Force Pacific is an average powered campaign of
superheroes whose mission is to safeguard the city of San Diego
and other locations in the Pacific Ocean. The six player
characters are heroes. They will fight to protect the public
against villains and villainous agencies. The player characters
must be good guys capable of working together as a team.
Importance of the
Player Characters: Very Important. While there are other
heroes in the world, the player characters are effectively
central to everything in this campaign. There will be frequent
crossovers of characters from other campaigns and characters in
the Guest Pool in this campaign. Thus, there will always be two
open slots for Guest superheroes which will change at the
beginning of each scenario.
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
The Story So Far:
In nearly it's entire history, San Diego has had a rich history
of heroes. Mission San Diego de Alcala was founded in 1769. In
the early 1800's, Don Diego de la Vega, the son of a rich land
owning Californian family, puts on a mask and fights villains of
the age as Zorro in Southern California.
In World War II, a superhero called Valor teamed up with
another called Surfrider after a mutal encounter with a mystic
employed by the Imperial Japanese Navy on the eve before the
attack on Pearl Harbor. Finding that they worked well together,
the pair formed a permanent team and began operating together in
Hawaii and the Pacific frequently aiding the allied war effort
against Imperial Japan. In the summer of 1942, the duo aided
Admiral Nimitz and defeated the Japanese superhumans, Oni and
Kuei, allowing the US Navy to achieve a stunning victory at
Midway that turned the tide of the war. One creative journalist
on Midway Island described the duo as "Surf and Turf" and the
Having little work for superheroes in Hawaii after the war,
Surf and Turf went back to San Diego, Valor's hometown. The
economy was doing well and Southern California quickly began to
grow. As time marched onward, there was an increase in the
number and power of criminal organizations and supervillains
worldwide. San Diego was uniquely situated as a gateway from
Latin America to the United States. With a growth in California
agriculture, San Diego became a gateway of immigration. With a
growth in drug use, the city became a center for drug
trafficking. Surf and Turf became very busy in the late 1960s.
Their crime-fighting endeavors were ended when they were slain
by a pair of super-powered assassins employed by the Syndicate
Internationale. A surge in villainous activity occurred during
the next year. Finally, Captain Courage, son of Valor, and
Seabreeze, daughter of Surfrider, avenged their parents and shut
down the activities of the Syndicate Internationale. Thus, the
team Surf and Turf was reborn.
At about the same time, Jonathan Lobo and Thanh Tran, two CIA
mercenaries survived a trap with the help of a mysterious
Chinese monk. The monk spoke to Lobo in Chinese, but the words
would haunt his dreams from time to time throughout much of his
life. Lobo and Tran made it back to the U.S., and, after
debriefing, resigned with honor. With the GI Bill benefits, the
pair went to college together and graduated with degrees in
engineering. Driven by the desire to cure their own
disabilities, they started a small engineering firm to make
prosthetic devices for the handicapped. TL Corp soon ventured
into the fledgling technology of bionics and soon were in the
forefront of the business.
After an attack on TL Corp which was thwarted by Surf and
Turf, Lobo began having dreams of the Chinese monk again. He
left Tran in charge of TL Corp, taking a leave of absence to
study in a monastery until he could translate the monk's words
which were haunting him.
"In the place where North and South meet,
Help the children of earth and sea humble the demons of the
Bring together the very elements of the world, balance and
guide them to humble the demons that prey on the weak."
Lobo only understood the first two parts. Chance had already
placed him in San Diego, and Lobo realized that he was in a
position to help the 'children of earth and sea', Surf and Turf.
He created a private foundation and recruited agents to assist
Battle Cry and Seabreeze.
The steady increase in the number and power of criminals
continued. By the year 2001, it was clear that Surf and Turf
were overmatched. After having a difficult time in defeating a
pair of supervillains, Surf and Turf announced that they would
retire. With much hullaballoo, the city threw a fiesta in honor
of their guardian angels, the size of which San Diego had never
seen. It was a moment both of pride and sadness that might have
been interrupted by a vengeful attack by The Commander, Femme
Fatale, and two dozen Golden Triangle agents. But it was
thwarted by the third generation of Surf and Turf, two of the
children of Captain Courage and Seabreeze, assisted by several
of Jonathan Lobo's agents.
The night following the attack, Jonathan Lobo's dreams were
filled with the Chinese monk. Only this time, Lobo understood
completely what the monk was saying. The following morning, a
cyborg going by the name of The Chairman met with the new Surf
and Turf and told them of his plan. San Diego would be protected
by a new team that The Chairman would guide and support. The
team would be comprised of six members, five each representing
one of the ancient Chinese elements of Earth, Fire, Water,
Metal, and Wood. The last member of the group would represent
Balance, Yin and Yang.
The Chairman scoured through reports of superhumans operating
in the area and came up with a list of four more names. He sent
the third generation of Surf and Turf as well as some of his
Purple Heart Club agents to meet with new recruits to be brought
into their ranks. New heroes for land of Zorro at the dawn of
the new millenium.
The United States government, though cautiously watching, knows
the value of having a superteam in Southern California. The
local governments are even more happy to have someone to call in
the case of superpowered trouble or natural disaster. Those
whose lives are built on taking from others, and those who
generally have ill-will for humankind are justifiably worried
about the expansion of the two man team. Because of property
insurance increases, however, there are some in the public who
have mixed feelings about the team, knowing that if not for
superheroes, the supervillains would be free to roam and do as
they please. The Chairman encourages team members to participate
in the community on their free time to keep public relations
good and has taken an expensive insurance policy with Lloyds of
There is some crossover between good and evil. Things will not
always be black and white. Characters may find themselves making
difficult decisions, but should always try to be good guys.
Depends on how much we need. Action sequences will be cinematic
and descriptive. Players may choose to have their character's
soliloquys only on their phases and fairly long, or up to 2-3
lines every segment. 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.
In general, things will work out for the best in the end, even
if there were a few bumps along the way. Most of the time the
character's efforts will be rewarded.
The game will focus on serious subjects and adventures. This
does not mean that there is no room for humor. Witty repartee,
creative use of powers, and the way you play should provide
plenty of humor in the midst of even the direst situation.
The initial scenarios of Force Pacific will involve the
founding of the new superhero group dedicated to combat evil and
fight injustice. After their initial encounters, the team will
form and choose a team name. Subsequent scenarios will take
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
the press will print your exploits for the world to see.
Building a Character for Force
Force Pacific is a
team of six superheroes. Two characters, to fill in the Surf and Turf
roles, are the children of the previous generation of Surf and Turf, and
the grandchildren of the original Surf and Turf.
The Players will make
up their own characters for this campaign using guidelines found below
for each of the roles. Only two of the six characters have specifically
defined limits. The remainder of the characters, four regulars and two
guests will have broader limits.
All characters must follow these guidelines:
Maximum Points from
One Disadvantage Category:
Maximum Active Points
for Any One Power: 75
- All characters for this campaign must take the 4 point Force
- Only the team's speedster may have a speed exceeding 6; the
speedster will be expected to have lower attack and defense powers
than the others.
- Characters may have Secret or Public Identities.
- Any character that desires so will be supported by the Force
Pacific endowment fund, such characters should have Professional
Skill: Member of Force Pacific of at least 11 or less.
- All characters should have at least Psychological Limitation:
Reluctant to Kill.
- If the character submission is a conversion from the previous
version of the Global Guardians, and the character has any accrued
experience points, the character may retain those points.
- The active point restrictions do not include reduced endurance.
- Maximum OCV or DCV: 12
Surf and Turf: You
must include in your background a description of your relationship with
the past generations of Surf and Turf as well as your sibling. Note that
the GMs were purposefully vague on the power sets of the previous two
generations of Surf and Turf, you should assume that each generation of
Surf and Turf has similar (although not necessarily the same) powers to
- Surf and Turf have a metagene origins (mutants) for their powers.
They inherited the powers from their parents and have expectations to
- They are in their mid-to-late 20's in age. We have purposefully
left the gender of the third generation Surf and Turf open in the
- You should not name your characters Surf or Turf, that's just the
old media-derived team name.
- Acceptable character power types for Surf: any water-related
powers; can be a Brick, Energy Projector, Speedster, or combination
thereof; Surf should generally function well on land and even better
- Acceptable character power types for Turf: can be a Brick or
Speedster or a combination Brick/Speedster; this does not limit Turf
from being able to fight in water.
Fire, Metal, and Wood:
These team members must, in some way, fit the role of one of the ancient
Chinese elements: Fire, Metal, or Wood. That does not mean that you have
to have powers of that element. For example the character for Fire, need
not be able to fire a blast of flame. He/she could have a 'fiery spirit'
or have been a pyrotechnicist, etc. In other words, it could be a vague
connection, but a vague connection must be explained in the background
somehow. The elements of Water and Earth are fulfilled by Surf and Turf.
If your character is not originally from a country on the Pacific
Ocean, you must include how he/she wound up someplace on the Pacific.
But, don't worry about how you end up in San Diego, that will be taken
care of during the initial scenario of the campaign. Whether young or
old in age, the new recruits will be generally new to the world of
team member must somehow represent Yin and Yang, the Chinese belief of
balance. The Yin/Yang role character may have any origin for
his/her powers, but should not be of the brick, speedster, or weapon
master archetype. However, a brick, speedster, or weapon master will not
be excluded if well conceived.
This character may be from any location on the Earth (or even from
space or another dimension). His/her recruitment in the first scenario
will bring him/her to San Diego if not originally from there.
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
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Games, Inc. No challenge to any trademark or copyright is made
or implied by this site.