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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Session_Three_11-4-05&amp;diff=15075</id>
		<title>Session Three 11-4-05</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Session_Three_11-4-05&amp;diff=15075"/>
		<updated>2005-12-16T20:07:36Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cruel Butterfly&#039;s version of events as taken from his blog:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Episode Three: Kingdom Came and Went&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Today started out pretty slow.  Relihan came in with our briefing as usual.  I wasn’t really paying attention something about mind wiping at some apartment and more of those explosions around town.  As much fun as interviewing a couple hundred amnesiacs sounded I opted to head to the burnt out warehouses with R. W.  Dana joined us to make up for our lack of technical knowledge of explosions.  Most of my experience in that field has been  “accidental”.&lt;br /&gt;
&lt;br /&gt;
Anyway after checking out a couple of sites and using a few detective tricks I developed in Japan we managed to figure out pretty quick that the warehouses were all fronts from something else.  After poking around a failed blast site we found a base underneath one of the warehouses.  A cubic meter of acidic wing powder later and we were inside.  &lt;br /&gt;
&lt;br /&gt;
It appears to have been some sort of Sinistry research lab.  They were working on something Radioactive, as Dana informed R.W. and me after our walk through the blast chamber.   Here’s hoping I don’t develop, you know, like a useful power or something.  All we really managed to recover was a tape showing a minion escaping, which as it turns out proved incredibly useful.&lt;br /&gt;
&lt;br /&gt;
The others apparently discovered that the building had been the victim of a mass cover up.  I guess it was real sloppy.  Grey says they used some sort of machine to erase the memories of one tenet from all the others.  The morons apparently demolished the abductee’s apartment and melded it into his neighbors.  &lt;br /&gt;
&lt;br /&gt;
Rant Warning&lt;br /&gt;
Is it just me or wouldn’t it have been easier to, you know, just erase everyone’s memories of the guy and list the apartment as empty?  I mean seriously, who the hell merges two rooms and thinks no one’s gonna notice?  I suppose the kind of Jerk-offs that don’t even bother to do a good job mind wiping people.  Don’t get me wrong I have an appreciation for the super villain’s mind.  I mean if your gonna use super powers to commit a crime you might as well do something flamboyant and beyond the scope of normal criminal activity.  Of course if you’re gonna try to erase someone’s existence why not, I don’t know, do it in a manner that does not draw an absurd amount of attention to it!&lt;br /&gt;
End Rant&lt;br /&gt;
&lt;br /&gt;
Anyway the missing is some Sorentino guy, who goes by the name “the Wizard”.   Apparently he can talk to computers or something.  He also seems to be about as sane as you average episode of Milk Chan.  More importantly he seems to have been working with those two guys up at North Western that have gone missing.  I’m sure this bodes extremely well.&lt;br /&gt;
&lt;br /&gt;
Anyway soon after Relihan introduced us to our new informant.   Can’t say I like him but he seems to know his stuff.  He helped us track down the mook from the Sinistry video, apparently his brother owned some minion bar under a parking garage.  Yes that right, a minion bar, under a parking a garage.  So natch we decided to trash the place, arrest the thugs, and find our boy.&lt;br /&gt;
&lt;br /&gt;
Phase one of the plan went great.  Shut down and R.W., well equipped to pull off the grizzled ex-minion look went and scouted the place for us.  Mean while Grey and I waited outside, being somewhat more noticeable.  After we got the go code Grey ripped the door off the hinges (note to self do not piss her off, don’t want her going Carrie on my ass), and I dove in pummeling the bouncer into submission.  At this point Bolt busted through the main door and then hell broke loose.  By hell I mean us.  Grey knocked pretty much everyone in the place (including herself) on their asses.  After that it was just a matter of restraining them all. Between my gun and R.W. dropping a couple of pool tables and a jukebox on them it was over pretty quick.  I think Bolt took out a few too, hard to tell with the whole “faster than then naked eye” thing.  Of course while this was going on our actual target was escaping out the back.  &lt;br /&gt;
&lt;br /&gt;
CB’s Villain tip of the day: Now if you’re a villain and you’re reading this I’m just going to say, unless you can hit like 1,000 miles per hour trying to out run a Hunter is kind of pointless.  Instead, I suggest you save your energy for defending yourself in the showers at Lockdown.  &lt;br /&gt;
&lt;br /&gt;
Bolt caught up to the guy on the elevator quicker than I could turn the doorknob to get into the room.  It was after he arrived at the top that we got word that something might have gone wrong.  The by now familiar “Oh no! Super Villains!”  Came through our sub vocals. I grabbed Grey and flew up the shaft in time to see Bolt furiously spinning away from the assembled Mad Dogs or Kingdom come or whatever they go by these days.  &lt;br /&gt;
&lt;br /&gt;
Just for perspective, I am a guy whose only power is giant frickin’ butterfly wings, and even I was unimpressed with these guys.  Probably the only one of them that’s worth any worry at all is McGuffin and that’s just because he can mess with your head.  As demonstrated by the fact that early on he neutralized both Shut Down and Roaming Wolf.  He gave them a case of the giggles or something and they went around trying to give people a hug.  I was never so glad as to be 20 feet off the ground.  With Onyx out that day, that left us at roughly two to one odds, not a pleasant situation.   Against any other anarch team it might even have been dangerous. &lt;br /&gt;
&lt;br /&gt;
I managed to draw fire from Archamedies and Transit (who was using MY gun, I am going to have to have word with my suppliers about better inventory control). Mean while Grey went toe to toe with Feng Shui and Bolt kept High Risk and… hmmm… I don’t remember his name, the loser with the glue powers.  Anyway Bolt kept him and High Risk busy.   The good news is my two sucked, and Grey and Bolt managed to drop Feng Shui, then High Risk who had mimicked Bolt’s powers managed to drop himself.  Apparently High Risk is in reference more to relying on him as back up then fighting him.  &lt;br /&gt;
&lt;br /&gt;
By now R.W. and Shut down had more or less snapped out of it and they were back in the fight.  The wolf managed to scent out the invisible Mcguffin and started harassing him.  Mean while Shut down got tangled up with the sticky guy.  I, bored with “dodging” Archamedies attacks, (he missed me laying flat on my back on the ground.  Arch if you’re reading this its time to hang it up buddy.) I turned my attention to Transit who was getting her fallen teammates out of dodge.  &lt;br /&gt;
&lt;br /&gt;
Now it’s a little hazy here but there might have been some words said in our witty banter that might have offended the “young lady”.  I personally have nothing against transsexuals and I feel it is a valid life style choice.  The fact that “she” was ashamed of “her” past, seems to have resulted in her some what angrily summoning Gargantuan from whatever extra dimensional pocket space they keep him until they’re ready to take his collar off.  This would have been scary, if Shutdown hadn’t shut off his power and I hadn’t one punched him into the inky blackness.  (For the record without his growth powers active he’s like five feet tall. I’m not sure he can go on the big rides at Six Flags.)  &lt;br /&gt;
&lt;br /&gt;
After that it was just clean up.  Bolt dropped Arch and got Trany to port off while the rest of us took out Mcguffin and Sticky surrendered.  So that was that, after a quick trip to Lock Down the Mad Dogs were done.  We managed to take Arthur in and get some info concerning Sinistry’s projects out of him.&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Session_Three_11-4-05&amp;diff=15074</id>
		<title>Session Three 11-4-05</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Session_Three_11-4-05&amp;diff=15074"/>
		<updated>2005-12-16T20:06:47Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kingdom Came and Went&lt;br /&gt;
&lt;br /&gt;
Today started out pretty slow.  Relihan came in with our briefing as usual.  I wasn’t really paying attention something about mind wiping at some apartment and more of those explosions around town.  As much fun as interviewing a couple hundred amnesiacs sounded I opted to head to the burnt out warehouses with R. W.  Dana joined us to make up for our lack of technical knowledge of explosions.  Most of my experience in that field has been  “accidental”.&lt;br /&gt;
&lt;br /&gt;
Anyway after checking out a couple of sites and using a few detective tricks I developed in Japan we managed to figure out pretty quick that the warehouses were all fronts from something else.  After poking around a failed blast site we found a base underneath one of the warehouses.  A cubic meter of acidic wing powder later and we were inside.  &lt;br /&gt;
&lt;br /&gt;
It appears to have been some sort of Sinistry research lab.  They were working on something Radioactive, as Dana informed R.W. and me after our walk through the blast chamber.   Here’s hoping I don’t develop, you know, like a useful power or something.  All we really managed to recover was a tape showing a minion escaping, which as it turns out proved incredibly useful.&lt;br /&gt;
&lt;br /&gt;
The others apparently discovered that the building had been the victim of a mass cover up.  I guess it was real sloppy.  Grey says they used some sort of machine to erase the memories of one tenet from all the others.  The morons apparently demolished the abductee’s apartment and melded it into his neighbors.  &lt;br /&gt;
&lt;br /&gt;
Rant Warning&lt;br /&gt;
Is it just me or wouldn’t it have been easier to, you know, just erase everyone’s memories of the guy and list the apartment as empty?  I mean seriously, who the hell merges two rooms and thinks no one’s gonna notice?  I suppose the kind of Jerk-offs that don’t even bother to do a good job mind wiping people.  Don’t get me wrong I have an appreciation for the super villain’s mind.  I mean if your gonna use super powers to commit a crime you might as well do something flamboyant and beyond the scope of normal criminal activity.  Of course if you’re gonna try to erase someone’s existence why not, I don’t know, do it in a manner that does not draw an absurd amount of attention to it!&lt;br /&gt;
End Rant&lt;br /&gt;
&lt;br /&gt;
Anyway the missing is some Sorentino guy, who goes by the name “the Wizard”.   Apparently he can talk to computers or something.  He also seems to be about as sane as you average episode of Milk Chan.  More importantly he seems to have been working with those two guys up at North Western that have gone missing.  I’m sure this bodes extremely well.&lt;br /&gt;
&lt;br /&gt;
Anyway soon after Relihan introduced us to our new informant.   Can’t say I like him but he seems to know his stuff.  He helped us track down the mook from the Sinistry video, apparently his brother owned some minion bar under a parking garage.  Yes that right, a minion bar, under a parking a garage.  So natch we decided to trash the place, arrest the thugs, and find our boy.&lt;br /&gt;
&lt;br /&gt;
Phase one of the plan went great.  Shut down and R.W., well equipped to pull off the grizzled ex-minion look went and scouted the place for us.  Mean while Grey and I waited outside, being somewhat more noticeable.  After we got the go code Grey ripped the door off the hinges (note to self do not piss her off, don’t want her going Carrie on my ass), and I dove in pummeling the bouncer into submission.  At this point Bolt busted through the main door and then hell broke loose.  By hell I mean us.  Grey knocked pretty much everyone in the place (including herself) on their asses.  After that it was just a matter of restraining them all. Between my gun and R.W. dropping a couple of pool tables and a jukebox on them it was over pretty quick.  I think Bolt took out a few too, hard to tell with the whole “faster than then naked eye” thing.  Of course while this was going on our actual target was escaping out the back.  &lt;br /&gt;
&lt;br /&gt;
CB’s Villain tip of the day: Now if you’re a villain and you’re reading this I’m just going to say, unless you can hit like 1,000 miles per hour trying to out run a Hunter is kind of pointless.  Instead, I suggest you save your energy for defending yourself in the showers at Lockdown.  &lt;br /&gt;
&lt;br /&gt;
Bolt caught up to the guy on the elevator quicker than I could turn the doorknob to get into the room.  It was after he arrived at the top that we got word that something might have gone wrong.  The by now familiar “Oh no! Super Villains!”  Came through our sub vocals. I grabbed Grey and flew up the shaft in time to see Bolt furiously spinning away from the assembled Mad Dogs or Kingdom come or whatever they go by these days.  &lt;br /&gt;
&lt;br /&gt;
Just for perspective, I am a guy whose only power is giant frickin’ butterfly wings, and even I was unimpressed with these guys.  Probably the only one of them that’s worth any worry at all is McGuffin and that’s just because he can mess with your head.  As demonstrated by the fact that early on he neutralized both Shut Down and Roaming Wolf.  He gave them a case of the giggles or something and they went around trying to give people a hug.  I was never so glad as to be 20 feet off the ground.  With Onyx out that day, that left us at roughly two to one odds, not a pleasant situation.   Against any other anarch team it might even have been dangerous. &lt;br /&gt;
&lt;br /&gt;
I managed to draw fire from Archamedies and Transit (who was using MY gun, I am going to have to have word with my suppliers about better inventory control). Mean while Grey went toe to toe with Feng Shui and Bolt kept High Risk and… hmmm… I don’t remember his name, the loser with the glue powers.  Anyway Bolt kept him and High Risk busy.   The good news is my two sucked, and Grey and Bolt managed to drop Feng Shui, then High Risk who had mimicked Bolt’s powers managed to drop himself.  Apparently High Risk is in reference more to relying on him as back up then fighting him.  &lt;br /&gt;
&lt;br /&gt;
By now R.W. and Shut down had more or less snapped out of it and they were back in the fight.  The wolf managed to scent out the invisible Mcguffin and started harassing him.  Mean while Shut down got tangled up with the sticky guy.  I, bored with “dodging” Archamedies attacks, (he missed me laying flat on my back on the ground.  Arch if you’re reading this its time to hang it up buddy.) I turned my attention to Transit who was getting her fallen teammates out of dodge.  &lt;br /&gt;
&lt;br /&gt;
Now it’s a little hazy here but there might have been some words said in our witty banter that might have offended the “young lady”.  I personally have nothing against transsexuals and I feel it is a valid life style choice.  The fact that “she” was ashamed of “her” past, seems to have resulted in her some what angrily summoning Gargantuan from whatever extra dimensional pocket space they keep him until they’re ready to take his collar off.  This would have been scary, if Shutdown hadn’t shut off his power and I hadn’t one punched him into the inky blackness.  (For the record without his growth powers active he’s like five feet tall. I’m not sure he can go on the big rides at Six Flags.)  &lt;br /&gt;
&lt;br /&gt;
After that it was just clean up.  Bolt dropped Arch and got Trany to port off while the rest of us took out Mcguffin and Sticky surrendered.  So that was that, after a quick trip to Lock Down the Mad Dogs were done.  We managed to take Arthur in and get some info concerning Sinistry’s projects out of him.&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Session_Two_10-21-05&amp;diff=15073</id>
		<title>Session Two 10-21-05</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Session_Two_10-21-05&amp;diff=15073"/>
		<updated>2005-12-16T20:06:00Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cruel Butterfly&#039;s version of events as taken from his blog:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Episode Two: Seriously Seeking Shrinking Scientists&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Well, A-Swat has failed to meet the exceedingly low expectation I set for them.  Apparently they bungled the exchange with Lockdown for the Enforcers.  Crasher is on the loose and two others are dead.  Details are a little sketchy on what went wrong but it looks like there might have been tampering.  Shut Down has been on the phone with lock down about it all day.  It looks like something illegal might have gone down, though I’m not sure what he expects us to do about it.  I think the last thing we want to do is piss off the force.   &lt;br /&gt;
&lt;br /&gt;
On the bright side we have masterfully solved our first case, and we got to bust up some foundry boys too.  Really an all around great day.  It started out with our normal news briefing.  There’s been some strange stuff going on in the city animal attacks, explosions in warehouses, etc. but what really caught our eye was the disappearance of an entire lab full of scientists.  So we loaded up into the SUV and were off. &lt;br /&gt;
&lt;br /&gt;
We arrived at the labs with little fanfare though the Security guard was a little surprised to see us in full costume I think.  He took back to the labs. The incident started with a fire alarm going off.  While everyone else got out of the building one lab’s group of technicians did not make it.  The lab was doused in Haylon so everyone inside should have suffocated and died, leaving bodies.  This however was clearly not the case.&lt;br /&gt;
&lt;br /&gt;
As we were checking the lab out Roaming Wolf noted that the Haylon in this lab smelt different from the Haylon residue we’d encountered elsewhere.  A quick check of the maintenance records showed that a new firm had recently inspected all the tanks.  Further investigation revealed the Inspection Company as front.  At this point I put on my CSI goggles on and started looking around. Eventually I spotted a pair of tiny little footprints, eventually leading to a tiny little scientist.  So it quickly became clear that the dummy company had come in and sprayed the shrinking powder haylon substitute into the holding tank then set up the fire drill to get the scientists.  After they were shrunk the dummy company came in and cleaned up the Haylon, at which point they walked out with the scientist in their little vacuum cleaners.&lt;br /&gt;
&lt;br /&gt;
CB Side Bar: I have to give this plan a solid 4 out of 5 stars for super villainy.  I mean anyone could, you know, just come in and kidnap the scientists, but this took months of elaborate planning.  They had come up with the shrinking powder and then set up the dummy company.  I mean the Foundry was really using their heads on this one.  What keeps them from getting the 5th star is the ultimate failure of the plan, you’d think with all that tech they would have remembered to disable the radio transmitters in the ID badges of the scientists.  End CB Side Bar.&lt;br /&gt;
&lt;br /&gt;
Onyx managed to figure out away to create tracking device using some of the tech from my belt to track down the security cards of the captured scientists.  I have to admit the lady has got it all beauty brains and hell of a lot of brawn.  Anyway we loaded up into the jet-copter and went after our targets.  We managed to find the base about the time their missile launcher found us.   Thanks to Grey’s Telekinesis and Onyx rock hard hide we managed to divert the missiles and land on the roof.  After that I melted through the hatch with my wing acid and we dove right in.&lt;br /&gt;
&lt;br /&gt;
It was pretty clear we were up against the Foundry.  There were a few robots and minions and a trio of hired gun anarchs.  All and all the fight was pretty easy.  Aside from Onyx getting shrunk down by a robot equipped with the powder sprayer and the head minion almost getting away there really wasn’t too much to worry about.  Onyx managed to still obliterate the thing even with her reduced size and strength.  I took out the fleeing minion with what I would have to say was great shot.  Another few seconds and he would have been totally out of reach.  I may be getting to good for the rest of the team.  &lt;br /&gt;
&lt;br /&gt;
Anyway we got them to confess.  It turns out the scientists were working on some old Sinistry project via one of Sinistry’s front companies.  I guess The Foundry wanted a piece of whatever that was.  The good new is we seem to have stopped them.  Since A-Swat can’t even do their job right we personally escorted out prisoners to Lockdown.&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Session_One_10-7-05&amp;diff=15072</id>
		<title>Session One 10-7-05</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Session_One_10-7-05&amp;diff=15072"/>
		<updated>2005-12-16T20:04:28Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The group finds themselves assembled in the hospitality room of a private airport. Each of these six heroes has been recruited and interviewed over the last several months. They all share a general distrust of existing super groups—corporate and government—and a strong desire to do good. They are met by Abbey Relihan who explains that they’ve been chosen by their anonymous patron to join a new independent super team. They’ll be paid well and also given significant material support. Their patron has begun to make arrangement with a number of Midwestern cities so that the team can move between them, fighting crime in a number of places. The sole exception to this is, of course, Chicago a city dominated by several major Anarch groups. As the briefing nears its end, Relihan is called out by a phone call. &lt;br /&gt;
&lt;br /&gt;
As they introduce themselves to one another, they begin to hear noise from the rest of the airport. Moving into the hallway, they see people thronged around TV monitors. The news begins to come in of a superhuman disaster. A colossal battle between two Anarch Teams, Ravage and Synistry, and a host of superheroes led by the superteam Frontline has resulted in a massive explosion, leaving dozens and dozens of Bloodliners dead. The reports are sketchy, but it appears that the Anarchs intent was a break in at Lockdown, the super containment facility located in the South Dakota plains. Relihan returns, shaken and asks the team to board a waiting aircraft. &lt;br /&gt;
&lt;br /&gt;
In flight, Relihan puts a new proposal to them. With the devastation of Ravage and Synistry, the situation has shifted in Chicago. She expects there to be a jockeying position among Anarchs there. She also sees an opportunity to wrest control of the city from those villainous groups. It will be dangerous, but should they accept, they can be the first Chicago superhero team in decades. All agree and they head in. Relihan explains that they have access to an old Sentrymen base located in Downtown, abandoned after that group’s disbanding. From the airport, the team is whisked to the facility, now being pulled out of mothballs by the group’s new technicians and support staff. On the ride, the team decides on the name The Untouchables, to honor the spirit and history of their new city. Shutdown, oldest of the group, is elected leader. &lt;br /&gt;
&lt;br /&gt;
After a brief tour, the group picks up their first event—a bank robbery by a well armed gang a few blocks away. They head over in the team’s vehicle arriving on scene within minutes. Inside they see a hostage situation. Roaming Wolf makes his way up the building to come in from behind while Onyx creates a distraction by shattering the reinforced glass of the front windows. Cruel Butterfly and Grey move in quickly to take out criminals in the main lobby while Shutdown provides support. Roaming Wolf engages those who take cover behind the counter. Meanwhile, on the street, Bolt spots the gang’s driver and dispatches him quickly. As he speeds back to his teammates, he sees a team of figures swooping out of the sky—Super Villains!&lt;br /&gt;
&lt;br /&gt;
Bolt alerts the rest of his team and engages the enemy—a group known as the Enforcers. They’ve arrived on the scene in the hopes of looting the criminals. Despite having only just met, the team works together well under Shutdown’s authority. With a brief exception when the villainess Crasher possesses Onyx, they manage to take them down speedily. The local A-SWAT team arrives as they wrap up. They’re clearly not please with the presence of superhero team in Chicago, but avoid coming to blows. The group returns to their new base with the knowledge of a job well done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruel Butterfly&#039;s version of events as taken from his blog:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Episode One: The Beginning is the End&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Well not sure how much of an improvement its gonna be, but it looks like I’m out of Japan at last.  After the “incident” at the TGS I think they were glad to see me go, though not half as glad as I was to get out.  On the other hand it looks like this teams is now gonna be based out of Chicago, which probably isn’t going to end well, but I’m getting ahead of myself here.&lt;br /&gt;
&lt;br /&gt;
After what was quite possibly the longest flight in history we set down at the private airport where our meeting was arranged.  We all assembled in a conference room and waited.  Grey was definitely the first one I noticed, hard not to with the full body armor and the facemask. Apparently she’s a mentalist, and a pretty good one too.  Then there was Shutdown, he looked a little too old to be getting into the super game, plus he was doing that &amp;quot;I wear a black trench coat I&#039;m a bad ass thing&amp;quot;. In the supers game if you ever run into a guy in a black trench coat you can pretty much discard him as a threat instantly. Anyway turns out he’s some sort of Symanski drainer.  Guess he’s got some experience under his belt but he dropped out of the scene for a while.   Sitting next to him was Roaming Wolf who apparently had not called ahead to make sure he and Shut Down didn&#039;t dress a like. I have to say he actually managed to pull off the intimidating presence thing a little better, I think it was the wolf emblem on his chest. He seems to pretty much be a straight Rakepaw scrapper, with claws and I’m assuming other animal like powers.  A little ways down was Bolt looking like he was almost old enough to start shaving.  He’s just a straight up hunter speedster. Last but not least was Onyx.  In retrospect how I missed the tall black woman with the shaved head the tribal scars when I first entered the room is really anybody&#039;s guess. I&#039;m gonna chalk it up to jet lag, and certainly not my raging alcohol abuse.  She was giving me “the eye’.  Apparently she’d never seen a guy in full body armor with gigantic butterfly wings before.&lt;br /&gt;
  &lt;br /&gt;
At this point Abby Relihan entered and introduced herself. I have to admit the details of the meeting are a little hazy.   Essentially she wanted us to be a traveling Midwestern team.  She represented a patron that would keep us supplied with equipment and a decent yearly salary.  It was about on par with what I was taking down in Japan, but I don’t have to do commercials, which was really incentive enough for me.   Of course that’s when the monkey wrench hit.&lt;br /&gt;
&lt;br /&gt;
We still don’t know happened for sure but apparently there was some massive battle out by lockdown between Sinistry, Ravage, and some heavy hitter hero groups.  Apparently there was some sort of massive EMP pulse knocked out all the cameras and killed all of the present Bloodliners.  Not sure if any of the family was there yet but there were dozens of dead.  Relihan was on her phone quicker than you could blink though.&lt;br /&gt;
&lt;br /&gt;
Within a few minutes we were all on plane heading for Chicago.  Apparently our patron had decided that with Sinistry and Ravage out of the picture it might be golden opportunity for a team of supers to come in start cleaning up Chicago.  Which as it turns out is us.   I’m still not sure this was a good idea, the life span of a super in Chicago isn’t long.  Ah well not like I got into this business for my health.  Besides its gotta be better than Japan.   At some point during the plane ride the team decided that we were going to be called the Untouchables and that Shutdown was going to be our leader.  Not sure how all that happened but they did have a remarkable minibar on the plane, and now so does my utility belt.&lt;br /&gt;
&lt;br /&gt;
After we landed we were ferried over to our new digs, the Sentry Men’s old base.  It’s a bit of a fixer upper but I think we’ll make do.  I’m just glad the halls are wide enough that I can stretch out my wings.  After two years in Japan you really learn to appreciate wide hallways and rooms.  Most of our tech is almost 20 years out of date but Relihan assured us she’s working on that.  She also introduced us to our new Tech girl, Carrie Ming.  Seems to know her stuff, and she’s not too bad looking.  We may have to go over some possible armor modifications before too long.  Anyway she was the one listening to the police scanner when the call of the bank robbery came in.  And so, less than an hour after setting down in Chicago the Untouchables were off to their first mission,&lt;br /&gt;
&lt;br /&gt;
We arrived on the scene in time to see a group of thugs with guns holding up the bank.  Onyx shattered the security window out front and we all dove in save Bolt who took care of their wheelman.  Things were over almost as quick as they started with Grey and my Snare gun taking out half them in the blink of an eye Roaming Wolf played clean up.  Of course that was about the time Bolt came on the radio to let us know that super villains were flying in on us.  In retrospect I probably should have taken it easy on the drinking, but seriously nobody said anything about actually fighting crime today, let alone in Chicago.  &lt;br /&gt;
&lt;br /&gt;
The villains dropping in were the enforcers.  Apparently they were there to steal the robbers haul.  With names like Electro Eel and Praetor though I think you can guess about how well they did.  The combat was quick and dirty with us rolling them over pretty quick.  The only issues we ran into were a brief possession of Onyx quickly thwarted by Shutdown and our fearless leader&#039;s subsequent incapacitation.  I get the impression the enforcers were pretty low on the local totem pole, but we did take them out on their home turf, which I guess it bodes well.&lt;br /&gt;
&lt;br /&gt;
Boding significantly less well was arrival of the city’s A-Swat Team.  They’re lead by some guy named Carl Roady, a real jackass.  He got in our faces a bit while picking up the trash.  I get the impression we are not going calling them for back up anytime soon.   Overall though it looks like our first mission was a success.  Maybe it just the last of my buzz but I got a good feeling about this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Bloodlines]]&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:BloodlinesKenny.jpg&amp;diff=14987</id>
		<title>File:BloodlinesKenny.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:BloodlinesKenny.jpg&amp;diff=14987"/>
		<updated>2005-12-15T04:32:56Z</updated>

		<summary type="html">&lt;p&gt;Edige23: Character portrait by Barry Winston, a player in the campaign.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Character portrait by Barry Winston, a player in the campaign.&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:GreyHero1.jpg&amp;diff=14961</id>
		<title>File:GreyHero1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:GreyHero1.jpg&amp;diff=14961"/>
		<updated>2005-12-14T20:08:30Z</updated>

		<summary type="html">&lt;p&gt;Edige23: Image by Barry Winston, a player in the campaign.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image by Barry Winston, a player in the campaign.&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:GreyHero.jpg&amp;diff=14960</id>
		<title>File:GreyHero.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:GreyHero.jpg&amp;diff=14960"/>
		<updated>2005-12-14T20:05:35Z</updated>

		<summary type="html">&lt;p&gt;Edige23: Image done by Barry Winston, a player in the campaign.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image done by Barry Winston, a player in the campaign.&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Grey.jpg&amp;diff=14959</id>
		<title>File:Grey.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Grey.jpg&amp;diff=14959"/>
		<updated>2005-12-14T20:05:09Z</updated>

		<summary type="html">&lt;p&gt;Edige23: Image done by Barry Winston, a player in the campaign.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image done by Barry Winston, a player in the campaign.&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Roaming_Wolf&amp;diff=14958</id>
		<title>Roaming Wolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Roaming_Wolf&amp;diff=14958"/>
		<updated>2005-12-14T20:04:11Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:RoamingWolfSized.JPG]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Public Knowledge&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Roaming Wolf and his immediate family are full blooded Blackfoot Native Americans of the Piegan Nation, many of whom still live on the Blackfeet Indian Reservation located in northern Montana.  At the age of seventeen Roaming Wolf chose to live outside of the tribe and make a&lt;br /&gt;
living in the lands of the white man where he supported himself by working odd jobs primarily as a handyman or mechanic (using the alias Jack Collins).  As time went on his Rakepaw powers began to manifest themselves, and he gradually started down the path to becoming a superhero.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Private Knowledge&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Roaming Wolf (whose birth name was Watching Wolf) Rakepaw was unaware of super powers within his bloodline for much of his life.  Having grown up on the reservation, such things generally weren?t spoken of. The reason he chose to leave the reservation was due to feelings of wanderlust.  Although no longer living with his people on the reservation, he allocates half of all his earnings to the tribe, and he always returns there once a season.  It was during one such return trip home that his powers revealed themselves to him more fully.  With the help of the tribe?s head chief, Roaming Wolf communed with his ancestors.  They revealed to him the secret of the Rakepaw bloodline as well as how he could control his new powers.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Character&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Back to [[Bloodlines]]&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Roaming_Wolf&amp;diff=14957</id>
		<title>Roaming Wolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Roaming_Wolf&amp;diff=14957"/>
		<updated>2005-12-14T20:03:20Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image|RoamingWolfSized.JPG]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Public Knowledge&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Roaming Wolf and his immediate family are full blooded Blackfoot Native Americans of the Piegan Nation, many of whom still live on the Blackfeet Indian Reservation located in northern Montana.  At the age of seventeen Roaming Wolf chose to live outside of the tribe and make a&lt;br /&gt;
living in the lands of the white man where he supported himself by working odd jobs primarily as a handyman or mechanic (using the alias Jack Collins).  As time went on his Rakepaw powers began to manifest themselves, and he gradually started down the path to becoming a superhero.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Private Knowledge&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Roaming Wolf (whose birth name was Watching Wolf) Rakepaw was unaware of super powers within his bloodline for much of his life.  Having grown up on the reservation, such things generally weren?t spoken of. The reason he chose to leave the reservation was due to feelings of wanderlust.  Although no longer living with his people on the reservation, he allocates half of all his earnings to the tribe, and he always returns there once a season.  It was during one such return trip home that his powers revealed themselves to him more fully.  With the help of the tribe?s head chief, Roaming Wolf communed with his ancestors.  They revealed to him the secret of the Rakepaw bloodline as well as how he could control his new powers.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Character&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Back to [[Bloodlines]]&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:RoamingWolfSized.JPG&amp;diff=14956</id>
		<title>File:RoamingWolfSized.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:RoamingWolfSized.JPG&amp;diff=14956"/>
		<updated>2005-12-14T20:02:12Z</updated>

		<summary type="html">&lt;p&gt;Edige23: Image done by Barry Winston, a player in campaign.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image done by Barry Winston, a player in campaign.&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14876</id>
		<title>Bloodlines</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14876"/>
		<updated>2005-12-13T03:31:30Z</updated>

		<summary type="html">&lt;p&gt;Edige23: /* &amp;#039;&amp;#039;&amp;#039;SESSION SUMMARY&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;OVERVIEW&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The Bloodlines setting focuses on family lines of superheroes and how they exist in the world. As the Cold War of the 1950’s intensified, the US tested its most powerful thermonuclear weapon. Contrary to models and expectations, this blast’s effects continued on in what came to be known as the Promethean Wave, a series of aurora borealis which lasted an entire year, spanning the globe. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans made their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines. As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved. &lt;br /&gt;
&lt;br /&gt;
I&#039;d written up some of the general ideas for this about six years ago, but shelved it. Originally I&#039;d written up something more Cyberpunk/near-Future. I ended up with a little more classic thing after reading &#039;&#039;Starman&#039;&#039;, &#039;&#039;Tom Strong&#039;&#039;, &#039;&#039;Top Ten&#039;&#039;, &#039;&#039;Grounded&#039;&#039;, &#039;&#039;the Intimates&#039;&#039; and &#039;&#039;Ex Machina&#039;&#039; comics. I also read a blurb for &#039;&#039;Noble Causes&#039;&#039; and &#039;&#039;Runaways&#039;&#039; that gave me some ideas but I haven&#039;t actually read those. I built this as an eight session mini-campaign. I expect I will do more with it in the future. I asked the players to come up with generally likable characters; I&#039;d run dark supers before but I planned for this to be more optimistic.&lt;br /&gt;
&lt;br /&gt;
Everything here is the fault of Lowell Francis and his players. &lt;br /&gt;
&lt;br /&gt;
Names and descriptions of the eighteen Bloodlines can be found on the [[Bloodline Families page]].&lt;br /&gt;
&lt;br /&gt;
[[House Rules and Game Set Up]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CAST&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Based out of Chicago, the PC superteam has chosen the name, the Untouchables.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The PC&#039;s&#039;&#039;&#039;===&lt;br /&gt;
*[[Shutdown]]&lt;br /&gt;
*[[Cruel Butterfly]]&lt;br /&gt;
*[[Grey]]&lt;br /&gt;
*[[Roaming Wolf]]&lt;br /&gt;
*[[Onyx]]&lt;br /&gt;
*[[Bloodlines Bolt|Bolt]]&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Supporting Staff&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
*Abbey Relihan: Administrator and liason with their mysterious patron.&lt;br /&gt;
*Davis Holden: Driver&lt;br /&gt;
*Carrie Ming: On-staff tech and support officer&lt;br /&gt;
*Dana Klemanski: On-staff tech who has Demolitions&lt;br /&gt;
*Lieutenant Solis Montoya: Contact on the police force&lt;br /&gt;
*Jesse Pergrom: High strung contact in the Minion underworld&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Other Notable Characters&#039;&#039;&#039;===&lt;br /&gt;
*Detective Badger: Man on scene at Brookfield incident&lt;br /&gt;
*Ace Braddock: International singing sensation and Cruel Butterfly&#039;s cousin&lt;br /&gt;
*Firstborn: Anarch; Shutdown&#039;s father&lt;br /&gt;
*Holly Glenn: Troublesome Reporter&lt;br /&gt;
*The Kangaroo: Bolt&#039;s father&lt;br /&gt;
*Arthur Karnak: Low level ex-Sinistry agent with fade powers&lt;br /&gt;
*Trey Karnak: Ran &amp;quot;The Minion Bar&amp;quot;&lt;br /&gt;
*Timothy &amp;quot;Wizard&amp;quot; Loring: Vanished Sorrentino tech&lt;br /&gt;
*Patriarch: Leader of Justice&lt;br /&gt;
*Karl Rody: Head of A-SWAT&lt;br /&gt;
*Transcendance: Shutdown&#039;s ex-wife now involved with Firstborn&lt;br /&gt;
*Lennox Braddock aka Paragon III: Cruelbutterfly&#039;s cousin with the DHPD&lt;br /&gt;
*Manifest: Independent hero who apparently survived the Zero Moment event. Bloodline uncertain&lt;br /&gt;
*Caliber Saint: Notorious Anarch weapon-maker from the 1960&#039;s and 1970&#039;s. Apparently Abbey Relihan&#039;s father. &lt;br /&gt;
*Tate Morgan: Sidekick to the late Durandal. Murdered in Chicago. Created the [[Zero Moment Video Transcript|Zero Moment Video]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;ORGANIZATIONS&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Public Superhero Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Anarch Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Other Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Further Notes on Anarchs Operating in Chicago]]&lt;br /&gt;
&lt;br /&gt;
*[[Firstborn]]&lt;br /&gt;
&lt;br /&gt;
*[[The Enforcers]]&lt;br /&gt;
&lt;br /&gt;
*[[Mad Dogs aka Kingdom Come]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;NEWS AND INFO&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Beginning the second session, each game starts with news chosen by the group&#039;s staff as important and/or interesting.&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Two 10-21-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Three 11-4-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Four 11-18-04]]&lt;br /&gt;
&lt;br /&gt;
*[[Minion Blog]]&lt;br /&gt;
&lt;br /&gt;
*[[Seguer and Leeman Papers]]&lt;br /&gt;
&lt;br /&gt;
*[[Zero Moment Video Transcript]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SESSION SUMMARY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Session One 10-7-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Two 10-21-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Three 11-4-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Four 11-18-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Five 12-2-05]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SETTING INFORMATION&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Public Perception and Terminology&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
One of the real difficulties for parahumans, Bloodliners, supers, whatever you wish to call them has been the pendulum-like response to them by the public, the media, and the government. At times they&#039;ve been seen as superstars and at others as genetic freaks that pose a potential threat to real humans. The last decade has seen a fragmentation and polarization of these attitudes. &lt;br /&gt;
&lt;br /&gt;
There are many theories for why this is. The polarization of America following 9/11. The glut of superhuman movies and TV shows during the late 70&#039;s early 80&#039;s that are now being viewed nostalgically. An increased awareness of the implications of genetic research and the patent tensions between nations. The rise of the internet and the ability for information to be widely disseminated and responded to quickly. &lt;br /&gt;
&lt;br /&gt;
In any case, parahumans today typically fall into one of several groups, at least in the US. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Government:&#039;&#039;&#039; there is and will always be a great deal of suspicion about the involvement of parahumans in the government, particularly as officers in law enforcement and information gathering capacities. The existence of the Parahuman Civil Service program has done little to alleviate these concerns in the public. &lt;br /&gt;
*&#039;&#039;&#039;Political:&#039;&#039;&#039; some cross the line between government and celebrity to run as active politicians. Though there numbers are few, they are important. Most generally downplay their Bloodline status. &lt;br /&gt;
*&#039;&#039;&#039;Celebrity:&#039;&#039;&#039; Probably the most accepted category of Bloodliner. It is also the most exposed and subject to the ups and downs of fame. However over the last two decades celebrity bloodliners have become more vocal about the private beliefs and politics, in some cases causing significant negative reactions. &lt;br /&gt;
*&#039;&#039;&#039;Corporate:&#039;&#039;&#039; Many corporations actively seek out Bloodliners as employees and for projects. The response to these hires depends on the image of the corporation itself. Recently Microsoft spun off its own super division, Vision, in order to avoid further negative publicity. Family: In the case of some of the tighter Bloodlines, such as Braddock and Syzmanski, the Bloodlines work towards the development of the family company. Again here the reaction depends on the image of the family. &lt;br /&gt;
*&#039;&#039;&#039;Private:&#039;&#039;&#039; Sometimes referred to wrongly as diaspora. These are people, in smaller positions, usually keeping their powers and abilities secret. &lt;br /&gt;
*&#039;&#039;&#039;Super:&#039;&#039;&#039; Persons involved in private law enforcement and vigilante activity. The response to these groups and persons varies from area to area. There has been a rise in Bloodliners choosing these roles in the last five years, in part a response to a generation exposed to the ideas coming of age and in part and response to the political climate. &lt;br /&gt;
*&#039;&#039;&#039;Anarch:&#039;&#039;&#039; Bloodliners who use their abilities for criminal ends.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Zero Moment&#039;&#039;&#039;===&lt;br /&gt;
It remains unclear what caused the explosion that claimed the lives of dozens of superheroes. When the Anarch teams Ravage and the Sinistry, with a large group of independent agents attempted to gain entry to the main Lockdown facility in SD, they were met in force by Frontline, Vision and their own gathering of independent heroes. At some point during their confrontation and explosion of undetermined source and energy ripped through them, killing everyone in the area. A EMP shockwave soon after distrupted sensors and left officals with few clues. The deaths of so many prominent Bloodliners has left chaos in its wake. &lt;br /&gt;
&lt;br /&gt;
Full List of the [[Zero Moment Dead]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;HISTORY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;World War II and First Supers&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Deep into the War America launched a series of scientific projects design to aid in the war effort both at home and abroad. Many of these were speculative beyond belief, including one based around creating human augmentation, in effect creating super soldiers. No one, possibly even the projects originators expected the project to succeed. Yet from that came almost two dozen heroes armed with fantastic powers. Within months they were deployed into action both as effective propaganda tools and deadly weapons. However shortly after the German revealed their own project apparently paralleling that of the US. As the war ground on, both sides found themselves embroiled in a devastating battle between these titans. Still if was the force of the armed services and the men on the ground that saw the day through, taking Berlin and Tokyo. By the end of the war, every super had died, killed in battles that laid whole cities to waste.. In the both the US and Germany the creators of their respective projects took their own lives and destroyed their work, determined that such beings could not, would not be unleashed on the world. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;The Bloodlines Evolve&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
In the mid-fifties as the Cold war intensified, the US tested its most powerful Thermonuclear explosive yet. The pattern and range for such explosion had been well documented by this point- the blinding flash, mushroom cloud and shockwave. However, this blasts effects continued on, out beyond the limits scientists had predicted. What followed came to be known as the Promethean Wave, a series of aurora borealis lasting an entire year. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans had begun to make their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines.&lt;br /&gt;
 &lt;br /&gt;
Today scientists have determined eighteen genetic lines which possess the potential for superpowers. The spread of families across the globe during the early part of the 20th Century made tracking these lines a decade long research project. Some seem to derive from a subject perhaps half a dozen generations back, meaning that the powers exist in a relatively tight spread. Others seem to have their Subject X, a person in whom the gene first occurs in the far past, meaning that this genetic trait has spread more widely. &lt;br /&gt;
&lt;br /&gt;
These bloodlines have several factors which allow researchers to draw some inference about them. First, although bloodlines have a wide range of powers, some are more given to occur within a line. Second, the size of the population indicates how far back the line reaches. Third the frequency of occurrence as well as the distance some can be traced. Scientists are still desperately trying to figure out how this genetic information is passed. Many believe that there may be many potential members of the group, but only a few who actually pass on the full traits and breeding potential. Artificial systems such as in vitro fertilization negate the passing of abilities. If both parents exhibit powers, then their child will as well. If only one has abilities then the rate drops, dependent on the particular bloodline. &lt;br /&gt;
&lt;br /&gt;
As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Genetic Theory and Spacing&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Scientists today are still uncertain about many of the facts surrounding super powers. It is unclear how the bloodlines came into existence. Some believe that it dates back to an early civilization whose roots have been erased or perhaps ancient astronauts. Others feel that the tampering was more recent, occurring in the early twentieth century. While others think the Wave caused the genetic changes. A fringe element believes that such abilities are natural to the human race pointing to a variety of historical evidence concerning supposed psychic or magical events. Scientists are divided and the genetic evidence is unclear.&lt;br /&gt;
 &lt;br /&gt;
What is known is that each line has a “spread,” meaning the actual occurrence of powers within a line. Some are tightly clustered, meaning that close direct members tend to have powers. Some are more loosely spread, meaning that powers occur over a greater range. Why this happens is uncertain; many believe it is a natural factor of the super genes themselves. &lt;br /&gt;
&lt;br /&gt;
Among supers themselves, females tend to have stronger powers. The super gene cluster has thus far refused complete mapping. Some families are given to only a few low powered people, others to many. Some term these minor talents “Diasporas.” Some simply carry the potential, but have no powers. However, even non-powered bloodline persons may pass on the supergene. Accordingly there has been a rush to document genealogies by the government, corporations and private individuals. Since no one has developed a test to confirm the presence of the dormant gene in those among the Bloodlines without powers, this has become an issue of contention. &lt;br /&gt;
&lt;br /&gt;
In the handful of cases of cross-line breeding which have occurred, one line has taken dominance. However, the actual dominance of one line over another has no currently understood pattern. &lt;br /&gt;
&lt;br /&gt;
Today, we still do not understand what exactly allows such powers to work. Many, if not all, defy the limits of conventional physics. Yet, they still happen. One of the greatest obstacles to our further understanding of the issues involved is that much of the best research has been done under the auspices of the government or private corporations. These bodies have kept a close lid on such matters. Those who have performed public sector research have compiled a small body of often conflicting information, leading more to debate than discovery.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Bloodlines&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Names and descriptions of the eighteen Bloodlines can be found on the [[Bloodline Families page]].&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Session_One_10-7-05&amp;diff=14875</id>
		<title>Session One 10-7-05</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Session_One_10-7-05&amp;diff=14875"/>
		<updated>2005-12-13T03:30:28Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The group finds themselves assembled in the hospitality room of a private airport. Each of these six heroes has been recruited and interviewed over the last several months. They all share a general distrust of existing super groups—corporate and government—and a strong desire to do good. They are met by Abbey Relihan who explains that they’ve been chosen by their anonymous patron to join a new independent super team. They’ll be paid well and also given significant material support. Their patron has begun to make arrangement with a number of Midwestern cities so that the team can move between them, fighting crime in a number of places. The sole exception to this is, of course, Chicago a city dominated by several major Anarch groups. As the briefing nears its end, Relihan is called out by a phone call. &lt;br /&gt;
&lt;br /&gt;
As they introduce themselves to one another, they begin to hear noise from the rest of the airport. Moving into the hallway, they see people thronged around TV monitors. The news begins to come in of a superhuman disaster. A colossal battle between two Anarch Teams, Ravage and Synistry, and a host of superheroes led by the superteam Frontline has resulted in a massive explosion, leaving dozens and dozens of Bloodliners dead. The reports are sketchy, but it appears that the Anarchs intent was a break in at Lockdown, the super containment facility located in the South Dakota plains. Relihan returns, shaken and asks the team to board a waiting aircraft. &lt;br /&gt;
&lt;br /&gt;
In flight, Relihan puts a new proposal to them. With the devastation of Ravage and Synistry, the situation has shifted in Chicago. She expects there to be a jockeying position among Anarchs there. She also sees an opportunity to wrest control of the city from those villainous groups. It will be dangerous, but should they accept, they can be the first Chicago superhero team in decades. All agree and they head in. Relihan explains that they have access to an old Sentrymen base located in Downtown, abandoned after that group’s disbanding. From the airport, the team is whisked to the facility, now being pulled out of mothballs by the group’s new technicians and support staff. On the ride, the team decides on the name The Untouchables, to honor the spirit and history of their new city. Shutdown, oldest of the group, is elected leader. &lt;br /&gt;
&lt;br /&gt;
After a brief tour, the group picks up their first event—a bank robbery by a well armed gang a few blocks away. They head over in the team’s vehicle arriving on scene within minutes. Inside they see a hostage situation. Roaming Wolf makes his way up the building to come in from behind while Onyx creates a distraction by shattering the reinforced glass of the front windows. Cruel Butterfly and Grey move in quickly to take out criminals in the main lobby while Shutdown provides support. Roaming Wolf engages those who take cover behind the counter. Meanwhile, on the street, Bolt spots the gang’s driver and dispatches him quickly. As he speeds back to his teammates, he sees a team of figures swooping out of the sky—Super Villains!&lt;br /&gt;
&lt;br /&gt;
Bolt alerts the rest of his team and engages the enemy—a group known as the Enforcers. They’ve arrived on the scene in the hopes of looting the criminals. Despite having only just met, the team works together well under Shutdown’s authority. With a brief exception when the villainess Crasher possesses Onyx, they manage to take them down speedily. The local A-SWAT team arrives as they wrap up. They’re clearly not please with the presence of superhero team in Chicago, but avoid coming to blows. The group returns to their new base with the knowledge of a job well done.&lt;br /&gt;
&lt;br /&gt;
Back to [[Bloodlines]]&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Session_One_10-7-05&amp;diff=14874</id>
		<title>Session One 10-7-05</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Session_One_10-7-05&amp;diff=14874"/>
		<updated>2005-12-13T03:30:04Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The group finds themselves assembled in the hospitality room of a private airport. Each of these six heroes has been recruited and interviewed over the last several months. They all share a general distrust of existing super groups—corporate and government—and a strong desire to do good. They are met by Abbey Relihan who explains that they’ve been chosen by their anonymous patron to join a new independent super team. They’ll be paid well and also given significant material support. Their patron has begun to make arrangement with a number of Midwestern cities so that the team can move between them, fighting crime in a number of places. The sole exception to this is, of course, Chicago a city dominated by several major Anarch groups. As the briefing nears its end, Relihan is called out by a phone call. &lt;br /&gt;
&lt;br /&gt;
As they introduce themselves to one another, they begin to hear noise from the rest of the airport. Moving into the hallway, they see people thronged around TV monitors. The news begins to come in of a superhuman disaster. A colossal battle between two Anarch Teams, Ravage and Synistry, and a host of superheroes led by the superteam Frontline has resulted in a massive explosion, leaving dozens and dozens of Bloodliners dead. The reports are sketchy, but it appears that the Anarchs intent was a break in at Lockdown, the super containment facility located in the South Dakota plains. Relihan returns, shaken and asks the team to board a waiting aircraft. &lt;br /&gt;
&lt;br /&gt;
In flight, Relihan puts a new proposal to them. With the devastation of Ravage and Synistry, the situation has shifted in Chicago. She expects there to be a jockeying position among Anarchs there. She also sees an opportunity to wrest control of the city from those villainous groups. It will be dangerous, but should they accept, they can be the first Chicago superhero team in decades. All agree and they head in. Relihan explains that they have access to an old Sentrymen base located in Downtown, abandoned after that group’s disbanding. From the airport, the team is whisked to the facility, now being pulled out of mothballs by the group’s new technicians and support staff. On the ride, the team decides on the name The Untouchables, to honor the spirit and history of their new city. Shutdown, oldest of the group, is elected leader. &lt;br /&gt;
&lt;br /&gt;
After a brief tour, the group picks up their first event—a bank robbery by a well armed gang a few blocks away. They head over in the team’s vehicle arriving on scene within minutes. Inside they see a hostage situation. Roaming Wolf makes his way up the building to come in from behind while Onyx creates a distraction by shattering the reinforced glass of the front windows. Cruel Butterfly and Grey move in quickly to take out criminals in the main lobby while Shutdown provides support. Roaming Wolf engages those who take cover behind the counter. Meanwhile, on the street, Bolt spots the gang’s driver and dispatches him quickly. As he speeds back to his teammates, he sees a team of figures swooping out of the sky—Super Villains!&lt;br /&gt;
&lt;br /&gt;
Bolt alerts the rest of his team and engages the enemy—a group known as the Enforcers. They’ve arrived on the scene in the hopes of looting the criminals. Despite having only just met, the team works together well under Shutdown’s authority. With a brief exception when the villainess Crasher possesses Onyx, they manage to take them down speedily. The local A-SWAT team arrives as they wrap up. They’re clearly not please with the presence of superhero team in Chicago, but avoid coming to blows. The group returns to their new base with the knowledge of a job well done.&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Session_One_10-7-05&amp;diff=14873</id>
		<title>Session One 10-7-05</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Session_One_10-7-05&amp;diff=14873"/>
		<updated>2005-12-13T03:29:44Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The group finds themselves assembled in the hospitality room of a private airport. Each of these six heroes has been recruited and interviewed over the last several months. They all share a general distrust of existing super groups—corporate and government—and a strong desire to do good. They are met by Abbey Relihan who explains that they’ve been chosen by their anonymous patron to join a new independent super team. They’ll be paid well and also given significant material support. Their patron has begun to make arrangement with a number of Midwestern cities so that the team can move between them, fighting crime in a number of places. The sole exception to this is, of course, Chicago a city dominated by several major Anarch groups. As the briefing nears its end, Relihan is called out by a phone call. &lt;br /&gt;
&lt;br /&gt;
As they introduce themselves to one another, they begin to hear noise from the rest of the airport. Moving into the hallway, they see people thronged around TV monitors. The news begins to come in of a superhuman disaster. A colossal battle between two Anarch Teams, Ravage and Synistry, and a host of superheroes led by the superteam Frontline has resulted in a massive explosion, leaving dozens and dozens of Bloodliners dead. The reports are sketchy, but it appears that the Anarchs intent was a break in at Lockdown, the super containment facility located in the South Dakota plains. Relihan returns, shaken and asks the team to board a waiting aircraft. &lt;br /&gt;
&lt;br /&gt;
In flight, Relihan puts a new proposal to them. With the devastation of Ravage and Synistry, the situation has shifted in Chicago. She expects there to be a jockeying position among Anarchs there. She also sees an opportunity to wrest control of the city from those villainous groups. It will be dangerous, but should they accept, they can be the first Chicago superhero team in decades. All agree and they head in. Relihan explains that they have access to an old Sentrymen base located in Downtown, abandoned after that group’s disbanding. From the airport, the team is whisked to the facility, now being pulled out of mothballs by the group’s new technicians and support staff. On the ride, the team decides on the name The Untouchables, to honor the spirit and history of their new city. Shutdown, oldest of the group, is elected leader. &lt;br /&gt;
&lt;br /&gt;
After a brief tour, the group picks up their first event—a bank robbery by a well armed gang a few blocks away. They head over in the team’s vehicle arriving on scene within minutes. Inside they see a hostage situation. Roaming Wolf makes his way up the building to come in from behind while Onyx creates a distraction by shattering the reinforced glass of the front windows. Cruel Butterfly and Grey move in quickly to take out criminals in the main lobby while Shutdown provides support. Roaming Wolf engages those who take cover behind the counter. Meanwhile, on the street, Bolt spots the gang’s driver and dispatches him quickly. As he speeds back to his teammates, he sees a team of figures swooping out of the sky—Super Villains!&lt;br /&gt;
&lt;br /&gt;
Bolt alerts the rest of his team and engages the enemy—a group known as the Enforcers. They’ve arrived on the scene in the hopes of looting the criminals. Despite having only just met, the team works together well under Shutdown’s authority. With a brief exception when the villainess Crasher possesses Onyx, they manage to take them down speedily. The local A-SWAT team arrives as they wrap up. They’re clearly not please with the presence of superhero team in Chicago, but avoid coming to blows. The group returns to their new base with the knowledge of a job well down.&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14862</id>
		<title>Bloodlines</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14862"/>
		<updated>2005-12-12T20:06:51Z</updated>

		<summary type="html">&lt;p&gt;Edige23: /* &amp;#039;&amp;#039;&amp;#039;Other Notable Characters&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;OVERVIEW&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The Bloodlines setting focuses on family lines of superheroes and how they exist in the world. As the Cold War of the 1950’s intensified, the US tested its most powerful thermonuclear weapon. Contrary to models and expectations, this blast’s effects continued on in what came to be known as the Promethean Wave, a series of aurora borealis which lasted an entire year, spanning the globe. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans made their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines. As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved. &lt;br /&gt;
&lt;br /&gt;
I&#039;d written up some of the general ideas for this about six years ago, but shelved it. Originally I&#039;d written up something more Cyberpunk/near-Future. I ended up with a little more classic thing after reading &#039;&#039;Starman&#039;&#039;, &#039;&#039;Tom Strong&#039;&#039;, &#039;&#039;Top Ten&#039;&#039;, &#039;&#039;Grounded&#039;&#039;, &#039;&#039;the Intimates&#039;&#039; and &#039;&#039;Ex Machina&#039;&#039; comics. I also read a blurb for &#039;&#039;Noble Causes&#039;&#039; and &#039;&#039;Runaways&#039;&#039; that gave me some ideas but I haven&#039;t actually read those. I built this as an eight session mini-campaign. I expect I will do more with it in the future. I asked the players to come up with generally likable characters; I&#039;d run dark supers before but I planned for this to be more optimistic.&lt;br /&gt;
&lt;br /&gt;
Everything here is the fault of Lowell Francis and his players. &lt;br /&gt;
&lt;br /&gt;
Names and descriptions of the eighteen Bloodlines can be found on the [[Bloodline Families page]].&lt;br /&gt;
&lt;br /&gt;
[[House Rules and Game Set Up]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CAST&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Based out of Chicago, the PC superteam has chosen the name, the Untouchables.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The PC&#039;s&#039;&#039;&#039;===&lt;br /&gt;
*[[Shutdown]]&lt;br /&gt;
*[[Cruel Butterfly]]&lt;br /&gt;
*[[Grey]]&lt;br /&gt;
*[[Roaming Wolf]]&lt;br /&gt;
*[[Onyx]]&lt;br /&gt;
*[[Bloodlines Bolt|Bolt]]&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Supporting Staff&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
*Abbey Relihan: Administrator and liason with their mysterious patron.&lt;br /&gt;
*Davis Holden: Driver&lt;br /&gt;
*Carrie Ming: On-staff tech and support officer&lt;br /&gt;
*Dana Klemanski: On-staff tech who has Demolitions&lt;br /&gt;
*Lieutenant Solis Montoya: Contact on the police force&lt;br /&gt;
*Jesse Pergrom: High strung contact in the Minion underworld&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Other Notable Characters&#039;&#039;&#039;===&lt;br /&gt;
*Detective Badger: Man on scene at Brookfield incident&lt;br /&gt;
*Ace Braddock: International singing sensation and Cruel Butterfly&#039;s cousin&lt;br /&gt;
*Firstborn: Anarch; Shutdown&#039;s father&lt;br /&gt;
*Holly Glenn: Troublesome Reporter&lt;br /&gt;
*The Kangaroo: Bolt&#039;s father&lt;br /&gt;
*Arthur Karnak: Low level ex-Sinistry agent with fade powers&lt;br /&gt;
*Trey Karnak: Ran &amp;quot;The Minion Bar&amp;quot;&lt;br /&gt;
*Timothy &amp;quot;Wizard&amp;quot; Loring: Vanished Sorrentino tech&lt;br /&gt;
*Patriarch: Leader of Justice&lt;br /&gt;
*Karl Rody: Head of A-SWAT&lt;br /&gt;
*Transcendance: Shutdown&#039;s ex-wife now involved with Firstborn&lt;br /&gt;
*Lennox Braddock aka Paragon III: Cruelbutterfly&#039;s cousin with the DHPD&lt;br /&gt;
*Manifest: Independent hero who apparently survived the Zero Moment event. Bloodline uncertain&lt;br /&gt;
*Caliber Saint: Notorious Anarch weapon-maker from the 1960&#039;s and 1970&#039;s. Apparently Abbey Relihan&#039;s father. &lt;br /&gt;
*Tate Morgan: Sidekick to the late Durandal. Murdered in Chicago. Created the [[Zero Moment Video Transcript|Zero Moment Video]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;ORGANIZATIONS&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Public Superhero Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Anarch Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Other Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Further Notes on Anarchs Operating in Chicago]]&lt;br /&gt;
&lt;br /&gt;
*[[Firstborn]]&lt;br /&gt;
&lt;br /&gt;
*[[The Enforcers]]&lt;br /&gt;
&lt;br /&gt;
*[[Mad Dogs aka Kingdom Come]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;NEWS AND INFO&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Beginning the second session, each game starts with news chosen by the group&#039;s staff as important and/or interesting.&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Two 10-21-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Three 11-4-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Four 11-18-04]]&lt;br /&gt;
&lt;br /&gt;
*[[Minion Blog]]&lt;br /&gt;
&lt;br /&gt;
*[[Seguer and Leeman Papers]]&lt;br /&gt;
&lt;br /&gt;
*[[Zero Moment Video Transcript]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SESSION SUMMARY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Session One 10-7-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Two 10-21-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Three 11-4-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Four 11-18-05]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SETTING INFORMATION&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Public Perception and Terminology&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
One of the real difficulties for parahumans, Bloodliners, supers, whatever you wish to call them has been the pendulum-like response to them by the public, the media, and the government. At times they&#039;ve been seen as superstars and at others as genetic freaks that pose a potential threat to real humans. The last decade has seen a fragmentation and polarization of these attitudes. &lt;br /&gt;
&lt;br /&gt;
There are many theories for why this is. The polarization of America following 9/11. The glut of superhuman movies and TV shows during the late 70&#039;s early 80&#039;s that are now being viewed nostalgically. An increased awareness of the implications of genetic research and the patent tensions between nations. The rise of the internet and the ability for information to be widely disseminated and responded to quickly. &lt;br /&gt;
&lt;br /&gt;
In any case, parahumans today typically fall into one of several groups, at least in the US. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Government:&#039;&#039;&#039; there is and will always be a great deal of suspicion about the involvement of parahumans in the government, particularly as officers in law enforcement and information gathering capacities. The existence of the Parahuman Civil Service program has done little to alleviate these concerns in the public. &lt;br /&gt;
*&#039;&#039;&#039;Political:&#039;&#039;&#039; some cross the line between government and celebrity to run as active politicians. Though there numbers are few, they are important. Most generally downplay their Bloodline status. &lt;br /&gt;
*&#039;&#039;&#039;Celebrity:&#039;&#039;&#039; Probably the most accepted category of Bloodliner. It is also the most exposed and subject to the ups and downs of fame. However over the last two decades celebrity bloodliners have become more vocal about the private beliefs and politics, in some cases causing significant negative reactions. &lt;br /&gt;
*&#039;&#039;&#039;Corporate:&#039;&#039;&#039; Many corporations actively seek out Bloodliners as employees and for projects. The response to these hires depends on the image of the corporation itself. Recently Microsoft spun off its own super division, Vision, in order to avoid further negative publicity. Family: In the case of some of the tighter Bloodlines, such as Braddock and Syzmanski, the Bloodlines work towards the development of the family company. Again here the reaction depends on the image of the family. &lt;br /&gt;
*&#039;&#039;&#039;Private:&#039;&#039;&#039; Sometimes referred to wrongly as diaspora. These are people, in smaller positions, usually keeping their powers and abilities secret. &lt;br /&gt;
*&#039;&#039;&#039;Super:&#039;&#039;&#039; Persons involved in private law enforcement and vigilante activity. The response to these groups and persons varies from area to area. There has been a rise in Bloodliners choosing these roles in the last five years, in part a response to a generation exposed to the ideas coming of age and in part and response to the political climate. &lt;br /&gt;
*&#039;&#039;&#039;Anarch:&#039;&#039;&#039; Bloodliners who use their abilities for criminal ends.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Zero Moment&#039;&#039;&#039;===&lt;br /&gt;
It remains unclear what caused the explosion that claimed the lives of dozens of superheroes. When the Anarch teams Ravage and the Sinistry, with a large group of independent agents attempted to gain entry to the main Lockdown facility in SD, they were met in force by Frontline, Vision and their own gathering of independent heroes. At some point during their confrontation and explosion of undetermined source and energy ripped through them, killing everyone in the area. A EMP shockwave soon after distrupted sensors and left officals with few clues. The deaths of so many prominent Bloodliners has left chaos in its wake. &lt;br /&gt;
&lt;br /&gt;
Full List of the [[Zero Moment Dead]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;HISTORY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;World War II and First Supers&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Deep into the War America launched a series of scientific projects design to aid in the war effort both at home and abroad. Many of these were speculative beyond belief, including one based around creating human augmentation, in effect creating super soldiers. No one, possibly even the projects originators expected the project to succeed. Yet from that came almost two dozen heroes armed with fantastic powers. Within months they were deployed into action both as effective propaganda tools and deadly weapons. However shortly after the German revealed their own project apparently paralleling that of the US. As the war ground on, both sides found themselves embroiled in a devastating battle between these titans. Still if was the force of the armed services and the men on the ground that saw the day through, taking Berlin and Tokyo. By the end of the war, every super had died, killed in battles that laid whole cities to waste.. In the both the US and Germany the creators of their respective projects took their own lives and destroyed their work, determined that such beings could not, would not be unleashed on the world. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;The Bloodlines Evolve&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
In the mid-fifties as the Cold war intensified, the US tested its most powerful Thermonuclear explosive yet. The pattern and range for such explosion had been well documented by this point- the blinding flash, mushroom cloud and shockwave. However, this blasts effects continued on, out beyond the limits scientists had predicted. What followed came to be known as the Promethean Wave, a series of aurora borealis lasting an entire year. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans had begun to make their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines.&lt;br /&gt;
 &lt;br /&gt;
Today scientists have determined eighteen genetic lines which possess the potential for superpowers. The spread of families across the globe during the early part of the 20th Century made tracking these lines a decade long research project. Some seem to derive from a subject perhaps half a dozen generations back, meaning that the powers exist in a relatively tight spread. Others seem to have their Subject X, a person in whom the gene first occurs in the far past, meaning that this genetic trait has spread more widely. &lt;br /&gt;
&lt;br /&gt;
These bloodlines have several factors which allow researchers to draw some inference about them. First, although bloodlines have a wide range of powers, some are more given to occur within a line. Second, the size of the population indicates how far back the line reaches. Third the frequency of occurrence as well as the distance some can be traced. Scientists are still desperately trying to figure out how this genetic information is passed. Many believe that there may be many potential members of the group, but only a few who actually pass on the full traits and breeding potential. Artificial systems such as in vitro fertilization negate the passing of abilities. If both parents exhibit powers, then their child will as well. If only one has abilities then the rate drops, dependent on the particular bloodline. &lt;br /&gt;
&lt;br /&gt;
As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Genetic Theory and Spacing&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Scientists today are still uncertain about many of the facts surrounding super powers. It is unclear how the bloodlines came into existence. Some believe that it dates back to an early civilization whose roots have been erased or perhaps ancient astronauts. Others feel that the tampering was more recent, occurring in the early twentieth century. While others think the Wave caused the genetic changes. A fringe element believes that such abilities are natural to the human race pointing to a variety of historical evidence concerning supposed psychic or magical events. Scientists are divided and the genetic evidence is unclear.&lt;br /&gt;
 &lt;br /&gt;
What is known is that each line has a “spread,” meaning the actual occurrence of powers within a line. Some are tightly clustered, meaning that close direct members tend to have powers. Some are more loosely spread, meaning that powers occur over a greater range. Why this happens is uncertain; many believe it is a natural factor of the super genes themselves. &lt;br /&gt;
&lt;br /&gt;
Among supers themselves, females tend to have stronger powers. The super gene cluster has thus far refused complete mapping. Some families are given to only a few low powered people, others to many. Some term these minor talents “Diasporas.” Some simply carry the potential, but have no powers. However, even non-powered bloodline persons may pass on the supergene. Accordingly there has been a rush to document genealogies by the government, corporations and private individuals. Since no one has developed a test to confirm the presence of the dormant gene in those among the Bloodlines without powers, this has become an issue of contention. &lt;br /&gt;
&lt;br /&gt;
In the handful of cases of cross-line breeding which have occurred, one line has taken dominance. However, the actual dominance of one line over another has no currently understood pattern. &lt;br /&gt;
&lt;br /&gt;
Today, we still do not understand what exactly allows such powers to work. Many, if not all, defy the limits of conventional physics. Yet, they still happen. One of the greatest obstacles to our further understanding of the issues involved is that much of the best research has been done under the auspices of the government or private corporations. These bodies have kept a close lid on such matters. Those who have performed public sector research have compiled a small body of often conflicting information, leading more to debate than discovery.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Bloodlines&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Names and descriptions of the eighteen Bloodlines can be found on the [[Bloodline Families page]].&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zero_Moment_Video_Transcript&amp;diff=14861</id>
		<title>Zero Moment Video Transcript</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zero_Moment_Video_Transcript&amp;diff=14861"/>
		<updated>2005-12-12T19:58:26Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The group looked into the murder of Tate Morgan, a former sidekick to a hero killed at the Zero Moment. In the course of the investigation the received a tape, clearly made and edited by Morgan.&#039;&#039;&#039; Full list of [[Zero Moment Dead]] here. &lt;br /&gt;
&lt;br /&gt;
Video opens with an interior of some kind of craft, you guess a VTOL or chopper judging by the shaking. The camera itself is clearly sophisticated and stabilized—the image shakes little while the people in the cabin lurch back and forth. Vision members Iron Lotus and Willforce can be easily spotted in lead position near cockpit door. Durandal is closer to the camera operator. Three other supers can be seen Haven, Gigawatt, and Manifest. They are independent operators, not members of Vision. &lt;br /&gt;
&lt;br /&gt;
Iron Lotus: …and just keep close. There’s going to be a lot of thunder and noise out there. &lt;br /&gt;
&lt;br /&gt;
Durandal: Cut it out Jake, they know what they’re doing. [Turns to the non-Vision Heroes]. You’ve done this before but not in these numbers. Don’t count on communicators—once you get a target from one of us, just keep after them. That’s the best thing. Strategy won’t work out there. &lt;br /&gt;
&lt;br /&gt;
Haven: We’ve gone over the records like three times now. I think we’ve got it. &lt;br /&gt;
&lt;br /&gt;
Willforce: No you don’t.&lt;br /&gt;
&lt;br /&gt;
Haven: Excuse me? &lt;br /&gt;
&lt;br /&gt;
Willforce: These people kill—no fooling around. Don’t even think about holding back—use everything you’ve got from word go.&lt;br /&gt;
&lt;br /&gt;
(Some inaudible muttering comes on for the next few minutes. The camera shakes as the vehicle clearly banks.)&lt;br /&gt;
&lt;br /&gt;
Durandal: We really didn’t get anything from Solomon on this?&lt;br /&gt;
&lt;br /&gt;
Iron Lotus: I assume Bane did…how else would he know to get here? But he didn’t share anything else with me. &lt;br /&gt;
&lt;br /&gt;
Durandal: I don’t like that. &lt;br /&gt;
&lt;br /&gt;
Iron Lotus: No…no…he wasn’t holding back, I really think they didn’t give him much more to go on. He just grabbed as many as he could and headed this way. &lt;br /&gt;
&lt;br /&gt;
Manifest: (Accented) What if they break into Lockdown?&lt;br /&gt;
&lt;br /&gt;
Willforce: We run and don’t stop running until we hit a coast…maybe not even then. &lt;br /&gt;
&lt;br /&gt;
(Sound goes out at this point…the operator of the camera is clearly fiddling and adjusting the device. At one point in a polished surface you can make out that the cameraman is Tate Morgan. He has body armor on.)&lt;br /&gt;
&lt;br /&gt;
Durandal sits by the camera operator and starts talking. A few seconds in the sound comes back. &lt;br /&gt;
&lt;br /&gt;
Durandal: OK, we’re about three minutes out. We’re going to drop you at a decent spot. Just promise me you’ll keep the Geyges Cloak on. &lt;br /&gt;
&lt;br /&gt;
Tate: Not a problem. I don’t want to get killed. &lt;br /&gt;
&lt;br /&gt;
There’s a break here. An edit maybe as the next thing we see is a barren landscape, some hills and scrub terrain. It is unclear how long the break is between the last sequence and this one. The camera’s maybe been on for ten seconds when several things launch from the ground. About half are missiles and the other half flying humans. As a group they impact in the air with a series of resulting explosions. Their target had been clearly cloaked up until this point. Now whatever assault vehicle the Anarchs had has been destroyed. The frame is suddenly filled with fire and wreckage decloaking and dozens and dozens of superbeings. &lt;br /&gt;
&lt;br /&gt;
Morgan’s camera is pretty good and he tries to follow the fight. However there is too much. Energy beams in the air, distortions in the gravity field, pairs of fliers grappling with each other and thundering into the ground at Mach One. It is almost impossible to make out who is fighting who. For a second you see Boom of Frontline tossed up into the air by someone from Ravage. As he rises he rains a salvo of explosions down catching the Anarch and throwing Boom higher. Then with a crack that shatters the air, Warhead smashes into him, drilling both into the ground. &lt;br /&gt;
&lt;br /&gt;
Speesters, people creating barriers, telekinetic effects, gouts of fire—it becomes quickly clear that Anarchs had aborted whatever mission they were on. You can catch a few people trying to direct things—Bane leaping across the field to pull Gauntlet out of harm’s way—all the while clearly screaming into a headset. Spartacus and Master Task trying to pull some groups back to organize their end of the battle, but with little effect. Ravage is full into it as if everyone else. &lt;br /&gt;
&lt;br /&gt;
Then there’s a light that cuts across the field—a pure white beam, rainbowed just at the edges that shoots from one figure to another. You pause and rewind, slow the thing down. It seems to shoot out from two figures and crash in the middle. Further analysis identifies Haven and Navigator as the two figures. There’s a sound, and then the audio goes completely out and the picture begins to slow. You check the counter on the tape and it is still rolling at the normal rate—but the images have shifted to slow motion.&lt;br /&gt;
&lt;br /&gt;
More identical beams crisscross the field, pairing and pinning figures. The explosions, fire, and debris make it hard to identify who and how. You can discern at one point that Speedmetal and Apex are pinned even in their blurred super-speed state. In another you spot Lady Hive and Master Task caught on another beam. The lines of light cross each other and a glow starts to shimmer at the furthest edges of the battle, encasing everyone in an enormous sphere. In the center a figure forms in cage created by the strange energy beams. Then a flash overloads the camera. &lt;br /&gt;
&lt;br /&gt;
When it comes back on, there are bodies, most burnt into the ground. A few people remain standing apparently unhurt. In the air above you see an armored figure, shining in mirror-like steel reflecting the sun. Below you see Bane, Spartacus and Harridan stagger trying to assess the situation. Closer to the camera, you see Manifest, clearly injured…he seems to have been caught at the very edge of the blast. His left side is burnt, torn and gruesome.  He staggers and barely holds himself up. &lt;br /&gt;
&lt;br /&gt;
Time has returned to normal. Bane and the other two appear uninjured, but shocked by what has happened. Then there’s a blur and suddenly Spartacus doesn’t have a head. The armored figure is there and tosses the skull away like a soccer ball. He looks at Bane who leaps at him without hesitation. The armored figure evades the tackle. As Bane rolls to his feet to make another strike, he freezes. The figure holds out his hand, clearly keeping Bane in place with some invisible force. Then claws emerge from the tips of the armored gauntlets as he drives a fist through Bane’s back, punching through to the front. He pulls back and spin kicks the body away. &lt;br /&gt;
&lt;br /&gt;
Harridan has begun to run and the armored figure tracks her movement. However, in the air, another figure forms in an instant. It is a streak as it swoops down and grabs up Manifest, catching him before his body collapses. There’s a burst of energy and those two figures shoot past the camera. The armored figure makes to pursue but doesn’t. Instead he waits a moment and then in a blur of motion appears in front of Harridan, striking and knocking her to the ground. He leaps high in the air, spins and brings his knee down full on her. She jerks and stops moving. &lt;br /&gt;
&lt;br /&gt;
There’s a good half-minute there with the camera trembling. The figure surveys the area, and then starts to walk outside the circle. He stops then, pauses and turns to look at the camera. Even from the half-mile plus distance, it feels like he’s staring out of the screen. You see him reach up and remove the helmet. &lt;br /&gt;
&lt;br /&gt;
It is Roaming Wolf. &lt;br /&gt;
&lt;br /&gt;
The tape ends.&lt;br /&gt;
&lt;br /&gt;
Back to [[Bloodlines]]&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zero_Moment_Video_Transcript&amp;diff=14860</id>
		<title>Zero Moment Video Transcript</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zero_Moment_Video_Transcript&amp;diff=14860"/>
		<updated>2005-12-12T19:10:58Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The group looked into the murder of Tate Morgan, a former sidekick to a hero killed at the Zero Moment. In the course of the investigation the received a tape, clearly made and edited by Morgan.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Video opens with an interior of some kind of craft, you guess a VTOL or chopper judging by the shaking. The camera itself is clearly sophisticated and stabilized—the image shakes little while the people in the cabin lurch back and forth. Vision members Iron Lotus and Willforce can be easily spotted in lead position near cockpit door. Durandal is closer to the camera operator. Three other supers can be seen Haven, Gigawatt, and Manifest. They are independent operators, not members of Vision. &lt;br /&gt;
&lt;br /&gt;
Iron Lotus: …and just keep close. There’s going to be a lot of thunder and noise out there. &lt;br /&gt;
&lt;br /&gt;
Durandal: Cut it out Jake, they know what they’re doing. [Turns to the non-Vision Heroes]. You’ve done this before but not in these numbers. Don’t count on communicators—once you get a target from one of us, just keep after them. That’s the best thing. Strategy won’t work out there. &lt;br /&gt;
&lt;br /&gt;
Haven: We’ve gone over the records like three times now. I think we’ve got it. &lt;br /&gt;
&lt;br /&gt;
Willforce: No you don’t.&lt;br /&gt;
&lt;br /&gt;
Haven: Excuse me? &lt;br /&gt;
&lt;br /&gt;
Willforce: These people kill—no fooling around. Don’t even think about holding back—use everything you’ve got from word go.&lt;br /&gt;
&lt;br /&gt;
(Some inaudible muttering comes on for the next few minutes. The camera shakes as the vehicle clearly banks.)&lt;br /&gt;
&lt;br /&gt;
Durandal: We really didn’t get anything from Solomon on this?&lt;br /&gt;
&lt;br /&gt;
Iron Lotus: I assume Bane did…how else would he know to get here? But he didn’t share anything else with me. &lt;br /&gt;
&lt;br /&gt;
Durandal: I don’t like that. &lt;br /&gt;
&lt;br /&gt;
Iron Lotus: No…no…he wasn’t holding back, I really think they didn’t give him much more to go on. He just grabbed as many as he could and headed this way. &lt;br /&gt;
&lt;br /&gt;
Manifest: (Accented) What if they break into Lockdown?&lt;br /&gt;
&lt;br /&gt;
Willforce: We run and don’t stop running until we hit a coast…maybe not even then. &lt;br /&gt;
&lt;br /&gt;
(Sound goes out at this point…the operator of the camera is clearly fiddling and adjusting the device. At one point in a polished surface you can make out that the cameraman is Tate Morgan. He has body armor on.)&lt;br /&gt;
&lt;br /&gt;
Durandal sits by the camera operator and starts talking. A few seconds in the sound comes back. &lt;br /&gt;
&lt;br /&gt;
Durandal: OK, we’re about three minutes out. We’re going to drop you at a decent spot. Just promise me you’ll keep the Geyges Cloak on. &lt;br /&gt;
&lt;br /&gt;
Tate: Not a problem. I don’t want to get killed. &lt;br /&gt;
&lt;br /&gt;
There’s a break here. An edit maybe as the next thing we see is a barren landscape, some hills and scrub terrain. It is unclear how long the break is between the last sequence and this one. The camera’s maybe been on for ten seconds when several things launch from the ground. About half are missiles and the other half flying humans. As a group they impact in the air with a series of resulting explosions. Their target had been clearly cloaked up until this point. Now whatever assault vehicle the Anarchs had has been destroyed. The frame is suddenly filled with fire and wreckage decloaking and dozens and dozens of superbeings. &lt;br /&gt;
&lt;br /&gt;
Morgan’s camera is pretty good and he tries to follow the fight. However there is too much. Energy beams in the air, distortions in the gravity field, pairs of fliers grappling with each other and thundering into the ground at Mach One. It is almost impossible to make out who is fighting who. For a second you see Boom of Frontline tossed up into the air by someone from Ravage. As he rises he rains a salvo of explosions down catching the Anarch and throwing Boom higher. Then with a crack that shatters the air, Warhead smashes into him, drilling both into the ground. &lt;br /&gt;
&lt;br /&gt;
Speesters, people creating barriers, telekinetic effects, gouts of fire—it becomes quickly clear that Anarchs had aborted whatever mission they were on. You can catch a few people trying to direct things—Bane leaping across the field to pull Gauntlet out of harm’s way—all the while clearly screaming into a headset. Spartacus and Master Task trying to pull some groups back to organize their end of the battle, but with little effect. Ravage is full into it as if everyone else. &lt;br /&gt;
&lt;br /&gt;
Then there’s a light that cuts across the field—a pure white beam, rainbowed just at the edges that shoots from one figure to another. You pause and rewind, slow the thing down. It seems to shoot out from two figures and crash in the middle. Further analysis identifies Haven and Navigator as the two figures. There’s a sound, and then the audio goes completely out and the picture begins to slow. You check the counter on the tape and it is still rolling at the normal rate—but the images have shifted to slow motion.&lt;br /&gt;
&lt;br /&gt;
More identical beams crisscross the field, pairing and pinning figures. The explosions, fire, and debris make it hard to identify who and how. You can discern at one point that Speedmetal and Apex are pinned even in their blurred super-speed state. In another you spot Lady Hive and Master Task caught on another beam. The lines of light cross each other and a glow starts to shimmer at the furthest edges of the battle, encasing everyone in an enormous sphere. In the center a figure forms in cage created by the strange energy beams. Then a flash overloads the camera. &lt;br /&gt;
&lt;br /&gt;
When it comes back on, there are bodies, most burnt into the ground. A few people remain standing apparently unhurt. In the air above you see an armored figure, shining in mirror-like steel reflecting the sun. Below you see Bane, Spartacus and Harridan stagger trying to assess the situation. Closer to the camera, you see Manifest, clearly injured…he seems to have been caught at the very edge of the blast. His left side is burnt, torn and gruesome.  He staggers and barely holds himself up. &lt;br /&gt;
&lt;br /&gt;
Time has returned to normal. Bane and the other two appear uninjured, but shocked by what has happened. Then there’s a blur and suddenly Spartacus doesn’t have a head. The armored figure is there and tosses the skull away like a soccer ball. He looks at Bane who leaps at him without hesitation. The armored figure evades the tackle. As Bane rolls to his feet to make another strike, he freezes. The figure holds out his hand, clearly keeping Bane in place with some invisible force. Then claws emerge from the tips of the armored gauntlets as he drives a fist through Bane’s back, punching through to the front. He pulls back and spin kicks the body away. &lt;br /&gt;
&lt;br /&gt;
Harridan has begun to run and the armored figure tracks her movement. However, in the air, another figure forms in an instant. It is a streak as it swoops down and grabs up Manifest, catching him before his body collapses. There’s a burst of energy and those two figures shoot past the camera. The armored figure makes to pursue but doesn’t. Instead he waits a moment and then in a blur of motion appears in front of Harridan, striking and knocking her to the ground. He leaps high in the air, spins and brings his knee down full on her. She jerks and stops moving. &lt;br /&gt;
&lt;br /&gt;
There’s a good half-minute there with the camera trembling. The figure surveys the area, and then starts to walk outside the circle. He stops then, pauses and turns to look at the camera. Even from the half-mile plus distance, it feels like he’s staring out of the screen. You see him reach up and remove the helmet. &lt;br /&gt;
&lt;br /&gt;
It is Roaming Wolf. &lt;br /&gt;
&lt;br /&gt;
The tape ends.&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zero_Moment_Video_Transcript&amp;diff=14859</id>
		<title>Zero Moment Video Transcript</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zero_Moment_Video_Transcript&amp;diff=14859"/>
		<updated>2005-12-12T19:10:29Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The group looked into the murder of Tate Morgan, a former sidekick to a hero killed at the Zero Moment. In the course of the investigation the received a tape, clearly made and edited by Morgan.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
List of [[Zero Moment Dead]]&lt;br /&gt;
&lt;br /&gt;
Video opens with an interior of some kind of craft, you guess a VTOL or chopper judging by the shaking. The camera itself is clearly sophisticated and stabilized—the image shakes little while the people in the cabin lurch back and forth. Vision members Iron Lotus and Willforce can be easily spotted in lead position near cockpit door. Durandal is closer to the camera operator. Three other supers can be seen Haven, Gigawatt, and Manifest. They are independent operators, not members of Vision. &lt;br /&gt;
&lt;br /&gt;
Iron Lotus: …and just keep close. There’s going to be a lot of thunder and noise out there. &lt;br /&gt;
&lt;br /&gt;
Durandal: Cut it out Jake, they know what they’re doing. [Turns to the non-Vision Heroes]. You’ve done this before but not in these numbers. Don’t count on communicators—once you get a target from one of us, just keep after them. That’s the best thing. Strategy won’t work out there. &lt;br /&gt;
&lt;br /&gt;
Haven: We’ve gone over the records like three times now. I think we’ve got it. &lt;br /&gt;
&lt;br /&gt;
Willforce: No you don’t.&lt;br /&gt;
&lt;br /&gt;
Haven: Excuse me? &lt;br /&gt;
&lt;br /&gt;
Willforce: These people kill—no fooling around. Don’t even think about holding back—use everything you’ve got from word go.&lt;br /&gt;
&lt;br /&gt;
(Some inaudible muttering comes on for the next few minutes. The camera shakes as the vehicle clearly banks.)&lt;br /&gt;
&lt;br /&gt;
Durandal: We really didn’t get anything from Solomon on this?&lt;br /&gt;
&lt;br /&gt;
Iron Lotus: I assume Bane did…how else would he know to get here? But he didn’t share anything else with me. &lt;br /&gt;
&lt;br /&gt;
Durandal: I don’t like that. &lt;br /&gt;
&lt;br /&gt;
Iron Lotus: No…no…he wasn’t holding back, I really think they didn’t give him much more to go on. He just grabbed as many as he could and headed this way. &lt;br /&gt;
&lt;br /&gt;
Manifest: (Accented) What if they break into Lockdown?&lt;br /&gt;
&lt;br /&gt;
Willforce: We run and don’t stop running until we hit a coast…maybe not even then. &lt;br /&gt;
&lt;br /&gt;
(Sound goes out at this point…the operator of the camera is clearly fiddling and adjusting the device. At one point in a polished surface you can make out that the cameraman is Tate Morgan. He has body armor on.)&lt;br /&gt;
&lt;br /&gt;
Durandal sits by the camera operator and starts talking. A few seconds in the sound comes back. &lt;br /&gt;
&lt;br /&gt;
Durandal: OK, we’re about three minutes out. We’re going to drop you at a decent spot. Just promise me you’ll keep the Geyges Cloak on. &lt;br /&gt;
&lt;br /&gt;
Tate: Not a problem. I don’t want to get killed. &lt;br /&gt;
&lt;br /&gt;
There’s a break here. An edit maybe as the next thing we see is a barren landscape, some hills and scrub terrain. It is unclear how long the break is between the last sequence and this one. The camera’s maybe been on for ten seconds when several things launch from the ground. About half are missiles and the other half flying humans. As a group they impact in the air with a series of resulting explosions. Their target had been clearly cloaked up until this point. Now whatever assault vehicle the Anarchs had has been destroyed. The frame is suddenly filled with fire and wreckage decloaking and dozens and dozens of superbeings. &lt;br /&gt;
&lt;br /&gt;
Morgan’s camera is pretty good and he tries to follow the fight. However there is too much. Energy beams in the air, distortions in the gravity field, pairs of fliers grappling with each other and thundering into the ground at Mach One. It is almost impossible to make out who is fighting who. For a second you see Boom of Frontline tossed up into the air by someone from Ravage. As he rises he rains a salvo of explosions down catching the Anarch and throwing Boom higher. Then with a crack that shatters the air, Warhead smashes into him, drilling both into the ground. &lt;br /&gt;
&lt;br /&gt;
Speesters, people creating barriers, telekinetic effects, gouts of fire—it becomes quickly clear that Anarchs had aborted whatever mission they were on. You can catch a few people trying to direct things—Bane leaping across the field to pull Gauntlet out of harm’s way—all the while clearly screaming into a headset. Spartacus and Master Task trying to pull some groups back to organize their end of the battle, but with little effect. Ravage is full into it as if everyone else. &lt;br /&gt;
&lt;br /&gt;
Then there’s a light that cuts across the field—a pure white beam, rainbowed just at the edges that shoots from one figure to another. You pause and rewind, slow the thing down. It seems to shoot out from two figures and crash in the middle. Further analysis identifies Haven and Navigator as the two figures. There’s a sound, and then the audio goes completely out and the picture begins to slow. You check the counter on the tape and it is still rolling at the normal rate—but the images have shifted to slow motion.&lt;br /&gt;
&lt;br /&gt;
More identical beams crisscross the field, pairing and pinning figures. The explosions, fire, and debris make it hard to identify who and how. You can discern at one point that Speedmetal and Apex are pinned even in their blurred super-speed state. In another you spot Lady Hive and Master Task caught on another beam. The lines of light cross each other and a glow starts to shimmer at the furthest edges of the battle, encasing everyone in an enormous sphere. In the center a figure forms in cage created by the strange energy beams. Then a flash overloads the camera. &lt;br /&gt;
&lt;br /&gt;
When it comes back on, there are bodies, most burnt into the ground. A few people remain standing apparently unhurt. In the air above you see an armored figure, shining in mirror-like steel reflecting the sun. Below you see Bane, Spartacus and Harridan stagger trying to assess the situation. Closer to the camera, you see Manifest, clearly injured…he seems to have been caught at the very edge of the blast. His left side is burnt, torn and gruesome.  He staggers and barely holds himself up. &lt;br /&gt;
&lt;br /&gt;
Time has returned to normal. Bane and the other two appear uninjured, but shocked by what has happened. Then there’s a blur and suddenly Spartacus doesn’t have a head. The armored figure is there and tosses the skull away like a soccer ball. He looks at Bane who leaps at him without hesitation. The armored figure evades the tackle. As Bane rolls to his feet to make another strike, he freezes. The figure holds out his hand, clearly keeping Bane in place with some invisible force. Then claws emerge from the tips of the armored gauntlets as he drives a fist through Bane’s back, punching through to the front. He pulls back and spin kicks the body away. &lt;br /&gt;
&lt;br /&gt;
Harridan has begun to run and the armored figure tracks her movement. However, in the air, another figure forms in an instant. It is a streak as it swoops down and grabs up Manifest, catching him before his body collapses. There’s a burst of energy and those two figures shoot past the camera. The armored figure makes to pursue but doesn’t. Instead he waits a moment and then in a blur of motion appears in front of Harridan, striking and knocking her to the ground. He leaps high in the air, spins and brings his knee down full on her. She jerks and stops moving. &lt;br /&gt;
&lt;br /&gt;
There’s a good half-minute there with the camera trembling. The figure surveys the area, and then starts to walk outside the circle. He stops then, pauses and turns to look at the camera. Even from the half-mile plus distance, it feels like he’s staring out of the screen. You see him reach up and remove the helmet. &lt;br /&gt;
&lt;br /&gt;
It is Roaming Wolf. &lt;br /&gt;
&lt;br /&gt;
The tape ends.&lt;br /&gt;
&lt;br /&gt;
Back to [[Bloodlines]]&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14858</id>
		<title>Bloodlines</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14858"/>
		<updated>2005-12-12T19:05:08Z</updated>

		<summary type="html">&lt;p&gt;Edige23: /* &amp;#039;&amp;#039;&amp;#039;NEWS AND INFO&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;OVERVIEW&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The Bloodlines setting focuses on family lines of superheroes and how they exist in the world. As the Cold War of the 1950’s intensified, the US tested its most powerful thermonuclear weapon. Contrary to models and expectations, this blast’s effects continued on in what came to be known as the Promethean Wave, a series of aurora borealis which lasted an entire year, spanning the globe. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans made their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines. As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved. &lt;br /&gt;
&lt;br /&gt;
I&#039;d written up some of the general ideas for this about six years ago, but shelved it. Originally I&#039;d written up something more Cyberpunk/near-Future. I ended up with a little more classic thing after reading &#039;&#039;Starman&#039;&#039;, &#039;&#039;Tom Strong&#039;&#039;, &#039;&#039;Top Ten&#039;&#039;, &#039;&#039;Grounded&#039;&#039;, &#039;&#039;the Intimates&#039;&#039; and &#039;&#039;Ex Machina&#039;&#039; comics. I also read a blurb for &#039;&#039;Noble Causes&#039;&#039; and &#039;&#039;Runaways&#039;&#039; that gave me some ideas but I haven&#039;t actually read those. I built this as an eight session mini-campaign. I expect I will do more with it in the future. I asked the players to come up with generally likable characters; I&#039;d run dark supers before but I planned for this to be more optimistic.&lt;br /&gt;
&lt;br /&gt;
Everything here is the fault of Lowell Francis and his players. &lt;br /&gt;
&lt;br /&gt;
Names and descriptions of the eighteen Bloodlines can be found on the [[Bloodline Families page]].&lt;br /&gt;
&lt;br /&gt;
[[House Rules and Game Set Up]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CAST&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Based out of Chicago, the PC superteam has chosen the name, the Untouchables.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The PC&#039;s&#039;&#039;&#039;===&lt;br /&gt;
*[[Shutdown]]&lt;br /&gt;
*[[Cruel Butterfly]]&lt;br /&gt;
*[[Grey]]&lt;br /&gt;
*[[Roaming Wolf]]&lt;br /&gt;
*[[Onyx]]&lt;br /&gt;
*[[Bloodlines Bolt|Bolt]]&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Supporting Staff&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
*Abbey Relihan: Administrator and liason with their mysterious patron.&lt;br /&gt;
*Davis Holden: Driver&lt;br /&gt;
*Carrie Ming: On-staff tech and support officer&lt;br /&gt;
*Dana Klemanski: On-staff tech who has Demolitions&lt;br /&gt;
*Lieutenant Solis Montoya: Contact on the police force&lt;br /&gt;
*Jesse Pergrom: High strung contact in the Minion underworld&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Other Notable Characters&#039;&#039;&#039;===&lt;br /&gt;
*Detective Badger: Man on scene at Brookfield incident&lt;br /&gt;
*Ace Braddock: International singing sensation and Cruel Butterfly&#039;s cousin&lt;br /&gt;
*Firstborn: Anarch; Shutdown&#039;s father&lt;br /&gt;
*Holly Glenn: Troublesome Reporter&lt;br /&gt;
*The Kangaroo: Bolt&#039;s father&lt;br /&gt;
*Arthur Karnak: Low level ex-Sinistry agent with fade powers&lt;br /&gt;
*Trey Karnak: Ran &amp;quot;The Minion Bar&amp;quot;&lt;br /&gt;
*Timothy &amp;quot;Wizard&amp;quot; Loring: Vanished Sorrentino tech&lt;br /&gt;
*Patriarch: Leader of Justice&lt;br /&gt;
*Karl Rody: Head of A-SWAT&lt;br /&gt;
*Transcendance: Shutdown&#039;s ex-wife now involved with Firstborn&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;ORGANIZATIONS&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Public Superhero Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Anarch Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Other Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Further Notes on Anarchs Operating in Chicago]]&lt;br /&gt;
&lt;br /&gt;
*[[Firstborn]]&lt;br /&gt;
&lt;br /&gt;
*[[The Enforcers]]&lt;br /&gt;
&lt;br /&gt;
*[[Mad Dogs aka Kingdom Come]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;NEWS AND INFO&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Beginning the second session, each game starts with news chosen by the group&#039;s staff as important and/or interesting.&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Two 10-21-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Three 11-4-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Four 11-18-04]]&lt;br /&gt;
&lt;br /&gt;
*[[Minion Blog]]&lt;br /&gt;
&lt;br /&gt;
*[[Seguer and Leeman Papers]]&lt;br /&gt;
&lt;br /&gt;
*[[Zero Moment Video Transcript]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SESSION SUMMARY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Session One 10-7-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Two 10-21-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Three 11-4-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Four 11-18-05]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SETTING INFORMATION&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Public Perception and Terminology&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
One of the real difficulties for parahumans, Bloodliners, supers, whatever you wish to call them has been the pendulum-like response to them by the public, the media, and the government. At times they&#039;ve been seen as superstars and at others as genetic freaks that pose a potential threat to real humans. The last decade has seen a fragmentation and polarization of these attitudes. &lt;br /&gt;
&lt;br /&gt;
There are many theories for why this is. The polarization of America following 9/11. The glut of superhuman movies and TV shows during the late 70&#039;s early 80&#039;s that are now being viewed nostalgically. An increased awareness of the implications of genetic research and the patent tensions between nations. The rise of the internet and the ability for information to be widely disseminated and responded to quickly. &lt;br /&gt;
&lt;br /&gt;
In any case, parahumans today typically fall into one of several groups, at least in the US. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Government:&#039;&#039;&#039; there is and will always be a great deal of suspicion about the involvement of parahumans in the government, particularly as officers in law enforcement and information gathering capacities. The existence of the Parahuman Civil Service program has done little to alleviate these concerns in the public. &lt;br /&gt;
*&#039;&#039;&#039;Political:&#039;&#039;&#039; some cross the line between government and celebrity to run as active politicians. Though there numbers are few, they are important. Most generally downplay their Bloodline status. &lt;br /&gt;
*&#039;&#039;&#039;Celebrity:&#039;&#039;&#039; Probably the most accepted category of Bloodliner. It is also the most exposed and subject to the ups and downs of fame. However over the last two decades celebrity bloodliners have become more vocal about the private beliefs and politics, in some cases causing significant negative reactions. &lt;br /&gt;
*&#039;&#039;&#039;Corporate:&#039;&#039;&#039; Many corporations actively seek out Bloodliners as employees and for projects. The response to these hires depends on the image of the corporation itself. Recently Microsoft spun off its own super division, Vision, in order to avoid further negative publicity. Family: In the case of some of the tighter Bloodlines, such as Braddock and Syzmanski, the Bloodlines work towards the development of the family company. Again here the reaction depends on the image of the family. &lt;br /&gt;
*&#039;&#039;&#039;Private:&#039;&#039;&#039; Sometimes referred to wrongly as diaspora. These are people, in smaller positions, usually keeping their powers and abilities secret. &lt;br /&gt;
*&#039;&#039;&#039;Super:&#039;&#039;&#039; Persons involved in private law enforcement and vigilante activity. The response to these groups and persons varies from area to area. There has been a rise in Bloodliners choosing these roles in the last five years, in part a response to a generation exposed to the ideas coming of age and in part and response to the political climate. &lt;br /&gt;
*&#039;&#039;&#039;Anarch:&#039;&#039;&#039; Bloodliners who use their abilities for criminal ends.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Zero Moment&#039;&#039;&#039;===&lt;br /&gt;
It remains unclear what caused the explosion that claimed the lives of dozens of superheroes. When the Anarch teams Ravage and the Sinistry, with a large group of independent agents attempted to gain entry to the main Lockdown facility in SD, they were met in force by Frontline, Vision and their own gathering of independent heroes. At some point during their confrontation and explosion of undetermined source and energy ripped through them, killing everyone in the area. A EMP shockwave soon after distrupted sensors and left officals with few clues. The deaths of so many prominent Bloodliners has left chaos in its wake. &lt;br /&gt;
&lt;br /&gt;
Full List of the [[Zero Moment Dead]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;HISTORY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;World War II and First Supers&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Deep into the War America launched a series of scientific projects design to aid in the war effort both at home and abroad. Many of these were speculative beyond belief, including one based around creating human augmentation, in effect creating super soldiers. No one, possibly even the projects originators expected the project to succeed. Yet from that came almost two dozen heroes armed with fantastic powers. Within months they were deployed into action both as effective propaganda tools and deadly weapons. However shortly after the German revealed their own project apparently paralleling that of the US. As the war ground on, both sides found themselves embroiled in a devastating battle between these titans. Still if was the force of the armed services and the men on the ground that saw the day through, taking Berlin and Tokyo. By the end of the war, every super had died, killed in battles that laid whole cities to waste.. In the both the US and Germany the creators of their respective projects took their own lives and destroyed their work, determined that such beings could not, would not be unleashed on the world. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;The Bloodlines Evolve&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
In the mid-fifties as the Cold war intensified, the US tested its most powerful Thermonuclear explosive yet. The pattern and range for such explosion had been well documented by this point- the blinding flash, mushroom cloud and shockwave. However, this blasts effects continued on, out beyond the limits scientists had predicted. What followed came to be known as the Promethean Wave, a series of aurora borealis lasting an entire year. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans had begun to make their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines.&lt;br /&gt;
 &lt;br /&gt;
Today scientists have determined eighteen genetic lines which possess the potential for superpowers. The spread of families across the globe during the early part of the 20th Century made tracking these lines a decade long research project. Some seem to derive from a subject perhaps half a dozen generations back, meaning that the powers exist in a relatively tight spread. Others seem to have their Subject X, a person in whom the gene first occurs in the far past, meaning that this genetic trait has spread more widely. &lt;br /&gt;
&lt;br /&gt;
These bloodlines have several factors which allow researchers to draw some inference about them. First, although bloodlines have a wide range of powers, some are more given to occur within a line. Second, the size of the population indicates how far back the line reaches. Third the frequency of occurrence as well as the distance some can be traced. Scientists are still desperately trying to figure out how this genetic information is passed. Many believe that there may be many potential members of the group, but only a few who actually pass on the full traits and breeding potential. Artificial systems such as in vitro fertilization negate the passing of abilities. If both parents exhibit powers, then their child will as well. If only one has abilities then the rate drops, dependent on the particular bloodline. &lt;br /&gt;
&lt;br /&gt;
As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Genetic Theory and Spacing&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Scientists today are still uncertain about many of the facts surrounding super powers. It is unclear how the bloodlines came into existence. Some believe that it dates back to an early civilization whose roots have been erased or perhaps ancient astronauts. Others feel that the tampering was more recent, occurring in the early twentieth century. While others think the Wave caused the genetic changes. A fringe element believes that such abilities are natural to the human race pointing to a variety of historical evidence concerning supposed psychic or magical events. Scientists are divided and the genetic evidence is unclear.&lt;br /&gt;
 &lt;br /&gt;
What is known is that each line has a “spread,” meaning the actual occurrence of powers within a line. Some are tightly clustered, meaning that close direct members tend to have powers. Some are more loosely spread, meaning that powers occur over a greater range. Why this happens is uncertain; many believe it is a natural factor of the super genes themselves. &lt;br /&gt;
&lt;br /&gt;
Among supers themselves, females tend to have stronger powers. The super gene cluster has thus far refused complete mapping. Some families are given to only a few low powered people, others to many. Some term these minor talents “Diasporas.” Some simply carry the potential, but have no powers. However, even non-powered bloodline persons may pass on the supergene. Accordingly there has been a rush to document genealogies by the government, corporations and private individuals. Since no one has developed a test to confirm the presence of the dormant gene in those among the Bloodlines without powers, this has become an issue of contention. &lt;br /&gt;
&lt;br /&gt;
In the handful of cases of cross-line breeding which have occurred, one line has taken dominance. However, the actual dominance of one line over another has no currently understood pattern. &lt;br /&gt;
&lt;br /&gt;
Today, we still do not understand what exactly allows such powers to work. Many, if not all, defy the limits of conventional physics. Yet, they still happen. One of the greatest obstacles to our further understanding of the issues involved is that much of the best research has been done under the auspices of the government or private corporations. These bodies have kept a close lid on such matters. Those who have performed public sector research have compiled a small body of often conflicting information, leading more to debate than discovery.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Bloodlines&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Names and descriptions of the eighteen Bloodlines can be found on the [[Bloodline Families page]].&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Onyx&amp;diff=14461</id>
		<title>Onyx</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Onyx&amp;diff=14461"/>
		<updated>2005-12-02T14:40:52Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Onyx (Starting Character)===&lt;br /&gt;
&#039;&#039;PL 10; PP 160 ; HP 5&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; [32 pp] Str 20, Dex 15, Con 15, Int 15, Wis 12, Cha 15 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039; Dmg +9 (+2 +7 Super Con) ((+5 Prt)), Fort +9 (+2 +7 Super Con), Ref +2, Will +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; [36 pp] Attack: Melee +13, Ranged +10, Mental +9 Defense: 18, Mental 17 Init +2; Run 30/60/120; Size Medium &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [19 pp—2 ranks per] Bonus: Str +9, Dex +2, Con +9, Int +2, Wis +1, Cha +2 Acrobatics +4 (2), Balance +3 (1), Bluff +2, Climb +15, Computers +6 (4), Disable Device +5 (3), Drive +4 (1), Hide +4 (2), Intimidate +15, Jump +15, Listen +3 (2), Move Silently +3 (1), Science: Biochemistry +7 (5), Science: Biophysics +7 (5), Search +4 (2), Sense Motive +3 (2), Spot +3 (2), Swim +15, Taunt +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [2 pp] Improved Critical (Punch)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers:&#039;&#039;&#039; [71 pp] &lt;br /&gt;
*Super Strength +10 [Extras: Protection +5; Flaw: Drammen Side Effect; Cost 4 pp; Total 35 pp]&lt;br /&gt;
*Super Constitution +7 [Cost 4; Total 28]&lt;br /&gt;
*Immobility +4 [Cost 1, Total 4] &lt;br /&gt;
*Immunity +4 Critical Hits, Breathing, High Pressure [see House rules; Cost 1, Total 4] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trade Off:&#039;&#039;&#039; Max. Base Defense -2; Max. Damage Save +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws:&#039;&#039;&#039; [-10 pp] Secret 10 pp&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Public Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sarah Abiade (“born of royal parents”) Drexel is the only child of Asabi (“she is of choice birth”) Kokumo (“this one will not die”) and Verner Drexel.&lt;br /&gt;
&lt;br /&gt;
Born in Beira, Mozambique she lived there until she was thirteen. Her father who was a doctor in virology had met her mother, a geneticist, during a Disease management conference. Together they traveled around Africa to assist the WHO. They later moved her to Kalmar, Sweden where Sarah finished high school by her sixteenth birthday. Soon before her graduation her father died in an accident while visiting South Africa. Folowing this tragedy, her mother moved to Boston to live with immigrant relatives.&lt;br /&gt;
 &lt;br /&gt;
At age seventeen Sarah was accepted at MIT. She began studies into Biological studies and recently received her B.A. She was beginning to plan for her graduate program and looking at her finances when she was invited to meet for a job interview with a private benefactor interested in her skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Private Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Her father and mother went to Sweden to “escape” Mozambique. From what Sarah is unsure. She’s heard hints of problems within the WHO and affiliated groups that her parents had looked into. Her parents possessed Bloodliner powers and used those abilities to help others.&lt;br /&gt;
&lt;br /&gt;
Sarah began to discover her own abilities when they moved. She discussed her growing powers with her parents who were both pleased and afraid that they had manifested. Both parents made her aware of the science involved with her powers, prompting her to further her studies into biology.&lt;br /&gt;
&lt;br /&gt;
Her father left for Africa again when an old friend asked for his help. Her mother begged him not to go, but he could not let this person down. He told her mother to stay and protect Sarah and leave Sweden if anything was to happen to him. She was given contact names in America where they would be safe. Her father was later found dead in a remote area of Mozambique. The hapless local authorities labeled it an automotive accident-- his car colliding with a fuel tanker that had pulled over to fix a flat tire. Sarah&#039;s mother moved them as soon as she heard the news.&lt;br /&gt;
 &lt;br /&gt;
When she arrived in Massachusetts and made it into MIT Sarah focused her studies and secretly began to analyze the genetic physics, chemistry and engineering of the “Super” genome using her own cell samples to do so. She took samples from others wherever and whenever possible both normal and “super” alike. Her goal is to understand the how’s and why’s of the genetic differences and try to classify them beyond their given “Named” technique.&lt;br /&gt;
&lt;br /&gt;
She has decided, against her mother’s wishes, to use her powers to help others and those in need. She feels that she was gifted with her abilities for a reason and to let them sit by and waste would be a sin. And although this killed her father , she believes he would be proud of her.&lt;br /&gt;
&lt;br /&gt;
Back to [[Bloodlines]]&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Onyx&amp;diff=14460</id>
		<title>Onyx</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Onyx&amp;diff=14460"/>
		<updated>2005-12-02T14:40:07Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Onyx (Starting Character)===&lt;br /&gt;
&#039;&#039;PL 10; PP 160 ; HP 5&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; [32 pp] Str 20, Dex 15, Con 15, Int 15, Wis 12, Cha 15 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039; Dmg +9 (+2 +7 Super Con) ((+5 Prt)), Fort +9 (+2 +7 Super Con), Ref +2, Will +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; [36 pp] Attack: Melee +13, Ranged +10, Mental +9 Defense: 18, Mental 17 Init +2; Run 30/60/120; Size Medium &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [19 pp—2 ranks per] Bonus: Str +9, Dex +2, Con +9, Int +2, Wis +1, Cha +2 Acrobatics +4 (2), Balance +3 (1), Bluff +2, Climb +15, Computers +6 (4), Disable Device +5 (3), Drive +4 (1), Hide +4 (2), Intimidate +15, Jump +15, Listen +3 (2), Move Silently +3 (1), Science: Biochemistry +7 (5), Science: Biophysics +7 (5), Search +4 (2), Sense Motive +3 (2), Spot +3 (2), Swim +15, Taunt +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [2 pp] Improved Critical (Punch)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers:&#039;&#039;&#039; [71 pp] &lt;br /&gt;
*Super Strength +10 [Extras: Protection +5; Flaw: Drammen Side Effect; Cost 4 pp; Total 35 pp]&lt;br /&gt;
*Super Constitution +7 [Cost 4; Total 28]&lt;br /&gt;
*Immobility +4 [Cost 1, Total 4] &lt;br /&gt;
*Immunity +4 Critical Hits, Breathing, High Pressure [see House rules; Cost 1, Total 4] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trade Off:&#039;&#039;&#039; Max. Base Defense -2; Max. Damage Save +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws:&#039;&#039;&#039; [-10 pp] Secret 10 pp&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Public Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sarah Abiade (“born of royal parents”) Drexel is the only child of Asabi (“she is of choice birth”) Kokumo (“this one will not die”) and Verner Drexel.&lt;br /&gt;
&lt;br /&gt;
Born in Beira, Mozambique she lived there until she was thirteen. Her father who was a doctor in virology had met her mother, a geneticist, during a Disease management conference. Together they traveled around Africa to assist the WHO. They later moved her to Kalmar, Sweden where Sarah finished high school by her sixteenth birthday. Soon before her graduation her father died in an accident while visiting South Africa. Folowing this tragedy, her mother moved to Boston to live with immigrant relatives.&lt;br /&gt;
 &lt;br /&gt;
At age seventeen Sarah was accepted at MIT. She began studies into Biological studies and recently received her B.A. She was beginning to plan for her graduate program and looking at her finances when she was invited to meet for a job interview with a private benefactor interested in her skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Private Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Her father and mother went to Sweden to “escape” Mozambique. From what Sarah is unsure. She’s heard hints of problems within the WHO and affiliated groups that her parents had looked into. Her parents possessed Bloodliner powers and used those abilities to help others.&lt;br /&gt;
&lt;br /&gt;
Sarah began to discover her own abilities when they moved. She discussed her growing powers with her parents who were both pleased and afraid that they had manifested. Both parents made her aware of the science involved with her powers, prompting her to further her studies into biology.&lt;br /&gt;
&lt;br /&gt;
Her father left for Africa again when an old friend asked for his help. Her mother begged him not to go, but he could not let this person down. He told her mother to stay and protect Sarah and leave Sweden if anything was to happen to him. She was given contact names in America where they would be safe. Her father was later found dead in a remote area of Mozambique. The hapless local authorities labeled it an automotive accident-- his car colliding with a fuel tanker that had pulled over to fix a flat tire. Sarah&#039;s mother moved them as soon as she heard the news.&lt;br /&gt;
 &lt;br /&gt;
When she arrived in Massachusetts and made it into MIT Sarah focused her studies and secretly began to analyze the genetic physics, chemistry and engineering of the “Super” genome using her own cell samples to do so. She took samples from others wherever and whenever possible both normal and “super” alike. Her goal is to understand the how’s and why’s of the genetic differences and try to classify them beyond their given “Named” technique.&lt;br /&gt;
&lt;br /&gt;
She has decided, against her mother’s wishes, to use her powers to help others and those in need. She feels that she was gifted with her abilities for a reason and to let them sit by and waste would be a sin. And although this killed her father , she believes he would be proud of her.&lt;br /&gt;
&lt;br /&gt;
Back to [Bloodlines]&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Onyx&amp;diff=14459</id>
		<title>Onyx</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Onyx&amp;diff=14459"/>
		<updated>2005-12-02T14:39:23Z</updated>

		<summary type="html">&lt;p&gt;Edige23: /* Onyx (Starting Character) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Onyx (Starting Character)===&lt;br /&gt;
&#039;&#039;PL 10; PP 160 ; HP 5&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; [32 pp] Str 20, Dex 15, Con 15, Int 15, Wis 12, Cha 15 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039; Dmg +9 (+2 +7 Super Con) ((+5 Prt)), Fort +9 (+2 +7 Super Con), Ref +2, Will +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; [36 pp] Attack: Melee +13, Ranged +10, Mental +9 Defense: 18, Mental 17 Init +2; Run 30/60/120; Size Medium &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [19 pp—2 ranks per] Bonus: Str +9, Dex +2, Con +9, Int +2, Wis +1, Cha +2 Acrobatics +4 (2), Balance +3 (1), Bluff +2, Climb +15, Computers +6 (4), Disable Device +5 (3), Drive +4 (1), Hide +4 (2), Intimidate +15, Jump +15, Listen +3 (2), Move Silently +3 (1), Science: Biochemistry +7 (5), Science: Biophysics +7 (5), Search +4 (2), Sense Motive +3 (2), Spot +3 (2), Swim +15, Taunt +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [2 pp] Improved Critical (Punch)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers:&#039;&#039;&#039; [71 pp] &lt;br /&gt;
*Super Strength +10 [Extras: Protection +5; Flaw: Drammen Side Effect; Cost 4 pp; Total 35 pp]&lt;br /&gt;
*Super Constitution +7 [Cost 4; Total 28]&lt;br /&gt;
*Immobility +4 [Cost 1, Total 4] &lt;br /&gt;
*Immunity +4 Critical Hits, Breathing, High Pressure [see House rules; Cost 1, Total 4] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trade Off:&#039;&#039;&#039; Max. Base Defense -2; Max. Damage Save +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws:&#039;&#039;&#039; [-10 pp] Secret 10 pp&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Public Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sarah Abiade (“born of royal parents”) Drexel is the only child of Asabi (“she is of choice birth”) Kokumo (“this one will not die”) and Verner Drexel.&lt;br /&gt;
&lt;br /&gt;
Born in Beira, Mozambique she lived there until she was thirteen. Her father who was a doctor in virology had met her mother, a geneticist, during a Disease management conference. Together they traveled around Africa to assist the WHO. They later moved her to Kalmar, Sweden where Sarah finished high school by her sixteenth birthday. Soon before her graduation her father died in an accident while visiting South Africa. Folowing this tragedy, her mother moved to Boston to live with immigrant relatives.&lt;br /&gt;
 &lt;br /&gt;
At age seventeen Sarah was accepted at MIT. She began studies into Biological studies and recently received her B.A. She was beginning to plan for her graduate program and looking at her finances when she was invited to meet for a job interview with a private benefactor interested in her skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Private Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Her father and mother went to Sweden to “escape” Mozambique. From what Sarah is unsure. She’s heard hints of problems within the WHO and affiliated groups that her parents had looked into. Her parents possessed Bloodliner powers and used those abilities to help others.&lt;br /&gt;
&lt;br /&gt;
Sarah began to discover her own abilities when they moved. She discussed her growing powers with her parents who were both pleased and afraid that they had manifested. Both parents made her aware of the science involved with her powers, prompting her to further her studies into biology.&lt;br /&gt;
&lt;br /&gt;
Her father left for Africa again when an old friend asked for his help. Her mother begged him not to go, but he could not let this person down. He told her mother to stay and protect Sarah and leave Sweden if anything was to happen to him. She was given contact names in America where they would be safe. Her father was later found dead in a remote area of Mozambique. The hapless local authorities labeled it an automotive accident-- his car colliding with a fuel tanker that had pulled over to fix a flat tire. Sarah&#039;s mother moved them as soon as she heard the news.&lt;br /&gt;
 &lt;br /&gt;
When she arrived in Massachusetts and made it into MIT Sarah focused her studies and secretly began to analyze the genetic physics, chemistry and engineering of the “Super” genome using her own cell samples to do so. She took samples from others wherever and whenever possible both normal and “super” alike. Her goal is to understand the how’s and why’s of the genetic differences and try to classify them beyond their given “Named” technique.&lt;br /&gt;
&lt;br /&gt;
She has decided, against her mother’s wishes, to use her powers to help others and those in need. She feels that she was gifted with her abilities for a reason and to let them sit by and waste would be a sin. And although this killed her father , she believes he would be proud of her.&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14203</id>
		<title>Bloodlines</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14203"/>
		<updated>2005-11-23T12:03:16Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;OVERVIEW&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The Bloodlines setting focuses on family lines of superheroes and how they exist in the world. As the Cold War of the 1950’s intensified, the US tested its most powerful thermonuclear weapon. Contrary to models and expectations, this blast’s effects continued on in what came to be known as the Promethean Wave, a series of aurora borealis which lasted an entire year, spanning the globe. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans made their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines. As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved. &lt;br /&gt;
&lt;br /&gt;
I&#039;d written up some of the general ideas for this about six years ago, but shelved it. Originally I&#039;d written up something more Cyberpunk/near-Future. I ended up with a little more classic thing after reading &#039;&#039;Starman&#039;&#039;, &#039;&#039;Tom Strong&#039;&#039;, &#039;&#039;Top Ten&#039;&#039;, &#039;&#039;Grounded&#039;&#039;, &#039;&#039;the Intimates&#039;&#039; and &#039;&#039;Ex Machina&#039;&#039; comics. I also read a blurb for &#039;&#039;Noble Causes&#039;&#039; and &#039;&#039;Runaways&#039;&#039; that gave me some ideas but I haven&#039;t actually read those. I built this as an eight session mini-campaign. I expect I will do more with it in the future. I asked the players to come up with generally likable characters; I&#039;d run dark supers before but I planned for this to be more optimistic.&lt;br /&gt;
&lt;br /&gt;
Everything here is the fault of Lowell Francis and his players. &lt;br /&gt;
&lt;br /&gt;
Names and descriptions of the eighteen Bloodlines can be found on the [[Bloodline Families page]].&lt;br /&gt;
&lt;br /&gt;
[[House Rules and Game Set Up]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CAST&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Based out of Chicago, the PC superteam has chosen the name, the Untouchables.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The PC&#039;s&#039;&#039;&#039;===&lt;br /&gt;
*[[Shutdown]]&lt;br /&gt;
*[[Cruel Butterfly]]&lt;br /&gt;
*[[Grey]]&lt;br /&gt;
*[[Roaming Wolf]]&lt;br /&gt;
*[[Onyx]]&lt;br /&gt;
*[[Bloodlines Bolt|Bolt]]&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Supporting Staff&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
*Abbey Relihan: Administrator and liason with their mysterious patron.&lt;br /&gt;
*Davis Holden: Driver&lt;br /&gt;
*Carrie Ming: On-staff tech and support officer&lt;br /&gt;
*Dana Klemanski: On-staff tech who has Demolitions&lt;br /&gt;
*Lieutenant Solis Montoya: Contact on the police force&lt;br /&gt;
*Jesse Pergrom: High strung contact in the Minion underworld&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Other Notable Characters&#039;&#039;&#039;===&lt;br /&gt;
*Detective Badger: Man on scene at Brookfield incident&lt;br /&gt;
*Ace Braddock: International singing sensation and Cruel Butterfly&#039;s cousin&lt;br /&gt;
*Firstborn: Anarch; Shutdown&#039;s father&lt;br /&gt;
*Holly Glenn: Troublesome Reporter&lt;br /&gt;
*The Kangaroo: Bolt&#039;s father&lt;br /&gt;
*Arthur Karnak: Low level ex-Sinistry agent with fade powers&lt;br /&gt;
*Trey Karnak: Ran &amp;quot;The Minion Bar&amp;quot;&lt;br /&gt;
*Timothy &amp;quot;Wizard&amp;quot; Loring: Vanished Sorrentino tech&lt;br /&gt;
*Patriarch: Leader of Justice&lt;br /&gt;
*Karl Rody: Head of A-SWAT&lt;br /&gt;
*Transcendance: Shutdown&#039;s ex-wife now involved with Firstborn&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;ORGANIZATIONS&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Public Superhero Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Anarch Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Other Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Further Notes on Anarchs Operating in Chicago]]&lt;br /&gt;
&lt;br /&gt;
*[[Firstborn]]&lt;br /&gt;
&lt;br /&gt;
*[[The Enforcers]]&lt;br /&gt;
&lt;br /&gt;
*[[Mad Dogs aka Kingdom Come]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;NEWS AND INFO&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Beginning the second session, each game starts with news chosen by the group&#039;s staff as important and/or interesting.&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Two 10-21-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Three 11-4-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Four 11-18-04]]&lt;br /&gt;
&lt;br /&gt;
*[[Minion Blog]]&lt;br /&gt;
&lt;br /&gt;
*[[Seguer and Leeman Papers]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SESSION SUMMARY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Session One 10-7-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Two 10-21-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Three 11-4-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Four 11-18-05]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SETTING INFORMATION&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Public Perception and Terminology&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
One of the real difficulties for parahumans, Bloodliners, supers, whatever you wish to call them has been the pendulum-like response to them by the public, the media, and the government. At times they&#039;ve been seen as superstars and at others as genetic freaks that pose a potential threat to real humans. The last decade has seen a fragmentation and polarization of these attitudes. &lt;br /&gt;
&lt;br /&gt;
There are many theories for why this is. The polarization of America following 9/11. The glut of superhuman movies and TV shows during the late 70&#039;s early 80&#039;s that are now being viewed nostalgically. An increased awareness of the implications of genetic research and the patent tensions between nations. The rise of the internet and the ability for information to be widely disseminated and responded to quickly. &lt;br /&gt;
&lt;br /&gt;
In any case, parahumans today typically fall into one of several groups, at least in the US. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Government:&#039;&#039;&#039; there is and will always be a great deal of suspicion about the involvement of parahumans in the government, particularly as officers in law enforcement and information gathering capacities. The existence of the Parahuman Civil Service program has done little to alleviate these concerns in the public. &lt;br /&gt;
*&#039;&#039;&#039;Political:&#039;&#039;&#039; some cross the line between government and celebrity to run as active politicians. Though there numbers are few, they are important. Most generally downplay their Bloodline status. &lt;br /&gt;
*&#039;&#039;&#039;Celebrity:&#039;&#039;&#039; Probably the most accepted category of Bloodliner. It is also the most exposed and subject to the ups and downs of fame. However over the last two decades celebrity bloodliners have become more vocal about the private beliefs and politics, in some cases causing significant negative reactions. &lt;br /&gt;
*&#039;&#039;&#039;Corporate:&#039;&#039;&#039; Many corporations actively seek out Bloodliners as employees and for projects. The response to these hires depends on the image of the corporation itself. Recently Microsoft spun off its own super division, Vision, in order to avoid further negative publicity. Family: In the case of some of the tighter Bloodlines, such as Braddock and Syzmanski, the Bloodlines work towards the development of the family company. Again here the reaction depends on the image of the family. &lt;br /&gt;
*&#039;&#039;&#039;Private:&#039;&#039;&#039; Sometimes referred to wrongly as diaspora. These are people, in smaller positions, usually keeping their powers and abilities secret. &lt;br /&gt;
*&#039;&#039;&#039;Super:&#039;&#039;&#039; Persons involved in private law enforcement and vigilante activity. The response to these groups and persons varies from area to area. There has been a rise in Bloodliners choosing these roles in the last five years, in part a response to a generation exposed to the ideas coming of age and in part and response to the political climate. &lt;br /&gt;
*&#039;&#039;&#039;Anarch:&#039;&#039;&#039; Bloodliners who use their abilities for criminal ends.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Zero Moment&#039;&#039;&#039;===&lt;br /&gt;
It remains unclear what caused the explosion that claimed the lives of dozens of superheroes. When the Anarch teams Ravage and the Sinistry, with a large group of independent agents attempted to gain entry to the main Lockdown facility in SD, they were met in force by Frontline, Vision and their own gathering of independent heroes. At some point during their confrontation and explosion of undetermined source and energy ripped through them, killing everyone in the area. A EMP shockwave soon after distrupted sensors and left officals with few clues. The deaths of so many prominent Bloodliners has left chaos in its wake. &lt;br /&gt;
&lt;br /&gt;
Full List of the [[Zero Moment Dead]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;HISTORY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;World War II and First Supers&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Deep into the War America launched a series of scientific projects design to aid in the war effort both at home and abroad. Many of these were speculative beyond belief, including one based around creating human augmentation, in effect creating super soldiers. No one, possibly even the projects originators expected the project to succeed. Yet from that came almost two dozen heroes armed with fantastic powers. Within months they were deployed into action both as effective propaganda tools and deadly weapons. However shortly after the German revealed their own project apparently paralleling that of the US. As the war ground on, both sides found themselves embroiled in a devastating battle between these titans. Still if was the force of the armed services and the men on the ground that saw the day through, taking Berlin and Tokyo. By the end of the war, every super had died, killed in battles that laid whole cities to waste.. In the both the US and Germany the creators of their respective projects took their own lives and destroyed their work, determined that such beings could not, would not be unleashed on the world. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;The Bloodlines Evolve&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
In the mid-fifties as the Cold war intensified, the US tested its most powerful Thermonuclear explosive yet. The pattern and range for such explosion had been well documented by this point- the blinding flash, mushroom cloud and shockwave. However, this blasts effects continued on, out beyond the limits scientists had predicted. What followed came to be known as the Promethean Wave, a series of aurora borealis lasting an entire year. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans had begun to make their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines.&lt;br /&gt;
 &lt;br /&gt;
Today scientists have determined eighteen genetic lines which possess the potential for superpowers. The spread of families across the globe during the early part of the 20th Century made tracking these lines a decade long research project. Some seem to derive from a subject perhaps half a dozen generations back, meaning that the powers exist in a relatively tight spread. Others seem to have their Subject X, a person in whom the gene first occurs in the far past, meaning that this genetic trait has spread more widely. &lt;br /&gt;
&lt;br /&gt;
These bloodlines have several factors which allow researchers to draw some inference about them. First, although bloodlines have a wide range of powers, some are more given to occur within a line. Second, the size of the population indicates how far back the line reaches. Third the frequency of occurrence as well as the distance some can be traced. Scientists are still desperately trying to figure out how this genetic information is passed. Many believe that there may be many potential members of the group, but only a few who actually pass on the full traits and breeding potential. Artificial systems such as in vitro fertilization negate the passing of abilities. If both parents exhibit powers, then their child will as well. If only one has abilities then the rate drops, dependent on the particular bloodline. &lt;br /&gt;
&lt;br /&gt;
As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Genetic Theory and Spacing&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Scientists today are still uncertain about many of the facts surrounding super powers. It is unclear how the bloodlines came into existence. Some believe that it dates back to an early civilization whose roots have been erased or perhaps ancient astronauts. Others feel that the tampering was more recent, occurring in the early twentieth century. While others think the Wave caused the genetic changes. A fringe element believes that such abilities are natural to the human race pointing to a variety of historical evidence concerning supposed psychic or magical events. Scientists are divided and the genetic evidence is unclear.&lt;br /&gt;
 &lt;br /&gt;
What is known is that each line has a “spread,” meaning the actual occurrence of powers within a line. Some are tightly clustered, meaning that close direct members tend to have powers. Some are more loosely spread, meaning that powers occur over a greater range. Why this happens is uncertain; many believe it is a natural factor of the super genes themselves. &lt;br /&gt;
&lt;br /&gt;
Among supers themselves, females tend to have stronger powers. The super gene cluster has thus far refused complete mapping. Some families are given to only a few low powered people, others to many. Some term these minor talents “Diasporas.” Some simply carry the potential, but have no powers. However, even non-powered bloodline persons may pass on the supergene. Accordingly there has been a rush to document genealogies by the government, corporations and private individuals. Since no one has developed a test to confirm the presence of the dormant gene in those among the Bloodlines without powers, this has become an issue of contention. &lt;br /&gt;
&lt;br /&gt;
In the handful of cases of cross-line breeding which have occurred, one line has taken dominance. However, the actual dominance of one line over another has no currently understood pattern. &lt;br /&gt;
&lt;br /&gt;
Today, we still do not understand what exactly allows such powers to work. Many, if not all, defy the limits of conventional physics. Yet, they still happen. One of the greatest obstacles to our further understanding of the issues involved is that much of the best research has been done under the auspices of the government or private corporations. These bodies have kept a close lid on such matters. Those who have performed public sector research have compiled a small body of often conflicting information, leading more to debate than discovery.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Bloodlines&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Names and descriptions of the eighteen Bloodlines can be found on the [[Bloodline Families page]].&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mad_Dogs_aka_Kingdom_Come&amp;diff=14200</id>
		<title>Mad Dogs aka Kingdom Come</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mad_Dogs_aka_Kingdom_Come&amp;diff=14200"/>
		<updated>2005-11-23T00:46:46Z</updated>

		<summary type="html">&lt;p&gt;Edige23: /* GARGANTUAN */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Another low level Anarch group, they came from England by way of Canada. Their goals are apparently lofty, but their crimes tend to be low level. There is some suggestion of a political agenda to their actions. Their leader is McGuffin, an emotion controlling anarch from the Kavanaugh-Doyle bloodline. Other members include: Bond, Transit, High Risk, Feng Shui, Archimedes, and Gargantuan. This last anarch is notable for the lethality of his methods. In the UK he remained on the field several times to finish off opponent superheroes. Most of team captured by the Untouchables. Feng Shui and Transit managed to escape. &lt;br /&gt;
&lt;br /&gt;
==ARCHIMEDIES==&lt;br /&gt;
PL: 9, Identity: (Secret ID), Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +6, DEF: 19/17;   Base Speed  30/60/120, Flight  45/90/180;  &lt;br /&gt;
&lt;br /&gt;
MELEE +8, RANGED +8, MENTAL +8. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +5, FORT +3, REF +2, WILL +4;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 15 (+2), DEX 14 (+2), CON 16 (+3), INT 12 (+1), WIS 14 (+2), CHA 12 (+1)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Concentration +8 &lt;br /&gt;
&lt;br /&gt;
FEATS: Iron Will, Toughness, Imp. Initiative&lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*GRAVITY MASTERY (+9) Effect: Flight (+9), Effect: Telekinesis (+9), Effect: Immobility (on ground) (+9) Effect: Ranged Grapple (just to pin), Effect: Gravity Wave (Lethal DC9) (+9), Effect: Deflection (+9), Extra: Force Field (+9). &lt;br /&gt;
&lt;br /&gt;
WEAKNESS: Susceptible &lt;br /&gt;
&lt;br /&gt;
COST: abilities 23, combat 32, skills 3, feats 6, powers 81, weakness -10, total 135. &lt;br /&gt;
&lt;br /&gt;
==BOND==&lt;br /&gt;
PL: 11, Identity: (Secret ID), Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +3, DEF: 20/17;   Base Speed  30/60/120, Leaping  40/80/160;  &lt;br /&gt;
&lt;br /&gt;
MELEE +12, RANGED +10, MENTAL +10. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +2, FORT +2, REF +3, WILL +3;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 20 (+5), DEX 16 (+3), CON 15 (+2), INT 13 (+1), WIS 16 (+3), CHA 15 (+2)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +8/5, Balance +5/0, Escape Artist +4/1, Jump +7/. &lt;br /&gt;
&lt;br /&gt;
FEATS: Chokehold, Imp. Grapple, Imp. Pin&lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*ADHESION (+11) Effect: Climb/Grapple Bonus +11, Effect: Touch Snare (+11)&lt;br /&gt;
*FATIGUE (+11) Flaw: Touch (+11)&lt;br /&gt;
*ABSORPTION: STRENGTH (+11), Extra: Both Types (+11)&lt;br /&gt;
*LEAPING (+8) &lt;br /&gt;
&lt;br /&gt;
WEAKNESS: Field. &lt;br /&gt;
&lt;br /&gt;
COST: abilities 35, combat 35, skills 3, feats 6, powers 96, weakness -10, total 165.&lt;br /&gt;
&lt;br /&gt;
==FENG SHUI==&lt;br /&gt;
PL: 11, Identity: (Secret ID), Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +19, DEF: 26/20;   Base Speed  80/160/320;  &lt;br /&gt;
&lt;br /&gt;
MELEE +13, RANGED +13, MENTAL +9. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG 0, FORT 0, REF +17, WILL +3;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 16 (+3), DEX 20 (+5), CON 11 ( 0), INT 11 ( 0), WIS 12 (+1), CHA 10 ( 0)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +15/10, Balance +7/0, Jump +5/. &lt;br /&gt;
&lt;br /&gt;
FEATS: Accurate Attack, All-Out Attack, Attack Finesse, Attack Focus, Dodge, Evasion, Expertise, Imp. Critical, Imp. Initiative, Imp. Trip, Instant Stand, Iron Will, Lightning Reflexes, Power Attack, Precise Shot, Rapid Strike, Takedown Attack, Stunning Attack, Whirlwind Attack &lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*SUPER-DEXTERITY (+10)&lt;br /&gt;
*STRIKE (+10), Stunt: Dual Damaage. &lt;br /&gt;
&lt;br /&gt;
WEAKNESS: Quirk (fanatical) - Will save to resist direct orders. &lt;br /&gt;
&lt;br /&gt;
COST: abilities 20, combat 50, skills 5, feats 38, powers 62, weakness -10, total 165.&lt;br /&gt;
&lt;br /&gt;
==GARGANTUAN==&lt;br /&gt;
PL: 15, Identity: (Secret ID), Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +3, DEF: 21/18;   Base Speed  55/110/220;  &lt;br /&gt;
&lt;br /&gt;
MELEE +15, RANGED +13, MENTAL +11. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +12, FORT +7, REF +3, WILL +10;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 20 (+13), DEX 16 (+3), CON 20 (+5), INT 11 ( 0), WIS 13 (+1), CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +8/5, Balance +10/5, Intimidate +15/2, Jump +15/0, Sense Motive +3/2, Taunt +7/. &lt;br /&gt;
&lt;br /&gt;
FEATS: Iron Will, Greater Fortitude, Accurate Attack&lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*GROWTH (+5)&lt;br /&gt;
*SUPER-STRENGTH (+8), Extra: Shockwave (+8), Extra: Absorption (+8)&lt;br /&gt;
*AMAZING SAVE: DAMAGE (+7), Extra: Willpower (+7)&lt;br /&gt;
*STRIKE (+14) Stunt: Dual Damage&lt;br /&gt;
*REGENERATION (+5)&lt;br /&gt;
&lt;br /&gt;
WEAKNESS: Berserker; Physical all powers except Regeneration linked to Growth. &lt;br /&gt;
&lt;br /&gt;
COST: abilities 33, combat 46, skills 10, feats 6, powers 140, weakness -10, total 225.&lt;br /&gt;
&lt;br /&gt;
==HIGH RISK==&lt;br /&gt;
PL: 9, Identity: (Secret ID), Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +5, DEF: 22/17;   Base Speed  30/60/120;  &lt;br /&gt;
&lt;br /&gt;
MELEE +12, RANGED +12, MENTAL +10. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +8, FORT +3, REF +5, WILL +8;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 10 ( 0), DEX 20 (+5), CON 16 (+3), INT 14 (+2), WIS 16 (+3), CHA 14 (+2)&lt;br /&gt;
&lt;br /&gt;
FEATS: Attack Finesse&lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*MIMIC (+9), Extra: Addtl Attributes (+9), Extra: Expanded Powers (+9)&lt;br /&gt;
*POWER DOMINATION (+9)&lt;br /&gt;
*ARMOR (+5)&lt;br /&gt;
*AMAZING SAVE: DAMAGE (+5), Extra: Will (+5). &lt;br /&gt;
&lt;br /&gt;
WEAKNESS: Daredevil &lt;br /&gt;
&lt;br /&gt;
COST: abilities 30, combat 35, skills 0, feats 2, powers 78, weakness -10, total 135. &lt;br /&gt;
&lt;br /&gt;
==MCGUFFIN==&lt;br /&gt;
PL: 12, Identity: (Secret ID), Gender: Male, Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +4, DEF: 23/18;   Base Speed  45/90/180;  &lt;br /&gt;
&lt;br /&gt;
MELEE +12, RANGED +12, MENTAL +13. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +11, FORT +2, REF +4, WILL +14;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 18 (+4), DEX 18 (+4), CON 15 (+2), INT 20 (+5), WIS 20 (+5), CHA 18 (+4)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +6/2, Bluff +10/6, Diplomacy +8/0, Disguise +6/0, Innuendo +8/0, Intimidate +8/2, Sense Motive +11/6, Sleight/Hand +6/0, Taunt +12/. &lt;br /&gt;
&lt;br /&gt;
FEATS: Accurate Attack, Dodge, Stunning Attack, Mental Link&lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*MIND CONTROL (+12), Flaw: Emotion Control- can only affect a target once in a combat (+12), Extra: Contagious (+12)&lt;br /&gt;
*INVISIBILITY (+10), Stunt: Mental, Flaw: Must Stand Still (+10)&lt;br /&gt;
*WEAPON (+10),Stunt: Dual Type, Extra: Mighty Weapon (+10)&lt;br /&gt;
*RUNNING (+3)&lt;br /&gt;
*AMAZING SAVE: DAMAGE (+9), Extra: Will Save (+9). &lt;br /&gt;
&lt;br /&gt;
WEAKNESS: Susceptible (mod) - Moderate element.&lt;br /&gt;
&lt;br /&gt;
COST: abilities 49, combat 40, skills 11, feats 8, powers 82, weakness -10, total 180.&lt;br /&gt;
&lt;br /&gt;
==TRANSIT==&lt;br /&gt;
PL: 10, Identity: (Secret ID), Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +8, DEF: 24/19;   Base Speed  30/60/120, Flight  50/100/200, Teleport  45/90/188743680;  &lt;br /&gt;
&lt;br /&gt;
MELEE +4, RANGED +8, MENTAL +8. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +3, FORT +3, REF +4, WILL +6;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 10 ( 0), DEX 18 (+4), CON 16 (+3), INT 10 ( 0), WIS 18 (+4), CHA 10 ( 0)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +10/6, Balance +6/0, Diplomacy +2/0, Innuendo +2/0, Jump +2/0, Sense Motive +10/. &lt;br /&gt;
&lt;br /&gt;
FEATS: Iron Will, Indomitable Will, Imp. Initiative, Dodge, Aerial Combat&lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*REGENERATION (+8)&lt;br /&gt;
*TELEPORTATION (+9), Stunt: Extended, Stunt: Extended, Extra: Usable, Range: only Willing Targets (+9), Extra: Blink (+9)&lt;br /&gt;
*FLIGHT (+10) (MUTATION)&lt;br /&gt;
*SNARE (+8), Flaw: Device (+8)&lt;br /&gt;
*ARMOR (+8) &lt;br /&gt;
&lt;br /&gt;
WEAKNESS: Psychological&lt;br /&gt;
&lt;br /&gt;
COST: abilities 22, combat 30, skills 6, feats 10, powers 92, weakness -10, total 150.&lt;br /&gt;
&lt;br /&gt;
Back to [[Bloodlines]]&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Grey&amp;diff=14199</id>
		<title>Grey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Grey&amp;diff=14199"/>
		<updated>2005-11-23T00:45:21Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Grey Starting Character==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PL: 10, PP 160, HP: 5, Gender: Female&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; [26 pp] Str 14, Dex 14, Con 12, Int 12, Wis 18, Cha 16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039; Damage +1, Fort +1, Ref +5 (+5 Protection), Will +4 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; [38 pp] Attack: Melee +10, Ranged +10, Mental +12; Defense: 23/17, Mental 21; Init: +5; Run 45/90/180; Size Medium  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [12 pp-2 per] Bonus: Str +2, Dex +2, Con +1, Int +1, Wis +4, Cha +3; Acrobatics +4/2, Balance +4/2, Bluff +6/3, Climb +3/1, Concentration +6/2, Disguise +5/2, Gather Info +4/1, Innuendo +4/1, Intimidate +3/1, Jump +3/1, Listen +5/1, Move Silent +4/2, Search +2/1, Sense Motive +5/1, Spot +5/1, Survival +5/1, Taunt +4/1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [6 pp] Dodge, Rapid Strike, Evasion &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers:&#039;&#039;&#039; [78 pp] &lt;br /&gt;
*Mental Blast +9&lt;br /&gt;
*Telepathy +6&lt;br /&gt;
*Armor +5 (Protection only applies to Reflex based damage saves)&lt;br /&gt;
*Super-Speed +3&lt;br /&gt;
*Telekinesis +6&lt;br /&gt;
*Weapon: Melee Attack Gauntlets +4 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness:&#039;&#039;&#039; Antagonist&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bloodlines_Bolt&amp;diff=14197</id>
		<title>Bloodlines Bolt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bloodlines_Bolt&amp;diff=14197"/>
		<updated>2005-11-22T23:29:48Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bolt Starting Character==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PL: 10, PP 160, Gender: Male&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; [18 pp] Str 13, Dex 18, Con 11, Int 12, Wis 12, Cha 12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039; Dmg +0, Fort +0, Ref +14 (+4 +4 Super Speed), Will +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; [27 pp] Melee +11, Ranged +11, Mental +8; Defense 27, Mental 13; Init: +14, Run 80/160/327680; Size: Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [17 pp-2 per] Bonus: Str +1, Dex +4, Con +0, Int +1, Wis +1, Cha +1; Acrobatics +8/4, Balance +8/4, Bluff +3/2, Climb +3/2, Concentration +3/2, Diplomacy +2/1, Escape Artist +5/1, Gather Info +2/1, Intimidate +2/1, Jump +3/2, Superhero Lore +3/2, Listen +2/1, Move Silent +5/1, Search +2/1, Sense Motive +2/1, Sleight/Hand +5/1, Spot +5/4, Survival +3/2, Swim +2/1, Taunt +2/1. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [10 pp] Evasion, Instant Stand, Move-By Attack, Rapid Strike, Attack Finesse&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers:&#039;&#039;&#039; [88 pp]&lt;br /&gt;
*Super-Speed +10 [Stunt: Wall Run, Extras: Deflection +6, Mach-One Punch +10]&lt;br /&gt;
*Spinning +5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness:&#039;&#039;&#039; [-10 pp] Family Issues, Hunter Metabolism&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shutdown&amp;diff=14196</id>
		<title>Shutdown</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shutdown&amp;diff=14196"/>
		<updated>2005-11-22T23:13:22Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shutdown (Starting Character)== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PL: 10, PP160, HP 5, Gender: Male&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; [26 pp] Str 16, Dex 16, Con 12, Int 14, Wis 14, Cha 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039; Dmg +1 (+8 Absorption), Fort +1, Ref +3, Will +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; [35 pp] Attack: Melee +10, Ranged +10, Mental +9; Defense: 20, Mental 17 Init +3; Run 30/60/120; Size Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [13pp-2 ranks per] Bonus Str +3, Dex +3, Con +1, Int +2, Wis +1, Cha +2. Acrobatics +5/2, Balance +5/2, Bluff +3/1, Climb +4/1, Computers +3/1, Concentration +4/2, Diplomacy +4/2, Gather Info +4/2, Intimidate +4/1, Listen +4/2, Move Silent +5/2, Search +4/2, Sense Motive +4/2, Spot +4/2, Taunt +4/2 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [4 pp] Attack Focus (Unarmed), Expertise &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers:&#039;&#039;&#039; [82]&lt;br /&gt;
*Drain: Powers +8&lt;br /&gt;
*Neutralize +8 [Extra: Neutralizing Block +8]&lt;br /&gt;
*Absorption: to Energy Blast +8 [Extra: Physical and Energy types +8]&lt;br /&gt;
*Strike +5 [Training] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws:&#039;&#039;&#039; [-10 pp] Family Ties&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shutdown&amp;diff=14195</id>
		<title>Shutdown</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shutdown&amp;diff=14195"/>
		<updated>2005-11-22T23:12:44Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shutdown (Starting Character)== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PL: 10, PP160, HP 5, Gender: Male&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; [26 pp] Str 16, Dex 16, Con 12, Int 14, Wis 14, Cha 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039; Dmg +1 (+8 Absorption), Fort +1, Ref +3, Will +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; [35 pp] Attack: Melee +10, Ranged +10, Mental +9; Defense: 20, Mental 17 Init +3; Run 30/60/120; Size Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [13pp-2 ranks per] Bonus Str +3, Dex +3, Con +1, Int +2, Wis +1, Cha +2. Acrobatics +5/2, Balance +5/2, Bluff +3/1, Climb +4/1, Computers +3/1, Concentration +4/2, Diplomacy +4/2, Gather Info +4/2, Intimidate +4/1, Listen +4/2, Move Silent +5/2, Search +4/2, Sense Motive +4/2, Spot +4/2, Taunt +4/2 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [4 pp] Attack Focus (Unarmed), Expertise &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers:&#039;&#039;&#039; [82]&lt;br /&gt;
*Drain: Powers +8&lt;br /&gt;
*Neutralize +8 [Extra: Neutralizing Block +8]&lt;br /&gt;
*Absorption: to Energy Blast +8 [Extra: Physical and Energy types +8]&lt;br /&gt;
STRIKE [+5] [TRAINING], [Half] [Personal] [Instant] [save:DM. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws:&#039;&#039;&#039; [-10 pp] Family Ties&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Onyx&amp;diff=14194</id>
		<title>Onyx</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Onyx&amp;diff=14194"/>
		<updated>2005-11-22T21:19:59Z</updated>

		<summary type="html">&lt;p&gt;Edige23: /* Onyx (Starting Character) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Onyx (Starting Character)===&lt;br /&gt;
&#039;&#039;PL 10; PP 160 ; HP 5&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; [32 pp] Str 20, Dex 15, Con 15, Int 15, Wis 12, Cha 15 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039; Dmg +9 (+2 +7 Super Con) ((+5 Prt)), Fort +9 (+2 +7 Super Con), Ref +2, Will +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; [36 pp] Attack: Melee +13, Ranged +10, Mental +9 Defense: 18, Mental 17 Init +2; Run 30/60/120; Size Medium &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [19 pp—2 ranks per] Bonus: Str +9, Dex +2, Con +9, Int +2, Wis +1, Cha +2 Acrobatics +4 (2), Balance +3 (1), Bluff +2, Climb +15, Computers +6 (4), Disable Device +5 (3), Drive +4 (1), Hide +4 (2), Intimidate +15, Jump +15, Listen +3 (2), Move Silently +3 (1), Science: Biochemistry +7 (5), Science: Biophysics +7 (5), Search +4 (2), Sense Motive +3 (2), Spot +3 (2), Swim +15, Taunt +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [2 pp] Improved Critical (Punch)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers:&#039;&#039;&#039; [71 pp] &lt;br /&gt;
*Super Strength +10 [Extras: Protection +5; Flaw: Drammen Side Effect; Cost 4 pp; Total 35 pp]&lt;br /&gt;
*Super Constitution +7 [Cost 4; Total 28]&lt;br /&gt;
*Immobility +4 [Cost 1, Total 4] &lt;br /&gt;
*Immunity +4 Critical Hits, Breathing, High Pressure [see House rules; Cost 1, Total 4] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trade Off:&#039;&#039;&#039; Max. Base Defense -2; Max. Damage Save +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws:&#039;&#039;&#039; [-10 pp] Secret 10 pp&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Onyx&amp;diff=14193</id>
		<title>Onyx</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Onyx&amp;diff=14193"/>
		<updated>2005-11-22T21:14:07Z</updated>

		<summary type="html">&lt;p&gt;Edige23: /* Onyx (Starting Character) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Onyx (Starting Character)===&lt;br /&gt;
&#039;&#039;PL 10; PP 160 ; HP 5&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; [32 pp] Str 20, Dex 15, Con 15, Int 15, Wis 12, Cha 15 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039; Dmg +9 (+2 +7 Super Con) ((+5 Prt)), Fort +9 (+2 +7 Super Con), Ref +2, Will +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; [36 pp] Attack: Melee +13, Ranged +10, Mental +9 Defense: 18, Mental 17 Init +2; Run 30/60/120; Size Medium &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [19 pp—2 ranks per] Bonus: Str +9, Dex +2, Con +9, Int +2, Wis +1, Cha +2 Acrobatics +4 (2), Balance +3 (1), Bluff +2, Climb +15, Computers +6 (4), Disable Device +5 (3), Drive +4 (1), Hide +4 (2), Intimidate +15, Jump +15, Listen +3 (2), Move Silently +3 (1), Science: Biochemistry +7 (5), Science: Biophysics +7 (5), Search +4 (2), Sense Motive +3 (2), Spot +3 (2), Swim +15, Taunt +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [2 pp] Improved Critical (Punch)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers:&#039;&#039;&#039; [71 pp] &lt;br /&gt;
*Super Strength +10 [Extras: Protection +5; Flaw: Drammen Side Effect; Cost 4 pp; Total 35 pp]&lt;br /&gt;
*Super Constitution +7 [Cost 4; Total 28]&lt;br /&gt;
*Immobility +4 [Cost 1, Total 4] &lt;br /&gt;
*Immunity +4 Critical Hits, Breathing, High Pressure [see House rules; Cost 1, Total 4] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws:&#039;&#039;&#039; [-10 pp] Secret 10 pp&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mad_Dogs_aka_Kingdom_Come&amp;diff=14191</id>
		<title>Mad Dogs aka Kingdom Come</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mad_Dogs_aka_Kingdom_Come&amp;diff=14191"/>
		<updated>2005-11-22T19:28:22Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Another low level Anarch group, they came from England by way of Canada. Their goals are apparently lofty, but their crimes tend to be low level. There is some suggestion of a political agenda to their actions. Their leader is McGuffin, an emotion controlling anarch from the Kavanaugh-Doyle bloodline. Other members include: Bond, Transit, High Risk, Feng Shui, Archimedes, and Gargantuan. This last anarch is notable for the lethality of his methods. In the UK he remained on the field several times to finish off opponent superheroes. Most of team captured by the Untouchables. Feng Shui and Transit managed to escape. &lt;br /&gt;
&lt;br /&gt;
==ARCHIMEDIES==&lt;br /&gt;
PL: 9, Identity: (Secret ID), Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +6, DEF: 19/17;   Base Speed  30/60/120, Flight  45/90/180;  &lt;br /&gt;
&lt;br /&gt;
MELEE +8, RANGED +8, MENTAL +8. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +5, FORT +3, REF +2, WILL +4;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 15 (+2), DEX 14 (+2), CON 16 (+3), INT 12 (+1), WIS 14 (+2), CHA 12 (+1)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Concentration +8 &lt;br /&gt;
&lt;br /&gt;
FEATS: Iron Will, Toughness, Imp. Initiative&lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*GRAVITY MASTERY (+9) Effect: Flight (+9), Effect: Telekinesis (+9), Effect: Immobility (on ground) (+9) Effect: Ranged Grapple (just to pin), Effect: Gravity Wave (Lethal DC9) (+9), Effect: Deflection (+9), Extra: Force Field (+9). &lt;br /&gt;
&lt;br /&gt;
WEAKNESS: Susceptible &lt;br /&gt;
&lt;br /&gt;
COST: abilities 23, combat 32, skills 3, feats 6, powers 81, weakness -10, total 135. &lt;br /&gt;
&lt;br /&gt;
==BOND==&lt;br /&gt;
PL: 11, Identity: (Secret ID), Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +3, DEF: 20/17;   Base Speed  30/60/120, Leaping  40/80/160;  &lt;br /&gt;
&lt;br /&gt;
MELEE +12, RANGED +10, MENTAL +10. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +2, FORT +2, REF +3, WILL +3;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 20 (+5), DEX 16 (+3), CON 15 (+2), INT 13 (+1), WIS 16 (+3), CHA 15 (+2)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +8/5, Balance +5/0, Escape Artist +4/1, Jump +7/. &lt;br /&gt;
&lt;br /&gt;
FEATS: Chokehold, Imp. Grapple, Imp. Pin&lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*ADHESION (+11) Effect: Climb/Grapple Bonus +11, Effect: Touch Snare (+11)&lt;br /&gt;
*FATIGUE (+11) Flaw: Touch (+11)&lt;br /&gt;
*ABSORPTION: STRENGTH (+11), Extra: Both Types (+11)&lt;br /&gt;
*LEAPING (+8) &lt;br /&gt;
&lt;br /&gt;
WEAKNESS: Field. &lt;br /&gt;
&lt;br /&gt;
COST: abilities 35, combat 35, skills 3, feats 6, powers 96, weakness -10, total 165.&lt;br /&gt;
&lt;br /&gt;
==FENG SHUI==&lt;br /&gt;
PL: 11, Identity: (Secret ID), Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +19, DEF: 26/20;   Base Speed  80/160/320;  &lt;br /&gt;
&lt;br /&gt;
MELEE +13, RANGED +13, MENTAL +9. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG 0, FORT 0, REF +17, WILL +3;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 16 (+3), DEX 20 (+5), CON 11 ( 0), INT 11 ( 0), WIS 12 (+1), CHA 10 ( 0)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +15/10, Balance +7/0, Jump +5/. &lt;br /&gt;
&lt;br /&gt;
FEATS: Accurate Attack, All-Out Attack, Attack Finesse, Attack Focus, Dodge, Evasion, Expertise, Imp. Critical, Imp. Initiative, Imp. Trip, Instant Stand, Iron Will, Lightning Reflexes, Power Attack, Precise Shot, Rapid Strike, Takedown Attack, Stunning Attack, Whirlwind Attack &lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*SUPER-DEXTERITY (+10)&lt;br /&gt;
*STRIKE (+10), Stunt: Dual Damaage. &lt;br /&gt;
&lt;br /&gt;
WEAKNESS: Quirk (fanatical) - Will save to resist direct orders. &lt;br /&gt;
&lt;br /&gt;
COST: abilities 20, combat 50, skills 5, feats 38, powers 62, weakness -10, total 165.&lt;br /&gt;
&lt;br /&gt;
==GARGANTUAN==&lt;br /&gt;
PL: 15, Identity: (Secret ID), Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +3, DEF: 21/18;   Base Speed  55/110/220;  &lt;br /&gt;
&lt;br /&gt;
MELEE +15, RANGED +13, MENTAL +11. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +12, FORT +7, REF +3, WILL +10;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 20 (+13), DEX 16 (+3), CON 20 (+5), INT 11 ( 0), WIS 13 (+1), CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +8/5, Balance +10/5, Intimidate +15/2, Jump +15/0, Sense Motive +3/2, Taunt +7/. &lt;br /&gt;
&lt;br /&gt;
FEATS: Iron Will, Greater Fortitude, Accurate Attack&lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*GROWTH (+5)&lt;br /&gt;
*SUPER-STRENGTH (+8), Extra: Shockwave (+8), Extra: Absorption (+8)&lt;br /&gt;
*AMAZING SAVE: DAMAGE (+7), Extra: Willpower (+7)&lt;br /&gt;
*STRIKE (+14) Stunt: Dual Damage&lt;br /&gt;
*REGENERATION (+5)&lt;br /&gt;
&lt;br /&gt;
WEAKNESS: Berserker (mod) - Will save DC 20 or go berserk. &lt;br /&gt;
&lt;br /&gt;
COST: abilities 33, combat 46, skills 10, feats 6, powers 140, weakness -10, total 225. &lt;br /&gt;
&lt;br /&gt;
==HIGH RISK==&lt;br /&gt;
PL: 9, Identity: (Secret ID), Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +5, DEF: 22/17;   Base Speed  30/60/120;  &lt;br /&gt;
&lt;br /&gt;
MELEE +12, RANGED +12, MENTAL +10. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +8, FORT +3, REF +5, WILL +8;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 10 ( 0), DEX 20 (+5), CON 16 (+3), INT 14 (+2), WIS 16 (+3), CHA 14 (+2)&lt;br /&gt;
&lt;br /&gt;
FEATS: Attack Finesse&lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*MIMIC (+9), Extra: Addtl Attributes (+9), Extra: Expanded Powers (+9)&lt;br /&gt;
*POWER DOMINATION (+9)&lt;br /&gt;
*ARMOR (+5)&lt;br /&gt;
*AMAZING SAVE: DAMAGE (+5), Extra: Will (+5). &lt;br /&gt;
&lt;br /&gt;
WEAKNESS: Daredevil &lt;br /&gt;
&lt;br /&gt;
COST: abilities 30, combat 35, skills 0, feats 2, powers 78, weakness -10, total 135. &lt;br /&gt;
&lt;br /&gt;
==MCGUFFIN==&lt;br /&gt;
PL: 12, Identity: (Secret ID), Gender: Male, Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +4, DEF: 23/18;   Base Speed  45/90/180;  &lt;br /&gt;
&lt;br /&gt;
MELEE +12, RANGED +12, MENTAL +13. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +11, FORT +2, REF +4, WILL +14;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 18 (+4), DEX 18 (+4), CON 15 (+2), INT 20 (+5), WIS 20 (+5), CHA 18 (+4)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +6/2, Bluff +10/6, Diplomacy +8/0, Disguise +6/0, Innuendo +8/0, Intimidate +8/2, Sense Motive +11/6, Sleight/Hand +6/0, Taunt +12/. &lt;br /&gt;
&lt;br /&gt;
FEATS: Accurate Attack, Dodge, Stunning Attack, Mental Link&lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*MIND CONTROL (+12), Flaw: Emotion Control- can only affect a target once in a combat (+12), Extra: Contagious (+12)&lt;br /&gt;
*INVISIBILITY (+10), Stunt: Mental, Flaw: Must Stand Still (+10)&lt;br /&gt;
*WEAPON (+10),Stunt: Dual Type, Extra: Mighty Weapon (+10)&lt;br /&gt;
*RUNNING (+3)&lt;br /&gt;
*AMAZING SAVE: DAMAGE (+9), Extra: Will Save (+9). &lt;br /&gt;
&lt;br /&gt;
WEAKNESS: Susceptible (mod) - Moderate element.&lt;br /&gt;
&lt;br /&gt;
COST: abilities 49, combat 40, skills 11, feats 8, powers 82, weakness -10, total 180.&lt;br /&gt;
&lt;br /&gt;
==TRANSIT==&lt;br /&gt;
PL: 10, Identity: (Secret ID), Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +8, DEF: 24/19;   Base Speed  30/60/120, Flight  50/100/200, Teleport  45/90/188743680;  &lt;br /&gt;
&lt;br /&gt;
MELEE +4, RANGED +8, MENTAL +8. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +3, FORT +3, REF +4, WILL +6;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 10 ( 0), DEX 18 (+4), CON 16 (+3), INT 10 ( 0), WIS 18 (+4), CHA 10 ( 0)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +10/6, Balance +6/0, Diplomacy +2/0, Innuendo +2/0, Jump +2/0, Sense Motive +10/. &lt;br /&gt;
&lt;br /&gt;
FEATS: Iron Will, Indomitable Will, Imp. Initiative, Dodge, Aerial Combat&lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*REGENERATION (+8)&lt;br /&gt;
*TELEPORTATION (+9), Stunt: Extended, Stunt: Extended, Extra: Usable, Range: only Willing Targets (+9), Extra: Blink (+9)&lt;br /&gt;
*FLIGHT (+10) (MUTATION)&lt;br /&gt;
*SNARE (+8), Flaw: Device (+8)&lt;br /&gt;
*ARMOR (+8) &lt;br /&gt;
&lt;br /&gt;
WEAKNESS: Psychological&lt;br /&gt;
&lt;br /&gt;
COST: abilities 22, combat 30, skills 6, feats 10, powers 92, weakness -10, total 150.&lt;br /&gt;
&lt;br /&gt;
Back to [[Bloodlines]]&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mad_Dogs_aka_Kingdom_Come&amp;diff=14190</id>
		<title>Mad Dogs aka Kingdom Come</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mad_Dogs_aka_Kingdom_Come&amp;diff=14190"/>
		<updated>2005-11-22T19:25:50Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==ARCHIMEDIES==&lt;br /&gt;
PL: 9, Identity: (Secret ID), Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +6, DEF: 19/17;   Base Speed  30/60/120, Flight  45/90/180;  &lt;br /&gt;
&lt;br /&gt;
MELEE +8, RANGED +8, MENTAL +8. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +5, FORT +3, REF +2, WILL +4;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 15 (+2), DEX 14 (+2), CON 16 (+3), INT 12 (+1), WIS 14 (+2), CHA 12 (+1)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Concentration +8 &lt;br /&gt;
&lt;br /&gt;
FEATS: Iron Will, Toughness, Imp. Initiative&lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*GRAVITY MASTERY (+9) Effect: Flight (+9), Effect: Telekinesis (+9), Effect: Immobility (on ground) (+9) Effect: Ranged Grapple (just to pin), Effect: Gravity Wave (Lethal DC9) (+9), Effect: Deflection (+9), Extra: Force Field (+9). &lt;br /&gt;
&lt;br /&gt;
WEAKNESS: Susceptible &lt;br /&gt;
&lt;br /&gt;
COST: abilities 23, combat 32, skills 3, feats 6, powers 81, weakness -10, total 135. &lt;br /&gt;
&lt;br /&gt;
==BOND==&lt;br /&gt;
PL: 11, Identity: (Secret ID), Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +3, DEF: 20/17;   Base Speed  30/60/120, Leaping  40/80/160;  &lt;br /&gt;
&lt;br /&gt;
MELEE +12, RANGED +10, MENTAL +10. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +2, FORT +2, REF +3, WILL +3;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 20 (+5), DEX 16 (+3), CON 15 (+2), INT 13 (+1), WIS 16 (+3), CHA 15 (+2)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +8/5, Balance +5/0, Escape Artist +4/1, Jump +7/. &lt;br /&gt;
&lt;br /&gt;
FEATS: Chokehold, Imp. Grapple, Imp. Pin&lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*ADHESION (+11) Effect: Climb/Grapple Bonus +11, Effect: Touch Snare (+11)&lt;br /&gt;
*FATIGUE (+11) Flaw: Touch (+11)&lt;br /&gt;
*ABSORPTION: STRENGTH (+11), Extra: Both Types (+11)&lt;br /&gt;
*LEAPING (+8) &lt;br /&gt;
&lt;br /&gt;
WEAKNESS: Field. &lt;br /&gt;
&lt;br /&gt;
COST: abilities 35, combat 35, skills 3, feats 6, powers 96, weakness -10, total 165.&lt;br /&gt;
&lt;br /&gt;
==FENG SHUI==&lt;br /&gt;
PL: 11, Identity: (Secret ID), Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +19, DEF: 26/20;   Base Speed  80/160/320;  &lt;br /&gt;
&lt;br /&gt;
MELEE +13, RANGED +13, MENTAL +9. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG 0, FORT 0, REF +17, WILL +3;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 16 (+3), DEX 20 (+5), CON 11 ( 0), INT 11 ( 0), WIS 12 (+1), CHA 10 ( 0)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +15/10, Balance +7/0, Jump +5/. &lt;br /&gt;
&lt;br /&gt;
FEATS: Accurate Attack, All-Out Attack, Attack Finesse, Attack Focus, Dodge, Evasion, Expertise, Imp. Critical, Imp. Initiative, Imp. Trip, Instant Stand, Iron Will, Lightning Reflexes, Power Attack, Precise Shot, Rapid Strike, Takedown Attack, Stunning Attack, Whirlwind Attack &lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*SUPER-DEXTERITY (+10)&lt;br /&gt;
*STRIKE (+10), Stunt: Dual Damaage. &lt;br /&gt;
&lt;br /&gt;
WEAKNESS: Quirk (fanatical) - Will save to resist direct orders. &lt;br /&gt;
&lt;br /&gt;
COST: abilities 20, combat 50, skills 5, feats 38, powers 62, weakness -10, total 165.&lt;br /&gt;
&lt;br /&gt;
==GARGANTUAN==&lt;br /&gt;
PL: 15, Identity: (Secret ID), Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +3, DEF: 21/18;   Base Speed  55/110/220;  &lt;br /&gt;
&lt;br /&gt;
MELEE +15, RANGED +13, MENTAL +11. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +12, FORT +7, REF +3, WILL +10;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 20 (+13), DEX 16 (+3), CON 20 (+5), INT 11 ( 0), WIS 13 (+1), CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +8/5, Balance +10/5, Intimidate +15/2, Jump +15/0, Sense Motive +3/2, Taunt +7/. &lt;br /&gt;
&lt;br /&gt;
FEATS: Iron Will, Greater Fortitude, Accurate Attack&lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*GROWTH (+5)&lt;br /&gt;
*SUPER-STRENGTH (+8), Extra: Shockwave (+8), Extra: Absorption (+8)&lt;br /&gt;
*AMAZING SAVE: DAMAGE (+7), Extra: Willpower (+7)&lt;br /&gt;
*STRIKE (+14) Stunt: Dual Damage&lt;br /&gt;
*REGENERATION (+5)&lt;br /&gt;
&lt;br /&gt;
WEAKNESS: Berserker (mod) - Will save DC 20 or go berserk. &lt;br /&gt;
&lt;br /&gt;
COST: abilities 33, combat 46, skills 10, feats 6, powers 140, weakness -10, total 225. &lt;br /&gt;
&lt;br /&gt;
==HIGH RISK==&lt;br /&gt;
PL: 9, Identity: (Secret ID), Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +5, DEF: 22/17;   Base Speed  30/60/120;  &lt;br /&gt;
&lt;br /&gt;
MELEE +12, RANGED +12, MENTAL +10. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +8, FORT +3, REF +5, WILL +8;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 10 ( 0), DEX 20 (+5), CON 16 (+3), INT 14 (+2), WIS 16 (+3), CHA 14 (+2)&lt;br /&gt;
&lt;br /&gt;
FEATS: Attack Finesse&lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*MIMIC (+9), Extra: Addtl Attributes (+9), Extra: Expanded Powers (+9)&lt;br /&gt;
*POWER DOMINATION (+9)&lt;br /&gt;
*ARMOR (+5)&lt;br /&gt;
*AMAZING SAVE: DAMAGE (+5), Extra: Will (+5). &lt;br /&gt;
&lt;br /&gt;
WEAKNESS: Daredevil &lt;br /&gt;
&lt;br /&gt;
COST: abilities 30, combat 35, skills 0, feats 2, powers 78, weakness -10, total 135. &lt;br /&gt;
&lt;br /&gt;
==MCGUFFIN==&lt;br /&gt;
PL: 12, Identity: (Secret ID), Gender: Male, Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +4, DEF: 23/18;   Base Speed  45/90/180;  &lt;br /&gt;
&lt;br /&gt;
MELEE +12, RANGED +12, MENTAL +13. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +11, FORT +2, REF +4, WILL +14;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 18 (+4), DEX 18 (+4), CON 15 (+2), INT 20 (+5), WIS 20 (+5), CHA 18 (+4)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +6/2, Bluff +10/6, Diplomacy +8/0, Disguise +6/0, Innuendo +8/0, Intimidate +8/2, Sense Motive +11/6, Sleight/Hand +6/0, Taunt +12/. &lt;br /&gt;
&lt;br /&gt;
FEATS: Accurate Attack, Dodge, Stunning Attack, Mental Link&lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*MIND CONTROL (+12), Flaw: Emotion Control- can only affect a target once in a combat (+12), Extra: Contagious (+12)&lt;br /&gt;
*INVISIBILITY (+10), Stunt: Mental, Flaw: Must Stand Still (+10)&lt;br /&gt;
*WEAPON (+10),Stunt: Dual Type, Extra: Mighty Weapon (+10)&lt;br /&gt;
*RUNNING (+3)&lt;br /&gt;
*AMAZING SAVE: DAMAGE (+9), Extra: Will Save (+9). &lt;br /&gt;
&lt;br /&gt;
WEAKNESS: Susceptible (mod) - Moderate element.&lt;br /&gt;
&lt;br /&gt;
COST: abilities 49, combat 40, skills 11, feats 8, powers 82, weakness -10, total 180.&lt;br /&gt;
&lt;br /&gt;
==TRANSIT==&lt;br /&gt;
PL: 10, Identity: (Secret ID), Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +8, DEF: 24/19;   Base Speed  30/60/120, Flight  50/100/200, Teleport  45/90/188743680;  &lt;br /&gt;
&lt;br /&gt;
MELEE +4, RANGED +8, MENTAL +8. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +3, FORT +3, REF +4, WILL +6;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 10 ( 0), DEX 18 (+4), CON 16 (+3), INT 10 ( 0), WIS 18 (+4), CHA 10 ( 0)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +10/6, Balance +6/0, Diplomacy +2/0, Innuendo +2/0, Jump +2/0, Sense Motive +10/. &lt;br /&gt;
&lt;br /&gt;
FEATS: Iron Will, Indomitable Will, Imp. Initiative, Dodge, Aerial Combat&lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*REGENERATION (+8)&lt;br /&gt;
*TELEPORTATION (+9), Stunt: Extended, Stunt: Extended, Extra: Usable, Range: only Willing Targets (+9), Extra: Blink (+9)&lt;br /&gt;
*FLIGHT (+10) (MUTATION)&lt;br /&gt;
*SNARE (+8), Flaw: Device (+8)&lt;br /&gt;
*ARMOR (+8) &lt;br /&gt;
&lt;br /&gt;
WEAKNESS: Psychological&lt;br /&gt;
&lt;br /&gt;
COST: abilities 22, combat 30, skills 6, feats 10, powers 92, weakness -10, total 150.&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14189</id>
		<title>Bloodlines</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14189"/>
		<updated>2005-11-22T19:23:47Z</updated>

		<summary type="html">&lt;p&gt;Edige23: /* &amp;#039;&amp;#039;&amp;#039;ORGANIZATIONS&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;OVERVIEW&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The Bloodlines setting focuses on family lines of superheroes and how they exist in the world. As the Cold War of the 1950’s intensified, the US tested its most powerful thermonuclear weapon. Contrary to models and expectations, this blast’s effects continued on in what came to be known as the Promethean Wave, a series of aurora borealis which lasted an entire year, spanning the globe. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans made their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines. As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved. &lt;br /&gt;
&lt;br /&gt;
I&#039;d written up some of the general ideas for this about six years ago, but shelved it. Originally I&#039;d written up something more Cyberpunk/near-Future. I ended up with a little more classic thing after reading &#039;&#039;Starman&#039;&#039;, &#039;&#039;Tom Strong&#039;&#039;, &#039;&#039;Top Ten&#039;&#039;, &#039;&#039;Grounded&#039;&#039;, &#039;&#039;the Intimates&#039;&#039; and &#039;&#039;Ex Machina&#039;&#039; comics. I also read a blurb for &#039;&#039;Noble Causes&#039;&#039; and &#039;&#039;Runaways&#039;&#039; that gave me some ideas but I haven&#039;t actually read those. I built this as an eight session mini-campaign. I expect I will do more with it in the future. I asked the players to come up with generally likable characters; I&#039;d run dark supers before but I planned for this to be more optimistic.&lt;br /&gt;
&lt;br /&gt;
Everything here is the fault of Lowell Francis and his players. &lt;br /&gt;
&lt;br /&gt;
[[House Rules and Game Set Up]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CAST&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Based out of Chicago, the PC superteam has chosen the name, the Untouchables.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The PC&#039;s&#039;&#039;&#039;===&lt;br /&gt;
*[[Shutdown]]&lt;br /&gt;
*[[Cruel Butterfly]]&lt;br /&gt;
*[[Grey]]&lt;br /&gt;
*[[Roaming Wolf]]&lt;br /&gt;
*[[Onyx]]&lt;br /&gt;
*[[Bloodlines Bolt|Bolt]]&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Supporting Staff&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
*Abbey Relihan: Administrator and liason with their mysterious patron.&lt;br /&gt;
*Davis Holden: Driver&lt;br /&gt;
*Carrie Ming: On-staff tech and support officer&lt;br /&gt;
*Dana Klemanski: On-staff tech who has Demolitions&lt;br /&gt;
*Lieutenant Solis Montoya: Contact on the police force&lt;br /&gt;
*Jesse Pergrom: High strung contact in the Minion underworld&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Other Notable Characters&#039;&#039;&#039;===&lt;br /&gt;
*Detective Badger: Man on scene at Brookfield incident&lt;br /&gt;
*Ace Braddock: International singing sensation and Cruel Butterfly&#039;s cousin&lt;br /&gt;
*Firstborn: Anarch; Shutdown&#039;s father&lt;br /&gt;
*Holly Glenn: Troublesome Reporter&lt;br /&gt;
*The Kangaroo: Bolt&#039;s father&lt;br /&gt;
*Arthur Karnak: Low level ex-Sinistry agent with fade powers&lt;br /&gt;
*Trey Karnak: Ran &amp;quot;The Minion Bar&amp;quot;&lt;br /&gt;
*Timothy &amp;quot;Wizard&amp;quot; Loring: Vanished Sorrentino tech&lt;br /&gt;
*Patriarch: Leader of Justice&lt;br /&gt;
*Karl Rody: Head of A-SWAT&lt;br /&gt;
*Transcendance: Shutdown&#039;s ex-wife now involved with Firstborn&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;ORGANIZATIONS&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Public Superhero Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Anarch Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Other Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Further Notes on Anarchs Operating in Chicago]]&lt;br /&gt;
&lt;br /&gt;
*[[Firstborn]]&lt;br /&gt;
&lt;br /&gt;
*[[The Enforcers]]&lt;br /&gt;
&lt;br /&gt;
*[[Mad Dogs aka Kingdom Come]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;NEWS AND INFO&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Beginning the second session, each game starts with news chosen by the group&#039;s staff as important and/or interesting.&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Two 10-21-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Three 11-4-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Four 11-18-04]]&lt;br /&gt;
&lt;br /&gt;
*[[Minion Blog]]&lt;br /&gt;
&lt;br /&gt;
*[[Seguer and Leeman Papers]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SESSION SUMMARY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Session One 10-7-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Two 10-21-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Three 11-4-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Four 11-18-05]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SETTING INFORMATION&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Public Perception and Terminology&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
One of the real difficulties for parahumans, Bloodliners, supers, whatever you wish to call them has been the pendulum-like response to them by the public, the media, and the government. At times they&#039;ve been seen as superstars and at others as genetic freaks that pose a potential threat to real humans. The last decade has seen a fragmentation and polarization of these attitudes. &lt;br /&gt;
&lt;br /&gt;
There are many theories for why this is. The polarization of America following 9/11. The glut of superhuman movies and TV shows during the late 70&#039;s early 80&#039;s that are now being viewed nostalgically. An increased awareness of the implications of genetic research and the patent tensions between nations. The rise of the internet and the ability for information to be widely disseminated and responded to quickly. &lt;br /&gt;
&lt;br /&gt;
In any case, parahumans today typically fall into one of several groups, at least in the US. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Government:&#039;&#039;&#039; there is and will always be a great deal of suspicion about the involvement of parahumans in the government, particularly as officers in law enforcement and information gathering capacities. The existence of the Parahuman Civil Service program has done little to alleviate these concerns in the public. &lt;br /&gt;
*&#039;&#039;&#039;Political:&#039;&#039;&#039; some cross the line between government and celebrity to run as active politicians. Though there numbers are few, they are important. Most generally downplay their Bloodline status. &lt;br /&gt;
*&#039;&#039;&#039;Celebrity:&#039;&#039;&#039; Probably the most accepted category of Bloodliner. It is also the most exposed and subject to the ups and downs of fame. However over the last two decades celebrity bloodliners have become more vocal about the private beliefs and politics, in some cases causing significant negative reactions. &lt;br /&gt;
*&#039;&#039;&#039;Corporate:&#039;&#039;&#039; Many corporations actively seek out Bloodliners as employees and for projects. The response to these hires depends on the image of the corporation itself. Recently Microsoft spun off its own super division, Vision, in order to avoid further negative publicity. Family: In the case of some of the tighter Bloodlines, such as Braddock and Syzmanski, the Bloodlines work towards the development of the family company. Again here the reaction depends on the image of the family. &lt;br /&gt;
*&#039;&#039;&#039;Private:&#039;&#039;&#039; Sometimes referred to wrongly as diaspora. These are people, in smaller positions, usually keeping their powers and abilities secret. &lt;br /&gt;
*&#039;&#039;&#039;Super:&#039;&#039;&#039; Persons involved in private law enforcement and vigilante activity. The response to these groups and persons varies from area to area. There has been a rise in Bloodliners choosing these roles in the last five years, in part a response to a generation exposed to the ideas coming of age and in part and response to the political climate. &lt;br /&gt;
*&#039;&#039;&#039;Anarch:&#039;&#039;&#039; Bloodliners who use their abilities for criminal ends.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Zero Moment&#039;&#039;&#039;===&lt;br /&gt;
It remains unclear what caused the explosion that claimed the lives of dozens of superheroes. When the Anarch teams Ravage and the Sinistry, with a large group of independent agents attempted to gain entry to the main Lockdown facility in SD, they were met in force by Frontline, Vision and their own gathering of independent heroes. At some point during their confrontation and explosion of undetermined source and energy ripped through them, killing everyone in the area. A EMP shockwave soon after distrupted sensors and left officals with few clues. The deaths of so many prominent Bloodliners has left chaos in its wake. &lt;br /&gt;
&lt;br /&gt;
Full List of the [[Zero Moment Dead]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;HISTORY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;World War II and First Supers&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Deep into the War America launched a series of scientific projects design to aid in the war effort both at home and abroad. Many of these were speculative beyond belief, including one based around creating human augmentation, in effect creating super soldiers. No one, possibly even the projects originators expected the project to succeed. Yet from that came almost two dozen heroes armed with fantastic powers. Within months they were deployed into action both as effective propaganda tools and deadly weapons. However shortly after the German revealed their own project apparently paralleling that of the US. As the war ground on, both sides found themselves embroiled in a devastating battle between these titans. Still if was the force of the armed services and the men on the ground that saw the day through, taking Berlin and Tokyo. By the end of the war, every super had died, killed in battles that laid whole cities to waste.. In the both the US and Germany the creators of their respective projects took their own lives and destroyed their work, determined that such beings could not, would not be unleashed on the world. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;The Bloodlines Evolve&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
In the mid-fifties as the Cold war intensified, the US tested its most powerful Thermonuclear explosive yet. The pattern and range for such explosion had been well documented by this point- the blinding flash, mushroom cloud and shockwave. However, this blasts effects continued on, out beyond the limits scientists had predicted. What followed came to be known as the Promethean Wave, a series of aurora borealis lasting an entire year. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans had begun to make their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines.&lt;br /&gt;
 &lt;br /&gt;
Today scientists have determined eighteen genetic lines which possess the potential for superpowers. The spread of families across the globe during the early part of the 20th Century made tracking these lines a decade long research project. Some seem to derive from a subject perhaps half a dozen generations back, meaning that the powers exist in a relatively tight spread. Others seem to have their Subject X, a person in whom the gene first occurs in the far past, meaning that this genetic trait has spread more widely. &lt;br /&gt;
&lt;br /&gt;
These bloodlines have several factors which allow researchers to draw some inference about them. First, although bloodlines have a wide range of powers, some are more given to occur within a line. Second, the size of the population indicates how far back the line reaches. Third the frequency of occurrence as well as the distance some can be traced. Scientists are still desperately trying to figure out how this genetic information is passed. Many believe that there may be many potential members of the group, but only a few who actually pass on the full traits and breeding potential. Artificial systems such as in vitro fertilization negate the passing of abilities. If both parents exhibit powers, then their child will as well. If only one has abilities then the rate drops, dependent on the particular bloodline. &lt;br /&gt;
&lt;br /&gt;
As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Genetic Theory and Spacing&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Scientists today are still uncertain about many of the facts surrounding super powers. It is unclear how the bloodlines came into existence. Some believe that it dates back to an early civilization whose roots have been erased or perhaps ancient astronauts. Others feel that the tampering was more recent, occurring in the early twentieth century. While others think the Wave caused the genetic changes. A fringe element believes that such abilities are natural to the human race pointing to a variety of historical evidence concerning supposed psychic or magical events. Scientists are divided and the genetic evidence is unclear.&lt;br /&gt;
 &lt;br /&gt;
What is known is that each line has a “spread,” meaning the actual occurrence of powers within a line. Some are tightly clustered, meaning that close direct members tend to have powers. Some are more loosely spread, meaning that powers occur over a greater range. Why this happens is uncertain; many believe it is a natural factor of the super genes themselves. &lt;br /&gt;
&lt;br /&gt;
Among supers themselves, females tend to have stronger powers. The super gene cluster has thus far refused complete mapping. Some families are given to only a few low powered people, others to many. Some term these minor talents “Diasporas.” Some simply carry the potential, but have no powers. However, even non-powered bloodline persons may pass on the supergene. Accordingly there has been a rush to document genealogies by the government, corporations and private individuals. Since no one has developed a test to confirm the presence of the dormant gene in those among the Bloodlines without powers, this has become an issue of contention. &lt;br /&gt;
&lt;br /&gt;
In the handful of cases of cross-line breeding which have occurred, one line has taken dominance. However, the actual dominance of one line over another has no currently understood pattern. &lt;br /&gt;
&lt;br /&gt;
Today, we still do not understand what exactly allows such powers to work. Many, if not all, defy the limits of conventional physics. Yet, they still happen. One of the greatest obstacles to our further understanding of the issues involved is that much of the best research has been done under the auspices of the government or private corporations. These bodies have kept a close lid on such matters. Those who have performed public sector research have compiled a small body of often conflicting information, leading more to debate than discovery.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Bloodlines&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Names and descriptions of the eighteen Bloodlines can be found on the [[Bloodline Families page]].&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Enforcers&amp;diff=14188</id>
		<title>The Enforcers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Enforcers&amp;diff=14188"/>
		<updated>2005-11-22T19:02:05Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A protection paying smaller Anarch group, they were known as particular opportunists. It is believed that they had finished a job in Canada and otherwise probably would have been involved with Ravage&#039;s attempted assault on Lockdown. Their leader is RatioZero, a woman with Inertia control abilities. Other members include: Blazewave, Soot, Praetor, Crasher and ElectroEel. Captured by the Untouchables. During transport by A-SWAT two members (Praetor and RatioZero) were killed and Crasher escaped. &lt;br /&gt;
&lt;br /&gt;
==BLAZEWAVE==&lt;br /&gt;
PL: 10, Identity: (Secret ID), Gender: Female, Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +1, DEF: 17/16;   Base Speed  30/60/120;  &lt;br /&gt;
&lt;br /&gt;
MELEE +10, RANGED +8, MENTAL +9. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +11, FORT +6, REF +6, WILL +2;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 16 (+3), DEX 13 (+1), CON 13 (+1), INT 12 (+1), WIS 15 (+2), CHA 12 (+1)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Bluff +5/4, Hide +6/5, Intimidate +4/1, Jump +7/4, Spot +6/4, Taunt +5/. &lt;br /&gt;
&lt;br /&gt;
FEATS: Attack Focus (+1 with Heat Beam) &lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
&lt;br /&gt;
*ENERGY BLAST (+9)Extra: Area (+9), Extra: Fatigue, Area (+9), Extra: Stun, Area (+9)&lt;br /&gt;
*AMAZING SAVE: DAMAGE (+10), Extra: Reflex (+5),Extra: Fortitude (+5). &lt;br /&gt;
&lt;br /&gt;
COST: abilities 21, combat 33, skills 11, feats 2, powers 83, weakness 0, total 150.&lt;br /&gt;
&lt;br /&gt;
==CRASHER==&lt;br /&gt;
&lt;br /&gt;
PL: 10, Identity: Frankie Goyle (Secret ID), Age: 33, Gender: Female, Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +3, DEF: 20/17;   Base Speed  30/60/120  &lt;br /&gt;
&lt;br /&gt;
MELEE +10, RANGED +10, MENTAL +10 &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +2, FORT +2, REF +3, WILL +3  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 16 (+3), DEX 16 (+3), CON 15 (+2), INT 18 (+4), WIS 16 (+3), CHA 15 (+2)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +5/2, Bluff +6/4, Concentration +5/2, Diplomacy +4/2, Innuendo +4/2, Listen +5/2, Spot +5/2, Taunt +4/. &lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*PARALYSIS (+10)Extra: Mental (+10)&lt;br /&gt;
*POSSESSION (+8) (MUTATION), Flaw: Gaze (+8)&lt;br /&gt;
*FORCE FIELD (+8) (MUTATION), Extra: Mental Attacks (+8). &lt;br /&gt;
&lt;br /&gt;
COST: abilities 36, combat 35, skills 9, feats 0, powers 70, weakness 0, total 150.&lt;br /&gt;
&lt;br /&gt;
==PRAETOR==&lt;br /&gt;
&lt;br /&gt;
PL: 10, Identity: (Secret ID), Gender: Male, Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +2, DEF: 18/16;   Base Speed  30/60/120;  &lt;br /&gt;
&lt;br /&gt;
MELEE +11, RANGED +9, MENTAL +8. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +3, FORT +3, REF +2, WILL +1;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 18 (+11), DEX 15 (+2), CON 16 (+3), INT 12 (+1), WIS 12 (+1), CHA 11 ( 0)&lt;br /&gt;
&lt;br /&gt;
FEATS: Accurate Attack, Power Attack &lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*STRIKE (+8) Stunt: Dual Damage&lt;br /&gt;
*DEFLECTION (+8) Extra: Free Action (+8), Deflect Others (+8) Stunt: Deflection Bonus, Stunt: Ranged Weapon (Mighty) (+5)&lt;br /&gt;
*SUPER-STRENGTH (+7) Extra: Protection (+7). &lt;br /&gt;
&lt;br /&gt;
COST: abilities 24, combat 33, skills 0, feats 4, powers 89, weakness 0, total 150.&lt;br /&gt;
&lt;br /&gt;
==SOOT==&lt;br /&gt;
&lt;br /&gt;
PL: 10, Identity: (Secret ID), Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +2, DEF: 18/16;   Base Speed  55/110/220;  &lt;br /&gt;
&lt;br /&gt;
MELEE +13, RANGED +10, MENTAL +8. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +4, FORT +4, REF +2, WILL 0;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 20 (+5), DEX 15 (+2), CON 18 (+4), INT 10 ( 0), WIS 10 ( 0), CHA 10 ( 0)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +4/0, Concentration +5/5, Disable Dev +5/5, Jump +10/5, Sleight/Hand +5/3, Survival +2/2, Taunt +8/. &lt;br /&gt;
&lt;br /&gt;
FEATS: Extra Limb, Improved Pin, Chokehold  &lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*TRANSFORMATION (+9), Extra: Elongation (+5), Extra: Immobility (+5), Extra: Movement (+5), Extra: Protection (+5)&lt;br /&gt;
*ELEMENT CONTROL (+10), Stunt: Elemental Snare (+10), Stunt: Suffocate (+10). &lt;br /&gt;
&lt;br /&gt;
COST: abilities 23, combat 36, skills 14, feats 6, powers 71, weakness 0, total 150.&lt;br /&gt;
&lt;br /&gt;
==RATIOZERO==&lt;br /&gt;
&lt;br /&gt;
PL: 10, Identity: (Secret ID), Gender: Female, Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +5, DEF: 23/17;   Base Speed  80/160/320;  &lt;br /&gt;
&lt;br /&gt;
MELEE +12, RANGED +12, MENTAL +8. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +10, FORT +2, REF +5, WILL +6;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 12 (+1), DEX 20 (+5), CON 15 (+2), INT 12 (+1), WIS 13 (+1), CHA 12 (+1)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +13/6, Balance +12/5, Escape Artist +7/2, Hide +7/2, Jump +8/5, Spot +3/2, Taunt +3/. &lt;br /&gt;
&lt;br /&gt;
FEATS: Attack Finesse, Precise Shot, Dodge &lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*ENERGY CONTROL: FRICTION (+10), Extra: Running (+10), Extra: Slick (+10), Extra: Telekinesis (+10), Flaw: TK limited to movement (+5)&lt;br /&gt;
*CLINGING (+5)&lt;br /&gt;
*CORROSION (+10)&lt;br /&gt;
*AMAZING SAVE: DAMAGE (+8), Extra: Willpower (+5). &lt;br /&gt;
&lt;br /&gt;
COST: abilities 24, combat 35, skills 12, feats 6, powers 73, weakness 0, total 150.&lt;br /&gt;
&lt;br /&gt;
==ELECTROEEL==&lt;br /&gt;
&lt;br /&gt;
PL: 8, &#039;sigh&#039; read the name…, , , Size: Medium&lt;br /&gt;
&lt;br /&gt;
INIT: +5, DEF 20/15;  SPEED 40, SWIM 30;  &lt;br /&gt;
&lt;br /&gt;
MELEE +5, RANGED +10, MENTAL +5&lt;br /&gt;
&lt;br /&gt;
SV: DMG +7, FORT +1, REF +11, WILL 0&lt;br /&gt;
&lt;br /&gt;
STR 10, DEX 20, CON 13, INT 11, WIS 10, CHA 8. &lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +5, Climb +5, Disable Dev +5, Escape Artist +8, Sense Motive +5, Swim +5. &lt;br /&gt;
&lt;br /&gt;
FEATS: Underwater Combat, Amphibious, Evasion, Instant Stand. &lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*ENERGY CONTROL: ELECTRICITY (+8), stunt: drain energy, extra: energy field (+8) &lt;br /&gt;
*RUNNING (+4)&lt;br /&gt;
*AMAZING SAVE: REFLEX (+6), extra: damage (+6)&lt;br /&gt;
*CLINGING (+4) &lt;br /&gt;
&lt;br /&gt;
WEAK: Vulnerable (magnetics). &lt;br /&gt;
&lt;br /&gt;
COST: abilities 12, combat 25, skills 33, feats 10, powers 50, weakness -10, total 120.&lt;br /&gt;
&lt;br /&gt;
Back to [[Bloodlines]]&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Enforcers&amp;diff=14187</id>
		<title>The Enforcers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Enforcers&amp;diff=14187"/>
		<updated>2005-11-22T18:57:09Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BLAZEWAVE==&lt;br /&gt;
PL: 10, Identity: (Secret ID), Gender: Female, Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +1, DEF: 17/16;   Base Speed  30/60/120;  &lt;br /&gt;
&lt;br /&gt;
MELEE +10, RANGED +8, MENTAL +9. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +11, FORT +6, REF +6, WILL +2;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 16 (+3), DEX 13 (+1), CON 13 (+1), INT 12 (+1), WIS 15 (+2), CHA 12 (+1)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Bluff +5/4, Hide +6/5, Intimidate +4/1, Jump +7/4, Spot +6/4, Taunt +5/. &lt;br /&gt;
&lt;br /&gt;
FEATS: Attack Focus (+1 with Heat Beam) &lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
&lt;br /&gt;
*ENERGY BLAST (+9)Extra: Area (+9), Extra: Fatigue, Area (+9), Extra: Stun, Area (+9)&lt;br /&gt;
*AMAZING SAVE: DAMAGE (+10), Extra: Reflex (+5),Extra: Fortitude (+5). &lt;br /&gt;
&lt;br /&gt;
COST: abilities 21, combat 33, skills 11, feats 2, powers 83, weakness 0, total 150.&lt;br /&gt;
&lt;br /&gt;
==CRASHER==&lt;br /&gt;
&lt;br /&gt;
PL: 10, Identity: Frankie Goyle (Secret ID), Age: 33, Gender: Female, Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +3, DEF: 20/17;   Base Speed  30/60/120  &lt;br /&gt;
&lt;br /&gt;
MELEE +10, RANGED +10, MENTAL +10 &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +2, FORT +2, REF +3, WILL +3  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 16 (+3), DEX 16 (+3), CON 15 (+2), INT 18 (+4), WIS 16 (+3), CHA 15 (+2)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +5/2, Bluff +6/4, Concentration +5/2, Diplomacy +4/2, Innuendo +4/2, Listen +5/2, Spot +5/2, Taunt +4/. &lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*PARALYSIS (+10)Extra: Mental (+10)&lt;br /&gt;
*POSSESSION (+8) (MUTATION), Flaw: Gaze (+8)&lt;br /&gt;
*FORCE FIELD (+8) (MUTATION), Extra: Mental Attacks (+8). &lt;br /&gt;
&lt;br /&gt;
COST: abilities 36, combat 35, skills 9, feats 0, powers 70, weakness 0, total 150.&lt;br /&gt;
&lt;br /&gt;
==PRAETOR==&lt;br /&gt;
&lt;br /&gt;
PL: 10, Identity: (Secret ID), Gender: Male, Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +2, DEF: 18/16;   Base Speed  30/60/120;  &lt;br /&gt;
&lt;br /&gt;
MELEE +11, RANGED +9, MENTAL +8. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +3, FORT +3, REF +2, WILL +1;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 18 (+11), DEX 15 (+2), CON 16 (+3), INT 12 (+1), WIS 12 (+1), CHA 11 ( 0)&lt;br /&gt;
&lt;br /&gt;
FEATS: Accurate Attack, Power Attack &lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*STRIKE (+8) Stunt: Dual Damage&lt;br /&gt;
*DEFLECTION (+8) Extra: Free Action (+8), Deflect Others (+8) Stunt: Deflection Bonus, Stunt: Ranged Weapon (Mighty) (+5)&lt;br /&gt;
*SUPER-STRENGTH (+7) Extra: Protection (+7). &lt;br /&gt;
&lt;br /&gt;
COST: abilities 24, combat 33, skills 0, feats 4, powers 89, weakness 0, total 150.&lt;br /&gt;
&lt;br /&gt;
==SOOT==&lt;br /&gt;
&lt;br /&gt;
PL: 10, Identity: (Secret ID), Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +2, DEF: 18/16;   Base Speed  55/110/220;  &lt;br /&gt;
&lt;br /&gt;
MELEE +13, RANGED +10, MENTAL +8. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +4, FORT +4, REF +2, WILL 0;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 20 (+5), DEX 15 (+2), CON 18 (+4), INT 10 ( 0), WIS 10 ( 0), CHA 10 ( 0)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +4/0, Concentration +5/5, Disable Dev +5/5, Jump +10/5, Sleight/Hand +5/3, Survival +2/2, Taunt +8/. &lt;br /&gt;
&lt;br /&gt;
FEATS: Extra Limb, Improved Pin, Chokehold  &lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*TRANSFORMATION (+9), Extra: Elongation (+5), Extra: Immobility (+5), Extra: Movement (+5), Extra: Protection (+5)&lt;br /&gt;
*ELEMENT CONTROL (+10), Stunt: Elemental Snare (+10), Stunt: Suffocate (+10). &lt;br /&gt;
&lt;br /&gt;
COST: abilities 23, combat 36, skills 14, feats 6, powers 71, weakness 0, total 150.&lt;br /&gt;
&lt;br /&gt;
==ZERO RATIO==&lt;br /&gt;
&lt;br /&gt;
PL: 10, Identity: (Secret ID), Gender: Female, Size: Medium.&lt;br /&gt;
&lt;br /&gt;
INIT: +5, DEF: 23/17;   Base Speed  80/160/320;  &lt;br /&gt;
&lt;br /&gt;
MELEE +12, RANGED +12, MENTAL +8. &lt;br /&gt;
&lt;br /&gt;
SAVES: DMG +10, FORT +2, REF +5, WILL +6;  &lt;br /&gt;
&lt;br /&gt;
ABILITIES: STR 12 (+1), DEX 20 (+5), CON 15 (+2), INT 12 (+1), WIS 13 (+1), CHA 12 (+1)&lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +13/6, Balance +12/5, Escape Artist +7/2, Hide +7/2, Jump +8/5, Spot +3/2, Taunt +3/. &lt;br /&gt;
&lt;br /&gt;
FEATS: Attack Finesse, Precise Shot, Dodge &lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*ENERGY CONTROL: FRICTION (+10), Extra: Running (+10), Extra: Slick (+10), Extra: Telekinesis (+10), Flaw: TK limited to movement (+5)&lt;br /&gt;
*CLINGING (+5)&lt;br /&gt;
*CORROSION (+10)&lt;br /&gt;
*AMAZING SAVE: DAMAGE (+8), Extra: Willpower (+5). &lt;br /&gt;
&lt;br /&gt;
COST: abilities 24, combat 35, skills 12, feats 6, powers 73, weakness 0, total 150.&lt;br /&gt;
&lt;br /&gt;
==ELECTROEEL==&lt;br /&gt;
&lt;br /&gt;
PL: 8, &#039;sigh&#039; read the name…, , , Size: Medium&lt;br /&gt;
&lt;br /&gt;
INIT: +5, DEF 20/15;  SPEED 40, SWIM 30;  &lt;br /&gt;
&lt;br /&gt;
MELEE +5, RANGED +10, MENTAL +5&lt;br /&gt;
&lt;br /&gt;
SV: DMG +7, FORT +1, REF +11, WILL 0&lt;br /&gt;
&lt;br /&gt;
STR 10, DEX 20, CON 13, INT 11, WIS 10, CHA 8. &lt;br /&gt;
&lt;br /&gt;
SKILLS: Acrobatics +5, Climb +5, Disable Dev +5, Escape Artist +8, Sense Motive +5, Swim +5. &lt;br /&gt;
&lt;br /&gt;
FEATS: Underwater Combat, Amphibious, Evasion, Instant Stand. &lt;br /&gt;
&lt;br /&gt;
POWERS: &lt;br /&gt;
*ENERGY CONTROL: ELECTRICITY (+8), stunt: drain energy, extra: energy field (+8) &lt;br /&gt;
*RUNNING (+4)&lt;br /&gt;
*AMAZING SAVE: REFLEX (+6), extra: damage (+6)&lt;br /&gt;
*CLINGING (+4) &lt;br /&gt;
&lt;br /&gt;
WEAK: Vulnerable (magnetics). &lt;br /&gt;
&lt;br /&gt;
COST: abilities 12, combat 25, skills 33, feats 10, powers 50, weakness -10, total 120.&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14185</id>
		<title>Bloodlines</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14185"/>
		<updated>2005-11-22T18:36:36Z</updated>

		<summary type="html">&lt;p&gt;Edige23: /* &amp;#039;&amp;#039;&amp;#039;ORGANIZATIONS&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;OVERVIEW&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The Bloodlines setting focuses on family lines of superheroes and how they exist in the world. As the Cold War of the 1950’s intensified, the US tested its most powerful thermonuclear weapon. Contrary to models and expectations, this blast’s effects continued on in what came to be known as the Promethean Wave, a series of aurora borealis which lasted an entire year, spanning the globe. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans made their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines. As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved. &lt;br /&gt;
&lt;br /&gt;
I&#039;d written up some of the general ideas for this about six years ago, but shelved it. Originally I&#039;d written up something more Cyberpunk/near-Future. I ended up with a little more classic thing after reading &#039;&#039;Starman&#039;&#039;, &#039;&#039;Tom Strong&#039;&#039;, &#039;&#039;Top Ten&#039;&#039;, &#039;&#039;Grounded&#039;&#039;, &#039;&#039;the Intimates&#039;&#039; and &#039;&#039;Ex Machina&#039;&#039; comics. I also read a blurb for &#039;&#039;Noble Causes&#039;&#039; and &#039;&#039;Runaways&#039;&#039; that gave me some ideas but I haven&#039;t actually read those. I built this as an eight session mini-campaign. I expect I will do more with it in the future. I asked the players to come up with generally likable characters; I&#039;d run dark supers before but I planned for this to be more optimistic.&lt;br /&gt;
&lt;br /&gt;
Everything here is the fault of Lowell Francis and his players. &lt;br /&gt;
&lt;br /&gt;
[[House Rules and Game Set Up]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CAST&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Based out of Chicago, the PC superteam has chosen the name, the Untouchables.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The PC&#039;s&#039;&#039;&#039;===&lt;br /&gt;
*[[Shutdown]]&lt;br /&gt;
*[[Cruel Butterfly]]&lt;br /&gt;
*[[Grey]]&lt;br /&gt;
*[[Roaming Wolf]]&lt;br /&gt;
*[[Onyx]]&lt;br /&gt;
*[[Bloodlines Bolt|Bolt]]&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Supporting Staff&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
*Abbey Relihan: Administrator and liason with their mysterious patron.&lt;br /&gt;
*Davis Holden: Driver&lt;br /&gt;
*Carrie Ming: On-staff tech and support officer&lt;br /&gt;
*Dana Klemanski: On-staff tech who has Demolitions&lt;br /&gt;
*Lieutenant Solis Montoya: Contact on the police force&lt;br /&gt;
*Jesse Pergrom: High strung contact in the Minion underworld&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Other Notable Characters&#039;&#039;&#039;===&lt;br /&gt;
*Detective Badger: Man on scene at Brookfield incident&lt;br /&gt;
*Ace Braddock: International singing sensation and Cruel Butterfly&#039;s cousin&lt;br /&gt;
*Firstborn: Anarch; Shutdown&#039;s father&lt;br /&gt;
*Holly Glenn: Troublesome Reporter&lt;br /&gt;
*The Kangaroo: Bolt&#039;s father&lt;br /&gt;
*Arthur Karnak: Low level ex-Sinistry agent with fade powers&lt;br /&gt;
*Trey Karnak: Ran &amp;quot;The Minion Bar&amp;quot;&lt;br /&gt;
*Timothy &amp;quot;Wizard&amp;quot; Loring: Vanished Sorrentino tech&lt;br /&gt;
*Patriarch: Leader of Justice&lt;br /&gt;
*Karl Rody: Head of A-SWAT&lt;br /&gt;
*Transcendance: Shutdown&#039;s ex-wife now involved with Firstborn&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;ORGANIZATIONS&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Public Superhero Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Anarch Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Other Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Further Notes on Anarchs Operating in Chicago]]&lt;br /&gt;
&lt;br /&gt;
*[[Firstborn]]&lt;br /&gt;
&lt;br /&gt;
*[[The Enforcers]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;NEWS AND INFO&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Beginning the second session, each game starts with news chosen by the group&#039;s staff as important and/or interesting.&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Two 10-21-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Three 11-4-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Four 11-18-04]]&lt;br /&gt;
&lt;br /&gt;
*[[Minion Blog]]&lt;br /&gt;
&lt;br /&gt;
*[[Seguer and Leeman Papers]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SESSION SUMMARY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Session One 10-7-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Two 10-21-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Three 11-4-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Four 11-18-05]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SETTING INFORMATION&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Public Perception and Terminology&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
One of the real difficulties for parahumans, Bloodliners, supers, whatever you wish to call them has been the pendulum-like response to them by the public, the media, and the government. At times they&#039;ve been seen as superstars and at others as genetic freaks that pose a potential threat to real humans. The last decade has seen a fragmentation and polarization of these attitudes. &lt;br /&gt;
&lt;br /&gt;
There are many theories for why this is. The polarization of America following 9/11. The glut of superhuman movies and TV shows during the late 70&#039;s early 80&#039;s that are now being viewed nostalgically. An increased awareness of the implications of genetic research and the patent tensions between nations. The rise of the internet and the ability for information to be widely disseminated and responded to quickly. &lt;br /&gt;
&lt;br /&gt;
In any case, parahumans today typically fall into one of several groups, at least in the US. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Government:&#039;&#039;&#039; there is and will always be a great deal of suspicion about the involvement of parahumans in the government, particularly as officers in law enforcement and information gathering capacities. The existence of the Parahuman Civil Service program has done little to alleviate these concerns in the public. &lt;br /&gt;
*&#039;&#039;&#039;Political:&#039;&#039;&#039; some cross the line between government and celebrity to run as active politicians. Though there numbers are few, they are important. Most generally downplay their Bloodline status. &lt;br /&gt;
*&#039;&#039;&#039;Celebrity:&#039;&#039;&#039; Probably the most accepted category of Bloodliner. It is also the most exposed and subject to the ups and downs of fame. However over the last two decades celebrity bloodliners have become more vocal about the private beliefs and politics, in some cases causing significant negative reactions. &lt;br /&gt;
*&#039;&#039;&#039;Corporate:&#039;&#039;&#039; Many corporations actively seek out Bloodliners as employees and for projects. The response to these hires depends on the image of the corporation itself. Recently Microsoft spun off its own super division, Vision, in order to avoid further negative publicity. Family: In the case of some of the tighter Bloodlines, such as Braddock and Syzmanski, the Bloodlines work towards the development of the family company. Again here the reaction depends on the image of the family. &lt;br /&gt;
*&#039;&#039;&#039;Private:&#039;&#039;&#039; Sometimes referred to wrongly as diaspora. These are people, in smaller positions, usually keeping their powers and abilities secret. &lt;br /&gt;
*&#039;&#039;&#039;Super:&#039;&#039;&#039; Persons involved in private law enforcement and vigilante activity. The response to these groups and persons varies from area to area. There has been a rise in Bloodliners choosing these roles in the last five years, in part a response to a generation exposed to the ideas coming of age and in part and response to the political climate. &lt;br /&gt;
*&#039;&#039;&#039;Anarch:&#039;&#039;&#039; Bloodliners who use their abilities for criminal ends.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Zero Moment&#039;&#039;&#039;===&lt;br /&gt;
It remains unclear what caused the explosion that claimed the lives of dozens of superheroes. When the Anarch teams Ravage and the Sinistry, with a large group of independent agents attempted to gain entry to the main Lockdown facility in SD, they were met in force by Frontline, Vision and their own gathering of independent heroes. At some point during their confrontation and explosion of undetermined source and energy ripped through them, killing everyone in the area. A EMP shockwave soon after distrupted sensors and left officals with few clues. The deaths of so many prominent Bloodliners has left chaos in its wake. &lt;br /&gt;
&lt;br /&gt;
Full List of the [[Zero Moment Dead]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;HISTORY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;World War II and First Supers&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Deep into the War America launched a series of scientific projects design to aid in the war effort both at home and abroad. Many of these were speculative beyond belief, including one based around creating human augmentation, in effect creating super soldiers. No one, possibly even the projects originators expected the project to succeed. Yet from that came almost two dozen heroes armed with fantastic powers. Within months they were deployed into action both as effective propaganda tools and deadly weapons. However shortly after the German revealed their own project apparently paralleling that of the US. As the war ground on, both sides found themselves embroiled in a devastating battle between these titans. Still if was the force of the armed services and the men on the ground that saw the day through, taking Berlin and Tokyo. By the end of the war, every super had died, killed in battles that laid whole cities to waste.. In the both the US and Germany the creators of their respective projects took their own lives and destroyed their work, determined that such beings could not, would not be unleashed on the world. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;The Bloodlines Evolve&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
In the mid-fifties as the Cold war intensified, the US tested its most powerful Thermonuclear explosive yet. The pattern and range for such explosion had been well documented by this point- the blinding flash, mushroom cloud and shockwave. However, this blasts effects continued on, out beyond the limits scientists had predicted. What followed came to be known as the Promethean Wave, a series of aurora borealis lasting an entire year. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans had begun to make their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines.&lt;br /&gt;
 &lt;br /&gt;
Today scientists have determined eighteen genetic lines which possess the potential for superpowers. The spread of families across the globe during the early part of the 20th Century made tracking these lines a decade long research project. Some seem to derive from a subject perhaps half a dozen generations back, meaning that the powers exist in a relatively tight spread. Others seem to have their Subject X, a person in whom the gene first occurs in the far past, meaning that this genetic trait has spread more widely. &lt;br /&gt;
&lt;br /&gt;
These bloodlines have several factors which allow researchers to draw some inference about them. First, although bloodlines have a wide range of powers, some are more given to occur within a line. Second, the size of the population indicates how far back the line reaches. Third the frequency of occurrence as well as the distance some can be traced. Scientists are still desperately trying to figure out how this genetic information is passed. Many believe that there may be many potential members of the group, but only a few who actually pass on the full traits and breeding potential. Artificial systems such as in vitro fertilization negate the passing of abilities. If both parents exhibit powers, then their child will as well. If only one has abilities then the rate drops, dependent on the particular bloodline. &lt;br /&gt;
&lt;br /&gt;
As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Genetic Theory and Spacing&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Scientists today are still uncertain about many of the facts surrounding super powers. It is unclear how the bloodlines came into existence. Some believe that it dates back to an early civilization whose roots have been erased or perhaps ancient astronauts. Others feel that the tampering was more recent, occurring in the early twentieth century. While others think the Wave caused the genetic changes. A fringe element believes that such abilities are natural to the human race pointing to a variety of historical evidence concerning supposed psychic or magical events. Scientists are divided and the genetic evidence is unclear.&lt;br /&gt;
 &lt;br /&gt;
What is known is that each line has a “spread,” meaning the actual occurrence of powers within a line. Some are tightly clustered, meaning that close direct members tend to have powers. Some are more loosely spread, meaning that powers occur over a greater range. Why this happens is uncertain; many believe it is a natural factor of the super genes themselves. &lt;br /&gt;
&lt;br /&gt;
Among supers themselves, females tend to have stronger powers. The super gene cluster has thus far refused complete mapping. Some families are given to only a few low powered people, others to many. Some term these minor talents “Diasporas.” Some simply carry the potential, but have no powers. However, even non-powered bloodline persons may pass on the supergene. Accordingly there has been a rush to document genealogies by the government, corporations and private individuals. Since no one has developed a test to confirm the presence of the dormant gene in those among the Bloodlines without powers, this has become an issue of contention. &lt;br /&gt;
&lt;br /&gt;
In the handful of cases of cross-line breeding which have occurred, one line has taken dominance. However, the actual dominance of one line over another has no currently understood pattern. &lt;br /&gt;
&lt;br /&gt;
Today, we still do not understand what exactly allows such powers to work. Many, if not all, defy the limits of conventional physics. Yet, they still happen. One of the greatest obstacles to our further understanding of the issues involved is that much of the best research has been done under the auspices of the government or private corporations. These bodies have kept a close lid on such matters. Those who have performed public sector research have compiled a small body of often conflicting information, leading more to debate than discovery.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Bloodlines&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Names and descriptions of the eighteen Bloodlines can be found on the [[Bloodline Families page]].&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14184</id>
		<title>Bloodlines</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14184"/>
		<updated>2005-11-22T15:15:38Z</updated>

		<summary type="html">&lt;p&gt;Edige23: /* &amp;#039;&amp;#039;&amp;#039;The PC&amp;#039;s&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;OVERVIEW&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The Bloodlines setting focuses on family lines of superheroes and how they exist in the world. As the Cold War of the 1950’s intensified, the US tested its most powerful thermonuclear weapon. Contrary to models and expectations, this blast’s effects continued on in what came to be known as the Promethean Wave, a series of aurora borealis which lasted an entire year, spanning the globe. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans made their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines. As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved. &lt;br /&gt;
&lt;br /&gt;
I&#039;d written up some of the general ideas for this about six years ago, but shelved it. Originally I&#039;d written up something more Cyberpunk/near-Future. I ended up with a little more classic thing after reading &#039;&#039;Starman&#039;&#039;, &#039;&#039;Tom Strong&#039;&#039;, &#039;&#039;Top Ten&#039;&#039;, &#039;&#039;Grounded&#039;&#039;, &#039;&#039;the Intimates&#039;&#039; and &#039;&#039;Ex Machina&#039;&#039; comics. I also read a blurb for &#039;&#039;Noble Causes&#039;&#039; and &#039;&#039;Runaways&#039;&#039; that gave me some ideas but I haven&#039;t actually read those. I built this as an eight session mini-campaign. I expect I will do more with it in the future. I asked the players to come up with generally likable characters; I&#039;d run dark supers before but I planned for this to be more optimistic.&lt;br /&gt;
&lt;br /&gt;
Everything here is the fault of Lowell Francis and his players. &lt;br /&gt;
&lt;br /&gt;
[[House Rules and Game Set Up]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CAST&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Based out of Chicago, the PC superteam has chosen the name, the Untouchables.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The PC&#039;s&#039;&#039;&#039;===&lt;br /&gt;
*[[Shutdown]]&lt;br /&gt;
*[[Cruel Butterfly]]&lt;br /&gt;
*[[Grey]]&lt;br /&gt;
*[[Roaming Wolf]]&lt;br /&gt;
*[[Onyx]]&lt;br /&gt;
*[[Bloodlines Bolt|Bolt]]&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Supporting Staff&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
*Abbey Relihan: Administrator and liason with their mysterious patron.&lt;br /&gt;
*Davis Holden: Driver&lt;br /&gt;
*Carrie Ming: On-staff tech and support officer&lt;br /&gt;
*Dana Klemanski: On-staff tech who has Demolitions&lt;br /&gt;
*Lieutenant Solis Montoya: Contact on the police force&lt;br /&gt;
*Jesse Pergrom: High strung contact in the Minion underworld&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Other Notable Characters&#039;&#039;&#039;===&lt;br /&gt;
*Detective Badger: Man on scene at Brookfield incident&lt;br /&gt;
*Ace Braddock: International singing sensation and Cruel Butterfly&#039;s cousin&lt;br /&gt;
*Firstborn: Anarch; Shutdown&#039;s father&lt;br /&gt;
*Holly Glenn: Troublesome Reporter&lt;br /&gt;
*The Kangaroo: Bolt&#039;s father&lt;br /&gt;
*Arthur Karnak: Low level ex-Sinistry agent with fade powers&lt;br /&gt;
*Trey Karnak: Ran &amp;quot;The Minion Bar&amp;quot;&lt;br /&gt;
*Timothy &amp;quot;Wizard&amp;quot; Loring: Vanished Sorrentino tech&lt;br /&gt;
*Patriarch: Leader of Justice&lt;br /&gt;
*Karl Rody: Head of A-SWAT&lt;br /&gt;
*Transcendance: Shutdown&#039;s ex-wife now involved with Firstborn&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;ORGANIZATIONS&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Public Superhero Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Anarch Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Other Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Further Notes on Anarchs Operating in Chicago]]&lt;br /&gt;
&lt;br /&gt;
*[[Firstborn]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;NEWS AND INFO&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Beginning the second session, each game starts with news chosen by the group&#039;s staff as important and/or interesting.&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Two 10-21-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Three 11-4-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Four 11-18-04]]&lt;br /&gt;
&lt;br /&gt;
*[[Minion Blog]]&lt;br /&gt;
&lt;br /&gt;
*[[Seguer and Leeman Papers]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SESSION SUMMARY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Session One 10-7-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Two 10-21-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Three 11-4-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Four 11-18-05]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SETTING INFORMATION&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Public Perception and Terminology&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
One of the real difficulties for parahumans, Bloodliners, supers, whatever you wish to call them has been the pendulum-like response to them by the public, the media, and the government. At times they&#039;ve been seen as superstars and at others as genetic freaks that pose a potential threat to real humans. The last decade has seen a fragmentation and polarization of these attitudes. &lt;br /&gt;
&lt;br /&gt;
There are many theories for why this is. The polarization of America following 9/11. The glut of superhuman movies and TV shows during the late 70&#039;s early 80&#039;s that are now being viewed nostalgically. An increased awareness of the implications of genetic research and the patent tensions between nations. The rise of the internet and the ability for information to be widely disseminated and responded to quickly. &lt;br /&gt;
&lt;br /&gt;
In any case, parahumans today typically fall into one of several groups, at least in the US. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Government:&#039;&#039;&#039; there is and will always be a great deal of suspicion about the involvement of parahumans in the government, particularly as officers in law enforcement and information gathering capacities. The existence of the Parahuman Civil Service program has done little to alleviate these concerns in the public. &lt;br /&gt;
*&#039;&#039;&#039;Political:&#039;&#039;&#039; some cross the line between government and celebrity to run as active politicians. Though there numbers are few, they are important. Most generally downplay their Bloodline status. &lt;br /&gt;
*&#039;&#039;&#039;Celebrity:&#039;&#039;&#039; Probably the most accepted category of Bloodliner. It is also the most exposed and subject to the ups and downs of fame. However over the last two decades celebrity bloodliners have become more vocal about the private beliefs and politics, in some cases causing significant negative reactions. &lt;br /&gt;
*&#039;&#039;&#039;Corporate:&#039;&#039;&#039; Many corporations actively seek out Bloodliners as employees and for projects. The response to these hires depends on the image of the corporation itself. Recently Microsoft spun off its own super division, Vision, in order to avoid further negative publicity. Family: In the case of some of the tighter Bloodlines, such as Braddock and Syzmanski, the Bloodlines work towards the development of the family company. Again here the reaction depends on the image of the family. &lt;br /&gt;
*&#039;&#039;&#039;Private:&#039;&#039;&#039; Sometimes referred to wrongly as diaspora. These are people, in smaller positions, usually keeping their powers and abilities secret. &lt;br /&gt;
*&#039;&#039;&#039;Super:&#039;&#039;&#039; Persons involved in private law enforcement and vigilante activity. The response to these groups and persons varies from area to area. There has been a rise in Bloodliners choosing these roles in the last five years, in part a response to a generation exposed to the ideas coming of age and in part and response to the political climate. &lt;br /&gt;
*&#039;&#039;&#039;Anarch:&#039;&#039;&#039; Bloodliners who use their abilities for criminal ends.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Zero Moment&#039;&#039;&#039;===&lt;br /&gt;
It remains unclear what caused the explosion that claimed the lives of dozens of superheroes. When the Anarch teams Ravage and the Sinistry, with a large group of independent agents attempted to gain entry to the main Lockdown facility in SD, they were met in force by Frontline, Vision and their own gathering of independent heroes. At some point during their confrontation and explosion of undetermined source and energy ripped through them, killing everyone in the area. A EMP shockwave soon after distrupted sensors and left officals with few clues. The deaths of so many prominent Bloodliners has left chaos in its wake. &lt;br /&gt;
&lt;br /&gt;
Full List of the [[Zero Moment Dead]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;HISTORY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;World War II and First Supers&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Deep into the War America launched a series of scientific projects design to aid in the war effort both at home and abroad. Many of these were speculative beyond belief, including one based around creating human augmentation, in effect creating super soldiers. No one, possibly even the projects originators expected the project to succeed. Yet from that came almost two dozen heroes armed with fantastic powers. Within months they were deployed into action both as effective propaganda tools and deadly weapons. However shortly after the German revealed their own project apparently paralleling that of the US. As the war ground on, both sides found themselves embroiled in a devastating battle between these titans. Still if was the force of the armed services and the men on the ground that saw the day through, taking Berlin and Tokyo. By the end of the war, every super had died, killed in battles that laid whole cities to waste.. In the both the US and Germany the creators of their respective projects took their own lives and destroyed their work, determined that such beings could not, would not be unleashed on the world. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;The Bloodlines Evolve&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
In the mid-fifties as the Cold war intensified, the US tested its most powerful Thermonuclear explosive yet. The pattern and range for such explosion had been well documented by this point- the blinding flash, mushroom cloud and shockwave. However, this blasts effects continued on, out beyond the limits scientists had predicted. What followed came to be known as the Promethean Wave, a series of aurora borealis lasting an entire year. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans had begun to make their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines.&lt;br /&gt;
 &lt;br /&gt;
Today scientists have determined eighteen genetic lines which possess the potential for superpowers. The spread of families across the globe during the early part of the 20th Century made tracking these lines a decade long research project. Some seem to derive from a subject perhaps half a dozen generations back, meaning that the powers exist in a relatively tight spread. Others seem to have their Subject X, a person in whom the gene first occurs in the far past, meaning that this genetic trait has spread more widely. &lt;br /&gt;
&lt;br /&gt;
These bloodlines have several factors which allow researchers to draw some inference about them. First, although bloodlines have a wide range of powers, some are more given to occur within a line. Second, the size of the population indicates how far back the line reaches. Third the frequency of occurrence as well as the distance some can be traced. Scientists are still desperately trying to figure out how this genetic information is passed. Many believe that there may be many potential members of the group, but only a few who actually pass on the full traits and breeding potential. Artificial systems such as in vitro fertilization negate the passing of abilities. If both parents exhibit powers, then their child will as well. If only one has abilities then the rate drops, dependent on the particular bloodline. &lt;br /&gt;
&lt;br /&gt;
As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Genetic Theory and Spacing&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Scientists today are still uncertain about many of the facts surrounding super powers. It is unclear how the bloodlines came into existence. Some believe that it dates back to an early civilization whose roots have been erased or perhaps ancient astronauts. Others feel that the tampering was more recent, occurring in the early twentieth century. While others think the Wave caused the genetic changes. A fringe element believes that such abilities are natural to the human race pointing to a variety of historical evidence concerning supposed psychic or magical events. Scientists are divided and the genetic evidence is unclear.&lt;br /&gt;
 &lt;br /&gt;
What is known is that each line has a “spread,” meaning the actual occurrence of powers within a line. Some are tightly clustered, meaning that close direct members tend to have powers. Some are more loosely spread, meaning that powers occur over a greater range. Why this happens is uncertain; many believe it is a natural factor of the super genes themselves. &lt;br /&gt;
&lt;br /&gt;
Among supers themselves, females tend to have stronger powers. The super gene cluster has thus far refused complete mapping. Some families are given to only a few low powered people, others to many. Some term these minor talents “Diasporas.” Some simply carry the potential, but have no powers. However, even non-powered bloodline persons may pass on the supergene. Accordingly there has been a rush to document genealogies by the government, corporations and private individuals. Since no one has developed a test to confirm the presence of the dormant gene in those among the Bloodlines without powers, this has become an issue of contention. &lt;br /&gt;
&lt;br /&gt;
In the handful of cases of cross-line breeding which have occurred, one line has taken dominance. However, the actual dominance of one line over another has no currently understood pattern. &lt;br /&gt;
&lt;br /&gt;
Today, we still do not understand what exactly allows such powers to work. Many, if not all, defy the limits of conventional physics. Yet, they still happen. One of the greatest obstacles to our further understanding of the issues involved is that much of the best research has been done under the auspices of the government or private corporations. These bodies have kept a close lid on such matters. Those who have performed public sector research have compiled a small body of often conflicting information, leading more to debate than discovery.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Bloodlines&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Names and descriptions of the eighteen Bloodlines can be found on the [[Bloodline Families page]].&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=House_Rules_and_Game_Set_Up&amp;diff=14183</id>
		<title>House Rules and Game Set Up</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=House_Rules_and_Game_Set_Up&amp;diff=14183"/>
		<updated>2005-11-22T15:09:45Z</updated>

		<summary type="html">&lt;p&gt;Edige23: /* Mechanical Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mechanical Notes==&lt;br /&gt;
&lt;br /&gt;
We&#039;ll be using &#039;&#039;Mutants and Masterminds&#039;&#039;, 1e but with a couple of things borrowed from the 2e. For those of you who have those rules here are the notable changes: &lt;br /&gt;
&lt;br /&gt;
*Immunity is a power, not a feat.&lt;br /&gt;
&lt;br /&gt;
*Can trade off limits for certain things in order to better simulate certain kinds of characters. The possible trade offs are Dodge/Damage Save and Attack Roll/Damage Value. This allows a little better modeling for bricks and speedsters and for low/high probability attacks. &lt;br /&gt;
&lt;br /&gt;
*Characters may attempt to counter a power with the same power (i.e. Energy Blasts).&lt;br /&gt;
&lt;br /&gt;
*Skills are 2 ranks for one point.&lt;br /&gt;
&lt;br /&gt;
*You will also get 15 ranks (not points) of skills to distribute in the misc column of your sheets to round out your character&#039;s background. &lt;br /&gt;
&lt;br /&gt;
*I will be designing your characters, after the first session you can spend your points however you like.&lt;br /&gt;
&lt;br /&gt;
==General Notes==&lt;br /&gt;
&lt;br /&gt;
*I will be drawing powers and feats from some of the official supplements. As well, I&#039;ll be using the &#039;&#039;Power Corrupts&#039;&#039; pdf series for some things. They add some new powers; not all are applicable, but some are interesting. &lt;br /&gt;
&lt;br /&gt;
*I will be doing up everyone&#039;s characters at PL10. I&#039;ll distribute an Excel sheet with your character&#039;s stuff on it. You&#039;ll be able to spend points as you want after the first session. If you want to see what the worksheet looks like, you can find it here: http://www.elyzium.net/mnm/index.htm&lt;br /&gt;
&lt;br /&gt;
*Nearly all powers (except those coming from devices) will have general origin &amp;quot;Bloodlines&amp;quot;. However, there will be some sub-categories for that which I will define at the first session. This is because some powers, notably the Drains and such can be defined as acting on powers of a single origin type and if nearly all powers are described by that type, it makes it a little too effective. &lt;br /&gt;
&lt;br /&gt;
*A few setting notes. For those of you familiar with it, I&#039;m borrowing a few general concepts from Aberrant from WW Also previous players in my supers games will notice a few familiar names; they are not the same as before. I just like those names. &lt;br /&gt;
&lt;br /&gt;
*You will be members of a recruited superteam operating independently. You&#039;re being bankrolled by a patron who&#039;d like a group independent of the government, the family organizations and the corporations. You&#039;re being paid, but the chance to be an independent superhero is also part of your payoff. You will be operating in the Midwest.&lt;br /&gt;
&lt;br /&gt;
==Midwest Cities==&lt;br /&gt;
&lt;br /&gt;
Detroit: A town notable for a high crime level and as a cross road for gang members in the region. The Foundry is said to operate out of here. In the past, the racial situation here has created some problems. The Sentrymen had one of their last bases in this city. Also a border point with Canada which of course has looser restrictions on certain goods. &lt;br /&gt;
&lt;br /&gt;
Indianapolis: One of the smaller of the Midwestern bumper towns. It is however in the center of some of the larger meth production areas. The precesen of a variety of corporate HQs for smaller and mid-sized companies has meant that it has drawn White Collar crime. Redact is the most Anarch team that most recently hit the city. &lt;br /&gt;
&lt;br /&gt;
Chicago: The most feared of Midwestern cities for both corruption and anarch presence. Most superteams avoid the area and it is believed that at least one government sponsored team that went in quietly was completely eliminated. Ravage and Synistry operate out of the city, and Chimera and the Shadow Margin have as well in the past. It also has become the place for lone anarchs to congregate to. Operations will not take place here. &lt;br /&gt;
&lt;br /&gt;
Cleveland: A city of troubled inner-city neighborhoods and development at the edges in the wealthier areas. Cleevland has been notable as a gathering place for low-level diaspora with minor abilities who have floated into gangs or other pretty criminal organizations. Not really a site of major Anarch teams, but it does have a fairly competent police force trained to deal with Bloodliners. &lt;br /&gt;
&lt;br /&gt;
St. Louis: The &amp;quot; Gateway City&amp;quot;, the population of has been declining since the 1950s, as many have moved to the many suburbs in Saint Louis County , or to other parts of the metropolitan area. Like nearby Kansas City, St. Louis has a suprising number of corporate HQs. While no Anarch group is said to be based in St. Louis, a number have carried out attacks there and it possesses a largish number of independent heroes. For this reason it seems to have drawn the attention of Black Dawn who have made a series of attacks there in the last several months. &lt;br /&gt;
&lt;br /&gt;
Kansas City: A widely spread out city that sits on the Kansas/Missouri border. It has a couple of major corporate HQ&#039;s there. The area includes a significant below-ground set of neighborhoods built into old mines and understructures. Team Tomorrow has a factility there which is said to be more for research than anything else. Pantheon may operate from the area. In the past they have hit the city three times in major events. &lt;br /&gt;
&lt;br /&gt;
Milwaukee: A city living in the shadow of Chicago, Milwaukee has suffered a number of superhuman attacks from Chicago groups ranging outside and looking for ripe targets. The Milwaukee Art Museum was hit by Overrun a few months ago in a fairly spectacular raid that ended up in a running battle with a group of local independent heroes. &lt;br /&gt;
&lt;br /&gt;
Minneapolis: In the 1990s, the murder rate and incidence of gang violence climbed in this city, almost entirely in poorer neighborhoods. The Phillips Community was particularly hard-hit. After reaching a record 97 homicides in 1995, the city gained an unpleasant nickname because of the violence: &amp;quot;Murderapolis.&amp;quot; The term gained widespread use after The New York Times used it when reporting that Minneapolis had surpassed the per capita homicide rate of New York City. The murder rate retreated in the following years, but area residents often grow concerned that the nickname may make a comeback whenever there is an uptick in violence in the city. There are a number of fairly well-known independent Anarchs operating in the city as well as a potent local hero, Turing. &lt;br /&gt;
&lt;br /&gt;
Cincinnati: Bordering three states, Cincinnati is said to be home to a number of low-key smuggling operations, including as certain human trafficking operations.&lt;br /&gt;
&lt;br /&gt;
(I should note for those reading this that this was all a smokescreen to get them nervous about Chicago and misdirect them from the plot of the game.)&lt;br /&gt;
&lt;br /&gt;
Back to [[Bloodlines]]&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Onyx&amp;diff=14182</id>
		<title>Onyx</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Onyx&amp;diff=14182"/>
		<updated>2005-11-22T15:08:02Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Onyx (Starting Character)===&lt;br /&gt;
&#039;&#039;PL 10; PP 160 ; HP 5&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; [32 pp] Str 20, Dex 15, Con 15, Int 15, Wis 12, Cha 15 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves:&#039;&#039;&#039; Dmg +9 (+2 +7 Super Con) ((+5 Prt)), Fort +9 (+2 +7 Super Con), Ref +2, Will +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; [36 pp] Attack: Melee +13, Ranged +10, Mental +9 Defense: 18, Mental 17 Init +2; Run 30/60/120; Size Medium &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [19 pp—2 ranks per] Bonus: Str +9, Dex +2, Con +9, Int +2, Wis +1, Cha +2 Acrobatics +4 (2), Balance +3 (1), Bluff +2, Climb +15, Computers +6 (4), Disable Device +5 (3), Drive +4 (1), Hide +4 (2), Intimidate +15, Jump +15, Listen +3 (2), Move Silently +3 (1), Science: Biochemistry +7 (5), Science: Biophysics +7 (5), Search +4 (2), Sense Motive +3 (2), Spot +3 (2), Swim +15, Taunt +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [2 pp] Improved Critical (Punch)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers:&#039;&#039;&#039; [71 pp] Super Strength +10 [Extras: Protection +5; Flaw: Drammen Side Effect; Cost 4 pp; Total 35 pp], Super Constitution +7 [Cost 4; Total 28], Immobility +4 [Cost 1, Total 4], Immunity +4 Critical Hits, Breathing, High Pressure [see House rules; Cost 1, Total 4] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws:&#039;&#039;&#039; [-10 pp] Secret 10 pp&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14181</id>
		<title>Bloodlines</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14181"/>
		<updated>2005-11-22T15:05:50Z</updated>

		<summary type="html">&lt;p&gt;Edige23: /* &amp;#039;&amp;#039;&amp;#039;CAST&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;OVERVIEW&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The Bloodlines setting focuses on family lines of superheroes and how they exist in the world. As the Cold War of the 1950’s intensified, the US tested its most powerful thermonuclear weapon. Contrary to models and expectations, this blast’s effects continued on in what came to be known as the Promethean Wave, a series of aurora borealis which lasted an entire year, spanning the globe. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans made their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines. As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved. &lt;br /&gt;
&lt;br /&gt;
I&#039;d written up some of the general ideas for this about six years ago, but shelved it. Originally I&#039;d written up something more Cyberpunk/near-Future. I ended up with a little more classic thing after reading &#039;&#039;Starman&#039;&#039;, &#039;&#039;Tom Strong&#039;&#039;, &#039;&#039;Top Ten&#039;&#039;, &#039;&#039;Grounded&#039;&#039;, &#039;&#039;the Intimates&#039;&#039; and &#039;&#039;Ex Machina&#039;&#039; comics. I also read a blurb for &#039;&#039;Noble Causes&#039;&#039; and &#039;&#039;Runaways&#039;&#039; that gave me some ideas but I haven&#039;t actually read those. I built this as an eight session mini-campaign. I expect I will do more with it in the future. I asked the players to come up with generally likable characters; I&#039;d run dark supers before but I planned for this to be more optimistic.&lt;br /&gt;
&lt;br /&gt;
Everything here is the fault of Lowell Francis and his players. &lt;br /&gt;
&lt;br /&gt;
[[House Rules and Game Set Up]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CAST&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Based out of Chicago, the PC superteam has chosen the name, the Untouchables.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The PC&#039;s&#039;&#039;&#039;===&lt;br /&gt;
*[[Shutdown]]&lt;br /&gt;
*[[Cruel Butterfly]]&lt;br /&gt;
*[[Grey]]&lt;br /&gt;
*[[Roaming Wolf]]&lt;br /&gt;
*[[Onyx]]&lt;br /&gt;
*[[Bolt]]&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Supporting Staff&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
*Abbey Relihan: Administrator and liason with their mysterious patron.&lt;br /&gt;
*Davis Holden: Driver&lt;br /&gt;
*Carrie Ming: On-staff tech and support officer&lt;br /&gt;
*Dana Klemanski: On-staff tech who has Demolitions&lt;br /&gt;
*Lieutenant Solis Montoya: Contact on the police force&lt;br /&gt;
*Jesse Pergrom: High strung contact in the Minion underworld&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Other Notable Characters&#039;&#039;&#039;===&lt;br /&gt;
*Detective Badger: Man on scene at Brookfield incident&lt;br /&gt;
*Ace Braddock: International singing sensation and Cruel Butterfly&#039;s cousin&lt;br /&gt;
*Firstborn: Anarch; Shutdown&#039;s father&lt;br /&gt;
*Holly Glenn: Troublesome Reporter&lt;br /&gt;
*The Kangaroo: Bolt&#039;s father&lt;br /&gt;
*Arthur Karnak: Low level ex-Sinistry agent with fade powers&lt;br /&gt;
*Trey Karnak: Ran &amp;quot;The Minion Bar&amp;quot;&lt;br /&gt;
*Timothy &amp;quot;Wizard&amp;quot; Loring: Vanished Sorrentino tech&lt;br /&gt;
*Patriarch: Leader of Justice&lt;br /&gt;
*Karl Rody: Head of A-SWAT&lt;br /&gt;
*Transcendance: Shutdown&#039;s ex-wife now involved with Firstborn&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;ORGANIZATIONS&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Public Superhero Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Anarch Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Other Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Further Notes on Anarchs Operating in Chicago]]&lt;br /&gt;
&lt;br /&gt;
*[[Firstborn]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;NEWS AND INFO&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Beginning the second session, each game starts with news chosen by the group&#039;s staff as important and/or interesting.&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Two 10-21-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Three 11-4-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Four 11-18-04]]&lt;br /&gt;
&lt;br /&gt;
*[[Minion Blog]]&lt;br /&gt;
&lt;br /&gt;
*[[Seguer and Leeman Papers]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SESSION SUMMARY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Session One 10-7-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Two 10-21-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Three 11-4-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Four 11-18-05]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SETTING INFORMATION&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Public Perception and Terminology&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
One of the real difficulties for parahumans, Bloodliners, supers, whatever you wish to call them has been the pendulum-like response to them by the public, the media, and the government. At times they&#039;ve been seen as superstars and at others as genetic freaks that pose a potential threat to real humans. The last decade has seen a fragmentation and polarization of these attitudes. &lt;br /&gt;
&lt;br /&gt;
There are many theories for why this is. The polarization of America following 9/11. The glut of superhuman movies and TV shows during the late 70&#039;s early 80&#039;s that are now being viewed nostalgically. An increased awareness of the implications of genetic research and the patent tensions between nations. The rise of the internet and the ability for information to be widely disseminated and responded to quickly. &lt;br /&gt;
&lt;br /&gt;
In any case, parahumans today typically fall into one of several groups, at least in the US. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Government:&#039;&#039;&#039; there is and will always be a great deal of suspicion about the involvement of parahumans in the government, particularly as officers in law enforcement and information gathering capacities. The existence of the Parahuman Civil Service program has done little to alleviate these concerns in the public. &lt;br /&gt;
*&#039;&#039;&#039;Political:&#039;&#039;&#039; some cross the line between government and celebrity to run as active politicians. Though there numbers are few, they are important. Most generally downplay their Bloodline status. &lt;br /&gt;
*&#039;&#039;&#039;Celebrity:&#039;&#039;&#039; Probably the most accepted category of Bloodliner. It is also the most exposed and subject to the ups and downs of fame. However over the last two decades celebrity bloodliners have become more vocal about the private beliefs and politics, in some cases causing significant negative reactions. &lt;br /&gt;
*&#039;&#039;&#039;Corporate:&#039;&#039;&#039; Many corporations actively seek out Bloodliners as employees and for projects. The response to these hires depends on the image of the corporation itself. Recently Microsoft spun off its own super division, Vision, in order to avoid further negative publicity. Family: In the case of some of the tighter Bloodlines, such as Braddock and Syzmanski, the Bloodlines work towards the development of the family company. Again here the reaction depends on the image of the family. &lt;br /&gt;
*&#039;&#039;&#039;Private:&#039;&#039;&#039; Sometimes referred to wrongly as diaspora. These are people, in smaller positions, usually keeping their powers and abilities secret. &lt;br /&gt;
*&#039;&#039;&#039;Super:&#039;&#039;&#039; Persons involved in private law enforcement and vigilante activity. The response to these groups and persons varies from area to area. There has been a rise in Bloodliners choosing these roles in the last five years, in part a response to a generation exposed to the ideas coming of age and in part and response to the political climate. &lt;br /&gt;
*&#039;&#039;&#039;Anarch:&#039;&#039;&#039; Bloodliners who use their abilities for criminal ends.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Zero Moment&#039;&#039;&#039;===&lt;br /&gt;
It remains unclear what caused the explosion that claimed the lives of dozens of superheroes. When the Anarch teams Ravage and the Sinistry, with a large group of independent agents attempted to gain entry to the main Lockdown facility in SD, they were met in force by Frontline, Vision and their own gathering of independent heroes. At some point during their confrontation and explosion of undetermined source and energy ripped through them, killing everyone in the area. A EMP shockwave soon after distrupted sensors and left officals with few clues. The deaths of so many prominent Bloodliners has left chaos in its wake. &lt;br /&gt;
&lt;br /&gt;
Full List of the [[Zero Moment Dead]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;HISTORY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;World War II and First Supers&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Deep into the War America launched a series of scientific projects design to aid in the war effort both at home and abroad. Many of these were speculative beyond belief, including one based around creating human augmentation, in effect creating super soldiers. No one, possibly even the projects originators expected the project to succeed. Yet from that came almost two dozen heroes armed with fantastic powers. Within months they were deployed into action both as effective propaganda tools and deadly weapons. However shortly after the German revealed their own project apparently paralleling that of the US. As the war ground on, both sides found themselves embroiled in a devastating battle between these titans. Still if was the force of the armed services and the men on the ground that saw the day through, taking Berlin and Tokyo. By the end of the war, every super had died, killed in battles that laid whole cities to waste.. In the both the US and Germany the creators of their respective projects took their own lives and destroyed their work, determined that such beings could not, would not be unleashed on the world. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;The Bloodlines Evolve&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
In the mid-fifties as the Cold war intensified, the US tested its most powerful Thermonuclear explosive yet. The pattern and range for such explosion had been well documented by this point- the blinding flash, mushroom cloud and shockwave. However, this blasts effects continued on, out beyond the limits scientists had predicted. What followed came to be known as the Promethean Wave, a series of aurora borealis lasting an entire year. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans had begun to make their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines.&lt;br /&gt;
 &lt;br /&gt;
Today scientists have determined eighteen genetic lines which possess the potential for superpowers. The spread of families across the globe during the early part of the 20th Century made tracking these lines a decade long research project. Some seem to derive from a subject perhaps half a dozen generations back, meaning that the powers exist in a relatively tight spread. Others seem to have their Subject X, a person in whom the gene first occurs in the far past, meaning that this genetic trait has spread more widely. &lt;br /&gt;
&lt;br /&gt;
These bloodlines have several factors which allow researchers to draw some inference about them. First, although bloodlines have a wide range of powers, some are more given to occur within a line. Second, the size of the population indicates how far back the line reaches. Third the frequency of occurrence as well as the distance some can be traced. Scientists are still desperately trying to figure out how this genetic information is passed. Many believe that there may be many potential members of the group, but only a few who actually pass on the full traits and breeding potential. Artificial systems such as in vitro fertilization negate the passing of abilities. If both parents exhibit powers, then their child will as well. If only one has abilities then the rate drops, dependent on the particular bloodline. &lt;br /&gt;
&lt;br /&gt;
As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Genetic Theory and Spacing&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Scientists today are still uncertain about many of the facts surrounding super powers. It is unclear how the bloodlines came into existence. Some believe that it dates back to an early civilization whose roots have been erased or perhaps ancient astronauts. Others feel that the tampering was more recent, occurring in the early twentieth century. While others think the Wave caused the genetic changes. A fringe element believes that such abilities are natural to the human race pointing to a variety of historical evidence concerning supposed psychic or magical events. Scientists are divided and the genetic evidence is unclear.&lt;br /&gt;
 &lt;br /&gt;
What is known is that each line has a “spread,” meaning the actual occurrence of powers within a line. Some are tightly clustered, meaning that close direct members tend to have powers. Some are more loosely spread, meaning that powers occur over a greater range. Why this happens is uncertain; many believe it is a natural factor of the super genes themselves. &lt;br /&gt;
&lt;br /&gt;
Among supers themselves, females tend to have stronger powers. The super gene cluster has thus far refused complete mapping. Some families are given to only a few low powered people, others to many. Some term these minor talents “Diasporas.” Some simply carry the potential, but have no powers. However, even non-powered bloodline persons may pass on the supergene. Accordingly there has been a rush to document genealogies by the government, corporations and private individuals. Since no one has developed a test to confirm the presence of the dormant gene in those among the Bloodlines without powers, this has become an issue of contention. &lt;br /&gt;
&lt;br /&gt;
In the handful of cases of cross-line breeding which have occurred, one line has taken dominance. However, the actual dominance of one line over another has no currently understood pattern. &lt;br /&gt;
&lt;br /&gt;
Today, we still do not understand what exactly allows such powers to work. Many, if not all, defy the limits of conventional physics. Yet, they still happen. One of the greatest obstacles to our further understanding of the issues involved is that much of the best research has been done under the auspices of the government or private corporations. These bodies have kept a close lid on such matters. Those who have performed public sector research have compiled a small body of often conflicting information, leading more to debate than discovery.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Bloodlines&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Names and descriptions of the eighteen Bloodlines can be found on the [[Bloodline Families page]].&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14180</id>
		<title>Bloodlines</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14180"/>
		<updated>2005-11-22T14:47:03Z</updated>

		<summary type="html">&lt;p&gt;Edige23: /* &amp;#039;&amp;#039;&amp;#039;Other Notable Characters&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;OVERVIEW&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The Bloodlines setting focuses on family lines of superheroes and how they exist in the world. As the Cold War of the 1950’s intensified, the US tested its most powerful thermonuclear weapon. Contrary to models and expectations, this blast’s effects continued on in what came to be known as the Promethean Wave, a series of aurora borealis which lasted an entire year, spanning the globe. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans made their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines. As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved. &lt;br /&gt;
&lt;br /&gt;
I&#039;d written up some of the general ideas for this about six years ago, but shelved it. Originally I&#039;d written up something more Cyberpunk/near-Future. I ended up with a little more classic thing after reading &#039;&#039;Starman&#039;&#039;, &#039;&#039;Tom Strong&#039;&#039;, &#039;&#039;Top Ten&#039;&#039;, &#039;&#039;Grounded&#039;&#039;, &#039;&#039;the Intimates&#039;&#039; and &#039;&#039;Ex Machina&#039;&#039; comics. I also read a blurb for &#039;&#039;Noble Causes&#039;&#039; and &#039;&#039;Runaways&#039;&#039; that gave me some ideas but I haven&#039;t actually read those. I built this as an eight session mini-campaign. I expect I will do more with it in the future. I asked the players to come up with generally likable characters; I&#039;d run dark supers before but I planned for this to be more optimistic.&lt;br /&gt;
&lt;br /&gt;
Everything here is the fault of Lowell Francis and his players. &lt;br /&gt;
&lt;br /&gt;
[[House Rules and Game Set Up]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CAST&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Based out of Chicago, the PC superteam has chosen the name, the Untouchables.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The PC&#039;s&#039;&#039;&#039;===&lt;br /&gt;
*Shutdown&lt;br /&gt;
*[[Cruel Butterfly]]&lt;br /&gt;
*Grey&lt;br /&gt;
*[[Roaming Wolf]]&lt;br /&gt;
*Onyx&lt;br /&gt;
*Bolt&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Supporting Staff&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
*Abbey Relihan: Administrator and liason with their mysterious patron.&lt;br /&gt;
*Davis Holden: Driver&lt;br /&gt;
*Carrie Ming: On-staff tech and support officer&lt;br /&gt;
*Dana Klemanski: On-staff tech who has Demolitions&lt;br /&gt;
*Lieutenant Solis Montoya: Contact on the police force&lt;br /&gt;
*Jesse Pergrom: High strung contact in the Minion underworld&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Other Notable Characters&#039;&#039;&#039;===&lt;br /&gt;
*Detective Badger: Man on scene at Brookfield incident&lt;br /&gt;
*Ace Braddock: International singing sensation and Cruel Butterfly&#039;s cousin&lt;br /&gt;
*Firstborn: Anarch; Shutdown&#039;s father&lt;br /&gt;
*Holly Glenn: Troublesome Reporter&lt;br /&gt;
*The Kangaroo: Bolt&#039;s father&lt;br /&gt;
*Arthur Karnak: Low level ex-Sinistry agent with fade powers&lt;br /&gt;
*Trey Karnak: Ran &amp;quot;The Minion Bar&amp;quot;&lt;br /&gt;
*Timothy &amp;quot;Wizard&amp;quot; Loring: Vanished Sorrentino tech&lt;br /&gt;
*Patriarch: Leader of Justice&lt;br /&gt;
*Karl Rody: Head of A-SWAT&lt;br /&gt;
*Transcendance: Shutdown&#039;s ex-wife now involved with Firstborn&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;ORGANIZATIONS&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Public Superhero Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Anarch Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Other Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Further Notes on Anarchs Operating in Chicago]]&lt;br /&gt;
&lt;br /&gt;
*[[Firstborn]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;NEWS AND INFO&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Beginning the second session, each game starts with news chosen by the group&#039;s staff as important and/or interesting.&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Two 10-21-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Three 11-4-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Four 11-18-04]]&lt;br /&gt;
&lt;br /&gt;
*[[Minion Blog]]&lt;br /&gt;
&lt;br /&gt;
*[[Seguer and Leeman Papers]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SESSION SUMMARY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Session One 10-7-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Two 10-21-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Three 11-4-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Four 11-18-05]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SETTING INFORMATION&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Public Perception and Terminology&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
One of the real difficulties for parahumans, Bloodliners, supers, whatever you wish to call them has been the pendulum-like response to them by the public, the media, and the government. At times they&#039;ve been seen as superstars and at others as genetic freaks that pose a potential threat to real humans. The last decade has seen a fragmentation and polarization of these attitudes. &lt;br /&gt;
&lt;br /&gt;
There are many theories for why this is. The polarization of America following 9/11. The glut of superhuman movies and TV shows during the late 70&#039;s early 80&#039;s that are now being viewed nostalgically. An increased awareness of the implications of genetic research and the patent tensions between nations. The rise of the internet and the ability for information to be widely disseminated and responded to quickly. &lt;br /&gt;
&lt;br /&gt;
In any case, parahumans today typically fall into one of several groups, at least in the US. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Government:&#039;&#039;&#039; there is and will always be a great deal of suspicion about the involvement of parahumans in the government, particularly as officers in law enforcement and information gathering capacities. The existence of the Parahuman Civil Service program has done little to alleviate these concerns in the public. &lt;br /&gt;
*&#039;&#039;&#039;Political:&#039;&#039;&#039; some cross the line between government and celebrity to run as active politicians. Though there numbers are few, they are important. Most generally downplay their Bloodline status. &lt;br /&gt;
*&#039;&#039;&#039;Celebrity:&#039;&#039;&#039; Probably the most accepted category of Bloodliner. It is also the most exposed and subject to the ups and downs of fame. However over the last two decades celebrity bloodliners have become more vocal about the private beliefs and politics, in some cases causing significant negative reactions. &lt;br /&gt;
*&#039;&#039;&#039;Corporate:&#039;&#039;&#039; Many corporations actively seek out Bloodliners as employees and for projects. The response to these hires depends on the image of the corporation itself. Recently Microsoft spun off its own super division, Vision, in order to avoid further negative publicity. Family: In the case of some of the tighter Bloodlines, such as Braddock and Syzmanski, the Bloodlines work towards the development of the family company. Again here the reaction depends on the image of the family. &lt;br /&gt;
*&#039;&#039;&#039;Private:&#039;&#039;&#039; Sometimes referred to wrongly as diaspora. These are people, in smaller positions, usually keeping their powers and abilities secret. &lt;br /&gt;
*&#039;&#039;&#039;Super:&#039;&#039;&#039; Persons involved in private law enforcement and vigilante activity. The response to these groups and persons varies from area to area. There has been a rise in Bloodliners choosing these roles in the last five years, in part a response to a generation exposed to the ideas coming of age and in part and response to the political climate. &lt;br /&gt;
*&#039;&#039;&#039;Anarch:&#039;&#039;&#039; Bloodliners who use their abilities for criminal ends.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Zero Moment&#039;&#039;&#039;===&lt;br /&gt;
It remains unclear what caused the explosion that claimed the lives of dozens of superheroes. When the Anarch teams Ravage and the Sinistry, with a large group of independent agents attempted to gain entry to the main Lockdown facility in SD, they were met in force by Frontline, Vision and their own gathering of independent heroes. At some point during their confrontation and explosion of undetermined source and energy ripped through them, killing everyone in the area. A EMP shockwave soon after distrupted sensors and left officals with few clues. The deaths of so many prominent Bloodliners has left chaos in its wake. &lt;br /&gt;
&lt;br /&gt;
Full List of the [[Zero Moment Dead]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;HISTORY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;World War II and First Supers&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Deep into the War America launched a series of scientific projects design to aid in the war effort both at home and abroad. Many of these were speculative beyond belief, including one based around creating human augmentation, in effect creating super soldiers. No one, possibly even the projects originators expected the project to succeed. Yet from that came almost two dozen heroes armed with fantastic powers. Within months they were deployed into action both as effective propaganda tools and deadly weapons. However shortly after the German revealed their own project apparently paralleling that of the US. As the war ground on, both sides found themselves embroiled in a devastating battle between these titans. Still if was the force of the armed services and the men on the ground that saw the day through, taking Berlin and Tokyo. By the end of the war, every super had died, killed in battles that laid whole cities to waste.. In the both the US and Germany the creators of their respective projects took their own lives and destroyed their work, determined that such beings could not, would not be unleashed on the world. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;The Bloodlines Evolve&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
In the mid-fifties as the Cold war intensified, the US tested its most powerful Thermonuclear explosive yet. The pattern and range for such explosion had been well documented by this point- the blinding flash, mushroom cloud and shockwave. However, this blasts effects continued on, out beyond the limits scientists had predicted. What followed came to be known as the Promethean Wave, a series of aurora borealis lasting an entire year. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans had begun to make their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines.&lt;br /&gt;
 &lt;br /&gt;
Today scientists have determined eighteen genetic lines which possess the potential for superpowers. The spread of families across the globe during the early part of the 20th Century made tracking these lines a decade long research project. Some seem to derive from a subject perhaps half a dozen generations back, meaning that the powers exist in a relatively tight spread. Others seem to have their Subject X, a person in whom the gene first occurs in the far past, meaning that this genetic trait has spread more widely. &lt;br /&gt;
&lt;br /&gt;
These bloodlines have several factors which allow researchers to draw some inference about them. First, although bloodlines have a wide range of powers, some are more given to occur within a line. Second, the size of the population indicates how far back the line reaches. Third the frequency of occurrence as well as the distance some can be traced. Scientists are still desperately trying to figure out how this genetic information is passed. Many believe that there may be many potential members of the group, but only a few who actually pass on the full traits and breeding potential. Artificial systems such as in vitro fertilization negate the passing of abilities. If both parents exhibit powers, then their child will as well. If only one has abilities then the rate drops, dependent on the particular bloodline. &lt;br /&gt;
&lt;br /&gt;
As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Genetic Theory and Spacing&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Scientists today are still uncertain about many of the facts surrounding super powers. It is unclear how the bloodlines came into existence. Some believe that it dates back to an early civilization whose roots have been erased or perhaps ancient astronauts. Others feel that the tampering was more recent, occurring in the early twentieth century. While others think the Wave caused the genetic changes. A fringe element believes that such abilities are natural to the human race pointing to a variety of historical evidence concerning supposed psychic or magical events. Scientists are divided and the genetic evidence is unclear.&lt;br /&gt;
 &lt;br /&gt;
What is known is that each line has a “spread,” meaning the actual occurrence of powers within a line. Some are tightly clustered, meaning that close direct members tend to have powers. Some are more loosely spread, meaning that powers occur over a greater range. Why this happens is uncertain; many believe it is a natural factor of the super genes themselves. &lt;br /&gt;
&lt;br /&gt;
Among supers themselves, females tend to have stronger powers. The super gene cluster has thus far refused complete mapping. Some families are given to only a few low powered people, others to many. Some term these minor talents “Diasporas.” Some simply carry the potential, but have no powers. However, even non-powered bloodline persons may pass on the supergene. Accordingly there has been a rush to document genealogies by the government, corporations and private individuals. Since no one has developed a test to confirm the presence of the dormant gene in those among the Bloodlines without powers, this has become an issue of contention. &lt;br /&gt;
&lt;br /&gt;
In the handful of cases of cross-line breeding which have occurred, one line has taken dominance. However, the actual dominance of one line over another has no currently understood pattern. &lt;br /&gt;
&lt;br /&gt;
Today, we still do not understand what exactly allows such powers to work. Many, if not all, defy the limits of conventional physics. Yet, they still happen. One of the greatest obstacles to our further understanding of the issues involved is that much of the best research has been done under the auspices of the government or private corporations. These bodies have kept a close lid on such matters. Those who have performed public sector research have compiled a small body of often conflicting information, leading more to debate than discovery.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Bloodlines&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Names and descriptions of the eighteen Bloodlines can be found on the [[Bloodline Families page]].&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14179</id>
		<title>Bloodlines</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14179"/>
		<updated>2005-11-22T14:44:41Z</updated>

		<summary type="html">&lt;p&gt;Edige23: /* &amp;#039;&amp;#039;The Bloodlines Evolve&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;OVERVIEW&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The Bloodlines setting focuses on family lines of superheroes and how they exist in the world. As the Cold War of the 1950’s intensified, the US tested its most powerful thermonuclear weapon. Contrary to models and expectations, this blast’s effects continued on in what came to be known as the Promethean Wave, a series of aurora borealis which lasted an entire year, spanning the globe. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans made their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines. As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved. &lt;br /&gt;
&lt;br /&gt;
I&#039;d written up some of the general ideas for this about six years ago, but shelved it. Originally I&#039;d written up something more Cyberpunk/near-Future. I ended up with a little more classic thing after reading &#039;&#039;Starman&#039;&#039;, &#039;&#039;Tom Strong&#039;&#039;, &#039;&#039;Top Ten&#039;&#039;, &#039;&#039;Grounded&#039;&#039;, &#039;&#039;the Intimates&#039;&#039; and &#039;&#039;Ex Machina&#039;&#039; comics. I also read a blurb for &#039;&#039;Noble Causes&#039;&#039; and &#039;&#039;Runaways&#039;&#039; that gave me some ideas but I haven&#039;t actually read those. I built this as an eight session mini-campaign. I expect I will do more with it in the future. I asked the players to come up with generally likable characters; I&#039;d run dark supers before but I planned for this to be more optimistic.&lt;br /&gt;
&lt;br /&gt;
Everything here is the fault of Lowell Francis and his players. &lt;br /&gt;
&lt;br /&gt;
[[House Rules and Game Set Up]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CAST&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Based out of Chicago, the PC superteam has chosen the name, the Untouchables.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The PC&#039;s&#039;&#039;&#039;===&lt;br /&gt;
*Shutdown&lt;br /&gt;
*[[Cruel Butterfly]]&lt;br /&gt;
*Grey&lt;br /&gt;
*[[Roaming Wolf]]&lt;br /&gt;
*Onyx&lt;br /&gt;
*Bolt&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Supporting Staff&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
*Abbey Relihan: Administrator and liason with their mysterious patron.&lt;br /&gt;
*Davis Holden: Driver&lt;br /&gt;
*Carrie Ming: On-staff tech and support officer&lt;br /&gt;
*Dana Klemanski: On-staff tech who has Demolitions&lt;br /&gt;
*Lieutenant Solis Montoya: Contact on the police force&lt;br /&gt;
*Jesse Pergrom: High strung contact in the Minion underworld&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Other Notable Characters&#039;&#039;&#039;===&lt;br /&gt;
*The Kangaroo: Bolt&#039;s father&lt;br /&gt;
*Karl Rody: Head of A-SWAT&lt;br /&gt;
*Detective Badger: Man on scene at Brookfield incident&lt;br /&gt;
*Timothy &amp;quot;Wizard&amp;quot; Loring: Vanished Sorrentino tech&lt;br /&gt;
*Patriarch: Leader of Justice&lt;br /&gt;
*Holly Glenn: Troublesome Reporter&lt;br /&gt;
*Firstborn: Anarch; Shutdown&#039;s father&lt;br /&gt;
*Transcendance: Shutdown&#039;s ex-wife now involved with Firstborn&lt;br /&gt;
*Ace Braddock: International singing sensation and Cruel Butterfly&#039;s cousin&lt;br /&gt;
*Arthur Karnak: Low level ex-Sinistry agent with fade powers&lt;br /&gt;
*Trey Karnak: Ran &amp;quot;The Minion Bar&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;ORGANIZATIONS&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Public Superhero Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Anarch Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Other Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Further Notes on Anarchs Operating in Chicago]]&lt;br /&gt;
&lt;br /&gt;
*[[Firstborn]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;NEWS AND INFO&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Beginning the second session, each game starts with news chosen by the group&#039;s staff as important and/or interesting.&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Two 10-21-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Three 11-4-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Four 11-18-04]]&lt;br /&gt;
&lt;br /&gt;
*[[Minion Blog]]&lt;br /&gt;
&lt;br /&gt;
*[[Seguer and Leeman Papers]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SESSION SUMMARY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Session One 10-7-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Two 10-21-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Three 11-4-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Four 11-18-05]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SETTING INFORMATION&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Public Perception and Terminology&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
One of the real difficulties for parahumans, Bloodliners, supers, whatever you wish to call them has been the pendulum-like response to them by the public, the media, and the government. At times they&#039;ve been seen as superstars and at others as genetic freaks that pose a potential threat to real humans. The last decade has seen a fragmentation and polarization of these attitudes. &lt;br /&gt;
&lt;br /&gt;
There are many theories for why this is. The polarization of America following 9/11. The glut of superhuman movies and TV shows during the late 70&#039;s early 80&#039;s that are now being viewed nostalgically. An increased awareness of the implications of genetic research and the patent tensions between nations. The rise of the internet and the ability for information to be widely disseminated and responded to quickly. &lt;br /&gt;
&lt;br /&gt;
In any case, parahumans today typically fall into one of several groups, at least in the US. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Government:&#039;&#039;&#039; there is and will always be a great deal of suspicion about the involvement of parahumans in the government, particularly as officers in law enforcement and information gathering capacities. The existence of the Parahuman Civil Service program has done little to alleviate these concerns in the public. &lt;br /&gt;
*&#039;&#039;&#039;Political:&#039;&#039;&#039; some cross the line between government and celebrity to run as active politicians. Though there numbers are few, they are important. Most generally downplay their Bloodline status. &lt;br /&gt;
*&#039;&#039;&#039;Celebrity:&#039;&#039;&#039; Probably the most accepted category of Bloodliner. It is also the most exposed and subject to the ups and downs of fame. However over the last two decades celebrity bloodliners have become more vocal about the private beliefs and politics, in some cases causing significant negative reactions. &lt;br /&gt;
*&#039;&#039;&#039;Corporate:&#039;&#039;&#039; Many corporations actively seek out Bloodliners as employees and for projects. The response to these hires depends on the image of the corporation itself. Recently Microsoft spun off its own super division, Vision, in order to avoid further negative publicity. Family: In the case of some of the tighter Bloodlines, such as Braddock and Syzmanski, the Bloodlines work towards the development of the family company. Again here the reaction depends on the image of the family. &lt;br /&gt;
*&#039;&#039;&#039;Private:&#039;&#039;&#039; Sometimes referred to wrongly as diaspora. These are people, in smaller positions, usually keeping their powers and abilities secret. &lt;br /&gt;
*&#039;&#039;&#039;Super:&#039;&#039;&#039; Persons involved in private law enforcement and vigilante activity. The response to these groups and persons varies from area to area. There has been a rise in Bloodliners choosing these roles in the last five years, in part a response to a generation exposed to the ideas coming of age and in part and response to the political climate. &lt;br /&gt;
*&#039;&#039;&#039;Anarch:&#039;&#039;&#039; Bloodliners who use their abilities for criminal ends.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Zero Moment&#039;&#039;&#039;===&lt;br /&gt;
It remains unclear what caused the explosion that claimed the lives of dozens of superheroes. When the Anarch teams Ravage and the Sinistry, with a large group of independent agents attempted to gain entry to the main Lockdown facility in SD, they were met in force by Frontline, Vision and their own gathering of independent heroes. At some point during their confrontation and explosion of undetermined source and energy ripped through them, killing everyone in the area. A EMP shockwave soon after distrupted sensors and left officals with few clues. The deaths of so many prominent Bloodliners has left chaos in its wake. &lt;br /&gt;
&lt;br /&gt;
Full List of the [[Zero Moment Dead]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;HISTORY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;World War II and First Supers&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Deep into the War America launched a series of scientific projects design to aid in the war effort both at home and abroad. Many of these were speculative beyond belief, including one based around creating human augmentation, in effect creating super soldiers. No one, possibly even the projects originators expected the project to succeed. Yet from that came almost two dozen heroes armed with fantastic powers. Within months they were deployed into action both as effective propaganda tools and deadly weapons. However shortly after the German revealed their own project apparently paralleling that of the US. As the war ground on, both sides found themselves embroiled in a devastating battle between these titans. Still if was the force of the armed services and the men on the ground that saw the day through, taking Berlin and Tokyo. By the end of the war, every super had died, killed in battles that laid whole cities to waste.. In the both the US and Germany the creators of their respective projects took their own lives and destroyed their work, determined that such beings could not, would not be unleashed on the world. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;The Bloodlines Evolve&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
In the mid-fifties as the Cold war intensified, the US tested its most powerful Thermonuclear explosive yet. The pattern and range for such explosion had been well documented by this point- the blinding flash, mushroom cloud and shockwave. However, this blasts effects continued on, out beyond the limits scientists had predicted. What followed came to be known as the Promethean Wave, a series of aurora borealis lasting an entire year. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans had begun to make their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines.&lt;br /&gt;
 &lt;br /&gt;
Today scientists have determined eighteen genetic lines which possess the potential for superpowers. The spread of families across the globe during the early part of the 20th Century made tracking these lines a decade long research project. Some seem to derive from a subject perhaps half a dozen generations back, meaning that the powers exist in a relatively tight spread. Others seem to have their Subject X, a person in whom the gene first occurs in the far past, meaning that this genetic trait has spread more widely. &lt;br /&gt;
&lt;br /&gt;
These bloodlines have several factors which allow researchers to draw some inference about them. First, although bloodlines have a wide range of powers, some are more given to occur within a line. Second, the size of the population indicates how far back the line reaches. Third the frequency of occurrence as well as the distance some can be traced. Scientists are still desperately trying to figure out how this genetic information is passed. Many believe that there may be many potential members of the group, but only a few who actually pass on the full traits and breeding potential. Artificial systems such as in vitro fertilization negate the passing of abilities. If both parents exhibit powers, then their child will as well. If only one has abilities then the rate drops, dependent on the particular bloodline. &lt;br /&gt;
&lt;br /&gt;
As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Genetic Theory and Spacing&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Scientists today are still uncertain about many of the facts surrounding super powers. It is unclear how the bloodlines came into existence. Some believe that it dates back to an early civilization whose roots have been erased or perhaps ancient astronauts. Others feel that the tampering was more recent, occurring in the early twentieth century. While others think the Wave caused the genetic changes. A fringe element believes that such abilities are natural to the human race pointing to a variety of historical evidence concerning supposed psychic or magical events. Scientists are divided and the genetic evidence is unclear.&lt;br /&gt;
 &lt;br /&gt;
What is known is that each line has a “spread,” meaning the actual occurrence of powers within a line. Some are tightly clustered, meaning that close direct members tend to have powers. Some are more loosely spread, meaning that powers occur over a greater range. Why this happens is uncertain; many believe it is a natural factor of the super genes themselves. &lt;br /&gt;
&lt;br /&gt;
Among supers themselves, females tend to have stronger powers. The super gene cluster has thus far refused complete mapping. Some families are given to only a few low powered people, others to many. Some term these minor talents “Diasporas.” Some simply carry the potential, but have no powers. However, even non-powered bloodline persons may pass on the supergene. Accordingly there has been a rush to document genealogies by the government, corporations and private individuals. Since no one has developed a test to confirm the presence of the dormant gene in those among the Bloodlines without powers, this has become an issue of contention. &lt;br /&gt;
&lt;br /&gt;
In the handful of cases of cross-line breeding which have occurred, one line has taken dominance. However, the actual dominance of one line over another has no currently understood pattern. &lt;br /&gt;
&lt;br /&gt;
Today, we still do not understand what exactly allows such powers to work. Many, if not all, defy the limits of conventional physics. Yet, they still happen. One of the greatest obstacles to our further understanding of the issues involved is that much of the best research has been done under the auspices of the government or private corporations. These bodies have kept a close lid on such matters. Those who have performed public sector research have compiled a small body of often conflicting information, leading more to debate than discovery.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Bloodlines&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Names and descriptions of the eighteen Bloodlines can be found on the [[Bloodline Families page]].&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14178</id>
		<title>Bloodlines</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14178"/>
		<updated>2005-11-22T14:43:15Z</updated>

		<summary type="html">&lt;p&gt;Edige23: /* &amp;#039;&amp;#039;&amp;#039;SESSION SUMMARY&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;OVERVIEW&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The Bloodlines setting focuses on family lines of superheroes and how they exist in the world. As the Cold War of the 1950’s intensified, the US tested its most powerful thermonuclear weapon. Contrary to models and expectations, this blast’s effects continued on in what came to be known as the Promethean Wave, a series of aurora borealis which lasted an entire year, spanning the globe. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans made their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines. As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved. &lt;br /&gt;
&lt;br /&gt;
I&#039;d written up some of the general ideas for this about six years ago, but shelved it. Originally I&#039;d written up something more Cyberpunk/near-Future. I ended up with a little more classic thing after reading &#039;&#039;Starman&#039;&#039;, &#039;&#039;Tom Strong&#039;&#039;, &#039;&#039;Top Ten&#039;&#039;, &#039;&#039;Grounded&#039;&#039;, &#039;&#039;the Intimates&#039;&#039; and &#039;&#039;Ex Machina&#039;&#039; comics. I also read a blurb for &#039;&#039;Noble Causes&#039;&#039; and &#039;&#039;Runaways&#039;&#039; that gave me some ideas but I haven&#039;t actually read those. I built this as an eight session mini-campaign. I expect I will do more with it in the future. I asked the players to come up with generally likable characters; I&#039;d run dark supers before but I planned for this to be more optimistic.&lt;br /&gt;
&lt;br /&gt;
Everything here is the fault of Lowell Francis and his players. &lt;br /&gt;
&lt;br /&gt;
[[House Rules and Game Set Up]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CAST&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Based out of Chicago, the PC superteam has chosen the name, the Untouchables.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The PC&#039;s&#039;&#039;&#039;===&lt;br /&gt;
*Shutdown&lt;br /&gt;
*[[Cruel Butterfly]]&lt;br /&gt;
*Grey&lt;br /&gt;
*[[Roaming Wolf]]&lt;br /&gt;
*Onyx&lt;br /&gt;
*Bolt&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Supporting Staff&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
*Abbey Relihan: Administrator and liason with their mysterious patron.&lt;br /&gt;
*Davis Holden: Driver&lt;br /&gt;
*Carrie Ming: On-staff tech and support officer&lt;br /&gt;
*Dana Klemanski: On-staff tech who has Demolitions&lt;br /&gt;
*Lieutenant Solis Montoya: Contact on the police force&lt;br /&gt;
*Jesse Pergrom: High strung contact in the Minion underworld&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Other Notable Characters&#039;&#039;&#039;===&lt;br /&gt;
*The Kangaroo: Bolt&#039;s father&lt;br /&gt;
*Karl Rody: Head of A-SWAT&lt;br /&gt;
*Detective Badger: Man on scene at Brookfield incident&lt;br /&gt;
*Timothy &amp;quot;Wizard&amp;quot; Loring: Vanished Sorrentino tech&lt;br /&gt;
*Patriarch: Leader of Justice&lt;br /&gt;
*Holly Glenn: Troublesome Reporter&lt;br /&gt;
*Firstborn: Anarch; Shutdown&#039;s father&lt;br /&gt;
*Transcendance: Shutdown&#039;s ex-wife now involved with Firstborn&lt;br /&gt;
*Ace Braddock: International singing sensation and Cruel Butterfly&#039;s cousin&lt;br /&gt;
*Arthur Karnak: Low level ex-Sinistry agent with fade powers&lt;br /&gt;
*Trey Karnak: Ran &amp;quot;The Minion Bar&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;ORGANIZATIONS&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Public Superhero Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Anarch Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Other Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Further Notes on Anarchs Operating in Chicago]]&lt;br /&gt;
&lt;br /&gt;
*[[Firstborn]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;NEWS AND INFO&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Beginning the second session, each game starts with news chosen by the group&#039;s staff as important and/or interesting.&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Two 10-21-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Three 11-4-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Four 11-18-04]]&lt;br /&gt;
&lt;br /&gt;
*[[Minion Blog]]&lt;br /&gt;
&lt;br /&gt;
*[[Seguer and Leeman Papers]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SESSION SUMMARY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Session One 10-7-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Two 10-21-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Three 11-4-05]]&lt;br /&gt;
&lt;br /&gt;
*[[Session Four 11-18-05]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SETTING INFORMATION&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Public Perception and Terminology&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
One of the real difficulties for parahumans, Bloodliners, supers, whatever you wish to call them has been the pendulum-like response to them by the public, the media, and the government. At times they&#039;ve been seen as superstars and at others as genetic freaks that pose a potential threat to real humans. The last decade has seen a fragmentation and polarization of these attitudes. &lt;br /&gt;
&lt;br /&gt;
There are many theories for why this is. The polarization of America following 9/11. The glut of superhuman movies and TV shows during the late 70&#039;s early 80&#039;s that are now being viewed nostalgically. An increased awareness of the implications of genetic research and the patent tensions between nations. The rise of the internet and the ability for information to be widely disseminated and responded to quickly. &lt;br /&gt;
&lt;br /&gt;
In any case, parahumans today typically fall into one of several groups, at least in the US. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Government:&#039;&#039;&#039; there is and will always be a great deal of suspicion about the involvement of parahumans in the government, particularly as officers in law enforcement and information gathering capacities. The existence of the Parahuman Civil Service program has done little to alleviate these concerns in the public. &lt;br /&gt;
*&#039;&#039;&#039;Political:&#039;&#039;&#039; some cross the line between government and celebrity to run as active politicians. Though there numbers are few, they are important. Most generally downplay their Bloodline status. &lt;br /&gt;
*&#039;&#039;&#039;Celebrity:&#039;&#039;&#039; Probably the most accepted category of Bloodliner. It is also the most exposed and subject to the ups and downs of fame. However over the last two decades celebrity bloodliners have become more vocal about the private beliefs and politics, in some cases causing significant negative reactions. &lt;br /&gt;
*&#039;&#039;&#039;Corporate:&#039;&#039;&#039; Many corporations actively seek out Bloodliners as employees and for projects. The response to these hires depends on the image of the corporation itself. Recently Microsoft spun off its own super division, Vision, in order to avoid further negative publicity. Family: In the case of some of the tighter Bloodlines, such as Braddock and Syzmanski, the Bloodlines work towards the development of the family company. Again here the reaction depends on the image of the family. &lt;br /&gt;
*&#039;&#039;&#039;Private:&#039;&#039;&#039; Sometimes referred to wrongly as diaspora. These are people, in smaller positions, usually keeping their powers and abilities secret. &lt;br /&gt;
*&#039;&#039;&#039;Super:&#039;&#039;&#039; Persons involved in private law enforcement and vigilante activity. The response to these groups and persons varies from area to area. There has been a rise in Bloodliners choosing these roles in the last five years, in part a response to a generation exposed to the ideas coming of age and in part and response to the political climate. &lt;br /&gt;
*&#039;&#039;&#039;Anarch:&#039;&#039;&#039; Bloodliners who use their abilities for criminal ends.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Zero Moment&#039;&#039;&#039;===&lt;br /&gt;
It remains unclear what caused the explosion that claimed the lives of dozens of superheroes. When the Anarch teams Ravage and the Sinistry, with a large group of independent agents attempted to gain entry to the main Lockdown facility in SD, they were met in force by Frontline, Vision and their own gathering of independent heroes. At some point during their confrontation and explosion of undetermined source and energy ripped through them, killing everyone in the area. A EMP shockwave soon after distrupted sensors and left officals with few clues. The deaths of so many prominent Bloodliners has left chaos in its wake. &lt;br /&gt;
&lt;br /&gt;
Full List of the [[Zero Moment Dead]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;HISTORY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;World War II and First Supers&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Deep into the War America launched a series of scientific projects design to aid in the war effort both at home and abroad. Many of these were speculative beyond belief, including one based around creating human augmentation, in effect creating super soldiers. No one, possibly even the projects originators expected the project to succeed. Yet from that came almost two dozen heroes armed with fantastic powers. Within months they were deployed into action both as effective propaganda tools and deadly weapons. However shortly after the German revealed their own project apparently paralleling that of the US. As the war ground on, both sides found themselves embroiled in a devastating battle between these titans. Still if was the force of the armed services and the men on the ground that saw the day through, taking Berlin and Tokyo. By the end of the war, every super had died, killed in battles that laid whole cities to waste.. In the both the US and Germany the creators of their respective projects took their own lives and destroyed their work, determined that such beings could not, would not be unleashed on the world. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;The Bloodlines Evolve&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
In the mid-fifities as the Cold war intensified, the US tested its most powerful Thermonuclear explosive yet. The pattern and range for such explosion had been well documented by this point- the blinding flash, mushroom cloud and shockwave. However, this blasts effects continued on, out beyond the limits scientists had predicted. What followed came to be known as the Promethean Wave, a series of aurora borealis lasting an entire year. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans had begun to make their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines.&lt;br /&gt;
 &lt;br /&gt;
Today scientists have determined eighteen genetic lines which possess the potential for superpowers. The spread of families across the globe during the early part of the 20th Century made tracking these lines a decade long research project. Some seem to derive from a subject perhaps half a dozen generations back, meaning that the powers exist in a relatively tight spread. Others seem to have their Subject X, a person in whom the gene first occurs in the far past, meaning that this genetic trait has spread more widely. &lt;br /&gt;
&lt;br /&gt;
These bloodlines have several factors which allow researchers to draw some inference about them. First, although bloodlines have a wide range of powers, some are more given to occur within a line. Second, the size of the population indicates how far back the line reaches. Third the frequency of occurrence as well as the distance some can be traced. Scientists are still desperately trying to figure out how this genetic information is passed. Many believe that there may be many potential members of the group, but only a few who actually pass on the full traits and breeding potential. Artificial systems such as in vitro fertilization negate the passing of abilities. If both parents exhibit powers, then their child will as well. If only one has abilities then the rate drops, dependent on the particular bloodline. &lt;br /&gt;
&lt;br /&gt;
As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Genetic Theory and Spacing&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Scientists today are still uncertain about many of the facts surrounding super powers. It is unclear how the bloodlines came into existence. Some believe that it dates back to an early civilization whose roots have been erased or perhaps ancient astronauts. Others feel that the tampering was more recent, occurring in the early twentieth century. While others think the Wave caused the genetic changes. A fringe element believes that such abilities are natural to the human race pointing to a variety of historical evidence concerning supposed psychic or magical events. Scientists are divided and the genetic evidence is unclear.&lt;br /&gt;
 &lt;br /&gt;
What is known is that each line has a “spread,” meaning the actual occurrence of powers within a line. Some are tightly clustered, meaning that close direct members tend to have powers. Some are more loosely spread, meaning that powers occur over a greater range. Why this happens is uncertain; many believe it is a natural factor of the super genes themselves. &lt;br /&gt;
&lt;br /&gt;
Among supers themselves, females tend to have stronger powers. The super gene cluster has thus far refused complete mapping. Some families are given to only a few low powered people, others to many. Some term these minor talents “Diasporas.” Some simply carry the potential, but have no powers. However, even non-powered bloodline persons may pass on the supergene. Accordingly there has been a rush to document genealogies by the government, corporations and private individuals. Since no one has developed a test to confirm the presence of the dormant gene in those among the Bloodlines without powers, this has become an issue of contention. &lt;br /&gt;
&lt;br /&gt;
In the handful of cases of cross-line breeding which have occurred, one line has taken dominance. However, the actual dominance of one line over another has no currently understood pattern. &lt;br /&gt;
&lt;br /&gt;
Today, we still do not understand what exactly allows such powers to work. Many, if not all, defy the limits of conventional physics. Yet, they still happen. One of the greatest obstacles to our further understanding of the issues involved is that much of the best research has been done under the auspices of the government or private corporations. These bodies have kept a close lid on such matters. Those who have performed public sector research have compiled a small body of often conflicting information, leading more to debate than discovery.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Bloodlines&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Names and descriptions of the eighteen Bloodlines can be found on the [[Bloodline Families page]].&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14177</id>
		<title>Bloodlines</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14177"/>
		<updated>2005-11-22T14:42:46Z</updated>

		<summary type="html">&lt;p&gt;Edige23: /* &amp;#039;&amp;#039;&amp;#039;SESSION SUMMARY&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;OVERVIEW&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The Bloodlines setting focuses on family lines of superheroes and how they exist in the world. As the Cold War of the 1950’s intensified, the US tested its most powerful thermonuclear weapon. Contrary to models and expectations, this blast’s effects continued on in what came to be known as the Promethean Wave, a series of aurora borealis which lasted an entire year, spanning the globe. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans made their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines. As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved. &lt;br /&gt;
&lt;br /&gt;
I&#039;d written up some of the general ideas for this about six years ago, but shelved it. Originally I&#039;d written up something more Cyberpunk/near-Future. I ended up with a little more classic thing after reading &#039;&#039;Starman&#039;&#039;, &#039;&#039;Tom Strong&#039;&#039;, &#039;&#039;Top Ten&#039;&#039;, &#039;&#039;Grounded&#039;&#039;, &#039;&#039;the Intimates&#039;&#039; and &#039;&#039;Ex Machina&#039;&#039; comics. I also read a blurb for &#039;&#039;Noble Causes&#039;&#039; and &#039;&#039;Runaways&#039;&#039; that gave me some ideas but I haven&#039;t actually read those. I built this as an eight session mini-campaign. I expect I will do more with it in the future. I asked the players to come up with generally likable characters; I&#039;d run dark supers before but I planned for this to be more optimistic.&lt;br /&gt;
&lt;br /&gt;
Everything here is the fault of Lowell Francis and his players. &lt;br /&gt;
&lt;br /&gt;
[[House Rules and Game Set Up]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CAST&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Based out of Chicago, the PC superteam has chosen the name, the Untouchables.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The PC&#039;s&#039;&#039;&#039;===&lt;br /&gt;
*Shutdown&lt;br /&gt;
*[[Cruel Butterfly]]&lt;br /&gt;
*Grey&lt;br /&gt;
*[[Roaming Wolf]]&lt;br /&gt;
*Onyx&lt;br /&gt;
*Bolt&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Supporting Staff&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
*Abbey Relihan: Administrator and liason with their mysterious patron.&lt;br /&gt;
*Davis Holden: Driver&lt;br /&gt;
*Carrie Ming: On-staff tech and support officer&lt;br /&gt;
*Dana Klemanski: On-staff tech who has Demolitions&lt;br /&gt;
*Lieutenant Solis Montoya: Contact on the police force&lt;br /&gt;
*Jesse Pergrom: High strung contact in the Minion underworld&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Other Notable Characters&#039;&#039;&#039;===&lt;br /&gt;
*The Kangaroo: Bolt&#039;s father&lt;br /&gt;
*Karl Rody: Head of A-SWAT&lt;br /&gt;
*Detective Badger: Man on scene at Brookfield incident&lt;br /&gt;
*Timothy &amp;quot;Wizard&amp;quot; Loring: Vanished Sorrentino tech&lt;br /&gt;
*Patriarch: Leader of Justice&lt;br /&gt;
*Holly Glenn: Troublesome Reporter&lt;br /&gt;
*Firstborn: Anarch; Shutdown&#039;s father&lt;br /&gt;
*Transcendance: Shutdown&#039;s ex-wife now involved with Firstborn&lt;br /&gt;
*Ace Braddock: International singing sensation and Cruel Butterfly&#039;s cousin&lt;br /&gt;
*Arthur Karnak: Low level ex-Sinistry agent with fade powers&lt;br /&gt;
*Trey Karnak: Ran &amp;quot;The Minion Bar&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;ORGANIZATIONS&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Public Superhero Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Anarch Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Other Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Further Notes on Anarchs Operating in Chicago]]&lt;br /&gt;
&lt;br /&gt;
*[[Firstborn]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;NEWS AND INFO&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Beginning the second session, each game starts with news chosen by the group&#039;s staff as important and/or interesting.&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Two 10-21-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Three 11-4-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Four 11-18-04]]&lt;br /&gt;
&lt;br /&gt;
*[[Minion Blog]]&lt;br /&gt;
&lt;br /&gt;
*[[Seguer and Leeman Papers]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SESSION SUMMARY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Session One 10-7-05]]&lt;br /&gt;
&lt;br /&gt;
[[Session Two 10-21-05]]&lt;br /&gt;
&lt;br /&gt;
[[Session Three 11-4-05]]&lt;br /&gt;
&lt;br /&gt;
[[Session Four 11-18-05]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SETTING INFORMATION&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Public Perception and Terminology&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
One of the real difficulties for parahumans, Bloodliners, supers, whatever you wish to call them has been the pendulum-like response to them by the public, the media, and the government. At times they&#039;ve been seen as superstars and at others as genetic freaks that pose a potential threat to real humans. The last decade has seen a fragmentation and polarization of these attitudes. &lt;br /&gt;
&lt;br /&gt;
There are many theories for why this is. The polarization of America following 9/11. The glut of superhuman movies and TV shows during the late 70&#039;s early 80&#039;s that are now being viewed nostalgically. An increased awareness of the implications of genetic research and the patent tensions between nations. The rise of the internet and the ability for information to be widely disseminated and responded to quickly. &lt;br /&gt;
&lt;br /&gt;
In any case, parahumans today typically fall into one of several groups, at least in the US. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Government:&#039;&#039;&#039; there is and will always be a great deal of suspicion about the involvement of parahumans in the government, particularly as officers in law enforcement and information gathering capacities. The existence of the Parahuman Civil Service program has done little to alleviate these concerns in the public. &lt;br /&gt;
*&#039;&#039;&#039;Political:&#039;&#039;&#039; some cross the line between government and celebrity to run as active politicians. Though there numbers are few, they are important. Most generally downplay their Bloodline status. &lt;br /&gt;
*&#039;&#039;&#039;Celebrity:&#039;&#039;&#039; Probably the most accepted category of Bloodliner. It is also the most exposed and subject to the ups and downs of fame. However over the last two decades celebrity bloodliners have become more vocal about the private beliefs and politics, in some cases causing significant negative reactions. &lt;br /&gt;
*&#039;&#039;&#039;Corporate:&#039;&#039;&#039; Many corporations actively seek out Bloodliners as employees and for projects. The response to these hires depends on the image of the corporation itself. Recently Microsoft spun off its own super division, Vision, in order to avoid further negative publicity. Family: In the case of some of the tighter Bloodlines, such as Braddock and Syzmanski, the Bloodlines work towards the development of the family company. Again here the reaction depends on the image of the family. &lt;br /&gt;
*&#039;&#039;&#039;Private:&#039;&#039;&#039; Sometimes referred to wrongly as diaspora. These are people, in smaller positions, usually keeping their powers and abilities secret. &lt;br /&gt;
*&#039;&#039;&#039;Super:&#039;&#039;&#039; Persons involved in private law enforcement and vigilante activity. The response to these groups and persons varies from area to area. There has been a rise in Bloodliners choosing these roles in the last five years, in part a response to a generation exposed to the ideas coming of age and in part and response to the political climate. &lt;br /&gt;
*&#039;&#039;&#039;Anarch:&#039;&#039;&#039; Bloodliners who use their abilities for criminal ends.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Zero Moment&#039;&#039;&#039;===&lt;br /&gt;
It remains unclear what caused the explosion that claimed the lives of dozens of superheroes. When the Anarch teams Ravage and the Sinistry, with a large group of independent agents attempted to gain entry to the main Lockdown facility in SD, they were met in force by Frontline, Vision and their own gathering of independent heroes. At some point during their confrontation and explosion of undetermined source and energy ripped through them, killing everyone in the area. A EMP shockwave soon after distrupted sensors and left officals with few clues. The deaths of so many prominent Bloodliners has left chaos in its wake. &lt;br /&gt;
&lt;br /&gt;
Full List of the [[Zero Moment Dead]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;HISTORY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;World War II and First Supers&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Deep into the War America launched a series of scientific projects design to aid in the war effort both at home and abroad. Many of these were speculative beyond belief, including one based around creating human augmentation, in effect creating super soldiers. No one, possibly even the projects originators expected the project to succeed. Yet from that came almost two dozen heroes armed with fantastic powers. Within months they were deployed into action both as effective propaganda tools and deadly weapons. However shortly after the German revealed their own project apparently paralleling that of the US. As the war ground on, both sides found themselves embroiled in a devastating battle between these titans. Still if was the force of the armed services and the men on the ground that saw the day through, taking Berlin and Tokyo. By the end of the war, every super had died, killed in battles that laid whole cities to waste.. In the both the US and Germany the creators of their respective projects took their own lives and destroyed their work, determined that such beings could not, would not be unleashed on the world. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;The Bloodlines Evolve&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
In the mid-fifities as the Cold war intensified, the US tested its most powerful Thermonuclear explosive yet. The pattern and range for such explosion had been well documented by this point- the blinding flash, mushroom cloud and shockwave. However, this blasts effects continued on, out beyond the limits scientists had predicted. What followed came to be known as the Promethean Wave, a series of aurora borealis lasting an entire year. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans had begun to make their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines.&lt;br /&gt;
 &lt;br /&gt;
Today scientists have determined eighteen genetic lines which possess the potential for superpowers. The spread of families across the globe during the early part of the 20th Century made tracking these lines a decade long research project. Some seem to derive from a subject perhaps half a dozen generations back, meaning that the powers exist in a relatively tight spread. Others seem to have their Subject X, a person in whom the gene first occurs in the far past, meaning that this genetic trait has spread more widely. &lt;br /&gt;
&lt;br /&gt;
These bloodlines have several factors which allow researchers to draw some inference about them. First, although bloodlines have a wide range of powers, some are more given to occur within a line. Second, the size of the population indicates how far back the line reaches. Third the frequency of occurrence as well as the distance some can be traced. Scientists are still desperately trying to figure out how this genetic information is passed. Many believe that there may be many potential members of the group, but only a few who actually pass on the full traits and breeding potential. Artificial systems such as in vitro fertilization negate the passing of abilities. If both parents exhibit powers, then their child will as well. If only one has abilities then the rate drops, dependent on the particular bloodline. &lt;br /&gt;
&lt;br /&gt;
As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Genetic Theory and Spacing&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Scientists today are still uncertain about many of the facts surrounding super powers. It is unclear how the bloodlines came into existence. Some believe that it dates back to an early civilization whose roots have been erased or perhaps ancient astronauts. Others feel that the tampering was more recent, occurring in the early twentieth century. While others think the Wave caused the genetic changes. A fringe element believes that such abilities are natural to the human race pointing to a variety of historical evidence concerning supposed psychic or magical events. Scientists are divided and the genetic evidence is unclear.&lt;br /&gt;
 &lt;br /&gt;
What is known is that each line has a “spread,” meaning the actual occurrence of powers within a line. Some are tightly clustered, meaning that close direct members tend to have powers. Some are more loosely spread, meaning that powers occur over a greater range. Why this happens is uncertain; many believe it is a natural factor of the super genes themselves. &lt;br /&gt;
&lt;br /&gt;
Among supers themselves, females tend to have stronger powers. The super gene cluster has thus far refused complete mapping. Some families are given to only a few low powered people, others to many. Some term these minor talents “Diasporas.” Some simply carry the potential, but have no powers. However, even non-powered bloodline persons may pass on the supergene. Accordingly there has been a rush to document genealogies by the government, corporations and private individuals. Since no one has developed a test to confirm the presence of the dormant gene in those among the Bloodlines without powers, this has become an issue of contention. &lt;br /&gt;
&lt;br /&gt;
In the handful of cases of cross-line breeding which have occurred, one line has taken dominance. However, the actual dominance of one line over another has no currently understood pattern. &lt;br /&gt;
&lt;br /&gt;
Today, we still do not understand what exactly allows such powers to work. Many, if not all, defy the limits of conventional physics. Yet, they still happen. One of the greatest obstacles to our further understanding of the issues involved is that much of the best research has been done under the auspices of the government or private corporations. These bodies have kept a close lid on such matters. Those who have performed public sector research have compiled a small body of often conflicting information, leading more to debate than discovery.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Bloodlines&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Names and descriptions of the eighteen Bloodlines can be found on the [[Bloodline Families page]].&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14176</id>
		<title>Bloodlines</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14176"/>
		<updated>2005-11-22T14:19:10Z</updated>

		<summary type="html">&lt;p&gt;Edige23: /* &amp;#039;&amp;#039;&amp;#039;Supporting Staff&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;OVERVIEW&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The Bloodlines setting focuses on family lines of superheroes and how they exist in the world. As the Cold War of the 1950’s intensified, the US tested its most powerful thermonuclear weapon. Contrary to models and expectations, this blast’s effects continued on in what came to be known as the Promethean Wave, a series of aurora borealis which lasted an entire year, spanning the globe. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans made their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines. As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved. &lt;br /&gt;
&lt;br /&gt;
I&#039;d written up some of the general ideas for this about six years ago, but shelved it. Originally I&#039;d written up something more Cyberpunk/near-Future. I ended up with a little more classic thing after reading &#039;&#039;Starman&#039;&#039;, &#039;&#039;Tom Strong&#039;&#039;, &#039;&#039;Top Ten&#039;&#039;, &#039;&#039;Grounded&#039;&#039;, &#039;&#039;the Intimates&#039;&#039; and &#039;&#039;Ex Machina&#039;&#039; comics. I also read a blurb for &#039;&#039;Noble Causes&#039;&#039; and &#039;&#039;Runaways&#039;&#039; that gave me some ideas but I haven&#039;t actually read those. I built this as an eight session mini-campaign. I expect I will do more with it in the future. I asked the players to come up with generally likable characters; I&#039;d run dark supers before but I planned for this to be more optimistic.&lt;br /&gt;
&lt;br /&gt;
Everything here is the fault of Lowell Francis and his players. &lt;br /&gt;
&lt;br /&gt;
[[House Rules and Game Set Up]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CAST&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Based out of Chicago, the PC superteam has chosen the name, the Untouchables.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The PC&#039;s&#039;&#039;&#039;===&lt;br /&gt;
*Shutdown&lt;br /&gt;
*[[Cruel Butterfly]]&lt;br /&gt;
*Grey&lt;br /&gt;
*[[Roaming Wolf]]&lt;br /&gt;
*Onyx&lt;br /&gt;
*Bolt&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Supporting Staff&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
*Abbey Relihan: Administrator and liason with their mysterious patron.&lt;br /&gt;
*Davis Holden: Driver&lt;br /&gt;
*Carrie Ming: On-staff tech and support officer&lt;br /&gt;
*Dana Klemanski: On-staff tech who has Demolitions&lt;br /&gt;
*Lieutenant Solis Montoya: Contact on the police force&lt;br /&gt;
*Jesse Pergrom: High strung contact in the Minion underworld&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Other Notable Characters&#039;&#039;&#039;===&lt;br /&gt;
*The Kangaroo: Bolt&#039;s father&lt;br /&gt;
*Karl Rody: Head of A-SWAT&lt;br /&gt;
*Detective Badger: Man on scene at Brookfield incident&lt;br /&gt;
*Timothy &amp;quot;Wizard&amp;quot; Loring: Vanished Sorrentino tech&lt;br /&gt;
*Patriarch: Leader of Justice&lt;br /&gt;
*Holly Glenn: Troublesome Reporter&lt;br /&gt;
*Firstborn: Anarch; Shutdown&#039;s father&lt;br /&gt;
*Transcendance: Shutdown&#039;s ex-wife now involved with Firstborn&lt;br /&gt;
*Ace Braddock: International singing sensation and Cruel Butterfly&#039;s cousin&lt;br /&gt;
*Arthur Karnak: Low level ex-Sinistry agent with fade powers&lt;br /&gt;
*Trey Karnak: Ran &amp;quot;The Minion Bar&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;ORGANIZATIONS&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Public Superhero Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Anarch Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Other Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Further Notes on Anarchs Operating in Chicago]]&lt;br /&gt;
&lt;br /&gt;
*[[Firstborn]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;NEWS AND INFO&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Beginning the second session, each game starts with news chosen by the group&#039;s staff as important and/or interesting.&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Two 10-21-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Three 11-4-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Four 11-18-04]]&lt;br /&gt;
&lt;br /&gt;
*[[Minion Blog]]&lt;br /&gt;
&lt;br /&gt;
*[[Seguer and Leeman Papers]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SESSION SUMMARY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SETTING INFORMATION&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Public Perception and Terminology&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
One of the real difficulties for parahumans, Bloodliners, supers, whatever you wish to call them has been the pendulum-like response to them by the public, the media, and the government. At times they&#039;ve been seen as superstars and at others as genetic freaks that pose a potential threat to real humans. The last decade has seen a fragmentation and polarization of these attitudes. &lt;br /&gt;
&lt;br /&gt;
There are many theories for why this is. The polarization of America following 9/11. The glut of superhuman movies and TV shows during the late 70&#039;s early 80&#039;s that are now being viewed nostalgically. An increased awareness of the implications of genetic research and the patent tensions between nations. The rise of the internet and the ability for information to be widely disseminated and responded to quickly. &lt;br /&gt;
&lt;br /&gt;
In any case, parahumans today typically fall into one of several groups, at least in the US. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Government:&#039;&#039;&#039; there is and will always be a great deal of suspicion about the involvement of parahumans in the government, particularly as officers in law enforcement and information gathering capacities. The existence of the Parahuman Civil Service program has done little to alleviate these concerns in the public. &lt;br /&gt;
*&#039;&#039;&#039;Political:&#039;&#039;&#039; some cross the line between government and celebrity to run as active politicians. Though there numbers are few, they are important. Most generally downplay their Bloodline status. &lt;br /&gt;
*&#039;&#039;&#039;Celebrity:&#039;&#039;&#039; Probably the most accepted category of Bloodliner. It is also the most exposed and subject to the ups and downs of fame. However over the last two decades celebrity bloodliners have become more vocal about the private beliefs and politics, in some cases causing significant negative reactions. &lt;br /&gt;
*&#039;&#039;&#039;Corporate:&#039;&#039;&#039; Many corporations actively seek out Bloodliners as employees and for projects. The response to these hires depends on the image of the corporation itself. Recently Microsoft spun off its own super division, Vision, in order to avoid further negative publicity. Family: In the case of some of the tighter Bloodlines, such as Braddock and Syzmanski, the Bloodlines work towards the development of the family company. Again here the reaction depends on the image of the family. &lt;br /&gt;
*&#039;&#039;&#039;Private:&#039;&#039;&#039; Sometimes referred to wrongly as diaspora. These are people, in smaller positions, usually keeping their powers and abilities secret. &lt;br /&gt;
*&#039;&#039;&#039;Super:&#039;&#039;&#039; Persons involved in private law enforcement and vigilante activity. The response to these groups and persons varies from area to area. There has been a rise in Bloodliners choosing these roles in the last five years, in part a response to a generation exposed to the ideas coming of age and in part and response to the political climate. &lt;br /&gt;
*&#039;&#039;&#039;Anarch:&#039;&#039;&#039; Bloodliners who use their abilities for criminal ends.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Zero Moment&#039;&#039;&#039;===&lt;br /&gt;
It remains unclear what caused the explosion that claimed the lives of dozens of superheroes. When the Anarch teams Ravage and the Sinistry, with a large group of independent agents attempted to gain entry to the main Lockdown facility in SD, they were met in force by Frontline, Vision and their own gathering of independent heroes. At some point during their confrontation and explosion of undetermined source and energy ripped through them, killing everyone in the area. A EMP shockwave soon after distrupted sensors and left officals with few clues. The deaths of so many prominent Bloodliners has left chaos in its wake. &lt;br /&gt;
&lt;br /&gt;
Full List of the [[Zero Moment Dead]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;HISTORY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;World War II and First Supers&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Deep into the War America launched a series of scientific projects design to aid in the war effort both at home and abroad. Many of these were speculative beyond belief, including one based around creating human augmentation, in effect creating super soldiers. No one, possibly even the projects originators expected the project to succeed. Yet from that came almost two dozen heroes armed with fantastic powers. Within months they were deployed into action both as effective propaganda tools and deadly weapons. However shortly after the German revealed their own project apparently paralleling that of the US. As the war ground on, both sides found themselves embroiled in a devastating battle between these titans. Still if was the force of the armed services and the men on the ground that saw the day through, taking Berlin and Tokyo. By the end of the war, every super had died, killed in battles that laid whole cities to waste.. In the both the US and Germany the creators of their respective projects took their own lives and destroyed their work, determined that such beings could not, would not be unleashed on the world. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;The Bloodlines Evolve&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
In the mid-fifities as the Cold war intensified, the US tested its most powerful Thermonuclear explosive yet. The pattern and range for such explosion had been well documented by this point- the blinding flash, mushroom cloud and shockwave. However, this blasts effects continued on, out beyond the limits scientists had predicted. What followed came to be known as the Promethean Wave, a series of aurora borealis lasting an entire year. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans had begun to make their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines.&lt;br /&gt;
 &lt;br /&gt;
Today scientists have determined eighteen genetic lines which possess the potential for superpowers. The spread of families across the globe during the early part of the 20th Century made tracking these lines a decade long research project. Some seem to derive from a subject perhaps half a dozen generations back, meaning that the powers exist in a relatively tight spread. Others seem to have their Subject X, a person in whom the gene first occurs in the far past, meaning that this genetic trait has spread more widely. &lt;br /&gt;
&lt;br /&gt;
These bloodlines have several factors which allow researchers to draw some inference about them. First, although bloodlines have a wide range of powers, some are more given to occur within a line. Second, the size of the population indicates how far back the line reaches. Third the frequency of occurrence as well as the distance some can be traced. Scientists are still desperately trying to figure out how this genetic information is passed. Many believe that there may be many potential members of the group, but only a few who actually pass on the full traits and breeding potential. Artificial systems such as in vitro fertilization negate the passing of abilities. If both parents exhibit powers, then their child will as well. If only one has abilities then the rate drops, dependent on the particular bloodline. &lt;br /&gt;
&lt;br /&gt;
As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Genetic Theory and Spacing&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Scientists today are still uncertain about many of the facts surrounding super powers. It is unclear how the bloodlines came into existence. Some believe that it dates back to an early civilization whose roots have been erased or perhaps ancient astronauts. Others feel that the tampering was more recent, occurring in the early twentieth century. While others think the Wave caused the genetic changes. A fringe element believes that such abilities are natural to the human race pointing to a variety of historical evidence concerning supposed psychic or magical events. Scientists are divided and the genetic evidence is unclear.&lt;br /&gt;
 &lt;br /&gt;
What is known is that each line has a “spread,” meaning the actual occurrence of powers within a line. Some are tightly clustered, meaning that close direct members tend to have powers. Some are more loosely spread, meaning that powers occur over a greater range. Why this happens is uncertain; many believe it is a natural factor of the super genes themselves. &lt;br /&gt;
&lt;br /&gt;
Among supers themselves, females tend to have stronger powers. The super gene cluster has thus far refused complete mapping. Some families are given to only a few low powered people, others to many. Some term these minor talents “Diasporas.” Some simply carry the potential, but have no powers. However, even non-powered bloodline persons may pass on the supergene. Accordingly there has been a rush to document genealogies by the government, corporations and private individuals. Since no one has developed a test to confirm the presence of the dormant gene in those among the Bloodlines without powers, this has become an issue of contention. &lt;br /&gt;
&lt;br /&gt;
In the handful of cases of cross-line breeding which have occurred, one line has taken dominance. However, the actual dominance of one line over another has no currently understood pattern. &lt;br /&gt;
&lt;br /&gt;
Today, we still do not understand what exactly allows such powers to work. Many, if not all, defy the limits of conventional physics. Yet, they still happen. One of the greatest obstacles to our further understanding of the issues involved is that much of the best research has been done under the auspices of the government or private corporations. These bodies have kept a close lid on such matters. Those who have performed public sector research have compiled a small body of often conflicting information, leading more to debate than discovery.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Bloodlines&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Names and descriptions of the eighteen Bloodlines can be found on the [[Bloodline Families page]].&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Seguer_and_Leeman_Papers&amp;diff=14175</id>
		<title>Seguer and Leeman Papers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Seguer_and_Leeman_Papers&amp;diff=14175"/>
		<updated>2005-11-22T14:06:08Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While investigating an semi-abandoned Synistry base, Onyx discoverd a page jammed in a fax machine. It had survived the destruction of all other records in the facility. It turned out to be a page proof from a scientific article, complete with editor&#039;s mark ups. The authors of the article are two scientists who may or may not have been taken away by the DHPD a few weeks ago. What is certain is that Homeland Security seized their offices at Northwestern and neither scientist has been heard from. The Untouchables also discovered that a Sorrentino super-tech who had at one time worked from Synistry had also consulted with the scientists in the last several months. That agent, codenamed Wizard, vanished a week ago in an elaborate plot that the group believes The Foundry carried out. &lt;br /&gt;
&lt;br /&gt;
The document is presented in its original, uncorrected state:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seguer and Leeman Page vi&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Epsilon Field: A New Approach to Parahuman Intrinsic Field Studies&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
...in mind that we cannot derive and explanatory model from these findings. We leave that for researchers in other areas, better suited for those kinds of theoretical studies.&lt;br /&gt;
&lt;br /&gt;
With those caveats in minds, we can summarize our findings. This paper in particular will deal with the first point, and then give a brief outline as to how our works has confirmed the further points. We will be publishing our work on those in the next few months.(13) While we will be outlining our methodology at the end, it is worthwhile to note that our research is based on a sample size of 328 Parahumans, drawn from across all of the Bloodlines. (See Appendix 3.5 for a full breakdown of subjects and sources).(14) &lt;br /&gt;
&lt;br /&gt;
First, while it has been generally known that Parahumans exhibit some form of energy field the nature, configuration and proximate cause of that field has been unknown. Using Chaotic Spectrography we have been able to define that field more explicitly and have assigned the name “The Epsilon Field” based on historical precedent. Based on our research, we can make several statements with certainty about it.&lt;br /&gt;
&lt;br /&gt;
*It falls with in the Holmes-Markey Range, &lt;br /&gt;
*With one exception the attractor patterning of the field follows a relatively parallel structure,(15)&lt;br /&gt;
*It is continuous, in that the field remains present even when Parahumans are not exercising their powers, &lt;br /&gt;
*The exercise of powers does increase the field, even among those abilities that one might consider innate or passive, &lt;br /&gt;
*and it is possible to identify Bloodline membership through analysis of the Epsilon Field. &lt;br /&gt;
&lt;br /&gt;
Second, there is a relative correlation between field strength and the strength of powers possessed by a Parahuman. We have measured this on the basis of non-subjective power analysis over a set of discrete subjects. From this we can conclude that the birth generation of a subject within an active Bloodline directly correlates with their power. That is, later generations of Bloodliners have stronger fields. &lt;br /&gt;
&lt;br /&gt;
Third, it may be possible to induct or negate the energy of that field. Given that the presence of the field is directly tied to the level of the field, we believe this would negate the powers of the individual. It may be possible to do this on a permanent basis. &lt;br /&gt;
&lt;br /&gt;
Fourth, contrary to expectations this manipulation of the field is not parallel to Syzmanski...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Footnotes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(13) These papers have yet to be submitted and as with this one are not to be cited until publication. &lt;br /&gt;
&lt;br /&gt;
(14) The Appendix includes the listing of secondary sources and records the observations are drawn from. Our primary observation group is modest but wide-ranging. &lt;br /&gt;
&lt;br /&gt;
(15) While most of the Parahumans exhibit what we have come to call a Lattice version of the Epsilon Field, members of one Bloodliner exhibit a strangely different field. Within the Rakepaw members we studied (n=14) their field was noticeable different. While it still falls within the range, the configuration of the attractors does not parallel that of other Bloodlines.&lt;br /&gt;
&lt;br /&gt;
Back to [[Bloodlines]]&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Seguer_and_Leeman_Papers&amp;diff=14174</id>
		<title>Seguer and Leeman Papers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Seguer_and_Leeman_Papers&amp;diff=14174"/>
		<updated>2005-11-22T14:05:27Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While investigating an semi-abandoned Synistry base, Onyx discoverd a page jammed in a fax machine. It had survived the destruction of all other records in the facility. It turned out to be a page proof from a scientific article, complete with editor&#039;s mark ups. The authors of the article are two scientists who may or may not have been taken away by the DHPD a few weeks ago. What is certain is that Homeland Security seized their offices at Northwestern and neither scientist has been heard from. The Untouchables also discovered that a Sorrentino super-tech who had at one time worked from Synistry had also consulted with the scientists in the last several months. That agent, codenamed Wizard, vanished a week ago in an elaborate plot that the group believes The Foundry carried out. &lt;br /&gt;
&lt;br /&gt;
The document is presented in its original, uncorrected state:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seguer and Leeman Page vi&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Epsilon Field: A New Approach to Parahuman Intrinsic Field Studies&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
...in mind that we cannot derive and explanatory model from these findings. We leave that for researchers in other areas, better suited for those kinds of theoretical studies.&lt;br /&gt;
&lt;br /&gt;
With those caveats in minds, we can summarize our findings. This paper in particular will deal with the first point, and then give a brief outline as to how our works has confirmed the further points. We will be publishing our work on those in the next few months.(13) While we will be outlining our methodology at the end, it is worthwhile to note that our research is based on a sample size of 328 Parahumans, drawn from across all of the Bloodlines. (See Appendix 3.5 for a full breakdown of subjects and sources).(14) &lt;br /&gt;
&lt;br /&gt;
First, while it has been generally known that Parahumans exhibit some form of energy field the nature, configuration and proximate cause of that field has been unknown. Using Chaotic Spectrography we have been able to define that field more explicitly and have assigned the name “The Epsilon Field” based on historical precedent. Based on our research, we can make several statements with certainty about it.&lt;br /&gt;
&lt;br /&gt;
*It falls with in the Holmes-Markey Range, &lt;br /&gt;
*With one exception the attractor patterning of the field follows a relatively parallel structure,(15)&lt;br /&gt;
*It is continuous, in that the field remains present even when Parahumans are not exercising their powers, &lt;br /&gt;
*The exercise of powers does increase the field, even among those abilities that one might consider innate or passive, &lt;br /&gt;
*and it is possible to identify Bloodline membership through analysis of the Epsilon Field. &lt;br /&gt;
&lt;br /&gt;
Second, there is a relative correlation between field strength and the strength of powers possessed by a Parahuman. We have measured this on the basis of non-subjective power analysis over a set of discrete subjects. From this we can conclude that the birth generation of a subject within an active Bloodline directly correlates with their power. That is, later generations of Bloodliners have stronger fields. &lt;br /&gt;
&lt;br /&gt;
Third, it may be possible to induct or negate the energy of that field. Given that the presence of the field is directly tied to the level of the field, we believe this would negate the powers of the individual. It may be possible to do this on a permanent basis. &lt;br /&gt;
&lt;br /&gt;
Fourth, contrary to expectations this manipulation of the field is not parallel to Syzmanski...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Footnotes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(13) These papers have yet to be submitted and as with this one are not to be cited until publication. &lt;br /&gt;
&lt;br /&gt;
(14) The Appendix includes the listing of secondary sources and records the observations are drawn from. Our primary observation group is modest but wide-ranging. &lt;br /&gt;
&lt;br /&gt;
(15) While most of the Parahumans exhibit what we have come to call a Lattice version of the Epsilon Field, members of one Bloodliner exhibit a strangely different field. Within the Rakepaw members we studied (n=14) their field was noticeable different. While it still falls within the range, the configuration of the attractors does not parallel that of other Bloodlines.&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14173</id>
		<title>Bloodlines</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bloodlines&amp;diff=14173"/>
		<updated>2005-11-22T13:55:27Z</updated>

		<summary type="html">&lt;p&gt;Edige23: /* &amp;#039;&amp;#039;&amp;#039;NEWS AND INFO&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;OVERVIEW&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The Bloodlines setting focuses on family lines of superheroes and how they exist in the world. As the Cold War of the 1950’s intensified, the US tested its most powerful thermonuclear weapon. Contrary to models and expectations, this blast’s effects continued on in what came to be known as the Promethean Wave, a series of aurora borealis which lasted an entire year, spanning the globe. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans made their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines. As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved. &lt;br /&gt;
&lt;br /&gt;
I&#039;d written up some of the general ideas for this about six years ago, but shelved it. Originally I&#039;d written up something more Cyberpunk/near-Future. I ended up with a little more classic thing after reading &#039;&#039;Starman&#039;&#039;, &#039;&#039;Tom Strong&#039;&#039;, &#039;&#039;Top Ten&#039;&#039;, &#039;&#039;Grounded&#039;&#039;, &#039;&#039;the Intimates&#039;&#039; and &#039;&#039;Ex Machina&#039;&#039; comics. I also read a blurb for &#039;&#039;Noble Causes&#039;&#039; and &#039;&#039;Runaways&#039;&#039; that gave me some ideas but I haven&#039;t actually read those. I built this as an eight session mini-campaign. I expect I will do more with it in the future. I asked the players to come up with generally likable characters; I&#039;d run dark supers before but I planned for this to be more optimistic.&lt;br /&gt;
&lt;br /&gt;
Everything here is the fault of Lowell Francis and his players. &lt;br /&gt;
&lt;br /&gt;
[[House Rules and Game Set Up]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CAST&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Based out of Chicago, the PC superteam has chosen the name, the Untouchables.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The PC&#039;s&#039;&#039;&#039;===&lt;br /&gt;
*Shutdown&lt;br /&gt;
*[[Cruel Butterfly]]&lt;br /&gt;
*Grey&lt;br /&gt;
*[[Roaming Wolf]]&lt;br /&gt;
*Onyx&lt;br /&gt;
*Bolt&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Supporting Staff&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;ORGANIZATIONS&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*[[Public Superhero Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Anarch Teams]]&lt;br /&gt;
&lt;br /&gt;
*[[Other Groups]]&lt;br /&gt;
&lt;br /&gt;
*[[Further Notes on Anarchs Operating in Chicago]]&lt;br /&gt;
&lt;br /&gt;
*[[Firstborn]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;NEWS AND INFO&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Beginning the second session, each game starts with news chosen by the group&#039;s staff as important and/or interesting.&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Two 10-21-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Three 11-4-04]]&lt;br /&gt;
&lt;br /&gt;
*[[News from Session Four 11-18-04]]&lt;br /&gt;
&lt;br /&gt;
*[[Minion Blog]]&lt;br /&gt;
&lt;br /&gt;
*[[Seguer and Leeman Papers]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SESSION SUMMARY&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;SETTING INFORMATION&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Public Perception and Terminology&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
One of the real difficulties for parahumans, Bloodliners, supers, whatever you wish to call them has been the pendulum-like response to them by the public, the media, and the government. At times they&#039;ve been seen as superstars and at others as genetic freaks that pose a potential threat to real humans. The last decade has seen a fragmentation and polarization of these attitudes. &lt;br /&gt;
&lt;br /&gt;
There are many theories for why this is. The polarization of America following 9/11. The glut of superhuman movies and TV shows during the late 70&#039;s early 80&#039;s that are now being viewed nostalgically. An increased awareness of the implications of genetic research and the patent tensions between nations. The rise of the internet and the ability for information to be widely disseminated and responded to quickly. &lt;br /&gt;
&lt;br /&gt;
In any case, parahumans today typically fall into one of several groups, at least in the US. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Government:&#039;&#039;&#039; there is and will always be a great deal of suspicion about the involvement of parahumans in the government, particularly as officers in law enforcement and information gathering capacities. The existence of the Parahuman Civil Service program has done little to alleviate these concerns in the public. &lt;br /&gt;
*&#039;&#039;&#039;Political:&#039;&#039;&#039; some cross the line between government and celebrity to run as active politicians. Though there numbers are few, they are important. Most generally downplay their Bloodline status. &lt;br /&gt;
*&#039;&#039;&#039;Celebrity:&#039;&#039;&#039; Probably the most accepted category of Bloodliner. It is also the most exposed and subject to the ups and downs of fame. However over the last two decades celebrity bloodliners have become more vocal about the private beliefs and politics, in some cases causing significant negative reactions. &lt;br /&gt;
*&#039;&#039;&#039;Corporate:&#039;&#039;&#039; Many corporations actively seek out Bloodliners as employees and for projects. The response to these hires depends on the image of the corporation itself. Recently Microsoft spun off its own super division, Vision, in order to avoid further negative publicity. Family: In the case of some of the tighter Bloodlines, such as Braddock and Syzmanski, the Bloodlines work towards the development of the family company. Again here the reaction depends on the image of the family. &lt;br /&gt;
*&#039;&#039;&#039;Private:&#039;&#039;&#039; Sometimes referred to wrongly as diaspora. These are people, in smaller positions, usually keeping their powers and abilities secret. &lt;br /&gt;
*&#039;&#039;&#039;Super:&#039;&#039;&#039; Persons involved in private law enforcement and vigilante activity. The response to these groups and persons varies from area to area. There has been a rise in Bloodliners choosing these roles in the last five years, in part a response to a generation exposed to the ideas coming of age and in part and response to the political climate. &lt;br /&gt;
*&#039;&#039;&#039;Anarch:&#039;&#039;&#039; Bloodliners who use their abilities for criminal ends.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;The Zero Moment&#039;&#039;&#039;===&lt;br /&gt;
It remains unclear what caused the explosion that claimed the lives of dozens of superheroes. When the Anarch teams Ravage and the Sinistry, with a large group of independent agents attempted to gain entry to the main Lockdown facility in SD, they were met in force by Frontline, Vision and their own gathering of independent heroes. At some point during their confrontation and explosion of undetermined source and energy ripped through them, killing everyone in the area. A EMP shockwave soon after distrupted sensors and left officals with few clues. The deaths of so many prominent Bloodliners has left chaos in its wake. &lt;br /&gt;
&lt;br /&gt;
Full List of the [[Zero Moment Dead]]&lt;br /&gt;
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==&#039;&#039;&#039;HISTORY&#039;&#039;&#039;==&lt;br /&gt;
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===&#039;&#039;World War II and First Supers&#039;&#039;===&lt;br /&gt;
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Deep into the War America launched a series of scientific projects design to aid in the war effort both at home and abroad. Many of these were speculative beyond belief, including one based around creating human augmentation, in effect creating super soldiers. No one, possibly even the projects originators expected the project to succeed. Yet from that came almost two dozen heroes armed with fantastic powers. Within months they were deployed into action both as effective propaganda tools and deadly weapons. However shortly after the German revealed their own project apparently paralleling that of the US. As the war ground on, both sides found themselves embroiled in a devastating battle between these titans. Still if was the force of the armed services and the men on the ground that saw the day through, taking Berlin and Tokyo. By the end of the war, every super had died, killed in battles that laid whole cities to waste.. In the both the US and Germany the creators of their respective projects took their own lives and destroyed their work, determined that such beings could not, would not be unleashed on the world. &lt;br /&gt;
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===&#039;&#039;The Bloodlines Evolve&#039;&#039;===&lt;br /&gt;
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In the mid-fifities as the Cold war intensified, the US tested its most powerful Thermonuclear explosive yet. The pattern and range for such explosion had been well documented by this point- the blinding flash, mushroom cloud and shockwave. However, this blasts effects continued on, out beyond the limits scientists had predicted. What followed came to be known as the Promethean Wave, a series of aurora borealis lasting an entire year. Somehow, it activated genetic potential hidden deep within humanity. Within the year the first natural occurring superhumans had begun to make their mark. However it became clear quickly that the Promethean gene was held only in a few bloodlines.&lt;br /&gt;
 &lt;br /&gt;
Today scientists have determined eighteen genetic lines which possess the potential for superpowers. The spread of families across the globe during the early part of the 20th Century made tracking these lines a decade long research project. Some seem to derive from a subject perhaps half a dozen generations back, meaning that the powers exist in a relatively tight spread. Others seem to have their Subject X, a person in whom the gene first occurs in the far past, meaning that this genetic trait has spread more widely. &lt;br /&gt;
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These bloodlines have several factors which allow researchers to draw some inference about them. First, although bloodlines have a wide range of powers, some are more given to occur within a line. Second, the size of the population indicates how far back the line reaches. Third the frequency of occurrence as well as the distance some can be traced. Scientists are still desperately trying to figure out how this genetic information is passed. Many believe that there may be many potential members of the group, but only a few who actually pass on the full traits and breeding potential. Artificial systems such as in vitro fertilization negate the passing of abilities. If both parents exhibit powers, then their child will as well. If only one has abilities then the rate drops, dependent on the particular bloodline. &lt;br /&gt;
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As humanity takes its first tentative steps into the 21st Century, the superhumans are with them as well. Now with the third and fourth generation of these beings there are still many more questions yet to be resolved. &lt;br /&gt;
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===&#039;&#039;&#039;Genetic Theory and Spacing&#039;&#039;&#039;===&lt;br /&gt;
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Scientists today are still uncertain about many of the facts surrounding super powers. It is unclear how the bloodlines came into existence. Some believe that it dates back to an early civilization whose roots have been erased or perhaps ancient astronauts. Others feel that the tampering was more recent, occurring in the early twentieth century. While others think the Wave caused the genetic changes. A fringe element believes that such abilities are natural to the human race pointing to a variety of historical evidence concerning supposed psychic or magical events. Scientists are divided and the genetic evidence is unclear.&lt;br /&gt;
 &lt;br /&gt;
What is known is that each line has a “spread,” meaning the actual occurrence of powers within a line. Some are tightly clustered, meaning that close direct members tend to have powers. Some are more loosely spread, meaning that powers occur over a greater range. Why this happens is uncertain; many believe it is a natural factor of the super genes themselves. &lt;br /&gt;
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Among supers themselves, females tend to have stronger powers. The super gene cluster has thus far refused complete mapping. Some families are given to only a few low powered people, others to many. Some term these minor talents “Diasporas.” Some simply carry the potential, but have no powers. However, even non-powered bloodline persons may pass on the supergene. Accordingly there has been a rush to document genealogies by the government, corporations and private individuals. Since no one has developed a test to confirm the presence of the dormant gene in those among the Bloodlines without powers, this has become an issue of contention. &lt;br /&gt;
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In the handful of cases of cross-line breeding which have occurred, one line has taken dominance. However, the actual dominance of one line over another has no currently understood pattern. &lt;br /&gt;
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Today, we still do not understand what exactly allows such powers to work. Many, if not all, defy the limits of conventional physics. Yet, they still happen. One of the greatest obstacles to our further understanding of the issues involved is that much of the best research has been done under the auspices of the government or private corporations. These bodies have kept a close lid on such matters. Those who have performed public sector research have compiled a small body of often conflicting information, leading more to debate than discovery.&lt;br /&gt;
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===&#039;&#039;&#039;The Bloodlines&#039;&#039;&#039;===&lt;br /&gt;
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Names and descriptions of the eighteen Bloodlines can be found on the [[Bloodline Families page]].&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Minion_Blog&amp;diff=14172</id>
		<title>Minion Blog</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Minion_Blog&amp;diff=14172"/>
		<updated>2005-11-22T13:54:11Z</updated>

		<summary type="html">&lt;p&gt;Edige23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A few weeks into the Untouchables work in Chicago, they had the Anarch Underground buzzing. The following is a data intercept from a blog connecting various minions in the area. The typos have been left intact. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[INTERCEPT OF POSTING RE: THE UNTOUCHABLES]&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;BARON KARZA69:&#039;&#039;&#039; I know people have been asking about this, particularly some big boys who seem to be recruiting now or at least hunting or something. Anyhow, I’ve put together a quik list of what we know now about the,m. &lt;br /&gt;
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&#039;&#039;&#039;Shutdown:&#039;&#039;&#039; A Syzmanski which means he’s only good against other supers. I read somewhere that he’s their leader, but I think you can leave him for last. He’s probably wearing armor. Rumor: I’ve heard that he’s tied up with Firstborn and his girlfriend Transcendence. That could be bad or good—might be able to sell him off or it might draw the attention of those a-holes. &lt;br /&gt;
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&#039;&#039;&#039;Grey (?):&#039;&#039;&#039; MENTALIST. Take her out asap. She’s a tiny little thing but she seems to know Kung-Fu. Fast, she has to be taken out quickly and at range. Big objects, trucks, nets, those kinds of things, number one on the list for who gets K.O’d. I heard from one of the guys that she led the charge in to the bar. Might be reckless. &lt;br /&gt;
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&#039;&#039;&#039;Bolt:&#039;&#039;&#039; God I hate speedsters. Fats and hard to hit—solution as always, drawn from the Minion manual—“Autofire and Objects.” You can get some things to hold him: sticky spray guns, nets, etc but you need to get him in a place where he can’t dodge away. Plus he does that human top thing which is a pain. Two other solutions: flash grenades to send him flying off and gases or smoke. He’s an Aussie, which means he’s probably a Hunter so if you do capture him, he’ll weak out pretty quixcklyu. &lt;br /&gt;
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&#039;&#039;&#039;Onyx:&#039;&#039;&#039; This is their brick, she’s got a Drammen glow so be careful. She’s not super dense, but you should probably play the environment off of her—she has to have leverage to lift things. I heard she punched in the window at that bank robbery and that stuff can take heavy arms fire. So don’t get punched by her. Better to hit her with disorientation, things that rely on dodging, etc. Grapples won’t work and neither will straight physical. &#039;&#039;xjAnubis49&#039;&#039; suggested using Hero-B-Gone packs. That’s no a bad idea—she doesn’t seem to have a transport power. &lt;br /&gt;
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&#039;&#039;&#039;Roaming Wolf:&#039;&#039;&#039; Hard to say what his deal is. Probably a Rakepaw and they can be just about anything. HTH combatant!!! Make sure to keep him at range if at all possible. He’s fast and can jump around. May have to lock him up inside. He must be sneaky too, maybe some stealth powers because I headrd he got up behind the robbers at the bank before any of them saw him. Probably ought to treat like their brick. OOH you need to watch out and not underestimate him since we don’t know exactly what his powers are. &lt;br /&gt;
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&#039;&#039;&#039;Cruel Butterfly:&#039;&#039;&#039; We’ve got pretty good info on him from the Japanese Fan Groups. He’s got a whole dossier available. Check [here], [here] and if you want to see something funny theirs a fan page with all of his TV commercials from japan [here]. He’s got a little bit of Braddock and a little bit of Drammen blood. The first thing you’ll notice are the Wings—he’s apretty good flier and hard to hit. SOP is an entangle or something to drop him down, which apparently Transit did to him when they fought Kingdom Come. However, those fruity wings secret some kind of caustic acid which will burn through most of the stuff you’d use for that. It also means you shouldn’t try to grab them unl;eess you have glovers on. Plus, if you get too close he can shake the wings and spray acid in your face blinding you. WEAR GOOGLES!!! That seems to be the extent of his superpowers, but he got outfitted when he was in Jpan and has some nasty equipment: a glue gun to he can reach out and pin you down. The gun’s trademarked and VillainNet has a solvent formula you can make in your kitchen…the problem is you really need a partner to spray it and you may not have time. He’s got armor but more importantly they gave him a utility belt. I don’t know much about it since I can’t read Japanese, but they say it is super-cool. It might be for show, but I’ve seen these freak (in general, not just these guys), pull things out of their pockets and laid waste to whole squads of agents like GI Joe on crack./ &lt;br /&gt;
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That’s what we have so far--- if you have more, feel free to post.&lt;br /&gt;
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Back to [[Bloodlines]]&lt;/div&gt;</summary>
		<author><name>Edige23</name></author>
	</entry>
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