats for each archetype and explain what those mostly fluffy customization options can do. Most archetypes will get two or three more customization options to choose from as well. I'm also going to be breaking down the rules more clearly, since right now it's all in my head which is of zero use to you guys. :P The plan is to have that done, or at least a good dent made in it, by Monday or Tuesday, after which I'll lay out the rules for team customization and bases.

Also, as I design crunch, I'm going to ask you all for a favor. I know my brain and I'm going to avoid setting things at 3, 7, and 11 instinctively while designing crunch. While I'm going to try to catch myself in that, if I put something on a number on either side of one of those when it would probably be better -at- one of those numbers, make sure to point it out, because I won't notice and would probably drop it or raise it too much because of that.

Now, responses!

Quote from: HippopotamusDundee
I think I may end up covering the Vertigo part of our roster - Swamp Thing-like elemental, Constantine-like trickster-mage, Corinthian-like samurai-ninja, and whatever else I settle on. Hmmm, I think I feel a V for Vendetta/Watchmen inspired concept forming :P

Awesome, I'm looking forward to seeing that team come together! Also, you're going to make me want to read more Vertigo. (This is not a bad thing)

Quote from: Light Dragon
Nice idea. I created a gritty Iron Age setting (imagine Grand Theft Heroes-with real consequences for actions) for M&M and wrote about a 100 page sourcebook about it for game playing purposes--and created an entire subway system map--only managed one solo play (it went excellently) because I could only wrangle one person's interest... so that's where I'm coming from with the below heroes who I am attempting to shoehorn into your setting.

Hehehe. I'm convinced 90% of the characters people play in superhero games (myself included!) are ones they are taking from another setting and shoehorning in, because people get really attached to their hero concepts.

QuoteAn important question- can the heroes kill villains? The group I like the most that I wrote up would much rather just end the problems, consequences be d*mned).

Heroes CAN just kill the villains. However, you're going to lose reputation if you do it frequently, or have to spend a lot of time focusing on the media to offset the negative impacts of your reputation losses. Since reputation is tied to advancement, this could be very tricky. Death to villains should be infrequent...and many mastermind villains will have plenty of options to avoid death. A hero team with the primary goal of "kill" will get less captures, since the villains will pull out all the stop to win or escape if death is on the line. Also, you do run the risk of other heroes deciding that your team are villains. Not sure how you feel about that, but do keep it in mind.

So I'm not going to say that you can't kill villains. I am going to say your job is going to become much harder if you do...but given how many anti-heroes are portrayed, that might not really be a downside.

QuoteFrom top to bottom, the hero groups that I am considering. With taglines adapted to your setting. As I understand, the jets were gifts to the group? So I tried to explain that away for some of the less wealthy groups.

Jets are gifts, although I'm debating limiting it to 1 for start to make movement powers more useful. Will decide when I do the full rules write up. I'm going to give you my "initial impressions" on each of these for now, since it's late and I want to get a few more things done before I pass out for the night. :)

Thunder (The Vigilante Group)

(SNIP) [/quote]

I really do like the sound of this group. Their murderous leanings aside, it's a very well thought out and interesting team. Aside: There will be a martial artist option in the customizations, and I totally left it out of this update, so promise I'll get one out in the next update. (Makes sticky note to make sure I don't forget*

Also, want to mention here that all heroes start with two customization options, three if you take a drawback. So your people have more options than they have taken - but I'd suggest waiting till I get the full rule update finish to pick a second one. :)

Quote

Soldiers for Christ

SNIP


I don't think I've ever seen a full on Jesus themed super hero team. I love this one so much! It's just the right kind of crazy. The team on the whole seems solid.

Quote

The Nightingale Society

SNIP


This makes me think of what the Kingsmen would come up with if they existed in a world with superheroes. That is a complement. The right kind of crazy, again, and wonderfully British to boot.

Quote

The Firm

-SNIP-


A law firm endowed with the power of various myths? That's...also the right kind of crazy, to repeat myself. I really like the sound of these people, and I think the potential for intra and extra group conflict is high with them.

Unfortunately, I don't seem to have a favorite out of these groups, they're all awesome for different reasons. I will say the first group would probably want to tone down the killer instinct a bit, but beyond that, they'd all fit in different ways.

Quote
Comment:

Considering the below two for balance, wouldn't it make more sense to make limit break a +3 or +4-->


Limit Break: You are at your best when your cards are down. Gain a +2 to attack and damage when you have taken half your toughness in damage.

Memorable Weapon: While not as powerful or iconic as a signature weapon, a Memorable Weapon certainly leaves a mark. Chose one attack type and one defense type. In addition to the damage your weapon provides, you get +2 to both when using this weapon, or +4 to one attack type, or +4 to one defense type.

I see your point there, and since no numbers are yet final I may go back to change it, but it's worth noting that Limit Break applies to ALL attacks and damage the character possesses, while memorable weapon is only applied when wielding your particular weapon, which can be disarmed or may not be on you at the moment. However, since Limit Break does require taking some heavy hits first, I'm either going to reduce the damage threshold needed to activate Limit Break (so it comes up more often) or increase the bonus to a +3/+4, because as of right now you're right, it is too little reward for the cost.
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.
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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]

HippopotamusDundee

#21
[ic=Corcaigh's Circle]
Friends and allies of the Irish trickster-druid Aedan Corcaigh, the Circle are a loosely knit organization of individuals known for meddling and interfering in situations of a mythic or folkloric nature. Though scattered over the world, the talents of the group's various members mean they're never more than an hour away if needed and so even strictly local concerns - the rampage of a murderous nuckalavee in County Kerry, for example - normally attract at least a few others from the Circle to investigate and learn. Corcaigh's Circle is a large group, with varying levels of closeness and reliability - what is presented here are those that might be termed the 'Inner Circle' - the most friendly and loyal of Corcaigh's allies.

Base: Cork, County Kerry, Ireland (if anywhere); in practical terms, all over.

Aedan Corcaigh ('Leader')
A hedonist and alcoholic who has sold too many parts of his soul and liberty to powerful fae and elementals for the sake of those they threatened. The magical equivalent of a jackdaw, his magic is grounded in the remnants of Druidic and Celtic practice that survived through Christianized folklore but he is also competent at Galdr rune-chants and the talismanic root-working of American Hoodoo.

[ooc=OOC Information]
Mage
Know the Streets: +4 to Streetwise checks, and you gain a network of informants in the criminal world.
Occult Investigator: You get +4 to Occult, and a +2 to Investigate supernatural missions.
Network (Corcaigh's Circle; Occult): You have a network of people working for you who will feed you information and keep their eyes open. It will provide you additional missions based on what kind of network it is, and when making a check of the above type to investigate a mission, once per week, you can re roll and use the higher result.

Addiction: You have a habit for alcohol. If your addiction gets out you will take a massive reputation hit, and more importantly, when held captive you gain a cumulative -2 penalty to willpower and all skills for each week you are without your addiction.


Reference Points: John Constantine. Silver John. Shades of Atticus O'Sullivan and Harry Dresden.
[/ooc]

Hattori Hanzo
A legendary figure of the Sengoku Era, Hattori Hanzō's supreme mastery of Iga-ryu ninjitsu was whispered by the peasantry of Japan to have given him inhuman powers - teleportation, psychokinesis, and precognition. Though these were mere rumours born from his creative use of secret ninja powders and techniques, his years as a Buddhist monk and perfectly refined skills at concealment and deception did allow him to evade the Shinigami when his time came and escape the limits of a mortal lifespan.

[ooc=OOC Information]
Signature Weapon
Master of Darkness: You get a +4 to Stealth, and minions automatically fail awareness checks against you unless you start attacking - and even then, they still must make them!
Penetrating Attack: Chose one attack. Through knowledge of pressure points, raw might, the ability to analyze subtle weaknesses, or another effect, that attack is treated as twice it's rank for the purpose of overcoming toughness.
The Myth Makes the Weapon: You don't just carry a weapon out of myths. You are the man or woman who made the myths! In addition to the benefits of the Signature Weapon, you gain improved strength and durability from your legendary status - even when unarmed.

Rare Weakness (Japanese funereal incense & Ihai spirit-tablets): You have a vulnerability to some quasi obscure substance. In the presence of this substance, you must make a Resistance check to avoid losing your power, and must make a toughness check against DC 18 every turn (Impervious benefits do not apply).


Reference Points: Hattori Hanzō, samurai-ninja and grandmaster of the Iga-ryu.
[/ooc]

Puli
An ancestral spirit-being of the Australian desert, Puli is one of the last and least creators recognized by the Pitjantjatjara people: a great python-spirit whose slithering and undulations across the desert sands formed the beds of the few streams that cross their territory. After curling up and sinking the greatest portion of its power into the land to form the ridge of sandstone hills that bear its name, the remnant intelligence that Aedan Corcaigh contacted in the early 2000s for help defeating a corrupt kurdaitcha-man was all that remained of the once-mighty Puli.

[ooc=OOC Information]
Energy Controller
Energy Form: You don't just command your chosen Energy, you are your chosen energy. While wielding your powers, you take on an energy form, making you more resistant to harm -or- providing a damage aura to those that touch you. For two Customization slots, gain both benefits.
Energy Walk: You can use your chosen energy as a conduit between two locations, allowing instant transmission anywhere you wish! So long as you have a conduit of your chosen energy, you can travel without assistance anywhere in the world in a single turn. For extremely common elements, like Earth and Air, you are limited to within the same continent without assistance.

Reference Points: Swamp Thing. Treebeard. The Stone of the Terranon.
[/ooc]

Bouda
A tribal blacksmith and healer from Southern Africa, Bouda was born more than a century ago and no longer even remembers their name. During their coming-to-manhood they were stricken with the curse of therianthropy, losing the identity that had been theirs as they merged with the terrible hyena-spirit that entered into them and become one singular entity driven by the hunger and instincts of the beast and the empathy and wisdom of the man.

[ooc=OOC Information]
Animal-Powered/Heroic Monster?
[/ic]

Xathan

I love the team, Hippo. You're right, very much Vertigo comics, which is a good thing. :)

For Bouda, Animal powered definitely works - the shapeshifting lycanthropsey is totally doable with the existing powers. Probably will seem more strongly like it once I finish the archetype's stats and all customization options.
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.
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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.
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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.
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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]

Rhamnousia

Just out of curiosity, what year is this supposed to be set in and how closely does the timeline match ours? I want to know how one of my ideas, The Internationales, would fit into the setting?

Xathan

Quote from: Superbright
Just out of curiosity, what year is this supposed to be set in and how closely does the timeline match ours? I want to know how one of my ideas, The Internationales, would fit into the setting?

Time period is a semi-generic "now-ish." It takes place in 2015, and everything is pretty much as it is in the real world, but there's 15 years of known superheroes. There were some heroes prior to that, but it was mostly A quiet affair, exempting world war 2. Prior to that? Feel free to make up or add to history, so long as it gets us the current world in the end. There's also fictional countries and cities, so long as it does take up a huge area, feel free to add there 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]

Xathan

#25
Since I have a personal goal to post something new for you all rules-wise every day until the game is ready to go, added the turn information just now. Still working on the write up for cruncher things and on track to have that done (posted piecemeal) by Monday or Tueday still, after which point there will be a final setting update, a chance to Finalize character creation, and we'll be hopefully starting by the 16th, barring any slowdowns.

If there's anything in particular you're waiting on for character creation to help make decisions, please let me know and I'll put it on top of my "to do when taking a break from crunch" pile. :)
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]

LD

#26
HippopotamusDundee- I like how you organized your information! And Puli is frightening.
-
Xathan- Thank you for the feedback. I also realized I left out one thing about The Damned (I am now adding it above and here below)
Thank you also for pointing out that I have more opportunities for special abilities!
It will still be a difficult decision between the groups. I think I can tone down the bloodthirstiness of the first group a bit-given that they do want money-so if it's that or nothing, sometimes they won't, but other times they may just be self destructive and kill the b*****s.

[ic](Comic shot in on The Damned and another hispanic male, about the same age.
"Esteban, you puta. Cough up some more, man."
"Gustavo- I need something to live too."
"Won't have anything to live if everyone knows who you are. Them others aren't going to want to be within ten feet of you."
(Image of Esteban slapping a stack of 100 dollar bills into Gustavo's hand)
Gustavo: "Knew you were keepin' some back."
Esteban: "This is about more than just you, you know-"
Gustavo: "Yeah- it's about the childhood I never had and the papi who got took by INS because of your dumbass move shootin' your girl."
Esteban: (Face reddens).
Gustavo: "Yeah, puta. We ain't never gonna forget that. I think you owe us all a good mil', then I'll stop asking for the handouts."
Esteban (The Damned): (wistful) "Blood remembers."
Gustavo: Yeah, it does- just be thankful I was the only one who recognizes your mug up there when your doing your saving the world shit.
[/ic]

LD

[ic=Thunder Vignette]
Thunder is on the jet for the first time.

Hood: (giggles and twees) "I've always wanted to be on a plane. It all looks like toys down there. Look at this-"
Damned: (holding his head) "yeah-"
Hood: You all right? You look sick. You flown before?
Damned: Course I have-
Justice: when. where to?
Damned: ...
Hood: Ha! Just like me- first time.
Damned: (Grumbles and uses the vomit bag).
Justice: I will admit to this also being my first opportunity to fly.
Hood: So we're all new to this-
Justice: I suspect Abraxas has flown before.
Abraxas: Da? (between mouthfuls of a meatball sub and taking up two seats)
Hood: No, I don't see him as that sophisticated... He can't of flown.
Abraxas: Da I flow. I can't swim here from Africa.
Hood: Yeah, I suppose you'd have sunk.[/ic]

Xathan

#28
Since I like keeping everyone up to date as to where I am, progress-wise, I have the Archetype statblocks written up for Paragon, Costumed Adventurer, Battlesuit, Energy Controller, Psion, Psion, Brute, and Super Soldier done. I'm not going to post them until I have all the archetypes done, so I can sit with them and can compare for balance as well as accidental overlap, but just fyi as far as my progress.

Actually writing out the combat rules may end up being the hardest part of this, just because I'm so easily distracted while writing up crunch. :P

Quote from: Light Dragon
HippopotamusDundee- I like how you organized your information! And Puli is frightening.

You're right about how the information is organized. I'm gonna steal elements of that for the "official character sheet" format.

QuoteXathan- Thank you for the feedback. I also realized I left out one thing about The Damned (I am now adding it above and here below)
Thank you also for pointing out that I have more opportunities for special abilities!

Very welcome! :) I like the little scenes, they're fun to read.

QuoteIt will still be a difficult decision between the groups. I think I can tone down the bloodthirstiness of the first group a bit-given that they do want money-so if it's that or nothing, sometimes they won't, but other times they may just be self destructive and kill the b*****s.

As long as you, the player, are cool with knowing it would be self destructive to do so, then I won't stop you. :)

That being said, as interesting as they are, I think the other 3 teams might be a little bit better fit for the overall tone of the game.  Won't stop you from playing Thunder, because I think they can work, but thought I'd share that.
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]

HippopotamusDundee

Quote from: Light Dragon
HippopotamusDundee- I like how you organized your information! And Puli is frightening.

It's really just a variation on what you did, so I can't take the credit. And I'm glad you like them - I felt that with a global theme for my team there was no excuse not to have a little Australian pride.