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My World of Freedom

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My World of Freedom

Postby Captain Commander » Fri Apr 03, 2009 8:31 pm

I've run and been in a few one shot M&M adventures and such never really needed an actual world setting. However I'm hoping to run an M&M campaign one day so decided to create my own world setting.

The setting itself draws heavily from Freedom City source book. I'll also be incorporating some Meta-4 (I really enjoyed Crooks) and of course my own home-brew stuff of course. I was going to use some of the Palladium aliens stuff but after reading their copyright rules I'll be giving that a miss, maybe using Meta-4 aliens instead.

Sorry I can't give much more info right now, but it's a work that's just started and I wanted to share it's creation and evolution with fellow M&M fans. Please feel free to make suggestions, corrections and comments. Note that currently my M&M collection is quite small being the Core Rule Book, Freedom City and Lock Down. I do however have intermittent access to numerous other books thanks to a friends collection.

Oh, one other thing. Although I am utilizing the Freedom City book, in particular the heroes and villains, I have altered a fair bit of the history and general setting. As I wrote in another thread: Freedom City, is it Four Color?, my World of Freedom is a modern age setting as opposed to the more Silver Age feel of "normal" Freedom City. I'm also trying to include a number of Wildstorm characters to "flesh out" the rest of the world, either importing them directly or formulating analogues. Oh and if a few Marvel character analogues appear as well that just means I couldn't contain myself.




CONTENTS.
In The Beginning
Realms of the Freedom Universe: Overview
The Greater Multiverse: Overview
A Brief History of the Earth
Denizens of the Dream Realm
Divines and Infernals
African and Carribean Gods
Australian Gods
Bablyonian and Sumerian Gods
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Some Freedom City NPCs with PL problems.

Postby Captain Commander » Fri Apr 03, 2009 8:36 pm

First things first, I've decided to look over the various Freedom City heroes and villains I have used or find interesting and a number of PL issues came up as in the NPCs exceed the PL they are stated at. Here were my findings:

CAPTAIN THUNDER.
Captain Thunder has a Toughness save of 14 (+4 from Con-18 and +10 from protection) and has a Defense of 10. Which makes him a PL-12 character. However, he also has Absorption- 12 and looking at the rule book, "Absorption rank counts as a bonus to Toughness saves for power level purposes". (pg-71). So his effective Toughness save is actually 26, making him a PL-18 for defensive purposes. Oh and yes I know it's only effective against electricity but seeing as you have guys who use "situational modifiers" such as Sneak Attack to reach their PL limit, it still counts. To repair this mistake, I make his Absorption with the Flaw: No Protection as in the full strength of an attack still gets through while still allowing him to use the Absorption for Healing.

MAXIMUS ATOM.
His PL works fine when growing but when he shrinks, his Def/Tgh exceeds 20pts (ie PL-10). At Fine he has an effective Defense of 18 and Tgh- 6. At Minuscule he has a Defense of 22 and Tgh- 6. Maybe I've missed something about Shrinking, but looking at the power description in the core book, Shrinking reduces Str by one per rank to a minimum of Str-1 but it doesn't affect Constitution, Protection or anything to do with Toughness save. So this Maximus Atom an effective Defense PL-14 at Minuscule size.

FORESHADOW.
Has an Attack- 13 (melee) and a Damage- 4 (unarmed) making him a PL-8.5 (rounded up to PL-9). However he also has the Sneak Attack Feat giving him +2 damage making his total Attack PL-9.5 (should be rounded up to PL-10).

THE MAESTRO.
Is a PL-10 villain but has Mind Control- 11. Max Save DC modifier for any character is their own PL so he should be a PL-11 villain.

CRIMSON KATANA.
Normally has a Defense- 16 and Toughness- 8, making her PL- 12. However when she is possessed by her father, she gains Force Field- 9. Making her Defensive PL- 17. I remedy this by simply making her father less skilled; drop Defensive Roll feat (-4 Tgh) and bring Defence down to 12.

If anyone has suggestions on repairs or know of other such problems, please post here.
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Re: Some Freedom City NPCs with PL problems.

Postby sable » Fri Apr 03, 2009 9:04 pm

Captain Commander wrote:First things first, I've decided to look over the various Freedom City heroes and villains I have used or find interesting and a number of PL issues came up as in the NPCs exceed the PL they are stated at. Here were my findings:

MAXIMUS ATOM.
His PL works fine when growing but when he shrinks, his Def/Tgh exceeds 20pts (ie PL-10). At Fine he has an effective Defense of 18 and Tgh- 6. At Minuscule he has a Defense of 22 and Tgh- 6. Maybe I've missed something about Shrinking, but looking at the power description in the core book, Shrinking reduces Str by one per rank to a minimum of Str-1 but it doesn't affect Constitution, Protection or anything to do with Toughness save. So this Maximus Atom an effective Defense PL-14 at Minuscule size.


according to Ultimate Power, you lose 1pt of Toughness for every size category.
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Re: Some Freedom City NPCs with PL problems.

Postby Captain Commander » Sat Apr 04, 2009 1:03 am

sable wrote:
Captain Commander wrote:MAXIMUS ATOM.
His PL works fine when growing but when he shrinks, his Def/Tgh exceeds 20pts (ie PL-10). At Fine he has an effective Defense of 18 and Tgh- 6. At Minuscule he has a Defense of 22 and Tgh- 6. Maybe I've missed something about Shrinking, but looking at the power description in the core book, Shrinking reduces Str by one per rank to a minimum of Str-1 but it doesn't affect Constitution, Protection or anything to do with Toughness save. So this Maximus Atom an effective Defense PL-14 at Minuscule size.


according to Ultimate Power, you lose 1pt of Toughness for every size category.


Unfortunately my rather limited collection doesn't include Ultimate Power and my current comic supplier doesn't have it (I don't order online as I don't trust credit cards). Also I'm pretty frugal when it comes to buying books with "optional" rules as I tend to house rule stuff myself to suit my players' style (which tends to munchkinism). Thanks for the info though and that's a good addendum. Even with that however, at Minuscule he has Def-22 and Tgh-1, making his Defensive PL- 11.5 (rounded up to 12).
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IN THE BEGINNING.

Postby Captain Commander » Fri Apr 10, 2009 3:47 pm

Alright, time to get to the nitty gritty of things. So I've decided like many of my other settings, to start at the beginning. And I mean beginning with a capital B. So I hope you guys enjoy.

A note on religion
A number of gods, pantheons and general mythologies presented in my setting are still revered in certain cultures. Thus I stress that the information I am presenting is not in any way factual. It is my reinterpretation of popular myths and legends, used for the sole purpose of providing material for my setting. If for whatever reason you wish to utilize any or all of my setting but are offended by my mythos, please feel free to substitute your own. One obvious way is to transform the various supernatural entities; Angellos, gods, demons etc into Cosmic Entities along the line of the Oans or Celestials.


IN THE BEGINNING.


When formulating a role playing world I like to begin at the beginning and answer the big questions (at least to myself). So when I decided to make My World of Freedom I asked myself three questions. What is ultimate origin of super powers? Why is Freedom Earth so important? And Why (in my universe anyway) were aliens so human looking?

I decided make Freedom Earth totally central to the whole universe and even multi-verse. In My World of Freedom, I made the Earth an artifact created by a truelly Higher Power (the One). This artifact was originally the only thing that existed in the material universe. On it was the First Race. The artifact and the First Race were inherently linked. Earth possessed a rudimentary sentience, the combined mental and emotional abilities of all it's inhabitants. The First Race lived billions of years in contentment, living in contemplation of the One.

One day however, one of them decided to engage in its own an act of creation. Drawing on its near limitless powers, the being known as the Light Bringer began creating it's own worlds (pale imitations of Earth). These worlds were dark and lifeless, so the Light Bringer created them suns (thus earning its name) and shaped what came to be the beginning of the universe as it exists. It returned to the other members of the First Race, exuberant in it's achievements. While most of the First Race had no particular interest in anything more than contemplation of the One, some were drawn to help the Light Bringer in expanding the nascent universe.

A debate was waged for billions of years. The power of the First Race was such that their arguments manifested as cosmic forces that warped and altered the Light Bringer's initial creation. Whole galaxies were destroyed while new ones were formed. The vestiges of life began to emerge in distant planets, many of which died out before they had the chance to evolve further. Finally the First Race decided to directly ask the One to intervene in a judgment. This intervention came in the form of portal. The First Race were to leave Earth which was nothing more than a teaching ground created for them by the One. Most of the First Race left but the Light Bringer and his staunchest supporters remained, believing that should they leave, the One would destroy the Earth artifact, having no further need of it.

With the portal closed, the One than gave the Light Bringer and its cohorts one last command; "Do as thou wilt", granting them the gift and burden of Free Will, before breaking off all all contact. The departure of the One caused many of the Light Bringer's followers to fall into catatonic despair and came to be known as the Sleepers. Those who did not fall prey to this despair, broke up into two camps. The Light Bringer's group, which came to be known as the Preservers, ventured from Earth to explore and interact with the expanding universe. The other group, the Diaspora, left the material plain to seek the One.

The Light Bringer and his followers were amazed by the Universe. They discovered emerging pockets of life which some nurtured, forming them into close approximations of their own form (that's why aliens tend to be funny looking humans). These became the eldest of the material races. Where-ever they went, the Preservers expended a little bit of themselves, affecting and molding reality into forms they considered aesthetically pleasing. When they reached the fringe of the Universe however, they encountered something unexpected. A semi-sentient force of ultimate entropy that threatened to eat away and destroy the Universe they had created. The Preservers battled this entity to a stalemate. Then one of it's members decided to allow the more powerful elder races, which they came to call the Primearchs, to join the battle. Although this tactic gathered them enough raw power to capture the entropic force and imprison it in a sub-dimensional realm, the act greatly diminished the Preservers and most of the Primearchs were driven to extinction.

Although the battle had been won, the Preservers were angered with the Light Bringer. Their powers had been diminished and many of their beloved Primearchs had been destroyed. They turned on the Light Bringer. In its turn the Light Bringer played its trump card. As the initial creator of the greater Universe, it had linked the Universe's very survival to his own continued existence and so ensuring its compatriots could not destroy it without destroying the Universe. Thus they imprisoned the Light Bringer in another sub-dimensional realm. Both sub-dimensional prisons were further separated from the material universe by a realm of un-navigationable shadow (The Shadow Realm). Greatly lessened by the two great battles, the Preservers made plans to depart the material realm in search of the One. Not wishing to see the Universe unprotected however, they left numerous artifacts and guardian races (including the Atlanteans) to protect it before departing forever.

In time, the Earth consciousness began to re-awaken. Now its gestalt sentience was primarily dominated by humans. The power of the earth sentience drew a group of nomadic Primearchs to it. These entities surmised that the worship of humans would allow them to tap the power of the Earth consciousness for their own purposes. They did not however count on the strength of the human will. They were altered and shaped by the human psyche into the divinities that the humans needed and wanted them to be. Thus the numerous pantheons sprung into existence. In time, these gods managed to access the power of the Earth consciousness and began creating their own sub-dimensional realms. As they created these sub-dimension, they came into contact with entities known as the Mel'Akh, later termed the Angellos. The Angellos claimed to be members of the Diaspora who had re-made contact with the One and were now returning to the various material dimensions to spread their message. This surprised the gods for two reasons. Firstly they feared the return of the One and secondly they had no idea that more than one material reality existed.

They sought an audience with the Angellos to answer their concerns. Their fear of the One's return was left unanswered, being the Angellos did not warrant such knowledge being necessary. Their question on alternate material universes was answered by a sympathetic Angellos who told them that when the original Diaspora had occurred. Certain members of the Diaspora gave up on the idea of ever locating the One and created their own versions of Earth and later expanding them into universes. The sympathetic Angellos also attempted to placate the gods fears of the One to varying successes. Returning to their own universe and Earth, many of the gods became paranoid. Deciding to try and ensure their survival by co-opting the power of the Earth consciousness. A few even attempted to subvert the humans once and for all. However, thanks to those divinities who were benevolent to the humans, alongside the growing power of human mages, these would be conquerors were defeated. Eventually a Concord was formed between the gods and the natives of Earth, limiting the intervention of gods to necessitate the free will of an Earth native to initiate said intervention (usually via prayer or summoning).

In time, the gods came to interfere less and less with Earth. Being content with governing their realms, boosted by the souls of human worshipers, with a few even moving their influence to other planets. Without the gods draining the Earth consciousness' power, the Earth consciousness began empowering native humans with amazing powers. These super-powered beings can in many ways be seen as an immune system created by the Earth to protect itself from outside predations. Thus far they have been successful, fighting off all manner of threats.
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Postby Libra » Sat Apr 11, 2009 10:31 am

Hmmm. . . interesting work so far Captain Commander. Please keep it coming! :D
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REALMS OF THE FREEDOM UNIVERSE: OVERVIEW.

Postby Captain Commander » Mon Apr 20, 2009 11:36 pm

REALMS OF THE FREEDOM UNIVERSE: OVERVIEW
The Freedom Universe of which Freedom City is a part of, is composed of more than one Dimensional Realm, though the majority of it's mortal denizens are unaware of these other realms.



The Prime Material Realm
The First Creation. Where the One formulated the Earth and the Preservers expanded their Universe. It houses the majority of the mortal races, most of whom lack the ability to see beyond it's boundaries. The Prime Material Realm follows rules of interaction imposed upon it by the One and later altered by the Light Bringer. These rules were created to maximize the potential for life and the variety of experiences available to it's inhabitants. Well ordered and logical, the Prime Material Realm was a place of learning for the First Race and later the Primearchs and preceding races. It continues to fulfill this function still.

The Prime Material Realm is home to the Master Mage of each universe. In the case of Freedom Earth, this role belongs to Dr Adrian Eldrich. It is the Master Mage's duty to safeguard the Prime Material Realm from other Realms in the same universe and even Multiversal menaces. In many Universes, the Master Mage, corrupted by power, falls from the ideal and instead of being their realm's protector, they become it's would be conqueror. Such Prime Material Realms become known as Dark Dimensions.



The Dream Realm
A Realm created by the shared dreaming consciousness of all sentient life-forms. The Dream Realm seems not to have had any engineer, instead spontaneously arising out of a deep seated need in the psyches of sentient life-forms to communicate their emotions and aspirations to each other. The Dream Realm can be divided into three sub-realms; the Luminal, the Familial and the Aethereal. It's primary inhabitants are categorized into two divisions; Dream Woven and Dream Natives.

The Luminal Realms are those of the individual dreamer, created by a single dreaming entity. Fleeting in existence, they are destroyed and re-created with each new dream. It is the birthing place of the Dream Woven; entities formulated by the dreamers thoughts, desires and imagination. While most Dream Woven are as fleeting as the realm which spawned them, a few manage to make their way from the Luminal Realm into the wider Dream Realm. Most enter a sort of torpor while they wait for their sleeping creator to once again create a Luminal Realm for them to live in. Luminal Realms take on the appearance of whatever its creator is currently dreaming of. Time is warped in the Luminal Realms, with what may appear as days passing in a matter of minutes.

The Familial Realms encapsulate numerous Luminal Realms of individuals who share strong bonds. This realm allows for limited communication between it's members, such as an unexplained uneasiness or sadness when a close family member is hurt. The Familial Realms are layered similar to cities, states and countries. For example, a tribe may share one Familial Realm, which itself is encapsulated by a larger Familial Realm formed from the dreams of a nation that in it's turn is a part of a larger Familial Realm, that could encompass all the dreams of a particular planet or species. Some sages believe that phenomena such as Racial memory or innate Cultural hegemony may be formed by the subtle interactions within the Familial Realm. Those who have visited a Familial Realm describe it as being highly changeable. Shifting colors of light, morphing gasses and liquids of varying densities and the occasional spark of psychic energy.

The inhabitants of the Familial Realm are primarily Dream Woven who have broken free from Luminal Realms and are in a state of torpor. A few Dream Woven however, manage to remain "awake" and may even move into the Luminal Realm of a close Familial member. Most (though not all) such Dream Woven are of the primordial type, conveying emotions rather than coherent words and images. They allow Familial Realm members to share each others desires and emotions. Thus a very fearful or happy dreamer could formulate strong Dream Woven entities that escaped their Luminal Realm and spread those emotions to close Familial Realm members. The Familial Realm is also inhabited by Dream Natives; entities which sprung up to preserve the Dream Realm. Dream Natives are amorphous entities able to assume whatever form serves their purpose. When interacting with visitors, Dream Natives often take a form known to the visitor and are able to speak all languages. They possess incredible power in the Dream Realm which they use to oust unwanted visitors who would harm the Dream Realm.

The Aethereal Realm permeates the Dream Realm, at once connecting and separating the various Familial Realms. It also links the Dream Realm to the Astral Plain protecting the various Familial Realms from Astral predators.It is inhabited by armies of Dream Natives who protect the Dream Realm from invaders seeking to feed off the psychic energies of the Dream Realm. The Aethereal Realm seems featureless and is very difficult to navigate. It is almost pitch black with the well lit Familial Realms appearing as clouds of color. Space seems warped, making the judging of distances near impossible.



The Divine and Infernal Realms
The first Divine Realms were created by various Primearchs who came to be worshiped as gods by the ancient peoples of Earth (human and non-human alike). They utilized the energies gained from worship to tap the Earth Consciousness and form sub-dimensional kingdoms for themselves to rule over. The various Divine Realms waxed and waned depending on the number of worshipers each Pantheon possessed.

In time, a number of gods attempted to fully subjugate Earth's humans (the strongest and largest sentient group on the planet) but were defeated by gods sympathetic to the humans and their mage allies. Many of these gods were punished by their own pantheons but a few (including those whose whole pantheons had attempted to subjugate humans) were cast down in dimensional prisons which came to known as the Infernal Realms.

As the worship of the old gods diminished, the established links, both physical and spiritual, between the Divine Realms and the Prime Material Realm greatly weakened. Fortunately for the larger pantheons, their Realms were already stocked with the souls of thousands (if not millions) of followers who had died on the Prime Material Realm and been given new bodies to house their souls in the Divine Realms. These once mortals provided enough energies for the larger Divine Realms to continue their existence regardless of a lack of modern worshipers. A few smaller Pantheons however lacked sufficient souls and either joined larger pantheons (often as lesser subjects) or sought new worshipers on other worlds.

As survival came to be a primary focus for the many Divine Realms, the gods therein stopped the guarding and upkeep of the Infernal Realms. Many of the Infernal Realms, once places of torment for their prisoners, came to be dominate by the prisoners they held. The majority of these Infernal Realms' rulers had lost their original divine forms and become twisted demonic entities.Their very natures had changed and no longer did they seek nor need mortal worshipers, instead gaining sustenance from the suffering of mortals. Those rulers who had retained a vestige of their former divine nature continued to seek souls, often by formulating contracts and pacts with evil magi and generally vile individuals. A few even ventured outwards from Earth to form cults on other worlds.

The gods, both Divine and Infernal, who left to find worshipers on other planets, encountered numerous divinities not originally linked to the Primearchs who had traveled to Earth. Some of these alien gods were nothing more than super powered mortal beings while others were Primearchs of different races who had managed to create their own Divine (or sometimes Infernal) Realms by cultivating the energies of their own worshipers. Thus the majority of Earth's gods were forced to retreat back to Earth or fight to capture and hold control of primitive civilizations. A few even transplanted their worshipers to new planets in the hopes of growing their followers' population base and thus their own powers.

The Divine and Infernal Realms are connected to the Prime Material Realms through special portals found in areas of power and mythic significance. Most of these portals open very rarely. Another avenue of contact is through the invocation of special pacts and treatises that allow mortals to call upon the gods in exchange for servitude or a future boon. A third avenue is via the Inner Astral Plain, which permeates through all reality, though the journey can be very dangerous for both mortals and gods due to many sentries placed by the various pantheons on the outskirts of their realms. The final way to contact the Divine and Infernal Realms is via the Dream Realm. Each Pantheon possesses it's own Familial Dream Realm which can be accessed by those skilled in the arts of dream manipulation.

Divine Realms tend to closely resemble the Prime Material Realm in content and physical rules to accommodate the mortal races that dwell therein. Infernal Realms are always hostile. Varying from burning pits to pitch darkness and even apparently lush forests inhabited by poisonous creatures and life draining ghosts.



The Primal Realms
Realms that seem to be the well spring of primal forces such as Air, Earth, Fire and Water. They are composed wholly of the elements which they represent. The Primal realms are very dangerous and hostile environments. Unfortunately they are often accessed accidentally through ancient portals created by magi of past civilizations. The Primal Realms can also be accessed via the Inner Astral Plain, though their borders are heavily guarded by powerful elemental entities. While the majority of it's inhabitants are native elemental beings, there do exist non-natives who often reside in miniature kingdoms they created. A number of these miniature kingdoms are ruled over or protected by the more intelligent elemental natives, some of whom seek worship as gods.



The Inner Astral Plain
The Inner Astral Plain permeates and links all the other Realms of the Universe to each other. It's very environment is one of shifting realities, often tempered by the thoughts and beliefs of those visiting it. There are no true natives of the Inner Astral Plain but there are numerous visitors, some of which have become permanent residents of the Inner Astral Plain. The fringes of the Inner Astral Plain are very hostile to all life and serve to create barriers between the various Universes which compose the greater multiverse. Traveling past these borders takes one to the Outer Astral Plain.
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The Greater Multiverse: Overview.

Postby Captain Commander » Tue Apr 21, 2009 11:21 pm

THE GREATER MULTIVERSE: OVERVIEW.
Freedom Earth and the universe it exists in is but one of many realities in a limitless multiverse.


Alternate Earths
The majority of Alternate Earths (and their universes) were created by members of the Diaspora who had given up on the search for the One. Though often differing in historical content from Freedom Earth, they follow very similar rules of physics. A few universes however seems to have spontaneously sprung up, manufactured by unknown forces. These alternate Earths are less recognizable in history and even physical rules. Many are unstable and on the verge of destruction or decay.
Travel methods to Alternate Earths are varied and often unpredictable. The only commonly reliable pathway is via the Astral Plain. The Inner Astral Plains of each universe are in turn surrounded by the Outer Astral Plain, allowing powerful magi and psychics to break though to Alternate Worlds.



The Outer Astral Plain
The exact origins of the Outer Astral Plain is unknown. Because it exists outside time and space, it may have predated the First Race or it might just as likely have been created at the very end of time. This realm at first seems similar to the Inner Astral Plain in that it is tempered by the thoughts and beliefs of it's visitors. However, physical rules such as gravity, magnetism or even temporal causality are twisted here. One may wonder for what appear to be days in but a few seconds. It is possible to even travel backwards and forwards in time or return to one's original point of entry, years younger than when one left. There have been cases too of wanderers (often Astral projecting) who returned to their own worlds centuries after their physical body's death and were forced to become insubstantial Astral ghosts. With such evident risks, few but the most powerful and well prepared dare travel to the Outer Astral Plain.

Unlike the Inner Astral Plain, there also exists native life forms here. Most are on a scale of power and often size, unimagined in the Prime Material Realm. Planet sized techno-organics which ply the Astral by-ways reordering its reality with their passing. Entities that inhabit higher dimensional space may be encountered as well, though due to their non-3D nature, identify and cataloging them is next to impossible. The Eternals residing in their Temporal citadel and the Angellos, who seem to be on a quest to explore and conquer this realm from their so called Silver City. Finally there exists what the higher powers call the Three Thrones; the Terminus, the Zero Zone and the Shadow Realm.



The Eternals and The Angellos
The two most powerful factions residing in the Outer Astral Plain are the Angellos and the Eternals. The Eternals protect the multiverse from unwarranted temporal manipulation. They claim to be responsible for ensuring that the multiverse reaches a set conclusion, though exactly what this conclusion is they are unwilling to share. They also claim that the current multiverse is only one amongst an endless succession and should the proper conclusion not be reached, this succession would be endangered. The Angellos consider themselves, their creation and the multiverse as unique and thus consider the Eternals' claims to be blasphemy. They claim that they are members of the Diaspora who succeeded in re-contacting the One Above All and have returned to lead the multiverse to an as yet unspecified salvation. As such the two nigh omnipotent races are in perpetual battle. Their powers are so great however that should they directly confront each other the multiverse would be rent asunder. Thus they utilize a number of agents, such as the Eternals; Time Keepers and Lords of Limbo and the Angellos; Gnostic Orders and Sophiatic Choir. It is of interest to note that while the Eternals and Angellos are hostile to each other, their servants often end up unifying against threats to the multiverse. In particular threats from the Terminus, Zero Zone and Shadow Realm.



The Terminus
The Terminus is the original prison dimension of the Preservers first and greatest enemy and is named after that malevolent force. In time that entity evolved, shaping and conquering its prison. The prison and the entity was reformed as an all consuming dimension within dimensions. It drew creatures from other realities to it, with promises of power, feeding off their destructive urges and the entropy they caused. Currently it is the base of Omega, whose experimentation caused the destruction of his own universe and flung him unfettered into the Terminus.

The Terminus is akin to the void of space with numerous planetary bodies, most of which are unoccupied. However there are no stars. Instead smaller planets orbit larger ones and the only existent lights are artificial. Ironically, life tends to cling in the most unexpected places. Dieing planets, the survivors of their dead realities can be found populated by the survivors of universes once as rich as that of the Freedom World. Freely traveling to the Terminus is difficult via any method for Omega and other masters of the Terminus guard their dimension in the harshest manner. More likely, entry is gained when one's world is attacked by forces of the Terminus who open dimensional portals and gather prisoners from unsuspecting realities.



The Zero Zone
The Zero Zone is the original prison dimension of the Light Bringer. Like the Terminus, it too fell under the influence of it's prisoner. Unlike the entropic force however, the Light Bringer posses a consciousness that is able to plan and think rather than being driven by some primordial and over-arching urge. Instead the Light Bringer remains in its realm, watching the rest of the multiverse and influencing outcomes for its own purposes. Occasionally it raids other realities to abduct specimens or even whole races which it believes could be of benefit to its future plans.

The Zero Zone itself seems to be a place of stasis. An endless realm of white. The Light Bringer has created a number of worlds for those beings it stole from other realities. Here the Light Bringer raises and cultivates civilizations for its own purposes and general amusement. Entry to the Zero Zone is relatively easy for most Astral travelers and there even exist dedicated portals from numerous worlds. Of course leaving is another thing all together and is a very difficult process that only the most powerful can hope to survive. In truth, the Light Bringer subtly encourages various super heroes and cosmic champions to use its dimension as a prison for the most powerful of villains. Once arrived, these beings are tested by the Light Bringer for suitability as recruits in its army. While some prisoners have attempted to overthrow the Light Bringer, such attempts have thus far ended in failure.



The Shadow Realm
Originally created by the Preservers as a buffer to protect the rest of reality from the Terminus and the Zero Zone. The soul-draining Shadow Realm somehow managed to integrate itself into the despairing dreams of the First Race Sleepers. In many ways the Shadow Realm can be viewed as the Dream Realm of the Sleepers though being such alien entities, the dreams they manufacture would cause madness in lesser minds. It grew strong from their powerful Emotive creations and powerful Dream Storms raged through it. The greatest of these would form into the force known as the Unspeakable One, a Dream Storm of incredible proportions that seeks to spread misery and fear to all beings of the multiverse.

The Shadow Realm does have a number of relatively benign regions known as the Fey Realms. The Luminal Realms of Sleepers who have momentarily found some peace. However as their name implies, they are all doomed to die and the inhabitants therein always seek ways to escape to more hospitable dimensions. These Fey Realms gave birth to the numerous Fey Folk of legend who often fled to Earth to survive the death of their birth Realms.
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A Brief History of Earth.

Postby Captain Commander » Tue Apr 28, 2009 12:40 am

A BRIEF HISTORY OF EARTH.



Pre-History and the Serpent People
After the Preservers left Earth to explore and organize the wider universe, the Earth Consciousness fell into a kind of torpor akin to that gripping the Sleepers of the First Race. Numerous species of animals and plants rose and fell. Whenever a species seemed on the verge of sentience, the Earth Consciousness would stir and mass extinctions followed. It was almost as if the Earth itself found the current inhabitants to be unworthy of inheriting its vast powers. There seemed no hope for a sentient life-form to ever gain a foot hold on Earth. In truth the first sentient came not from Earth but beyond the dimensional veil.

The Serpent People originated in the Outer Astral plain as Phantasms (often referred to as Fey Folk) of the First Race Sleepers. They came to Earth from the Astral Plain around sixty-five million years ago. Finding a bountiful planet uninhabited by intelligent life-forms, they claimed it as their own. Under the watchful eyes of their divine rulers, the Dragons, they engineered a number of servitor races from the large saurian population then existent. For countless millennium they prospered. Learning great mastery of magic and making headway into technology. However their sages detected the war between the Light Bringer and its brethren and realized that all they knew would be destroyed when the fallout of that the battle reached Earth. Thus they created a haven to house their citizens and a large number of their pets, against the coming destruction. When the destructive forces of the Light Bringer war finally reached Earth, it caused massive extinctions, ending the saurian age. However the Serpent people were safe in their haven. After ten million years of hibernation, the Serpent People awoke and returned to repopulate Earth.



Re-writing of Reality
When the Preservers returned to Earth 100 000 years ago, they found it populated by a vast and wise population of Serpent People. The Serpent People had slowly expanded their rule over much of the Milky Way, bringing general peace and prosperity to the galaxy. The Preservers accepted the Serpent People as a success until they discovered that these beings were the accidental creations of their Sleeper brethren. Believing that such creations were inherently flawed, the Preservers bent time and space itself to re-order reality. They traveled back to when the Serpent People had left their safe haven and stopped the return. To ensure the existence of a race more fitting to take up their mantle, they manipulated the genetic histories of entire species to allow for the evolution of humanity. Once humanity had evolved to a level of intelligence compatible with the Earth Sentience, the Preservers made further alterations to their genetic coding to allow them to survive other worlds. They then took these altered humans with them to seed various planets and thus ensure the survival of their favored race.

The Preservers' manipulation of reality was so thorough that no record of its occurrence would have been possible had it not been for the existence of a very powerful Dragon. The being, which came to be known as the Rainbow Serpent, was in fact an awoken member of the Sleepers. Its wisdom was such that it had fore-knowledge of what the Preservers were to do and enough skill in magic that it managed to remain hidden even from them. Once the Preservers had returned to seed the stars, the Dragon enacted its master plan. It went out into the Earth, tapping into the dreams of its brethren and made changes to reality to ensure the survival of the Serpent People. Its alterations changed the nature of reality a second time, though in very subtle ways. Humans would still be allowed to evolve but the Serpent People trapped within their Haven would also be allowed a chance to compete for Earth. Thus the Rainbow Serpent created an even playing field for the two races to see who would truly be deserving of inheriting the Earth. After its vast undertaking, the Dragon rejoined its brethren in sleep.



Lemuria and Far-Side
Two million years ago, the Rainbow Serpent allowed the Serpent People to return to Earth from their haven. The Serpent People, were delivered from destruction but they had been advised by their living gods to remain hidden from the Preservers. For millions of years, the Serpent People watched from the shadows as humans evolved. When the Preservers returned, they were astonished to find that the Serpent People had managed to survive their attempt at erasing them from existence. A number of Preservers called for yet another alteration in reality to expunge the Serpent People. However, many had found a new respect for the Serpent People and instead allowed their continuance on the stipulation that they move away from the humans. The Dragons accepted the terms and moved their people to subterranean and under-sea kingdoms, away from the eyes of humans. In their turn, those Preservers who desired the destruction of the the Serpent People were appeased by the creation of Far-Side. Armed with the Preserver created Moon Stone, the Far-Siders were created as a safe-guard against Serpent People domination of Earth.

For a time it seemed that the Serpent People and humans would end up being able to co-exist. However, one under-sea kingdom was contacted by the being known as Leviathan. It is unclear exactly what manner of being Leviathan truly was but what is known is that it was a servant of the Shadow Realm. Leviathan questioned why the much more advanced and noble Serpent People would abase themselves for the sake of humanity. It promised the Serpent People enough power to oppose the Preservers. Finally, it introduced the Serpent People to worship of the Unspeakable One. A number of Dragons challenged Leviathan to a formal duel but were humbled by its power. They were forced to flee their kingdoms and people, many settling in the region which would come to be known as Asia. Afterward, most of the Serpent People came under the sway of Leviathan and in direct rebellion against their pact with the Preservers, they founded an above-sea kingdom named Lemuria, from which they began the conquest of the rest of the Earth.



Arrival of the Primearchs and Atlantis
The Serpent People quickly tried to subjugate humanity. However their conquest was cut short by the arrival of the Primearchs. Sensing the power of the Earth Consciousness, the Primearchs arrived to feed off this energy source. They ended up battling the Serpent People and were accepted by the humans as guardians. The Primarchs realized that their worshipers actually allowed them to more readily utilize the energies of the Earth Consciousness and came to defend their human followers. The veneration and prayers of the humans had unseen consequences. The Primearchs very natures, motivations and psyches were altered by the humans and the Earth Consciousness they were tapping.

One Primearch in particular, Ahura Mazda, so came to love his human worshipers that he gave them the option to tap into their true potential. While most of his followers rejected the offer, a number of his people, led by his former high priest Atlan (Earth's first Master Mage), embraced their chance for true freedom. They traveled to an island prepared by Ahura Mazda and founded the fledgling state of Atlantis. This island nation, allied to the Iranian pantheon (and later many other gods), but at the same time unrestrained by devotions to the Primearchs, quickly ascended to preeminence amongst the human civilizations. It's magical prowess and technological might came to rival Lemuria which greatly antagonized the Serpent People. A number of Atlantean sages called for peace, but were drowned out in the chorus for war. They would leave Atlantis before its sinking to found Shangra-La and live in harmony with a number of Serpent People, including Dragons, who also renounced the ways of war.

The Atlantean-Lemurian war lasted centuries. The Atlanteans had on their side the power of numerous Primearchs and a unified empire. Lemuria had the mercurial whims of the Unspeakable One and was constantly torn by civil war. Atlantis looked certain to gradually win the war of attrition. However a minority of gods perceived the Atlanteans as a threat to their status. They met in secret to formulate ways to undermine Atlantis. At first engaging in small sabotage and general snobbery, this consortium of gods finally decided to covertly assist the Serpent people. Their secret assistance allowed the Serpent people access to Atlantean technology and countered the attempts of Atlantis' divine allies to defeat the Serpent people. It is popular belief that had they not interfered, Atlantis would have defeated Lemuria without itself being destroyed. In the end Lemuria attempted to manifest the Unspeakable One upon Earth. The Atlanteans had no other recourse but to sink Lemuria under the waves. Their effort, although successful, required the unleashing of a powerful but experimental cosmic weapon, which had the unforeseen side-effect of destabilizing the island nation and sinking Atlantis.

After the sinking of both Lemuria and Atlantis, the surviving citizens of the two great powers were forced to find new homes. The Serpent People attempted to retake their past subterranean realms but encountered fierce resistance from degenerate Serpent People, mutated Saurians and even Dragons who had been driven mad. A few managed to establish settlements, though they too in time would degenerate into savagery. One group would remain in sunken Lemuria under what they mistook to be the Leviathan's protection but were instead mutated into Cthonic nightmares. The majority of Atlanteans re-settled in the Caribbean. These settlements would in time become the basis of Utopia Isle. A smaller group of outcasts, mutated by exposure to the Atlantean cosmic weapon, were to settle in the Arctic Circle to form Ultima Thule. A final group attempted for a short time to remain in the sunken city of Atlantis, but the fall out from the Atlantian cosmic weapon eventually killed most of them off and forced the rest to become nomads.



God Wars
With Atlantis and Lemuria sunk, the gods rose to undisputed control. The secret consortium who had assisted in Atlantis' downfall believed that they had forever secured their futures as Earth's masters. However a number of gods who had ventured into the Outer Astral Plain, brought back stories of the Angellos. Beings claiming to be members of the First Race who had returned for unknown reasons. The power of the Angellos dwarfed that of even the most powerful divine matriarchs and patriarchs. The secret alliance convened a general meeting of divinities to address the Angellos problem. They put forth that true enslavement of humanity would allow them to fully harness the Earth Consciousness and increase their powers exponentially. The gods were divided on what to do and the majority decided to adopt a wait and see attitude. The secret coalition decided to enact their domination of humanity regardless. They were largely unopposed due to the shock and fear the rest of the gods were dealing with in the face of the Angellos.

The god Ahura Mazda decided to snap his allies into action. He had managed to gather evidence on how the secret alliance had sabotaged Atlantis and presented his case to an assembly of gods. Instead of denial, the collaborators put forth the case that Atlanteans had been unworthy of their eminence. They then created a formal and open alliance named the Infernal Legion. In his turn Ahura Mazda gathered his allies and prepared for war. This God War reached all levels of divine interaction. In some pantheons, brother was turned against brother and father against son. The Olympians overthrew their Titan fore-fathers, Marduk defeated Tiamat and the Hindic Devas and Asuras broke their millennium old peace treaties to war each other once more.

In the end the God War was won by Ahura Mazda's coalition due to the intervention of mortal champions and magi who lent their power and often sacrificed their lives to help their divine allies. Their deaths furthered the resolve of Ahura Mazda and his allies that the Infernal Legion were indeed wrong and rallied otherwise neutral deities to their side. The Infernal Legion came to be outnumbered. Their the Serpent People allies were unreliable. The end came for the Infernal Legion when the pantheon of Apophis, amongst the most active of the Infernal Legion, was betrayed from within. Lord Apophis made a pact with Leviathan. In return for greater personal power, he sacrificed his own pantheon to the Unspeakable One. He was rewarded with enslavement to the will of the Unspeakable One. The Infernal Legion was weakened in number and racked by paranoia and in-fighting. Eventually the Infernal Legion's members were defeated and cast down into prison dimensions.



The Concord and The Infernal War
After the God War, the various divinities returned to their own followers and continued to cultivate the psychic energy of their worshipers. However, while most gods viewed themselves as benevolent, the Master Mages and many others came to believe that their influence was stifling the evolution of humanity. Most obviously, they were draining massive amounts of energy from the Earth Consciousness. More importantly however, humans came to rely too much on the gods to not only protect them but also to inspire them, thereby retarding their own potential for greatness. So a group of Magi and their allies voiced their concerns to a gathering of divinities. Most of the gods considered the Magi's request with good humor and even proposed a few extra "freedoms" for their worshipers to placate their human allies. They gifted certain worthies, mostly half-divines, with great powers to protect and inspire their fellow humans. This so called First Age of Heroes saw the rise of legendary figures such as Gilgamesh, Hercules and Yu. A small group, led by Set, found the demands offensive and put forth a need to better control the "upstart" Magi. A final group, led by Brahma and Woden actually agreed with the human envoy and decided to secretly meet with the champions of humanity.

Both Brahma and Woden possessed powerful divination powers and a strong connection to the Earth Consciousness that allowed them to see that a future where the current status quo was maintained, would only end in misery for all. They managed to convince other divinities, including Ahura Mazda, Athena, Osiris, Posiedon, Rudra, Viracocha, Vishnu & Yi Huang to withdraw from continuous interference in the Prime Material Realm. For their troubles, many of these gods became pariahs in the eyes of their pantheons. Athena and Posieden were imprisoned by Hades on Zeus' orders. Brahama, Rudra and Vishnu were forced to battle their pantheon's leaders; Indra, Mitra and Varuna. Osiris was killed and dismembered by Set. Viracocha was challenged by his son, Inti. Woden himself was evicted from Asgard and replaced by Tyr as ruler of the Aesir. Yu Huang faced a rebellion, albeit briefly, from the Lords of Yama.

As the gods waged a new war amongst themselves, they failed in their duty to upkeep the various Infernal prisons that had been created during the closure of the God Wars. The convicted of these Infernal dimension often took over their own prisons, making them into personal kingdoms. They formed alliances with each other and when their former brethren were at their weakest, the Infernals attacked. This second war forced the bickering divinities to cease their civil hostilities and instead concentrate on repelling the Infernal Legion. Many of the gods believed such an undertaking would be a simple task for they had already beaten the Infernal Legion once before. However the first victory against the Infernals had only been made possible by unity amongst the allied gods and the assistance of mortals. This time, many gods were unwilling to commit their full strength in fear of being set upon by their fellows once the Infernal threat had passed. Also, few human heroes and magi joined the gods in this second battle. To worsen matter, the gods found that when they pursued their enemies back to their Infernal Realms, they were greatly weakened and thus could not win decisive victories.

It seemed as if the Infernals, much better unified and utilizing unknown powers, would actually win this second war. However Brahma and Woden brought forth their secret weapons. During his exile, Woden had studied with humanities greatest mages and learnt the true subtleties of magic. He used this new found knowledge to forge enchanted rainments which allowed the gods to maintain their full powers when within the Infernal Realms. Brahma, through his meditations had come into contact with the Moon Stone and for a short time harnessed its powers to link his own mental might with that of his allies Shiva (formerly known as Rudra) and Vishnu to create the Trimurti. This psychic gestalt drained the Infernals of their very will to fight. Thus with the gods able to pursue them to the Infernal Realms and slowly losing the will to fight, the Infernals had no recourse but to surrender.

The triumphant gods' celebrations did not last long however. Brahma and Woden threatened to turn their new found powers on their fellow gods unless they accepted the Concord put forth by the humans. With no other option available, the gods did as demanded and from that day forth have greatly limited their manipulation of the Prime Material Realm.



Classical to Modern Age
During the Infernal Wars, humanity was forced to rely more and more upon their own skills as their gods were often too preoccupied or weakened to lend them aid. They came under attack from the Serpent People and in some cases degenerate Atlanteans. Powerful Fey Folken attempted to subjugate various tribes and evil magi unleashed monstrous beings on their fellow humans. This led to the Second Age of Heroes, thoguh unlike the heroes of the First Age, these men and women were not gifted by the gods but rather were self-empowered or directly tapped into the Earth Consciousness. Some of these Heroes did gain a degree of divine assistance in the form of advise or artifacts, but nowhere near the extent of their First Age predecessors. Many went on to found cities and kingdoms which carry their names still.

After the Infernal Wars, the Compact kept the gods from returning to their previous levels of interference. Though there were certain exceptions, very few were of an overt nature and fewer still were wantonly malicious. Any gods caught breaking the Concord were pursued and punished by the Council of Concordia consisting of the Master Mage, the Gate Keeper (who maintains the security of the various portals into the Infernal Realms), the Ancient (a representative sent by Shamballa), Ahura Mazda, Brahma and Woden. It was a time when humanity finally gained true freedom to walk on their own. Most gods were grudgingly content with the new order. A few however ventured from Earth to settle new planets or even other dimensions.

Empires rose and great advances in magic and science were re-discovered. The foundations for modern civilization were set and for a long time, the previous ages were largely forgotten or otherwise regulated to myth. Heroes did arise, though with each subsequent generation, these beings seemed less and less powerful. That is of course until the modern age.

The coming of Centurian was interpreted by the Earth Consciousness as the precursor to new troubles that could threaten the Earth's very survival. The energies of the Terminus not only reinvigorated Leviathan but also spread to later empower super villains throughout the world. The Earth Consciousness' reaction was to invest native humans with wondrous powers and thus far the tactic has worked. However the continued prosperity of humanity and indeed the very existence of Earth is not a certainty. It is up to those who constitute the Third Age of Heroes to safeguard the safety of their fellows and reality itself.
Last edited by Captain Commander on Fri May 08, 2009 3:44 pm, edited 4 times in total.
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Postby Libra » Sun May 03, 2009 9:21 am

Once again keep up the good work Captain! :D
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.
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Postby Captain Commander » Fri May 08, 2009 3:26 am

DENIZENS OF THE DREAM WORLD.



DREAM NATIVES



Sentinel (PL-10).
The most common of the Dream Natives. Sentinels constantly patrol the Dream Realm looking for threats, both internal and external. If they perceive that a threat can be persuaded to leave without conflict, they do so but should the threat require more persuasion, they call in Guardians to deal with the situation.
ABILITIES.
Str- 10. Dex- 10. Con- 0. Int- 10. Wis- 20 (5). Cha- 20 (5).
SKILLS.
- Bluff: 10 (15). Concentration: 10 (15). Craft (All types): 10. Diplomacy: 10 (15). Intimidate: 10 (15). Investigate: 10. Knowledge (All types): 10. Notice: 10 (15). Search: 10. Sense motive: 10 (15).
FEATS.
- Accurate attack. All out attack. Assessment. Improved initiative- 5. Improvised tools. Inventor. Jack of all trades. Power attack. Ritualist.
POWERS. (Note: All powers are Innate).
- Comprehend: 6. Languages. Animals. Plants.
- Dream Control: 10.
- Dream Travel: 10.
= AP = Telepathy: 5.
- Flight: 20. (Dynamic AP)
= DAP = Telekinesis: 10. (Extra: Affects Corporal. Damaging).
- Immunity: 40. Aging (1). Fortitude effects (30). Life support (9). Mental effects (10).
- Insubstantial: 4. (Flaw: Permanent).
- Morph (Any form): 5.
- Quickness: 10 / x2500. (Flaw: Mental tasks only).
- Regeneration: 13. Recovery bonus- 10. Resurrection- 1 day. Regrowth.
- Super senses: 15. Extended vision: 2 / x100. Darkvision. Direction sense. Distance sense. Microscopic vision- 4. Time sense. X-Ray vision.
COMBAT.
- Attack: 10. Defense: 10. Initiative- 20.
SAVES.
- Toughness: 10. For: Immune. Ref: 5. Wil: 10.



Guardian (PL-10)
The second most common Dream Native. Guardians are powerful entities who destroy threats to the Dream Realm. They lack the ability to communicate with non Dream Natives and only act upon the orders of a Sentinel or Warden.
ABILITIES.
Str- 30 (10). Dex- 20 (5). Con- 0. Int- 10. Wis- 20 (5). Cha- 10.
SKILLS.
- Concentration: 10 (15). Notice: 10 (15). Search: 10.
FEATS.
- Accurate attack. All out attack. Fearless. Improved grab. Improved grapple. Improved initiative- 2. Ultimate save- Will.
POWERS.
- Dream Control: 10.
- Dream Travel: 10.
= AP = Telepathy: 5.
- Flight: 20. (Dynamic AP)
= DAP = Telekinesis: 10. (Extra: Area. Damaging).
- Immunity: 40. Aging (1). Fortitude effects (30). Life support (9). Mental effects (10).
- Mental Blast: 10.
= AP = Blast (Psychic): 10. (Feats: Dimensional- 1 / Astral. Incurable. Indirect.) (Extra: Penetrating- 10).
= AP = Blast (Psychic): 10. (Extra: Area- Cone).
- Morph (Any form): 5.
- Nullify (All powers at once): 10. (Extra: Duration- Concentration).
- Protection: 10. (Extra: Impervious- 10).
- Regeneration: 50. Recovery bonus- 14. All conditions (including death)- Once per turn without rest. Regrowth.
- Super senses: 13. Darkvision. Direction sense. Distance sense. Microscopic vision- 4. Time sense. X-Ray vision.
COMBAT.
- Attack: 10. Defense: 10. Initiative- 8.
SAVES.
- Toughness: 10 (Imp- 10). For: Immune. Ref: 10. Wil: 10.



Warden (PL-10)
Something in between a Sentinel and a Guardian. Wardens also patrol the Dream Realm but limit their activities to monitoring the Luminal and Familial realms. They are geared to capture and contain Dream Woven who have gotten out of hand as well as non-threatening visitors. They attempt to use non-lethal methods. However, enemies should not underestimate them, for like the Sentinels, they will call for Guardians should the need arise.
ABILITIES.
Str- 10. Dex- 10. Con- 0. Int- 10. Wis- 20 (5). Cha- 20 (5).
SKILLS.
- Bluff: 10 (15). Concentration: 10 (15). Craft (All types): 10. Diplomacy: 10 (15). Intimidate: 10 (15). Investigate: 10. Knowledge (All types): 10. Notice: 10 (15). Search: 10. Sense motive: 10 (15).
FEATS.
- Accurate attack. All out attack. Assessment. Improved initiative- 2. Improvised tools. Inventor. Jack of all trades. Power attack. Ritualist.
POWERS.
- Comprehend: 6. Languages. Animals. Plants.
- Dream Control: 10.
- Dream Travel: 10.
= AP = Telepathy: 5.
- Emotion Control: 10.
- Flight: 20. (Dynamic AP)
= DAP = Telekinesis: 10. (Extra: Area. Perception).
- Immunity: 40. Aging (1). Fortitude effects (30). Life support (9). Mental effects (10).
- Mental Blast: 10.
- Morph (Any form): 5.
- Nullify (All powers at once): 10. (Extra: Duration- Concentration).
- Quickness: 10 / x2500. (Flaw: Mental tasks only).
- Protection: 10.
- Regeneration: 13. Recovery bonus- 10. Resurrection- 1 day. Regrowth.
- Super senses: 13. Darkvision. Direction sense. Distance sense. Microscopic vision- 4. Time sense. X-Ray vision.
COMBAT.
- Attack: 10. Defense: 10. Initiative- 8.
SAVES.
- Toughness: 10. For: Immune. Ref: 5. Wil: 10.



Hunter (PL-10)
The Dream Natives are powerful within their own Realm but are generally powerless to pursue culprits into the waking world. That is where the hunter comes in. Able to manifest outside the Dream Realm as a member of whatever race is deemed most suitable. The Hunter uses it's powers to manipulate others to track down and destroy serious threats to the Dream Realm who have escaped into the waking world.
ABILITIES.
Str- 10. Dex- 10. Con- 0. Int- 10. Wis- 20 (5). Cha- 20 (5).
SKILLS.
- Bluff: 10 (15). Concentration: 10 (15). Craft (All types): 10. Diplomacy: 10 (15). Intimidate: 10 (15). Investigate: 10. Knowledge (All types): 10. Notice: 10 (15). Search: 10. Sense motive: 10 (15).
FEATS.
- Accurate attack. All out attack. Assessment. Knowledge (All) -10. Improved initiative- 2. Improvised tools. Inventor. Jack of all trades. Power attack. Ritualist.
POWERS. (Note: All powers are Innate).
- Comprehend: 6. Languages. Animals. Plants.
- Dream Control: 10.
= AP = Emotion Control: 10. (Feat: Mind blank. Progression- 9 / 500).
= AP = Mind Control: 10. (Extra: Sensory link).
- Dream Travel: 10.
= AP = Telepathy: 5.
- Immunity: 40. Aging (1). Fortitude effects (30). Life support (9). Mental effects (10).
- Quickness: 10 / x2500. (Flaw: Mental tasks only).
- Protection: 10. (Extra: Impervious- 10).
- Regeneration: 50. Recovery bonus- 14. All conditions- Once per turn without rest. Regrowth.
- Shape shift: 6.
- Super movement: 3. Dimensional.
- Super senses: 13. Darkvision. Direction sense. Distance sense. Microscopic vision- 4. Time sense. X-Ray vision.
COMBAT.
- Attack: 10. Defense: 10. Initiative- 8.
SAVES.
- Toughness: 10 (Imp- 10). For: Immune. Ref: 5. Wil: 10.



Dream Natives as Players
Due to their limited motivations and general lack of powers outside the Dream Realms, Dream Natives should not be used as player characters. Another reason is their numerous powers may make them unbalancing in comparison to other PL-10 characters. A possible character type may involve a mutated Dream Native. Possibly outcast from the Dream Realm due to their independent nature.



DREAM WOVEN.
Manifestations of dreamers' psyche. The Dream Woven are by their very nature fleeting creations specifically made to fill the fantasies of humans and other sentient dreamers. They can be categorized into two groups.



Phantasms.
The majority of Dream Woven are known as Phantasms. Given specific roles to fulfill in a dream, Phantasms are the numerous individuals, animals, monsters etc that dreamers conjures up to populate their world. Some have major parts while others are merely walk in an walk off. Almost all Phantasms are wholly unmade and remade each time a dreamer sleeps. Even recurring characters are different Phantasms each time they are dreamt of. A number of Phantasms do however manage to escape the Luminal Realm from which they were created and actually gain some measure of continued existence, returning to their Luminal realm to replay the same role over and over again. Though even the majority of these phantasms sooner or later find themselves unmade, being unable to continually escape the Luminal creation cycle. Phantasms possess whatever stats their real world counter parts would. However, they are unable to inflict Lethal Damage.



Emotives.
Instead of being physical manifestations, Emotives are expressions of the dreamers hopes, fears, desires and other strong feelings. They are usually imperceptible to most dreamers with the exception of those most in-tune with their emotional states. Unlike Phantasms, their role is not one of entertainment but rather of inspiration (though not always accurate nor positive). They serve to reinforce innate motivations, both positive and destructive. Some powerful Emotives are able to escape their Luminal realms. They will then re-manifest again and again, sometimes forcing their creators to re-live emotional states long forgotten or even stunt the emotional growth of their creators in order for them to continue their own existence. Many dreamers are subconsciously aware of these parasites and try to awaken during such attacks, leading to the phenomena of "night terrors".

A few escaped Emotives will travel through the Familial Realms, visiting the Luminal Realms of their creator's loved ones. Thus allowing for shared emotional experiences and reinforcing familial bonds. If a large number of dreamers within a Familial Realm manifest very similar and strong Emotives, these can combine into what scholars of the Dream Realms refer to as Emotive Storms. Such Storms are almost always negative in aspect, formed from the fear, revulsion or other destructive emotions of large groups of dreamers sharing real world persecution and pain. They are most prevalent during wars, pandemics and natural disasters. They reinforce their own survival by literally engulfing all Luminal Realms they can access, spreading like a cancer throughout the Familial Realm in which they were spawned and in some cases even spreading to other Familial Realms.

Dream natives seem loathe to engage Emotive Storms. Whether they "fear" corruption or they actually perceive Emotive Storms as some sort of cathartic necessity is unknown. Thankfully most Emotive Storms are short lived, open unraveled by more positive Emotives that spring up from their creators' dreams.



EMOTIVES. (PL-10).
ABILITIES.
Str- 0. Dex- 10. Con- 0. Int- 10. Wis- 20 (5). Cha- 20 (5).
POWERS. (Note: All powers are Innate).
- Comprehend: 2. Languages.
- Emotion Control: 10. (Flaws: Limited to one emotion).
- Immunity: 40. Aging (1). Fortitude effects (30). Life support (9). Mental effects (10).
- Insubstantial: 4. (Flaw: Permanent).
- Teleport: 10. (Extras: Accurate.)
COMBAT.
- Attack: 0. Defense: 0. Initiative- 0.
SAVES.
- Toughness: 0. For: Immune. Ref: 0. Wil: 10.



DREAM STORM. (PL-15).
ABILITIES.
Str- 0. Dex- 10. Con- 0. Int- 10. Wis- 20 (5). Cha- 20 (5).
POWERS. (Note: All powers are Innate).
- Comprehend: 2. Languages.
- Emotion Control: 15. (Flaws: Limited to one emotion). (Extras: Duration- Continuous. Contagious.)
= AP = Dream Control: 10. (Extras: Duration- Continuous.)
- Immunity: 40. Aging (1). Fortitude effects (30). Life support (9). Mental effects (10).
- Insubstantial: 4. (Flaw: Permanent).
- Teleport: 10. (Extras: Accurate.)
COMBAT.
- Attack: 0. Defense: 0. Initiative- 0.
SAVES.
- Toughness: 0. For: Immune. Ref: 0. Wil: 10.



Dream Woven as Players
Normal Phantasms and Emotives are limited to the Dream Realms and as such make very poor character choices. However there are two possible playable characters derived from the Dream Woven.



Ascended Phantasms
Certain dreamers possess a psyche so powerful that their most re-occurring Phantasms gain a measure of sentience. These Phantasms are empowered in this way to better assist these dreamers in their intellectual and spiritual evolution. However when their roles are played out, these Ascended Phantasms are re-absorbed just like any other Phantasms. A few however manage to escape their Luminal Realms and become refugees in the greater Dream Realm. Whether it is pity or just efficiency, Dream Natives further transform these Ascended Phantasms and set them out into the Prime Material Realm.



Ascended Phantasm Template
Skills: 2.
- Eight ranks in Skills.
Powers: 16.
- Astral Form: 1.
- Comprehend: 2. Languages.
- Dream Control: 1.
- Dream Travel: 1.
- Immunity: 3. Aging. Disease and poison. (Half effect).
- Super Movement: 1. Dimensional Movement- 1 (Dream Realms) (Flaws- Requires medium- Sleeping sentient).
Total Cost: 18.



Ascended Emoive
While most strong Emotives (and almost all Emotive Stroms) are negatively aspected, a few strong and persistent Emotives are formed from positive emotions. These possess a keen desire to assist others in overcoming pain and suffering. The majority are destroyed battling destructive Emotive Storms. However a few survive such battles and are made stronger still, attaining a limited form of consciousness and thus becoming entities separate from their original creators. As with Ascended Phantasms, whether through pity or efficiency, they too are gifted with the ability to leave for the Prime Material Realm. Unlike Ascended Phantasms however, their personalities are child-like or even animalistic, motivated solely in helping others.



Ascended Emotive Template
Feats: 2.
- Luck.
- Ultimate Effort (Will).
Powers: 22.
- Astral Form: 1.
- Comprehend: 2. Languages.
- Emotion Control: 1. (Flaws: Limited to one emotion.)
- Immunity: 8. Aging. Emotion effects. Disease and poison (Half effect).
- Morph: 1. Broad form.
- Super Movement: 1. Dimensional Movement- 1 (Dream Realms) (Flaws- Requires medium- Sleeping sentient).
Total Cost: 24.
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Postby Captain Commander » Sat May 09, 2009 5:26 pm

DIVINES AND INFERNALS.



The Nature of Gods
The majority of entities historically viewed as gods descend from the Primearchs who traveled to Earth to try and draw power from the Earth Consciousness. They thought they could utilize the Earth Consciousness as an energy source from which to feed and lurked as parasites, feeding off the emotions and thoughts of sentients. Over time though they were changed by their contact and molded into the divinities which came to be worshiped by the ancient cultures. The younger generations often deposed the older, more primordial and parasitic divinities and even came to embrace their own "human-like" characteristics and desires. There are a number of gods who are not related to the original Primarchs. Many are nature spirits, elemental beings, Dragons and Fay Folk. A few are meta-humans who have ascended to godhood. While fewer still are Primearchs who came later to Earth. The majority of pantheons include a mixture of these divinities.



Divine vs Infernal
One of the major distinctions made between gods is whether they are Divine or Infernal. The distinction came about after the defeat and imprisonment of the Infernal legion during the God Wars. The winners came to be seen as Divine due to their "benevolence" towards their worshipers. The losers, where perceived as Infernal due to their stated desire of enslaving humans and other sentients. Over time, what was at first primarily a political distinction came to be a truly manifest distinction as the Infernals were warped by their imprisonment. It should be noted that almost all Infernals are descended from a Primearch lineage. Many of the non-Primearch gods who were members of the Infernal Legion escaped imprisonment by returning to their home realms; Dragons to the Lost World (the Serpent People haven), other Fey Folken to the Shadow Realm and Nature Spirits and Elementals to their Elemental Plains.Those who were cast down were largely unable to cultivate Infernal powers and were greatly diminished, often becoming servants to the Primearch Infernals.



Playing a God
Playing as a god can be fun and challenging. Older divinities of great import can be utilized as PCs as long as they are members of troupe of equally powerful players. For a base-line PL campaign (ie PL-10), it would probably be better to run a younger, less experienced god whose myths and legends may be largely unknown to the general populace. Following is a PL rating of various god types I will be using in my future write ups.
PL 8-9: A new divinity, maybe even demigod who has yet to fully realize their divine nature. Possibly an avatar created to covertly act on a god's behalf.
PL 10-11: Younger god or less important god, often the servants and soldiers of a pantheon. An older demigod or avatar sent to be a pantheon's Earthly champion. Unlikely to have been worshiped.
PL 12-13: An established and important god more than likely having once been worshiped by humanity.
PL 14-15: A powerful and high ranking god. A master of a particular divine domain.
PL16-17: A truly ancient god who is possibly a pantheonic head or at least revered leader. Often masters of various domains.
PL18-19: More than likely one of the original Primearchs or pantheonic matriarch / patriarch. Most gods at this level have little to do with Earthly concerns.
PL20+: A god who has transcended the normal limitations of their station. Works on a universal if not multiversal level.



Note on Complications
Divine characters will almost always have Complications. More than likely Duty (to their pantheon) and Enemies. An interesting god based campaign could utilize two characters who are close friends (or even lovers) but from waring pantheons. They'd be forced to explain their relationship to their divine (or infernal) superiors.



Primemarch Descended God Template
Abilities: 20
- Str: +10. Con: +10.
Skills: 4
- 8 points between any social interaction skills. 8 points between any craft or knowledge skills.
Feats: 4
- Beginners Luck or Jack of All Trades
- Contacts or Connected or Equipment.
- Diehard.
- Ritualist or Skill Mastery.
- Ultimate Save (Fortitude) or Ultimate Save (Will).
Powers: 31.
- Comprehend: 2. All languages.
- Cosmic Energy Control: 10. (If Divine)
Or Hellfire Control: 10. (If Infernal)
- Immunity: 2. Aging. Disease and poison (half effect).
- Regeneration: 5. Disabled- 1 / 5 hrs. Resurrection- 2 / day. (Extras: Persistent.)
Total Cost: 60pp.



Fey Folk (including Dragon) Descended God Template
Abilities: 25.
- Str: +5. Con: +5. Int: +10. Wis: +5.
Skills: 5.
- Bluff or Intimidate: 4. Concentration: 4. Diplomacy or Disguise: 4. Handle Animal or Sense Motive: 4. Knowledge (Arcane): 4.
Feats: 4.
- Connected or Contacts or Equipment.
- Diehard or Fearless.
- Jack of All Trades or Ritualist.
- Ultimate Save (Toughness).
Powers: 75.
- Immunity: 10. Aging. Lifesupport. 10
- Magic: 10. Array of three dynamic alternate powers. The following are most common.
= Astral projection: 4.
= Blast: 10.
= Communication: 9. (Feats: Selective. Subtle). (Extras: Area).
= Concealment: 10. All senses.
= Dimensional Pocket: 10.
= Element Control: 10. Any.
= Emotion Control: 10.
= Environmental Control: 10. Any two point version.
= Flight: 10.
= Healing: 6. (Feats: Persistent. Regrowth). (Extras: Resurrection).
= Illusion: 5. All sense types.
= Insubstantial: 4.
=Obscure: 5. All sense types.
= Telepathy: 10.
= Teleport: 10.
- Regeneration: 5. Disabled- 1 / 5 hrs. Resurrection- 2 / day. (Extras: Persistent.)
- Shapeshift: 4.
- Super senses.
= Darkvision.
Total Cost: 109.



Elemental (including Nature Spirit) Descended God Template
Abilities: 10.
- 10 points between Str, Con and Dex.
Feats: 2
- Environmental Adaptation.
- Favored Environment.
Powers: 33.
- Immunity: 10. Aging. Life support.
- Magic: 5. Array of three dynamic alternate powers. The following are most common.
= Blast: 5. Elemental descriptor.
= Burrowing: 10.
= Elemental Control: 5. Any.
= Emotion Control: 5.
= Environmental Control: 5. Any two point version.
= Flight: 5.
= Gravity Control: 5.
= Immovable: 5. (Extras: Unstoppable).
= Magnetic Control: 5.
= Plant Control: 5.
= Snare: 5.
= Swimming: 10.
= Teleport: 5. (Extras: Accurate). (Flaws: Elemental Medium).
= Trip: 5. (Extras: Knockback).
- Regeneration: 2. Resurrection: 1 / week. Resurrection: +1 and Regrowth (Flaws: Elemental source).
- Super Movement: Choose one of following.
= Air: Air Walking: 1.
= Earth: Permeate: 2. (Flaws: Rock and Sand only).
= Fire: Wall Crawling.
= Water: Water Walking.
- Super senses: Choose one of following.
= Air: Scent and Ultrahearing. Enh Feat: Uncanny Dodge (Auditory).
= Earth: Tremorsense (Flaws: Rock and Sand only). Enh Feat: Uncanny Dodge (Tremorsense). Enh Notice: 2.
= Fire: Infravision and Ultravision. Enh Feat: Uncanny Dodge (Visual).
= Water: Tremorsense (Flaws: Liquid). Enh Feat: Uncanny Dodge (Tremorsense). Enh Notice: 2.
Total Cost: 45.



Avatar Template
Feats: 1.
- Luck.
Powers: 14
- Enhanced Abilities: 10 points between Abilities.
- Enhanced Feats: Beginners Luck. Benefit (divine advise). Ultimate Save (Will).
- Immunity: 1. Disease and Poison (Half effect).
Total Cost: 15.



Demigod Template
Abilities: 10.
- 10 points between any Abilities.
Powers: 2.
- Immunity: 1. Aging and Disease (Half effect).
- Regeneration: 1. Resurrection- 1 / Week.
Total Cost: 12.
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African and Carribean Gods: The Orisha and Lao.

Postby Captain Commander » Tue May 12, 2009 11:22 pm

AFRICAN AND CARRIBEAN GODS: THE ORISHA AND LOA.



Historical overview
The tribes of continental Africa payed homage to and invoked (though not necessarily worshiped) numerous pre-Primearch divinities including powerful Serpent People and their Dragon gods. When the Priemarchs first attempted to enter Africa, they encountered great opposition from these gods and spirits. Only Egypt and the surrounding regions would ever truly worship the Primearchs. Not till the sinking of Lemuria and decline of the Serpent People were the Primearchs able to make headway from Egypt and the Middle East into the rest of Africa. Then when the God Wars came, the Primearchs decided to cut their losses in Africa to protect their already established holdings. Thus for a long time, sub-Saharan Africa was without any true pantheons.

Then there came the Orisha. These sky / celestial divinities belonged to a different Primearch race. One which was much more closely aligned to the Preservers than the other Primearchs then active on Earth. They came to Earth not to feed upon the Earth Consciousness but rather to seek answers on the nature of the One Above All. Their religious doctrine was that all beings, including themselves, are emanations of the One, thus they traveled to Earth to see if they could learn something of the original creation. Their inexperience with mortals led to numerous difficulties in interacting with their worshipers and few were able to assist the African cultures of the time to unite into large kingdoms, let alone empires. In time the Orisha decided that the solution was to empower the humans themselves and invested a part of their divine spark within their worshipers. Some of these became cultural heroes and themselves ascended to a level of godhood. One such cultural hero became the first of the White Lion lineage and founded the nation that would one day become Dakana. This practice of Orisha investing divine powers in humans still continues to this day.

The majority of Orisha are first generation Primearchs and are thus incredibly powerful even in comparison to the majority of other gods. Furthermore, their pantheon numbers in the thousands. For this reason alone, most gods do not venture into Africa. The Orisha were not present for the God Wars and took no side during the Infernal War and thus are seen as neutral in the Divine - Infernal rivalry. They support the Concordia but were not signatories. For all their freedom and power however, the Orisha are limited in their influence on Earth as their primary goal is not the seeking of worship but rather the study of the One. Furthermore the Orisha are in many ways more alien than most Primearchs, though whether this is due to their nature or whether the relatively short duration of their contact, is open to debate. This means they are often uncertain as to how they should deal with humanity. Thus they limit themselves to watching and occasionally intervening should a truly devote individual invoke them. Even then, they will more often than not intervene through an empowered intermediary as opposed to personally manifesting. Finally, the Orisha are also active upon numerous other worlds, which limits their time upon Earth. They are unallied to any other pantheon. They have been approached by the Angellos but are unsure as to the Angellos claim of being members of the First Race. For in the minds of the Orisha, why would beings who had returned to the One want to come back to lower levels of reality? The Orisha reside in the Ivory Temple, a pocket dimension within the Aetherael Dream Realm. Here they view the dreams of the world in order to study the deepest desires and aspirations of the One's creations. They rarely accept visitors and intruders are quickly expelled, though with the minimum of harm.

The Orisha activities did not go unnoticed by the other large group of African based gods, the Loa. The Loa were descended from a number of powerful Dragons who had challenged and been defeated by Leviathan. They migrated to Africa before Lemuria gained ascendancy and in truth, before the Primearchs first came to Earth. However, they never cultivated wide spread worship, instead hiding and recovering, waiting for a chance to defeat Leviathan. The coming of the Orisha and their practice of investing part of their divine essence in humans appealed to the Lao who desired to maintain their secret existence. Thus over the course of history, the Loa would empower various humans; agents, priests and heroes, to do their battles for them. Recently, the Loa have become more bold. They retook the Isle of Guinea, within the Elemental Realm of Water, back from Leviathan's servants and now reside therein. They have expanded their territories into Haiti in the pursuit of more allies. Currently they have tentative alliances with a number of independent Dragons, as well as the Pantheons of the Americas. The Loa did not partake in the Concordia and do not place such limitations on their interactions with humans. Instead they have appointed champions, who are physically debating for and against the enslavement of humanity. When one champion finally wins their argument, the reinvigorated Lao plan to return to Earth. Whether they will then abide by the Concordia or not, is anyone's guess.



IMPORTANT ORISHA
- BabaluAye: Physician god. God of medicine. Protects the diseased and sick.
- Elegua: Trickster and messenger god. God of roads and secrets. Protector of children.
- Obatala: Creator deity. Both god and goddess of the mind, justice and benevolence. Protector of the mentally ill, addicts and those with birth defects. Orisha pantheonic leader.
- Ogun: God of iron, technology and war.
- Orunmila: God of wisdom and divination. Protector of priests and scholars.
- Oshosi: Warrior god. God of the hunt and exploration.
- Osun: Warrior god. God of the forest.
- Oshun: Goddess of fresh water, fertility, healing and love.
- Oya: Goddess of the winds, storm and death.
- Shango: Warrior god. God of storms, fire, music and dance.
- Yemaya: Goddess of seas and motherhood. Protector of slaves.



IMPORTANT LOA
The Loa are divided into two main camps. The Rada Loa are largely confined to Africa and wish to strengthen their position further before attacking Leviathathan. The Petro Loa have moved much of their activities to the Americas and are much more aggressive, calling for the war against Leviathan to be stepped up.

Rada Loa
- Agoueh: God of the sea, fish and mariners.
- Ayidda-Weddo: Goddess of fertility. Believed to be an emanation of the Rainbow Serpent.
- Ayizan: Goddess of commerce and ceremony.
- Damballa: God of creation. Loa patriarch.
- Erzulie: Goddess of love, beauty, dancing and luxuries.
- Loko: God of trees and healing.
- Papa Legba: Intermediary and messenger. God of magic and wisdom.

Petro Loa
- Ezili Dantor: Goddess of motherhood.
- Kalfu: Apprentice of Papa Legba. God of black magic.
- Marinette: Goddess of monsters, especially lycanthropes.
- Ogou: Warrior god. God of fire, metal and war.
- Semedi: God of the dead and carnality.
- Siren: Goddess of sea and storms.
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Postby Libra » Wed May 13, 2009 9:28 am

Most excellent and fascinating work Captain Commander! :D
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.
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Postby Captain Commander » Wed May 13, 2009 3:15 pm

Yay, three visits by Libra! :D
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