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The Golden Gate Guardians
Gamemaster: Brian Rae and Eric Stradling
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Campaign Description: The Golden Gate Guardianís campaign, set in the city of San Francisco, is a mid level campaign for novice superheroes with skill, talent and very, very little experience. The characters initially exist as a collection of solo heroís who will (hopefully) come to realize the value of cooperation, both with the city authorities and, eventually, with each other.

Importance of the Player Characters: Locally Important. With the disgrace and disbanding of the former Golden Guardians team, the heroes represent the only super-powered force for good still present in the Bay area. While not a globally recognized team, that may change if the characters appear to be suitably heroic.

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 Golden Gate Guardians campaign has a slightly darker, grittier tone that most four color campaigns. While some villains will merely be bad, some will be downright evil.

The Story So Far: Since the early nineties, the City of San Francisco has felt secure in the protection of itís police sanctioned, corporate and publicly sponsored hero team, the Golden Gate Guardians (or the Golden Guardians for short). Once respected, the reputation of the team has become somewhat tarnished in recent years. with the death or retirement of the majority of its founding members and itís recruitment of some less than upstanding heroes. Scant weeks ago the "hero" Nero killed a common thug during an attack by the LCD organization. Also during that same incident, the teamís leader failed to protect a women he swore to protect from an attack by would-be rapists. The latest in a string of highly publicized scandals, it resulted in the team being disbanded. Possibly for good. Additionally, a warrant has been issued for the arrest of Nero, on charges of manslaughter.

In the meantime, San Francisco suffers under a veritable onslaught of opportunistic Supervillains. Protected only by a scant handful of eager, if inexperienced young heroes and a few older Golden Guardianís, the people of San Francisco are screaming out fort help. However, these heroes are operating alone or in small, disorganized groups. While they have so far racked up an impressive number of heroic defeats and marginal victories they have yet to obtain even a single arrest in the course of their adventures.

Somebody is organizing these attacks. But who and for what purpose? Clearly, as things stand, those responsible seem likely to meet their nefarious goals. Unless the heroes of San Francisco stand against them. Only united can they hope to achieve victory. But their a bunch of rookies, kids and wanna be's backed up by a small but skilled corps of hardened veterans back from retirement. Nobody really believes that San Francisco's heroes are truly up to the task.

Or are they?

Local Relations: The good people of San Francisco remain scornful of so-called "heroes" and their own crop of rookies and has-beenís in particular. Theyíve been burned by putting their faith in superheroes before and so their understandably somewhat reluctant to do so again. This is reflected in the present attitude of the mayors office and the police department, neither of which seem particularly inclined to grant sanctioned status, or even cooperate with, any of their cities new heroes.

Even within the city government however, there are those who mourn the loss of their associated super-powered SWAT team. And the heroes might find them in some of the most surprising places. The problem lies in deciding who can be trusted. Effectively, until such time as San Francisco's heroes can prove themselves, they are on their own.

Morality: The Golden Gate Guardians is a fairly gritty setting invoking a great deal of gothic atmosphere. Dark lighting, shadows and lots of trash should feature heavily in posts. However, it is NOT a vigilante or dark Champions campaign. The characters are heroís in every sense of the word. Morality will feature a considerable number of grey areas, but the characters should always strive to make "the right decision" as best as they are able. Even so, the players should expect to find their characters confronted with a number of moral dilemmas that may or may not be solved to their satisfaction. However, they wont be able to please everybody and the press will almost always be on their backs about something.

Realism: Strong, Action sequences will be cinematic and descriptive. Characters won't die unless they take excessive risks 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. Try to make your descriptions as gritty as possible Ėuse plenty of trash and dilapidated buildings where appropriate, for example. The characters will not exactly find themselves saving the world every other adventure, but their successes will always mean the world to somebody, no matter how insignificant they might seem.

Outlook: Positive, but with dark moments. The team can always beat the bad guys, but more than in any other campaign they may suffer a few defeats along the way. At times, the players will seem to be battling an endless stream of opponents in a futile attempt to stem the flood of super powered crime in the city. But even when things seem hopeless, there will always be something to remind them that they are fighting the good fight for a reason.

Seriousness: The game will feature moments when things can become quite grim. The heroes must strive to do the best they can in a difficult and dangerous situation and should expect numerous setbacks and defeats along the way.  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.

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 the press will print your exploits ( with a suitable negative spin) for the world to see.

Building a Character for the Golden Gate Guardians

The most important thing to remember when building a character for this campaign is this: The characters are either newbies or retired Golden Gate Guardians from the days before the team fell from grace. As such, their skills and disadvantages should reflect this:  novice heroes are unlikely to be plagued by many Hunteds. Anything more than one or two would be considered excessive.

However, the team will be under a great deal of media scrutiny; the press are just waiting for these new guys to mess up and show their true colors. Or what the press would like to portray as their true colors. Therefore " Watched by the Media " and other disadvantages relating to the press should feature in just about every characters list of disadvantages.

The campaign will be centered largely on the city of San Francisco itself, so remember those all important Area Knowledge and Streetwise skills. Itís also important to remember that most of your useful contacts should be based within the city as well.

Character backgrounds should be submitted initially.  Based on those, I will select a lineup of characters and will ask for character sheets.

All Golden Gate Guardians 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: 75
Special Restrictions:

  • It is advised that the player make use of all 150 points of disadvantages.
  • Because the characters do not begin play initially as members of an organized hero team they do not need to contribute points towards a base or a vehicle. However, it is advised that players keep some XP or beginning points aside to pay for these things later. 3 to 5 points recommended would be best.
  • All player characters should have either the 20 point Psychological Limitation "Code vs. Killing", or the 20 point Psychological Limit "Will Not Kill".  The 15 point Psychological Limit "Reluctant to Kill" is only acceptable if you can convince the GM that your character cannot possibly exist without it.
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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Unit Zero

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