Adult heroes are ignoring a “crime tournament” organized on social media. Can the Young Paragons get ahead of the heists, and find out who is behind them?
Description:
The Young Paragons aren’t sidekicks thrown together by older heroes to keep them out of trouble. They’re young heroes who networked, and banded together for mutual aid and support.
Mercenaries with ties to dictators win a contract to transport a super tank. Intel says they will steal it. Stopping them could cause an international incident, but that’s why you’ve been called.
Description:
At the height of the Cold War, US & Soviet agents recognized villains were pitting the superpowers against each other to cover up their own plans. Project Backstop was formed as an inter-agency operation of super powered spies to thwart these schemes, and prevent open war. With the Cold War long over, Backstop now operates unofficially taking on problems no government wants to acknowledge, and capturing villains that escape conventional superheroes. Save the world, and don’t get caught.
Fascist terrorists are shopping for super weapons. The Legion comes together once more to stop them, and find the actual targets of those weapons.
Description:
The Legion of Justice is one of America’s oldest, and most storied, superhero teams. Since the 1930’s they are the ones to call when trouble looms on the West Coast. Whether it is supervillains, natural disasters, or organized super crime the Legion is there.
Dealing with corrupt cops is a never ending battle for the Irregulars, but these ‘bad apples’ are rotten to the core, and in league with literal demons.
Description:
One of New York City’s oldest superhero teams, The Irregulars are, however, not NYC’s most prestigious. Throughout its history the team has been mostly composed of street level vigilantes, and not necessarily aligned with the authorities. Members are as diverse as New York itself is, but are united by the principle of protecting ordinary citizens from threats those in power either can’t, or won’t, tackle directly.
First contact is a complicated and delicate business. When the diplomatic team gets taken hostage, it falls to Away Team Gamma to mount a rescue mission.
Description:
The USS Gagarin is an Intrepid class exploration vessel on an extended deep space tour. Vulcan Captain Nirak runs a tight and efficient ship, and prefers to accomplish away missions in the same efficient manner. The Captain uses specialized teams for specialized tasks, and you are part of Gamma Team. If it’s dangerous, you’re the ones to do it.
When there are no wars to fight, what is a true Klingon to do? The IKS Suvwl is on an extended deep space exploration tour, for glory can be found boldly going where no Klingon has gone before.
To retrieve an eldritch artifact vital to an ongoing quest, our band of adventurers will need to enter the stronghold of a sinister cult with ties to a powerful and manipulative lich.
Description:
The Band of the Nine-Tailed Fox are a veteran party of slayers who may have found a way to bring back the gods, and are backtracking the path of the great heroes who sealed away the God of Lies over 300 years ago. Unfortunately, their search has led them to a sinister, apocalyptic cult with ties to a powerful and manipulative lich. The cult possesses an eldritch artifact that is able to perceive into any place, even the sealed Divine Realm. To retrieve this vital clue, the Bot9TF will need to enter the cult’s stronghold, an ancient, and haunted mine known as the Amber Spiral. 12th level characters provided.
They're bold! They're brave! They're in dire need of therapy! Does USA's newest super team, GOAT, have what it takes to make a name for themselves or will their internal struggles drag them down!
Description:
They're bold! They're brave! They're in dire need of therapy! America's newest team, GOAT, has their share of problems, but their hearts are in the right place. They are young, they are powerful and they are ready to rule, but what does it really take to put on a mask and put yourself out there? Are they just hiding their true identities, or burying their real problems behind blazing blasts and mighty fists? And if they ever get their act together, how do you compete with the world's greatest heroes, the illustrious Noble Company? This is the 1st of 2 rounds. Role-playing stressed!
Where have the gods gone and why did they take the magic with them?
Summary:
100 years after a near apocalyptic magic event, a band of adventurers travel to ground zero to find out what really happened.
Description:
100 years ago an explosion of pure magic shook the entire continent. Magic users of every style lost their ability to cast even the simplest of spells. Priests and clerics cannot feel the presence of their gods. For the next 30 years man, beasts and nature go crazy and entire kingdoms are ravaged by every known disaster. Things eventually settled down and new kingdoms rise from the ashes, but nothing is heard from the western lands. King Rarmor II has decided that with the kingdom now settled, it is time to find out what happened. He selects a group of stalwart adventurers to go and find out. Maybe this time the group will return with answers.
Where have the gods gone and why did they take the magic with them?
Summary:
100 years after a near apocalyptic magic event, a band of adventurers travel to ground zero to find out what really happened.
Description:
100 years ago an explosion of pure magic shook the entire continent. Magic users of every style lost their ability to cast even the simplest of spells. Priests and clerics cannot feel the presence of their gods. For the next 30 years man, beasts and nature go crazy and entire kingdoms are ravaged by every known disaster. Things eventually settled down and new kingdoms rise from the ashes, but nothing is heard from the western lands. King Rarmor II has decided that with the kingdom now settled, it is time to find out what happened. He selects a group of stalwart adventurers to go and find out. Maybe this time the group will return with answers.