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Campaign Description:
The Damocles
Directive campaign is a high-powered PBEM campaign featuring the
adventures of superpowered beings being given a rather unique chance at
redemption. The characters are super-villains, not heroes that have a
bit of bad luck, not misguided vigilantes; they are out and out
super-villains. They have gone up against the best heroes the Global
Guardians universe has thrown at them time and time again. They have
hatched nefarious plots holding entire cities hostage for
$1,000,000,000, or been an important ally of someone who has. They have
been on the cusp of total victory many, many times, but always they are
thwarted.
Importance of the Player Characters:
Very
important. Not only are these characters fighting
world-threatening villains, non-combat character development and
interaction will be a major part of the game. Players should
expect to have several turns be nothing but their characters talking to
each other and living/working together in non-combat scenarios.
It should be noted that not all scenarios will include all of the
Player Characters at the same time, and sometimes multiple scenarios
will be playing out with multiple groups of players simultaneously.
World Description:
The Global
Guardians Universe is a four-color comic book world full of larger than
life characters. Technology is more advanced that the real world,
and magic is real. Aliens and creatures of legend roam the earth.
The Story So Far:
After your
latest escapade you find yourself in prison, separated from your mighty
weapons, powers nullified by annoying restraints, and held in an
ultra-max detention center. Then you were approached by a man in a suit.
The man offered you a reduced sentence, more freedoms and access to your
dearly missed powers. All you had to do was agree to a few ‘excursions’.
You agreed, after all once your powers were your own you believed you
could break any contract. Once liberated you planned to take your
vengeance against the foes that foiled you one time too many. It was not
to be the case.
After volunteering and signing your name to the dotted line, you
were taken to another room in the prison. There another device was
fitted around your neck, even as the dampers and cuffs were removed.
This device would monitor your condition, location, and ensure your
proper behavior through various draconian ways. The Dedlok, as it was
called, can bring you to heel, and if needed, kill you. The Suit
demonstrated its capacity for correction for you. When you woke up back
in your cell, you determined then and there that if you were given the
slightest chance, if the bit slipped once, you would get your revenge.
But now you are an agent of the Damocles Directive; a group of
villains that have no choice but to follow the orders of the Directive
and the Hero assigned to watch over you as a guardian and policeman. You
have your powers and equipment back, but your freedom has been stripped
from you. You are sent into conflicts that only ‘superheroes’ can
handle. The Directive thinks you are expendable: Prove them wrong.
Local Relations:
Damocles
agents are not authorized to do anything. According to the authorities
the characters should be in prison. Any action taken by the Players must
be considered a last resort. The characters are under orders not to be
interviewed by the press and to avoid civilian authorities at all costs.
Hero groups will often confuse you for the villains behind what ever
problem Damocles agents are dispatched to deal with.
Morality:
The Damocles Directive is stereotypical four-color campaign, and for the
most part the morality of the campaign will be four-color as well.
However, there will be some crossover between good and evil, and thing
will not always be black and white. Characters will find themselves
making difficult decisions, but should view killing is an absolute last
option. This is not an Iron or "bronze" age game.
Realism:
Strong, Action
sequences will be cinematic and descriptive. Characters won't die unless
they take excessive risks or are going out in a blaze of glory. How you
role-play the character will do a great deal to determine the realism of
the game, so please put some soul into your characters. Try to make your
descriptions as gritty as possible –use plenty of trash and dilapidated
buildings where appropriate, for example. The characters will not
exactly find themselves saving the world every other adventure, but
their successes will always mean the world to somebody, no matter how
insignificant they might seem.
Outlook:
While the outlook
will be mostly neutral, there will be as many dark moments as light and
many challenges outside of combat. The characters will start out as
"villains on a leash". It will be up to them to decide what they are
going to do with the new life they have, redemption is an option, but it
will not be an easy road.
Seriousness:
While the
overall tone of the campaign will be very serious, there will be time
for a certain amount of light hearted banter, or comic relief. The
heroes will be the world's last line of defense against the direst of
situations. This does not mean that there is no room for humor. Witty
repartee, creative use of powers, and the way you play should provide
plenty of humor in the midst of even the direst situation.
Continuity:
The game will be
mostly serial. Player actions in one scenario will have effects on later
scenarios and continuity will be enforced. However some adventures will
be inserted with little concern for continuity, as needed by the Global
Guardians metaverse. Most adventures will however move linearly through
time. Bad guys will remember who you are and what you did to them, and
the press will print your exploits for the world to see. |
Building a Character for the
Damocles Directive |
The most important thing to remember
when building a character for this campaign is this: the agents used by
the Damocles Directive are supervillains, they have great power, but
they are not omnipotent. They have faced heroes on scores of occasions
and are quite skilled in the use of their powers.
Character concepts should be submitted with full background and Global
Guardians formatted character write-up. Villains canonically in the
Global Guardians universe can be submitted with prior approval of the
Campaign and NPC Directors. Other Character’s will be considered
retconned into the timeline.
All Damocles characters should follow these guidelines:
The Villains
Starting Points:
250
Maximum
Disadvantages: 100
(See Below)
Maximum Active Points
for Any One Power: 60
(See Below)
Maximum Points From
One Category of Disadvantgage:
50
Special Restrictions:
- It is advised that the players make use of all 100 points of
disadvantages.
- All villainous player characters are required to take the 4 point Damocles Directive
package.
- Each character is allowed a single exception to the Active Point
Cap of 60; for a single power, the character may take up to 90 active
points. Each power so taken must be unique to the individual
character. (For example, if someone takes 90 active points of
Energy Blast, no other character is permitted to take 90 points of
Energy Blast.)
- Characters may take up to 75 points of Psychological Limitations,
rather than the usual 50 point per category limit.
- All player characters should avoid having psychological
limitations that levy judgment on the value of human life. Trigger
happy killers would never receive the offer from the Directive.
- Ensure that the PC you build is not a clown, you are chosen for
your skills not to amuse the Directive.
- Inherent powers are preferred over focus-based powers. After
all, Gadgeteers that are capable of altering or tinkering with the
Dedlok are not going to be given the offer.
- All villain characters must take the following mandatory
Disadvantages in addition to the 100 points they may take otherwise..
- Monitored by the Directive 14 or less
for 25 points. Your bosses
aren't so stupid as to think that fitting you with a dog collar will
suddenly turn you into model citizens.Reputation: Known Supervillian 11 or less
for 15 points.
No, you don’t get a new uniform or code name.
Social limitation: Supervillian
for 20 points.
You are a supervillian; you currently have no life outside of
prison. If you talk to someone they are automatically
distrustful (and just try to get a hero to believe you about what
you're doing outside of jail.) 20 points
None of the villains may take the Dependent NPC or Hunted
Disadvantages.
The Lone Hero
Starting Points:
260
Maximum
Disadvantages: 150
Maximum Active Points
for Any One Power: 60
(See Below)
Maximum Points From
One Category of Disadvantgage:
50
Special Restrictions:
- It is advised that the player make use of all 150 points of
disadvantages.
- All player characters are required to take the Damocles Directive
package.
- Each character is allowed a single exception to the Active Point
Cap of 60; for a single power, the character may take up to 90 active
points. Each power so taken must be unique to the individual
character. (For example, if someone takes 90 active points of
Energy Blast, no other character is permitted to take 90 points of
Energy Blast.)
- Characters may take up to 75 points of Psychological Limitations,
rather than the usual 50 point per category limit.
- All player characters should avoid having psychological
limitations that levy judgment on the value of human life. Trigger
happy killers would never receive the offer from the Directive.
- Ensure that the PC you build is not a clown, you are chosen for
your skills not to amuse the Directive.
- Your reasons for joining the team should be included in the
background story. But understand that your hero will have his
reputation tarnished by association with known supervillians. Who ever
is chosen must show responsibility and good judgement, you will be
given control as to how and when you discipline the other Characters
through the Dedlok, up to the point of killing them, The Directive
holds that power. This is a serious responsibility and not one I or
any other player in this game will take lightly.
- The Lone Hero is required to take
Monitored by the
Directive 14 or less
for 25 points. They want to
make sure you are doing your job correctly... as well as make sure
you have the stomach to do the hard thing if you are called upon to
do it.- The Lone Hero must otherwise conform with standard Guardians PC
guidelines.
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The Global
Guardians PBEM Universe is copyrighted to Jack and Rebecca Butler,
and is their solely owned property. The Global Guardians PBEM Universe, and all of the campaigns therein, are works of
collaborative fiction. All the characters and events portrayed
here are either products of the authors' imagination or are used
fictitiously. Except where otherwise
specifically noted, the Global Guardians PBEM Universe, all Global
Guardians characters, and all stories included therein are Copyright
1999, 2000, 2001, and 2002 by Jack and Rebecca Butler with all rights
reserved under International Copyright Convention. Submitting
material (such as but not limited to character submissions, background
information, and artwork) for inclusion in the Global Guardians grants
Jack and Rebecca Butler the right to use that material as they wish,
in perpetuity, within the confines of the Global Guardians Universe.
The submitter does not give up the right to use the material in ways
unconnected to the Global Guardians Universe. This website was
designed by Jack Butler, and is maintained by Jack Butler. Unless
otherwise and specifically noted and with the exception of player
characters which are the creations of their respective players, all
material on this site is the creation of Jack and Rebecca Butler.
No material on this site may be posted or published elsewhere without
the express written permission of Jack and Rebecca Butler. Champions and the
Hero System are registered trademarks of and are copyrighted by Hero
Games, Inc. No challenge to any trademark or copyright is made
or implied by this site. |
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