Character Concept: The Blue Streak

My habit for character generation seems to be shaping up like this: during Sunday night's session, he's no more than a set of numbers and a vague concept. During my drive home, he transforms into a real character with a backstory. By Monday afternoon, he's an overly elaborate concept with more history than he could ever possibly need. That, of course, is the stage I'm at now.

Therefore, I present to you my over-long character concept for the Blue Streak. I suspect Scott (and probably others) will want to tear his hair out at my pseudo-science. Hey, it's a comic book, remember? Comments are welcome, and if anyone else wants to post their character concept, that would be great.

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Silver Age Sentinels Chargen: Gaming Summary, October 3, 2004

Last night was spent doing character generation for Josh's new lower-powered Silver Age Sentinels campaign. Of course, the players did their able best to demonstrate that even “lower-powered” can equal “broken” if you push the rules hard enough. Most of us spent our time trying to figure out the character-generation rules, so there wasn't much time for backstory…or even names. Here's what I have so far:

  • Orion, archer/inventor (Wendy)
  • Blue Streak, aka Brandon Marsh, speedster (Brian)
  • Rapid-Fire, aka Number 117, super-soldier (Mike)
  • Jack Miller (no alias), extraordinary durability (Doug)
  • Noir, aka Guy Garrison, skulker (Paul)

Feel free to edit these as more details become available. The setting, as far as I know, is Philadelphia 2004, in a world where superheroes have existed since WWII. Perhaps Josh can provide some more details.

(Updated with more names by Brian on 10/18.)

Sentinels, Ho!: Sunday the 20th

Since Brian had a cold and couldn't show up, and Paul came late and left early because of moving hassles, we didn't get a lot done. Doug and Wendy made characters for a Silver-Age Sentinels d20 campaign, since I have a hankering to run some supers (at least in weeks when we don't have a quorum), and then beat up some thugs. As usual, Doug made a sickeningly crocked character with minimal effort (10 out of a possible 10 levels of Density Increase will do that, apparently): a first-level character with 78 hit points and 50 point armor. Wendy, more or less as usual, came up with a perfectly reasonable character (Psycho-Kitty, a psionic character with Mind Control, Telekinesis and Telepathy) and then proceeded to roll really crappily for the duration of the battle. Many cries of “I suck!” were heard.

Space Chase

So, what is the name of Doug's Space Opera campaign anyway?

In prior episodes the PCs escaped the doomed “automated prison” space stations (actually, unbeknownst to our heroes a secret military lab) just before it activated the mysterious secret weapon that vaporized itself and 13 out of the 15 attacking capital ships. Carrying their precious data cube destined to go to the High Command, they made their way to the planet below and finagled cooperation and passage aboard a fast ship out.

Episode IV: A New Hopelessness
The PCs embarked upon the corvette class fast diplomatic-runner, and introduced themselves to the captain, John Diddums (my new PC). A commotion near the entrance to the landing bay ensued, with a man in pilots garb shouting some nonsense about his ship being stolen. Diddums lifted off, despite some chatter from the control tower indicating that they disapproved of the idea for unfathomable reasons, with Paul's character racing up the closing gangplank as the ship charted a course for… ADVENTURE…and away from people who refuse to understand that four aces beat a full house kings over eights.
Upon leaving orbit, however, the remaining two enemy capital ships began to pursue. Diddums was a bit put out to find that his last-minute passengers were attracting this kind of attention, but since two of them were dressed in battle armor declined to make an issue of it. On their part, they forebore pressing him on the exact details of the ownership of his vessel, at least once he pointed out that while the exact legal ramifications were a matter of debate under well-accepted principles the ship was at least 90% his. They ran for the Gate to the next system out, made it, were hailed by a police ship of some kind (don't you just hate it when communications can outrun your escape?). They were explaining that they had no intention of stopping to be boarded considering the enemy capital ship that pursued them through the Gate, when another enemy ship teleported into the system between them and the only other Gate. Violating the laws of physics as he understood them cheesed Diddums off considerably, and since trying to hide from the planet destroying aliens on a planet didn't strike him as the best idea he'd heard that day, Diddums redlined the engines and tried to beat the enemy ship to the gate. Mike and Paul took the gun turrets while Diddums piloted and ran the shields (later, he found out that Mike was a better pilot–you live and learn) and after a brief SPAAAAAACE BATTLE, they made it through. Curiously, the enemy didn't follow immediately.

In the new system, they encountered a friendly fleet, and the grunts unburdened themselves (after a considerable amount of argument over the merits) to the highest ranking officer present–and were immediately assigned to take the data and keep running. While they were doing this, Diddums rearranged the “paperwork” on the ship and the ship's “license plate” to make things a bit more peacable in this cold hard universe filled with welshers and sore losers. Once this was accomplished, they resumed their flight…in both senses of the word.

The Sewers of Old New York: Gaming summary for 5/23/04

As I wrote the recap for this week's session, I realized that several names were tossed about, and I didn't manage to remember any of them clearly. At the time, I figured that getting people's names wrong was in character for Fitz, but it does make the recapping harder. If I got anything wrong, let me know, and I'll edit accordingly.

Editor's comments in bold

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The Menace at Macy’s (conclusion): Gaming summary for 5/9/04

This week's session was a bit disjointed, but I think that was more a result of the players finding their footing in the characters and the milieu than any fault of the GM's. Or it could have just been me, because I was very tired. As a result, the summary may be fractured as well, but here we go…

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The Menace at Macy’s: Gaming summary for 4/25/04

Well, this blog is moving along in stunning fashion, isn’t it? After just one post in January and another in February, it was reasonable to hope that the 7 posts in March might be the start of a trend, but here we are at the end of April with nary a post to be seen. Scott and Rachel must think we’ve all died, or lost all interest in role-playing. I take some of the responsibility for this on myself, since I have taken on the role of the chronicler of the “Borderlands” campaign, yet I have only managed to attend one session this month. I will do my best not to let this happen again.

I’m told there’s a game going on during the Sunday nights that I don’t attend, but nobody is summarizing that, so I have no evidence of it. Come on, guys, I can only game every other week, give me some vicarious gaming to read while I’m supposed to be working.

Wendy, feel free to post the quotes from the Borderlands campaign so far; I’ve already forgotten most of them.

So here’s the summary for last night’s session, which featured not only our first actual combat in this campaign, but also the first earned point of Mojo (to Doug). Unfortunately, said point of Mojo was expended just moments later to prevent Doug’s untimely death, but nobody’s perfect. Extra kudos to Doug for attending a gaming session fresh from a 27-hour flight back from Australia. He didn’t even stop home first, people! That’s dedication! I’ve also switched from present tense to past tense for the summary. Why? Because I felt like it.

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The Menace at Macy’s: Gaming summary for 3/28/04

I’m going to try the fancy “extended entry” feature for this summary, because it may get long. We’ll see how it works.

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The Mystery of the Chinese Movie Theater: Gaming summary for 3/14/03

What follows is my summary of the gaming events of this past Sunday (3/14). I don’t have all the names in place yet, and I may have gotten some details wrong. Feel free to let me know, and I’ll edit.

The scene: Early on a sunny weekday afternoon. A cut-rate movie theater in Chinatown, New York City. A street performer named Gabe stands outside with his trumpet, playing for change. In the lobby, the theater owner, Lei “Chucky” Fei, sweeps up. Inside, Tim “Fitz” Fitzgerald is watching the first half of a double-feature. Across the street, Wendy is reading a book while on her lunch hour. Onto this scene bursts Obediah, an older homeless man with a wild look in his eyes (although he doesn’t smell).

Obediah crosses the street to where Gabe is playing and asks him for a drink. Gabe (sensing the PC glow about Obediah) complies. Obediah asks Gabe if he’s going to do anything about the miasma of evil surrounding the theater. Gabe hadn’t noticed the miasma before (because of his drunken state), but does so now, and is quite startled, by the evil itself, and the fact that Obediah can see it. (Gabe has been seeing things that aren’t there for some time, but has written it off as insanity or the effects of drink.) Obediah and Gabe get into an argument about the nature of the evil, which attracts Chucky, who attempts to shoo them away from his property by yelling at them in broken English. The yelling draws Fitz out of the theater to watch, since he isn’t much interested in the 30s noir film that’s currently showing (he’s waiting for the chop-socky film that comes next). Now that the commotion has disturbed Chucky’s paying customer, his attempts to rid himself of the two vagrants increase in volume. Obediah is adamant that the theater is “EEEEE-villll,” and announces this loudly, from the middle of the street. Wendy arrives on the scene at this time, carrying her book, and inquires if Chucky is all right. During the discussion, Obediah insults Gabe’s musical talents, and Gabe responds with a horn solo that nearly blows the paint off the building. At this time, everything goes black. The sun itself is extinguished and all the power goes out. Wendy pulls out her lighter. A few moments later, the sun reappears, and the power comes back on. The PCs, obviously, are startled by this turn of events.

Chucky attempts to convince the other PCs that the sun-going-dark thing was just a fluke (he succeeds), and then tries to convince the vagrants to go away, and Fitz to go back to the movie (he doesn’t succeed). Fitz (using a condescending tone) wants Obediah to be more specific about the nature of the evil, which now seems to be gone. Obediah responds by charging into the theater and upstairs, followed by Fitz. Once upstairs, Obediah cleans a dirty window with his sleeve, and looks out to see 1930s New York. Further investigation reveals a Chinese vampire stuck in a broom closet, with a prayer scroll tacked to its forehead, keeping it immobile. Fitz, who doesn’t know from prayer scrolls, is alarmed and draws a katana from the depths of his coat, startling the other PCs, who have now arrived on the scene. Chucky slams the closet door and demands that everyone leave, explaining that everything is under control. Fitz, waving the katana around carelessly, demands explanations. Obediah may be demanding explanations also, but nobody can really understand what he’s saying, so he goes exploring some more. Wendy, showing remarkable disdain for the guy with the sword, takes Chucky’s side and tries to push Fitz back to the lobby, getting a slice on her sleeve in the process. Gabe drinks. A lot.

Obediah continues to look around, and Gabe wanders off as well. Wendy follows Obediah, but Fitz won’t let Chucky leave until he provides some explanation for the vampire. Fitz claims to have some experience in these matters, and asserts that everyone is in danger, but Chucky is having none of it. Obediah finds a storeroom full of arcane junk and normal cleaning supplies, and Wendy summons Chucky to control him. Fitz takes advantage of the opportunity to ask Wendy if she doesn’t find anything odd about all this strange stuff in the theater. Wendy continues to believe the word of Chucky, whose family has owned the theater for generations, over Fitz, a guy she’s never seen before who’s waving a sword around.

Abandoning the storeroom, Obediah goes back upstairs, where Wendy sees the 1930s view out the window, and finally starts to express concern. Gabe and Fitz see it as well, but they can’t get any more concerned than they already are. (Actually, Gabe runs out of booze at about this point, which concerns him more than anything else going on.) The demands for explanations continue, and Obediah pokes around some more, eventually finding a room that contains a swirly temporal vortex. The ensuing wind and Giant Sucking Sound attract the attention of the people in the hallway. Chucky drops his (very, very bad) fake Engrish speech pattern to mutter “Aw, crap” as he runs toward the door and slams it shut. Unfortunately, there’s a wiggly tentacle jammed in the door. Chucky switches to plain, unaccented English and lays out a plan. Chucky will open the door quickly, and Fitz will stab whatever is on the other side. If the Whatever fights back, Fitz is to let go of his sword. Chucky yanks the door open, Fitz stabs, as requested, and the Whatever pulls back into the vortex, taking Fitz’s mall-bought katana with it. Chucky slams the door and realizes that he’s not going to get these people to leave now.

Gabe and Obediah take up residence at the theater, with Obediah running the popcorn machine (with the “I Can’t Believe It’s Not Evil” topping). Fitz expresses dismay that although he’s learned a bit about European-variety demons, this Chinese stuff is new to him, and begs Chucky for lessons. Wendy states that Chucky knows where she is if he needs her. Chucky laments that the day started out well, before the crazies showed up.

Borderlands Rules

The Borderlands

I’ve posted some of the write-up of the new setting at the link above. Take a look, and let me know what you think.