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Campaign
Description:
Z-Optima is a gritty,
average-powered campaign with both local team and world spanning
elements that features a diverse team of super heroes employed by the
Z-Optima Syndicate (ZOS). The eight members of this team are viewed as
both the security arm of ZOS and the local peacekeepers in a chaotic,
war-torn region.
Importance of the Player Characters:
Very Important. This campaign will be largely plot driven as the
characters deal with the strife of the region and join in the race to
uncover ancient relics across the world. The characters, their
development, and their actions, however, will be the central focus of
the campaign. There will be crossovers with NPC heroes, as well as
occasional characters or entire teams from other campaigns.
World
Description:
The Global Guardians Universe is a four-color comic book world
full of larger than life characters. Technology is more advanced
than the real world, and magic is real. Aliens and creatures of
legend roam the earth. Ancient relics and alien artifacts,
rumored to have mystical properties, await discovery in the
furthest and darkest reaches of the world.
The Story So Far:
A Consortium of Friends
The University of the Cape of Good Hope in South Africa was the
choice of study for most of the sons and even a few daughters of the
British South Africa Company. It was in 1901 that one such tight group
graduated with honors from their assorted master degree programs and
rejoined their respective fathers at various ports of service around the
southern African region. With the influence of their prestigious
families and granted funds from the British South Africa Company, the
friends formed a consortium of sorts.
The young entrepreneurs set up companies of their own to oversee
various mining, oil drilling, ivory harvesting, and archaeological
expeditions and ventures. These companies worked under the authority of
the British South Africa Company, but had a large amount of their own
autonomy in administrative and operational decisions. As long as
productivity kept the Queen in pounds up to her ears, then all was
golden.
As the years wore on, the consortium of friends controlled more and
more of the import and export profits from gold, silver, copper and
other precious metals, as well as diamonds, oil, ivory and the
reclamation of historical and cultural relics and artifacts from South
Africa, the West South Africa territory (Namibia), Rhodesia (Zambia and
Zimbabwe), Botswana, and Mozambique. It was one of these friends,
Osgrove Wellington III (who in 1918 had attained his doctorate in
African Archaeology and Anthropology from his renamed Alma Matter, The
University of South Africa) that was the central facilitator and
administrator of their combined efforts. Despite his haphazard
organizational skills, the others did not want to deal with the every
day sundry, and so they eventually made him their Chief Executive
Officer.
Mr. Wellington had set up his headquarters in Harare, Rhodesia (as it
was known at the time), and commanded a quite sizeable native work
force, which, uncharacteristically for the British, he treated
extraordinarily well. He uncovered many interesting relics, and at least
one of the oldest human skeletons ever found. It didn't take long before
Osgrove expanded his efforts worldwide. Of course the British
Commonwealth did not mind, as the profits from the consortium kept on
rolling. Eventually, by 1968, as his friends and partners died of a
gruesome assortment of malaise and foul play, Osgrove Wellington III
began centralizing the organization.
Harare became the new headquarters for all the business endeavors of
his old consortium. While each of the old companies remained autonomous
in their own right, with their own system of executives and
administration, they all answered to Harare office. Osgrove also hired
several trustworthy associates and executives to handle the everyday
organizational skills, which he lacked. All decisions, however, still
were required to move across his quite large desk. This is the first
indication of the Syndicate known today.
South Africa: A Nation of Purity
South Africa has always been a nationalistic and expansionistic
country, from the time it was occupied by the Dutch Boers and the
British South Africa Company until its independence from the British
Commonwealth in 1961. The West South Africa territory, by U.N. general
assembly mandate at the end of WWI, was made into a protectorate and
trustee of South Africa. Even, when in 1966, the U.N. general assembly
voted to terminate the mandate, South Africa refused to give up control.
Under other circumstances, the U.N. and other international political
and military heavyweights may have tried to enforce the U.N. doctrine,
but since 1948 when apartheid became a reality, the South African
government had formed a paramilitary force they dubbed Purity. Purity
consisted of typical Afrikaner soldiers, a small unit of temporary
chemically enhanced super soldiers called the White Legion, and a very
few apartheid friendly metahumans. The world did not want a metahuman
war, which is what they determined it would take to enforce anything on
South Africa.
A Force to Reckon
Osgrove Wellington III and his trusted advisors saw the danger that
South African presented the world and especially the region. Fearing the
worst, in 1962, as a reactionary response to South Africa's complete
independence from British rule, Osgrove recruited several indigenous
Rhodesians and Botswanans to carry the banner against apartheid
incursion. They were to carry items with mystical properties that when
wielded by a strong and able person, could make for a formidable force.
Several of these relics and artifacts had been uncovered and reclaimed
by the Syndicate and remained in vaults beneath the Harare headquarters.
For a while, the Syndicate's team of mystical warriors, dubbed
Z-Optima by a Star Trek fan in 1969, held off Purity and South African
expansionistic advance. This did not stop the occasional raid or border
incursion, but for the most part, peace prevailed across the southern
region of Africa. Due to the tenuous peace, and the infrequency of White
Legion activity, Osgrove Wellington III started using his super team to
help him recover more ancient artifacts, mystical relics, and lost alien
devices.
The South African Metahuman War
Grown bold by its defiance of U.N. mandate, and its continued healthy
existence even under international sanction, South Africa decided to
make a brazen move for dominance of the region. In 1983, it
simultaneously invaded Angola, Botswana, Zimbabwe (which by this time
had separated from Zambia), Mozambique, Swaziland and Madagascar. It
sent its White Legion, which had mysteriously grown into near horde
proportions, and the rest of purity across the borders, at high noon on
Tuesday, August 9th.
Scrambling to respond to the surprise assault, the rest of the region
banded together to stop South African forces. With the help of the
mystical warriors of Z-Optima and Cuban super soldiers from Angola, the
region held strong until the rest of the world could take action. A
combined British and French fleet was sent to ward off South African
cruisers from landing in Madagascar, while the U.S. airforce started
bombing the White Legion base camps.
It didn't take much more than the official threat of worldwide super
teams for South Africa to retreat back across its borders. The war took
all of three weeks, and Purity limped back a broken organization.
Strangely enough, the White Legion seemed to shrink back to its normal
single unit sized proportions soon after the war. Additionally, the
various metahumans of Purity went into hiding for a bit until the furor
died down.
A high level meeting took place between opposing sides in the war and
representatives of British, French and U.S. forces in Lesotho under the
auspices of King Moshoeshoe the Great. Osgrove Wellington III was
allowed to observe the meeting, but was not officially granted
participation. In any case, The Treaty of Lesotho required South Africa
to recede back to its borders pre-WWI. This meant that Namibia was
granted its independence finally, and the other countries were able to
keep each of their borders intact.
A Meta Assassination
Despite their going incognito for several years or so, the metahuman
faction of Purity had not forgotten the embarrassing defeat during the
war. In 1993, after South Africa pretty much disbanded Purity as an
official paramilitary force under extreme international pressure, the
metahumans of Purity struck a resounding blow. In a single attack, at
midnight of Thursday, August the 22nd, Z-Optima was gruesomely
slaughtered, execution style.
Osgrove Wellington III, President of the Z-Optima Syndicate (ZOS),
chose not to reform his mystical warrior team, in honor of those who
died before. He was not a man who sat well with commanding men to their
death. This all changed, however, in recent years, as Purity began
tactical strikes across the region.
Z-Optima Reborn
After their respective heads of state were assassinated by Purity in
2001, Zimbabwe and Zambia decided to reintegrate back into the British
Commonwealth named Rhodesia. They remained independent of British
control, but became a stronger country with the combination of their
respective resources. The new government was resoundingly democratic in
formation became an interesting counterpoint to Apartheid controlled
South Africa (which had reincorporated Namibia by this time) to the
south and Nazi Rwanda to the north.
With the rampant and violent activity of Purity, and the dual
presidential assassinations, the regional governments met for regional
security talks in early 2002. Attending were representatives from
Angola, newly formed Rhodesia, Malawi, Mozambique, Lesotho, Swaziland,
Zaire, Madagascar, Tanzania, and ZOS. Much discussion about creating an
economic union similar to OPEC and the European Union were discussed,
but no firm agreements could be made. This discussion was tabled for a
planned meeting in late 2003 to form an economic union to be called the
Southern African Regional Confederation or SARC.
Various ideas were discussed for regional security, but no nation
wanted to give up its sovereignty, and putting itself at risk by
allowing another country's forces to occupy its territory. That is when
Wendell Osgrove Wellington, the great, great grandson of the recently
late Osgrove Wellington III, made a suggestion. He offered to rebuild
the Z-Optima team and create a unified regional security force under ZOS
control. Each country would maintain jurisdictional authority, and any
ZOS units within their country would not take action without permission.
However, no ZOS unit would act without explicit authorization from ZOS
Central Command.
This idea met with resounding approval, and so the great, great
grandson of Osgrove Wellington III, would rebuild Z-Optima and create a
regional security force under ZOS control. Late 2003 saw the first
regional security force units spread throughout the southern African
region, and the first few metahuman recruits for Z-Optima arrive.
Local Relations:
The ZOS headquarters are located in Harare, Rhodesia. Because of the
official agreement between ZOS and several of the regional governments,
the characters enjoy the right to operate as a security force throughout
many of the southern African countries, although this does not give them
any jurisdictional authority. One notable exception is South Africa,
which considers the Z-Optima team enemies-of-state. The various
governments, militaries, and law enforcement organizations throughout
the region view the characters and the Z-Optima team with suspicion due
to their ties to ZOS.
Because of this distrust,
they try to keep them out of the loop unless super powers are absolutely
necessary for success, and then even some extraordinary risks are taken.
The people of the southern African countries love the characters and the
comfort their presence provides, but this adoration is tenuous at best.
The first time the characters fail to protect wartime refugees or
accidentally kill a civilian, the trust will start to erode and popular
support will soon evaporate.
Morality: Z-Optima
is a 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 things will not always be black and
white. Characters may find themselves making difficult decisions, but
should always try to be good guys. Specifically, ZOS or one of its
executives may exhibit questionable motives and or ethics in the pursuit
of a particular goal. This conflict of interests may present interesting
dialogue at best, and threaten the existence of the Z-Optima team, as we
know it, at worst.
Realism: Moderate
and Gritty. In line with the game's story, the characters will often be
required to find and/or recover ancient relics and alien artifacts
rumored to have mystical properties. A very slight magical undertone is
to be expected in this campaign, but most mysticism will be background
elements or simple plot devices. Action sequences will be cinematic and
descriptive. Characters can die, as this campaign will have many
dangerous adventure and treasure finding elements. 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. How carefully and precisely
you plan and execute your missions will do a great deal to determine how
deadly the treasure hunting and adventuring is, so put some thought into
your characters' actions.
Outlook: Positive,
but with dark and/or harried moments. The team can almost always beat
the bad guys or find the treasure, but new elements of chaos in the
war-torn southern African region and dangerous 'dig' sites will always
keep the characters busy. The team has assembled more or less their own
"cast" of villains that won't stop pressing against them, trying to beat
them to the 'dig' sites.
Seriousness: The
game is going to be bigger than life, and the seriousness of the
storylines will reflect this. The entire southern African region is
going to be in peril occasionally, but this is the team to handle it.
Additionally, if they allow any of the ancient relics or artifacts,
alien or otherwise, that ZOS seeks, to fall into the wrong hands, the
entire world could be in peril. 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 entirely serial. Player actions in one scenario will have
effects on later scenarios, and continuity will be enforced. Adventures
will move linearly through time, bad guys will remember who you are and
what you did to them, and the press may even print your more notable
exploits for the world to see. |
Building a Character for the
4Men |
The most important
thing to remember when building a character for this campaign is this: a
corporation hires the heroes on this team for a specific purpose. The
agreement the corporation has with local and regional governments to set
up their headquarters in the area and employ a super hero team, requires
the heroes to provide security services in the region. The characters
should be created with both the regional security and ethnic
sensitivities in mind, as well as the ultimate corporate goals of the
Z-Optima Syndicate.
The intent of the campaign is to replicate the treasure hunting
adventures seen in TV shows like, Alias, X-Files, Veritas, Relic Hunter,
and movies like Tomb Raider and Indiana Jones, but will be sticking as
close to comic-book sensibilities as possible. To this end, characters
who fit well into this pulp style adventure genre and have large,
diverse talent and skill-sets, will have a better chance for inclusion
on this team than pure combat oriented super heroes. The genre will be
strictly enforced, which means that the GM will be looking over all
characters very closely.
Character backgrounds should be submitted initially. Based on those,
I will select a team lineup and will ask for character sheets.
All Z-Optima characters should follow these guidelines:
Starting Points:
200
Maximum
Disadvantages: 150
Maximum Points From
One Category of Disadvantage:
50
Maximum Active Points
for Any One Power: 50
Maximum DEF/rDEF for
Any One Category: 25
Special Restrictions:
- All characters should have some skills conducive to treasure
hunting or archaeological exploits. This includes more than just
archaeological or anthropological based knowledge skills and high
agility. Various perquisites, talents, science, area or city
knowledge, mythological and/or mystical knowledge, and puzzle solving
skills or powers can be useful and sometimes ultimately important.
- All player characters should have, at the very least the 15-point
Psychological Limit "Reluctant to Kill."
- ZOS does complete psychological profiles before hiring any of its
employees. Any form of psychosis or anti-social disadvantages will
immediately be weeded out, subject to the GM's whim. Berserk and/or
Enraged disadvantages are also restricted. Keep this in mind, and try
to create sane characters that are very capable of working with a
team. No Loners!
- All player characters must take the Z-Optima team package. It is
usual that characters hired by ZOS go through a month or two of
indoctrination classes to learn the basic history and geography of the
region, as well as the basics of Archaeology, Anthropology and
Mythology.
- All player characters should be of an ethnic origin that would
make them appear at a glance to be native African. This essentially
means that the skin tone must be dark if not actually black. This is
not intended to be racist in any way, but because of Purity being just
across the border in South Africa, and a general menace in the entire
region, ZOS wants the Z-Optima team to have popular support. Other
ethnic origins may be entertained if the costume, battle suit, or
powered armor completely hides the identity or nationality of the
person within. This would necessarily require a secret identity
disadvantage. Other unique concepts may be entertained on a
case-by-case basis, based solely on how much popular support that
concept might receive in the southern African region.
- A player character concept may be based around having a magical or
mystical relic, artifact, or alien device. In the case of this
concept, close consultation with the GM is required, as the device
will be owned by ZOS and modifications to the ZOS package will be
required. Additional disadvantages may also be required. Only one
player character with a magical or mystical item of this nature will
be allowed to be active on the Z-Optima team at any given time.
- If the character submission is a conversion from the previous
version of the Global Guardians, and the character has any accrued
experience points, the character may retain those points.
|
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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