Welcome Guest 

Show/Hide Header

Welcome Guest, posting in this forum requires registration.





Pages: [1] 2 3 4 >> Last
Author Topic: Guardians Issue Summaries
Majestic
Cosmic Superhero
Posts: 3389
Post Guardians Issue Summaries
on: May 29, 2012, 17:45

Some have expressed an interest in these, so when they don't have an entire thread devoted to them (i.e., no pictures), I'll post the latest summaries here.

#358 – Chasing Apparitions – T.O.T.E.M. activities reportedly change, with a rebuilding of light and heavy shock troops and MS-13 making thefts of electronics and machine parts; an incident in Germany also links the organization to a robbery of World War II archival records. Doctor Sudhakar Kaipa, on the verge of a major scientific breakthrough, is abducted by T.O.T.E.M. An anomaly is found in the power emissions of the force field for the Guardians’ base. Delphi returns with a replacement body. After a meeting of the Council, Majestic, Kageryu, Scion, and Kubera respond to northern D.C. in the Guardian Angel, where new criminals called the Wingmen rob a Technology Depot. Wind Shear and Shockwave lead ordinary thugs garbed with body armor and wings, taking hostages among the customers. As the heroes rush in to help, most witness nine light shock troops arrive. Kubera watches as his teammates struggle against foes that aren’t there (the T.O.T.E.M. androids), while all but one of the Wingmen use the opportunity to escape. The vigilantes begin to believe Kubera, so Majestic teleports them back to the base, where they witness Quiasar, Compass, and Neutron also battling non-existent foes. After all are calmed, team Doctor Raymond Kenveis informs them that recent dark events with Knight Shade destabilized the modifications made by the Gwai’ir nanites. Over the next day all modified tissues are flushed from each affected person’s body, and all communication abilities gained from them are permanently lost.

V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

Majestic
Cosmic Superhero
Posts: 3389
Post Re: Guardians Issue Summaries
on: May 30, 2012, 11:47

That last one dealt with an ongoing problem that the same GM who ran it introduced into the campaign many years earlier. Basically every hero had (almost) the equivalent of a free Telepathy with each other. Alien nanites had reformatted their brains so that they:

a) Could communicate mentally (and over great distances) with anybody else who had been given this ability

and

b) Could understand any language

While a very cool ability, it was a bit much. And so he finally introduced a story that wiped them out for good.

V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

Majestic
Cosmic Superhero
Posts: 3389
Post Re: Guardians Issue Summaries
on: May 30, 2012, 11:48

#359 – Moments in Time – During a meeting in the Guardians’ base, Kubera, Compass, Araneae, and Enigma notice that the map in the background (on the feed from C.H.E.S.S.) is quite different; Germany appears to be much larger. Waves of temporal flux impact the building, and each time they do historical details change. The Beatles and Elvis announce reunion tours, John F. Kennedy and Marilyn Monroe attend a fundraiser for Nancy Pelosi, and Archbishop Mindbender is seen alongside Leech. Troop movements of Psi-Prime are witnessed, and they learn that D.C. and most major cities have been obliterated by nuclear strikes. All inside the base (which includes Neutron, Razor, Warp, and pilot Hammond) move through time inside a temporal bubble while things continue to change outside. Doctor Apocalypse was killed before he acquired his gem, leading to the Demonic Wars. Many paranormals and organizations are gone, and the T.O.T.E.M. symbol replaces the one for CNN on their monitors. The heroes learn that Hitler was assassinated during World War II; Goering took over, but he too was struck down and replaced by someone unknown. Later, Psi-Prime was killed by Adalwolf, and Mindbender became King of C.H.E.S.S. The vigilantes also observe massive robots patrolling death factories just outside the rubble of New York City. Tracking time distortions to Corvo Island in the Azores, they construct temporal shielding for themselves and the Guardian Angel and Hammond flies them there. The adventurers invade a facility underneath a caldera, taking out Bjorn and many light shock troops and shutting down esoteric equipment. As they analyze the strange gear, they realize that they must use it to go into the past, setting things right for their proper timeline to exist. Neutron powers up the technology and sends the seven champions to Germany in July of 1944!

V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

Dracos
Cosmic Superhero
Posts: 699
Post Re: Guardians Issue Summaries
on: May 30, 2012, 14:40

I feel for your friends problem. It's hard to put Pandora back in the box once she's let loose.

I've been re-watching a few TV series on DVD with the director and producers commentaries over them. The most common complaint I hear repeated over and over seems to be they would introduce an element into the series that while great spectacle, was a detriment to good storytelling. It normally ended in too easy of an "out" for the characters that bypassed good potential character development - and trying to "fix it" with another bell or whistle often leads to even worse results.

I think its a prime example of how hard it is to balance the amazing with the need to maintain enough of the mundane that we can "buy into" the story still. Unless there is a chance the characters can lose the battle or even die then the angst and anticipation of overcoming great odds is lost.

Majestic
Cosmic Superhero
Posts: 3389
Post Re: Guardians Issue Summaries
on: May 30, 2012, 16:10

Great points, Dracos, and I think you hit the nail on the head. While this ability was really cool, it made it really tough for GMs, as there was almost no way to isolate these characters, surprise them, or confuse them with communication problems (like with strange beings from another world or dimension). The bottom line is that it took away from the GM's opportunities for storytelling.

V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

Majestic
Cosmic Superhero
Posts: 3389
Post Re: Guardians Issue Summaries
on: June 1, 2012, 10:41

#360 – We Have to Save Who? – Arriving in a forest, the adventurers realize that Warp is no longer with them. Moments later, they meet freedom fighter Darius Hax, who followed them through from his own nightmare future. After confirming that they are in Germany and witnessing troop movements, they discover a concentration camp not far away being spied on by Colonel Jack Temple. Temple is skeptical at first, but the group convinces him to join them as an ally in their mission. After stealing an officer’s uniform and scouting the area, they reluctantly decide to ignore the camp and make their way to Poland, insuring that Operation Valkyrie (the attempted assassination of Hitler) continues as it did in their own timeline. The team sets up and watches the Nazi compound, but detects Adalwolf arriving in a truck. Neutron destroys the vehicle by ramming it with a force field rocket ship, and Adalwolf immediately surrenders. The bomb goes off as it had originally (with Hitler surviving), so the group (including Hax and Temple) returns to 2012 with Adalwolf in tow. They arrive back in the underground T.O.T.E.M. complex, and Adalwolf explains that they have to choose: either face him and his forces or save a nearby village on the island. Kubera, Compass, Enigma, and Araneae rush over a mile away to save the community, engaging Sable and both heavy and light shock troops. Neutron and Hax go after Adalwolf, and Razor and Temple contest Judicator, a gigantic warbot, and more light shock troops. Neutron is diverted away by Adalwolf, but both groups trounce the TO.T.E.M. forces. The automatons self-destruct, destroying the facility, but Temple survives the blast and the others escape. Confirmation is made that they preserved their original timeline.

V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

Majestic
Cosmic Superhero
Posts: 3389
Post Re: Guardians Issue Summaries
on: July 22, 2012, 14:50

You can match this one up with pictures over in the GuardianCon 10 thread (this is part of the "Endgame" adventure):

#361 – Twists of Time – Little is known about history before the Eternal Empress. After Justice Force disbanded, a great leader rumored to be from the future stepped into the power vacuum, using technology to overcome all opposition. Her Enforcer bots monitor all human behavior and terminate the rebellious. A collection of heroes evades disintegration in a factory by stepping through a portal. Quiasar, Ragnarr, Enigma, Goliath, Spartan, Contagion, Kick Puncher, and DragonHeart emerge onto a strange, oversized game board opposite the Empress and her bots. A Time Guardian informs the group that their timeline is wrong and that only defeating the Eternal Empress will stop the threat. They travel through a shimmering portal to the first battle of the Guardians, where Dr. Desist, Entropy, and Crocodile fight the Midnight Men (Apollo, Stormstress, Black Empress, Detonator, and Noose). Unable to interfere in the decades-old battle, the vigilantes battle Robot, Semdifor, and T-479, who guard a hidden and shielded Empress (actually Time Thief). After they take down the villainess, time fast-forwards and the original Guardians are defeated. The adventurers are pulled into a temporal vortex and find themselves on the game board again. The earlier encounters seem like a dream, and they now remember being part of a resistance against the Crimelord/Organizer, who wiped out the Guardians and C.H.E.S.S. with the aid of other criminal organizations and Destroyer bots. The Time Guardian warns that something is manipulating reality on a massive scale, and that Time Thief was not the true threat. The travelers activate a portal and arrive in the midst of a fight in an underground base. Crocodile, Entropy, Shadow Knight, and Hematite face a series of challenges while they are opposed by the Organizer, Noose, Black Empress, and 2166. Robot and Detonator are also present, but respond against the new arrivals.

V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

Majestic
Cosmic Superhero
Posts: 3389
Post Re: Guardians Issue Summaries
on: July 23, 2012, 11:56

And the conclusion:

#362 – Endgame - The events of the past seems to play out slowly while the modern champions fight a different battle, focusing on the Organizer, who also has an energy field. A Destroyer bot (a robotic Motherland Defender) appears and joins the skirmish against them, but the group rallies and defeats all of their adversaries. The past scene fast-forwards through a Guardians victory, and all of the new squad, now restored, heads towards the game board. However, a Destroyer bot follows and blasts the party, driving them off course, and they find themselves in a featureless void. Soon after, they realize that their surroundings are collapsing! The Time Guardian rescues them by transporting them to a large, artificial construct in space. Powered by chronal energy, they rest, then Quiasar intuits a portal back to Earth. The Time Guardian warns that the attack on reality is too large for him (or them), but the focus used to power the attack could be destroyed; once that happens, however, the reality pocket will crumble and they must find a way out. The team then battles multiple robotic Motherland Defenders and Lojack (inside a large temporal device), joined by the Time Guardian, who wears a newer version of the Motherland Defender armor. Lojack, like Time Thief and the Organizer, appears to be a controlled pawn in the grip of a greater power. The heroes launch strikes against the shielded focus and its protectors. A flurry of attacks brings down the shield for a few seconds, allowing the Time Guardian to slip inside. As the Time Guardian destroys the focus, Quiasar rallies the team and flies them through the exit portal as the bubble collapses. The adventurers find themselves in their proper time, with full memories of recent events. Worldwide, mentalists suffer an unpleasant vision of enslavement, and many have nightmares about killer robots.

V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

Majestic
Cosmic Superhero
Posts: 3389
Post Re: Guardians Issue Summaries
on: July 31, 2012, 01:37

#363 – When Worlds Collide – Three witches show the vampire Malek visions of him ruling. Feeling invincible after resurrecting his wife, he uses a magical ring to cross dimensions, then discovers that a relic called the Doombringer (destroyed in his world) has never been unearthed in this one. Hidden long ago in a pocket dimension by King Arthur, he locates the necklace in a now underwater temple overgrown by jungle, and after numerous attempts wrests it away from gigantic golem-like robot guardians. Many superheroes respond to a robbery at PNC Bank in Washington, D.C. Ragnarr, Witness, Makeshift, Magnet Master, and new hero Magman arrive to find the Vindicators (from Malek’s dimension): Rockasaurus, Frost Bite, Dr. Overwatch, Goldeneye Girl, Serpent, and Magic Man. After initial mistrust, the two sides decide to work together to stop the evil mastermind. The large squad follows clues to the Lake View Cemetery in Cleveland, Ohio, where Magic Man opens what remains of a small portal. Inside, they find themselves underground in an ancient temple, and Witness translates runes that depict Malek’s recent retrieval of the artifact. After discovering a large holding cell (believed to be for a gigantic demon), they find another tiny portal. When opened, it leads the two teams into another pocket dimension, where they find that Lord Malek is constructing a castle and large army. The adventurers fight an epic battle with villains Whirlwind, Shrew, Jackal, Inferno, and Everto, while also struggling against zombies (raised with the Doombringer) and large piranha. Once all of his minions are defeated, Malek confronts those still standing, gloating that he will conquer both worlds. The champions devastate the undead overlord with a flurry of attacks, but the vampire telekinetically tethers himself to Frost Bite and Rockasaurus. He warns all that killing him will also kill the pair, but they both valiantly insist on his destruction. Frost Bite plunges a grenade into a gash in Malek’s neck, and the three disappear as they are sucked into a dark portal! The pocket dimension begins to collapse, and the large party retrieves their allies and flees home via a portal by Magic Man.

V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

Majestic
Cosmic Superhero
Posts: 3389
Post Re: Guardians Issue Summaries
on: July 31, 2012, 17:28

This last issue is one we played a number of weeks ago; we should be finishing it off this weekend:

#364 – High on C.R.I.M.E. – F.B.I. Special Agent Shawn O’Conner, heading a joint White Collar/Organized Crime Task Force, asks the Guardians to help investigate street drugs that are affecting many on the East Coast. One drug (“mind”) enhances mental abilities, while another (“body”) augments physical traits. There are also rumors that some have gained superpowers. The highly addictive drugs are apparently sold on the street, but the F.B.I. has been unable to obtain even a sample. Compass, Ragnarr, Enigma, and Goliath land the Guardian Angel on the Georgetown University campus and question students, learning about a man named Zane, while Rune and a disguised Araneae visit with Professor Remling there. The team follows leads to an underground casino beneath an auction house in Columbia Heights, Maryland, which Compass and Araneae stealthily scout. After ascertaining that the establishment has top-notch security and planting a tracer on the man running the back desk, Araneae disconnects a video camera. The entire operation is quickly shut down and the customers sent away, but the bugged man suddenly appears much more muscular. The entire group ambushes and pounds the man after he returns home to his condominium, which is loaded with many illegal guns and weapons. The only drug found is a mysterious inhaler, which the group has tested. The man, who it turns out is Zane, agrees to talk in exchange for witness protection, and reveals that C.R.I.M.E. is behind the drugs “mind” and “body”, and that a secretive lady named Madame A runs the show.

V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

Pages: [1] 2 3 4 >> Last
Mingle Forum by cartpauj
Version: 1.0.33.3 ; Page loaded in: 0.437 seconds.