View Full Version : An alternate timeline idea
Steve
Jan 8th, '07, 12:45 PM
In the standard Hero Universe timeline, in the 1930's there was a magical ritual done that ushered in the Age of Superheroes, an age that lasted about a century.
But what if the ritual failed to have that effect? Or just failed completely?
How different would the timeline be if things went from the Pulp Hero era into modern times without true superhumans arising? If you drop the Superhero Age from the timeline, what would the Hero Universe be like?
It is this sort of universe that I was thinking of putting my 13th District (http://www.herogames.com/forums/showthread.php?p=1187149#post1187149) campaign. Weirdness and strange things can happen, but not up to the level of full superhuman stuff. However, that being said, in this universe the Harmon family exists, and there are parallels for almost everyone who exists in the main timeline. There just aren't any superhumans or a Superhuman World. The Dark Champions era replaced the Pulp Hero era (which did have masked "mystery men" sorts), and it will in turn be replaced by the Cyberpunk era and the rest of the timeline for the Hero Universe will proceed pretty much as in the main timeline.
Would VIPER still exist in some form? How about DEMON? What other changes might work in this altered timeline?
Shaft
Jan 10th, '07, 06:18 PM
So in addition to Dark Champions, you'd have Magic, Aliens & the various Hidden Civilizations like Shamballa, Atlantis & the Empryeans?
Some high technology could leak out, but it would be in limited quantities.
I think the feel of this game would be more like a Near-Future Men of Mystery set in the modern day, of course. There would be strange hidden cultures and cryptic magic to give people of a suitable character "superhuman" abilities. Elements of Horror could seep in as well. X-Files jammed in sixth gear, or the Buffyverse, where vampires, werewolves, mages, magically augmented people (like Buffy), robots & gadgets (like the ones Warren's trio could create), freaky powered paranormals with harsh side effects (like Gwen Raiden's electrokinesis), government super agents (like the Initiative) and gods all interacting might be a good inspiration to draw from.
Hellboy is another good source to work with- Two "Masked Men" are established in that continuity: the Torch of Liberty and Lobster Johnson.
Costumes might play less of a role, though using street clothes to obscure one's features might make sense (very much like the original masked men of mystery of Pulp Hero who used variations on trenchcoats and fedoras).
Martial Artists could learn chi powers. Shamballa, Agharti, and the Yeng Tao temple before its destruction would no doubt be a frequent origin source.
Low level psychics focusing on the sensory powers (clairvoyance, telepathy, astral projection) or low level telekinesis (enough to bend spoons, not people) with concentration and skill rolls required might exist as well.
Magic itself would make the most "powerful" characters, though there's still a lot to be said for straight forward human determination (and 350 points at character creation).
To preserve the genre, I'd downplay alien involvement, or keep them in the shadows. A Military agency modelled on Stargate Command or the Bureau Paranormal Research Division that Hellboy works for would probably be responsible for handling alien contacts.
The Atlanteans would keep theri distance from the surface dwellers, though at some point, the ecological damage that is being done to the oceans might spur a war. Of course the Atlanteans are one city against many nations with nuclear subs, so perhaps they might choose to conduct their war from the shadows.
The Empryeans would notice once the Atom was split. What they choose to do remains to be seen.
Viper would exist, though they would probably be lower profile. More of a secret society and less on the openly displayed snake theme uniforms and decorations.
Demon would also exist, though they would be lower profile as well.
A good way to run this type of game is to have PCs build their characters as Superheroic characters and require Normal Characteristic Maxima. Also, require that origins for powers be appropriate to the genre.
Vibora Bay (for some reason, I've been plugging it a lot in other poists of late) would be a good HERO supplement to use- almost no changes would have to be made- perhaps just some origin tweaking to give some of the more obvious mutants (Amphibian, Minimax, Mr Gemini) a more mystic origin.
Steve
Jan 11th, '07, 09:22 AM
Thank for the suggestions, Shaft!
A lot of stuff from the regular Champions Universe timeline would still exist, but without a Superhuman World things would be more out of sight, like the Empyreans and Atlanteans.
The superpowered setting for Dark Champions: The Animated Series might be closest to what I am thinking things would be like. There would be a few masked crimefighters (a carry-over from the Pulp Hero days), but aliens and magic would keep to the shadows. High technology would be limited, and martial artist chi powers would be very rare. The 13th District would be the thin, blue line in this world, dealing with the weirdness.
Curufea
Jan 12th, '07, 12:51 AM
I'm not up on the superhero genre setting - but aren't alien invasions a staple for the genre? Would they not invade if there were no superheroes?
Steve
Jan 12th, '07, 01:28 PM
Well, my thought was that aliens are still out there, but Earth is somehow "less intersting" to them in this timeline.
OddHat
Jan 12th, '07, 02:23 PM
I'm not up on the superhero genre setting - but aren't alien invasions a staple for the genre? Would they not invade if there were no superheroes?
Which is another problem with the wax and wane of magic approach. All of those aliens are supposedly not using magic based technology; yet the Superhero class invaders just happen to only invade if there are Superheroes ready to stop them.
Not trying to re-start the debate; I just dislike the concept.
As to an X-Files / Buffyverse ?Bionic Man game in the DCU, sure, works fine. DEMON and VIPER are both still around, but without as much of the Supertech (unless you want to allow it as an outgrowth of mad science). Really, you have the full range of Supervillains and even Superheroes, just at a somewhat lower power level and in more movie-ish / TV Superhero Show style costumes.
Shaft
Jan 13th, '07, 01:40 PM
A good approach to deal with "aliens" is to focus less on aliens who use FTL to visit us and instead focus on extra-dimensional beings (parrallel realities, mystic realms, demonic types, er... stargates?). Their "invasions" can be lower profile so as to avoid the mass panic a skyful of UFOs (or even one) might cause. And it's harder to replicate by reverse engineering. In fact, it might be desirable to never replicate it... ever after the initial encounter.
Peregrine
Jan 15th, '07, 06:08 PM
As was posted upthread, Dark Champions: The Animated Series' Hudson City Powers genre parameters would be spot on for this game. Honestly, I would worry less about point totals (maybe allowing full 350 point characters) and just enforce the tone suggestions regarding appropriate powers.
And wave your hands about the aliens/extradimensionals - they don't show up, or are scaled in power appropriate to your game if and when they do. No other explanation is necessary; you aren't running the canonical CU anyway, so don't sweat it.
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