Showing posts with label Homebrew. Show all posts
Showing posts with label Homebrew. Show all posts

Wednesday, August 28, 2019

Wave (Mutants and Masterminds Profile)

Iona Niu was born on the island of Tutuila in American Samoa in 1990. He was a wild child, who spent his days outside of school swimming and surfing. He enlisted in the U.S. Army in 2008, and spent the next five years serving his country in the Iraq conflict. While serving, his squad was hit by an IED and he suffered a traumatic brain injury and was discharged back home.


Suffering from both muscle tremors and migraine headaches, he had a hard time finding work on the island. It was a long, difficult couple of years for him (he spent part a year staying with friends until his grandfather came to get him). In 2015, at the side of his grandfather, he spent a lot more time with the Ocean, and deepened his connection with the culture of his people.


One night, after a very long week studying and meditating, Iona was called out to the water. He heard the siren call and choose not to resist that lure. He swam down, deeper than he had swam before and found himself in a deep, dark water that tried to engulf him. He started to panic, started to lose control of himself. He stifled that thought and accepted that moment, and let the water wash over him, and fill him. The last thing he saw as his eyes closed were a pair of curious eyes studying him.


He washed up on shore the next morning a different person. Gone were the migraines and the tremors. His vision had cleared, his health was perfect again. He could hear the sounds of the waves crashing against the beach on all the islands...and he knew he was different. Stronger than anyone would have believed, capable of swimming great distances very quickly and other amazing feats, Iona reveled in his new abilities. The most impressive ability Iona displayed was control over the sea and sky.


His abilities drew the attention of people from around the world, and he suddenly found himself pulled into the middle of a political debate he had no comprehension of. The U.S. Government wanted to put him back to work as a super soldier, but when it was again brought to the attention of the world that American Samoans were not considered citizens, Iona declined the return to active duty.


This caused a lot of tempers to flare around the islands and in the U.S., and it might have been more of a problem if The Society hadn’t shown up. Web, acting as the spokesman for the group, offered the young Samoan a place on the team, if he was willing. It took some wrangling and conversations, but finally Iona took the name Wave and became the newest addition to the Society’s ranks.


He moved to Port Fontaine and has since spent most of his time in Callow’s Field, finding a small neighborhood of Samoans living along the coast. Since his journey to America, he’s seen a lot more of the world, but in many ways is still the wide eyed island boy who loved to play in the water and go swimming as a child.


Wave has a host of enemies, mainly those who pollute the sea and the sky. He spends a lot of his time traveling around the world attempting to clean both, and while his efforts help, they are not a solution to the problem. There are dozens of entities and forces that want to pollute the world, and all of them are enemies of Wave. There is also the Lemurian crisis.


Lemuria, like it’s counterpart Atlantis, was a forerunner civilization of advanced power and capability. They managed to prevent their destruction in the same cataclysm that destroyed Atlantis, but the experience left them xenophobic and angry at the surface dwellers who had survived the cataclysm unscathed. The Lemuria’s xenophobia is a mix of paranoia and jingoism, and they have attacked the surface on more than one occasion.

Eri (Mutants and Masterminds character Bio)

Henry Nwachukwu was born in Abuja, Nigeria in 1974. As a young man, he was studious, taking a particular interest in the tribal histories of the Igbo. In 1991, his father, a professor at the University of Lagos took his son with him on an expedition to study the first ruins of Eri, the cultural ancestor of the Igbo people. During that expedition a 17 year old Henry and his father would make a startling discovery.


They found the place where Eri descended from the sky, sent by Chukwu. It wasn’t what they imagined it would be, because beneath the place were ruins and broken pieces of some unknowable technology. While they processed the find of his father’s career, agents of the Damascus Company found their site and attempted to take it from them. Henry’s father, Chidi was killed during their attempt, but Henry hid deeper in the ruins. Deep in the ruins he found a sealed hatchway. When he laid his hands on the hatch, it opened and the last thing he remembered seeing was a darkness engulf him.


He awoke standing in the ruins, his father’s body at his feet, but the agents of Damascus had been defeated. He felt like he wasn’t in his own body, and it took him a little bit to figure out why. The light in front of his face faded and he realized he was wearing a suit of armor. He’d read the works of Heinlein and pieced together that this was a suit of powered armor.


Henry buried his father and attended the University of Lagos, choosing to study Mechanical Engineering. The suit’s advanced capabilities gave him a leg up on his classmates, and he graduated in two years before finishing a master’s degree in a year and a half. The Damascus Company, seemingly unaware of his past experience with them, recruited him out of college.


He reluctantly took the job and moved to Port Fontaine. He settled into a quiet neighborhood in Franklin and went to work in the advanced mechanics and exploration division of Damascus. There he made a number of startling discoveries. The foremost of these discoveries were that the Damascus Company had at least a partially functional version of a suit like his. All of their advanced weapons, electronics, and equipment they had developed after World War II was developed based off of this partially functional suit.


Alan Damascus, his immediate supervisor, was expanding mining operations in Africa to meet the demands for his Mark VI suit prototypes. The legal claims to the area these operations were questionable at best, and they threatened tribal homelands that had been sovereign for decades and were recognized by the Nigerian government.


Henry brought his concerns to his boss and was given two choices. He could either shut up and keep working, or he could quit. He resigned immediately, and tried to work with the system to protect the tribal homelands. When no one was willing to do anything, he put the suit back on and went to work in Africa.


In about a year’s time, Henry’s efforts had stymied the advance of the Damascus sub contractors who had moved in to claim the land for its mineral rights and made it far too expensive for them to continue operating in Nigeria. He returned home with the thanks of the elders, and tried to go back to work for another tech firm to find that Damascus had blacklisted him. Further, they were suing him in Federal Court to get him to “return” the piece of tech he had obviously built using their stolen lab space and equipment.


The case did not go well for Damascus, as Henry told the story of how he had found the suit and the circumstances of how he brought it into his possession. He also told a jury about how agents working for Damascus had killed his father in cold blood. Left with a terrible black eye on their public image, Alice Damascus ordered the attorneys to drop the suit immediately. Further she ordered an independent audit of the Damascus operations and asked Henry to oversee it.


Henry cleaned up a lot of Damascus’s shadier business, and this public attention and his reputation for integrity brought his attention to Web. Dracula had started floating the idea of adding to the roster of the team, and Eri (what Henry had been calling himself after the expedition to Africa), would be a welcome addition to the questionable morals on the team (namely Dracula and Fury).


Eri has only made a few enemies in his time, but they have deep pockets and a long reach. His auditing of the Damascus Company grey and black divisions put a lot of designers and developers working on hinky projects out on their asses. Alan Damascus (operating under the moniker Gallant) has been his longest, deepest enemy, and is constantly looking for ways to stick it to Eri.

Tuesday, August 20, 2019

Corsair Point (Mutants and Masterminds)

Corsair Point is the single wealthiest burrough in Port Fontaine. Home to the .1% of society, Corsair Point is a walled community that has isolated itself from the rest of the city since it’s founding. Originally settled by Lord Frederick Highgarden, Corsair Point was the Highgarden estate until around the American Revolution. Frederick’s children, George and Amelia were active revolutionaries and when the war began, George was taken prisoner by Tory forces.

City Center (Mutants and Masterminds)

City Center is the administrative heart of the city. Occupying Viton Island (a natural island formed by the splitting of the Dallock River), City Center is the smallest of the burroughs. City Center also serves as a diplomatic hub of sorts for a few different groups. Six bridges and a pair of subway lines connect City Center to the rest of the city.

Dexton Reach (Campaign Setting for Mutants and Masterminds)

Dexton Reach is the second largest of the burroughs of Port Fontaine (Franklin is the only one that’s larger, both by population and real estate). Comprising the financial capital of the city, Dexton Reach is an area of incredible affluence and wealth. Dozens of corporations, banking institutions and other financial service providers fill the burrough from the edge of North Yarborrough Street all the way to Ulton in the north. It abuts New Hyperia on its eastern edge, with the splitting of the Dallock River around the island that holds City Center. Corsair Point forms of its northwestern edge, with the intersection of Ulton and Corsair forming the boundary between Dexton Reach, Corsair Point, and Franklin.

Franklin (Port Fontaine Campaign Setting)

Franklin is the largest neighborhood in Port Fontaine. With a population of nearly 6 million individuals, it is a sprawling neighborhood that runs from Ulton all the way to the city limits in the north. The western edge of the neighborhood stops abruptly at Corsair Street (aka 3rd Street), and the eastern edge runs right up into the coastline with the Atlantic. The denser urban core of Franklin (the edge of the burrough that presses up against New Hyperia, Dexton Reach, and Greenlight) has multi-story apartment complexes and condos that gradually shrink in height the further you get towards the edge of the burrough. There are even single family houses along the outer edges, making mini-suburbs in the periphery of the massive burrough.

Web (Mutants and Masterminds Profile)

Hector Cruz was born at Callow’s Field Metro Hospital on December 6th 1973. His parents were hard working immigrants, a Cuban mother who spent her days as a nurse at the hospital he was delivered at, and his father worked the loading docks at a meat packing plant six blocks west of there. Hector was like a lot of kids in Callow’s Field, he kept his head down and stayed out of trouble, but showed a remarkable athleticism.

Sunday, August 18, 2019

Merlin (Mutants and Masterminds Profile)

Merlin is mystic from 5th century England. He was the advisor to King Arthur, and his court magician, but things go a little awry from there. Arthur wasn’t the champion of virtue that the legends tell stories of, but a dark tyrant who would have enslaved all the world if Merlin hadn’t woven a terrible spell. Arthur’s Round Table rained down hellfire and damnation among the other tribes and the other dwellers of Anglia. When Arthur’s knights destroyed Merlin’s love Nimue, it hardened his resolve and he plotted.

Saturday, August 17, 2019

Dracula (Mutants and Masterminds profile)

Dracula is very different creature than they are depicted in media and popular culture. Owing their origin to the same stories that birthed Oberon, Titania, Queen Mab and other Fey, the entity that goes by the name Dracula is ineffably old. No one is sure how old exactly, and their comments on the topic range from the outlandish (throwing Eve a bone in the Garden of Eden for example) to the inscrutable (remembering the sound the dinosaurs made when their world ended, as another example). They have no fixed gender, and fluctuate between male and female bodies as the mood strikes.


Tuesday, August 13, 2019

Callow's Field (Mutants and Masterminds Setting)

Callow’s Field is the Southernmost burrough of Port Fontaine. The Harris river, (running parallel to North and South Yarborrough Streets), forms the northern boundary of Callow’s Field. The city limits follow the northern edge of Carver Bay. Dexton Reach is the westernmost burrough, separated from New Hyperia by the Dallock River (which runs north/south, in parallel with East and West Dallock Street).

Monday, August 12, 2019

Greenlight (Mutants and Masterminds setting)

The Greenlight burrough of Port Fontaine is home to a technological paradise. The burrough wraps along the waterfront of the city’s coast, and abuts Franklin at its northern end, New Hyperia to its West, and Callow’s Field in the south. The shipyards of the 19th and early 20th century gave way to diversified industry after the second world war. Now, it’s the place to go if you’re looking for bleeding edge technology in cars, advanced computers, weapons, and devices that were science fiction fifty years ago.

Saturday, August 10, 2019

New Hyperia (Mutants and Masterminds Setting Idea)

The New Hyperia burrough of Port Fontaine is home to one of the largest mutant populations in the world. Wedged between the waterfront heavy burrough of Greenlight and the city center of Fontaine, New Hyperia was a slum following the economic downturn of the 1st World War. Returning soldiers from World War II moved their families out of New Hyperia to the suburban burrough of Franklin, leaving even more empty space and deteriorating infrastructure.

Friday, August 9, 2019

Afterlife Domain

Hey Game Fans, we’re coming back to our roots for the first time in a while and working on some content for Dungeons and Dragons 5th edition. A while back we put together our Deities of Lakeport series, and it’s finally time to go back and fill in some of the mechanical details on how to play the servants of these Deities. This may take a while to push through the entire series, but we hope to get through them. This is a rough version of putting the ideas on paper, and if you all seem to enjoy these enough, we may put together a finished version for publication later.

Wednesday, July 31, 2019

Civilization Domain for Dungeons and Dragons 5th Edition

Hey Game Fans, we’re coming back to our roots for the first time in a while and working on some content for Dungeons and Dragons 5th edition. A while back we put together our Deities of Lakeport series, and it’s finally time to go back and fill in some of the mechanical details on how to play the servants of these Deities. This may take a while to push through the entire series, but we hope to get through them. This is a rough version of putting the ideas on paper, and if you all seem to enjoy these enough, we may put together a finished version for publication later.

Monday, April 23, 2018

New Warlock Patron

Hey Game Fans, we're back with a new idea for 5th edition Dungeons and Dragons. This is a new homebrew patron for Warlock players representing a pact made with an arcane power of some type. There are some examples in the opening paragraph, but there are tons of interesting options that can fuel this kind of a Warlock patron. Now, we haven't playtested this at all, and honestly aren't completely sold on all of the abilities. Below the body of the article we'll toss out some of the ideas we had considered for it. Grab ten minutes and take a look at the Grand Arcana

Wednesday, January 17, 2018

Wednesday Wits (Reincarnation in Lakeport)

Hey guys, this is a bit of a different article for us. Today we’re going to take a look at one of the underlying themes of the Lakeport setting and examine how it interacts with the gods of the setting. There are also a few cultures and species that follow different beliefs (or have a different reaction to this process) and we’ll take a brief look at each of those. We’re going to deep dive into some fairly deep topics (and these are only how the apply to this setting), so grab your oxygen tanks, we’re going deep.

Friday, December 8, 2017

2018 (A flash forward)

Hey Game Fans, it’s that time of year again and we’re going to take a look at some new ideas and thoughts for what we’re going to do around the office for 2018 to keep bringing you spectacular content and new ideas about gaming. We have a cyclical relationship with games, and what that means to us is that we go through a cycle of engagement and disengagement with the games we love. This means we sort of lose track of them and pick up new, shiny things that we are interested in, and we’re in the middle of several of those cycles as we speak. So what does that mean for 2018?

Thursday, December 7, 2017

Archetypes List for LakePort

So we’re off to the races compiling a list of additional archetypes (or notes on how to incorporate them) for use in our Lakeport setting. These will include but are not limited to:

Wednesday, November 29, 2017

Humans of Lakeport

Hey Game Fans, we’re back for the last part of our feature on the races for the setting of Lakeport.  Today we’re going to look at humans, and their two primary cultures, the Lakefolk and the Horse Lords. These represent a mechanical issue with the way we’ve wanted to present Lakeport. There’s an internal discussion on whether or not they should be a subrace or a background.  

Mechanically, the Lakefolk and the Horse Lords are the exact same people with very few differences in their stats.  Their changes are minor, and focus on specific aspects of their culture and the primary conveyance they use to get around the world.  However, if we make them a background, we take away the ability for a Player to make a Lakefolk Artisan, or a Horse Lord Noble.  We pigeonhole them into their specific culture instead of giving their culture the same breadth of options that the other cultures can select.  

So we’re going to present these options as subraces (which are usable with either configuration of human from the Player’s Handbook).  This is presented as an augmentation to the information provided in the Player’s Handbook, and the subrace represents additional cultural traits exclusive to the Horse Lords and the Lakefolk.  There are other smaller groups but these lack a unified culture that pulls them together.  The full range of heights, weights, complexions and descriptive elements from the Player’s Handbook are available.  Let’s take a closer look at the Horse Lords and The Lakefolk.

Wednesday, November 22, 2017

Dire Turkey

Happy Thanksgiving

The Dire Turkey is a mega sized version of the common fowl that can be found in natural settings throughout the world.  Unlike their smaller cousins, Dire Turkeys are not afraid of humanoids.  They come in two primary forms, a large bird, roughly the size of a horse, and an even larger bird that gives an elephant a run for its money.  These birds are quick, and move through their native environments with practiced ease.  Hunting the larger birds is a rite of passage for giants in some climates, and they can be surprisingly hard to catch.