Thursday, November 3, 2011

Oneshot: Kobolds Save the World

Rita: AwHell
Wayne: Kobold 426...wait...728
Bernie: Snaryl

Paralax the Lich had blighted the land for 20 years before the great adventurers rose up to stop him. For another 20 more the heroes cleaned out his dread hold level by level only to die right before stopping him. The kobolds on the first level learned that Paralax had decided to destroy all life in the world so they picked up all the magic items the adventurers left. However, each time one kobold died, they were replaced by another.

The Lich appeared to gloat and so the kobold's hid. Snaryl went straight for the device using stealth and cunning to bypass, while 426 and AwHell1 hid among-st the Orcs. The Lich figured out that they had the adventuer's items, so 426 and Awhell used a series of very powerful spells to kill the lich and those that guarded him since the Lich had his defenses down.

But they still had to take out the device.

The first room they ran into was a simple puzzle with four pillars and four elements. The trick was just to walk past it. Snaryl snuck. The others slid down the stairs in a cube of force. However, many of the number clan were killed (well...two) by a Deck of Many Things cleverly placed on the other end of the room.

The next room had a powerful dragon that they talked to instead of fighting, and managed to free. The winged iron golems were a bit more of a challenge, until they opened the door on the opposite side which had a huge amount of water come in and kill everything, including them. Snaryl was ethereal at the time.

The new 426 and AwHell Clan member swam through the next room, vast and filled with water. Snaryl managed to snag them into the etherial plane. They went through the room but fought off several ghost pirates and used fireballs and a prismatic wall to keep them at bay. They found the portal to the other side.

Awhell's gem of seeing managed to help them navigate the Lich's final maze to the device. 526 used a wish to summon a carpet which he used to circle the machine and help destroy the pylons. They all escaped and blew up the device and saved the world.

The gods rewarded them. Awhell4 became Goddess of Chaotic Good kobolds (an abomination in Kobold society). 526 became God of Fertility and Multiplication. Skarl wasn't in the mood to become a God and so became a member of the assassin's guild.

Tuesday, August 2, 2011

Restoration of House Tephet - Session 3

After their defeat at the hands of the Solar Priest, the group was largely unsure what to do. But after some internal reflection, they decided to visit the Satrapies assigned to Barad Tephet, in an attempt to get them to pay their taxes and as a result restore Lintol’s standing in House Tephet. Barad’s servants also explained that his lands, rich in value but managed as a mountain camp might fare better under Jory’s management, were placed under his care. Jory immediately went to work contacting many of his contacts to ensure that things were improved in Barad’s lands.

Meanwhile, the brotherhood took about half of their available martial forces and went via spell rapidly toward the coastal port of Lask. They made arrangements with a captain for passage, however Jory had concocted Cholera from drinking bad wine and infected half of the sailors on the ship. Lintol flew back to the mainland to fetch a doctor, and the ship was able to continue on its way.

It took the group over a month and a half to get to the first province, and they made a grand entrance and demanded to the see the books. Long story short, the Satrap essentially said, “No. We’ve already got one.” According to them, someone officially representing the council came by to collect their taxes with the seal and supposedly representing the council. They would not describe who the individual was and deliberately set up air charms in an attempt to get Lintol to say the wrong thing as proof of an act against the Council. Lintol managed to avoid it but only just.

Once out of spying range, Jory recommended that they return to the House and confront the council. So long as Lintol had no official sanction they were wasting their time. Katel and Barad suggested staying instead, and finishing the tour. Lintol decided that staying was better for now.

The next province they visited was much poorer. A phantom representative of the council had not been there, and the group was far more low key in how they approached. The provincial satrap reported that he merely wanted 20 soldiers. After some discussion internally, Lintol agreed but only on the return trip after all the provinces were examined.

The third province they toured was a well-defended mining town. The phantom council representative had been there and collected taxes, but since this time the group had approached low key and made no demands, they were somewhat welcomed and shown the books. Jory was able to recruit an assistant to the over seer and it was learned that the council had also placed a spy inside of the compound as an Earth wall reinforce as a ‘gift’ to the province. Katel attempted to talk to him but was rebuffed by his ‘wife’ thus confirming that the earth reinforce was in fact a spy for the council.

The group moved on to the two remaining provinces including Blackstone, which were far larger and perhaps beyond the group’s ability to handle with the forces that they had to bear.

Wednesday, July 27, 2011

Restoration of the House of Tephet - Session 2

Sean – Tepet Lintol – Master Sorcerer and ruler and rightful heir to Tepet.
Jeff – Tepet Barad – General and landed baron.
Mike – Tepet Katel – Warrior extraordinaire and brother to Lintol.
Tom: Cathak Jory – Sorcerer and spy master.

The group agrees to try and get the Priest that is disrupting the south of the Dragon Blooded lands. The idea is that this will increase Lintol’s prestige. Based on Jory’s intelligence they learn that this guy can make people fanatical followers with a single touch and they learn the name of the town where he is. The group decides to leave the army behind and travel by Lintol’s sorcery due to the distance involved.

Jory and Katel go into the town to try and scout it out. Right off the bat Jory is suspicious given the armor and weapons being made but the complete lack of visible soldiers. It’s a fairly small village but he wants to perform the most innocuous activity possible. They go to the store and he asks to buy bread. The shop keeper is asking unusual questions, and Jory is cautious but not sufficiently cautious since the store keeper asks why they want five days worth of bread but have no means of carrying it. He then switches to two days, but says that the nearest town is 5 days away and that traveling without leave will be vagrancy. They buy the bread and leave.

The two do not notice that they are followed by a group of 25 soldiers. As they approach the group, they immediately demand that the group pay a fine for vagrancy. The group asks some questions and the head of the 25 soldiers (gruff and authoritative) immediately then says that they need to move on or be arrested. Then he increases the fine. The group finally agrees to pay the fine (since it is a pittance) but in the process Jory is highly annoyed and asks the guard’s name. At this point, the guard (who had effectively asked for a bribe) immediately tries to arrest everyone. Since the group is not sure if the guard work for the local baron or not, after Katel struggles, the rest of the group gives up and Katel surrenders as well.

It turns out that the soldiers are working for the renegade priest who is also a powerful First Age soldier. He tries to compel the group but in the process, Jory breaks free using the powers of his bonded demon and moves to stop him, and then the whole group begins to break loose from the bonds holding them. Lintol and Katel work together to free Lintol’s hands. They are doing alright but in the process the Solar uses an incredibly powerful social charm that forces everyone to work with him, but only Lintol and Jory realize that they have been affected. So negotiations open. At this point the Solar initiates ANOTHER powerful social charm and convinces Katel and Jory that his is the right way of thinking. Lintol is the only member of the group not affected by the Solar’s effect.

The Solar offers to help the group with the understanding that in exchange Lintol come back and help his cause to unite the Empire under his rule and fight the things threatening creation. The group leaves, with the Priest’s offer to provide troops likely to be accepted and none of them knowing for certain who is affected by what. Upon return the group decides to keep the whole affair quiet lest they be accused of conspiring with a Solar. It is decided that the group will go to the Satrapy of Blackrock, which Jory’s intelligence has told them is ripe for revolt against their own rebellious Satrap.

Thursday, July 7, 2011

Restoration of the House of Tepet - Russel's Exalted Game (Session 1)

Sean – Tepet Lintol – Master Sorcerer and ruler and rightful heir to Tepet.
Jeff – Tepet Barad – General and landed baron.
Mike – Tepet Katel – Warrior extraordinaire and brother to Lintol.
Tom: Cathak Jory – Sorcerer and spy master.

Lintol’s older brother, and heir to the house and best candidate for the Scarlet Throne had died under mysterious circumstances and was banished by the remaining Council Members. Jory, Katel, Barad and Lintol all met to discuss the status of the house in its fallen state, and the realm in general. In the process of doing this, a spy from another house was caught. Upon investigation, Jory discovered that all of the houses in House Tepet were riddled with spies because of the terrible finances of the house. Many options were considered, including attempting to gain extra soldiers from the Red Piss Legions, to finding lost artifacts, to building up new legions from scratch.

Lintol revealed a hidden manse where the group could discuss their plans in private. It was then determined that the best action for the group was to go after a Solar Priest who was instigating rebellion in the south part of the realm, thus enhancing Lintol’s reputation and helping to refute allegations by the council that he had slain his brother.

Lintol also cast a ritual which set the four of them up as a brotherhood dedicated to restoring Lintol, restoring Tepet and restoring the realm.

Cathak Jory

(Slightly redone in chargen with the group)

Cathak Jory – Water Aspect Dragon Blooded Exalted
Str: 2 Dex: 3 Sta: 2
Cha: 3 Man: 4 App: 2
Per: 2 Int: 5 Wit: 3
Linguistics: 1 (Old Realm)
Abilities:
Lore: 3
Occult: 4
Stealth: 3
Bureaucracy: 4
Investigation: 4
Larceny: 4
Dodge: 3
Melee: 3
Presence: 2
Socialize: 3
Martial Arts: 1
Sail: 1
War: 1
Archery: 1
Performance: 1
Backgrounds:
Artifact: 4
Breeding: 3
Resources: 3
Contacts: Intelligence: 4
Contacts: Finance: 2
Contacts: Magistracy: 2
Contacts: Thousand Scales: 1
Contacts: Guild: 1
Merits and Flaws
Enemy – Cathak
Silver Tonged
Cache
Heirloom – Book of Lineage for House Cathak
Obligation – 2 (All children must be to House Tepet)
Charms:
Terrestrial Circle Sorcery
Emerald Countermagic
Demon of the First Circle
Infallible Messenger
Observer Awareness Technique
Finding the Water’s Depth
Thoughtful Gift Technique
Weapons: Jade Reinforced Breastplate
Daiklave
Yassal Crystal (Large)
Collar’s Dawn of Charging Light
Willpower: 7
B: 14
L: +12
Compassion: 3
Temperance: 1
Conviction: 4
Valor: 2
Essence: 3
Personal: 13
Peripheral: 29
Committed: 10
Jory was the third son in the line. For four generations, each controlling lord had had four children. Their blood line was always powerful but not in the top tier of house Cathak. They created a formula that worked fairly well. The first was to rule, the second became the master of secrets, the third worked for the Empire and the fourth learned the sciences. But Jory did not satisfy his father's expectations for military stratagem so he decided that sending him to work in the Imperial bureaucracy would work better. The diviners said he was likely to exalt in Water, despite the family's propensity for Air, from his mother's bloodline, but since he never exalted, his father quietly made arrangements for him to become a monk upon graduation instead since he proved moderately adept at martial arts.

He exalted the day his brother (the second) died, he exalted as water, not air. Jory's father took this as a sign from Heaven, and had Jory enrolled in the Heptagram, academy for sorcerer's only four months before he was supposed to graduate. But he proved an excellent student at sorcery, and was able to use these skills plus the contact network his brother had established to be an excellent master of secrets. As a sorcerer he was tolerated. His father had more tolerance for him than others in the house primarily because he was still able to perform many useful roles for the house.

Seven years ago, his older brother and father died in the day of great tragedy. Jory would become the ruling lord instead. Jory didn't want the job, but he had no choice. In some ways, he has done well, but feels less than up to the task.
Upon taking this mantle, he discovered the true source of the line’s power. They had been cheated out of their rightful portion of Cathak’s inheritance by the ruling council. In retaliation, Jory’s great grandfather Aliet Cathak had replaced the Book of Lineage, the artifact that listed the rightful portioning of all inheritances within Cathak delineating what belonged to whom and to what with an exceptionally clever forgery. For 20 years the Expediency Council ruled using the false document, when Aliet made known his deception. The power of the council would be shattered if the revelations were made known. As a result, Aliet and his line were restored the lands and power that were taken from them with the understanding that the Book of Lineage (still properly maintained and updated by Aliet) was never made public for fear of the damage to the delicate balance of power amongst the factions in the Expediency Council.
For sixty years a cold war began with the Council trying to retrieve the Book, and Aliet keeping it from them. Aliet’s spy network grew to exceptional proportions, and while Aliet and his descendants resented the council, they also desired the best for the house, thus using their network to aid Cathak gain as much Imperial aid as possible.
Upon learning that this crime had been going on, Jory was ashamed, since he felt that the line’s lands had been rightfully restored and that Aliet should have returned the book a long time ago, and that his ancestors should have done the same. And in the process of taking the book back to the Expediency Council he learned that the Council had entered its master stroke, killing his final living brother, seizing the family’s lands and thinking that they had taken the book from its rightful holding place. He further learned that his brother s and father had been killed for the same reason.
Jory fled Cathak lands where he was banished on the public pretense of ‘dishonoring the council’ and other nonsensical vagaries, whilst Jory took with him the Book, his inheritance and the family’s spy network. He also cleverly used his exceptional skills at Bureaucracy to lock up all the family’s lands in binding contracts for five hundred years such that those who stole them might be able to rule, but would never profit from them. He also managed a heavy degree of imperial interference and mandates thus ensuring the people he left behind were at least somewhat protected by the wrath of the rulers as well.
Unshielded and without a house, he made arrangements with House Tepet while they were still powerful, offering his resources and skills as a companion to the promising young Lintol Tepet whom he befriended and taught some sorcery that he had learned at the Heptagram. When the house fell, Jory became determined to help the house rise again to prominence by whatever means necessary.

Monday, June 27, 2011

Character Background: Jory Tephet

(For Russel's July 2011 Exalted Game)

Jory was the third son in the line. For four generations, each controlling lord had had four children. Their blood line was always powerful but not in the top tier of house Tepet. They created a formula that worked fairly well. The first was to rule, the second became the master of secrets, the third worked for the Empire and the fourth learned the sciences. But Jory did not satisfy his father's expectations for military stratagem so he decided that sending him to work in the Imperial bureaucracy would work better. The diviners said he was likely to exalt in Water, despite the family's propensity for Air, from his mother's bloodline, but since he never exalted, his father quietly made arrangements for him to become a monk upon graduation instead since he proved fairly adept at martial arts.

He exalted the day his brother (the second) died, he exalted as air, not water. Jory's father took this as a sign from Heaven, and had Jory enrolled in the Heptagram, academy for sorcerer's only four months before he was supposed to graduate. But he proved an excellent student at sorcery, and was able to use these skills plus the contact network his brother had established to be an excellent master of secrets. As a sorcerer he was tolerated. His father had more tolerance for him than others in the house primarily because he was still able to perform many useful roles for the house.

Five years ago, his older brother and father died in the day of great tragedy. Jory would become the ruling lord instead. Jory didn't want the job, but he had no choice. In some ways, he has done well, but feels less than up to the task.

Pregen Characters for Time Cops on Shot July 2011

Pregen Characters

Professor Augustus Faustus – Discover of Time Travel in the year 2100. This is his fourth journey in time, and the one in which he finds out about time cops, and decides to set up the entire program. He could make just about anything out of some coconuts, duck tape and a radio.

Captain Luck Dodgers (Time Patrol) – A human from the 1930's who accidentally stowed away on board a time machine to the mid 25th century, who is surprisingly resilient to Paradox. He is sent on their most difficult assignments. He is able to use high tech weaponry in ways that do not cause paradox.

Captain Bravia Panera – The most famous piratess you have never heard of, scourge of the Seven seas, she hijacked a time ship and began to rob ships out of time. Rumor has it she also stole the ORIGINAL USS Monitor before they rebuilt it for use against the Merimack. Naturally the Time Cops had no choice but to recruit her.

Ooooooooooogalamana – Five human being to achieve sentience. Arguably the most intelligent human ever to walk the earth. He determined that if he invented fire, the process would naturally continue, and plotted the time and place where a time agent would appear to observe the past. Thus he cleverly bypassed 30000 years of pointless waiting for things like toilet paper and rice pudding. He earned a fortune with his witty insights but grew bored and wanted a life of action. What better place than the Time Cops?

Dent Arthur – A hapless Englishman born in the late 1800's. It was discovered that he was originally supposed to be on the Titanic when it went down when a missing passenger manifest was found, but he proved surprisingly resilient at being on the actual titanic until the Time Cops actually recruited him. They've assured him that they're going to get him off once it starts to sink. Really. They mean it.

Cleopatra – Because really, if it involves Time Travel, Cleopatra's one of those people that show up sooner or later? She's actually the fourth clone daughter of the original Cleopatra but has all of her looks and charm and memories, plus some kick ass internal cybernetics to boot.

Molly Brown – Given that every time traveler who goes to the Titanic wants to talk to the Unsinkable Molly Brown, keeping Time Travel secret became essentially impossible, so the Time Cops finally just recruited her as a honey trap to retroactively catch and fine all of the people violating the time protocols to talk to her.

Jack the Ripper's Second Cousin – Wilfred Muckley – Jack the Ripper is well guarded. There are more time cops assigned to keeping an eye on him than there are on the Titanic. However a small cult following began to lurk around his extended family, and one of them, Wilfred Muckley finally caught on, and proved resilient to attempts to keeping in the dark. So naturally the Time Cops recruited him.

Dr. Oom – Time travel beyond the 31rst century is impossible. The Time Guardians deny the Time Patrol, Time Directive and Time Cops access beyond that point. Occasionally, they send a representative, and the mysterious Dr. Oom is one such being. No one knows his abilities or his agenda.

Sunday, May 29, 2011

The Cannibal and the Sky Pirate

System: Fate 3.0

Date Run: 5/28/2011

Thumbnail: A bunch of pirates find the USS monitor in 1750 and use it to make a Booty call.

Players:

Sergey - Dr. Franklin - Ship's Surgeon who is secretly a cannibal.

Daniel - Oglethorp or "O" as he is known - Radical engineer/ship's carpenter who has stolen the design for an ornithoper and claimed it as his own.

The Roberts had been having a run of bad luck, so the Captain Ohara decided to take the long way around through the Devil's triangle. They are stuck in the mists for three days. When they come out the spot a strange Iron Island. The captain sends them to investigate.

O went to investigate first and lands, but smelled 'cooked meet' inside after opening the hatch, waiting for the long boat to arrive. O entered shortly before everyone else. Dr. Franklin discovered that the people were some cooked from the inside out. O discovered the engine room and with a bit of finagling manages to get it working. They figured out how to steer the ship. Dr. Franklin sampled a few of the dead.

There was a lot of discussion, with the Captain listening to input from the crew as to what to do. It was decided that they will go into the nearest Pirate haven to listen for rumors. They parked the Iron Clad near by and sailed the ship in. Most of the crew were kept on board the ship to maintain secrecy. They listened carefully and found out about a Spanish treasure ship in Cartagena.

They spent several days training with the Iron Clad to learn how to use it and then sailed in the dead of night, just before the ship was set to leave, only there was not just one ship but seven, plus four fully loaded gun ships. The pirates surprised one of the gunships, blowing it out of the water, and quickly sank the other three. Dr. Franklin treated the injured. O flew above them and dropped bombs. There was a tense moment with the admiral on one of the seven treasure ships but a deal was made in a secret note delivered by O. Right before they left, however, the Pirates made an offer to the Spanish soldiers to join them, and stole an extra ship worth of treasure, taking nearly 5 ship's worth of bullion.

Things got tense on the ship as the Captain and Boatswain and First Mate worked hard to keep the pirates who were now insanely wealthy in line. A plan was hatched to approach Port Royal and talk with the governor to essentially buy a pardon from the British. Whilst this was going on, O noticed several people going missing, and being bored, clever and a little bit unwise from time to time put together that they had all been to see Dr. Franklin about the subject...alone...in his room. Dr. Franklin quietly shut the door and convinced O to drink a drugged potion but as he collapsed, he shot a gun into the air. A short while later, the Boatswain entered to find out what had caused the ruckuss. At first the Doctor tried to explain that O had gone crazy but the Boatswain was having none of it. He ungagged O and O explained how Dr. Franklin was merely showing him an escape trick. The Boatswain rolled his eyes and left but muttered something about 'kinky.' O and Dr. Franklin came to an accord.

A short while later, the group went to meet the Governor and bought their pardons. Dr. Franklin and O both bought knightships as well. O established a mighty university in North America (as far away from O as possible) where he had agents scour the world for designs and inventions...so he could steal them and claim them as his own. Dr. Franklin bought a nice isolated island where he could hire many servants and entertain many guests. And occasionally eat them.

Thursday, March 17, 2011

Stilts: Character for Four Color Comix Mush


(I don't get to play on this very often but from time to time I drop in for the nostalgia of the old days when I'd play Grenademan on Children of the Atom 2....The picture was done by Flynn Nicholls))

Stilts is a young man of approximately 6 feet 2 inches of height. He has brown hair and brown eyes. He is comely but not handsome. He is muscled, but not muscular. He has posture but is not graceful. Were one to look at his face it would seem largely forgettable and and average 18 year old boy.

The exception to that might be the large robotic stilts that compose his legs. At the moment they're underneath a large pair of blue jeans. He also is wearing a white t shirt. He has a wrist watch that looks like it was made in the 1950's with the tiny initials, "JS" written in one side.


-----------------------------< Stilts () - Male >-----------------------------
Brought to you by Megalith Corp
Approved Character PL 10 Type: 150 PP Avail: 0 Spent: 150
---< Attributes >------------------------------------------< Value: 24 PP >---
Strength: 14 (+2) Dexterity: 14 (+2)
Constitution: 14 (+2) Intelligence: 14 (+2)
Wisdom: 14 (+2) Charisma: 14 (+2)
---< Skills >----------------------------------------------< Value: 25 PP >---
Survival Wis 1 [3] Stealth Dex 3 [5]
Sense Motive Wis 3 [5] Pilot Dex 3 [5]
Notice Wis 4 [6] Acrobatics Dex 15 [17]
Climb Str 2 [4] Craft Mechanical Int 10 [12]
Craft Structural Int 10 [12] Knowledge Technology Int 10 [12]
Knowledge Physical Sci Int 10 [12] Gather Information Cha 4 [6]
Escape Artist Dex 1 [3] Disable Device Int 14 [16]
Computers Int 10 [12]
---< Feats >-----------------------------------------------< Value: 19 PP >---
Acrobatic Bluff Improved Trip
Attack Focus:Ranged [5] Inventor
Beginner's Luck Jack Of All Trades
Crushing Pin Luck [2]
Dodge Focus [2] Power Attack
Grappling Block Sweeping Strike
Improved Throw
---< Powers >----------------------------------------------< Value: 40 PP >---
Protection 10 (10pp) Technological - Link With the Stilts
Blast 7 and Enhanced Strength 10 (Flaws: Lower Body Only (-1) (For Enhanced Strength); 19pp) Rapid Extension and Retraction of the Leg
AP: Elongation 6, Leaping 7, Enhanced Strength 10 (Flaws: Lower Body Only -1; 18pp)
AP: Trip 9 (Extras: Area Effect (Cone); 18pp)
AP: Trip 10 (Feats: Split Attack, Indirect (3); 14pp)
AP: Super Strength 10 (Flaws: Leg's Only (-5); 5pp)
Super Movement 3 (6pp) Wall Crawling, Trackless
AP: Swimming 6 (6pp) Water Mode

---< Drawbacks >--------------------------------------------< Value: 0 PP >---
Complications:

Everybody's Used The Suit
Over His Head
Idle Hands are the Devil's Plaything

Drawbacks:
None.
---< Combat >----------------------------------------------< Value: 42 PP >---
Base Attack: 8 Toughness: 10+2=12
Melee Damage: 2 Fortitude: 6+2=8
Initiative: 2 Reflex: 3+2=5
Defense: 18 FF: 13 Will: 5+2=7
----------------------------------------------------------< Skills System >--

#===Stilts's +note: Complications=============================================#
Approved: Yes

Everyone's Used the Suit: Old enemies, Old Allies, There are all kinds of expectations that others might have about someone who has worn the suit, and most of them are negative. People are generally not going to take him seriously.

Over His Head: Jeremy still doesn't consider himself a super hero, not really so it is rather possible for him to quickly be overwhelmed by the magnitude of circumstances. If people's lives are on the line, he'll still rise to the occasion, but otherwise his own mind might play tricks against him causing him to screw up at the worst moment.

Idle Hands are the Devil's Plaything: Jeremy hates being bored. He will find something to do if something to do isn't found for him which means he may be the guy to push the button or the guy to pull the lever unless someone gives him a rather good reason not to (or he thinks it will get him killed.)

Background:

The Stilts first showed up in the 1950's and were used by the evil Stilt Master. Largely regarded as one of the least effective villains in history, the list of people who beat the crap out of him is a veritable who's who list of heroes at the time. It became a bit of a running joke that the Stiltmaster was a loser and that having him on your team was a sign that not only would you lose, but lose badly. The pressure and humiliation eventually caused the Stilt Master to go insane and he was placed in an asylum for the criminally insane.

A panoply of petty thugs picked them up, both because of the extreme ease at which they could be repaired and also for a lot of henchmen looking to reach the ranks of super villaindom, though they quickly gave it up as they were mocked and most proved to be just as ineffective as the original owner of the suit. One villain, the StiltMeister, enjoyed a brief reign of success at the right hand of Horus-Mael in his attempt to take over the city of Cleveland, but his unfortunate accident with a manhole cover soon ended that notable success among a string of otherwise ghastly failures.

Enter Morvis Butler, a strange youth with a masochistic streak. He was determined to resurrect the reputation of the Stilts, not as a villain but as a hero. He was by far the cleverest of the wielders thereof, and added many enhancements. This was both a curse and a blessing. He was often harassed by the police, but at the same time he achieved many stunning victories against Villains who merely assumed that he was one of their number when he showed up at a scene. He wielded the stilts through the 1970's and eventually gained quite a reputation in the city of Cleveland as a beloved hero. He retired with honor in 1980.

The Stilts then passed to Hoseph McGuilicuddy, the most heroic to have the stilts. He even became a reserve member of the AHA and was well known in the mid west in the 1980's. He wasn't known as being particularly...effective...though he had heart. A lot of heart. In fact, there were at least three instances where 'heart' saved lives and his absolute refusal to give up on his friends proved to be his most valuable asset. He was run over by a bus at the tragic age of 43.

A few extremely minor heroes tried their hand at the Stilts, as they were passed from one relative or friend to another. Nothing much happened until they were stolen again by a rather minor thug looking to make a name for himself. He didn't do well either. For six or seven years the Stilts passed through seven or eight different owners, none of whom really amounted to any resounding degree of success.

The stilts eventually ended up on the reality TV show, "Who's a HERO?!" With one of the whiniest contestants using the Stilts. He was also one of the first booted out but they liked him so much that they brought him back on "Worst of Who's a Hero" "Worst of Who's a Hero 2-12" and a large amount of c-list celebrity gigs including Dancing With Kittens. However, a life of high edge living and drug changes made Steebs Jlaster end up dead from an overdose.

Jeremy had always wanted to be a super hero. He managed to convince his parents to let him enroll in martial arts, gymnastics, wrestling, electronics and as many classes in high school as he thought would be applicable. He even found a real magician to test him to see if he had any magical skill. He didn't. He had himself tested for a meta gene. He didn't have one. He applied to several genius scholarships....Jeremy is smart but he's not a super genius. He was about to give up, when he saw IT online.

The estate of the previous owner was selling the Stilts. A quick Google search later he was able to find out the Stilts had a sort of super heroic history. He took his college fund ($20000) and used them to buy the stilts. His parents were furious. While they haven't 'disowned' him, they are very upset and things are rather icy between him and the rest of his family. He moved out on his own.

He had to get a job somewhere, and the only skill that he was good enough to earn a living at that would give him money quickly enough was working as a mechanic at Smith's Garage. Of course, the equipment that could help him repair the Stilts couldn't hurt either. Jeremy began to research all of the other owners and learn every trick and every buried secret they possessed. He even managed to work out a few on his own. Finally after a year he was ready to try them out.

As he went out to fight crime, at first he tried to keep a secret identity, but he tripped and fell and the bad guys (before beating the crap out of him) took a picture of his face, and soon word was out about who currently owned the Stilts. He nearly gave up then and there but decided against it and kept training with the Stilts. For the next six months he trained for every waking hour he wasn't working. Finally, finally he felt he was ready. Ish.

Friday, February 25, 2011

Character History - The Lifting

When I was around 11, I was able to play D&D in Houston TX with a totally random class mate of whom I remember almost nothing, and basic D&D and Keep on the Border Lands. The character is a vague memory as is almost everything else except the fact that it was a glass table.

Odd how, after 'cheating' and doing the forbidden I remember almost nothing about the ending of it. Odder still what the memory considers important.

Monday, January 17, 2011

Retro RPG - My First Character

My first character in Dungeons and Dragons, when I was 8 years old, was made when playing D&D with our rather awesome neighbor in Caspar Wyoming named Robbie. It was myself, Greg and He. I made a hobbit thief, in a fit of originality named Lippin. There were the other two characters Flipping and Nippin. We walked down a corridor and killed a bug bear.

That was it. Not a big deal really but I was hooked. Actually, I was obsessively hooked since I'd never found such a potent tool to unlock my extremely repressed imagination. I constantly bothered Robbie to let me play, even to the point that I left my soccer party early so I could go play. My parents, having read a Jack Chick pamphlet distributed by National Right to Life about the dangers of D&D, forbade me from playing.

This lasted several years.