12-18-2005, 07:34 PM | #11 |
Join Date: Dec 2004
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Re: Infinite Supers
You also have supertech, and misuse of tech/powers to send people dimension hopping. Speaking of that what would work on Homeline? Some, most, supertech violates physical laws of Homeline so probable wouldn't work though some might. Would superpowers still work?
Some Homeline organization tries to hire a Superman. "No supervillians to fight, no alien invasions, no kryptonite. Just pick a city to protect and stop natural disasters from time to time. It's a good deal!" |
12-18-2005, 07:58 PM | #12 | |
Join Date: Aug 2004
Location: Melbourne, FL
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Re: Infinite Supers
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Now, how do you expect to run the universe if you let a few unsolvable problems throw you like that? Looking for players in the Space Coast/Treasure Coast, FL area. Drop a line! |
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12-19-2005, 01:54 AM | #13 | ||
Join Date: Aug 2005
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Re: Infinite Supers
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actual heroes) should discover Centrum or posibly Reich-5 first. Quote:
ISWAT is mentioned as having supers (listed between pulp heroes and legendary figures, naturally) - they have to come from somewhere. |
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12-19-2005, 07:36 AM | #14 |
Join Date: Aug 2004
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Re: Infinite Supers
Well, in *my* campaign - there's likely to be a whole skerry of superhero comic book-oriented myth parallels, either including multiple versions (for different eras/continuities) of each company's titles or drastically prone to reality quakes (otherwise known as retcons), including 'reboots' that tend to move the advent of at least the latest generation of heroes and all their 'supporting cast' up to later decades, without changing the rest of world history appreciably. Unlike most pocket multiverses, there's nothing inherently difficult about traveling to or from these parallels by any of the means discussed in IW - indeed, their physical laws tend to be very 'loose' and forgiving in this regard - but they do tend to be kind of insular due to the majority of *their* interdimensional travelers depending on either innate or technological means of jumping that don't work reliably elsewhere (i.e., superpowers or supertech gadgets, where part of the Super modifier is deemed to include not working or being weakened in more 'realistic' realms).
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12-19-2005, 11:29 AM | #15 | |
Join Date: Aug 2004
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Re: Infinite Supers
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12-19-2005, 11:46 AM | #16 | |
Join Date: Aug 2004
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Re: Infinite Supers
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12-19-2005, 12:31 PM | #17 | |
Join Date: Jun 2005
Location: Karlstad, Sweden
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Re: Infinite Supers
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12-19-2005, 12:40 PM | #18 | ||
Join Date: Oct 2004
Location: Overton, TX USA
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Re: Infinite Supers
Chello!
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As to IW, an interesting quote from the sidebar, TT, p. 97: Quote:
Hmmmm.... Tony
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Anthony N. Emmel Scholar & Catholic Gentleman Q: GM, are you using the d20 rules system? A: No. GURPS is fun. D20 games are not fun. The GM says so. Playing d20/3.5 makes Baby Jesus cry. |
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12-19-2005, 12:51 PM | #19 | |
Join Date: Sep 2004
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Re: Infinite Supers
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Superman (Or your Superman-analogue) discovers Reich-5. In the process of cleaning up the place and replacing its governments, he and his allies discover a worlds-spanning organization dedicated to maintaining its monopoly on dimension-travel and using the infinite worlds to increase corporate profits...
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12-19-2005, 01:00 PM | #20 |
Join Date: Oct 2004
Location: Overton, TX USA
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Re: Infinite Supers
Chello!
Ian, positively evil idea, EVIL!!! I love it! Wonder if I coyuld pull that off in game.... Tony
__________________
Anthony N. Emmel Scholar & Catholic Gentleman Q: GM, are you using the d20 rules system? A: No. GURPS is fun. D20 games are not fun. The GM says so. Playing d20/3.5 makes Baby Jesus cry. |
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infinite worlds |
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