The Home Front

It's 1942, and all the able-bodied men are going off to fight the Axis, so only the female pulp heroes remain to protect LA (and the nation) from Nazis, Commies, crazed occultists, the movie industry, and other pulp villains.

The power level we agreed on (at least, those of us who weren't pushing
Eve Online to students) was somewhere around high-end pulp or low-end
superheroics. (In Champions terms, something like 75+75 and 30-40 active
points.)
 
GMing duties will be strictly rotated, so that Earl doesn't end up
running all the time. I didn't duck fast enough, so I get to be first
GM. I arbitrarily declare the rotation order to be:
 
Trip     (cultists)
Adam     (Nazis)
Chrisber (Mafia)
Christy  (???)
Dave     (???)
Earl     (The Movie Industry)
Jeremy   (Commies)
 
Besides being easy to remember, this has the virtue of maximizing the
time until Jeremy has to run, and also puts off Earl's first session
until almost everyone else has had a chance, thus reducing the
likelihood that he will inadvertantly seize all power.
 
As first GM, I get to propose background stuff, but as merely one among
seven, I have to give you all the chance to shoot it down. So here goes.
 
I see five sorts of "superpowers":
 
* Hyperskills, like muscle reading, secret Oriental fighting arts that
  let you take down the biggest of bruisers with a tap on a pressure point,
  or being able to consistently crease people's skulls with your .45. These
  have been around forever, pretty much. 
 
* Psychic powers, such as aura reading, clouding men's minds, or getting
  glimpses of your impending doom. The line between psychic powers and
  hyperskills is awfully fuzzy: do you really cloud men's minds, or do you
  just project "I'm not important" with your body language? Again, psychic
  powers (or con artists faking psychic powers) have been around for a long
  time. 
 
* Occult powers; not so much actual spell-casting as specific powers
  gained through occult means (ancient gem your grandfather looted from
  darkest Africa that gives you superhuman strength, special meditations
  that clear your mind so you can get advice directly from On High), or
  perhaps single "spells" learned from (or inflicted upon you by) crazed
  magicians. If anyone really understands sorcery from his basic
  principles, they are no doubt completely mad; any occultist with any
  degree of understanding is at least highly eccentric and probably
  paranoid. Conmen abound, and sometimes the two categories overlap. The
  line between psychic powers and "real magic" is also very fuzzy. People
  with true occult powers usually have some sort of sign by which they may
  be known (first finger as long as middle finger, glowing gem embedded in
  forehead, curdles milk by mere presence) but not always. All the best
  magic dates from the dawn of history or before, of course. 
 
* Mad science. This is probably actually a subset of hyperskills,
  although there's no reason a bizarre invention couldn't use psychic
  energies or occult principles. Again, anyone who has a thorough
  understanding of scientific or engineering principles beyond those
  commonly known in 1942 is probably bonkers; having stumbled upon just one
  strange but useful phenomenon is more usual. Such devices are usually not
  usable by anyone except the inventor, but then, this is an age in which
  cars have manual chokes because even something as simple as a carburator
  can't be trusted to Just Work. Mad science really got going in the late
  Victorian era, but was practiced at least as far back as Newton. 
 
* Actual superpowers! You know: flight, superstrength, invulnerability,
  beams from the eyes. These usually have a superficial physical
  explanation, and are accompanied by biological changes, like new
  magnetodynamic organs for flight or glands that secrete flammable oils
  for a firey damage shield. How obvious the changes are depends on how
  desperate you are for points; x-ray machines are quite primitive and
  things like NMR are decades in the future, so purely internal changes
  could be completely undetected until the autopsy. The physical changes
  make superpowers sort of like involuntary mad science, but they could
  also be like psychic or magical abilities. These have only shown up in
  the past twenty years or so, and seem to be linked to cities: not
  everyone monsters out while living in a city, but if they're in the
  countryside, they were born or at least conceived in a city. This means
  superheroes very preferentially occur in white^H^H^H^H^H modern,
  industrialized countries. At this stage of biological knowledge, the
  phrase "next step in human evolution" can be used freely. 
 
Feel free to mix and match, or lurk in the shady regions between
categories. In any case, being hard to kill is encouraged; even people who
just know a few tricks should have extra hit points or heal fast or
something. 
 
The consensus was that LA should be our setting, so make characters
accordingly. If you don't start out already thumping heads as a team, I
can probably arrange for the first adventure to get you together, but
it's up to you guys to stick together.

So far, the characters we have are:

Steel Penny aka Penelope Jo Wolynczyk(played by Christyber)
Just a patriotic and public-spirited young woman with a lucky wrench.
Christine Heterodyne (played by Dave Flowers)
Crazed gadgeteer with a junkyard.
Nora Stanwyck (played by Chrisber)
Pyrokinetic former secretary to a hard-boiled private-eye.
Granny Gunderson (played by Adam Janin)
Old Western Gunslinger, plus sixty years.
Irene Carpot aka Olga Rasputinova Karapotkin (played by Yours Truly)
Russian-American movie starlet wanna-be and nigh-unkillable cat burglar.
Swan Mae (played by Earl)
50-year-old adolescent wereswan with poor impulse control.

Their adventures:

  1. The Corpse in the Warehouse
  2. The Case of the Exploding Trucks
  3. Early Christmas Presents
  4. Mind Control at the USO Dance
  5. Crash of the New York
  6. Flammable Movie Stars and Radioactive Bullets
  7. She Done Him Wrong, But Now He Has a Frog
  8. Soul-Sucking Nazi Mad Scientists

This file was last modified at 1320 on 27Feb04 by trip@idiom.com.