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Campaign
Description:
The Golden Gate Guardian’s
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 hero’s 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 it’s 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 it’s
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 team’s 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 Guardian’s, 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-been’s in particular. They’ve 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 hero’s 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 –use
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. It’s 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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