Campaigns
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Age of Heroes
Five friends are on vacation together near the Dinosaur National Monument in Colorado. On their way home to the East coast they encounter something that will change their lives and the world forever. Suddenly they are endowed with super powers previously relegated to the fictional realms of comic books. What they find also has global and political implications beyond the matter of granting the PC’s and a few others their powers.
Conquistadors(TCQ):
Welcome to the Conquistadors - Where the DiSantiagoes, one of Hudson City’s most elite families, meet the world of super heroes and villains. This is a rich game of high society politics, where the powerful family begins the most exciting charitable endeavor that the city has ever seen. The story begins as they launch the first super powered crime fighting team to delve into the criminal activity of one of the world’s most crime infested cities.
As the story unfolds, and the heroes win the affection of the populace, questions arise that suggest the very family that sponsors them, might be entrenched in the scourge that they’re working against. Egos and powers collide as the devil be damned DiSantiagos try to control the force that they created. Please join us as the talented cast members tell their story!
Cozeroth (CZ):
It began in the free region known as The Four Rivers, a fertile valley that lay forgotten by most of the peoples of Cozeroth. Almost everyone in Four Rivers knows everyone else, at least by reputation, if not better than that. It's a place where neighbors help neighbors, an almost Communal approach to living, especially in tough times when the residents band together to see each other through.
This is where a group of ordinary young men and women, found themselves knee deep in an adventure that none of them could have ever imagined.
Faust Chronicles (FC): Where the occult just got personal.
The day's tensions ease slightly as you step through the front door of your abode, your fortress against the pressures of daily existence. Clutched in your hand is a small stack of post.
After shrugging out of your coat, you toss the post onto the small table beside the door. A small envelope catches your eye. The thick, cream colored parchment is unlike any you've seen before. The envelope is addressed to you in handwriting you don't recognize.
The flowing letters of your name and address are elegant and evoke a sense of age. Noticing no postmark or return address, you curiously flip the envelope over. A wax seal closes the parchment and is pressed with a symbol, a stylized representation of a Phoenix, the legendary creature representing rebirth. As you slide your finger under the flap, prepared to break the seal, a sudden feeling floods through you, a feeling that your life is about to change drastically ...
ICONS (ICONS):
It sat below the twisting branches of the dead tree and watched the world as it burned. In the end the world always burned, no matter who was chosen to receive the gifts. The power became too much, and wars of ideology erupted, sides were chosen, armies roused. And yet still It tried, selecting and sorting from across the infinite complexities of time and space those that it thought would be suitable, plucking them from their worlds and bringing them to this one, hoping that one time, just one time, the world would not burn. - Will you be among the chosen?
Manuever Drive (MD): the means of propulsion for any space-going vessel. It is also the name of this Traveller Hero campaign.
Traveller: The Third Imperium- our setting resides in the distant future—over three thousand years removed from our own time. Interstellar travel is facilitated, and limited, by the use of a technology called the jump drive. Jump drives are capable of propelling a starcraft between one to six parsecs, depending on the individual drive's specifications. Regardless of the distance of a jump, the duration required for the trip is approximately one week. Communications are limited to the speed of travel; there is no "sub-space" or other form of FTL information transfer. This leads to a central principle for the setting, that the restraint on the speed of information leads to decentralization and the vestment of significant power in the hands of local officials.
Project: Eradicate (ProjE):
Twenty-four years ago top secret Project: Superman was initiated, the purpose of this project was to create super powered individuals for use in the United States armed forces. For nearly eleven years the project showed little success. Few of the test subjects, consisting of children in California's foster care system and prisoners in federal penitentiaries showed any changes from the genetic manipulation they underwent but those few were enough to keep the project alive.
1998 - "Oh my God, what have we done?" Jeffery Eddings
Today - Join us as the story unfolds, and the test subjects from Project: Superman become the driving force behind Project: Eradicate. Both sides of the story will be represented as the once innocent children fight for their survival.
Slàinte Mhath (SM):
Welcome to Edinburgh. You just might never leave.
For the mundane world, it's a week before the Edinburgh Festival kicks off with Jazz on a Summer's Day. A week before performers from around the world gather to play to packed houses ranging from someone's lounge, the pavement on Princes Street to the Usher Hall and the Playhouse. A week before the world changes for ever.
In the Other Edinburghs, a war is looming. The Mediator is dead. Battle lines are being drawn across the Aspects and the murderer sought. The usual suspects have been found innocent.
Reality seeks to protect itself. Champions, investigators, hunters are called from across the globe, drawn from the Mundane world. The Balance lies in their hands...
Tabula Rasa (TR):
A light brighter than the sun…
A falling sensation…
A terrible sense of despair, of loss…regret…
Darkness……the chirping of a small bird…
A gentle breeze’s caress…
The scents of wood and dust and morning…
A dim, filtered light through your eyelids…you open them…
A moment’s confusion passes as your hands find the floor upon which you lie. The moment lingers as you realize that you are naked, and you are not alone. Laying about the floor of an unfinished wood structure just large enough to hold them are six individuals.
TORG: The Possibility Wars (TORG):
Join the battle for Earth's reality Later today, early tomorrow, sometime next week, the world began to end.
