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Defenders of New Zealand
Gamemaster: Glen Patel
The Global Guardians PBEM Universe
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Campaign Description: Defenders of New Zealand is six character, moderately powerful campaign, in which the the characters will be the heroes of an entire (small) country. There will be investigation as well as combat. The characters have been elevated beyond the level they would have achieved on their own, and this should show in character development.

Importance of the Player Characters: The Defenders of New Zealand are just that. They are responsible for defending an entire country. They're are not high powered, but they are the best where they are. Villains and Tane will be the only more powerful characters encountered, except in unusual circumstances...

World Description: The Global Guardians Universe is a four-color comic book world full of larger than life characters.  Technology is more advanced that the real world, and magic is real.  Aliens and creatures of legend roam the earth.

The Story So Far: Since the dawming of the Age of Superhumans, the Mighty Heroes of the British Empire defended all the colonies equally, with no bias. The smaller nations were poor targets for Supercriminal activity; they had less resources but just as many superheroes as the larger countries in the Empire. In this time the colony of New Zealand contributed one or two heroes at a time, who generally moved to the United Kingdom or the United States once they were no longer needed by the Empire.

This kept New Zealand secure, safe even in the World Wars from metahuman danger. But it was not war, but peace, that was to pose the greatest danger to the small island nation...

The year 1948 saw the cost of colonies become too great for the struggling British Empire. An act of Parliament dissolved the ties between New Zealand and the Motherland. This left New Zealand unguarded militarily and in terms of Metahuman defense. A series of hasty alliances solved the first problem, but the second seemed insoluble. New Zealand no longer had heroes, and a call of recall to ex-patriated Heroes of the Empire was not answered.

Except by one man. Tane. When the government attempted to negotiate terms with him, he organized a demonstration. Every other candidate was lined up for a 'Field Training Exercise', and challenged to defeat him, even working together. They didn't see him between when he finished that statement, and when he gently brought them back to consciousness.

By the third such demonstration, it was clear to all that they needed Tane. He seemed closer to a force of nature than a man, and for good reason. He was a demi-god, a half-Maori sorceror and descendant of Tane, God of the Forests. His power was not wholly native however. Privately, he has made clear to officials that he had also been taught by his Pakeha (white) father in some form of Western mysticism.

Tane never made a great claim to fame. He was almost uniformaly successful, with only three super-crimes taking place on his watch. A watch that lasted 25 years, all of it solo. Tane never even took an apprentice. He didn't need to. He looks the same today as he did 55 years ago. Well, except for one small detail...

The year 1973, was the end of his time as sole guardian. A strange shape appeared out of the sky, falling to the ground on the road in Auckland city, just next to present site of the Sky Tower. A metallic, gleaming human form fell to the ground, smashing through the ground, burying itself completely. It broke free of the concrete, and dusted itself off. Standing up, it was a fearsome figure. A diabolic figure, over two meters tall, humanoid but possessed of crow's wings and a razor sharp beak. Tane instantly appeared in the Domain, and flew from there to the site of the creature's arrival. The battle between these two beings would be long to describe. Suffice it to say that the 'robot-devil-bird' was reduced to slag and fragments of flesh, and the Great Tane was left a cripple, unable to move his legs and covered in scars. Tane muttered a curse, in Maori, that echoed like thunder... All in the city heard of his anger at the machine that had come to end a life, and knew what he had meant.

This panicked goverment officials. The Minister of Paranormal Affairs, long considered worthless, consulted the archives half-heartedly established under Tane's protectorship, searching for records of any New Zealand Citizens who might possess powers. The man of the moment rose to the occasion, uncovering a dozen candidates. Tane tutored them from a wheelchair as quickly as he could. Training exercises were in plentiful supply, as they soon faced thrice their number in imported paranormal criminals. Teamwork and training triumphed over the greedy, disorganized rabble. For a brief time, pride in Disciples eclipsed that for the All-blacks. The black DOT became a national icon.

This feat is all the more impressive when the narrowness of their powers is taken into account. The two most powerful members of the team was Horse, who had simply been a man with the physical power of a Clydesdale, and the Team Leader Voltine, of the electric touch. Creative use of magic gave them their edge, an edge sorely needed when facing the hardened, experienced criminals they defeated in their first year.

This model has been kept to for the past 27 years. After the first six of the original Disciples retired, Tane has always insisted on a half dozen Disciples; no more, no less. He trains others, but they are never activated until one of the six retires or is killed (this has happened once; cancer). Tane's criteria to activate a Disciple are unknown, but are not based on experience, or power. When asked, he simply smiles, shakes his head, and looks to the sky.

Local Relations: The Defenders of New Zealand (DoNZ) are treated essentially like a combination of sport stars and police officers. This is appropriate, as they are what they are through a combination of 'talent' and training, and this is well known. Ordinary citizens press for autographs. As a Government agency, DoNZ is called upon frequently for help, which helps their image furthur. The Defenders do have more privacy than superheroes in other countries do; probably something in the national character. This is not to say that people do not dig for dirt; just that only the minority of reporters do. Double lives have been maintained by several previous members of the Defenders; Horse and Voltine for example.

Morality: While less encumbered by regulations than standard law enforcement, the Defenders are, simply put, under orders. They are expected to be rational, and not use excessive force. Individual morality should be high enough to pass inspection by telepathic probing.

The campaign will be four-colour enough for this to not be impossible, although sometimes decisions will be hard.

Realism: Strong, but not overwhelming. This is still superheroes, even if it is more realistic than some. Characters won't die unless they show themselves to be too stupid to live or are going out in a blaze of glory. How you role-play the character will do a great deal to determine the realism of the game, so please put some soul into your characters.

Outlook: Generally positive. DoNZ still feels like the 'Invincibles'; there has yet to be a significant failure. Things will go wrong for darker moments, but things should usually get better.

Seriousness: This game is not a comedic look on superheroing. Serious harm can befall the characters, although in the spirit of the comics, it will not be permanently fatal. The world around them will be hurt by any serious mistakes, but impact will be minimized in logical ways.

Continuity: The game will be entirely serial. Player actions in one scenario will have effects on later scenarios, and continuity will be enforced. Adventures will move linearly through time, bad guys will remember who you are and what you did to them, and there will be public record of activities.

Building a Character for the Defenders of New Zealand

Remember, these heroes were not selected because theyíre individually impressive. The DoNZ need to be team players with limited powers. Loners, the mentally unstable and mages need not apply. Techno-heroes should be team players; Tane tries to avoid them.

All Defenders of New Zealand characters should follow these guidelines:

Starting Points: 200
Maximum Disadvantages: 150
Maximum Points From One Category of Disadvantage: 50
Maximum Active Points for Any One Power: 65
Special Restrictions:

  • All characters must purchase the Defenders of New Zealand package.
  • All characters must have at least 50pts in either Martial Arts and/or Skill Levels, or in some kind of limited superhuman abilities.
  • Characters who would not have been legal for a pre-reboot Embassy game will be checked twice as much as those that would have.
The Global Guardians PBEM Universe is copyrighted to Jack and Rebecca Butler, and is their solely owned property.  The Global Guardians PBEM Universe, and all of the campaigns therein, are works of collaborative fiction.  All the characters and events portrayed here are either products of the authors' imagination or are used fictitiously.  Except where otherwise specifically noted, the Global Guardians PBEM Universe, all Global Guardians characters, and all stories included therein are Copyright 1999, 2000, 2001, and 2002 by Jack and Rebecca Butler with all rights reserved under International Copyright Convention.  Submitting material (such as but not limited to character submissions, background information, and artwork) for inclusion in the Global Guardians grants Jack and Rebecca Butler the right to use that material as they wish, in perpetuity, within the confines of the Global Guardians Universe. The submitter does not give up the right to use the material in ways unconnected to the Global Guardians Universe.  This website was designed by Jack Butler, and is maintained by Jack Butler. Unless otherwise and specifically noted and with the exception of player characters which are the creations of their respective players, all material on this site is the creation of Jack and Rebecca Butler.  No material on this site may be posted or published elsewhere without the express written permission of Jack and Rebecca Butler.  Champions and the Hero System are registered trademarks of and are copyrighted by Hero Games, Inc.  No challenge to any trademark or copyright is made or implied by this site.
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