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Libra
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Post by Libra » Wed May 11, 2005 10:57 am

Enough of these Statesmen. Give us some of the good stuff please!

Or else I'll type a thread-buster!
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The Statesmen!

Post by Erik Mona » Thu May 12, 2005 2:22 am

THE STATESMEN
America's retreat from Vietnam sent shivers of fear through the corridors of American power. Patriotic senators who bristled at the increasing relevance of the United Nations worked behind the scenes to undermine international moratoriums on employing superhumans as military assets. While the victor of the nuclear arms race remained uncertain, America clearly dominated the realm of superhuman development, with decades-old covert origin programs, a dedicated government agency (in the form of META-4), and a young underclass of naturally occurring parahumans. Should the nation come under threat, they reasoned, surely the government would view superhumans as military resources expected to aid in the nation's defense. Why not meet that day with a government-sanctioned team of superhumans ready-made to defend America from attack, and as a consequence have a highly trained force of powered operatives on hand in case they became necessary in the international arena.

Draped in the bicentennial fervor of 1976, the Statesmen featured one superhuman from each state of the union. The flag-waving fighting force celebrated American heritage whole combating crime across the nation.

The annoucement of the team amounted to an unfunded mandate from the federal government to the states. Consequently, not all Statesmen were created equal. Some states, more concerned with local affairs, contributed only a token representative to the team. Others partnered with local academics and scientists or corporate interests to create innovative, expensive parahumans exceeding the powers of the previous generation's heroes.

The result was a core team of six field operatives that served as the "face" and crisis team and a huge roster of reserve members called in on specific missions or on capers of local interest. All the while these reservists continued careers as solo heroes or regionally based sub-teams. The whole team endured tremendous turnover, as state programs ran out of money and (increasingly as the years went by) as team members died or disappeared under mysterious circumstances.

The team based themselves in Arcadia, which was both a symbol of the American superhero because of the heroic sacrifice of Miss Moxie during World War II and a burgeoning hive of super-crime thanks to Arcadia's lax enforcement of super-crime laws (itself meant to attract more superheroes). Although based on the West Coast, alien-derived teleportation technology ensured that America's Team was able to reach all corners of the country in an instant.

They lasted until 1982, when the core team was utterly defeated by the Atomic Brain. The years prior to that had been filled with humilation after humiliation, with annual funding cuts and more frequent funerals. Today the team is remembered as an idealistic novelty of the 1970s.

CORE TEAM

Trinity (New Mexico): As the Soviet Union displayed their nuclear missiles in boastful Mayday parades, America unveiled a living embodyment of its nuclear supremacy in the form of Trinity, a man who could splot himself into three cold fusion dynamos.
Matthew Archer was a brilliant nuclear physicist exposed to radiation early in his career. In order to retain his peerless mind, the government heavily subsidized New Mexico's budget for the Statesmen project.
Trinity became the first leader of the Statesmen in 1976, and remained in charge until 1981, when one of his "thirds" was captured, dominated, and warped by the Atomic Brain (see Crooks!, p. 33). As a result, all three thirds were reduced in power and intelligence. The two survivors merged once more, but the captured third, isolated from his fellows, began to lose its humanity, and became a slave of the Atomic Brain. From that point, Archer could produce only one duplicate. The warped, orphaned duplicate becamed known as Singularity, and remains a powerful menace to this day.
In 1987, agents of the U.S. government received a transmission from Chick Courage of Courage Unlimited, a team of superheroes who had vanished from Earth in 1951. The signal was traced to a distant planet, and Gavin Pierce himself asked Trinity to seek out the stranded team and bring them home, so that their knowledge and technology could be harvested for America. Archer split once again, sending one half of himself to the stars for a journey that would take several years. That being finally reached Courage Unilimied in recent years, but has not yet returned with his quarry. The remaining Trinity, much diminished, was drained of all powers by the robot Damocles (M&M core rulebook).
Trinity had a full head of blond hair and wore a blue and black bodysuit. His chest emblem varied slightly, allowing a practiced eye to differentiate between the otherwise identical beings. An image of Singularity appears on page 34 of Crooks! Trinity looks exactly the same, but does not suffer from the same warping curse as his unfortunate orphan. In his prime, Trinity's powers included triplication, radiation immunity, vacuum immunity, flight, space flight, growth, and super-strength. He was one of the most powerful superumans in the META-4 universe; although his is much diminished from his glory years, the remaining powered Trinity being currently with Courage Unlimited is a brilliant, potent opponent.

Bigfoot (Washington): Savage beast from the mountain forests of the Pacific Northwest. Completely feral and prone to uncontrollable rages, but also impish and curious in a simian manner. Only really seemed to follow the orders of teammate Calamity Jane Doe.
Bigfoot looked like a powerful, scary version of the creature seen on the infamous Patterson Film. Perhaps he _is_ the creature in the Patterson Film. His powers include enhanced resilence and pain tolerance, natural claws and fangs, and super-strength.

Calamity Jane Doe (South Dakota): Acrobatic, gorgeous trickshot with an unerring longrifle. Addicted to adventure and excitement. May have other inscrutible powers (Kyle?). Extremely coarse in manner. The teammember most likely to provoke a fist-fight.

Skyscraper Joe (New York): Anthropomorphic wisecracking gorilla who dresses in the finest designer suits and smokes the finest designer cigars. Deeply resents comparisons to Bigfoot, whom he loathes, sneeringly referring to the creature as a "gimmick character."

Kittyhawk (North Carolina): Female jetpack hero with metal wing contraption strapped to her back. Wears pilot headgear and (when flying) goggles.

St. Elmo (Massachusetts): Unstable religious psychopath possessed of strange blue-flame powers. Constantly quotes scripture. Has nebulous ties to secret societies within the Catholic Church. Extremely powerful, but almost totally uncontrollable. Never riled up. Eventually turns against the team in a terrible betrayal.

RESERVE MEMBERS (Incomplete listing)
American Steel (Pennsylvania): Steel robot powerhouse.
Babe (Minnesota): Oversized bald blue parahuman strongwoman.
Connecticut Yankee (Connecticut): Time-manipulating patriot.
Diamondhead (II) (Hawaii): Indestructible native Hawaiian.
Ethanolian, The (Iowa): Ethanol-fueled advocacy hero.
Flickertail (North Dakota): The squirrel girl.
Geyser (Wyoming): Steam manipulator.
Hot Rod (Michigan): Speedster.
Hustler (California): Acrobatic adventurer. Brian Kilpatrick.
Jersey Devil (New Jersey): The genuine horse-headed freakish article.
Manatee, the (Florida): Something dredged up from the water.
Minute Man (Virginia): Able to use any one power one minute at a time.
Quorum, The (Utah): Morman multiple-men.
Weevil, The (Alabama): Insect hybrid. Failed experiment.

AFFILIATED MEMBER
The Smithsonian (Washington, D.C.): American cultural artifact hero.

FREQUENT VILLAINS:
Atomic Brain, the: The infamous nuclear nutcase. See Crooks! for more on this major villain.

Damocles: Robot creation of Professor Panic. Currently tracking down retired Statesmen and draining them of their powers. Many live in fear of a visit from the robot. See M&M core rulebook.

Professor Panic: Robotics genius who vexed the Statesmen more than any other enemy. His orbiting base, the Stargoyle, was forced to Earth by the team, and crashed in downtown Arcadia. The vessel shortly thereafter became the Statesmen HQ, and although the team no longer exists the Stargoyle is still there, and its mysterious power reserves fuel much of Arcadia's energy needs. Currently stranded on Earth Adrift, an alternate Earth so distant in planar terms from that of the Statesmen to be almost completely inaccessible.

Red Ramesses: Egyptian-style villain who popped up during the American tour of King Tut's treasures in the late 1970s and who vexed the team on several later occasions.

--Erik Mona
Lead Editor
www.superunicorn.com
Erik Mona
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www.superunicorn.com

Libra
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Post by Libra » Thu May 12, 2005 3:06 am

Interesting. Can anyone tell me what the Hustler looked like in his costume, please? An what abilities he possesed?
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Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.

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Post by goodtremere » Thu May 12, 2005 6:37 am

YES!!! The Statesman have a squirrel girl on the team!

And I think the Minute Man sound fun.
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Re: The Statesmen!

Post by Helios » Thu May 12, 2005 7:24 am

Erik Mona wrote:St. Elmo (Massachusetts): Unstable religious psychopath possessed of strange blue-flame powers. Constantly quotes scripture. Has nebulous ties to secret societies within the Catholic Church. Extremely powerful, but almost totally uncontrollable. Never riled up. Eventually turns against the team in a terrible betrayal.
Joy. The guy from MA is a religious psychopath. :(

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Re: The Statesmen!

Post by Black Ops » Thu May 12, 2005 7:25 am

Erik Mona wrote:THE STATESMEN
America's retreat from Vietnam sent shivers of fear through the corridors of American power. Patriotic senators who bristled at the increasing relevance of the United Nations worked behind the scenes to undermine international moratoriums on employing superhumans as military assets. While the victor of the nuclear arms race remained uncertain, America clearly dominated the realm of superhuman development, with decades-old covert origin programs, a dedicated government agency (in the form of META-4), and a young underclass of naturally occurring parahumans. Should the nation come under threat, they reasoned, surely the government would view superhumans as military resources expected to aid in the nation's defense. Why not meet that day with a government-sanctioned team of superhumans ready-made to defend America from attack, and as a consequence have a highly trained force of powered operatives on hand in case they became necessary in the international arena.

Draped in the bicentennial fervor of 1976, the Statesmen featured one superhuman from each state of the union. The flag-waving fighting force celebrated American heritage whole combating crime across the nation.

The annoucement of the team amounted to an unfunded mandate from the federal government to the states. Consequently, not all Statesmen were created equal. Some states, more concerned with local affairs, contributed only a token representative to the team. Others partnered with local academics and scientists or corporate interests to create innovative, expensive parahumans exceeding the powers of the previous generation's heroes.

The result was a core team of six field operatives that served as the "face" and crisis team and a huge roster of reserve members called in on specific missions or on capers of local interest. All the while these reservists continued careers as solo heroes or regionally based sub-teams. The whole team endured tremendous turnover, as state programs ran out of money and (increasingly as the years went by) as team members died or disappeared under mysterious circumstances.

The team based themselves in Arcadia, which was both a symbol of the American superhero because of the heroic sacrifice of Miss Moxie during World War II and a burgeoning hive of super-crime thanks to Arcadia's lax enforcement of super-crime laws (itself meant to attract more superheroes). Although based on the West Coast, alien-derived teleportation technology ensured that America's Team was able to reach all corners of the country in an instant.

They lasted until 1982, when the core team was utterly defeated by the Atomic Brain. The years prior to that had been filled with humilation after humiliation, with annual funding cuts and more frequent funerals. Today the team is remembered as an idealistic novelty of the 1970s.

CORE TEAM

Trinity (New Mexico): As the Soviet Union displayed their nuclear missiles in boastful Mayday parades, America unveiled a living embodyment of its nuclear supremacy in the form of Trinity, a man who could splot himself into three cold fusion dynamos.
Matthew Archer was a brilliant nuclear physicist exposed to radiation early in his career. In order to retain his peerless mind, the government heavily subsidized New Mexico's budget for the Statesmen project.
Trinity became the first leader of the Statesmen in 1976, and remained in charge until 1981, when one of his "thirds" was captured, dominated, and warped by the Atomic Brain (see Crooks!, p. 33). As a result, all three thirds were reduced in power and intelligence. The two survivors merged once more, but the captured third, isolated from his fellows, began to lose its humanity, and became a slave of the Atomic Brain. From that point, Archer could produce only one duplicate. The warped, orphaned duplicate becamed known as Singularity, and remains a powerful menace to this day.
In 1987, agents of the U.S. government received a transmission from Chick Courage of Courage Unlimited, a team of superheroes who had vanished from Earth in 1951. The signal was traced to a distant planet, and Gavin Pierce himself asked Trinity to seek out the stranded team and bring them home, so that their knowledge and technology could be harvested for America. Archer split once again, sending one half of himself to the stars for a journey that would take several years. That being finally reached Courage Unilimied in recent years, but has not yet returned with his quarry. The remaining Trinity, much diminished, was drained of all powers by the robot Damocles (M&M core rulebook).
Trinity had a full head of blond hair and wore a blue and black bodysuit. His chest emblem varied slightly, allowing a practiced eye to differentiate between the otherwise identical beings. An image of Singularity appears on page 34 of Crooks! Trinity looks exactly the same, but does not suffer from the same warping curse as his unfortunate orphan. In his prime, Trinity's powers included triplication, radiation immunity, vacuum immunity, flight, space flight, growth, and super-strength. He was one of the most powerful superumans in the META-4 universe; although his is much diminished from his glory years, the remaining powered Trinity being currently with Courage Unlimited is a brilliant, potent opponent.

Bigfoot (Washington): Savage beast from the mountain forests of the Pacific Northwest. Completely feral and prone to uncontrollable rages, but also impish and curious in a simian manner. Only really seemed to follow the orders of teammate Calamity Jane Doe.
Bigfoot looked like a powerful, scary version of the creature seen on the infamous Patterson Film. Perhaps he _is_ the creature in the Patterson Film. His powers include enhanced resilence and pain tolerance, natural claws and fangs, and super-strength.

Calamity Jane Doe (South Dakota): Acrobatic, gorgeous trickshot with an unerring longrifle. Addicted to adventure and excitement. May have other inscrutible powers (Kyle?). Extremely coarse in manner. The teammember most likely to provoke a fist-fight.

Skyscraper Joe (New York): Anthropomorphic wisecracking gorilla who dresses in the finest designer suits and smokes the finest designer cigars. Deeply resents comparisons to Bigfoot, whom he loathes, sneeringly referring to the creature as a "gimmick character."

Kittyhawk (North Carolina): Female jetpack hero with metal wing contraption strapped to her back. Wears pilot headgear and (when flying) goggles.

St. Elmo (Massachusetts): Unstable religious psychopath possessed of strange blue-flame powers. Constantly quotes scripture. Has nebulous ties to secret societies within the Catholic Church. Extremely powerful, but almost totally uncontrollable. Never riled up. Eventually turns against the team in a terrible betrayal.

RESERVE MEMBERS (Incomplete listing)
American Steel (Pennsylvania): Steel robot powerhouse.
Babe (Minnesota): Oversized bald blue parahuman strongwoman.
Connecticut Yankee (Connecticut): Time-manipulating patriot.
Diamondhead (II) (Hawaii): Indestructible native Hawaiian.
Ethanolian, The (Iowa): Ethanol-fueled advocacy hero.
Flickertail (North Dakota): The squirrel girl.
Geyser (Wyoming): Steam manipulator.
Hot Rod (Michigan): Speedster.
Hustler (California): Acrobatic adventurer. Brian Kilpatrick.
Jersey Devil (New Jersey): The genuine horse-headed freakish article.
Manatee, the (Florida): Something dredged up from the water.
Minute Man (Virginia): Able to use any one power one minute at a time.
Quorum, The (Utah): Morman multiple-men.
Weevil, The (Alabama): Insect hybrid. Failed experiment.

AFFILIATED MEMBER
The Smithsonian (Washington, D.C.): American cultural artifact hero.

FREQUENT VILLAINS:
Atomic Brain, the: The infamous nuclear nutcase. See Crooks! for more on this major villain.

Damocles: Robot creation of Professor Panic. Currently tracking down retired Statesmen and draining them of their powers. Many live in fear of a visit from the robot. See M&M core rulebook.

Professor Panic: Robotics genius who vexed the Statesmen more than any other enemy. His orbiting base, the Stargoyle, was forced to Earth by the team, and crashed in downtown Arcadia. The vessel shortly thereafter became the Statesmen HQ, and although the team no longer exists the Stargoyle is still there, and its mysterious power reserves fuel much of Arcadia's energy needs. Currently stranded on Earth Adrift, an alternate Earth so distant in planar terms from that of the Statesmen to be almost completely inaccessible.

Red Ramesses: Egyptian-style villain who popped up during the American tour of King Tut's treasures in the late 1970s and who vexed the team on several later occasions.

--Erik Mona
Lead Editor
www.superunicorn.com

So there never where a full 52 ?
Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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Post by Erik Mona » Thu May 12, 2005 12:08 pm

52? The PR and the DC?

There were probably a few missions that required "all hands on deck," so to speak. And I think at the launch of the program they had 50 members, but the team would have started shrinking almost from the start.

Keep in mind that the list above is but a partial list. There were plenty of other team members we haven't gotten around to designing (or even making up) yet.

--Erik Mona
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www.superunicorn.com

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Re: The Statesmen!

Post by Erik Mona » Thu May 12, 2005 12:14 pm

Helios wrote:Joy. The guy from MA is a religious psychopath. :(
Hey, I had to honor the state that gave me my college education somehow.

--Erik

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Post by Black Ops » Thu May 12, 2005 12:17 pm

52? The PR and the DC?

Sorry,thats what I heard on my side of the pond,so you only have 50 Sates?
Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
Translation: I have a catapult. Give me all the money, or I will fling an enormous rock at your head

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Post by The Shadow » Thu May 12, 2005 12:28 pm

Black Ops wrote:52? The PR and the DC?

Sorry,thats what I heard on my side of the pond,so you only have 50 Sates?
Fifty states, yes. Puerto Rico is a "Commonwealth", as are other territories like Guam. The District of Columbia is the "federal district". PR and DC have both had statehood movements in recent years; Puerto Ricans in fact recently voted down the idea in a referendum, choosing to remain a commonwealth.

Commonwealth and DC citizens can vote for president, but have no voting representation in the Congress.
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Post by Setothes » Fri May 13, 2005 7:35 pm

Puerto Rico is only the most famous one, the US considers American Samoa, Guam, the Federated States of Micronesia, the Northern Mariana Islands, the Marshall Islands, the US Virgin Islands and Palau as 'territories' or 'protectorates' or 'minions that vote however we tell them to at the UN' depending on who you ask.

Geyser and Jersey Devil and the Quorum all sound cool. The idea of a native Hawaiian hero also sounds nifty, although I'd go stereotypical all the way and have him/her volcano-based.

St. Elmo sounds like he was born a century or two too late for the Salem witch trials...

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Post by Drama Guy » Sat May 14, 2005 3:17 am

Unless he is immortal, displaced by time or...
JUST FREAKIN NUTS!
"All the world's a stage,
And the men and women merely players." -Shakespeare

"Drama is about why things happen. The murder is not as interesting as what drove the person to do it."

"It's not about the play it's about the Drama!"

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Post by Setothes » Sat May 14, 2005 8:39 am

Unless he is immortal, displaced by time or...
JUST FREAKIN NUTS!
This being a comic-book inspired setting, there is the distinct possibility that he is all three. :)

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Post by TawdryGames-Hodag » Sat May 14, 2005 8:53 am

Setothes wrote:
Unless he is immortal, displaced by time or...
JUST FREAKIN NUTS!
This being a comic-book inspired setting, there is the distinct possibility that he is all three. :)
That's actually a requirement for some publishers...
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Post by Drama Guy » Sat May 14, 2005 10:46 am

Publishers need to be displaced in time?

No arguement on the other two. :)
"All the world's a stage,
And the men and women merely players." -Shakespeare

"Drama is about why things happen. The murder is not as interesting as what drove the person to do it."

"It's not about the play it's about the Drama!"

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