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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Comics&amp;diff=41499</id>
		<title>Star Comics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Comics&amp;diff=41499"/>
		<updated>2007-01-18T07:08:32Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:Supers]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds]]&lt;br /&gt;
&lt;br /&gt;
This is a metafictional game universe containing the various hero and villain characters I&#039;ve created for MUTANTS &amp;amp; MASTERMINDS. (There was an actual Star Comics in the 80s, but there&#039;s no affiliation.)&lt;br /&gt;
&lt;br /&gt;
Star Comics began as a small subdivision of the Constellation Publishing company in 1936. Their big breakthrough was the introduction of the hero [[Captain Invincible]] in THRILLING COMICS #3 in June of 1939. Other super-characters followed, such as scientist and gadgeteer [[Professor Hawk]], the Arabic rogue [[Nasarudin]], the [[Sea Goddess]] and [[Morpheus]] the Dimension Lord. As with all other publishers it pulled back on its superhero titles when the market went bust after WWII, but began reviving them in 1957, following the example of National/DC. Star Comics&#039; parent company had strong overseas connections and did good business translating and exporting its material- including comics- to Europe and Asia, and to appeal to these markets many Star Comics heroes were given non-American backgrounds. This tradition has continued to the present and remains a distinction for the company, even though it broke off from Constellation when the publisher went bankrupt in 1983.(Star Comics re-organized during this time and launched a new, streamlined continuity following from the epic miniseries THE END OF TIME.)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Star Comics Universe&amp;quot; is one in which superheroes have been known to exist since just before the Second World War- [[Captain Invincible]] was the first to emerge, and during the War he led the team known as &amp;quot;Allied Justice.&amp;quot; Some of the heroes from this period- the original [[Nasarudin]], [[Morpheus]], [[Sea Goddess]] and Blue Flame, among others- were trapped in a pocket dimension by the Nazi occultist Baron Mystico and effectively &amp;quot;removed from history&amp;quot;, with none of the remaining heroes remembering who they were. Karmic forces worked to create new incarnations of these heroes, until the second Morpheus discovered the pocket dimension and helped the trapped heroes escape to the real world. (The originals went into semi-retirement and became the &amp;quot;Prime&amp;quot; heroes- [[Morpheus]]-Prime, [[Sea Goddess]]-Prime, etc.) [See STAR COMICS ANNUAL #2, &amp;quot;Hail! The Forgotten Heroes&amp;quot; by David Denham]. Meanwhile, the Earth had entered into its first interplanetary conflict, as the reptilian Vegans began to make raids on the planet, seeking human slaves to toil in their machine empire. It was then that [[Captain Invincible]] learned of his extraterrestrial origins, his powers introduced to him by the Deltans, a peaceful race seeking to contain the spread of the Vegan Empire.&lt;br /&gt;
&lt;br /&gt;
The pre-eminent superhero group in this world is &amp;quot;Justice International,&amp;quot; a coalition of heroes from across the world. The group was formed shortly after an attack by Mr. Midnight on an international scientific conference in New York, an attack foiled by the joint efforts of [[Captain Invincible]], [[Professor Hawk]], [[Nasarudin]], the new [[Sea Goddess]] (from Okinawa), Nigerian hero [[Master Man]] and French crimefighter [[Lumiere]]. The group has the official backing of the U.N. to fight threats to world safety and security wherever they appear. They meet in an Antarctic base which was converted from a polar research facility (and is located strangely close to a chasm which leads to the subterranean realm of Jurassica.) Another major superhero group is Team Tomorrow, a group of four teenagers from the future whose advanced technology gives them super-powers. They operate from the campus of Kefauver University under the watchful eye of the elderly Professor Erickson. Finally there is the Secret Army, a less-formal counterpart to Justice International which keeps its very existence a secret from the public and from non-member heroes. Its membership rotates frequently, apart from founding member [[Morpheus]].&lt;br /&gt;
&lt;br /&gt;
Places of interest in the Earth of Star Comics include the sunken continent of Mu, hidden deep beneath the Pacific Ocean. Inhabited by a race of fish people, the nation is mostly peaceful except when angered by excessive fishing, pollution, or anything else which seems to be the fault of the surface dwellers. Jurassica is a subterranean jungle continent full of dinosaurs and other refugees from past geological eras. The Middle-Eastern nation of Uram is the birthplace of [[Nasarudin]], who continues to agitate against the country&#039;s oppressive theocracy. &lt;br /&gt;
&lt;br /&gt;
Powerful extradimensional forces frequently work on this world. The Order of Light, a secret society of mystics, is in contact with the Positive Plane, home of the angelic Shining Ones, themselves extra-human servants of an unnamed greater power. They continually work to guard against the work of the Negative Plane and its servants, the Lords of Shadow. Between these two great opposing poles lie countless strange dimensions with their own laws of nature and their own designs on Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Captain Invincible]] (For M&amp;amp;M 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Jetman]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Lumiere]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Master Man]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Miniman]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Morpheus]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Nasarudin]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Professor Hawk]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Sea Goddess]] (For 2e)&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jetman&amp;diff=36777</id>
		<title>Jetman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jetman&amp;diff=36777"/>
		<updated>2006-11-17T08:46:41Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: A jet-powered Star Comics hero for M&amp;amp;M 2e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jetman ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The world&#039;s first jet-powered crime fighter!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PL 11&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alternate Identity: Calvin Peters (Golden Age), Alan Lowman (Silver Age)&lt;br /&gt;
&lt;br /&gt;
Identity: Secret&lt;br /&gt;
&lt;br /&gt;
Base of Operations: Detroit&lt;br /&gt;
&lt;br /&gt;
First Appearance: DANGER COMICS Fall 1942; ibid June 1963&lt;br /&gt;
&lt;br /&gt;
Group Affiliation: The Secret Army&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength 16 (+3), Dexterity 18 (+4), Constitution 17 (+3), Intelligence 18 (+4), Wisdom 14 (+2), Charisma 15 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toughness +11 (+3 Con, +8 Power); Fortitude +5 (+3 Con, +2 base); Reflex +6 (+4 Dex, +2 base); Will +3 (+2 Wisdom, +1 Base)&lt;br /&gt;
&lt;br /&gt;
Attack Bonus +11&lt;br /&gt;
&lt;br /&gt;
Defense 21 (+11 Base)&lt;br /&gt;
&lt;br /&gt;
Initiative +4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Device 7: Jetsuit&#039;&#039;&#039; (Hard to lose, cost per rank 4)&lt;br /&gt;
-Protection 8&lt;br /&gt;
-Flight 11&lt;br /&gt;
--Alternate Powers: Enhanced Strength 16, Kinetic Control 11, Snare 11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Acrobatics +19 (+3 Dex, 16 Ranks); Craft (Mechanical) +20 (+4 Int, 16 Ranks); Knowledge (Physical Sciences) +20 (+4 Int, 16 Ranks); Pilot 19 (+3 Dex, 16 Ranks); Notice +18 (+2 Wis, 16 Ranks); Stealth +19 (+3 Dex, 16 Ranks); Drive +19 (+3 Dex, 16 Ranks); Search +20 (+4 Int, 16 Ranks); Disable Device +20 (+4 Int, 16 Ranks)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inventor, Equipment 4 (Headquarters, 2 ranks miscellaneous equipment), Improved Aim, Seize Initiative, Precise Shot, Ranged Pin&lt;br /&gt;
&lt;br /&gt;
Headquaters: Private Laboratory: Toughness: 10; Size: Medium; Laboratory, Living Space, Security System, Workshop, Isolated, Communications, Computer, Library (10 points total, 2 ranks Equipment)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Normal Identity (More than Full Round, Major); &#039;&#039;The suit is too clunky to be worn on a regular basis or under clothes, so Jetman must don it like a suit of armor.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of World War II, engineer Calvin Peters was, to his surprise, classified 4-F (&amp;quot;Unfit For Service&amp;quot;) due to chronic illness in his past. Ashamed of his rejection, he retreated to a small family house outside Detroit to work on private experiments. Taking advantage of the recent adoption of jet technology, he designed an elaborate flying suit that would make him more than the equal of any soldier on the field. He spent most of the war stateside fighting Fifth Columnists as they attempted to smash American industry. Late in the war he flew to the European Front, and even offered to share the secret of the jetsuit with the military; however, they decided that it would be impractical to replicate on a large scale, and too hard to keep from falling into enemy hands.&lt;br /&gt;
&lt;br /&gt;
Peters continued to fight crime after the war had ended, and as dislike for &amp;quot;4-F&amp;quot; persons ebbed after the war, he became a noted engineer and scholar. Eventually age forced him to retire, becoming a teacher at a local university. It was there that he met Alan Lowman, a brilliant, energetic, but ultimately standoffish young man who became Professor Peters&#039; protegé. Peters realized that Lowman, like himself, wanted to do more for society than he could as just a simple engineer, and made the fateful decision to reveal to him his secret and pass on his legacy.&lt;br /&gt;
&lt;br /&gt;
Alan Lowman was shocked to find that the old, frail-looking professor had been the legendary Jetman, and more shocked that he had taken the risk of asking him to follow in his footsteps. He reluctantly accepted the honor, determined to prove his mentor right. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As himself, Calvin Peters tries not to attract too much attention; the scorn he received as a draft reject has made him a bit timid. Inwardly, however, he&#039;s determined to do good for society and the free world, even if he must do so in secret. &lt;br /&gt;
&lt;br /&gt;
Alan Lowman doesn&#039;t suffer the same kind of stigma that his mentor did, but he feels deeply unsatisfied with normal life, and doesn&#039;t socialize as much as he should; he is charming but aloof. As Jetman, he has an opportunity to actually make a difference, and only as the hero does he feel that he&#039;s truly himself.&lt;br /&gt;
&lt;br /&gt;
Both incarnations of Jetman are driven by a need to prove themselves; Peters to a society that didn&#039;t consider him good enough, Lowman to his professor. This opens the way for many potential dramatic complications.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Calvin Peters is a man of medium height and slender build, with brown hair, hazel eyes, and delicate features. Alan has blonde hair and is more handsome, but still slender looking.&lt;br /&gt;
&lt;br /&gt;
The Jetman suit is actually a series of steel braces connected to a large jetpack and several smaller jets mounted on the arms and legs; under this Jetman wears a brown flight suit. He also wears a helmet which covers his eyes and is tapered at the top for aerodynamics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publishing History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jetman was invented by [[Captain Invincible]] creator John Spiegelman while [[Star Comics]] was in the early stages of fighting off a lawsuit from National Comics over the Captain&#039;s perceived similarities to Superman. Inspired by an article on jet technology, Spiegelman drafted a new, gadget-based hero to shore up Star&#039;s hero line in the event that National won. Himself classified 4-F due to a bad back, Spiegelman liked the idea of a hero drawn from the ranks of people normally considered &amp;quot;goldbrickers&amp;quot;. A young Ed Ross provided illustrations. Though the National suit was eventually settled, Jetman became a very popular character in his own right, and thanks to the increasing prominence of &amp;quot;jet&amp;quot; technology, the character remained in print well after the war and the initial cancellation of DANGER COMICS in 1951. Spiegelman left the company at that point, but Jetman made irregular appearances in THRILLING COMICS afterwards, written and drawn by various creators.&lt;br /&gt;
&lt;br /&gt;
DANGER COMICS was revived in 1962 as part of the Silver Age superhero boom, and Prelutzky used it to test out a number of revivals of old characters (starting with Miss Mercury and the Blue Flame). Jetman&#039;s turn came in 1963, when Philip Cage and returning artist Ed Ross created a &amp;quot;legacy&amp;quot; for the character, allowing the original Jetman to age naturally and retire, passing on the mantle to a newer, hipper youth figure (allegedly partly based on JFK.) The new Jetman was a solid success, and after four years the magazine was retitled JETMAN. The character was also made part of David Denham&#039;s new team book THE SECRET ARMY, contributing to his profile. By the end of the decade Jetman was one of the company&#039;s most popular characters.&lt;br /&gt;
&lt;br /&gt;
The Golden Age Jetman became the first superhero casualty of the Star Comics universe in July of 1970. In the story &amp;quot;Jetman Must Die!&amp;quot;, the aging Calvin Peters donned the armor one last time after Alan Lowman was incapacitated by an attack by the winged minions of the mad sky marauder known only as Kestrel. Peters destroyed Kestrel&#039;s flying wing fortress at the cost of his own life.&lt;br /&gt;
&lt;br /&gt;
JETMAN remained in print through the 1983 END OF TIME reboot of the Star Comics universe (as an upshot of which Peters reappeared as an older, more frail scientist passing on a legacy that had laid dormant for nearly a generation.) The book&#039;s fortunes finally flagged in 1997 during the speculation bust, but has since been revived.&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Comics&amp;diff=33550</id>
		<title>Star Comics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Comics&amp;diff=33550"/>
		<updated>2006-10-07T07:34:00Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Laughing Sufi is now Nasarudin and links locally.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:Supers]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds]]&lt;br /&gt;
&lt;br /&gt;
This is a metafictional game universe containing the various hero and villain characters I&#039;ve created for MUTANTS &amp;amp; MASTERMINDS. (There was an actual Star Comics in the 80s, but there&#039;s no affiliation.)&lt;br /&gt;
&lt;br /&gt;
Star Comics began as a small subdivision of the Constellation Publishing company in 1936. Their big breakthrough was the introduction of the hero [[Captain Invincible]] in THRILLING COMICS #3 in June of 1939. Other super-characters followed, such as scientist and gadgeteer [[Professor Hawk]], the Arabic rogue [[Nasarudin]], the [[Sea Goddess]] and [[Morpheus]] the Dimension Lord. As with all other publishers it pulled back on its superhero titles when the market went bust after WWII, but began reviving them in 1957, following the example of National/DC. Star Comics&#039; parent company had strong overseas connections and did good business translating and exporting its material- including comics- to Europe and Asia, and to appeal to these markets many Star Comics heroes were given non-American backgrounds. This tradition has continued to the present and remains a distinction for the company, even though it broke off from Constellation when the publisher went bankrupt in 1983.(Star Comics re-organized during this time and launched a new, streamlined continuity following from the epic miniseries THE END OF TIME.)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Star Comics Universe&amp;quot; is one in which superheroes have been known to exist since just before the Second World War- [[Captain Invincible]] was the first to emerge, and during the War he led the team known as &amp;quot;Allied Justice.&amp;quot; Some of the heroes from this period- the original [[Nasarudin]], [[Morpheus]], [[Sea Goddess]] and Blue Flame, among others- were trapped in a pocket dimension by the Nazi occultist Baron Mystico and effectively &amp;quot;removed from history&amp;quot;, with none of the remaining heroes remembering who they were. Karmic forces worked to create new incarnations of these heroes, until the second Morpheus discovered the pocket dimension and helped the trapped heroes escape to the real world. (The originals went into semi-retirement and became the &amp;quot;Prime&amp;quot; heroes- [[Morpheus]]-Prime, [[Sea Goddess]]-Prime, etc.) [See STAR COMICS ANNUAL #2, &amp;quot;Hail! The Forgotten Heroes&amp;quot; by David Denham]. Meanwhile, the Earth had entered into its first interplanetary conflict, as the reptilian Vegans began to make raids on the planet, seeking human slaves to toil in their machine empire. It was then that [[Captain Invincible]] learned of his extraterrestrial origins, his powers introduced to him by the Deltans, a peaceful race seeking to contain the spread of the Vegan Empire.&lt;br /&gt;
&lt;br /&gt;
The pre-eminent superhero group in this world is &amp;quot;Justice International,&amp;quot; a coalition of heroes from across the world. The group was formed shortly after an attack by Mr. Midnight on an international scientific conference in New York, an attack foiled by the joint efforts of [[Captain Invincible]], [[Professor Hawk]], [[Nasarudin]], the new [[Sea Goddess]] (from Okinawa), Nigerian hero [[Master Man]] and French crimefighter [[Lumiere]]. The group has the official backing of the U.N. to fight threats to world safety and security wherever they appear. They meet in an Antarctic base which was converted from a polar research facility (and is located strangely close to a chasm which leads to the subterranean realm of Jurassica.) Another major superhero group is Team Tomorrow, a group of four teenagers from the future whose advanced technology gives them super-powers. They operate from the campus of Kefauver University under the watchful eye of the elderly Professor Erickson. Finally there is the Secret Army, a less-formal counterpart to Justice International which keeps its very existence a secret from the public and from non-member heroes. Its membership rotates frequently, apart from founding member [[Morpheus]].&lt;br /&gt;
&lt;br /&gt;
Places of interest in the Earth of Star Comics include the sunken continent of Atlantis, which happens to actually be located in the Pacific (Ancient scholars made a couple of mistakes.) Inhabited by a race of fish people, the nation is mostly peaceful except when angered by excessive fishing, pollution, or anything else which seems to be the fault of the surface dwellers. Jurassica is a subterranean jungle continent full of dinosaurs and other refugees from past geological eras. The Middle-Eastern nation of Uram is the birthplace of [[Nasarudin]], who continues to agitate against the country&#039;s oppressive theocracy. &lt;br /&gt;
&lt;br /&gt;
Powerful extradimensional forces frequently work on this world. The Order of Light, a secret society of mystics, is in contact with the Positive Plane, home of the angelic Shining Ones, themselves extra-human servants of an unnamed greater power. They continually work to guard against the work of the Negative Plane and its servants, the Lords of Shadow. Between these two great opposing poles lie countless strange dimensions with their own laws of nature and their own designs on Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Captain Invincible]] (For M&amp;amp;M 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Lumiere]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Master Man]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Miniman]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Morpheus]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Nasarudin]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Professor Hawk]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Sea Goddess]] (For 2e)&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nasarudin&amp;diff=33549</id>
		<title>Nasarudin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nasarudin&amp;diff=33549"/>
		<updated>2006-10-07T07:32:34Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: An Arabic rogue superhero for M&amp;amp;M 2e.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Nasarudin, the Laughing Sufi ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PL: 11&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alternate Identities: Ali Alsadi (Golden Age), Abdallah Al-Kurbi (Silver Age)&lt;br /&gt;
&lt;br /&gt;
Identity: Secret&lt;br /&gt;
&lt;br /&gt;
Base of Operations: None&lt;br /&gt;
&lt;br /&gt;
First Apperance: THRILLING COMICS, January 1940 (Golden Age), MYSTERY COMICS April 1960 (Silver Age)&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Age: Early Thirties&lt;br /&gt;
&lt;br /&gt;
Group Affiliations: Allied Justice, Justice International&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength 14 (+2), Dexterity 22 (+6), Constitution 12 (+1), Intelligence 10 (+0), Wisdom 16 (+3), Charisma 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toughness +11 (+1 Con, +10 Defensive Roll), Fortitude +4 (+1 Con, +3 Base), Reflex +8 (+6 Dex, +2 Base), Will +4 (+3 Wis, +1 Base)&lt;br /&gt;
&lt;br /&gt;
Defense 21 (+11 Base)&lt;br /&gt;
&lt;br /&gt;
Initiative +6 (Dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leap 4&#039;&#039;&#039; (Maximum Distance 120 ft.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Control 11&#039;&#039;&#039;: One Command- Laugh, Sense Dependent- Sound, &#039;&#039;Nasarudin has an infectious laugh that he can use to provoke others into uncontrollable hysterics.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Speed 2&#039;&#039;&#039;: Wall Run, Rapid Attack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move-By Attack, Instant Up, Improved Disarm, Defensive Roll 10, Taunt, Grappling Finesse, Elusive Target, Evasion, Distract (Bluff), Hide in Plain Sight, Uncanny Dodge, Teamwork 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bluff +19 (+3 Cha, 16 Ranks); Escape Artist +22 (+6 Dex, 16 Ranks); Stealth +22 (+6 Dex, 16 Ranks); Disable Device +22 (+6 Dex, 16 Ranks); Sleight of Hand +22 (+6 Dex, 16 Ranks); Gather Information +19 (+3 Cha, 16 Ranks); Acrobatics +22 (+6 Dex, 16 Ranks); Diplomacy +19 (+3 Cha, 16 Ranks); Climb +17 (+1 Str, 16 Ranks)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Distrusts Authority&lt;br /&gt;
&lt;br /&gt;
Pacifism- Though almost all the heroes of the [[Star Comics]] Universe have a code against killing, Nasarudin&#039;s is much stricter than others. He will refrain from drawing blood, preferring to use his infectious laugh or, if pushed, quick punches designed to do no more than knock an enemy silly. If he ever were to kill an enemy, even by accident, he would give up his career.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For centuries the small Middle Eastern country of Uram has been ruled by a line of cruel despots. The theocratic government has historically been hard on the country&#039;s Sufi minority, treating them as second-class citizens. Ali Alsadi was the lowest of the low, a street urchin driven to stealing, who was then approached by the spirit of the legendary Sufi Mullah Nasarudin. Nasarudin bestowed his essence on the young man, so long as he used those powers to help the oppressed and work against the corrupt sheik. Alsadi took the name of his legendary spirit guide, and became a masked crusader battling tyranny and oppression across the world.&lt;br /&gt;
&lt;br /&gt;
Many years later, rule of Uram passed from the Sheik to corrupt cleric Zuhair Rashed, and Nasarudin, trapped with the other members of Allied Justice in a parallel dimension, had vanished. A young Sufi activist named Abdallah al-Kurbi was captured by the government and made to be the subject of several experiments designed to breed loyal, hard-working, unquestioning subjects. Something in the serums he was given backfired, and during a brainwashing session, al-Kurbi began to laugh, and laugh, and laugh. Soon the guards and scientists were also laughing uncontrollably, and given super reflexes, al-Kurbi escaped from his prison. He adopted the role of Nasarudin in order to provoke and upstage the government, and began turning his attention to other kinds of oppression taking place across the world. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both incarnations of Nasarudin are known for their good humor and general fun-loving attitude. Though they battle evil out of a sense of moral obligation, this does not prevent them from enjoying the thrills of the job. They are optimistic; though they have struggled long to make Uram a better place, they have faith that justice and freedom will prevail in the end. &lt;br /&gt;
&lt;br /&gt;
One area in which the Silver Age Nasarudin differs from his Golden Age predecessor is that he takes a much sharper interest in social and economic injustice, and is passionate about getting people- including his fellow heroes- involved in solving these problems. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nasarudin is a handsome Arabic man with a thin mustache, a turban and a blue domino mask. He has a thin, athletic build, and is of medium height. The Silver Age Nasarudin wears a red open-chested shirt, a blue cloth belt and red pants; the Golden Age incarnation wears no shirt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publishing History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Joel Gregory, Nasarudin&#039;s creator, was a young writer/illustrator for [[Star Comics]] with an interest in Middle Eastern culture, and Sufism in particular. (Gregory, an agnostic, never professed to follow Sufism, but he had a great admiration for the sect&#039;s philosophies.) This was playing in his mind when he wanted to create a &amp;quot;Thief of Baghdad-type&amp;quot; character for THRILLING COMICS, and eventually the idea mutated so that the hero became Sufi icon Nasarudin himself, or rather a modern-day version of him. (Gregory took care to make the character less violent and more playful than other crimefighting heroes, with the Laughing Sufi never killing or being overly rough.) Gregory&#039;s atmospheric art and playful storylines proved popular, though editorial quickly moved the character&#039;s adventures to MYSTERY COMICS as talent was shuffled. Gregory was drafted in 1942 and went off to serve as a combat photographer, while Hal Rogers and Ed Ross signed on as ghostwriters for the interim. Gregory returned in 1946 a man shaken by the horrors of war, and on returning to the feature, moved it even further away from the standard action format, creating light comic fantasies that imparted gentle morals without devolving into treacle. Comics aficionados have pointed to the postwar run as one of the finest runs of any non-creator-owned comic, and it stayed far enough away from superhero clichés to keep the character viable when the genre had gone out of fashion. However, in 1951, MYSTERY COMICS moved to emulate the EC comics model, and the incongruous Nasarudin was retired. (Gregory began writing for smaller companies and by the Sixties had staked an early claim in the underground comics movement.)&lt;br /&gt;
&lt;br /&gt;
In 1960, writer George Johns of the recently cancelled SIX SHOOTER COMICS was offered a new job writing a backup feature for MYSTERY, which ended up being the revival of Nasarudin. Johns came up with a more contemporary origin for the character, but as an admirer of Gregory&#039;s work, stayed true to the hero&#039;s personality and code of honor. The new Nasarudin was drawn once again by Ed Ross. The character was a modest success at first, not being heavily promoted, but his star quickly rose when he became a member of JUSTICE INTERNATIONAL in that title&#039;s debut. For the rest of the decade, Nasarudin was a major feature in MYSTERY and eventually took over the cover.&lt;br /&gt;
&lt;br /&gt;
The character&#039;s popularity dropped when Johns moved off the book in 1972, with Ross moving to fill in. In 1974 Nasarudin was dropped from MYSTERY, which focused back on [[Professor Hawk]], but the company had other plans for the character. For a brief run, Nasarudin appeared with [[Captain Invincible]] in the latter&#039;s title, helping the Man of Magnet recover from an alcohol problem and general despondence caused by his disillusionment with the corrupt US government (a storyline evoking both the Watergate scandal and Star&#039;s own internal upheaval). The two spent the rest of 1974 and all of 1975 travelling around the country dealing with smaller, more relevant social problems, until the new Editor-In-Chief ordered Invincible to return to the status quo. Nasarudin was then seen only in the pages of JUSTICE INTERNATIONAL, and as a major shock event for the summer of 1976, the Laughing Sufi allowed himself to be killed rather than take the life of his foe Hashashin. (Ironically, starting that year, the Golden Age Nasarudin was featured in the new Allied Justice title.)&lt;br /&gt;
&lt;br /&gt;
The Silver Age Nasarudin was resurrected in November 1981, again in JI. The character was rebooted once more with the general reset of the [[Star Comics]] Universe following THE END OF TIME in 1983, and though the members of Allied Justice perished in that legendary event, when Nasarudin finally gained his own title in 1987, Ali Asadil emerged as Nasarudin&#039;s mentor, an old Sufi mystic teaching him the wisdom of the original Nasarudin. NASARUDIN remains in print.&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Comics&amp;diff=32581</id>
		<title>Star Comics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Comics&amp;diff=32581"/>
		<updated>2006-09-27T07:55:03Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Sea Goddess now links locally&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:Supers]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds]]&lt;br /&gt;
&lt;br /&gt;
This is a metafictional game universe containing the various hero and villain characters I&#039;ve created for MUTANTS &amp;amp; MASTERMINDS. (There was an actual Star Comics in the 80s, but there&#039;s no affiliation.)&lt;br /&gt;
&lt;br /&gt;
Star Comics began as a small subdivision of the Constellation Publishing company in 1936. Their big breakthrough was the introduction of the hero [[Captain Invincible]] in THRILLING COMICS #3 in June of 1939. Other super-characters, such as scientist and gadgeteer [[Professor Hawk]], the Arabic rogue [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], the [[Sea Goddess]] and [[Morpheus]] the Dimension Lord. As with all other publishers it pulled back on its superhero titles when the market went bust after WWII, but began reviving them in 1957, following the example of National/DC. Star Comics&#039; parent company had strong overseas connections and did good business translating and exporting its material- including comics- to Europe and Asia, and to appeal to these markets many Star Comics heroes were given non-American backgrounds. This tradition has continued to the present and remains a distinction for the company, even though it broke off from Constellation when the publisher went bankrupt in 1983.(Star Comics re-organized during this time and launched a new, streamlined continuity following from the epic miniseries THE END OF TIME.)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Star Comics Universe&amp;quot; is one in which superheroes have been known to exist since just before the Second World War- [[Captain Invincible]] was the first to emerge, and during the War he led the team known as &amp;quot;Allied Justice.&amp;quot; Some of the heroes from this period- the original [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], [[Morpheus]], [[Sea Goddess]] and Blue Flame, among others- were trapped in a pocket dimension by the Nazi occultist Baron Mystico and effectively &amp;quot;removed from history&amp;quot;, with none of the remaining heroes remembering who they were. Karmic forces worked to create new incarnations of these heroes, until the second Morpheus discovered the pocket dimension and helped the trapped heroes escape to the real world. (The originals went into semi-retirement and became the &amp;quot;Prime&amp;quot; heroes- [[Morpheus]]-Prime, [[Sea Goddess]]-Prime, etc.) [See STAR COMICS ANNUAL #2, &amp;quot;Hail! The Forgotten Heroes&amp;quot; by David Denham]. Meanwhile, the Earth had entered into its first interplanetary conflict, as the reptilian Vegans began to make raids on the planet, seeking human slaves to toil in their machine empire. It was then that [[Captain Invincible]] learned of his extraterrestrial origins, his powers introduced to him by the Deltans, a peaceful race seeking to contain the spread of the Vegan Empire.&lt;br /&gt;
&lt;br /&gt;
The pre-eminent superhero group in this world is &amp;quot;Justice International,&amp;quot; a coalition of heroes from across the world. The group was formed shortly after an attack by Mr. Midnight on an international scientific conference in New York, an attack foiled by the joint efforts of [[Captain Invincible]], [[Professor Hawk]], [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], the new [[Sea Goddess]] (from Okinawa), Nigerian hero [[Master Man]] and French crimefighter [[Lumiere]]. The group has the official backing of the U.N. to fight threats to world safety and security wherever they appear. They meet in an Antarctic base which was converted from a polar research facility (and is located strangely close to a chasm which leads to the subterranean realm of Jurassica.) Another major superhero group is Team Tomorrow, a group of four teenagers from the future whose advanced technology gives them super-powers. They operate from the campus of Kefauver University under the watchful eye of the elderly Professor Erickson. Finally there is the Secret Army, a less-formal counterpart to Justice International which keeps its very existence a secret from the public and from non-member heroes. Its membership rotates frequently, apart from founding member [[Morpheus]].&lt;br /&gt;
&lt;br /&gt;
Places of interest in the Earth of Star Comics include the sunken continent of Atlantis, which happens to actually be located in the Pacific (Ancient scholars made a couple of mistakes.) Inhabited by a race of fish people, the nation is mostly peaceful except when angered by excessive fishing, pollution, or anything else which seems to be the fault of the surface dwellers. Jurassica is a subterranean jungle continent full of dinosaurs and other refugees from past geological eras. The Middle-Eastern nation of Uram is the birthplace of [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], who continues to agitate against the country&#039;s oppressive theocracy. &lt;br /&gt;
&lt;br /&gt;
Powerful extradimensional forces frequently work on this world. The Order of Light, a secret society of mystics, is in contact with the Positive Plane, home of the angelic Shining Ones, themselves extra-human servants of an unnamed greater power. They continually work to guard against the work of the Negative Plane and its servants, the Lords of Shadow. Between these two great opposing poles lie countless strange dimensions with their own laws of nature and their own designs on Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Captain Invincible]] (For M&amp;amp;M 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Lumiere]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Master Man]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Miniman]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Morpheus]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Professor Hawk]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Sea Goddess]] (For 2e)&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sea_Goddess&amp;diff=32580</id>
		<title>Sea Goddess</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sea_Goddess&amp;diff=32580"/>
		<updated>2006-09-27T07:53:42Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sea Goddess ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PL:&#039;&#039;&#039;11&lt;br /&gt;
&lt;br /&gt;
Alternate Identities: Alana Roberts (Golden Age)/June Tanner(Silver Age)(Changed to Junko Tanaka in 1970.)&lt;br /&gt;
&lt;br /&gt;
Identity: Public/Secret&lt;br /&gt;
&lt;br /&gt;
Base of Operations: Pacific Theater (GA)/Okinawa (SA)&lt;br /&gt;
&lt;br /&gt;
First Appearance: BONANZA COMICS June 1942, AMAZING SCIENCE FANTASY March 1959&lt;br /&gt;
&lt;br /&gt;
Gender: Female&lt;br /&gt;
&lt;br /&gt;
Group Affiliations: Allied Justice, Justice International&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength 15 (+2), Dexterity 18 (+4), Constitution 17 (+3), Intelligence 13 (+1), Wisdom 15 (+2), Charisma 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toughness +11 (+3 Con, Defensive Roll 8); Fortitude +5 (+3 Con, +2 Base); Reflex +7 (+4 Dex, +3 Base); Will +4 (+2 Wis, +2 Base)&lt;br /&gt;
&lt;br /&gt;
Defense: 21 (+11 Base)&lt;br /&gt;
&lt;br /&gt;
Initiative: +4&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Control 11&#039;&#039;&#039;: Alternate Powers- Blast 11, Create Object 11, Stun 11, Suffocate 11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immunity 1&#039;&#039;&#039;: Breathe Underwater&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swimming 15&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super-Movement 1&#039;&#039;&#039;: Water Walking&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attractiveness 2; Environmental Adaptation- Water; Evasion 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Search +17 (+1 Int, 16 Ranks); Spot +18 (+2 Wis, 16 Ranks); Acrobatics +20 (+4 Dex, 16 Ranks); Swimming +18 (+2 Str, 16 Ranks); Language- Murian (GA)/ English (SA, speaks Japanese); Survival +18 (+2 Wis, 16 Ranks); Knowledge (The Ocean) +17 (+1 Int, 16 Ranks)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaknesses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vulnerability- Radiation (Moderate, Uncommon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alana Roberts was orphaned at the age of 2 by a shipwreck in the Pacific; the sole survivor, she drifted on a piece of floatsam onto the remote island of Muria. The natives, descendants of the long-lost Mu Empire, christened the child the &amp;quot;Sea Goddess&amp;quot;, according to an ancient prophecy, and through a mystic rite gave her power over the ocean. Raised by the native Murians, Roberts trained and developed her powers, until the outbreak of war in the Pacific. Japanese forces invaded the island, and the Sea Goddess joined with the Allies to reclaim her homeland from Axis oppression. This catapulted her onto the world stage, where she became part of the Allied Justice team. In the last days of the war, the team were trapped in a mirror dimension by Axis sorcerer Baron Mystico, but were freed decades later (not having aged while in their dimensional prison.)&lt;br /&gt;
&lt;br /&gt;
During Roberts&#039; absence, a woman named June Tanner was raised in Okinawa. Her mother told her that her father had been an American naval officer who was killed in the line of duty (she later learned that her father was a native Okinawan who had gone into hiding after being falsely accused of murder.) June earned money as a pearl diver. On one fateful expedition she came across a radioactive meteorite which had fallen into the sea the previous night. The radiation triggered a mutation which instantly gave her an affinity with the water. It also had the effect of mutating some of the neighboring sea life into a hulking monster, and in battling that creature she became the new Sea Goddess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alana is a mysterious and distant woman. Not only did she grow up in a remote and isolated culture, but among them she was set apart by her powers and her mysterious destiny. Though not unfamiliar with Western culture, she holds on to Murian traditions. She is very stern and determined. For a time she harbored prejudice against the Japanese, but after spending some time with her successor her attitudes have changed.&lt;br /&gt;
&lt;br /&gt;
Jun(e) is a more down-to-Earth woman, who unlike her predecessor has had to grow into a bizarre new role as defender of the seas. She has more of a sense of humor, though not much more. She tries to stay near Okinawa when she can, and is devoted to her mother. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publishing History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sea Goddess was created as a new main feature for BONANZA COMICS when editor Alan Janowitz realized [[Star Comics]] was lagging behind in the hero race in two areas: it did not have a female superhero, nor did it have one with an acquatic theme (both of these being done by other major companies). Thinking that a woman writer might be the best to handle a woman character, he turned the assignment over to E. (Elizabeth) Jacobs, the only female scripter on Star&#039;s staff at the time. The ever-obscure Bobby Mills provided illustration work (it is rumored that late in the initial run, the Sea Goddess&#039; appearance was based on that of Esther Williams.) Sea Goddess was one of the most popular of Star&#039;s heroes, and remained BONANZA&#039;s headliner until the magazine was cancelled in 1949.&lt;br /&gt;
&lt;br /&gt;
In 1958, Star&#039;s new editor-in-chief Joe Prelutsky decided that Sea Goddess was due for a revival, but she, like other heroes, needed a &amp;quot;modern twist.&amp;quot; David Denham was assigned writing duties, and, as a fan of the Japanese monster films GODZILLA, KING OF THE MONSTERS and RODAN, suggested the new Sea Goddess be from Japan. Prelutsky liked the idea, but wasn&#039;t sure readers would accept an Asian superheroine- and the publishers had stronger doubts. A mild debate ensued within the stable, delaying the launch of the new feature; eventually, Denham agreed to a compromise and made the character half-Japanese, while illustrator Irving Ellison rendered the character with European features and colorists made sure to give her a Caucasian skin tone. The Atomic Age Sea Goddess finally made her debut in 1959, and met strong sales and no real controversy. David Denham departed from the title in 1960 to focus on the new [[Morpheus]], and Cal Winston took over writing duties. During this run the title of the magazine was changed from AMAZING SCIENCE FANTASY to SEA GODDESS, making the character the first since [[Captain Invincible]] and [[Professor Hawk]] to get her own book at Star. In 1964, both Winston and Ellison departed, burdened by their duties on the new title JUSTICE INTERNATIONAL, and again editorial picked a female creator: writer and artist Margaret Sheridan, who previously had been doing fill-in work on THRILLING and REAL PASSION. Sheridan&#039;s run moved away from mutated monsters and technological menaces to explore the sunken continent of Mu and its Fish-Man inhabitants.&lt;br /&gt;
&lt;br /&gt;
In 1970, as part of a sweeping block of changes meant to bring Star Comics into line with the new decade, Prelutsky decided that there was no longer any reason to pad around Sea Goddess&#039; ethnicity and ordered that she become, retroactively, a fully Japanese woman. After many half-solutions to the continuity problem, Sheridan came up with the &amp;quot;secret father&amp;quot; revelation which ran in the November issue for that year. After that point the character, now known as Jun Tanaka, was drawn and colored as a native Okinawan. Sheridan departed the company in 1973 in protest over Prelutsky&#039;s firing, and the title passed between a number of creative teams, but the character remained enough of a draw for the book to remain in print until the Star Comics &amp;quot;reboot&amp;quot; in 1983. After some time taken to find a new team, SEA GODDESS was relaunched in April of 1985, and has remained in print since.&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Monkey_Woman&amp;diff=32505</id>
		<title>Monkey Woman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Monkey_Woman&amp;diff=32505"/>
		<updated>2006-09-25T07:45:40Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Fixed math (Saves were too high for her PL)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Monkey Woman ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PL 11&#039;&#039;&#039; (PP: 165)&lt;br /&gt;
&lt;br /&gt;
Alternate Identity: Maria Suthers, &lt;br /&gt;
Identity: Public, &lt;br /&gt;
Base of Operations: Los Angeles,&lt;br /&gt;
Gender: Female&lt;br /&gt;
&lt;br /&gt;
Strength: 15 (+2),&lt;br /&gt;
Dexterity: 18 (+4),&lt;br /&gt;
Constitution: 17 (+3),&lt;br /&gt;
Intelligence: 15 (+2),&lt;br /&gt;
Wisdom: 11 (0),&lt;br /&gt;
Charisma: 18 (+4),&lt;br /&gt;
&lt;br /&gt;
Toughness: +11 (+3 Con, +8 Defensive Roll),&lt;br /&gt;
Fortitude: +4 (+3 Con, +1 Base),&lt;br /&gt;
Reflex: +7(+4 Dex, +3 Base),&lt;br /&gt;
Will: +5 (0 Wis, +5 Base)&lt;br /&gt;
&lt;br /&gt;
Defense: 21 (Base +11)&lt;br /&gt;
&lt;br /&gt;
Base Attack: +17 (Trade-off, Max Damage Save is +5)&lt;br /&gt;
&lt;br /&gt;
Initiative: +4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Device 1 (3 pp/rank): Amazon Vine&lt;br /&gt;
- Super-Movement: Swinging&lt;br /&gt;
&lt;br /&gt;
Sonic Control 5: Monkey Screech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Defensive Roll 8,&lt;br /&gt;
Fearless,&lt;br /&gt;
Equipment 10&lt;br /&gt;
&lt;br /&gt;
- Quarterstaff&lt;br /&gt;
&lt;br /&gt;
- Banana Utility Belt (Hold-Out Pistol, Frag Grenade, Smoke Grenade, Flash-Bang Grenade, Parachute  (1 pp), Grappling Hook (3 pp) (I had to make these up), Multi-Tool, actual Banana, 1 &amp;quot;blank&amp;quot; slot)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Acrobatics +20 (+4 Dex, 16 ranks),&lt;br /&gt;
Perform (Sing) +20 (+4 Cha, 16 ranks),&lt;br /&gt;
Perform (Keyboards) +20 (+4 Cha, 16 ranks),&lt;br /&gt;
Climb +18 (+2 Str, 16 ranks),&lt;br /&gt;
Survival +16 (0 Wis, 16 ranks),&lt;br /&gt;
Handle Animal +20 (+4 Cha, 16 ranks),&lt;br /&gt;
Concentration +8 (0 Wis, 8 ranks)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complication&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Unreliable Equipment (Can&#039;t tell which banana is which, sometimes picks wrong one)&lt;br /&gt;
&lt;br /&gt;
Backstory and other information available at [http://www.monkeywoman.com Monkey Woman&#039;s web site.]&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Comics&amp;diff=32504</id>
		<title>Star Comics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Comics&amp;diff=32504"/>
		<updated>2006-09-25T07:36:44Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:Supers]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds]]&lt;br /&gt;
&lt;br /&gt;
This is a metafictional game universe containing the various hero and villain characters I&#039;ve created for MUTANTS &amp;amp; MASTERMINDS. (There was an actual Star Comics in the 80s, but there&#039;s no affiliation.)&lt;br /&gt;
&lt;br /&gt;
Star Comics began as a small subdivision of the Constellation Publishing company in 1936. Their big breakthrough was the introduction of the hero [[Captain Invincible]] in THRILLING COMICS #3 in June of 1939. Other super-characters, such as scientist and gadgeteer [[Professor Hawk]], the Arabic rogue [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], the [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess] and [[Morpheus]] the Dimension Lord. As with all other publishers it pulled back on its superhero titles when the market went bust after WWII, but began reviving them in 1957, following the example of National/DC. Star Comics&#039; parent company had strong overseas connections and did good business translating and exporting its material- including comics- to Europe and Asia, and to appeal to these markets many Star Comics heroes were given non-American backgrounds. This tradition has continued to the present and remains a distinction for the company, even though it broke off from Constellation when the publisher went bankrupt in 1983.(Star Comics re-organized during this time and launched a new, streamlined continuity following from the epic miniseries THE END OF TIME.)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Star Comics Universe&amp;quot; is one in which superheroes have been known to exist since just before the Second World War- [[Captain Invincible]] was the first to emerge, and during the War he led the team known as &amp;quot;Allied Justice.&amp;quot; Some of the heroes from this period- the original [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], [[Morpheus]], [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess] and Blue Flame, among others- were trapped in a pocket dimension by the Nazi occultist Baron Mystico and effectively &amp;quot;removed from history&amp;quot;, with none of the remaining heroes remembering who they were. Karmic forces worked to create new incarnations of these heroes, until the second Morpheus discovered the pocket dimension and helped the trapped heroes escape to the real world. (The originals went into semi-retirement and became the &amp;quot;Prime&amp;quot; heroes- [[Morpheus]]-Prime, [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess]-Prime, etc.) [See STAR COMICS ANNUAL #2, &amp;quot;Hail! The Forgotten Heroes&amp;quot; by David Denham]. Meanwhile, the Earth had entered into its first interplanetary conflict, as the reptilian Vegans began to make raids on the planet, seeking human slaves to toil in their machine empire. It was then that [[Captain Invincible]] learned of his extraterrestrial origins, his powers introduced to him by the Deltans, a peaceful race seeking to contain the spread of the Vegan Empire.&lt;br /&gt;
&lt;br /&gt;
The pre-eminent superhero group in this world is &amp;quot;Justice International,&amp;quot; a coalition of heroes from across the world. The group was formed shortly after an attack by Mr. Midnight on an international scientific conference in New York, an attack foiled by the joint efforts of [[Captain Invincible]], [[Professor Hawk]], [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], the new [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess] (from Okinawa), Nigerian hero [[Master Man]] and French crimefighter [[Lumiere]]. The group has the official backing of the U.N. to fight threats to world safety and security wherever they appear. They meet in an Antarctic base which was converted from a polar research facility (and is located strangely close to a chasm which leads to the subterranean realm of Jurassica.) Another major superhero group is Team Tomorrow, a group of four teenagers from the future whose advanced technology gives them super-powers. They operate from the campus of Kefauver University under the watchful eye of the elderly Professor Erickson. Finally there is the Secret Army, a less-formal counterpart to Justice International which keeps its very existence a secret from the public and from non-member heroes. Its membership rotates frequently, apart from founding member [[Morpheus]].&lt;br /&gt;
&lt;br /&gt;
Places of interest in the Earth of Star Comics include the sunken continent of Atlantis, which happens to actually be located in the Pacific (Ancient scholars made a couple of mistakes.) Inhabited by a race of fish people, the nation is mostly peaceful except when angered by excessive fishing, pollution, or anything else which seems to be the fault of the surface dwellers. Jurassica is a subterranean jungle continent full of dinosaurs and other refugees from past geological eras. The Middle-Eastern nation of Uram is the birthplace of [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], who continues to agitate against the country&#039;s oppressive theocracy. &lt;br /&gt;
&lt;br /&gt;
Powerful extradimensional forces frequently work on this world. The Order of Light, a secret society of mystics, is in contact with the Positive Plane, home of the angelic Shining Ones, themselves extra-human servants of an unnamed greater power. They continually work to guard against the work of the Negative Plane and its servants, the Lords of Shadow. Between these two great opposing poles lie countless strange dimensions with their own laws of nature and their own designs on Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Captain Invincible]] (For M&amp;amp;M 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Lumiere]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Master Man]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Miniman]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Morpheus]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Professor Hawk]] (For 2e)&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Comics&amp;diff=32503</id>
		<title>Star Comics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Comics&amp;diff=32503"/>
		<updated>2006-09-25T07:36:27Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Professor Hawk now a local link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:Supers]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds]]&lt;br /&gt;
&lt;br /&gt;
This is a metafictional game universe containing the various hero and villain characters I&#039;ve created for MUTANTS &amp;amp; MASTERMINDS. (There was an actual Star Comics in the 80s, but there&#039;s no affiliation.)&lt;br /&gt;
&lt;br /&gt;
Star Comics began as a small subdivision of the Constellation Publishing company in 1936. Their big breakthrough was the introduction of the hero [[Captain Invincible]] in THRILLING COMICS #3 in June of 1939. Other super-characters, such as scientist and gadgeteer [[Professor Hawk]], the Arabic rogue [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], the [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess] and [[Morpheus]] the Dimension Lord. As with all other publishers it pulled back on its superhero titles when the market went bust after WWII, but began reviving them in 1957, following the example of National/DC. Star Comics&#039; parent company had strong overseas connections and did good business translating and exporting its material- including comics- to Europe and Asia, and to appeal to these markets many Star Comics heroes were given non-American backgrounds. This tradition has continued to the present and remains a distinction for the company, even though it broke off from Constellation when the publisher went bankrupt in 1983.(Star Comics re-organized during this time and launched a new, streamlined continuity following from the epic miniseries THE END OF TIME.)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Star Comics Universe&amp;quot; is one in which superheroes have been known to exist since just before the Second World War- [[Captain Invincible]] was the first to emerge, and during the War he led the team known as &amp;quot;Allied Justice.&amp;quot; Some of the heroes from this period- the original [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], [[Morpheus]], [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess] and Blue Flame, among others- were trapped in a pocket dimension by the Nazi occultist Baron Mystico and effectively &amp;quot;removed from history&amp;quot;, with none of the remaining heroes remembering who they were. Karmic forces worked to create new incarnations of these heroes, until the second Morpheus discovered the pocket dimension and helped the trapped heroes escape to the real world. (The originals went into semi-retirement and became the &amp;quot;Prime&amp;quot; heroes- [[Morpheus]]-Prime, [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess]-Prime, etc.) [See STAR COMICS ANNUAL #2, &amp;quot;Hail! The Forgotten Heroes&amp;quot; by David Denham]. Meanwhile, the Earth had entered into its first interplanetary conflict, as the reptilian Vegans began to make raids on the planet, seeking human slaves to toil in their machine empire. It was then that [[Captain Invincible]] learned of his extraterrestrial origins, his powers introduced to him by the Deltans, a peaceful race seeking to contain the spread of the Vegan Empire.&lt;br /&gt;
&lt;br /&gt;
The pre-eminent superhero group in this world is &amp;quot;Justice International,&amp;quot; a coalition of heroes from across the world. The group was formed shortly after an attack by Mr. Midnight on an international scientific conference in New York, an attack foiled by the joint efforts of [[Captain Invincible]], [[Professor Hawk]], [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], the new [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess] (from Okinawa), Nigerian hero [[Master Man]] and French crimefighter [[Lumiere]]. The group has the official backing of the U.N. to fight threats to world safety and security wherever they appear. They meet in an Antarctic base which was converted from a polar research facility (and is located strangely close to a chasm which leads to the subterranean realm of Jurassica.) Another major superhero group is Team Tomorrow, a group of four teenagers from the future whose advanced technology gives them super-powers. They operate from the campus of Kefauver University under the watchful eye of the elderly Professor Erickson. Finally there is the Secret Army, a less-formal counterpart to Justice International which keeps its very existence a secret from the public and from non-member heroes. Its membership rotates frequently, apart from founding member [[Morpheus]].&lt;br /&gt;
&lt;br /&gt;
Places of interest in the Earth of Star Comics include the sunken continent of Atlantis, which happens to actually be located in the Pacific (Ancient scholars made a couple of mistakes.) Inhabited by a race of fish people, the nation is mostly peaceful except when angered by excessive fishing, pollution, or anything else which seems to be the fault of the surface dwellers. Jurassica is a subterranean jungle continent full of dinosaurs and other refugees from past geological eras. The Middle-Eastern nation of Uram is the birthplace of [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], who continues to agitate against the country&#039;s oppressive theocracy. &lt;br /&gt;
&lt;br /&gt;
Powerful extradimensional forces frequently work on this world. The Order of Light, a secret society of mystics, is in contact with the Positive Plane, home of the angelic Shining Ones, themselves extra-human servants of an unnamed greater power. They continually work to guard against the work of the Negative Plane and its servants, the Lords of Shadow. Between these two great opposing poles lie countless strange dimensions with their own laws of nature and their own designs on Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Captain Invincible]] (For M&amp;amp;M 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Lumiere]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Master Man]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Miniman]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Morpheus]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Professor Hawk]] (For 2e&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Professor_Hawk&amp;diff=32502</id>
		<title>Professor Hawk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Professor_Hawk&amp;diff=32502"/>
		<updated>2006-09-25T07:34:54Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: /* Professor Hawk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Professor Hawk ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PL:&#039;&#039;&#039;11&lt;br /&gt;
&lt;br /&gt;
Alternate Identity: Gordon Drake&lt;br /&gt;
&lt;br /&gt;
Identity: Secret&lt;br /&gt;
&lt;br /&gt;
Base of Operations: Cambridgeshire, UK&lt;br /&gt;
&lt;br /&gt;
First Appearance: Mystery Comics, August 1939&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Age: 35&lt;br /&gt;
&lt;br /&gt;
Group Affiliation: Justice International&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength 14/18 (+2/+4 w/ Hawk Armor), Dexterity 16 (+3), Constitution 16 (+3), Intelligence 20 (+5), Wisdom 14 (+2), Charisma 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toughness +3/+11 (+3 Con, +8 Protection w/ Hawk Armor); Fortitude +5 (+3 Con, +2 Base); Reflex +6 (+3 Dex, +3 Base); Will +5 (+2 Wis, +3 Base)&lt;br /&gt;
&lt;br /&gt;
Defense: 21 (+7 Base, +4 Dodge Bonus)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Device 1&#039;&#039;&#039;: &#039;&#039;Hawkeye Visor&#039;&#039;- Super-Senses 5 (Darkvision, Extended, Distance Sense, Infravision), Easy to Lose&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Device 5&#039;&#039;&#039;: &#039;&#039;Talon Dart Gun&#039;&#039;- Blast 11 (Sedation, Ricochet, Accurate), Easy to Lose&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Device 4&#039;&#039;&#039;: &#039;&#039;Hawk Armor&#039;&#039;- Protection 8 (Impervious), Enhanced Strength 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Track, Dodge Focus 4, Equipment 20, Attack Focus (Ranged) 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Knowledge (Physical Science) +21 (+5 Int, 16 Ranks); Craft (Electronics) +21 (+5 Int, 16 Ranks); Disable Device +21 (+5 Int, 16 Ranks); Search +21 (+5 Int, 16 Ranks); Notice +14 (+2 Wis, 12 Ranks); Pilot +15 (+3 Dex, 12 Ranks); Stealth +19 (+3 Dex, 16 Ranks); Survival +13 (+2 Wis, 12 Ranks); Investigate +21 (+5 Int, 16 Ranks); Gather Information +18 (+2 Cha, 16 Ranks)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nighthawk Spy Plane&#039;&#039;&#039;: Gargantuan Aircraft, Flight 6, Tougness: 18, Strength 45, Defense 9, Super Senses 3 (Radar, Dark Vision), Concealment 1 (Radar), Snare 5, Communication 1 (Radio), Datalink 9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rookery Tower&#039;&#039;&#039; HQ: Toughness: 10; Size: Large; Features: Lab, Hangar, Garage, Dock, Communications, Workshop, Computer, Library, Isolated, Security System, Living Space&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility Belt&#039;&#039;&#039;: Cutting Torch, Sleep Gas Pellets, Smoke Pellets, Stun Pellets, Tear Gas Pellets&lt;br /&gt;
&lt;br /&gt;
Multitool, Comlink, Gas Mask, Camera&lt;br /&gt;
&lt;br /&gt;
3 levels to Justice International HQ&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dr. Gordon Drake was originally a professor of Aeronautics at Cambridge University, when he was contacted by the government for assistance on a top secret project building a new spy plane. He ended up leading the project, and was working on the final plans one night when enemy agents attacked the laboratory attempting to steal the plans. Drake managed to escape to the remote hangar and finish the plane himself, using it to track down and capture the spies before they could get the plans out of the country. Inspired by the event to take up crimefighting in defence of the realm, Drake moved to a secluded family tower in the countryside and took on the identity of Professor Hawk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Drake is motivated by the responsibility of power; he has the scientific know-how to stop criminals and saboteurs, and thus he is obliged to do so. Highly patriotic, he tends to focus on espionage and threats to the security of the United Kingdom over more common criminal activity. At worst he can be narrow-minded in his nationalism, viewing events in terms of how they will affect Britain; however, joining Justice International has helped to broaden his perspective. In the field he is cool and professional, often favoring a tactical approach to each &amp;quot;mission.&amp;quot; In his civilian identity he is more the proper English gentleman, with a mild disposition masking a fierce intelligence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dr. Gordon Drake is a tall, think man with grey eyes and brown hair. He tends to dress in tweed suits. As Professor Hawk, he wears a cowl which gives him a half-beak profile and incorporates his Hawkeye Visor, as well as a blue cape with a subtle feather pattern. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publishing History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Professor Hawk was the creation of Alan Grayson, an anglophile artist/writer who joined [[Star Comics]] in early 1939, and was promptly handed the task of writing a lead feature for MYSTERY COMICS. Having visited Cambridge in his college years, and following closely the news of war in Europe, Grayson set about creating a British crimefighter who would aid in the war effort. Grayson also had an interest in aviation and aeronautics, and decided his character would have a  plane allowing him to fight the Axis in the air; this led him to the &amp;quot;bird&amp;quot; theme, and the character apparently fell into place from there.&lt;br /&gt;
&lt;br /&gt;
Among Star&#039;s Golden Age heroes, Professor Hawk was second in popularity only to [[Captain Invincible]]; he was given his own book in early 1941, and two serials, PROFESSOR HAWK and PROFESSOR HAWK OVER AFRICA, were released in 1942 and 1945, respectively. During the war Grayson served in the Air Force, and the title was then written by Elizabeth Jacobs (writing as &amp;quot;E. Jacobs&amp;quot; to hide her gender) and drawn by Bobby Mills, a company draftsman about whom little is known. The character was popular enough to survive the postwar superhero bust, and when Grayson returned from service in 1946, he took over the title again, writing it for the next five years. Through this run and the next the emphasis on the character shifted from espionage to crimefighting.&lt;br /&gt;
&lt;br /&gt;
The most notable shift to the character came in 1957, when the title was handed to Italian immigrant Pablo Florentin, who wrote and illustrated the character in an increasingly surreal manner. He introduced colorful supervillains like the rubbery Elastique, the Burrowing Mole, and most infamously, the Mad Butcher (who appeared for one issue before the CCA reconsidered its decision to let the character be published.) Florentin&#039;s style, though controversial at the time, was said to anticipate the &amp;quot;Pop Art&amp;quot; trend of the sixties, and EIC Joe Prelutsky stirred the pot even further when he lured Grayson, who had been pursuing a prose career, back to the writing post in 1964. Fireworks were expected, but instead the team got along famously and worked through the end of the decade, producing what is said to be the character&#039;s finest run, a string of twisted intrigues and encounters with Soviet-backed supervillains.&lt;br /&gt;
&lt;br /&gt;
Grayson retired in 1970, facing health problems, and the title would change hands many times in decades to come. Grayson finally passed in 1984, as his character was beginning to return to the spotlight again in the legendary miniseries FLIGHT OF THE HAWK, a gritty modern update of the character&#039;s origins and personality. Professor Hawk remains one of [[Star Comics]]&#039; most important properties.&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Professor_Hawk&amp;diff=32501</id>
		<title>Professor Hawk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Professor_Hawk&amp;diff=32501"/>
		<updated>2006-09-25T07:34:07Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: A Gadget Hero for 2e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Professor Hawk ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PL:&#039;&#039;&#039;11&lt;br /&gt;
&lt;br /&gt;
Alternate Identity: Gordon Drake&lt;br /&gt;
&lt;br /&gt;
Identity: Secret&lt;br /&gt;
&lt;br /&gt;
Base of Operations: Cambridgeshire, UK&lt;br /&gt;
&lt;br /&gt;
First Appearance: Mystery Comics, August 1939&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Age: 35&lt;br /&gt;
&lt;br /&gt;
Group Affiliation: Justice International&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength 14/18 (+2/+4 w/ Hawk Armor), Dexterity 16 (+3), Constitution 16 (+3), Intelligence 20 (+5), Wisdom 14 (+2), Charisma 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toughness +3/+11 (+3 Con, +8 Protection w/ Hawk Armor); Fortitude +5 (+3 Con, +2 Base); Reflex +6 (+3 Dex, +3 Base); Will +5 (+2 Wis, +3 Base)&lt;br /&gt;
&lt;br /&gt;
Defense: 21 (+7 Base, +4 Dodge Bonus)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Device 1&#039;&#039;&#039;: &#039;&#039;Hawkeye Visor&#039;&#039;- Super-Senses 5 (Darkvision, Extended, Distance Sense, Infravision), Easy to Lose&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Device 5&#039;&#039;&#039;: &#039;&#039;Talon Dart Gun&#039;&#039;- Blast 11 (Sedation, Ricochet, Accurate), Easy to Lose&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Device 4&#039;&#039;&#039;: &#039;&#039;Hawk Armor&#039;&#039;- Protection 8 (Impervious), Enhanced Strength 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Track, Dodge Focus 4, Equipment 20, Attack Focus (Ranged) 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Knowledge (Physical Science) +21 (+5 Int, 16 Ranks); Craft (Electronics) +21 (+5 Int, 16 Ranks); Disable Device +21 (+5 Int, 16 Ranks); Search +21 (+5 Int, 16 Ranks); Notice +14 (+2 Wis, 12 Ranks); Pilot +15 (+3 Dex, 12 Ranks); Stealth +19 (+3 Dex, 16 Ranks); Survival +13 (+2 Wis, 12 Ranks); Investigate +21 (+5 Int, 16 Ranks); Gather Information +18 (+2 Cha, 16 Ranks)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nighthawk Spy Plane&#039;&#039;&#039;: Gargantuan Aircraft, Flight 6, Tougness: 18, Strength 45, Defense 9, Super Senses 3 (Radar, Dark Vision), Concealment 1 (Radar), Snare 5, Communication 1 (Radio), Datalink 9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rookery Tower&#039;&#039;&#039; HQ: Toughness: 10; Size: Large; Features: Lab, Hangar, Garage, Dock, Communications, Workshop, Computer, Library, Isolated, Security System, Living Space&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility Belt&#039;&#039;&#039;: Cutting Torch, Sleep Gas Pellets, Smoke Pellets, Stun Pellets, Tear Gas Pellets&lt;br /&gt;
&lt;br /&gt;
Multitool, Comlink, Gas Mask, Camera&lt;br /&gt;
&lt;br /&gt;
3 levels to Justice International HQ&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dr. Gordon Drake was originally a professor of Aeronautics at Cambridge University, when he was contacted by the government for assistance on a top secret project building a new spy plane. He ended up leading the project, and was working on the final plans one night when enemy agents attacked the laboratory attempting to steal the plans. Drake managed to escape to the remote hangar and finish the plane himself, using it to track down and capture the spies before they could get the plans out of the country. Inspired by the event to take up crimefighting in defence of the realm, Drake moved to a secluded family tower in the countryside and took on the identity of Professor Hawk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Drake is motivated by the responsibility of power; he has the scientific know-how to stop criminals and saboteurs, and thus he is obliged to do so. Highly patriotic, he tends to focus on espionage and threats to the security of the United Kingdom over more common criminal activity. At worst he can be narrow-minded in his nationalism, viewing events in terms of how they will affect Britain; however, joining Justice International has helped to broaden his perspective. In the field he is cool and professional, often favoring a tactical approach to each &amp;quot;mission.&amp;quot; In his civilian identity he is more the proper English gentleman, with a mild disposition masking a fierce intelligence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dr. Gordon Drake is a tall, think man with grey eyes and brown hair. He tends to dress in tweed suits. As Professor Hawk, he wears a cowl which gives him a half-beak profile and incorporates his Hawkeye Visor, as well as a blue cape with a subtle feather pattern. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publishing History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Professor Hawk was the creation of Alan Grayson, an anglophile artist/writer who joined [[Star Comics]] in early 1939, and was promptly handed the task of writing a lead feature for MYSTERY COMICS. Having visited Cambridge in his college years, and following closely the news of war in Europe, Grayson set about creating a British crimefighter who would aid in the war effort. Grayson also had an interest in aviation and aeronautics, and decided his character would have a  plane allowing him to fight the Axis in the air; this led him to the &amp;quot;bird&amp;quot; theme, and the character apparently fell into place from there.&lt;br /&gt;
&lt;br /&gt;
Among Star&#039;s Golden Age heroes, Professor Hawk was second in popularity only to [[Captain Invincible]]; he was given his own book in early 1941, and two serials, PROFESSOR HAWK and PROFESSOR HAWK OVER AFRICA, were released in 1942 and 1945, respectively. During the war Grayson served in the Air Force, and the title was then written by Elizabeth Jacobs (writing as &amp;quot;E. Jacobs&amp;quot; to hide her gender) and drawn by Bobby Mills, a company draftsman about whom little is known. The character was popular enough to survive the postwar superhero bust, and when Grayson returned from service in 1946, he took over the title again, writing it for the next five years. Through this run and the next the emphasis on the character shifted from espionage to crimefighting.&lt;br /&gt;
&lt;br /&gt;
The most notable shift to the character came in 1957, when the title was handed to Italian immigrant Pablo Florentin, who wrote and illustrated the character in an increasingly surreal manner. He introduced colorful supervillains like the rubbery Elastique, the Burrowing Mole, and most infamously, the Mad Butcher (who appeared for one issue before the CCA reconsidered its decision to let the character be published.) Florentin&#039;s style, though controversial at the time, was said to anticipate the &amp;quot;Pop Art&amp;quot; trend of the sixties, and EIC Joe Prelutsky stirred the pot even further when he lured Grayson, who had been pursuing a prose career, back to the writing post in 1964. Fireworks were expected, but instead the team got along famously and worked through the end of the decade, producing what is said to be the character&#039;s finest run, a string of twisted intrigues and encounters with Soviet-backed supervillains.&lt;br /&gt;
&lt;br /&gt;
Grayson retired in 1970, facing health problems, and the title would change hands many times in decades to come. Grayson finally passed in 1984, as his character was beginning to return to the spotlight again in the legendary miniseries FLIGHT OF THE HAWK, a gritty modern update of the character&#039;s origins and personality. The creation remains a mainstay of the company.&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Comics&amp;diff=32467</id>
		<title>Star Comics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Comics&amp;diff=32467"/>
		<updated>2006-09-22T16:43:20Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:Supers]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds]]&lt;br /&gt;
&lt;br /&gt;
This is a metafictional game universe containing the various hero and villain characters I&#039;ve created for MUTANTS &amp;amp; MASTERMINDS. (There was an actual Star Comics in the 80s, but there&#039;s no affiliation.)&lt;br /&gt;
&lt;br /&gt;
Star Comics began as a small subdivision of the Constellation Publishing company in 1936. Their big breakthrough was the introduction of the hero [[Captain Invincible]] in THRILLING COMICS #3 in June of 1939. Other super-characters, such as scientist and gadgeteer [http://d20npcs.wikicities.com/wiki/Professor_Hawk Professor Hawk], the Arabic rogue [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], the [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess] and [[Morpheus]] the Dimension Lord. As with all other publishers it pulled back on its superhero titles when the market went bust after WWII, but began reviving them in 1957, following the example of National/DC. Star Comics&#039; parent company had strong overseas connections and did good business translating and exporting its material- including comics- to Europe and Asia, and to appeal to these markets many Star Comics heroes were given non-American backgrounds. This tradition has continued to the present and remains a distinction for the company, even though it broke off from Constellation when the publisher went bankrupt in 1983.(Star Comics re-organized during this time and launched a new, streamlined continuity following from the epic miniseries THE END OF TIME.)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Star Comics Universe&amp;quot; is one in which superheroes have been known to exist since just before the Second World War- [[Captain Invincible]] was the first to emerge, and during the War he led the team known as &amp;quot;Allied Justice.&amp;quot; Some of the heroes from this period- the original [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], [[Morpheus]], [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess] and Blue Flame, among others- were trapped in a pocket dimension by the Nazi occultist Baron Mystico and effectively &amp;quot;removed from history&amp;quot;, with none of the remaining heroes remembering who they were. Karmic forces worked to create new incarnations of these heroes, until the second Morpheus discovered the pocket dimension and helped the trapped heroes escape to the real world. (The originals went into semi-retirement and became the &amp;quot;Prime&amp;quot; heroes- [[Morpheus]]-Prime, [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess]-Prime, etc.) [See STAR COMICS ANNUAL #2, &amp;quot;Hail! The Forgotten Heroes&amp;quot; by David Denham]. Meanwhile, the Earth had entered into its first interplanetary conflict, as the reptilian Vegans began to make raids on the planet, seeking human slaves to toil in their machine empire. It was then that [[Captain Invincible]] learned of his extraterrestrial origins, his powers introduced to him by the Deltans, a peaceful race seeking to contain the spread of the Vegan Empire.&lt;br /&gt;
&lt;br /&gt;
The pre-eminent superhero group in this world is &amp;quot;Justice International,&amp;quot; a coalition of heroes from across the world. The group was formed shortly after an attack by Mr. Midnight on an international scientific conference in New York, an attack foiled by the joint efforts of [[Captain Invincible]], [http://d20npcs.wikicities.com/wiki/Professor_Hawk Professor Hawk], [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], the new [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess] (from Okinawa), Nigerian hero [[Master Man]] and French crimefighter [[Lumiere]]. The group has the official backing of the U.N. to fight threats to world safety and security wherever they appear. They meet in an Antarctic base which was converted from a polar research facility (and is located strangely close to a chasm which leads to the subterranean realm of Jurassica.) Another major superhero group is Team Tomorrow, a group of four teenagers from the future whose advanced technology gives them super-powers. They operate from the campus of Kefauver University under the watchful eye of the elderly Professor Erickson. Finally there is the Secret Army, a less-formal counterpart to Justice International which keeps its very existence a secret from the public and from non-member heroes. Its membership rotates frequently, apart from founding member [[Morpheus]].&lt;br /&gt;
&lt;br /&gt;
Places of interest in the Earth of Star Comics include the sunken continent of Atlantis, which happens to actually be located in the Pacific (Ancient scholars made a couple of mistakes.) Inhabited by a race of fish people, the nation is mostly peaceful except when angered by excessive fishing, pollution, or anything else which seems to be the fault of the surface dwellers. Jurassica is a subterranean jungle continent full of dinosaurs and other refugees from past geological eras. The Middle-Eastern nation of Uram is the birthplace of [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], who continues to agitate against the country&#039;s oppressive theocracy. &lt;br /&gt;
&lt;br /&gt;
Powerful extradimensional forces frequently work on this world. The Order of Light, a secret society of mystics, is in contact with the Positive Plane, home of the angelic Shining Ones, themselves extra-human servants of an unnamed greater power. They continually work to guard against the work of the Negative Plane and its servants, the Lords of Shadow. Between these two great opposing poles lie countless strange dimensions with their own laws of nature and their own designs on Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Captain Invincible]] (For M&amp;amp;M 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Lumiere]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Master Man]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Miniman]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Morpheus]] (For 2e)&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Captain_Invincible&amp;diff=32455</id>
		<title>Captain Invincible</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Captain_Invincible&amp;diff=32455"/>
		<updated>2006-09-22T06:21:22Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Made this an actual page for the 2e version of the character.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Captain Invincible ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PL: 12&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alternate Identity: None&lt;br /&gt;
&lt;br /&gt;
Base of Operations: Statue of Liberty, New York&lt;br /&gt;
&lt;br /&gt;
First Appearance: THRILLING COMICS #3, June 1939&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Hair: Black, Grey Highlights&lt;br /&gt;
&lt;br /&gt;
Group Affiliation: Justice International&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength 18 (+4); Dexterity 12 (+1); Constitution 16 (+3); Intelligence 13 (+1); Wisdom 14 (+2); Charisma 15 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toughness +12 (+3 Con, +9 Protection); Fortitude +6 (+3 Con, +3 Base); Reflex +2 (+1 Dex, +1 Base); Will +5 (+2 Wisdom, +3 Base)&lt;br /&gt;
&lt;br /&gt;
Defense 22 (+12 Base)&lt;br /&gt;
&lt;br /&gt;
Base Attack: +10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immunity 1&#039;&#039;&#039;: Aging&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magnetic Control 12&#039;&#039;&#039;, Alternate Powers: Blast 12, Obscure Radio 12 (Max save by PL), Nullify Electronics 17 (Max save by PL)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flight 9&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boost 9&#039;&#039;&#039; (&#039;&#039;Amazing Computer Brain&#039;&#039;), Intelligence/Wisdom, Flaw: Personal (&#039;&#039;Cost: 1 point per rank&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protection 9&#039;&#039;&#039;, Extra: Impervious&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sidekick 15 (Patty Patria); Leadership; Inspire 1; Equipment 1, Connected, Attack Focus (Ranged) 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Diplomacy +10 (+2 Cha, 8 Ranks); Disguise +6 (+2 Cha, 4 Ranks); Gather Information +6 (+2 Cha, 4 Ranks); Sense Motive +6 (+2 Wis, 4 Ranks); Knowledge (Americana) +14 (+2 Int, 12 Ranks); Investigate +6 (+2 Int, 4 Ranks)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Statue of Liberty Watch Post (HQ)&#039;&#039;&#039;: Toughness 10, Size: Diminuitive, Communications, Concealed, Living Space&lt;br /&gt;
&lt;br /&gt;
Commlink (wrist radio) &lt;br /&gt;
&lt;br /&gt;
2 Points in Justice International HQ&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Full Power- Boost&lt;br /&gt;
&lt;br /&gt;
Power Loss- Alcohol (Uncommon)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The conception of the child who would become Captain Invincible was, unbeknownst to his parents, influenced by the Deltans, alien beings who doused the couple in cosmic radiation. It had no effect on them, but the resulting child was gifted with superhuman abilities, and growing up as a congressman&#039;s son, the boy learned patriotism and duty from an early age. Upon reaching adulthood, the captain revealed himself, and began battling gangsters, Nazis and other enemies of America. A HUAC inquiry drove him to drink, and he spent many decades a vagrant without any use of his superpowers, but he resurfaced when called upon by the President to battle archnemesis Mr. Midnight. He has since agelessly battled evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A softspoken, affable everyman, Captain Invincible refuses to see himself as in any way separate from the people he protects. He is fiercely patriotic, but not blindly so- he is disappointed when the nation he loves fails to live up to its ideals. In any situation he will value what he sees as the ideals of the American way- life, liberty, equality, etc.- over blind service to a particular government. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Captain Invincible has a rounded, tan face with a prominent noseline. He bears a vague-yet-uncanny resemblance to character actor [http://www.imdb.com/name/nm0000273/ Alan Arkin] circa 1983. He wears a silver uniform with a red, white and blue &amp;quot;CI&amp;quot; logo and belt with star buckle, as well as a red cape with clasps resembling eagle talons. He sometimes wears a silver aviator&#039;s cap, but not often.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publishing History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Star Comics]]&#039; first superhero, Captain Invincible was created by the team of writer John Spiegelman and artist Dave Lieber in the wake of the early popularity of Superman. Seeking to make the character different enough to avoid a lawsuit, Spiegelman and Leiber decided on a few key differences; he would have no &amp;quot;secret identity&amp;quot; like the other masked heroes (super and not) of the time, and also have a very specific set of &amp;quot;powers&amp;quot;, which Spiegelman based on the principles of electromagnetism. (The character&#039;s original name was going to be Magnet Man, but the publisher insisted on a &amp;quot;more dynamic&amp;quot; name.) Debuting in 1939, the character was a hit and started Star Comics&#039; move into the superhero game. He soon gained his own magazine in September of that year, though he remained in the pages of THRILLING.&lt;br /&gt;
&lt;br /&gt;
As it happened, the character and the company were sued by National in 1942, shortly before the statute of limitations expired. Lawyers for Star Comics managed to delay court action for years, until finally an ingenious strategy was hit upon; the company countersued claiming that National had stolen Superman&#039;s ability to fly- which didn&#039;t manifest until the 1940s- from their character, who had the power from the beginning. The two companies finally settled out of court in 1946, with Star paying a small royalty from their profits for a period of 10 years.&lt;br /&gt;
&lt;br /&gt;
During this time, the character remained a major draw, inspiring three serials and a radio series, and staying in print even after the superhero craze died out. In January of 1957, Star Comics jumped into the Silver Age with a story called &amp;quot;Captain Invincible&#039;s Secret Origins&amp;quot;, written by Calvin Winston and drawn by Irving Ellison. Originally, the character&#039;s origin- admitted by Spiegelman to be &amp;quot;an afterthought&amp;quot;- had been that his pregnant mother was by chance doused with cosmic rays from an evening meteor shower. Seeking to create something more dynamic and &amp;quot;current&amp;quot;, Winston and editor-in-chief Joe Prelutsky borrowed from the flying-saucer craze and had the character learn his unearthly origin from the alien Deltans themselves, who were breeding heroes across space to defend planets against the marauding Vegans. Battles with aliens and far-out cosmic enemies came to dominate the character&#039;s sixties run.&lt;br /&gt;
&lt;br /&gt;
Captain Invincible has the distinction of being one of only two Star Comics characters to remain continually in print throughout the company&#039;s history (Professor Hawk being the other). However, when Star Comics left Constellation Publishing at the end of 1983, there was a brief hiatus in all titles following the END OF TIME crossover event; the first publication of the new Star Comics was a four-part miniseries based on the controversial cult film [http://us.imdb.com/title/tt0086189/ The Return of Captain Invincible], itself the result of a byzantine licensing deal gone awry. The miniseries started in March of 1984 and ran through June, setting up the new CAPTAIN INVINCIBLE series which began in July.&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Morpheus&amp;diff=31932</id>
		<title>Morpheus</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Morpheus&amp;diff=31932"/>
		<updated>2006-09-12T04:11:37Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Added links to Lumiere&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Morpheus, the Dimension Lord ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PL:&#039;&#039;&#039;11&lt;br /&gt;
&lt;br /&gt;
Alternate Identities: Dr. Carl Gannon (Golden Age), Dr. Joseph Pike (Silver Age); ID: Secret; Base of Operations: Private Laboratory, Upstate New York; First Appearance(s): BONANZA COMICS July-August 1940 (GA), TALES OF THE UNKNOWN Oct. 1960; Gender: Male&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength 13 (+1), Dexterity 13 (+1), Constitution 15 (+2), Intelligence 19 (+4), Wisdom 17 (+3), Charisma 15 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toughness +12 (+2 Con, 10 Force Field); Fortitude +5 (+2 Con, +3 Base); Reflex +4 (+1 Dex, +3 Base); Will +7 (+3 Wis, +4 Base)&lt;br /&gt;
&lt;br /&gt;
Defense: 20 (+10 Base)&lt;br /&gt;
&lt;br /&gt;
Initiative: +1 (Dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Movement 5&#039;&#039;&#039;: Dimensional 3, Permeate, Trackless, Progression 1, Alternate Powers: Space Travel 10, Flight 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cosmic Energy Control 11&#039;&#039;&#039;: Alternate  Powers: Boost (physical traits, 2 pp) 11, Disintegration 5, Healing 11, Snare 11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immunity 12&#039;&#039;&#039;: Life Support, Starvation, Thirst, Need for Sleep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Field 10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quick Change 2; Equipment 1 (Headquarters: Super Movement 3, Dimensional (Dimensional Doorway); Concealed, Lab, Library, Communications, Size: Diminuitive/Huge, Toughness: 15)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Knowledge (Dimensional Science) +20 (+4 Int, 16 Ranks), Knowledge (Occult) +20 (+4 Int, 16 Ranks), Intimidate +17 (+2 Cha, 16 Ranks),  Craft (Structural) +20 (+4 Int, 16 Ranks), Language - Sumerian, Notice +19 (+3 Wis, 16 Ranks)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Normal Identity- No Powers, Free Action. &#039;&#039;Morpheus&#039; powers can only manifest, and his costume appear, when he speaks the word &amp;quot;Anshar&amp;quot;. This word was written in psuedo-cuneiform in the comics.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dr. Carl Gannon, noted occult researcher, was the first to decipher the true meaning of a famous mystical text, &amp;quot;The Book of Doors&amp;quot;. He found it contained instructions for the creation of a Dimensional Doorway, the building of which required the use of rare metals welded into strange patterns. Building it, and reading an incantation, he was surprised to find the Doorway actually worked, and opened into a mysterious heavenly realm. Entering it, he was granted magic powers by mysterious entities of light, and dubbed &amp;quot;Morpheus, the Dimension Lord&amp;quot;, charged with protecting the innocent in all universes from dark mystical forces. Gannon fought sinister forces on Earth and in other realms for several years. When Nazi occultist Baron Mystico began adding magic to the Reich&#039;s arsenal, Morpheus joined with several other Allied heroes under the banner of &amp;quot;Allied Justice&amp;quot;. At the end of the war, fearing capture, Baron Mystico trapped the heroes in a mirror dimension, and they  faded from human memory.&lt;br /&gt;
&lt;br /&gt;
Years later, &amp;quot;The Book of Doors&amp;quot; fell into the hands of scientist Joseph Pike, who specialized in dimension theory. Again deciphering its contents and building the Dimensional Doorway, he was subjected to a series of trials to prove himself worthy of Morpheus&#039; powers. The new Morpheus was as much explorer as defender, seeking out strange new worlds and strange dimensional phenomena.&lt;br /&gt;
&lt;br /&gt;
At one point in his history, Morpheus discovered an ancient prophecy foretelling an invasion of Earth by beings from a chaos realm, and speaking of five heroes called to defend the world. Using this information, Morpheus called together [[Miniman]], Miss Mercury, Jetman, and the Blue Flame to form the original Secret Army.&lt;br /&gt;
&lt;br /&gt;
During one survey of the cosmos, the new Morpheus discovered the shadow dimension into which Morpheus-Prime (as he came to be known) and the other prisoners of Mystico had been placed. With the aid of Justice International and the Secret Army, the trapped heroes revolted against their captor, and escaped to Earth as the prison collapsed around him. They became the &amp;quot;Prime&amp;quot; heroes, living in semi-retirement and offering assistance to their successors.&lt;br /&gt;
&lt;br /&gt;
Later, the new Morpheus met and fell in love with the superheroine [[Lumiere]], also given mystic power by the Shining Ones. The two worked side-by-side constantly, and eventually were married, shortly after revealing their secret identities to each other. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dr. Gannon is a frail and meek man in normal life, but as Morpehus he&#039;s the classic bold and daring pulp adventurer, aggressive and hot-tempered. He usually relies on cosmic-powered fisticuffs and feats of strength, only turning to more elaborate rites when they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
Dr. Pike changes less between his own identity and that of Morpheus- he is a serious and reflective man, who takes a rational and level-headed approach to his work. He is often beset by moral dilemmas and particularly torn by his duties and concern for the safety of [[Lumiere]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dr. Gannon is a tall, thin man with black hair, usually well dressed with pale skin. Dr. Pike is of average height and build, with dirty brown hair. As Morpheus, both wear a yellow suit with blue pants, boots and cape; the Golden Age Morpheus wears a grey iron helment which obscures his face, while the Silver Age Morpheus wears blue scarves in a &amp;quot;desert nomad&amp;quot; fashion, with only his eyes and nose visible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publishing History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Morpheus was created by Alan Grayson for a feature in the first issue of BONANZA COMICS, Star Comics&#039; first all-superhero title (besides CAPTAIN INVINCIBLE). Though known best for writing the more down-to-Earth adventures of Professor Hawk, Grayson enjoyed the opportunity to do something fanciful, and focused the feature on Morpheus&#039; wild interdimensional travellings. Drawn by various artists, the feature was never wildly popular, but it continued to run until the magazine was cancelled in 1949.&lt;br /&gt;
&lt;br /&gt;
When the Silver Age revival of superheroes got into full swing, Joe Prelutsky assigned the job of revamping Morpheus to TALES OF THE UNKNOWN&#039;s regular writer David Denham, known for his prose sci-fi work. Then heavily into Joseph Campbell&#039;s &amp;quot;Hero With a Thousand Faces&amp;quot;, Denham decided to make the character&#039;s story a classic monomyth, at least as much as the episodic format would permit. Irving Ellison, Star&#039;s most prolific and praised artist, handled the visuals. More science fiction than fantasy, the new Morpheus&#039; surreal adventures originally had difficulty finding an audience, prompting the creation of the more &amp;quot;street-level&amp;quot; superheroine [[Lumiere]] as a backup feature. As the decade wore on, however, the character accumulated a cult following, mostly among college students, and he gradually became one of the most popular characters in Star&#039;s stable. In 1965, Denham had Morpheus and [[Lumiere]] &amp;quot;team up&amp;quot;, and developed a romance between the two characters. Finally, in 1970, he followed through on his original plan, finishing his run with a climactic battle between Morpheus and archenemy Dr. Faustus, in an issue which concluded with Morpheus and [[Lumiere]]&#039;s wedding.&lt;br /&gt;
&lt;br /&gt;
Following Denham&#039;s departure, TALES OF THE UNKNOWN was renamed MORPHEUS, THE DIMENSION LORD, and writer Bruce Rodriguez, working with artist Bill Lincoln, again re-emphasized the character&#039;s occult side, putting him up against more traditional mythological and horrific menaces (the latter becoming predominant after the 1971 revision of the Comics Code, which allowed the use of vampires, werewolves, etc.) Their run ended in 1975, and since then, the title has gone back and forth between various combinations of science fiction, fantasy, and horror. Morpheus remains one of Star Comics&#039; most popular heroes, and he also has the distinction of being the only character not to be completely rebooted by 1983&#039;s END OF TIME crossover. (Wanting to preserve some continuity, the editors had Morpheus remember how things used to be.)&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Comics&amp;diff=31931</id>
		<title>Star Comics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Comics&amp;diff=31931"/>
		<updated>2006-09-12T04:09:46Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:Supers]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds]]&lt;br /&gt;
&lt;br /&gt;
This is a metafictional game universe containing the various hero and villain characters I&#039;ve created for MUTANTS &amp;amp; MASTERMINDS. (There was an actual Star Comics in the 80s, but there&#039;s no affiliation.)&lt;br /&gt;
&lt;br /&gt;
Star Comics began as a small subdivision of the Constellation Publishing company in 1936. Their big breakthrough was the introduction of the hero [[Captain Invincible]] in THRILLING COMICS #3 in June of 1939. Other super-characters, such as scientist and gadgeteer [http://d20npcs.wikicities.com/wiki/Professor_Hawk Professor Hawk], the Arabic rogue [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], the [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess] and [[Morpheus]] the Dimension Lord. As with all other publishers it pulled back on its superhero titles when the market went bust after WWII, but began reviving them in 1957, following the example of National/DC. Star Comics&#039; parent company had strong overseas connections and did good business translating and exporting its material- including comics- to Europe and Asia, and to appeal to these markets many Star Comics heroes were given non-American backgrounds. This tradition has continued to the present and remains a distinction for the company, even though it broke off from Constellation when the publisher went bankrupt in 1983.(Star Comics re-organized during this time and launched a new, streamlined continuity following from the epic miniseries THE END OF TIME.)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Star Comics Universe&amp;quot; is one in which superheroes have been known to exist since just before the Second World War- [[Captain Invincible]] was the first to emerge, and during the War he led the team known as &amp;quot;Allied Justice.&amp;quot; Some of the heroes from this period- the original [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], [[Morpheus]], [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess] and Blue Flame, among others- were trapped in a pocket dimension by the Nazi occultist Baron Mystico and effectively &amp;quot;removed from history&amp;quot;, with none of the remaining heroes remembering who they were. Karmic forces worked to create new incarnations of these heroes, until the second Morpheus discovered the pocket dimension and helped the trapped heroes escape to the real world. (The originals went into semi-retirement and became the &amp;quot;Prime&amp;quot; heroes- [[Morpheus]]-Prime, [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess]-Prime, etc.) [See STAR COMICS ANNUAL #2, &amp;quot;Hail! The Forgotten Heroes&amp;quot; by David Denham]. Meanwhile, the Earth had entered into its first interplanetary conflict, as the reptilian Vegans began to make raids on the planet, seeking human slaves to toil in their machine empire. It was then that [[Captain Invincible]] learned of his extraterrestrial origins, his powers introduced to him by the Deltans, a peaceful race seeking to contain the spread of the Vegan Empire.&lt;br /&gt;
&lt;br /&gt;
The pre-eminent superhero group in this world is &amp;quot;Justice International,&amp;quot; a coalition of heroes from across the world. The group was formed shortly after an attack by Mr. Midnight on an international scientific conference in New York, an attack foiled by the joint efforts of [[Captain Invincible]], [http://d20npcs.wikicities.com/wiki/Professor_Hawk Professor Hawk], [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], the new [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess] (from Okinawa), Nigerian hero [[Master Man]] and French crimefighter [[Lumiere]]. The group has the official backing of the U.N. to fight threats to world safety and security wherever they appear. They meet in an Antarctic base which was converted from a polar research facility (and is located strangely close to a chasm which leads to the subterranean realm of Jurassica.) Another major superhero group is Team Tomorrow, a group of four teenagers from the future whose advanced technology gives them super-powers. They operate from the campus of Kefauver University under the watchful eye of the elderly Professor Erickson. Finally there is the Secret Army, a less-formal counterpart to Justice International which keeps its very existence a secret from the public and from non-member heroes. Its membership rotates frequently, apart from founding member [[Morpheus]].&lt;br /&gt;
&lt;br /&gt;
Places of interest in the Earth of Star Comics include the sunken continent of Atlantis, which happens to actually be located in the Pacific (Ancient scholars made a couple of mistakes.) Inhabited by a race of fish people, the nation is mostly peaceful except when angered by excessive fishing, pollution, or anything else which seems to be the fault of the surface dwellers. Jurassica is a subterranean jungle continent full of dinosaurs and other refugees from past geological eras. The Middle-Eastern nation of Uram is the birthplace of [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], who continues to agitate against the country&#039;s oppressive theocracy. &lt;br /&gt;
&lt;br /&gt;
Powerful extradimensional forces frequently work on this world. The Order of Light, a secret society of mystics, is in contact with the Positive Plane, home of the angelic Shining Ones, themselves extra-human servants of an unnamed greater power. They continually work to guard against the work of the Negative Plane and its servants, the Lords of Shadow. Between these two great opposing poles lie countless strange dimensions with their own laws of nature and their own designs on Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Captain Invincible]] (For M&amp;amp;M 1e, will update soon)&lt;br /&gt;
&lt;br /&gt;
*[[Lumiere]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Master Man]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Miniman]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Morpheus]] (For 2e)&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lumiere&amp;diff=31930</id>
		<title>Lumiere</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lumiere&amp;diff=31930"/>
		<updated>2006-09-12T04:08:44Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: A light-powered heroine for M&amp;amp;M 2e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lumiere, the Starlight Girl ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PL:&#039;&#039;&#039;11&lt;br /&gt;
&lt;br /&gt;
Alternate Identity: Michele d&#039;Avignon&lt;br /&gt;
&lt;br /&gt;
Identity: Secret&lt;br /&gt;
&lt;br /&gt;
Base of Operations: Paris, France&lt;br /&gt;
&lt;br /&gt;
First Appearance: TALES OF THE UNKNOWN, Nov. 1961&lt;br /&gt;
&lt;br /&gt;
Gender: Female&lt;br /&gt;
&lt;br /&gt;
Age: 29&lt;br /&gt;
&lt;br /&gt;
Group Affiliation: Justice International&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength 12 (+1), Dexterity 16 (+3), Constitution 14 (+2), Intelligence 10 (0), Wisdom 9 (-1), Charisma 20 (+5)&lt;br /&gt;
&lt;br /&gt;
Toughness +11 (+2 Con, 9 Defensive Roll); Fortitude +5 (+2 Con, +3 Base); Reflex +7 (+3 Dex, +4 Base); Will +4 (-1 Wis, +5 Base)&lt;br /&gt;
&lt;br /&gt;
Defense 21 (+11 Base)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +11&lt;br /&gt;
&lt;br /&gt;
Initiative +3 (Dex)&lt;br /&gt;
&lt;br /&gt;
Hero Points: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Device 9&#039;&#039;&#039;: Light Control 11 (Alternate Powers: Blast 11, Obscure 11, Dazzle 11), Flight 10, Hard to Lose, &#039;&#039;Starlight Pendant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Evasion 1, Attractive 1, Luck 1, Inspire 2, Defensive Roll 9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Taunt +21 (+5 Cha, 16 Ranks); Perform (Sing) +21 (+5 Cha, 16 Ranks); Perform (Dance) +21 (+5 Cha, 16 Ranks); Acrobatics +19 (+3 Dex, 16 Ranks); Diplomacy +17 (+5 Cha, 12 Ranks); Bluff +17 (+5 Cha, 12 Ranks); Innuendo +17 (+5 Cha, 12 Ranks); Language- English; Disguise +21 (+5 Cha, 16 Ranks); Notice +15 (-1 Wis, 16 Ranks); Sense Motive +15 (-1 Wis, 16 Ranks)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A famed cabaret performer at Paris&#039; Club Saphir, Michele d&#039;Avignon had many admirers, and received many gifts. But one, from an anonymous sender, turned out to be the mystic Starlight Pendant, which gave Michele the ability to harness and use light as an elemental force. Fed up with the crime in Paris&#039; Pigalle district, not far from the club, she decided to put her powers to good use, and have some fun in the process. She took the alias &amp;quot;Lumiere&amp;quot;, and put together a costume from the club&#039;s racks. &lt;br /&gt;
&lt;br /&gt;
Not long afterwards, Michele discovered her benefactor was a member of the Order of Light, a benevolent society of mystics serving the cause of the Shining Ones on the Positive Plane. To keep the pendant safe from dark forces, they decided to entrust it to a guardian with a &amp;quot;generous soul.&amp;quot; Michele&#039;s role in this larger conflict led her to team up with mystic hero [[Morpheus]], and their partnership became a romance, and eventually a marriage. In the meantime, as France&#039;s foremost hero, Lumiere became a founding member of the global superteam Justice International.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Michele d&#039;Avignon is vivacious and outgoing, who feels at home among throngs of friends and admirers.  Outwardly, she seems to be in the superhero game for the thrill of it, but at heart she desperately wants to make the world just a bit brighter. She has seen a lot of poverty and neglect growing up, and it&#039;s this concern for the problems of the everyday world that led the Order of Light, and by proxy the Shining Ones, to select her as the bearer of the pendant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Michelle is an attractive redhead of average height and build, with bright green eyes. Her costume has changed frequently through the years, but is always a functional-but-fashionable-for-the-time suit in blue with gold highlights, with a blue harlequin mask over her eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publishing History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lumiere was created as a backup feature to [[Morpheus]]&#039; adventures in TALES OF THE UNKNOWN, after EIC Joe Prelutsky decided that sales on the title weren&#039;t what they should be and the highly abstract surrealism of the Dimension Lord&#039;s stories might be putting off readers. Ordered to create a more &amp;quot;down to Earth&amp;quot; hero, David Denham conceived an idea based on the cosmology he was working on for [[Morpheus]] but taking place in a more conventional crimefighting venue. He based the character of Michele on his wife Marie, who had been a nightclub performer in Paris when they met. Michele&#039;s personality was, from all accounts, very close to that of Mrs. Denham, and artist Irving Ellison went so far as to base the character&#039;s appearance on hers. &lt;br /&gt;
&lt;br /&gt;
Lumiere&#039;s street-level adventures proved quite popular, and her European provenance made her a natural for membership in Star Comics&#039; first team book, JUSTICE INTERNATIONAL, debuting in March of 1963. In 1965, when [[Morpheus]] began to emerge as a popular character in his own right, Denham decided to merge the two features and have the characters team up. In keeping with Lumiere&#039;s real-world roots, Denham drew from his own relationship with his wife to develop a romantic subplot between the two heroes, culminating in their marriage in issue #210, Denham&#039;s last on the title. TALES OF THE UNKNOWN became MORPHEUS with issue #211, and Lumiere was spun off into her own self-titled book, written by Cameron Dean and drawn by Elizabeth Rogers. Returning to the character&#039;s Parisian crimefighting roots, the new title was a light and humorous adventure series, but with many nods to social issues and establishing Lumiere&#039;s impoverished past. The title was moderately successful, and went through a number of creative shifts before being cancelled in 1980, at the nadir of the Star Comics Bust. The title was revived in 1987 and has drifted in and out of print since, the current run being noted for its abundant humor.&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31866</id>
		<title>Talk:Current events</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31866"/>
		<updated>2006-09-11T20:40:16Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: More spam removal. So much for my brilliant strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
This page is for discussion only.&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Paranoia_10pak&amp;diff=31865</id>
		<title>Paranoia 10pak</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Paranoia_10pak&amp;diff=31865"/>
		<updated>2006-09-11T20:39:22Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: /* One Hand Washes the Other */ removed spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 10 Paranoia Modulets =&lt;br /&gt;
&lt;br /&gt;
The following are 10 short missions for the classic game of Paranoia. They are very short, most only a page or two long. This shortness is intentional as these missions are only the bones of a good paranoia adventure. I wrote them to give GMs something to latch onto and expand on, or at least an excuse to get their hapless players killed by robots, genetic experiements, intsec or eachother.&lt;br /&gt;
&lt;br /&gt;
Each modulet contains 4 parts. Fans of the Paranoia game will reconize this 4 part format from the second edition of the game.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; This is a quick capsule of the mission. It usually outlines the problem and what the troubleshooters must do to solve it.  It may or may not be accurate.  Note that this little capsule may not be the infomation the troubleshooters recieve from the computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; This is what is really going on and outlines the actual plot of the adventure. It is usually accurate and sometimes explains what is really going on.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; This section gives several possible resolutions to the adventure, usually a sentence each. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging notes:&#039;&#039;&#039; This section gives advice on staging the mission and playing the NPCs. It may contain good battle locations, hints on how to screw with players or any number of things.  In many missions, additional material will appear after the staging notes, usually diagrams and names.&lt;br /&gt;
&lt;br /&gt;
On a final note, I swear that the whole thing looked better in a two column format.  If you can find a way to do that, or make any of this better in anyway, please do so.&lt;br /&gt;
&lt;br /&gt;
--[[User:Elliot|Elliot]] 11:35, 18 May 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
== With Leash and Laser ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; In this mission, the troubleshooters must escort a leashed bioweapon through CPC sector to the testing areas.  This particular bioweapon has a real bad attitude and a lot of pointy ends to help everyone around it share that bad attitude.  The troubleshooters must keep this enraged bioweapon from killing large numbers of high clearance citizens, damaging Computer property and generally wreaking havoc.  The troubleshooters must also beware of traitors who seek to release or destroy the bioweapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The bioweapon is called the KC-6 or Kill Claw 6.  Created by top R&amp;amp;D scientists by combining the genes of several outdoors animals together and adding their own fiendish additions, the Kill Claw is the perfect killing machine.  It resembles a creature from a nightmare, many hideous eyes, a sleek black carapace, a terrifying fang filled mouth and 6 long appendages, each topped with fearsome claws.  The monster can run fairly fast and even on the ceiling.  Directing all this awesome killing power is a devious intelligence that can rival that of even a red clearance clone.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters and most of alpha complex have never even seen a creature such as this.  From a distance, most clones will assume it’s a bot, albeit a strange looking one.  &lt;br /&gt;
&lt;br /&gt;
The Kill Claw won’t kill troubleshooters in the open, but it will try to break its leash and escape into air ducts.  Its objective is to lure troubleshooters in and kill them.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are partly responsible for everything the Kill Claw does. The creature is assumed to be loyal, if a bit zealous and the troubleshooters must rein it in.&lt;br /&gt;
&lt;br /&gt;
Anti-mutant is getting ready to smash this new mutant and the mutie lovers that are escorting it.  Of course, they need to watch out for Psion, which is planning on killing the troubleshooters and stealing the Kill Claw 6.&lt;br /&gt;
&lt;br /&gt;
The KC-6 must not be terminated.  The troubleshooters must protect it by any means possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters successfully drag the monster through CPC sector and to the testing warrens with little loss of life.  R&amp;amp;D announces that the KC-6 is a failure and orders its termination.  The Kill Claw responds by breaking loose and killing the scientists (and probably the troubleshooters).&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters and the Kill Claw manage to kill legions of Anti-mutant and Psion secret society members.  An elite vulture warriors squad shows up and adopts the Kill Claw while giving the troubleshooters medals, who then fail the mission.&lt;br /&gt;
&lt;br /&gt;
Or the Kill Claw manages to create enormous amounts of chaos and carnage in CPC sector.  The troubleshooters are branded as traitors and hunted down by tons of Intsec goons.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are ripped to shreds one by one by the beast.  Posthumous investigations reveal that the troubleshooters were traitors and the beast it promoted to yellow clearance.  The Kill Claw is the troubleshooter’s next briefing officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; Play the Kill Claw 6 like a combination of the aliens from the movie Predator and Alien.  It’s a smart calculating monster with a lust for destruction.  Don’t have it speak though.  &lt;br /&gt;
&lt;br /&gt;
Have the troubleshooters get hassled a lot by internal security, then they have to try and stop the KC-6 from “overeacting” to this hassling.&lt;br /&gt;
&lt;br /&gt;
If your really feeling mean, why not keep the troubleshooters in the dark about where they must take this thing.&lt;br /&gt;
&lt;br /&gt;
Have the R&amp;amp;D personnel order the troubleshooters to feed the creature about halfway through the mission. Like everyone else, it will have to go to the cafeteria.  This is a perfect place for the secret societies to attack.  Anti-mutant will have more people on its side but Psion will have a smarter attack plan.&lt;br /&gt;
&lt;br /&gt;
== Viral Marketing ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are assigned to investigate reports of defective advertising software on several bots in ADV sector.  The troubleshooters are given a suspiciously large amount of weaponry for such a minor problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; A dozen different adware programs have infected all the bots in ADV sector, altering their programming to make them into psychotic machines that worship a particular product, and want to make everyone else worship it as well.  Sector ADV is a warzone as bots and their clone brothers fight it out for brand loyalty.&lt;br /&gt;
&lt;br /&gt;
Even the comp-node in the center of ADV has been subverted by the numerous bots making The Computer even more erratic.  One minute, wearing a SnoHat™ is the mark of a communist, next minute it’s an award for patriotic behavior.  The Computer cannot even form a sentence half the time in ADV sector.&lt;br /&gt;
&lt;br /&gt;
Small flybots zoom around the corridors, planting stickers and stapling pamphlets to walls, doors, other bots and clones.  Warbots enforce brand purity mercilessly, commanding hoards of frightened citizens.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters could get bot representatives from the various brands and negotiate a peace accord (yeah right).&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could blow up the reactor room (controlled by bouncy bubble beverage machines), triggering an electromagnetic pulse and frying all the bots in the sector.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could get drafted into one of the brand bot armies and get used as cannon fodder during the fighting.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could simply fail to do anything.  The bots and the comp-node will get more and more erratic till The Computer shuts down any links to the sector and declares it a no-go zone for complex personnel. To prevent more infection, The Computer executes anyone who has been in ADV sector in the last month.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; Have the mission alert be garbled and have lots of disparate ads in it.  This will scare the players a bit.  &lt;br /&gt;
&lt;br /&gt;
Once the players get to ADV sector, you can have the computer act REALLY strange.  Fill its speech with interruptions with ads.  Its personality has been altered to give preference to one brand, but all the different adware programs have done this so The Computer is insanely confused in ADV sector.&lt;br /&gt;
&lt;br /&gt;
The bots are all psychotically	loyal to their brand of choice and very happy to perform violence.  Have the bots start by saying how great their brand is, then they start giving out flyers, then they start shooting clones who don’t take them.&lt;br /&gt;
&lt;br /&gt;
Here are some good names for brand armies, pick the best ones and say they’re the biggest: &lt;br /&gt;
Totalaser Sights, Bouncy Bubble Beverage, KommieKicker Boots, Simtreebark Snacks, CruncheeTyme Algae Chips, Symonim Food Additive, WarTV Channel, HPD&amp;amp;MC-Space Adventure Genre Show #33, HPD&amp;amp;MC-Space Adventure Genre Show #36 (uncut), Omnigum, The Truth About Power Services (TS-34).&lt;br /&gt;
&lt;br /&gt;
== Terror Wears a Carapace ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A dastardly secret society has smuggled cute harmless petbots into sector TTF from the outdoors.  The troubleshooters are ordered to capture and release the petbots and punish the troublemakers.  The troubleshooters are given large nets for the operation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The Sierra club has indeed smuggled some things into sector TTF, but they are large mutant cockroaches about the size of a small horse.  They are hideous and have been misidentified as petbots.&lt;br /&gt;
&lt;br /&gt;
These mutant cockroaches are mostly unaffected by laser blasts.  A cone rifle bullet might pierce their armor, but they are built like tanks.&lt;br /&gt;
&lt;br /&gt;
The Sierra club has painted the shells of these creatures with black, red, orange and yellow, as a sign that these “gentle” bugs are now citizens of alpha complex.  The bugs and the Sierra club have largely taken over the sector.&lt;br /&gt;
&lt;br /&gt;
The Sierra club clones spend most of their time “interpreting” the cockroach’s simple if nonexistent language and blindly doing what they think they heard.  They leader is a green clearance clone named Noah-G-BBC-2.  The highest clearance cockroach is named Clickit-Y-TTF-1.  &lt;br /&gt;
&lt;br /&gt;
The cockroaches all have names, but don’t seem to care much.  In fact, the cockroaches spend most of their time lumbering through TTF sector and eating the occasional clone or wreaking machinery.&lt;br /&gt;
&lt;br /&gt;
Noah-G has done his homework and the necessary forms so all the cockroaches are legally citizens of alpha complex. Disobeying a higher clearance one is treason.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The troubleshooters are eaten by the cockroaches and nothing is really resolved.  The Computer largely accepts the situation and the odd giant cockroach now roams the halls of Alpha Complex.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters arrest the Sierra Clubbers for treason and capture the cockroaches.  Somehow they manage to drag the cockroaches on leashes to the nearest door and throw them out, one by one.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters manage to drive the cockroaches outside with gunfire, or to the sewers, as long as they’re no longer on the video monitors.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters manage to the screw up the whole operation.  The cockroaches eat the traitorous troubleshooters as well as the Sierra Clubbers.  The cockroaches are all promoted and are given positions of authority throughout Alpha Complex.  Efficiency greatly improves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; The mutant cockroaches are dumb animals, but it should be funny to have a bunch of idealistic Sierra club members following them around, trying to figure out what the cockroach wants them to do.  &lt;br /&gt;
&lt;br /&gt;
The cockroaches are not very nice animals, but they aren’t the kind that will kill a clone for no reason.  Usually they ignore clones and troubleshooters unless they are hungry or the clone is in their way.&lt;br /&gt;
&lt;br /&gt;
== One Hand Washes the Other ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered by power services to retrieve a fuel rod from sector TSS (which is has ample power sources) and bring it to JHY sector.  But in sector TSS, 87% of the population works for tech services.  The troubleshooters must get the fuel rod, preferably in an amicable fashion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; Tech services in TSS tell the troubleshooters that the power services clones in JHY are a front for PURGE and tell the troubleshooters to go spy on them or get thrown to Intsec.&lt;br /&gt;
&lt;br /&gt;
Power services in JHY is indeed a front, but is only pretending to be PURGE, they are in fact Intsec pretending to be the Computer Phreaks pretending to be PURGE.  &lt;br /&gt;
&lt;br /&gt;
Tech services in TSS are actually controlled at the highest levels by Intsec personnel pretending that TSS is controlled by the Sierra Club secret society.  &lt;br /&gt;
&lt;br /&gt;
The two sectors have been investigating each other for yearcycles and are unaware that each is Intsec.&lt;br /&gt;
&lt;br /&gt;
The two groups try to get the troubleshooters to play double agent in exchange for either the fuel rod or other bonuses and punishments.  Intsec undercover agents have a license to terminate any clone that threatens to expose them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; Troubleshooters get tired of running around spying, so they bust into the reactor room, have an incredibly dangerous firefight against many superior opponents and remove a fuel rod.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters inform on both operations, the computer gives them all commendations for their quick wits and good judgment, then has them medicated (or terminated if they reveal a lot) for interfering with secret Intsec operations.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters do a good job at spying for one or both sectors.  The sector(s) they spied on will be raided by Vulture Warriors and blown to pieces.  The troubleshooters will get&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are gunned down while spying by the hundreds and hundreds of Intsec undercover agents trying to protect their identities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; Make this mission really confusing.  Both TSS and JHY sectors are full of Intsec personnel pretending to be secret society members pretending to be part of a service firm (and in JHY, pretending to be part of another secret society).  Some clues will be the fact that both sectors barely have anyone who can do their jobs properly and the sheer number of secret society signs being flashed.&lt;br /&gt;
&lt;br /&gt;
For maximum confusion, have the player’s secret society info on the mission reveal bits and pieces of the truth (if indeed the player is part of one of the secret societies here).  Then have the secret missions have to do with keeping that a secret at any cost.&lt;br /&gt;
&lt;br /&gt;
Sector TSS&lt;br /&gt;
               &lt;br /&gt;
Tech Services, who are secretly pretending to be...          &lt;br /&gt;
Sierra Club but in accuallity are a part of...            &lt;br /&gt;
Intsec                      &lt;br /&gt;
&lt;br /&gt;
Sector JHY&lt;br /&gt;
&lt;br /&gt;
Power Services, who secretly pretend to be...&lt;br /&gt;
PURGE but really appear to be undercover...&lt;br /&gt;
Computer Phreaks but are actually part of...&lt;br /&gt;
Intsec&lt;br /&gt;
&lt;br /&gt;
== They Want Our WoMen ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The Computer has received a communiqué that octopod robots from Jupiter have invaded sector TYR.  The troubleshooters are assigned to investigate the matter and defeat the robots, if there are any.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The robots are looking for a new inexhaustible power source, called the Wotanic Menubulator, which they heard alpha complex developed. In short, they want the WoMen and they intend to tear alpha complex apart until they get it.&lt;br /&gt;
&lt;br /&gt;
The robots can’t speak very coherently, but know enough language to ask for the WoMen&lt;br /&gt;
&lt;br /&gt;
The robots are not horrendously violent but will kill and maim to secure the WoMen.&lt;br /&gt;
&lt;br /&gt;
The robots cannot tell most clones apart and don’t really understand human biology.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are never assigned standard weapons, only R&amp;amp;D inventions.&lt;br /&gt;
&lt;br /&gt;
The WoMen project was actually from an episode of “Smoke that Traitor” which was filmed in sector TYR&lt;br /&gt;
&lt;br /&gt;
If the robots can’t get the WoMen, they will settle for a nuclear reactor core or three from sector TYR.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The robots take over sector TYR and tear it apart. After finding nothing, they tear out a reactor core and fly away with it, exposing the sector to intense radiation.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters are able to shoot enough robots that the metal monsters decide to retreat.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters make friends with the robots and convince them to leave peacefully.&lt;br /&gt;
&lt;br /&gt;
Or the entire sector becomes a free fire zone as all the secret societies converge to shoot, worship, steal from, make friends with, or kidnap the robots.  The robots are disgusted with humanity and leave.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters cause a thermonuclear explosion in the sector and presumably destroy the WoMen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging:&#039;&#039;&#039; The WoMen gag should have nervous troubleshooters racing to heroically volunteer female citizens to deal with the alien robots. This will annoy the robots, who can’t tell a female clone from a male.&lt;br /&gt;
&lt;br /&gt;
To pursue the secret society angle, have tons of secret society operatives there and give them all really big weapons and enough fanaticism to fill a bus.  These guys may be a lot more dangerous then the robots.&lt;br /&gt;
&lt;br /&gt;
Have a big three way fight in the TYR reactor room between the robots, a bunch of secret society guys and the troubleshooters.&lt;br /&gt;
&lt;br /&gt;
== Food Vat &amp;quot;Workers&amp;quot; Unite ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The troubleshooters are ordered to find and terminate a commie named Tro-Y-SKY-6 in TVF sector.  Tro-Y has evaded the earlier bot assassin The Computer sent and is hiding out in food vat complex 87-CC-TVF.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The assassin bot model became obsolete just before its mission.  When Tro-Y was dead, it was to be scrapped along with the rest of its kind.  The bot knew this and kept the commie alive while mobilizing its model brothers to help it.&lt;br /&gt;
&lt;br /&gt;
The assassin bots number in the hundreds and have taken over food vat complex 87-CC-TVF.  In the center of the complex, there sits Tro-Y-SKY-6, happy to be kept alive by the bots.&lt;br /&gt;
&lt;br /&gt;
The assassin bots will pretend to be food vat workers at first, but their strange actions and speech, not to mention their weapons probably won’t fool anyone but the stupidest infrared.  But if the troubleshooters play along, they can get fairly deep into the food vat complex.&lt;br /&gt;
&lt;br /&gt;
Food vat complex 87-CC-TVF has a safety record that makes working there for over 10 minutes about as dangerous as repeatedly throwing algae chips at vulture warrior squadrons.  The entire complex is several huge vats with catwalks that connect small buildings atop pillars rising from the ooze.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters can get into an awesome running fightfight on the catwalks, lighting up the entire complex with laser fire.  After this the troubleshooters will most likely be dead, but if they’re not, they should get promotions and commendations.  &lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters agree to falsify some elements of the mission for the assassin bots to make it seem like they (the bots) not only assassinated the commie, but also did good work in the food vats.  The bots are given control of the food vat complex.&lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; If you achieve a total party kill, send them back to R&amp;amp;D and have them pick up a new assassin model bot called the Hyperburn model.  Hyperburn has flamethrowers for arms and can barely tell non-targeted clones from walls, furniture or equipment.  The old assassin bots will hate this new model and achieving a peaceful resolution becomes a lot harder.&lt;br /&gt;
&lt;br /&gt;
The assassin bots look like frail androids.  They each have a yellow clearance laser that pops out of their hand.  When they speak, they usually talk in terms of assassination and covert action.  &lt;br /&gt;
&lt;br /&gt;
Conversation in the food vats&lt;br /&gt;
&lt;br /&gt;
Troubleshooter: Hey bot! Get those files from over there and bring them to me.&lt;br /&gt;
Assassin bot: I shall eliminate the target sir.&lt;br /&gt;
Troubleshooter: Huh?  Just get them, don’t eliminate them.&lt;br /&gt;
Assassin bot: That’s what I said.&lt;br /&gt;
Assassin bot: I have infiltrated the enemy base and retrieved the files.&lt;br /&gt;
Troubleshooter scratches head&lt;br /&gt;
&lt;br /&gt;
== Into the Fizzy Drink we go ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; The FizzySimSoda vending machines in SJK sector have been dispensing communist propaganda.  The troubleshooters are ordered by The Computer to figure out who is putting commie propaganda into the machines and stop them.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; The FizzySimSoda drink is classified as a schedule 9 biohazard in concentrations larger then 5 parts per million.  It’s a PLC invention to reduce the number of drinks they need to produce.&lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC was the one who placed communist propaganda in the vending machines to prepare for their upcoming educational video “The Perils of FizzySimSoda: Why PLC wants to kill you specifically”.  They did not inform The Computer of this fact.&lt;br /&gt;
&lt;br /&gt;
PLC figured this out and has stationed guards to harass or shoot anyone they see tampering or fooling with the vending machines.  The troubleshooters can expect even ruder service in SJK at best, and a laser blast in the face at the worst.&lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC has had the same thought and is planning on terminating these guards during next weekcycle’s live musical act “The Scrubbing Helmet and the Scrubots”.  They may hire the troubleshooters to do this, making the accessories to the high crime of distributing commie propaganda.&lt;br /&gt;
&lt;br /&gt;
To make matters more complicated, Corpore Metal secretly installed primitive bot brains into the vending machines last monthcycle.  These brains soak up all the information they can.  They are now psychopathic communists, totally dedicated to the fake commie propaganda that was inserted in them.  &lt;br /&gt;
&lt;br /&gt;
The vending machines really can’t move, but can steal credits, shoot out FizzySimSoda at deadly speeds and fall on clones.  Neither HPD&amp;amp;MC nor PLC knows about this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolutions:&#039;&#039;&#039; The vending machines are all vaporized in a giant four-way firefight between the troubleshooters, PLC, HPD&amp;amp;MC and the soda chucking vending machines themselves.  Everyone is later arrested by Intsec.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters are suckered into terminating the PLC guards by HPD&amp;amp;MC in return for staring roles in the next episode of Teela-O-MLY.  They get to star in the episode and then are terminated for a variety of highly treasonous crimes.  &lt;br /&gt;
&lt;br /&gt;
HPD&amp;amp;MC and PLC fight it out while the troubleshooters bumble around.  The two groups have their leaders arrested and terminated, while the troubleshooters get censured for not completing their mission.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters reprogram the vending machines while avoiding PLC and HPD&amp;amp;MC personnel, erase the communism from the bot brains and then turn in the HPD&amp;amp;MC personnel who did it.  The troubleshooters get big bonuses and have successfully completed the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; Annoying vending machines are common in today’s world, but at least the ones now don’t have brains. Have the vending machines be really petty and annoying, especially if one of the troubleshooters is a Frankenstein Destroyer.  &lt;br /&gt;
&lt;br /&gt;
Make both PLC and HPD&amp;amp;MC more unhelpful then usual.  Both groups in SJK are very nervous and trigger happy. &lt;br /&gt;
&lt;br /&gt;
Have HPD&amp;amp;MC’s video about how bad FizzySimSoda and PLC come out regardless of what happens.  And have it pretty much be video of what the PCs did.&lt;br /&gt;
&lt;br /&gt;
== Anything Could Happen and Most of Anything is Treason ==&lt;br /&gt;
&#039;&#039;&#039;By Elliot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; A dangerous R&amp;amp;D invention has gotten loose and is turning sector JZR into goo.  The troubleshooters are ordered to obtain a special weapon from PLC warehouse 9W-PLC-JZR and use it to defeat the invention.  The troubleshooters need to be fast because in two hourcycles JZR sector will be completely unusable and the other sectors might be in danger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications:&#039;&#039;&#039; Nobody has any information at all on the invention, but it is turning JZR sector and everyone in it to grey goo.  But everyone is certain that the special weapon will work absolutely and effectively, even though they have little information on that as well.  The name of the special weapon is green clearance information.&lt;br /&gt;
&lt;br /&gt;
Lasers and other weapons do hurt the goo, but not very much and furthermore, this makes the goo “angry”.&lt;br /&gt;
&lt;br /&gt;
Warehouse 9W-PLC-JZR is in JZR sector of course and will be turned to goo in about an hour and a half.&lt;br /&gt;
&lt;br /&gt;
Warehouse 9W-PLC-JZR is staffed by 4 clones from PLC Action Team Delta, the dumping ground for clones that even PLC thinks are too inefficient, too psychotic and too annoying to work in regular PLC.&lt;br /&gt;
&lt;br /&gt;
These four clones are all of red, orange, yellow and green clearance in that order. The troubleshooters must also get approvals for the weapon in that order as well.  The green clone won’t talk to them unless they get through the yellow clone first and so on.&lt;br /&gt;
&lt;br /&gt;
All four clones are completely oblivious to the danger and are desperately trying to get out of Action Team Delta by following the rules to the most exact letter possible.  &lt;br /&gt;
&lt;br /&gt;
The troubleshooters must file a Request for Attention with the red clone, but this request for attention needs 2 Intsec goon signatures on it.  This is not difficult but it eats up time.  Once this is done, the red bureaucrat will file this for tomorrow, the troubleshooters must convince him to file it today.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters must then explain what they want to the orange clone in physical terms.  The troubleshooters don’t know what the weapon is so they will have difficulty.  The orange clone is an ex-armed forces transfer and is fascinated by guns and violence, she will allow the troubleshooters to look through a picture book of possible weapons if she gets to fight one of the troubleshooters or is given a few of the troubleshooter’s weapons. A weapon’s use can be somewhat figured by its name (Goomaster 5000 or something).  Once they find the weapon in the picture book, they are given approval to see the yellow clone.&lt;br /&gt;
&lt;br /&gt;
The troubleshooters must then take a test administered by the yellow clone showing that they know how to use the weapon, follow all the regulations associated with the special weapon.  Then they must watch a really horrifying video (both in subject matter and video quality) about the results of unsafe or unethical weapons use.&lt;br /&gt;
&lt;br /&gt;
Finally, the troubleshooters must convince the green to go get the weapon they need.  Copious amounts of threats or bribery is required to get the green clone off his butt within the next yearcycle.&lt;br /&gt;
&lt;br /&gt;
Once they have the weapon, they are ready to stop the goo.  Hopefully it was the right one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolution:&#039;&#039;&#039; The troubleshooters follow the rules but choose the wrong weapon and a lot of different things might happen when they use.  The weapon may do nothing against the goo. It may blow up the entire sector along with the goo. It may turn the goo into a loyal citizen.  It may turn the entire population of the sector into kitty cats. It may turn the sector into a black hole which sucks up alpha complex.  Anything could happen and most of anything is treasonous.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters could get tired with dealing with Action Team Delta and gun them down before taking a weapon from the warehouse.  This would be treason punishable by summary execution unless the troubleshooters can prove otherwise.&lt;br /&gt;
&lt;br /&gt;
Or the troubleshooters run out of time screwing around in PLC warehouse 9W-PLC-JZR.  Unless they are turned to goo along with the rest of the sector (and maybe all of alpha complex), they are guilty of failing to complete the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staging Notes:&#039;&#039;&#039; This is a time limit adventure, so you need to keep track of the time.  You don’t need to do keep the exact time, just figure out roughly how long the troubleshooters have at some point.  Bureaucratic jobs (like getting signatures and taking tests) probably take 10-30 minutes.  The briefing takes 5 minutes, outfitting and R&amp;amp;D takes 10 minutes as they are in the same area.  Most travel times between areas (Mission Alert to briefing to outfitting and R&amp;amp;D to warehouse) take 10 minutes or 5 minutes if the troubleshooters are insubordinate and decide to run down the halls.  The computer calculates that the PLC warehouse portion will only take 10 minutes, so the estimated total time for the mission is 55 minutes.&lt;br /&gt;
&lt;br /&gt;
Reinforce the time aspect of the mission by having emergency announcements from The Computer while the troubleshooters are in the warehouse.  Make these progressively more panic inducing as the time limit runs down.  The PLC warehouse clones don’t pay any attention to them.&lt;br /&gt;
&lt;br /&gt;
Running in the halls in insubordination, but it is also the only way to complete the mission if you do everything right at the warehouse.&lt;br /&gt;
&lt;br /&gt;
Make the PLC Action Team Delta really annoying and crazy, but also just dangerous enough so the players just don’t gun them down without a second thought.&lt;br /&gt;
&lt;br /&gt;
Mission alert to briefing room: 10/5 min&lt;br /&gt;
&lt;br /&gt;
Briefing: 5 min&lt;br /&gt;
&lt;br /&gt;
Briefing to outfitting/R&amp;amp;D: 10/5 min&lt;br /&gt;
&lt;br /&gt;
Outfitting/ R&amp;amp;D: 10 min&lt;br /&gt;
&lt;br /&gt;
Outfitting/R&amp;amp;D to Warehouse: 10/5 min&lt;br /&gt;
&lt;br /&gt;
Warehouse&lt;br /&gt;
Filling out Form: 5 min&lt;br /&gt;
Signatures from Intsec: 10 min&lt;br /&gt;
Looking through books: 10 min&lt;br /&gt;
Taking Test and Video: 20 min&lt;br /&gt;
Finding Weapon: 10 min&lt;br /&gt;
&lt;br /&gt;
Till warehouse is turned to goo: 90 min&lt;br /&gt;
&lt;br /&gt;
Till sector JZR is turned to goo: 120 min&lt;br /&gt;
&lt;br /&gt;
Mission Time (if PC’s do it officially)&lt;br /&gt;
&lt;br /&gt;
Walking through halls: 100 min (Gooed)&lt;br /&gt;
&lt;br /&gt;
Running through halls: 85 min &lt;br /&gt;
&lt;br /&gt;
PLC Clone names:&lt;br /&gt;
1. Doug-R-JZR-2     &lt;br /&gt;
2. Jane-O-MYN-5&lt;br /&gt;
3. Bobb-Y-TTR-1    &lt;br /&gt;
4. Limey-G-UKB-1&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31827</id>
		<title>Talk:Current events</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31827"/>
		<updated>2006-09-11T17:22:22Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Added a bit of text, maybe that will keep him away.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
This page is for discussion only.&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:750_things_Mr._Welch_can_no_longer_do_in_a_RPG&amp;diff=31813</id>
		<title>Talk:750 things Mr. Welch can no longer do in a RPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:750_things_Mr._Welch_can_no_longer_do_in_a_RPG&amp;diff=31813"/>
		<updated>2006-09-11T16:01:33Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Another bit of spam.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31812</id>
		<title>Talk:Current events</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31812"/>
		<updated>2006-09-11T15:59:50Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Removed spam- maybe we should put something up so it&amp;#039;s not totally blank.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Comics&amp;diff=31751</id>
		<title>Star Comics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Comics&amp;diff=31751"/>
		<updated>2006-09-11T05:41:01Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Added links to Morpheus, removed specific dates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:Supers]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds]]&lt;br /&gt;
&lt;br /&gt;
This is a metafictional game universe containing the various hero and villain characters I&#039;ve created for MUTANTS &amp;amp; MASTERMINDS. (There was an actual Star Comics in the 80s, but there&#039;s no affiliation.)&lt;br /&gt;
&lt;br /&gt;
Star Comics began as a small subdivision of the Constellation Publishing company in 1936. Their big breakthrough was the introduction of the hero [[Captain Invincible]] in THRILLING COMICS #3 in June of 1939. Other super-characters, such as scientist and gadgeteer [http://d20npcs.wikicities.com/wiki/Professor_Hawk Professor Hawk], the Arabic rogue [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], the [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess] and [[Morpheus]] the Dimension Lord. As with all other publishers it pulled back on its superhero titles when the market went bust after WWII, but began reviving them in 1957, following the example of National/DC. Star Comics&#039; parent company had strong overseas connections and did good business translating and exporting its material- including comics- to Europe and Asia, and to appeal to these markets many Star Comics heroes were given non-American backgrounds. This tradition has continued to the present and remains a distinction for the company, even though it broke off from Constellation when the publisher went bankrupt in 1983.(Star Comics re-organized during this time and launched a new, streamlined continuity following from the epic miniseries THE END OF TIME.)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Star Comics Universe&amp;quot; is one in which superheroes have been known to exist since just before the Second World War- [[Captain Invincible]] was the first to emerge, and during the War he led the team known as &amp;quot;Allied Justice.&amp;quot; Some of the heroes from this period- the original [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], [[Morpheus]], [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess] and Blue Flame, among others- were trapped in a pocket dimension by the Nazi occultist Baron Mystico and effectively &amp;quot;removed from history&amp;quot;, with none of the remaining heroes remembering who they were. Karmic forces worked to create new incarnations of these heroes, until the second Morpheus discovered the pocket dimension and helped the trapped heroes escape to the real world. (The originals went into semi-retirement and became the &amp;quot;Prime&amp;quot; heroes- [[Morpheus]]-Prime, [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess]-Prime, etc.) [See STAR COMICS ANNUAL #2, &amp;quot;Hail! The Forgotten Heroes&amp;quot; by David Denham]. Meanwhile, the Earth had entered into its first interplanetary conflict, as the reptilian Vegans began to make raids on the planet, seeking human slaves to toil in their machine empire. It was then that [[Captain Invincible]] learned of his extraterrestrial origins, his powers introduced to him by the Deltans, a peaceful race seeking to contain the spread of the Vegan Empire.&lt;br /&gt;
&lt;br /&gt;
The pre-eminent superhero group in this world is &amp;quot;Justice International,&amp;quot; a coalition of heroes from across the world. The group was formed shortly after an attack by Mr. Midnight on an international scientific conference in New York, an attack foiled by the joint efforts of [[Captain Invincible]], [http://d20npcs.wikicities.com/wiki/Professor_Hawk Professor Hawk], [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], the new [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess] (from Okinawa), Nigerian hero [[Master Man]] and French crimefighter [http://d20npcs.wikicities.com/wiki/Lumiere Lumiere]. The group has the official backing of the U.N. to fight threats to world safety and security wherever they appear. They meet in an Antarctic base which was converted from a polar research facility (and is located strangely close to a chasm which leads to the subterranean realm of Jurassica.) Another major superhero group is Team Tomorrow, a group of four teenagers from the future whose advanced technology gives them super-powers. They operate from the campus of Kefauver University under the watchful eye of the elderly Professor Erickson. Finally there is the Secret Army, a less-formal counterpart to Justice International which keeps its very existence a secret from the public and from non-member heroes. Its membership rotates frequently, apart from founding member [[Morpheus]].&lt;br /&gt;
&lt;br /&gt;
Places of interest in the Earth of Star Comics include the sunken continent of Atlantis, which happens to actually be located in the Pacific (Ancient scholars made a couple of mistakes.) Inhabited by a race of fish people, the nation is mostly peaceful except when angered by excessive fishing, pollution, or anything else which seems to be the fault of the surface dwellers. Jurassica is a subterranean jungle continent full of dinosaurs and other refugees from past geological eras. The Middle-Eastern nation of Uram is the birthplace of [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], who continues to agitate against the country&#039;s oppressive theocracy. &lt;br /&gt;
&lt;br /&gt;
Powerful extradimensional forces frequently work on this world. The Order of Light, a secret society of mystics, is in contact with the Positive Plane, home of the angelic Shining Ones, themselves extra-human servants of an unnamed greater power. They continually work to guard against the work of the Negative Plane and its servants, the Lords of Shadow. Between these two great opposing poles lie countless strange dimensions with their own laws of nature and their own designs on Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Captain Invincible]] (For M&amp;amp;M 1e, will update soon)&lt;br /&gt;
&lt;br /&gt;
*[[Master Man]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Miniman]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Morpheus]] (For 2e)&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Morpheus&amp;diff=31743</id>
		<title>Morpheus</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Morpheus&amp;diff=31743"/>
		<updated>2006-09-11T04:42:49Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Fixed punctuation mistake.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Morpheus, the Dimension Lord ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PL:&#039;&#039;&#039;11&lt;br /&gt;
&lt;br /&gt;
Alternate Identities: Dr. Carl Gannon (Golden Age), Dr. Joseph Pike (Silver Age); ID: Secret; Base of Operations: Private Laboratory, Upstate New York; First Appearance(s): BONANZA COMICS July-August 1940 (GA), TALES OF THE UNKNOWN Oct. 1960; Gender: Male&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength 13 (+1), Dexterity 13 (+1), Constitution 15 (+2), Intelligence 19 (+4), Wisdom 17 (+3), Charisma 15 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toughness +12 (+2 Con, 10 Force Field); Fortitude +5 (+2 Con, +3 Base); Reflex +4 (+1 Dex, +3 Base); Will +7 (+3 Wis, +4 Base)&lt;br /&gt;
&lt;br /&gt;
Defense: 20 (+10 Base)&lt;br /&gt;
&lt;br /&gt;
Initiative: +1 (Dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Movement 5&#039;&#039;&#039;: Dimensional 3, Permeate, Trackless, Progression 1, Alternate Powers: Space Travel 10, Flight 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cosmic Energy Control 11&#039;&#039;&#039;: Alternate  Powers: Boost (physical traits, 2 pp) 11, Disintegration 5, Healing 11, Snare 11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immunity 12&#039;&#039;&#039;: Life Support, Starvation, Thirst, Need for Sleep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Field 10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quick Change 2; Equipment 1 (Headquarters: Super Movement 3, Dimensional (Dimensional Doorway); Concealed, Lab, Library, Communications, Size: Diminuitive/Huge, Toughness: 15)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Knowledge (Dimensional Science) +20 (+4 Int, 16 Ranks), Knowledge (Occult) +20 (+4 Int, 16 Ranks), Intimidate +17 (+2 Cha, 16 Ranks),  Craft (Structural) +20 (+4 Int, 16 Ranks), Language - Sumerian, Notice +19 (+3 Wis, 16 Ranks)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Normal Identity- No Powers, Free Action. &#039;&#039;Morpheus&#039; powers can only manifest, and his costume appear, when he speaks the word &amp;quot;Anshar&amp;quot;. This word was written in psuedo-cuneiform in the comics.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dr. Carl Gannon, noted occult researcher, was the first to decipher the true meaning of a famous mystical text, &amp;quot;The Book of Doors&amp;quot;. He found it contained instructions for the creation of a Dimensional Doorway, the building of which required the use of rare metals welded into strange patterns. Building it, and reading an incantation, he was surprised to find the Doorway actually worked, and opened into a mysterious heavenly realm. Entering it, he was granted magic powers by mysterious entities of light, and dubbed &amp;quot;Morpheus, the Dimension Lord&amp;quot;, charged with protecting the innocent in all universes from dark mystical forces. Gannon fought sinister forces on Earth and in other realms for several years. When Nazi occultist Baron Mystico began adding magic to the Reich&#039;s arsenal, Morpheus joined with several other Allied heroes under the banner of &amp;quot;Allied Justice&amp;quot;. At the end of the war, fearing capture, Baron Mystico trapped the heroes in a mirror dimension, and they  faded from human memory.&lt;br /&gt;
&lt;br /&gt;
Years later, &amp;quot;The Book of Doors&amp;quot; fell into the hands of scientist Joseph Pike, who specialized in dimension theory. Again deciphering its contents and building the Dimensional Doorway, he was subjected to a series of trials to prove himself worthy of Morpheus&#039; powers. The new Morpheus was as much explorer as defender, seeking out strange new worlds and strange dimensional phenomena.&lt;br /&gt;
&lt;br /&gt;
At one point in his history, Morpheus discovered an ancient prophecy foretelling an invasion of Earth by beings from a chaos realm, and speaking of five heroes called to defend the world. Using this information, Morpheus called together [[Miniman]], Miss Mercury, Jetman, and the Blue Flame to form the original Secret Army.&lt;br /&gt;
&lt;br /&gt;
During one survey of the cosmos, the new Morpheus discovered the shadow dimension into which Morpheus-Prime (as he came to be known) and the other prisoners of Mystico had been placed. With the aid of Justice International and the Secret Army, the trapped heroes revolted against their captor, and escaped to Earth as the prison collapsed around him. They became the &amp;quot;Prime&amp;quot; heroes, living in semi-retirement and offering assistance to their successors.&lt;br /&gt;
&lt;br /&gt;
Later, the new Morpheus met and fell in love with the superheroine Lumiere, also given mystic power by the Shining Ones. The two worked side-by-side constantly, and eventually were married, shortly after revealing their secret identities to each other. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dr. Gannon is a frail and meek man in normal life, but as Morpehus he&#039;s the classic bold and daring pulp adventurer, aggressive and hot-tempered. He usually relies on cosmic-powered fisticuffs and feats of strength, only turning to more elaborate rites when they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
Dr. Pike changes less between his own identity and that of Morpheus- he is a serious and reflective man, who takes a rational and level-headed approach to his work. He is often beset by moral dilemmas and particularly torn by his duties and concern for the safety of Lumiere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dr. Gannon is a tall, thin man with black hair, usually well dressed with pale skin. Dr. Pike is of average height and build, with dirty brown hair. As Morpheus, both wear a yellow suit with blue pants, boots and cape; the Golden Age Morpheus wears a grey iron helment which obscures his face, while the Silver Age Morpheus wears blue scarves in a &amp;quot;desert nomad&amp;quot; fashion, with only his eyes and nose visible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publishing History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Morpheus was created by Alan Grayson for a feature in the first issue of BONANZA COMICS, Star Comics&#039; first all-superhero title (besides CAPTAIN INVINCIBLE). Though known best for writing the more down-to-Earth adventures of Professor Hawk, Grayson enjoyed the opportunity to do something fanciful, and focused the feature on Morpheus&#039; wild interdimensional travellings. Drawn by various artists, the feature was never wildly popular, but it continued to run until the magazine was cancelled in 1949.&lt;br /&gt;
&lt;br /&gt;
When the Silver Age revival of superheroes got into full swing, Joe Prelutsky assigned the job of revamping Morpheus to TALES OF THE UNKNOWN&#039;s regular writer David Denham, known for his prose sci-fi work. Then heavily into Joseph Campbell&#039;s &amp;quot;Hero With a Thousand Faces&amp;quot;, Denham decided to make the character&#039;s story a classic monomyth, at least as much as the episodic format would permit. Irving Ellison, Star&#039;s most prolific and praised artist, handled the visuals. More science fiction than fantasy, the new Morpheus&#039; surreal adventures originally had difficulty finding an audience, prompting the creation of the more &amp;quot;street-level&amp;quot; superheroine Lumiere as a backup feature. As the decade wore on, however, the character accumulated a cult following, mostly among college students, and he gradually became one of the most popular characters in Star&#039;s stable. In 1965, Denham had Morpheus and Lumiere &amp;quot;team up&amp;quot;, and slowly developed a romance between the two characters. Finally, in 1970, he followed through on his original plan, finishing his run with a climactic battle between Morpheus and archenemy Dr. Faustus, in an issue which concluded with Morpheus and Lumiere&#039;s wedding.&lt;br /&gt;
&lt;br /&gt;
Following Denham&#039;s departure, TALES OF THE UNKNOWN was renamed MORPHEUS, THE DIMENSION LORD, and writer Bruce Rodriguez, working with artist Bill Lincoln, again re-emphasized the character&#039;s occult side, putting him up against more traditional mythological and horrific menaces (the latter becoming predominant after the 1971 revision of the Comics Code, which allowed the use of vampires, werewolves, etc.) Their run ended in 1975, and since then, the title has gone back and forth between various combinations of science fiction, fantasy, and horror. Morpheus remains one of Star Comics&#039; most popular heroes, and he also has the distinction of being the only character not to be completely rebooted by 1983&#039;s END OF TIME crossover. (Wanting to preserve some continuity, the editors had Morpheus remember how things used to be.)&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Morpheus&amp;diff=31740</id>
		<title>Morpheus</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Morpheus&amp;diff=31740"/>
		<updated>2006-09-11T04:35:07Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: A cosmic-powered hero for M&amp;amp;M 2e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Morpheus, the Dimension Lord ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PL:&#039;&#039;&#039;11&lt;br /&gt;
&lt;br /&gt;
Alternate Identities: Dr. Carl Gannon (Golden Age), Dr. Joseph Pike (Silver Age); ID: Secret; Base of Operations: Private Laboratory, Upstate New York; First Appearance(s): BONANZA COMICS July-August 1940 (GA), TALES OF THE UNKNOWN Oct. 1960; Gender: Male&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength 13 (+1), Dexterity 13 (+1), Constitution 15 (+2), Intelligence 19 (+4), Wisdom 17 (+3), Charisma 15 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toughness +12 (+2 Con, 10 Force Field); Fortitude +5 (+2 Con, +3 Base); Reflex +4 (+1 Dex, +3 Base); Will +7 (+3 Wis, +4 Base)&lt;br /&gt;
&lt;br /&gt;
Defense: 20 (+10 Base)&lt;br /&gt;
&lt;br /&gt;
Initiative: +1 (Dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Movement 5&#039;&#039;&#039;: Dimensional 3, Permeate, Trackless, Progression 1, Alternate Powers: Space Travel 10, Flight 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cosmic Energy Control 11&#039;&#039;&#039;: Alternate  Powers, Boost (physical traits, 2 pp) 11, Disintegration 5, Healing 11, Snare 11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immunity 12&#039;&#039;&#039;: Life Support, Starvation, Thirst, Need for Sleep&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Field 10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quick Change 2; Equipment 1 (Headquarters: Super Movement 3, Dimensional (Dimensional Doorway); Concealed, Lab, Library, Communications, Size: Diminuitive/Huge, Toughness: 15)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Knowledge (Dimensional Science) +20 (+4 Int, 16 Ranks), Knowledge (Occult) +20 (+4 Int, 16 Ranks), Intimidate +17 (+2 Cha, 16 Ranks),  Craft (Structural) +20 (+4 Int, 16 Ranks), Language - Sumerian, Notice +19 (+3 Wis, 16 Ranks)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Normal Identity- No Powers, Free Action. &#039;&#039;Morpheus&#039; powers can only manifest, and his costume appear, when he speaks the word &amp;quot;Anshar&amp;quot;. This word was written in psuedo-cuneiform in the comics.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dr. Carl Gannon, noted occult researcher, was the first to decipher the true meaning of a famous mystical text, &amp;quot;The Book of Doors&amp;quot;. He found it contained instructions for the creation of a Dimensional Doorway, the building of which required the use of rare metals welded into strange patterns. Building it, and reading an incantation, he was surprised to find the Doorway actually worked, and opened into a mysterious heavenly realm. Entering it, he was granted magic powers by mysterious entities of light, and dubbed &amp;quot;Morpheus, the Dimension Lord&amp;quot;, charged with protecting the innocent in all universes from dark mystical forces. Gannon fought sinister forces on Earth and in other realms for several years. When Nazi occultist Baron Mystico began adding magic to the Reich&#039;s arsenal, Morpheus joined with several other Allied heroes under the banner of &amp;quot;Allied Justice&amp;quot;. At the end of the war, fearing capture, Baron Mystico trapped the heroes in a mirror dimension, and they  faded from human memory.&lt;br /&gt;
&lt;br /&gt;
Years later, &amp;quot;The Book of Doors&amp;quot; fell into the hands of scientist Joseph Pike, who specialized in dimension theory. Again deciphering its contents and building the Dimensional Doorway, he was subjected to a series of trials to prove himself worthy of Morpheus&#039; powers. The new Morpheus was as much explorer as defender, seeking out strange new worlds and strange dimensional phenomena.&lt;br /&gt;
&lt;br /&gt;
At one point in his history, Morpheus discovered an ancient prophecy foretelling an invasion of Earth by beings from a chaos realm, and speaking of five heroes called to defend the world. Using this information, Morpheus called together [[Miniman]], Miss Mercury, Jetman, and the Blue Flame to form the original Secret Army.&lt;br /&gt;
&lt;br /&gt;
During one survey of the cosmos, the new Morpheus discovered the shadow dimension into which Morpheus-Prime (as he came to be known) and the other prisoners of Mystico had been placed. With the aid of Justice International and the Secret Army, the trapped heroes revolted against their captor, and escaped to Earth as the prison collapsed around him. They became the &amp;quot;Prime&amp;quot; heroes, living in semi-retirement and offering assistance to their successors.&lt;br /&gt;
&lt;br /&gt;
Later, the new Morpheus met and fell in love with the superheroine Lumiere, also given mystic power by the Shining Ones. The two worked side-by-side constantly, and eventually were married, shortly after revealing their secret identities to each other. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dr. Gannon is a frail and meek man in normal life, but as Morpehus he&#039;s the classic bold and daring pulp adventurer, aggressive and hot-tempered. He usually relies on cosmic-powered fisticuffs and feats of strength, only turning to more elaborate rites when they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
Dr. Pike changes less between his own identity and that of Morpheus- he is a serious and reflective man, who takes a rational and level-headed approach to his work. He is often beset by moral dilemmas and particularly torn by his duties and concern for the safety of Lumiere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dr. Gannon is a tall, thin man with black hair, usually well dressed with pale skin. Dr. Pike is of average height and build, with dirty brown hair. As Morpheus, both wear a yellow suit with blue pants, boots and cape; the Golden Age Morpheus wears a grey iron helment which obscures his face, while the Silver Age Morpheus wears blue scarves in a &amp;quot;desert nomad&amp;quot; fashion, with only his eyes and nose visible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publishing History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Morpheus was created by Alan Grayson for a feature in the first issue of BONANZA COMICS, Star Comics&#039; first all-superhero title (besides CAPTAIN INVINCIBLE). Though known best for writing the more down-to-Earth adventures of Professor Hawk, Grayson enjoyed the opportunity to do something fanciful, and focused the feature on Morpheus&#039; wild interdimensional travellings. Drawn by various artists, the feature was never wildly popular, but it continued to run until the magazine was cancelled in 1949.&lt;br /&gt;
&lt;br /&gt;
When the Silver Age revival of superheroes got into full swing, Joe Prelutsky assigned the job of revamping Morpheus to TALES OF THE UNKNOWN&#039;s regular writer David Denham, known for his prose sci-fi work. Then heavily into Joseph Campbell&#039;s &amp;quot;Hero With a Thousand Faces&amp;quot;, Denham decided to make the character&#039;s story a classic monomyth, at least as much as the episodic format would permit. Irving Ellison, Star&#039;s most prolific and praised artist, handled the visuals. More science fiction than fantasy, the new Morpheus&#039; surreal adventures originally had difficulty finding an audience, prompting the creation of the more &amp;quot;street-level&amp;quot; superheroine Lumiere as a backup feature. As the decade wore on, however, the character accumulated a cult following, mostly among college students, and he gradually became one of the most popular characters in Star&#039;s stable. In 1965, Denham had Morpheus and Lumiere &amp;quot;team up&amp;quot;, and slowly developed a romance between the two characters. Finally, in 1970, he followed through on his original plan, finishing his run with a climactic battle between Morpheus and archenemy Dr. Faustus, in an issue which concluded with Morpheus and Lumiere&#039;s wedding.&lt;br /&gt;
&lt;br /&gt;
Following Denham&#039;s departure, TALES OF THE UNKNOWN was renamed MORPHEUS, THE DIMENSION LORD, and writer Bruce Rodriguez, working with artist Bill Lincoln, again re-emphasized the character&#039;s occult side, putting him up against more traditional mythological and horrific menaces (the latter becoming predominant after the 1971 revision of the Comics Code, which allowed the use of vampires, werewolves, etc.) Their run ended in 1975, and since then, the title has gone back and forth between various combinations of science fiction, fantasy, and horror. Morpheus remains one of Star Comics&#039; most popular heroes, and he also has the distinction of being the only character not to be completely rebooted by 1983&#039;s END OF TIME crossover. (Wanting to preserve some continuity, the editors had Morpheus remember how things used to be.)&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31647</id>
		<title>Talk:Current events</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31647"/>
		<updated>2006-09-10T16:17:45Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Removed spam.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31613</id>
		<title>Talk:Current events</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31613"/>
		<updated>2006-09-10T01:51:52Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: And they just KEEP GOING...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31495</id>
		<title>Talk:Current events</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31495"/>
		<updated>2006-09-08T16:18:26Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Removed more spam.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Master_Man&amp;diff=31422</id>
		<title>Master Man</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Master_Man&amp;diff=31422"/>
		<updated>2006-09-08T07:08:12Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Added links to Captain Invincible and Star Comics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Master Man ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PL:&#039;&#039;&#039;11 (165 pp)&lt;br /&gt;
&lt;br /&gt;
Alternate Identity: Ben Ojukwu; Identity: Public; Base of Operations: Lagos, Nigeria (later New York); First Appearance: Thrilling Comics, April 1962; Gender: Male; Age: 26; Height: 6&#039; 2&#039;&#039;; Weoght: Burly; Eyes: Brown; Hair: Black&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength 20/32* (+5/+11*, * with power); Dexterity 16 (+3); Constitution: 20/28* (+5/+9*, * with power); Intelligence 13 (+1); Wisdom 13 (+1); Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tougness +9/+11* (+5/+9 Con, +2 Protection); Fortitude +5/+9* (Con); Reflex +3 (Dex); Will +4 (+1 Wis, +3 Base)&lt;br /&gt;
&lt;br /&gt;
Defense: 21 (Base +11)&lt;br /&gt;
&lt;br /&gt;
Base Attack: +11&lt;br /&gt;
&lt;br /&gt;
Initiative: +3 (Dex)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Protection 2&lt;br /&gt;
&lt;br /&gt;
Enhanced Strength 12 (Alternate Power: Leaping 12)&lt;br /&gt;
&lt;br /&gt;
Immovable 8&lt;br /&gt;
&lt;br /&gt;
Enhanced Constitution 8&lt;br /&gt;
&lt;br /&gt;
Super Strength 9 (Feats: Groundstrike, Shockwave, Super-Breath, Thunderclap)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All-Out Attack; Endurance 4; Chokehold; Luck 1; Improved Grapple; Critical Strike; Improved Pin; Improved Throw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Survival +17 (+1 Wis, 16 Ranks); Climb +21/28* (+5/+12 Str, 16 Ranks); Notice +17 (+1 Wis, 16 Ranks); Intimidate +17 (+1 Cha, 16 Ranks); Acrobatics +19 (+3 Dex, 16 Ranks)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Must honor ancestral orisha; overconfident&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the greedy Tusk Corporation bought up the Nigerian village of Alanu, planning to level it and build oil wells, the powerful ancestral spirits of the proud Ojukwu family called upon young Ben to defend the land they had protected for generations. They added their spirit to his strength to create Master Man, charged with bringing justice to the oppressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ben Ojukwu is a passionate man, deeply serious about his work. Unfortunately, this devotion sometimes makes him stubborn, and he feels the need to be the leader of any team he&#039;s on. He views himself as the world&#039;s most powerful hero, and though he may not be wrong, this does mean he sometimes gets a swelled head. At these times, he risks losing the support of his ancestor spirits, and must commune with them to regain wisdom. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publishing History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Master Man was the invention of Calvin Winston, writer for the two [[Captain Invincible]] titles at the time. A supporter of the civil rights movement, Winston had suggested that the company create a black superhero as a way of providing a positive role model. Winston had an interest in West African folk lore, and got the inspiration for &amp;quot;Master Man&amp;quot; from a Nigerian folk tale. The social climate of America in 1962 wouldn&#039;t allow for a black hero as a lead character, so Winston introduced Master Man as a supporting figure in a [[Captain Invincible]] story, where the latter visited Nigeria and, after a series of misunderstandings, helped Ojukwu battle the Boar, an enforcer for the Tusk Corporation. Though the character&#039;s first appearance created some controversy among readers, it also led to [[Star Comics]] receiving praise from civil rights groups, and editor Joe Prelutsky allowed Winston to press on by including the character in JUSTICE INTERNATIONAL when it made its debut a year later.&lt;br /&gt;
&lt;br /&gt;
By the end of the decade, Prelutsky felt the character&#039;s popularity was more than enough to warrant his own book, and that the tense climate in America regarding race relations would actually be a benefit for a book that tackled such issues. MASTER MAN #1 arrived on stands in January of 1970, and was an instant hit. Winston, again the writer, took Master Man to the streets of New York, battling the mysterious organization known as H.A.T.E., while African-American artist  Bill Lincoln contributed the book&#039;s moody and expressive visuals (as well as uncredited dialogue assists.) When Winston left Star Comics in 1973 after a conflict with the new Editor in Chief, Lincoln became artist and writer, continuing the title for six more years until leaving to work on his own projects. Without its original talent, the title fizzled out in 1981, and a year later Master Man was killed in the pages of JUSTICE INTERNATIONAL. However, when the Star Comics Universe was rebooted in 1983&#039;s THE END OF TIME, Master Man was declared alive again, and a second volume of his book began in 1989. &lt;br /&gt;
&lt;br /&gt;
[Master Man is a member of Justice International]&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Comics&amp;diff=31421</id>
		<title>Star Comics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Comics&amp;diff=31421"/>
		<updated>2006-09-08T07:06:51Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: &amp;quot;Master Man&amp;quot; now links locally, changed the Irregulars to the Secret Army and removed specific dates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:Supers]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds]]&lt;br /&gt;
&lt;br /&gt;
This is a metafictional game universe containing the various hero and villain characters I&#039;ve created for MUTANTS &amp;amp; MASTERMINDS. (There was an actual Star Comics in the 80s, but there&#039;s no affiliation.)&lt;br /&gt;
&lt;br /&gt;
Star Comics began as a small subdivision of the Constellation Publishing company in 1936. Their big breakthrough was the introduction of the hero [[Captain Invincible]] in THRILLING COMICS #3 in June of 1939. Other super-characters, such as scientist and gadgeteer [http://d20npcs.wikicities.com/wiki/Professor_Hawk Professor Hawk], the Arabic rogue [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], the [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess] and Morpheus the Dimension Lord. As with all other publishers it pulled back on its superhero titles when the market went bust after WWII, but began reviving them in 1957, following the example of National/DC. Star Comics&#039; parent company had strong overseas connections and did good business translating and exporting its material- including comics- to Europe and Asia, and to appeal to these markets many Star Comics heroes were given non-American backgrounds. This tradition has continued to the present and remains a distinction for the company, even though it broke off from Constellation when the publisher went bankrupt in 1983.(Star Comics re-organized during this time and launched a new, streamlined continuity following from the epic miniseries THE END OF TIME.)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Star Comics Universe&amp;quot; is one in which superheroes have been known to exist since just before the Second World War- [[Captain Invincible]] was the first to emerge, and during the War he led the team known as &amp;quot;Allied Justice.&amp;quot; Some of the heroes from this period- the original [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], Morpheus, [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess] and Blue Flame, among others- were trapped in a pocket dimension by the Nazi occultist Baron Mystico and effectively &amp;quot;removed from history&amp;quot;, with none of the remaining heroes remembering who they were. Karmic forces worked to create new incarnations of these heroes in the Fifties and Sixties, until in 1965, the second Morpheus discovered the pocket dimension and helped the trapped heroes escape to the real world. (The originals went into semi-retirement and became the &amp;quot;Prime&amp;quot; heroes- Morpheus-Prime, [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess]-Prime, etc.) [See STAR COMICS ANNUAL #2, &amp;quot;Hail! The Forgotten Heroes&amp;quot; by David Denham]. Meanwhile, the Earth had entered into its first interplanetary conflict, as the reptilian Vegans began to make raids on the planet, seeking human slaves to toil in their machine empire. It was then that [[Captain Invincible]] learned of his extraterrestrial origins, his powers introduced to him by the Deltans, a peaceful race seeking to contain the spread of the Vegan Empire.&lt;br /&gt;
&lt;br /&gt;
The pre-eminent superhero group in this world is &amp;quot;Justice International,&amp;quot; a coalition of heroes from across the world. The group was formed shortly after an attack by Mr. Midnight on an international scientific conference in New York, an attack foiled by the joint efforts of [[Captain Invincible]], [http://d20npcs.wikicities.com/wiki/Professor_Hawk Professor Hawk], [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], the new [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess] (from Okinawa), Nigerian hero [[Master Man]] and French crimefighter [http://d20npcs.wikicities.com/wiki/Lumiere Lumiere]. The group has the official backing of the U.N. to fight threats to world safety and security wherever they appear. They meet in an Antarctic base which was converted from a polar research facility (and is located strangely close to a chasm which leads to the subterranean realm of Jurassica.) Another major superhero group is Team Tomorrow, a group of four teenagers from the future whose advanced technology gives them super-powers. They operate from the campus of Kefauver University under the watchful eye of the elderly Professor Erickson. Finally there is the Secret Army, a less-formal counterpart to Justice International which keeps its very existence a secret from the public and from non-member heroes. Its membership rotates frequently, apart from founding member Morpheus.&lt;br /&gt;
&lt;br /&gt;
Places of interest in the Earth of Star Comics include the sunken continent of Atlantis, which happens to actually be located in the Pacific (Ancient scholars made a couple of mistakes.) Inhabited by a race of fish people, the nation is mostly peaceful except when angered by excessive fishing, pollution, or anything else which seems to be the fault of the surface dwellers. Jurassica is a subterranean jungle continent full of dinosaurs and other refugees from past geological eras. The Middle-Eastern nation of Uram is the birthplace of [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], who continues to agitate against the country&#039;s oppressive theocracy. &lt;br /&gt;
&lt;br /&gt;
Powerful extradimensional forces frequently work on this world. The Order of Light, a secret society of mystics, is in contact with the Positive Plane, home of the angelic Shining Ones, themselves extra-human servants of an unnamed greater power. They continually work to guard against the work of the Negative Plane and its servants, the Lords of Shadow. Between these two great opposing poles lie countless strange dimensions with their own laws of nature and their own designs on Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Captain Invincible]] (For M&amp;amp;M 1e, will update soon)&lt;br /&gt;
&lt;br /&gt;
*[[Master Man]] (For 2e)&lt;br /&gt;
&lt;br /&gt;
*[[Miniman]] (For 2e)&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Master_Man&amp;diff=31420</id>
		<title>Master Man</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Master_Man&amp;diff=31420"/>
		<updated>2006-09-08T07:03:04Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Another hero for M&amp;amp;M 2e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Master Man ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PL:&#039;&#039;&#039;11 (165 pp)&lt;br /&gt;
&lt;br /&gt;
Alternate Identity: Ben Ojukwu; Identity: Public; Base of Operations: Lagos, Nigeria (later New York); First Appearance: Thrilling Comics, April 1962; Gender: Male; Age: 26; Height: 6&#039; 2&#039;&#039;; Weoght: Burly; Eyes: Brown; Hair: Black&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength 20/32* (+5/+11*, * with power); Dexterity 16 (+3); Constitution: 20/28* (+5/+9*, * with power); Intelligence 13 (+1); Wisdom 13 (+1); Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tougness +9/+11* (+5/+9 Con, +2 Protection); Fortitude +5/+9* (Con); Reflex +3 (Dex); Will +4 (+1 Wis, +3 Base)&lt;br /&gt;
&lt;br /&gt;
Defense: 21 (Base +11)&lt;br /&gt;
&lt;br /&gt;
Base Attack: +11&lt;br /&gt;
&lt;br /&gt;
Initiative: +3 (Dex)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Protection 2&lt;br /&gt;
&lt;br /&gt;
Enhanced Strength 12 (Alternate Power: Leaping 12)&lt;br /&gt;
&lt;br /&gt;
Immovable 8&lt;br /&gt;
&lt;br /&gt;
Enhanced Constitution 8&lt;br /&gt;
&lt;br /&gt;
Super Strength 9 (Feats: Groundstrike, Shockwave, Super-Breath, Thunderclap)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All-Out Attack; Endurance 4; Chokehold; Luck 1; Improved Grapple; Critical Strike; Improved Pin; Improved Throw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Survival +17 (+1 Wis, 16 Ranks); Climb +21/28* (+5/+12 Str, 16 Ranks); Notice +17 (+1 Wis, 16 Ranks); Intimidate +17 (+1 Cha, 16 Ranks); Acrobatics +19 (+3 Dex, 16 Ranks)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Must honor ancestral orisha; overconfident&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the greedy Tusk Corporation bought up the Nigerian village of Alanu, planning to level it and build oil wells, the powerful ancestral spirits of the proud Ojukwu family called upon young Ben to defend the land they had protected for generations. They added their spirit to his strength to create Master Man, charged with bringing justice to the oppressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ben Ojukwu is a passionate man, deeply serious about his work. Unfortunately, this devotion sometimes makes him stubborn, and he feels the need to be the leader of any team he&#039;s on. He views himself as the world&#039;s most powerful hero, and though he may not be wrong, this does mean he sometimes gets a swelled head. At these times, he risks losing the support of his ancestor spirits, and must commune with them to regain wisdom. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publishing History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Master Man was the invention of Calvin Winston, writer for the two Captain Invincible titles at the time. A supporter of the civil rights movement, Winston had suggested that the company create a black superhero as a way of providing a positive role model. Winston had an interest in West African folk lore, and got the inspiration for &amp;quot;Master Man&amp;quot; from a Nigerian folk tale. The social climate of America in 1962 wouldn&#039;t allow for a black hero as a lead character, so Winston introduced Master Man as a supporting figure in a Captain Invincible story, where the latter visited Nigeria and, after a series of misunderstandings, helped Ojukwu battle the Boar, an enforcer for the Tusk Corporation. Though the character&#039;s first appearance created some controversy among readers, it also led to Star Comics receiving praise from civil rights groups, and editor Joe Prelutsky allowed Winston to press on by including the character in JUSTICE INTERNATIONAL when it made its debut a year later.&lt;br /&gt;
&lt;br /&gt;
By the end of the decade, Prelutsky felt the character&#039;s popularity was more than enough to warrant his own book, and that the tense climate in America regarding race relations would actually be a benefit for a book that tackled such issues. MASTER MAN #1 arrived on stands in January of 1970, and was an instant hit. Winston, again the writer, took Master Man to the streets of New York, battling the mysterious organization known as H.A.T.E., while African-American artist  Bill Lincoln contributed the book&#039;s moody and expressive visuals (as well as uncredited dialogue assists.) When Winston left Star Comics in 1973 after a conflict with the new Editor in Chief, Lincoln became artist and writer, continuing the title for six more years until leaving to work on his own projects. Without its original talent, the title fizzled out in 1981, and a year later Master Man was killed in the pages of JUSTICE INTERNATIONAL. However, when the Star Comics Universe was rebooted in 1983&#039;s THE END OF TIME, Master Man was declared alive again, and a second volume of his book began in 1989. &lt;br /&gt;
&lt;br /&gt;
[Master Man is a member of Justice International]&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31415</id>
		<title>Talk:Current events</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31415"/>
		<updated>2006-09-08T04:47:58Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: And that&amp;#039;s it for now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31414</id>
		<title>Talk:Current events</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31414"/>
		<updated>2006-09-08T04:47:24Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Persistent, ain&amp;#039;t he?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tramadol ==&lt;br /&gt;
&lt;br /&gt;
You did this great job here! &lt;br /&gt;
http://oooauthors.org/portal_memberdata/portraits/tram#tramadol&lt;br /&gt;
[url=http://oooauthors.org/portal_memberdata/portraits/tram#tramadol]tramadol online[/url]&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://oooauthors.org/portal_memberdata/portraits/tram#tramadol&amp;quot;&amp;gt;tramadol online&amp;lt;/a&amp;gt;&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31413</id>
		<title>Talk:Current events</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31413"/>
		<updated>2006-09-08T04:47:01Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: More spam!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tramadol ==&lt;br /&gt;
&lt;br /&gt;
 Nice good site,dont let it go away. &lt;br /&gt;
http://sprint.zope.it/Members/sutram/tramadolbuy.html#tramadol&lt;br /&gt;
[url=http://sprint.zope.it/Members/sutram/tramadolbuy.html#tramadol]buy tramadol[/url]&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://sprint.zope.it/Members/sutram/tramadolbuy.html#tramadol&amp;quot;&amp;gt;buy tramadol&amp;lt;/a&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tramadol ==&lt;br /&gt;
&lt;br /&gt;
You did this great job here! &lt;br /&gt;
http://oooauthors.org/portal_memberdata/portraits/tram#tramadol&lt;br /&gt;
[url=http://oooauthors.org/portal_memberdata/portraits/tram#tramadol]tramadol online[/url]&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://oooauthors.org/portal_memberdata/portraits/tram#tramadol&amp;quot;&amp;gt;tramadol online&amp;lt;/a&amp;gt;&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31353</id>
		<title>Talk:Current events</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31353"/>
		<updated>2006-09-07T19:22:28Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Removed spam AGAIN.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31342</id>
		<title>Talk:Current events</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Current_events&amp;diff=31342"/>
		<updated>2006-09-07T17:04:25Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Removed Spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Comics&amp;diff=31318</id>
		<title>Star Comics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Comics&amp;diff=31318"/>
		<updated>2006-09-07T06:43:31Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Added Roster Element&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:Supers]]&lt;br /&gt;
[[Category:Mutants &amp;amp; Masterminds]]&lt;br /&gt;
&lt;br /&gt;
This is a metafictional game universe containing the various hero and villain characters I&#039;ve created for MUTANTS &amp;amp; MASTERMINDS. (There was an actual Star Comics in the 80s, but there&#039;s no affiliation.)&lt;br /&gt;
&lt;br /&gt;
Star Comics began as a small subdivision of the Constellation Publishing company in 1936. Their big breakthrough was the introduction of the hero [[Captain Invincible]] in THRILLING COMICS #3 in June of 1939. Other super-characters, such as scientist and gadgeteer [http://d20npcs.wikicities.com/wiki/Professor_Hawk Professor Hawk], the Arabic rogue [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], the [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess] and Morpheus the Dimension Lord. As with all other publishers it pulled back on its superhero titles when the market went bust after WWII, but began reviving them in 1957, following the example of National/DC. Star Comics&#039; parent company had strong overseas connections and did good business translating and exporting its material- including comics- to Europe and Asia, and to appeal to these markets many Star Comics heroes were given non-American backgrounds. This tradition has continued to the present and remains a distinction for the company, even though it broke off from Constellation when the publisher went bankrupt in 1983.(Star Comics re-organized during this time and launched a new, streamlined continuity following from the epic miniseries THE END OF TIME.)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Star Comics Universe&amp;quot; is one in which superheroes have been known to exist since just before the Second World War- [[Captain Invincible]] was the first to emerge, and during the War he led the team known as &amp;quot;Allied Justice.&amp;quot; Some of the heroes from this period- the original [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], Morpheus, [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess] and Blue Flame, among others- were trapped in a pocket dimension by the Nazi occultist Baron Mystico and effectively &amp;quot;removed from history&amp;quot;, with none of the remaining heroes remembering who they were. Karmic forces worked to create new incarnations of these heroes in the Fifties and Sixties, until in 1965, the second Morpheus discovered the pocket dimension and helped the trapped heroes escape to the real world. (The originals went into semi-retirement and became the &amp;quot;Prime&amp;quot; heroes- Morpheus-Prime, [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess]-Prime, etc.) [See STAR COMICS ANNUAL #2, &amp;quot;Hail! The Forgotten Heroes&amp;quot; by David Denham]. Meanwhile, the Earth had entered into its first interplanetary conflict, as the reptilian Vegans began to make raids on the planet, seeking human slaves to toil in their machine empire. It was then that [[Captain Invincible]] learned of his extraterrestrial origins, his powers introduced to him by the Deltans, a peaceful race seeking to contain the spread of the Vegan Empire.&lt;br /&gt;
&lt;br /&gt;
The pre-eminent superhero group in this world is &amp;quot;Justice International,&amp;quot; a coalition of heroes from across the world. The group was formed in 1963 shortly after an attack by Mr. Midnight on an international scientific conference in New York, an attack foiled by the joint efforts of [[Captain Invincible]], [http://d20npcs.wikicities.com/wiki/Professor_Hawk Professor Hawk], [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], the new [http://d20npcs.wikicities.com/wiki/Sea_Goddess Sea Goddess] (from Okinawa), Nigerian hero [http://d20npcs.wikicities.com/wiki/Master_Man Master Man] and French crimefighter [http://d20npcs.wikicities.com/wiki/Lumiere Lumiere]. The group has the official backing of the U.N. to fight threats to world safety and security wherever they appear. They meet in an Antarctic base which was converted from a polar research facility (and is located strangely close to a chasm which leads to the subterranean realm of Jurassica.) Another major superhero group is Team Tomorrow, a group of four teenagers from the future whose advanced technology gives them super-powers. They operate from the campus of Kefauver University under the watchful eye of the elderly Professor Erickson. Finally there are the Irregulars, a less-formal counterpart to Justice International which operates outside any government jurisdiction. It was formed in the early 70s and its membership rotates frequently, apart from founding member Morpheus.&lt;br /&gt;
&lt;br /&gt;
Places of interest in the Earth of Star Comics include the sunken continent of Atlantis, which happens to actually be located in the Pacific (Ancient scholars made a couple of mistakes.) Inhabited by a race of fish people, the nation is mostly peaceful except when angered by excessive fishing, pollution, or anything else which seems to be the fault of the surface dwellers. Jurassica is a subterranean jungle continent full of dinosaurs and other refugees from past geological eras. The Middle-Eastern nation of Uram is the birthplace of [http://d20npcs.wikicities.com/wiki/Laughing_Sufi Laughing Sufi], who continues to agitate against the country&#039;s oppressive theocracy. &lt;br /&gt;
&lt;br /&gt;
Powerful extradimensional forces frequently work on this world. The Order of Light, a secret society of mystics, is in contact with the Positive Plane, home of the angelic Shining Ones, themselves extra-human servants of an unnamed greater power. They continually work to guard against the work of the Negative Plane and its servants, the Lords of Shadow. Between these two great opposing poles lie countless strange dimensions with their own laws of nature and their own designs on Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Captain Invincible]] (For M&amp;amp;M 1e, will update soon)&lt;br /&gt;
&lt;br /&gt;
*[[Miniman]] (For 2e)&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Original_Fan_Created_Characters_2e&amp;diff=31317</id>
		<title>Original Fan Created Characters 2e</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Original_Fan_Created_Characters_2e&amp;diff=31317"/>
		<updated>2006-09-07T06:38:53Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: /* M */  Added Miniman&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This index page lists the various Mutants &amp;amp; Masterminds NPCs and creatures by Power Level.&lt;br /&gt;
&lt;br /&gt;
Adding a character? Please note in the title which edition of the game was used when making the character.&lt;br /&gt;
&lt;br /&gt;
Adding a character? &lt;br /&gt;
Please note in the title which edition of the game (1st or 2nd) was used when making the character.  Please list your name, initials or web-name with your version of the character.  Various characters may be created multiple times at same or similar power levels or vastly different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
* ??? (for M&amp;amp;M1e | created by ???)&lt;br /&gt;
* [[Original_Fan_Created_Characters_2e/Ajax|Ajax]] PL10 (for M&amp;amp;M2e | created by Grumman)&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
* [[Continuity]] PL15 (for M&amp;amp;M2e | created by Pandaman) &lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
* [[Fix,The]] PL10 (for M&amp;amp;M2e | created by Mr Self-Destruct) &lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
* [[Glyph]] PL10 (for M&amp;amp;M2e | created by Mr Self-Destruct) &lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
* [[Jackpot]] PL11 (for M&amp;amp;M2e | created by Mr Self-Destruct) &lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
* [[Martyr, The]] PL10 (for M&amp;amp;M2e | created by Jerks)&lt;br /&gt;
&lt;br /&gt;
* [[Miniman]] PL 11 (for M&amp;amp;M2e | created by Evan Waters)&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
* [[Neon]] PL10 (for M&amp;amp;M2e | created by Mr Self-Destruct) &lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
* [[Scarlet Scarab]] PL10 (for M&amp;amp;M2e  | created by Mr Self-Destruct) &lt;br /&gt;
* [[Separatist, The]] PL10 (for M&amp;amp;M2e | created by Mr Self-Destruct)&lt;br /&gt;
* [[Sentinal, The]] PL10 (152pp) (for M&amp;amp;M2e | created by Darth Nerd)&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
* [[Universe, Miss]] PL12 (for M&amp;amp;M2e | created by Clark) &lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
* [[Y-factor PL10]] (for M&amp;amp;M2e | the_masochist) &lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Mutants&amp;amp;Masterminds_RPG_Wiki_Resource:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Miniman&amp;diff=31316</id>
		<title>Miniman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Miniman&amp;diff=31316"/>
		<updated>2006-09-07T06:37:26Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: The World&amp;#039;s Smallest Secret Agent, for M&amp;amp;M 2e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Miniman ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PL:&#039;&#039;&#039;11 (PP: 165)&lt;br /&gt;
&lt;br /&gt;
Alternate Identity: Patrick Fine; Identity: Secret; Base of Operations: Washington, D.C.; First Appearance: Bonanza Comics, May-June 1942; Gender: Male; Age: 29&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength 16 (+3); Dexterity 18 (+4); Constitution 16 (+3); Intelligence 15 (+2); Wisdom 17 (+3); Charisma 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toughness: +3 (Con +3); Fortitude: +5 (Con +3, Base +2); Reflex: +6 (Agility +4, Base +2); Will +5 (Wisdom +3, Base +2)&lt;br /&gt;
&lt;br /&gt;
Defense: 21/29* (+11 base, * w/Shrinking size modifier, trade-off with Toughness)&lt;br /&gt;
&lt;br /&gt;
Base Attack: +11/+19* (* w/Shrinking size modifier, trade-off with highest damage save)&lt;br /&gt;
&lt;br /&gt;
Initiative: +4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shrinking 16&#039;&#039;&#039;;&lt;br /&gt;
Extras: Normal Strength&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Equipment 4 (Light Pistol, Smoke Grenade, Binoculars, Rope, several blank slots for misc. spy gear)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Acrobatics +16 (+4 Dex, 12 Ranks); Stealth +16 (+4 Dex, 12 Ranks); Gather Information +13 (+1 Cha, 12 Ranks); Disable Device +14 (+2 Int, 12 Ranks); Climb +15 (+3 Str, 12 Ranks); Investigate +18 (+2 Int, 16 Ranks); Notice +19 (+3 Wis, 16 Ranks); Search +14 (+2 Int, 12 Ranks); Sense Motive +15 (+3 Wis, 12 Ranks)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A secret agent for the US government, Patrick Fine was chosen as a test subject for a Beta Ray experiment intended to produce invisibility fields for the government&#039;s field operatives. The ray machine overloaded and exploded when it was tested on Patrick, and the government deemed it unsafe to continue the experiment, but Fine found that the ray&#039;s properties gave him an innate ability to compress his atoms and reduce his size. Previously relegated to a desk job despite his talents, Fine is now the government&#039;s top field operative, and has tangled with metahuman agents from many rival nations.&lt;br /&gt;
&lt;br /&gt;
When he&#039;s not on a mission, Miniman still finds time to battle crime and fight supervillains as a freelancer, and is also a member of the enigmatic superteam known as the Secret Army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fine enjoys his life as &amp;quot;the World&#039;s Smallest Secret Agent&amp;quot;, finding time to deliver witty barbs and romance foreign women, but he is also dedicated to the mission and doesn&#039;t have much of a private life as a result. His inability to truly share his life with anyone is his biggest frustration, though it&#039;s something he rarely talks about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Patrick Fine is of average height and weight, with reddish-brown hair and green eyes. As Miniman he wears a grey suit with a black mask over his eyes, and a black belt where he keeps his equipment, with a white &amp;quot;MM&amp;quot; logo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publishing History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Miniman was the creation of David Archer, a regular writer for Bonanza and Danger Comics through the lifespan of both titles, with comics legend Ed Ross creating the design. A backup character throughout the Golden Age, Miniman made appearances as a member of &amp;quot;Allied Justice&amp;quot;, the wartime superteam which dominated Thrilling Comics, but disappeared from public view when Bonanza Comics was cancelled in 1948. As part of the Silver Age revival, Miniman reappeared in the Sept. 1964 issue of the new Danger Comics, written by Philip Cage and drawn in a daringly avant garde style by French emigreé Francois Reynard. Capitalizing on the rising popularity of the spy genre, the new Miniman quickly earned his own series, noted for its Bond-style plots and psychedelic covers. Though the team had departed by 1973, the book continued under other writers before being cancelled in 1978. The character was revived still later in 1985 and his book remains in print today.&lt;br /&gt;
&lt;br /&gt;
(Miniman is a character from the [[Star Comics]] Universe)&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mutants%26Masterminds_RPG_Wiki_Resource:Main_Page&amp;diff=31203</id>
		<title>Mutants&amp;Masterminds RPG Wiki Resource:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mutants%26Masterminds_RPG_Wiki_Resource:Main_Page&amp;diff=31203"/>
		<updated>2006-09-05T04:35:59Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:M&amp;amp;M2e.gif|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M core.jpg|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M TOC-Covers.jpg|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M Screen-Covers.jpg|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M CharacterRecordFolio.gif|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M FC-Covers.jpg|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M Crooks-Covers.jpg|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M Nocts-Covers.jpg|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M Annual-Covers.jpg|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M Noir-Covers.jpg|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M FoF-Covers.jpg|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M GGtG-Covers.jpg|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M Lockdown.gif|frame]]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Mutants&amp;amp;Masterminds_RPG_Wiki_Resource:Main_Page M&amp;amp;M Resource Wiki]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mutants &amp;amp; Masterminds RPG Campaigns and Resources&#039;&#039;&#039;, Mutants &amp;amp; Masterminds RPG Wiki Resource, is a wiki open for game groups to provide resources for Characters created with the M&amp;amp;M rules and campaigns ran in Mutants &amp;amp; Masterminds - &amp;quot;the world&#039;s greatest RPG&amp;quot; OGL D20 rules and settings. This wiki is intended as an example of characters, campaigns and resources for Super Heroic RPGs.  It includes information specific to table-top role-playing group&#039;s campaign on notable people, places, items, and creatures across the various Super Heroic ideas and other games using the Mutants &amp;amp; Masterminds rules! &lt;br /&gt;
&lt;br /&gt;
Mutants and Masterminds, sometimes abbreviated &amp;quot;M&amp;amp;M&amp;quot; or &amp;quot;MnM&amp;quot;, is a superhero tabletop roleplaying game by Green Ronin Publishing based on the d20 System by Wizards of the Coast, but includes substantial changes. The system is designed to be very generic and open (within the confines of the superhero genre), allowing players to create virtually any type of hero or villain desired. It has quickly become an extremely popular game among players of superhero roleplaying games. M&amp;amp;M is &amp;quot;the world&#039;s greatest superhero RPG&amp;quot;!  This role-playing game is published by [http://www.greenronin.com/ Green Ronin Publishing].  Enjoy the [[Wikipedia:Mutants_and_Masterminds|M&amp;amp;M Wiki]],  the [http://www.mutantsandmasterminds.com/index.php M&amp;amp;M &amp;quot;Headquarters&amp;quot;]  or visit the [http://www.atomicthinktank.com M&amp;amp;M Forum - &amp;quot;the Atomic Think Tank&amp;quot;] for much more than I can give.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HULK SMASH FLAVOR TEXT!!===&lt;br /&gt;
&#039;&#039;&#039;HULK for M&amp;amp;M1e example&#039;&#039;&#039; &amp;lt;br&amp;gt; Many folks have asked for BACKGROUND and/or image material with your stat blocks.  &#039;&#039;&#039;The people crave the flavor text!&#039;&#039;&#039;  Take a look at a meaty example we created for you with &#039;&#039;&#039;Steve Kenson&#039;s version of the Incredible [[Hulk PL15]]&#039;&#039;&#039; (for M&amp;amp;M1e) as the goal example to surpass when loading in your character!&lt;br /&gt;
616441936861608628309258&lt;br /&gt;
&lt;br /&gt;
==M&amp;amp;M 2nd Edition ... &#039;&#039;&#039;Get To Addin&#039; Characters!!&#039;&#039;&#039;==&lt;br /&gt;
These wiki pages list various Mutants &amp;amp; Masterminds NPCs and creatures.  Characters that are both Fan Originals &amp;amp; Fan Conversions of other media using the M&amp;amp;M Rules are presented.  &lt;br /&gt;
* [[ Original Fan Created Characters 2e]] (13)&lt;br /&gt;
* [[Mutants &amp;amp; Masterminds Settings 2e]] &lt;br /&gt;
* [[Super RPG Conversions 2e]] &lt;br /&gt;
* [[Mooks and Monsters 2e]] &lt;br /&gt;
&#039;&#039;&#039;Comic Book Characters&#039;&#039;&#039; &lt;br /&gt;
* [[Marvel Comic 2e]] (46) &lt;br /&gt;
* [[DC Comics 2e]] &lt;br /&gt;
** [[Wildstorm 2e]] &lt;br /&gt;
* [[Image Comics 2e]] &lt;br /&gt;
* [[Dark Horse Comics 2e]]&lt;br /&gt;
* [[Independent Comics 2e]] - Characters from small press English-language publishers in all genres&lt;br /&gt;
* [[Manga and Anime Characters 2e]] (2) - Characters who appear in anime that are not based on manga or other media should also be placed in this section&lt;br /&gt;
* [[Webcomics Characters 2e]] - Characters who are published mainly or exclusively on the Internet&lt;br /&gt;
&#039;&#039;&#039;Other Media Characters&#039;&#039;&#039;&lt;br /&gt;
* [[Pulp Magazines 2e]] &lt;br /&gt;
* [[TV and Movies 2e]] (1) - Characters NOT represented in the above areas. (Spiderman the movie stat block should STILL be listed under Marvel Comics)&lt;br /&gt;
* [[American and European Cartoon Characters 2e]]  - Characters NOT represented in the above areas. (Batman Animated Series stat blocks should STILL be listed under DC Comics)&lt;br /&gt;
&lt;br /&gt;
==M&amp;amp;M 1st Edition ... &#039;&#039;&#039;Over 1300 Statted Characters&#039;&#039;&#039;==&lt;br /&gt;
These wiki pages list various Mutants &amp;amp; Masterminds NPCs and creatures.  Characters that are both Fan Originals &amp;amp; Fan Conversions of other media using the M&amp;amp;M Rules are presented.  &lt;br /&gt;
* [http://d20npcs.wikicities.com/wiki/Mutants_%26_Masterminds_NPCs_by_Power_Level Original Fan Created Characters] (334)&lt;br /&gt;
* [[Mutants &amp;amp; Masterminds Settings]] (102)&lt;br /&gt;
* [[Super RPG Conversions]] (250)&lt;br /&gt;
* [[Mooks and Monsters]] (37)&lt;br /&gt;
&#039;&#039;&#039;Comic Book Characters&#039;&#039;&#039; &lt;br /&gt;
* [[Marvel Comic]] (281)&lt;br /&gt;
* [[DC Comics]] (176)&lt;br /&gt;
** [[Wildstorm]] (63)&lt;br /&gt;
* [[Image Comics]] (1)&lt;br /&gt;
* [[Dark Horse Comics]] (0)&lt;br /&gt;
&#039;&#039;&#039;Other Media Characters&#039;&#039;&#039;&lt;br /&gt;
* [[Pulp Magazines]] (1)&lt;br /&gt;
* [[TV and Movies]] (76) - Characters NOT represented in the above areas. (Spiderman the movie stat block should STILL be listed under Marvel Comics)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Fan Created Campaigns&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[[the AMERICAN GODS]]&#039;&#039;:  designed by Kevin Perrine, co-created by our player character group.  Set in a hyper real-life world echoing our own in all respects save one - there was a 5th plane during the 9/11 Disasters, hushed by the Government. Four years later the 283 people aboard wake up and begin to exhibit abilities described as &amp;quot;godlike&amp;quot;.  &#039;&#039;&#039;Inspirations Include&#039;&#039;&#039;: &amp;quot;[[Wikipedia:Supreme Power|Supreme Power]]&amp;quot;, &amp;quot;[[Wikipedia:The 4400|The 4400]]&amp;quot;, [http://www.white-wolf.com/Games/Pages/Aberranthome.html Aberrant]&amp;quot;, &amp;quot;[[Wikipedia:Unbreakable|Unbreakable]]&amp;quot;,  and more.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[[V&amp;amp;V meets M&amp;amp;M in ... &amp;quot;PROJECT VIGILANCE&amp;quot;]]&#039;&#039;:  designed by Karl, co-created by our player character group.  Set in the &amp;quot;old school cool&amp;quot; world of the [[Wikipedia:Villains and Vigilantes|Villains and Vigilantes]] superhero-themed role-playing game competing primarily with Champions and Superworld in the late 1970s and early 1980s.  This time we give it a fresh take with arguably &amp;quot;the world&#039;s greatest super hero roleplaying game&amp;quot; rules Mutants and Masterminds.  The world of V&amp;amp;V Prime is very much like our own... with a heavy dose of DC/Marvel events thrown in. The U.S. government in the 1970&#039;s started sponsoring Super-Teams for different cities.  Project VIGILANCE: Included the famous teams being used right now are the Crusaders (L.A.) and the Centurions (New York City). Recently, the L.A. team, the Crusaders have disappeared! A new team is sent to find out what has happened to them.   &lt;br /&gt;
&lt;br /&gt;
*  &#039;&#039;[[NECESSARY EVIL in FREEDOM CITY]]&#039;&#039;:  A four-color, city-based M&amp;amp;M setting by Steve Kenson that is filled with elements that are similar to the great icons and concpets of classic comic books.  &#039;&#039;Freedom City&#039;&#039; is presented in a hard-back sourcebook of its&#039; own, both 1st and 2nd additions.  &#039;&#039;Necessary Evil&#039;&#039; is a Savage Worlds campaign in which a band of aliens lured the world’s superheroes into a cunning trap and killed or imprisoned the vast majority of them. The player characters are the only enhanced beings left to save the planet—supervillains! As the alien overlords’ policy is to kill anyone exhibiting paranormal powers, the only option open for such individuals is fight or flight! You can guess which option most villains choose…  &amp;lt;br&amp;gt; &amp;quot;Necessary Evil in Freedom City&amp;quot; is a combination of the two designed by Kevin Perrine, co-created by our player character group.  Extended from a four-color city-based setting by Steve Kenson called [[Wikipedia:Freedom City|Freedom City]] and focuses on a group of villains that fight to retake the world!  &lt;br /&gt;
&lt;br /&gt;
*  &#039;&#039;[[next-NEXTWAVE]]&#039;&#039;:   A four-color, Marvel Universe M&amp;amp;M setting based on Warren Ellis&#039; comic title &amp;quot;[http://en.wikipedia.org/wiki/Nextwave NEXTWAVE]&amp;quot;. &amp;lt;br&amp;gt; The Highest Anti-Terrorism Effort, or H.A.T.E. (a subsidiary of the Beyond Corporation©) put NEXTWAVE together to fight Bizarre Weapons of Mass Destruction. When NEXTWAVE discovered their employers were terrorist themselves, they are less than pleased. In fact, they are rather angry. So they make things explode. Lots of things. Now with a high velocity of problems running amok from Beyond, what&#039;s NEXT?!?! Reinforcements!!  Designed by Kevin Perrine, co-created by our player character group.  Extended from the Nextwave comic book and focuses on a new group of c-list heroes that fight to save the world!  &lt;br /&gt;
&lt;br /&gt;
*  &#039;&#039;[[DOGFACES]]&#039;&#039;:  designed by Kevin Perrine, co-created by our player character group.  Set in a world on fire.  1944 - WWII.  Our campaign is a new spin on the great golden age 4-color super teams like Marvel&#039;s INVADERS and DC&#039;s ALL STAR SQUADRON.  The spin difference is it&#039;s a much more realistic play of the events and super powers.  &#039;&#039;&#039;Inspirations Include&#039;&#039;&#039;: &amp;quot;[http://halfmoth.com/BattleHymn/ Battlehymn]&amp;quot;, &amp;quot;[http://www.dccomics.com/comics/?cm=5137 the American Way]&amp;quot;, [[Wikipedia:Watchmen|Watchmen]], [http://en.wikipedia.org/wiki/Invaders_%28comics%29 Invaders], [[Wikipedia:All Star Squadron|All Star Squadron]], [http://en.wikipedia.org/wiki/Godlike_%28role-playing_game%29 Godlike RPG], [http://www.white-wolf.com/Games/Pages/Aberranthome.html Aberrant]&amp;quot;, &amp;quot;[[Wikipedia:Unbreakable|Unbreakable]]&amp;quot;,  and more.  For an excellent &amp;quot;trailer&amp;quot; to the Battlehymn comic check out [http://forums.comicbookresources.com/showthread.php?t=39722 THIS] thread.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[[BEYOND FREEDOM]]&#039;&#039;:  designed by Kevin Perrine, co-created by our player character group.  Extended from a four-color city-based setting by Steve Kenson called [[Wikipedia:Freedom City|Freedom City]] and combined with the near-future setting styled for Gotham City in the animated series Batman Beyond.  The year is 2054 AD, some fifty years in the future.  Freedonians and the world have bathed in the sun of a new golden age free from criminal hate.  But as with all things time stagnates.  The Fens&#039; corruption has festered. Mercenaries from across the world flock to Freedom City, New England, the world&#039;s hub of commerce and influence.  For Freedom to survive, she needs heroes...&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[[Bloodlines]]&#039;&#039;: Designed by Lowell Francis, 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;
* &#039;&#039;[[Freedom City: Dark Deco]]&#039;&#039;:  designed by Kevin Perrine, co-created by our player character group.  Set in Green Ronin&#039;s Freedom City, adjusted to the tone and style of the original [[Wikipedia:Batman: The Animated Series|Batman: The Animated Series]] cartoon.  A Dark Deco style will give Freedom an extraordinary look, redefining the image of the city. The campaign will also revamp classic characters, casting a unique perspective on their origins and personalities. Freedom City, a metropolis where shadows run long and deep, beneath elevated train tracks. The heroes begin their crimefighting, working tirelessly trying to establish themselves, all to bring justice to crime-ridden Freedom City.  Finding their way as protector, defender and costumed crusaders all alone in the night...&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[[Prometheus]]&#039;&#039;: The Prometheus setting was created by Danny Chan. Following the escapades of very human heroes- yes, they may throws bolts of radiation and will the weather however they wish and survive a hail of bullets- but their psyches, egos, lives, and legends are usually torn apart in the inevitable march of culture. Ironically, it is not the heroes that are remembered but the villains- Professor Peril, Kid Cathexis, Nimue the Sovereign Sorceress, and Argos- because medals are pinned on but scars are torn in. The major metropolis of a very westward center America is Concordia, featuring great sites like the Clemency Society&#039;s Church, the Westward Center for Emerging Youth, the Geas Statue, Techland, and the Remarr Towers. The Matadors, a very flamboyant group of posthumans, clash the most in the Expansionist City and are led by yuppie demon Johnny Brimstone, parka wearing Quantum Run, over-eager Exchange, unabashed southern stereotype Wilco Wattage, Penicillin Bot, self-deprecating Skirmish Witch, and Draco (Yeah- the Draconian&#039;s son).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[[Star Comics]]&#039;&#039;: designed by Evan Waters. An epic Golden-Silver-Bronze-Modern Age setting, representing the output of the nonexistent Star Comics company. Open-ended, featuring alternate dimensions, aliens, Atlantis, subterranean prehistoric jungles, and so on and so on. Will continue to be embellished as time goes by.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Published Settings&#039;&#039;&#039;==&lt;br /&gt;
The core M&amp;amp;M 1st Edition book doesn&#039;t come with a default setting, but does include a adventure that takes place in the [[Wikipedia:Freedom City|Freedom City]] setting.  Strangely, though, the example characters that players can use in this adventure are generally associated with another M&amp;amp;M setting: [[Wikipedia:META-4|META-4]].  Despite this, the two are separate settings.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;[[Wikipedia:Freedom City|Freedom City]]&#039;&#039;: A four-color, city-based setting by Steve Kenson that is filled with elements that are similar to the great icons and concpets of classic comic books.  &#039;&#039;Freedom City&#039;&#039; is presented in a hard-back sourcebook of its&#039; own.  &#039;&#039;Foes of Freedom&#039;&#039; details more villains that inhabit the city and &#039;&#039;Time of Crisis&#039;&#039; is a adventure module that sends the players beyond the city limits.&lt;br /&gt;
&lt;br /&gt;
*[[Wikipedia:META-4|META-4]]: This setting, by Eric Mona, was finally detailed in the &#039;&#039;Crooks!&#039;&#039; sourcebook.  It has been compared to the better parts of 1990&#039;s comic books.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;[[Wikipedia:Nocturnals|Nocturnals]]&#039;&#039;: Based on Dan Brereton&#039;s comic book series, the setting book was written by him, with the assistance of Chris Pramas.  It is a horror/pulp-based setting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Noir&#039;&#039;: Written by Christopher McGlothlin, &#039;&#039;Noir&#039;&#039; is based on classic [[Wikipedia:Film Noir|Film Noir]] films.  The world of Noir is a dark one, where heroes are flawed and the friend you trust may be your greatest enemy.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Superlink Settings&#039;&#039;&#039;==&lt;br /&gt;
Green Ronin licenses the use of M&amp;amp;M through the Superlink Program. Under the license, another publisher can produce their own material (such as campaign settings) using the M&amp;amp;M system. &lt;br /&gt;
*[http://www.blackwyrm.com/Products.htm &#039;&#039;Algernon Files&#039;&#039;]: is a Silver/Bronze-age setting published by Blackwyrm Games.&lt;br /&gt;
*&#039;&#039;[[Wikipedia:Omlevex|Omlevex]]&#039;&#039;: A Silver Age setting book that also acts as an &amp;quot;official&amp;quot; RPG book for a ficticious comic book company.&lt;br /&gt;
* [http://www.rpgnow.com/product_info.php?products_id=3909&amp;amp; &#039;&#039;Hunters Inc.&#039;&#039;]: set in a world with super-powered bounty hunters, adding a new genre to your game. Every member has their own plans and backstory hooks.&lt;br /&gt;
* [http://www.roninarts.com/superline &#039;&#039;Ronin Arts&#039; Superline Series&#039;&#039;]: Not so much a specific campaign as a loose structure of adventures and concepts that interlock. The only professional M&amp;amp;M Superlink &#039;zine available today. Issues 1-5 are in PDF and print while #6 on is PDF only.&lt;br /&gt;
* [http://www.lamemage.com/ &#039;&#039;Lame Mage Productions Superlink Adventures&#039;&#039;]: Series of 2nd Edition M&amp;amp;M Superlink adventures including Day of Dr Null, Dr Null: Battle on the Bay Bridge, and Zodiac Ring.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;House Rules&#039;&#039;&#039;==&lt;br /&gt;
House Rules, Changes &amp;amp; Additions to the M&amp;amp;M 1st Edition Rule System.  M&amp;amp;M&#039;s game mechanics are based off the OGL (Open gaming|Open Gaming License) d20 System, designed by Wizards of the Coast, and is played in much the same way. There are however, a few differences pertaining to character creation and how damage is handled. M&amp;amp;M also doesn&#039;t use Attacks of Opportunity.&lt;br /&gt;
* [[New Powers]]&lt;br /&gt;
* [[New Feats]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;ALL Characters, Settings and Company Copyrights and Trademarks mentioned on these wiki pages are the property of their respective creators. Their mention on this page is NOT intended as a challenge to existing copyrights.  They are used here expressly for fan enjoyment.  Mutants and Masterminds is published by Green Ronin.  Mutants &amp;amp; Masterminds, M&amp;amp;M Superlink, and Green Ronin are trademarks of Green Ronin Publishing. Some 1st edition books were directed by the design studio Super Unicorn.&lt;br /&gt;
&lt;br /&gt;
This Mutants &amp;amp; Masterminds RPG Wiki was originally developed by Kevin Perrine.&amp;lt;/small&amp;gt;&lt;br /&gt;
399473330750645792778131&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TV_and_Movies_2e&amp;diff=31202</id>
		<title>TV and Movies 2e</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TV_and_Movies_2e&amp;diff=31202"/>
		<updated>2006-09-05T04:31:49Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: /* M */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adding a character? &lt;br /&gt;
Please note in the title which edition of the game (1st or 2nd) was used when making the character.  Please list your name, initials or web-name with your version of the character.  Various characters may be created multiple times at same or similar power levels or vastly different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
* ??? (for M&amp;amp;M1e | created by ???)&lt;br /&gt;
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==B==&lt;br /&gt;
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==C==&lt;br /&gt;
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==D==&lt;br /&gt;
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==K==&lt;br /&gt;
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==L==&lt;br /&gt;
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==M==&lt;br /&gt;
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* [[Monkey Woman]] PL 11 (For M&amp;amp;M 2e | Statted by Evan Waters)&lt;br /&gt;
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==N==&lt;br /&gt;
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==O==&lt;br /&gt;
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==P==&lt;br /&gt;
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==Q==&lt;br /&gt;
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==R==&lt;br /&gt;
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==S==&lt;br /&gt;
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==T==&lt;br /&gt;
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==U==&lt;br /&gt;
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==V==&lt;br /&gt;
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==W==&lt;br /&gt;
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==X==&lt;br /&gt;
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==Y==&lt;br /&gt;
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==Z==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Mutants&amp;amp;Masterminds_RPG_Wiki_Resource:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Monkey_Woman&amp;diff=31201</id>
		<title>Monkey Woman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Monkey_Woman&amp;diff=31201"/>
		<updated>2006-09-05T04:28:41Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Monkey Woman statted under M&amp;amp;M 2e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Monkey Woman ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PL 11&#039;&#039;&#039; (PP: 165)&lt;br /&gt;
&lt;br /&gt;
Alternate Identity: Maria Suthers, &lt;br /&gt;
Identity: Public, &lt;br /&gt;
Base of Operations: Los Angeles,&lt;br /&gt;
Gender: Female&lt;br /&gt;
&lt;br /&gt;
Strength: 15 (+2),&lt;br /&gt;
Dexterity: 18 (+4),&lt;br /&gt;
Constitution: 16 (+3),&lt;br /&gt;
Intelligence: 14 (+2),&lt;br /&gt;
Wisdom: 10 (0),&lt;br /&gt;
Charisma: 18 (+4),&lt;br /&gt;
&lt;br /&gt;
Toughness: +11 (+3 Con, +8 Defensive Roll),&lt;br /&gt;
Fortitude: +6 (+3 Con, +3 Base),&lt;br /&gt;
Reflex: +10 (+4 Dex, +6 Base),&lt;br /&gt;
Will: +5 (0 Wis, +5 Base)&lt;br /&gt;
&lt;br /&gt;
Defense: 21 (Base +11)&lt;br /&gt;
&lt;br /&gt;
Base Attack: +17 (Trade-off, Max Damage Save is +5)&lt;br /&gt;
&lt;br /&gt;
Initiative: +4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Device 1 (3 pp/rank): Amazon Vine&lt;br /&gt;
- Super-Movement: Swinging&lt;br /&gt;
&lt;br /&gt;
Sonic Control 5: Monkey Screech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Defensive Roll 8,&lt;br /&gt;
Fearless,&lt;br /&gt;
Equipment 10&lt;br /&gt;
&lt;br /&gt;
- Quarterstaff&lt;br /&gt;
&lt;br /&gt;
- Banana Utility Belt (Hold-Out Pistol, Frag Grenade, Smoke Grenade, Flash-Bang Grenade, Parachute  (1 pp), Grappling Hook (3 pp) (I had to make these up), Multi-Tool, actual Banana, 1 &amp;quot;blank&amp;quot; slot)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Acrobatics +20 (+4 Dex, 16 ranks),&lt;br /&gt;
Perform (Sing) +20 (+4 Cha, 16 ranks),&lt;br /&gt;
Perform (Keyboards) +20 (+4 Cha, 16 ranks),&lt;br /&gt;
Climb +18 (+2 Str, 16 ranks),&lt;br /&gt;
Survival +16 (0 Wis, 16 ranks),&lt;br /&gt;
Handle Animal +20 (+4 Cha, 16 ranks)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complication&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Unreliable Equipment (Can&#039;t tell which banana is which, sometimes picks wrong one)&lt;br /&gt;
&lt;br /&gt;
Backstory and other information available at [http://www.monkeywoman.com Monkey Woman&#039;s web site.]&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mutants%26Masterminds_RPG_Wiki_Resource:Main_Page&amp;diff=15105</id>
		<title>Mutants&amp;Masterminds RPG Wiki Resource:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mutants%26Masterminds_RPG_Wiki_Resource:Main_Page&amp;diff=15105"/>
		<updated>2005-12-18T01:23:28Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Reverted to previous version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:M&amp;amp;M2e.gif|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M core.jpg|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M TOC-Covers.jpg|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M Screen-Covers.jpg|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M CharacterRecordFolio.gif|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M FC-Covers.jpg|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M Crooks-Covers.jpg|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M Nocts-Covers.jpg|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M Annual-Covers.jpg|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M Noir-Covers.jpg|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M FoF-Covers.jpg|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M GGtG-Covers.jpg|frame]]&lt;br /&gt;
[[Image:M&amp;amp;M Lockdown.gif|frame]]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/Mutants&amp;amp;Masterminds_RPG_Wiki_Resource:Main_Page M&amp;amp;M Resource Wiki]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mutants &amp;amp; Masterminds RPG Campaigns and Resources&#039;&#039;&#039;, Mutants &amp;amp; Masterminds RPG Wiki Resource, is a wiki open for game groups to provide resources for Characters created with the M&amp;amp;M rules and campaigns ran in Mutants &amp;amp; Masterminds - &amp;quot;the world&#039;s greatest RPG&amp;quot; OGL D20 rules and settings. This wiki is intended as an example of characters, campaigns and resources for Super Heroic RPGs.  It includes information specific to table-top role-playing group&#039;s campaign on notable people, places, items, and creatures across the various Super Heroic ideas and other games using the Mutants &amp;amp; Masterminds rules! &lt;br /&gt;
&lt;br /&gt;
Mutants and Masterminds, sometimes abbreviated &amp;quot;M&amp;amp;M&amp;quot; or &amp;quot;MnM&amp;quot;, is a superhero tabletop roleplaying game by Green Ronin Publishing based on the d20 System by Wizards of the Coast, but includes substantial changes. The system is designed to be very generic and open (within the confines of the superhero genre), allowing players to create virtually any type of hero or villain desired. It has quickly become an extremely popular game among players of superhero roleplaying games. M&amp;amp;M is &amp;quot;the world&#039;s greatest superhero RPG&amp;quot;!  This role-playing game is published by [http://www.greenronin.com/ Green Ronin Publishing].  Enjoy the [http://en.wikipedia.org/wiki/Mutants_and_Masterminds M&amp;amp;M Wiki],  the [http://www.mutantsandmasterminds.com/index.php M&amp;amp;M &amp;quot;Headquarters&amp;quot;]  or visit the [http://www.atomicthinktank.com M&amp;amp;M Forum - &amp;quot;the Atomic Think Tank&amp;quot;] for much more than I can give.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HULK SMASH FLAVOR TEXT!!===&lt;br /&gt;
&#039;&#039;&#039;HULK for M&amp;amp;M1e example&#039;&#039;&#039; &amp;lt;br&amp;gt; Many folks have asked for BACKGROUND and/or image material with your stat blocks.  &#039;&#039;&#039;The people crave the flavor text!&#039;&#039;&#039;  Take a look at a meety example we created for you with &#039;&#039;&#039;Steve Kenson&#039;s version of the Incredible [[Hulk PL15]]&#039;&#039;&#039; (for M&amp;amp;M1e) as the goal example to surpass when loading in your character!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M&amp;amp;M 2nd Edition ... &#039;&#039;&#039;Get To Addin&#039; Characters!!&#039;&#039;&#039;==&lt;br /&gt;
These wiki pages list various Mutants &amp;amp; Masterminds NPCs and creatures.  Characters that are both Fan Originals &amp;amp; Fan Conversions of other media using the M&amp;amp;M Rules are presented.  &lt;br /&gt;
* [[ Original Fan Created Characters 2e]] (10)&lt;br /&gt;
* [[Mutants &amp;amp; Masterminds Settings 2e]] &lt;br /&gt;
* [[Super RPG Conversions 2e]] &lt;br /&gt;
* [[Mooks and Monsters 2e]] &lt;br /&gt;
&#039;&#039;&#039;Comic Book Characters&#039;&#039;&#039; &lt;br /&gt;
* [[Marvel Comic 2e]] &lt;br /&gt;
* [[DC Comics 2e]] &lt;br /&gt;
** [[Wildstorm 2e]] &lt;br /&gt;
* [[Image Comics 2e]] &lt;br /&gt;
* [[Dark Horse Comics 2e]]&lt;br /&gt;
* [[Independent Comics 2e]] - Characters from small press English-language publishers in all genres&lt;br /&gt;
* [[Manga and Anime Characters 2e]] (2) - Characters who appear in anime that are not based on manga or other media should also be placed in this section&lt;br /&gt;
* [[Webcomics Characters 2e]] - Characters who are published mainly or exclusively on the Internet&lt;br /&gt;
&#039;&#039;&#039;Other Media Characters&#039;&#039;&#039;&lt;br /&gt;
* [[Pulp Magazines 2e]] &lt;br /&gt;
* [[TV and Movies 2e]] - Characters NOT represented in the above areas. (Spiderman the movie stat block should STILL be listed under Marvel Comics)&lt;br /&gt;
* [[American and European Cartoon Characters 2e]]  - Characters NOT represented in the above areas. (Batman Animated Series stat blocks should STILL be listed under DC Comics)&lt;br /&gt;
&lt;br /&gt;
==M&amp;amp;M 1st Edition ... &#039;&#039;&#039;Over 1300 Stated Characters&#039;&#039;&#039;==&lt;br /&gt;
These wiki pages list various Mutants &amp;amp; Masterminds NPCs and creatures.  Characters that are both Fan Originals &amp;amp; Fan Conversions of other media using the M&amp;amp;M Rules are presented.  &lt;br /&gt;
* [http://d20npcs.wikicities.com/wiki/Mutants_%26_Masterminds_NPCs_by_Power_Level Original Fan Created Characters] (334)&lt;br /&gt;
* [[Mutants &amp;amp; Masterminds Settings]] (102)&lt;br /&gt;
* [[Super RPG Conversions]] (250)&lt;br /&gt;
* [[Mooks and Monsters]] (37)&lt;br /&gt;
&#039;&#039;&#039;Comic Book Characters&#039;&#039;&#039; &lt;br /&gt;
* [[Marvel Comic]] (281)&lt;br /&gt;
* [[DC Comics]] (176)&lt;br /&gt;
** [[Wildstorm]] (63)&lt;br /&gt;
* [[Image Comics]] (1)&lt;br /&gt;
* [[Dark Horse Comics]] (0)&lt;br /&gt;
&#039;&#039;&#039;Other Media Characters&#039;&#039;&#039;&lt;br /&gt;
* [[Pulp Magazines]] (1)&lt;br /&gt;
* [[TV and Movies]] (76) - Characters NOT represented in the above areas. (Spiderman the movie stat block should STILL be listed under Marvel Comics)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Fan Created Campaigns&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[[the AMERICAN GODS]]&#039;&#039;:  designed by Kevin Perrine, co-created by our player character group.  Set in a hyper real-life world echoing our own in all respects save one - there was a 5th plane during the 9/11 Disasters, hushed by the Government. Four years later the 283 people aboard wake up and begin to exhibit abilities described as &amp;quot;godlike&amp;quot;.  &#039;&#039;&#039;Inspirations Include&#039;&#039;&#039;: &amp;quot;[http://en.wikipedia.org/wiki/Supreme_Power Supreme Power]&amp;quot;, &amp;quot;[http://en.wikipedia.org/wiki/The_4400 the 4400]&amp;quot;, [http://www.white-wolf.com/Games/Pages/Aberranthome.html Aberrant]&amp;quot;, &amp;quot;[http://en.wikipedia.org/wiki/Unbreakable Unbreakable]&amp;quot;,  and more.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[[BEYOND FREEDOM]]&#039;&#039;:  designed by Kevin Perrine, co-created by our player character group.  Extended from a four-color city-based setting by Steve Kenson called [http://en.wikipedia.org/wiki/Freedom_City Freedom City] and combined with the near-future setting styled for Gotham City in the animated series Batman Beyond.  The year is 2054 AD, some fifty years in the future.  Freedonians and the world have bathed in the sun of a new golden age free from criminal hate.  But as with all things time stagnates.  The Fens&#039; corruption has festered. Mercenaries from across the world flock to Freedom City, New England, the world&#039;s hub of commerce and influence.  For Freedom to survive, she needs heroes...&lt;br /&gt;
* &#039;&#039;[[Bloodlines]]&#039;&#039;: Designed by Lowell Francis, 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;
* &#039;&#039;[[Freedom City: Dark Deco]]&#039;&#039;:  designed by Kevin Perrine, co-created by our player character group.  Set in Green Ronin&#039;s Freedom City, adjusted to the tone and style of the original [http://en.wikipedia.org/wiki/Batman:_The_Animated_Series Batman: The Animated Series] cartoon.  A Dark Deco style will give Freedom an extraordinary look, redefining the image of the city. The campaign will also revamp classic characters, casting a unique perspective on their origins and personalities. Freedom City, a metropolis where shadows run long and deep, beneath elevated train tracks. The heroes begin their crimefighting, working tirelessly trying to establish themselves, all to bring justice to crime-ridden Freedom City.  Finding their way as protector, defender and costumed crusaders all alone in the night...&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[[Prometheus]]&#039;&#039;: The Prometheus setting was created by Danny Chan. Following the escapades of very human heroes- yes, they may throws bolts of radiation and will the weather however they wish and survive a hail of bullets- but their psyches, egos, lives, and legends are usually torn apart in the inevitable march of culture. Ironically, it is not the heroes that are remembered but the villains- Professor Peril, Kid Cathexis, Nimue the Sovereign Sorceress, and Argos- because medals are pinned on but scars are torn in. The major metropolis of a very westward center America is Concordia, featuring great sites like the Clemency Society&#039;s Church, the Westward Center for Emerging Youth, the Geas Statue, Techland, and the Remarr Towers. The Matadors, a very flamboyant group of posthumans, clash the most in the Expansionist City and are led by yuppie demon Johnny Brimstone, parka wearing Quantum Run, over-eager Exchange, unabashed southern stereotype Wilco Wattage, Penicillin Bot, self-deprecating Skirmish Witch, and Draco (Yeah- the Draconian&#039;s son).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[[Star Comics]]&#039;&#039;: designed by Evan Waters. An epic Golden-Silver-Bronze-Modern Age setting, representing the output of the nonexistent Star Comics company. Open-ended, featuring alternate dimensions, aliens, Atlantis, subterranean prehistoric jungles, and so on and so on. Will continue to be embellished as time goes by.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Published Settings&#039;&#039;&#039;==&lt;br /&gt;
The core M&amp;amp;M 1st Edition book doesn&#039;t come with a default setting, but does include a adventure that takes place in the [http://en.wikipedia.org/wiki/Freedom_City Freedom City] setting.  Strangely, though, the example characters that players can use in this adventure are generally associated with another M&amp;amp;M setting: [http://en.wikipedia.org/w/index.php?title=META-4&amp;amp;action=edit META-4].  This, combined with little information from Green Ronin means that its&#039; unclear whether they are separate or a combined setting.  For our purposes here, we&#039;ll deal with them as separate settings.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;[http://en.wikipedia.org/wiki/Freedom_City Freedom City]&#039;&#039;: A four-color, city-based setting by Steve Kenson that is filled with elements that are similar to the great icons and concpets of classic comic books.  &#039;&#039;Freedom City&#039;&#039; is presented in a hard-back sourcebook of its&#039; own.  &#039;&#039;Foes of Freedom&#039;&#039; details more villains that inhabit the city and &#039;&#039;Time of Crisis&#039;&#039; is a adventure module that sends the players beyond the city limits.&lt;br /&gt;
&lt;br /&gt;
*[http://en.wikipedia.org/w/index.php?title=META-4&amp;amp;action=edit META-4]: This setting, by Eric Mona, was finally detailed in the &#039;&#039;Crooks!&#039;&#039; sourcebook.  It has been compared to the better parts of 1990&#039;s comic books.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;[http://en.wikipedia.org/w/index.php?title=Nocturnals&amp;amp;action=edit Nocturnals]&#039;&#039;: Based on Dan Brereton&#039;s comic book series, the setting book was written by him, with the assistance of Chris Pramas.  It is a horror/pulp-based setting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Noir&#039;&#039;: Written by Christopher McGlothlin, &#039;&#039;Noir&#039;&#039; is based on classic [http://en.wikipedia.org/wiki/Film_Noir Film Noir] films.  The world of Noir is a dark one, where heroes are flawed and the friend you trust may be your greatest enemy.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Superlink Settings&#039;&#039;&#039;==&lt;br /&gt;
Green Ronin licenses the use of M&amp;amp;M through the Superlink Program. Under the license, another publisher can produce their own material (such as campaign settings) using the M&amp;amp;M system. &lt;br /&gt;
*[http://www.blackwyrm.com/Products.htm &#039;&#039;Algernon Files&#039;&#039;]: is a Silver/Bronze-age setting published by Blackwyrm Games.&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Omlevex &#039;&#039;Omlevex&#039;&#039;]: A Silver Age setting book that also acts as an &amp;quot;official&amp;quot; RPG book for a ficticious comic book company.&lt;br /&gt;
* [http://www.rpgnow.com/product_info.php?products_id=3909&amp;amp; &#039;&#039;Hunters Inc.&#039;&#039;]: set in a world with super-powered bounty hunters, adding a new genre to your game. Every member has their own plans and backstory hooks.&lt;br /&gt;
* [http://www.roninarts.com/superline &#039;&#039;Ronin Arts&#039; Superline Series&#039;&#039;]: Not so much a specific campaign as a loose structure of adventures and concepts that interlock. The only professional M&amp;amp;M Superlink &#039;zine available today. Issues 1-3 are in PDF and print.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;House Rules&#039;&#039;&#039;==&lt;br /&gt;
House Rules, Changes &amp;amp; Additions to the M&amp;amp;M 1st Edition Rule System.  M&amp;amp;M&#039;s game mechanics are based off the OGL (Open gaming|Open Gaming License) d20 System, designed by Wizards of the Coast, and is played in much the same way. There are however, a few differences pertaining to character creation and how damage is handled. M&amp;amp;M also doesn&#039;t use Attacks of Opportunity.&lt;br /&gt;
* [[New Powers]]&lt;br /&gt;
* [[New Feats]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;ALL Characters, Settings and Company Copywrites and Trademarks mentioned on these wiki pages are the property of their respective creators. Their mention on this page is NOT intended as a challenge to existing copyrights.  They are used here expressly for fan enjoyment.  Mutants and Masterminds is published by Green Ronin.  Mutants &amp;amp; Masterminds, M&amp;amp;M Superlink, and Green Ronin are trademarks of Green Ronin Publishing. Some 1st edition books were directed by the design studio Super Unicorn.&lt;br /&gt;
&lt;br /&gt;
This Mutants &amp;amp; Masterminds RPG Wiki was originally developed by Kevin Perrine.&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=M%26M_Serial:Dirk_Gunner&amp;diff=14557</id>
		<title>M&amp;M Serial:Dirk Gunner</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=M%26M_Serial:Dirk_Gunner&amp;diff=14557"/>
		<updated>2005-12-08T07:34:09Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dirk Gunner of the River Patrol ==&lt;br /&gt;
PL 7&lt;br /&gt;
&lt;br /&gt;
Strength 18&lt;br /&gt;
&lt;br /&gt;
Dexterity 15&lt;br /&gt;
&lt;br /&gt;
Constitution 18&lt;br /&gt;
&lt;br /&gt;
Intelligence 13&lt;br /&gt;
&lt;br /&gt;
Wisdom 14&lt;br /&gt;
&lt;br /&gt;
Charisma 15&lt;br /&gt;
&lt;br /&gt;
Damage Save: +6 (+4 Con, +2 Toughness)&lt;br /&gt;
&lt;br /&gt;
Fortitude Save: +4 &lt;br /&gt;
&lt;br /&gt;
Reflex Save: +2&lt;br /&gt;
&lt;br /&gt;
Will Save: +2&lt;br /&gt;
&lt;br /&gt;
Defense: 17 (+5 base, +2 Dex), 15 Flat-Footed&lt;br /&gt;
&lt;br /&gt;
Initiative: +2&lt;br /&gt;
&lt;br /&gt;
Hero Points: 4&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +7&lt;br /&gt;
&lt;br /&gt;
Melee Attack: +11 (+7 base, +4 Str)&lt;br /&gt;
&lt;br /&gt;
Ranged Attack: +9 (+7 base, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Endurance&lt;br /&gt;
&lt;br /&gt;
Toughness&lt;br /&gt;
&lt;br /&gt;
Track&lt;br /&gt;
&lt;br /&gt;
Power Attack&lt;br /&gt;
&lt;br /&gt;
Takedown Attack&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
Drive +4 (2 ranks, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
Escape Artist: +4 (2 ranks, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
Gather Information: +4 (2 ranks, +2 Cha)&lt;br /&gt;
&lt;br /&gt;
Intimidate: +4 (2 ranks, +2 Cha)&lt;br /&gt;
&lt;br /&gt;
Hide: +4 (2 ranks, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
Move Silently +4 (2 ranks, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
Swim +6 (2 ranks, +4 Str)&lt;br /&gt;
&lt;br /&gt;
Profession (Police Officer) +4 (2 ranks, +2 Wis)&lt;br /&gt;
&lt;br /&gt;
Jump +6 (2 ranks, +4 Str)&lt;br /&gt;
&lt;br /&gt;
(Note: These skills were purchased using the standard costs in M&amp;amp;M 1e. The second edition will make skills significantly cheaper, so adjust upward accordingly. The apparent change is that 1 power point will buy 4 ranks, so you can multiply these ranks by 4 and still be within the upper limit dictated by Dirk&#039;s power level.)&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
Pistol, Light&lt;br /&gt;
&lt;br /&gt;
Radio&lt;br /&gt;
&lt;br /&gt;
Speedboat&lt;br /&gt;
&lt;br /&gt;
Background:&lt;br /&gt;
Dirk Gunner is just a regular cop doing everything he can to uphold the law, without fancy gadgets or special powers. Armed only with a gun, a boat, and his ruthless determination, Gunner wages a one-man war on crime along the Hudson river, often ranging far outside his jurisdiction in a dogged attempt to get his man. &lt;br /&gt;
&lt;br /&gt;
Personality:&lt;br /&gt;
Dirk is a hard man, an often grimly serious individual who rarely lets his guard down. Your classic square-jawed, red-blooded American hero, if a bit rougher than most.&lt;br /&gt;
&lt;br /&gt;
Appearance:&lt;br /&gt;
A large, burly man with brown hair. Always wears a suit, with a fedora that never comes off no matter how roughed up he gets. &lt;br /&gt;
&lt;br /&gt;
[This is an early stab at a heroic character, mostly to look at what power levels are best- if 10 is a good street level superhero, or a near-super crimefighter like Batman or the Shadow, then 7 might make sense for your more average serial hero, who&#039;s tough but also with an everyman quality.]&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Exalted101:Storytelling_advice&amp;diff=14464</id>
		<title>Talk:Exalted101:Storytelling advice</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Exalted101:Storytelling_advice&amp;diff=14464"/>
		<updated>2005-12-03T05:33:07Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One topic that I&#039;d like to see addressed on this page: if you&#039;re running a Solars or mortals game using only the main book, how does one create Dragon Blooded, Lunar, etc. NPCs? Presumably this involves inventing charms at some point, but the book&#039;s guidelines on doing so are vague at best. I&#039;d like some more guidance in these areas.&lt;br /&gt;
&lt;br /&gt;
- Evan Waters&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=M%26M_Serial:Main_Page&amp;diff=14351</id>
		<title>M&amp;M Serial:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=M%26M_Serial:Main_Page&amp;diff=14351"/>
		<updated>2005-11-29T17:41:04Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Removed Spam. Again.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: D20 System]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== M&amp;amp;M Serial ==&lt;br /&gt;
&#039;&#039;Serial Adventures Using the MUTANTS AND MASTERMINDS System&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many RPGs have tried to emulate the style of 30s and 40s pulp adventure stories, but none deal specifically with the motion picture serials of this period. The d20 variant rules introduced in MUTANTS AND MASTERMINDS run simply and elegantly enough to emulate these cut-rate, fast-paced adventures which ranged from jungle adventure to space opera to westerns, often fusing such genres in the process. &lt;br /&gt;
&lt;br /&gt;
Several specific features of MUTANTS AND MASTERMINDS already work well for this genre. The damage system isn&#039;t too lethal for the nonstop fistfights and often-bloodless swordplay of the average serial chapter, gadgets are simple to build, and the default power level of the game is easily scaled down to handle characters who are merely heroic rather than superheroic. (Not that there weren&#039;t serials dedicated to Captain America, Superman, Captain Marvel, etc.)&lt;br /&gt;
&lt;br /&gt;
This project will be dedicated to further fine-tuning the M&amp;amp;M system to work in the serial genre, looking at rules changes, converting serial characters and contributing original characters and material, as well as describing general serial conventions for GMs and players to study.  &lt;br /&gt;
&lt;br /&gt;
The page is a bit bare now, but will hopefully be expanded upon.&lt;br /&gt;
&lt;br /&gt;
Characters:&lt;br /&gt;
&lt;br /&gt;
*[[M&amp;amp;M_Serial:Dirk_Gunner]]- Dirk Gunner of the River Patrol (PL 7, M&amp;amp;M 1e, created by Evan Waters)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Original Page Content by Evan Waters&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=M%26M_Serial:Main_Page&amp;diff=12125</id>
		<title>M&amp;M Serial:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=M%26M_Serial:Main_Page&amp;diff=12125"/>
		<updated>2005-09-21T06:47:27Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: D20 System]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== M&amp;amp;M Serial ==&lt;br /&gt;
&#039;&#039;Serial Adventures Using the MUTANTS AND MASTERMINDS System&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many RPGs have tried to emulate the style of 30s and 40s pulp adventure stories, but none deal specifically with the motion picture serials of this period. The d20 variant rules introduced in MUTANTS AND MASTERMINDS run simply and elegantly enough to emulate these cut-rate, fast-paced adventures which ranged from jungle adventure to space opera to westerns, often fusing such genres in the process. &lt;br /&gt;
&lt;br /&gt;
Several specific features of MUTANTS AND MASTERMINDS already work well for this genre. The damage system isn&#039;t too lethal for the nonstop fistfights and often-bloodless swordplay of the average serial chapter, gadgets are simple to build, and the default power level of the game is easily scaled down to handle characters who are merely heroic rather than superheroic. (Not that there weren&#039;t serials dedicated to Captain America, Superman, Captain Marvel, etc.)&lt;br /&gt;
&lt;br /&gt;
This project will be dedicated to further fine-tuning the M&amp;amp;M system to work in the serial genre, looking at rules changes, converting serial characters and contributing original characters and material, as well as describing general serial conventions for GMs and players to study.  &lt;br /&gt;
&lt;br /&gt;
The page is a bit bare now, but will hopefully be expanded upon.&lt;br /&gt;
&lt;br /&gt;
Characters:&lt;br /&gt;
&lt;br /&gt;
*[[M&amp;amp;M_Serial:Dirk_Gunner]]- Dirk Gunner of the River Patrol (PL 7, M&amp;amp;M 1e, created by Evan Waters)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Original Page Content by Evan Waters&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=M%26M_Serial:Dirk_Gunner&amp;diff=12143</id>
		<title>M&amp;M Serial:Dirk Gunner</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=M%26M_Serial:Dirk_Gunner&amp;diff=12143"/>
		<updated>2005-09-21T06:45:02Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: An early &amp;quot;hero&amp;quot; build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dirk Gunner of the River Patrol ==&lt;br /&gt;
PL 7&lt;br /&gt;
&lt;br /&gt;
Strength 18&lt;br /&gt;
&lt;br /&gt;
Dexterity 15&lt;br /&gt;
&lt;br /&gt;
Constitution 18&lt;br /&gt;
&lt;br /&gt;
Intelligence 13&lt;br /&gt;
&lt;br /&gt;
Wisdom 14&lt;br /&gt;
&lt;br /&gt;
Charisma 15&lt;br /&gt;
&lt;br /&gt;
Damage Save: +6 (+4 Con, +2 Toughness)&lt;br /&gt;
&lt;br /&gt;
Fortitude Save: +4 &lt;br /&gt;
&lt;br /&gt;
Reflex Save: +2&lt;br /&gt;
&lt;br /&gt;
Will Save: +2&lt;br /&gt;
&lt;br /&gt;
Defense: 17 (+5 base, +2 Dex), 15 Flat-Footed&lt;br /&gt;
&lt;br /&gt;
Initiative: +2&lt;br /&gt;
&lt;br /&gt;
Hero Points: 4&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +7&lt;br /&gt;
&lt;br /&gt;
Melee Attack: +11 (+7 base, +4 Str)&lt;br /&gt;
&lt;br /&gt;
Ranged Attack: +9 (+7 base, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Endurance&lt;br /&gt;
&lt;br /&gt;
Toughness&lt;br /&gt;
&lt;br /&gt;
Track&lt;br /&gt;
&lt;br /&gt;
Power Attack&lt;br /&gt;
&lt;br /&gt;
Takedown Attack&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
Drive +4 (2 ranks, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
Escape Artist: +4 (2 ranks, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
Gather Information: +4 (2 ranks, +2 Cha)&lt;br /&gt;
&lt;br /&gt;
Intimidate: +4 (2 ranks, +2 Cha)&lt;br /&gt;
&lt;br /&gt;
Hide: +4 (2 ranks, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
Move Silently +4 (2 ranks, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
Swim +6 (2 ranks, +4 Str)&lt;br /&gt;
&lt;br /&gt;
Profession (Police Officer) +4 (2 ranks, +2 Wis)&lt;br /&gt;
&lt;br /&gt;
Jump +6 (2 ranks, +4 Str)&lt;br /&gt;
&lt;br /&gt;
(Note: These skills were purchased using the standard costs in M&amp;amp;M 1e. The second edition will make skills significantly cheaper, so adjust upward accordingly. The apparent change is that 1 power point will buy 4 ranks, so you can multiply these ranks by 4 and still be within the upper limit dictated by Dirk&#039;s power level.)&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
Pistol, Light&lt;br /&gt;
&lt;br /&gt;
Radio&lt;br /&gt;
&lt;br /&gt;
Speedboat&lt;br /&gt;
&lt;br /&gt;
Background:&lt;br /&gt;
Dirk Gunner is just a regular cop doing everything he can to uphold the law, without fancy gadgets or special powers. Armed only with a gun, a boat, and his ruthless determination, Gunner wages a one-man war on crime along the Hudson river, often ranging far outside his jurisdiction in a dogged attempt to get his man. &lt;br /&gt;
&lt;br /&gt;
Personality:&lt;br /&gt;
Dirk is a hard man, an often grimly serious individual who rarely lets his guard down. Your classic square-jawed, red-blooded American hero, if a bit rougher than most.&lt;br /&gt;
&lt;br /&gt;
Appearance:&lt;br /&gt;
A large, burly man with brown hair. Always wears a suit, with a fedora that never comes off no matter how roughed up he gets. &lt;br /&gt;
&lt;br /&gt;
[This is an early stab at a heroic character, mostly to look at what power levels are best- if 10 is a good street level superhero, or a near-super crimefighter like Batman or the Shadow, then 7 might make sense for your more average serial hero, who&#039;s tough but also with an everyman quality.)&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=8011</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=8011"/>
		<updated>2005-09-17T06:26:22Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===Irradiated Fur===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[IrradiatedFur:Main Page|Irradiated Fur]]&lt;br /&gt;
&lt;br /&gt;
A simplistic anthropomorphic apocalyptic one-shot game system.&lt;br /&gt;
&lt;br /&gt;
===OpenD20===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Opend20:_Main_Page|OpenD20]] &lt;br /&gt;
&lt;br /&gt;
A classless skills based [[d20 System|d20]] derivative.  Designed for elegant simplicity.  The intention is to create a more universal [[RPG]] system by getting input from the online community (are you reading this? Then that means YOU!)&lt;br /&gt;
&lt;br /&gt;
===Red Sun===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[Red_Sun_:_Main_page|Red Sun]]&lt;br /&gt;
&lt;br /&gt;
An alternative system to D&amp;amp;D for playing in the &#039;&#039;Dark Sun&#039;&#039; campaign setting.&lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
===Shattered Prism===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ShatteredPrism:Main_Page|Shattered Prism]]&lt;br /&gt;
&lt;br /&gt;
In-Development RPG series. Shattered Prism is intended to be a series of related RPGs using a unified rules system, set within a predominately Sci-Fi galaxy.&lt;br /&gt;
&lt;br /&gt;
===Symphony of Stars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[SymphonyofStars]]&lt;br /&gt;
&lt;br /&gt;
An Experiment in Cooperative Game Design via Actual Play.&lt;br /&gt;
&lt;br /&gt;
===24 Hour RPGs===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[List of 24 Hour RPGs by rating]]&lt;br /&gt;
&lt;br /&gt;
A listing of all the quickie RPGs created as part of the [http://www.24hourrpg.com/ 24 Hour RPG] event/contest.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Across the Spiral Arms===&lt;br /&gt;
Spiral arms is a space opera setting, designed to emulate many of the common Anime tropes. As such it&#039;s got a lot of drama, a lot of scope, and very little science included.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[SpiralArms:_Main_Page|Across the Spiral Arms]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===AMBER===&lt;br /&gt;
Page: [[Amber RPG:_Main Page]] &amp;lt;br&amp;gt; A page open for game groups to provide details and resource on individual campaigns based on the RPG for the Amber Setting.&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Conan RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [http://wiki.rpg.net/index.php/Conan_RPG_Campaigns:Main_Page Conan RPG Campaigns: Main Page]&lt;br /&gt;
&lt;br /&gt;
A page open for game groups to provide details and resource on individual campaigns based on the sword and sorcery setting of Conan and the Hyborian world.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Encyclopedia Galactica===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Encyclopedia_Galactica:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A hard sci-fi collection of solar systems, planets, lifeforms and sentient societies, suitable as a GM resource or as a subtrate for any sci-fi or fantasy campaign.&lt;br /&gt;
&lt;br /&gt;
===Eternal Empire===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[EternalEmpire:Main_Page|Eternal Empire]]&lt;br /&gt;
&lt;br /&gt;
Eternal Empire is a synthesis of Dark Fantasy and Science Fiction with a lenghty background that emphasizes the roles of religion, social structures, language, and race on both individuals and societies.&lt;br /&gt;
&lt;br /&gt;
===Magipunk===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Magipunk:Main_Page|Magipunk]]&lt;br /&gt;
&lt;br /&gt;
A weird fantasy game of urban dystopia and rapidly changing social conflict -- cyberpunk crossed with swords and sorcery.&lt;br /&gt;
&lt;br /&gt;
===Marvel Realtime===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Marvel_Realtime:Main_Page|Marvel Realtime]]&lt;br /&gt;
&lt;br /&gt;
Extrapolating what the Marvel Universe might look like if time advanced normally.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===MIDNIGHT RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[MIDNIGHT RPG Campaigns: Main Page]]&lt;br /&gt;
&lt;br /&gt;
MIDNIGHT RPG Campaigns, is a wiki open for game groups to provide details and resource on individual campaigns based on the D20 Dungeons &amp;amp; Dragons MIDNIGHT Setting published by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Mutant &amp;amp; Masterminds RPG Wiki Resource===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [http://wiki.rpg.net/index.php/Mutants&amp;amp;Masterminds_RPG_Wiki_Resource:Main_Page Mutants &amp;amp; Masterminds RPG Wiki Resource]&lt;br /&gt;
&lt;br /&gt;
Mutants &amp;amp; Masterminds RPG Wiki Resource,  is a wiki open for game groups to provide resources for Characters created with the M&amp;amp;M rules and campaigns ran in Mutants &amp;amp; Masterminds - &amp;quot;the world&#039;s greatest RPG&amp;quot; OGL D20 rules and settings.  This wiki is intended as an example of characters, campaigns and resources for Super Heroic RPGs.&lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page|Post Future]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
===Stardust &amp;amp; Aether Winds===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stardust&amp;amp;AetherWinds:Main_Page|Stardust &amp;amp; Aether Winds]]&lt;br /&gt;
&lt;br /&gt;
A simple little fantasy setting designed as a spin on the Swashbuckling Sailing Ships in Spaaaace!&lt;br /&gt;
&lt;br /&gt;
===Triptych: The Elemental Realms===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[TRIPTYCH|Triptych]]&lt;br /&gt;
&lt;br /&gt;
A new mythology for modern magic games. Original elemental creatures wanted. &amp;lt;br&amp;gt;&lt;br /&gt;
Encompasses three parallel worlds: The Great Gale, The White Waste, and the Blasted Lands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===General Resources and Links===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Great_Quotes_List|Great Quotes of RPGNet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
===Alia, Campaign Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Alia:Main_Page|Alia]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; D&amp;amp;D 3.5&lt;br /&gt;
&lt;br /&gt;
Alia is a land. A land of high fantasy where dragons scheme from their scattered fiefdoms, giants rule the great mountain ranges, and human empires struggle for dominance over the civilized worlds. It is a land where dwarves dream of recapturing the days of glory, elves fight to protect their forest homelands, and gnomes and halflings struggle under the oppression of empires. Amongst all the turmoil of the mortals, the gods of Alia are nowhere to be found, prayers are unanswered, the righteous fall to the tyrants and the world seems destined to end in ruin.&lt;br /&gt;
&lt;br /&gt;
The heroes of Alia have much to accomplish. Everywhere there are wrongs to be righted, oppressive yokes to be broken and dreams to be recaptured.&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[Blue Planet]]&lt;br /&gt;
&lt;br /&gt;
A general resouce project for the Blue Planet RPG&lt;br /&gt;
&lt;br /&gt;
===Essence-Blasting Hits of the Seventies===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Essence-Blasting Hits of the Seventies]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
A thematic conversion for &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, set in the modern day and involving the Exalted as rock musicians of various stripes instead of fantasy heroes. With Essence-infused heroin, a guitar that you carved out of Elvis Presley&#039;s coffin and a Malfean fragment as your agent, it&#039;s time to take to the streets. What do you do when you get there?&lt;br /&gt;
&lt;br /&gt;
===The Dungeoneers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[The_Dungeoneers_%28A_D%26D_Minisetting%29]]&lt;br /&gt;
&lt;br /&gt;
The dungeoneers is a minisetting for D&amp;amp;D 3.0. It may be more appropriate however to call it a game model as it can be dropped in almost any fantasy setting. It combines gritty low level play with a structured adventure model. In short, it’s “Regular Joes die their way through horrifying dungeons”.&lt;br /&gt;
&lt;br /&gt;
===Dungeonpalooza===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Dungeonpalooza:Main_Page|Dungeonpalooza]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; D&amp;amp;D 3.5 or other traditional fantasy setting&lt;br /&gt;
&lt;br /&gt;
A wide-open world setting designed for neo-old school dungeon crawls.  Includes a world map, descriptions of important locations, Prestige Classes, and a pantheon with contributions from a bunch of RPG.net collaborators.  Dungeonpalooza is ideal for adventure-oriented parties that like quirky locations and don&#039;t take themselves too seriously.&lt;br /&gt;
&lt;br /&gt;
===Exalted 101===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Exalted101:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
This is an attempt to create a resource for [[storyteller]]s and players new to &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, covering everything they need to know to get a game going, as well as tackling any niggling questions that tend to come up often about the game. It&#039;s based on a big thread from RPG open.&lt;br /&gt;
&lt;br /&gt;
===GURPS Annotation Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[GURPS:Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[GURPS]]&lt;br /&gt;
&lt;br /&gt;
A cross-referenced collection of advice, information, house rules, etc. for GURPS 4th Edition.&lt;br /&gt;
&lt;br /&gt;
===The Horizon: Virtual Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HorizonVirtual:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[D20_System]]&lt;br /&gt;
&lt;br /&gt;
A re-working of the D20 System Reference Document to be more compatible with the &#039;&#039;Horizon: Virtual&#039;&#039; mini-RPG by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Legend of the Five Rings===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[L5R:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; L5R d10 or d20.&lt;br /&gt;
&lt;br /&gt;
An open project for compilation of fan-created material for the Legend of the Five Rings RPG in any of its published versions.&lt;br /&gt;
&lt;br /&gt;
===M&amp;amp;M Serial===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[M&amp;amp;MSerial:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Mutants and Masterminds&lt;br /&gt;
&lt;br /&gt;
Serial adventures using the MUTANTS AND MASTERMINDS RPG.&lt;br /&gt;
&lt;br /&gt;
===More Than Human===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MTH:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Storytelling System]]&lt;br /&gt;
&lt;br /&gt;
Rules for playing superheroes and supervillains using White Wolf&#039;s Storytelling (nWoD) system.&lt;br /&gt;
&lt;br /&gt;
===Necromunda in Space===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[NiS]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Necromunda&lt;br /&gt;
&lt;br /&gt;
This is a conversion of Games Workshop&#039;s Necromunda that takes the player out of the hive and onto the Eastern Fringe.  Choose your crew, create your ship, and shove-off to carve a living off the Fringe.&lt;br /&gt;
&lt;br /&gt;
===Paranoia Modulet 10Pak===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Paranoia_10pak]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Paranoia XP or other Paranoia edition&lt;br /&gt;
&lt;br /&gt;
This is a collection of 10 short modulets for the &amp;lt;i&amp;gt;Paranoia&amp;lt;/i&amp;gt; game.  They are arranged in the &amp;quot;Mission/Complications/Resolution/Staging notes&amp;quot; format from second edition.  Each is about 500 to 1000 words.&lt;br /&gt;
&lt;br /&gt;
===Spica Sector Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Spica_Sector_Project:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Traveller]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[CT]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[MT]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[TNE]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[T4]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[GT]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[T20]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[T5]]&lt;br /&gt;
&lt;br /&gt;
A Major project to re-develop the Spica Sector of space for the Traveller RPG system.&lt;br /&gt;
&lt;br /&gt;
===Star Wars for Mutants &amp;amp; Masterminds===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[M&amp;amp;M_Star_Wars:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[Mutants_and_Masterminds]]&lt;br /&gt;
&lt;br /&gt;
What will hopefully become a clearing house for converting Star Wars into Mutants &amp;amp; Masterminds.&lt;br /&gt;
&lt;br /&gt;
===Warhammer Fantasy Role-Play 1st Edition===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[http://wiki.rpg.net/index.php/Warhammer_Fantasy_Roleplay WFRP:Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Warhammer Fantasy Role-Play 1st Edition]]&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_411_Realms_of_Sorcery.html Realms of Sorcery]&lt;br /&gt;
Alternative version of the supplement&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_272_Let_s_go_shopping.html Lets Go Shopping] Shop, service, and business gazetteer&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_280_Are_You_Mentally_Divergent.html Are You Mentally Divergent?] Expanded Insanity Rules&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_437_Purring.html Purring] A Revolting Exhibition Among Imperial Citizens&lt;br /&gt;
of an Imported Albion Article of Brutal &amp;quot;Sport.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tomorrow’s forecast for the Old World is…&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_330_Weather.html Weather] &lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_335_Drinking_Rules!!!.html Drinking Rules!!!] Expanded rules for Alcohol Consumption&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_336_What_Were_They,_Psychos.html What Were They, Psychos?] Alternative Rules For Vampires&lt;br /&gt;
&lt;br /&gt;
===Werewolf: The Forsaken Articles===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[WtFArticles:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Werewolf:The Forsaken]]&lt;br /&gt;
The idea of this page is serve as an index to various articles, stories and ideas created to enhance White Wolf&#039;s &amp;lt;i&amp;gt;Werewolf: the Forsaken&amp;lt;/i&amp;gt; setting. &lt;br /&gt;
&lt;br /&gt;
===Young Kingdoms Adventures===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[YKAdventures:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Stormbringer Fifth Edition or Elric!&lt;br /&gt;
&lt;br /&gt;
This is a collection of story seeds for the &amp;lt;i&amp;gt;[[Stormbringer]]&amp;lt;/i&amp;gt; roleplaying game, sorted by geographical locations. It includes notable people, places, items, and creatures for cities and countries all across the Young Kingdoms.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
&lt;br /&gt;
===RPG Lexica===&lt;br /&gt;
&lt;br /&gt;
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of various game master names for different games&lt;br /&gt;
&lt;br /&gt;
== RPGnet Meta-resources ==&lt;br /&gt;
&lt;br /&gt;
===RPGnet Thread Archive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Forum_Archive:Main_Page|Forums Archive]]&lt;br /&gt;
&lt;br /&gt;
A user created archive of classic threads, in the spirit of the old &amp;quot;Best Of Forums&amp;quot; page.  Organized by forum, and alphabetics.&lt;br /&gt;
&lt;br /&gt;
=== RPGnet Gatherings ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Gatherings|RPGnet_Gatherings]]&lt;br /&gt;
&lt;br /&gt;
For information regarding any official meetups, gatherings and get togethers of RPGnet members.&lt;br /&gt;
&lt;br /&gt;
=== Tangency Timeline ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Tangency_Timeline|Tangency Timeline]]&lt;br /&gt;
&lt;br /&gt;
A timeline of important dates in the history of Tangency.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow:auto; height: 1px;&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=M%26M_Serial:Main_Page&amp;diff=8215</id>
		<title>M&amp;M Serial:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=M%26M_Serial:Main_Page&amp;diff=8215"/>
		<updated>2005-09-17T06:23:43Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: Serial adventures using MUTANTS AND MASTERMINDS.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: D20 System]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== M&amp;amp;M Serial ==&lt;br /&gt;
&#039;&#039;Serial Adventures Using the MUTANTS AND MASTERMINDS System&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many RPGs have tried to emulate the style of 30s and 40s pulp adventure stories, but none deal specifically with the motion picture serials of this period. The d20 variant rules introduced in MUTANTS AND MASTERMINDS run simply and elegantly enough to emulate these cut-rate, fast-paced adventures which ranged from jungle adventure to space opera to westerns, often fusing such genres in the process. &lt;br /&gt;
&lt;br /&gt;
Several specific features of MUTANTS AND MASTERMINDS already work well for this genre. The damage system isn&#039;t too lethal for the nonstop fistfights and often-bloodless swordplay of the average serial chapter, gadgets are simple to build, and the default power level of the game is easily scaled down to handle characters who are merely heroic rather than superheroic. (Not that there weren&#039;t serials dedicated to Captain America, Superman, Captain Marvel, etc.)&lt;br /&gt;
&lt;br /&gt;
This project will be dedicated to further fine-tuning the M&amp;amp;M system to work in the serial genre, looking at rules changes, converting serial characters and contributing original characters and material, as well as describing general serial conventions for GMs and players to study.  &lt;br /&gt;
&lt;br /&gt;
The page is a bit bare now, but will hopefully be expanded upon.&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Star_Comics&amp;diff=10801</id>
		<title>Talk:Star Comics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Star_Comics&amp;diff=10801"/>
		<updated>2005-07-18T21:38:25Z</updated>

		<summary type="html">&lt;p&gt;Evan Waters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This is the discussion page for the &amp;quot;Star Comics&amp;quot; campaign setting.)&lt;/div&gt;</summary>
		<author><name>Evan Waters</name></author>
	</entry>
</feed>