Thursday, February 18, 2016

Earth 10: Green Lantern

I wasn’t planning on doing more of the JAA members until I realized that I needed to at least have ideas for the founding members, and those founded members really needed to include Flash and Green Lantern. Fortunately both are ‘kinda’ easy in that they are power repeaters – the rules of the setting mean that Green Lantern is creating green energy constructs because that’s as much a part of the setting as Superman’s being faster than a speeding bullet et al. Her Force Manipulation lets her make walls that it would take Superman a while to break down, or giant hands that can approach but not match his strength (since one Potency has to go to giving things Body she can make a hand with Strength 16, Body 1 and lift a mere 400 tons) I did add in a couple of things, such as the use of Attraction/Repulsion as a standard effect and the direct interfacing with the lantern’s flames for astral projection and precognition. The new rules for Omni Power are the same as the rules for Sorcery, except for the mental rather than spiritual stats – you can try anything, trying to make stronger powers is harder, using strong powers messes you up. This actually makes the ‘powered by Willpower’ a game mechanic. Since I’m already leaning back in a Magical/Alan Scott direction we can go back to the Wood vulnerability, since no other one is coming to me.

George Washington found the magic lantern and ring in a Virginia cavern and used it secretly to aid the war effort despite being constantly concerned about how such vast power could be corrupted and misused. Eventually under the lantern’s instruction he returned it, gratefully, to the secluded cave where it lay for centuries. In 2009 international charity worker, tireless human rights advocate and avid spelunker Michele Toussaint, stumbled onto that cave, and into her destiny as the new agent of the Green Lantern. Toussaint, inspired by the appearance of Superman, designed a costume and took to the skies as a super-hero.

For Green Lantern I’m reaching back to a Pyramid article I did many a moon ago that postulated the Justice Society in the Revolutionary War period, which was itself inspired by reading David McCullough’s “1776” with its details about how Washington never flinched and never showed fear in battle. Plus we know George Washington “could not tell a lie” and the math is pretty simple: Honest + Fearless = Green Lantern. So that gives us another layer of history with at least one super-hero during the Revolutionary War period. For longer term plot ideas the lantern and ring are only two of a variety of green-energy objects, including the armor and axe of the Green Knight in England and the Green Gloves of Shambhala, and not all of their wielders are working on the same side as the Lantern.

Player
None Yet
Affiliation
Justice Alliance
Character
Green Lantern
Secret ID
Michelene Sabant, a tireless social advocate looking to improve the human condition.
Metaphor

Attributes
Normal
Enhanced
Normal
Enhanced
Normal
Enhanced
Current
Defense
Notes
Dex
4

Str
4

Body
4


Physical
7

200 lbs
Lift
Int
4

Will
14

Mind
10


Mental
7

4 MPH
Run
Infl
5

Aura
5

Spirit
5


Spiritual
8

-3
Hero Pts




Initiative
13
Running
2

Wealth
3
60k
Income
Abilities
Name
Potency
V. Factor
Scarcity
Notes
Flight (ring)

13
3
5
Green Lantern can fly at Mach 11
Force Manpulation (ring)
17
10
50
Make green energy constructs; split the Potency into any physcial powers or attributes






Constructs must have at least 1 Body to not pop like soap bubbles.
Omni Power (ring)

12
10
50
Mimic any other power, but must beat beat the desired Potency in a Will contest, and






takes Mental damage from the desired Potency.
Body Armor (ring)

6
5
5
Add to Body to resist all physical damage
Life Support (ring)

8
5

Hold breath for 4 hours, survive in space 1 hour, add  to Resist gas/rad
Attraction/Repulsion (ring)
14
5
10
One of her common tricks is pulling or pushing things away in a beam of light






can be used as an attack or a defense against physical objects only with an action
Spirit Travel (Lantern)
19
1
5
By staring into the lanterns flames she can astrally project; her spirit moves at mach 700
Precognition (Lantern)
14
2
5
Staring into the lanterns flames for 1 minute lets her glimpse to the next dawn or sunset














Skills


Expertise
V. Factor
Scarcity
Description







Interview

7
5

Michelene is really skilled at getting people to share their knowledge and secrets
Profession (Charity)
7
3

A lifelong charity worker, she is currently working for Habitat for Humanity
Medicine

5
5

She did an extended stint at Doctors Without Borders, and picked up first aid skills
Acrobatics

5
5

She is an avid rock climber and spelunker
Recharge:


6
4

Must recharge the ring with the lantern every 24 hours
Wood Vulnerability


10
4

The rings powers do not work on wood.
Origins
Earth 2
Alan Scott finds a magic ring that makes energy constructs, plus other 'wished for' powers, which his lantern directs him to use for justice
Earth 1
Same powers as Earth 2, but Hal Jordan's but ring is alien science and he works as one of the galactic police officer for the Guaridans of Oa
Earth 9
2 is WWII era, 1 is contemporary era.
Earth 10
A tireless social worker who, while caving, found the ring and lantern once used by George Washington.



Wednesday, February 17, 2016

Earth 10: Hawkman & Hawkwoman

When I first threw this concept open on Facebook ages ago the irreplaceable Lisa Padol pitched the perfect Hawkman & Hawkwoman pitch: they are Etienne and Isabo from Ladyhawke, still cursed, ageless, eternally together, forever apart. Armed with Leonardo daVinci’s wings apparatus stolen from the inquisition’s hidden treasure rooms the two have been fighting human corruption, devil worshippers and general evil since the 10th century. During the day Etienne is Hawkman, armed with his wings, thousand years of training with medieval weapons and a brilliant hawk companion. During the night Isabo flies the shadows having had ten centuries to hone the thief skills that Mouse taught her before he went to dust, followed by a brutally strong wolf bodyguard. It hits the right points of winged couple, medieval weapon skills, plus the form of immortality that is so a part of the Earth 2 and Earth 9 versions of the hero.

What this means that we have three levels of campaign history: the Hawks have been around as heroes since the 950’s, Vigilante since Civil War, and possibly the Zataras since the 1930’s. Plus Superman can time travel back to the earliest edges of Vigilante’s heroic life and easily back to much of the Hawk’s timeframe. We can have flashback scenes with the Hawks, Vigilante and Zatara on covert ops in WWII, or just Vigilante and the Hawks seeing action in WWI. I’m going to do a quick stat out of Hawkman just to have something here, but you can get Hawkwoman by swapping her Str and Dex and swapping the Combat skills with Intrusion (for Medieval Weapons) and Connive (for Martial Arts). Both are equally smart, willful, charming in their own ways and impossible to kill.

Player
Lisa
Affiliation
Justice Alliance of America
Character
Hawkman and Hawkwoman
Secret ID
Etienne and Isabo Loup-Facoun alternate secret IDs between being antiquarians and serving as security consultants.
Metaphor
Romance
Attributes
Normal
Enhanced
Normal
Enhanced
Normal
Enhanced
Current
Defense
Notes
Dex
4
6
Str
6
4
Body
6


Physical
9

800 lbs
Lift
Int
3

Will
6

Mind
6


Mental
6

8 MPH
Run
Infl
5

Aura
5

Spirit
5


Spiritual
8

6
Hero Pts




Initiative
14
Running
3

Wealth
7
960k
Income
Abilities
Name
Potency
V. Factor
Scarcity
Notes
Immortality

11
5
5
the Hawks can use this for any History knowledge or connections due to their long life.






They do not face death until a at -17 Body (rather than -6) Born in 950 CE
Regeneration

1
8
5
They get a recovery every 30 minutes rather than every hour
Mind Over Matter

6
1
5
The hawks can keep acting for 4 minute even if they should be unconscious.
Flight (Device)

8
2
5
Their shared flight harness allows 256 mph flight
Heightened Senses
9
3
5
Use in place of Int for general perception and spotting danger due to 1000 year lives
Magic Sense

6
1
5
Isabo can see and Etienne can smell presence of magic in 320'.
Speak to Animals

6
1
5
Can speak to only Wolves and Hawks (both Hawks speak both) for 4 min at a time
Magical Companion
11
6
20
Either a Hawk or a Wolf (Immortality 11, Flight or Claws 8, Physical & Spiritual 5, Mental 2)














Skills


Expertise
V. Factor
Scarcity
Description







Combat (Medieval Wep)
13
5

Etienne is the best in the world at using these weapons; replace 1 physical stat at a time
* Intrusion

13
5

Isabo is the greatest thief on the planet
Acrobatics

9
5

Etienne is a skilled athlete, climber, acrobat and great at dodging attacks
* Connive

9
5

Isabo is a millennia of experience at general deception and thievery
Invention (Ritual)

5
8

The pair are well acquainted with ritual magic, even if they don't like it much
Combat (Martial Arts)
8
5

Both Can replace physical stat (usually Dex to hit or Body for Defense) when unarmed
Interview

6
5

Both have a lifetime of experience talking to people







Origins
Earth 2
Carter Hall is a reincarnation of an Egyptian Pharaoh armed with archaic weapons and nth metal technology
Earth 1
Katar Hol is an alien police officer Same wings and skills as Hall, but with alien science rather than past knowledge
Earth 9
2 is WWII era, 1 is contemporary, two linked via alien tech and reincarnation.
Earth 10
A millennia into the devil's curse, Etienne and Isabo live on, armed with DaVinci's flight harness stolen from the Inquisition's storehouses