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About PamelaIsley

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    Disaffected heroine

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  1. Definitely will fix the Photon Burst. I felt a normal 10 Body wasn't really thematically right for someone who is a Brick.
  2. Not bad ideas, but exactly the opposite of what I prefer. I want no blasters because I find them silly. And I want real world weapons to hurt superheroes. I definitely think all but the mightiest bricks should be hurt by a missile!
  3. You make a good point, but the Hero 6E Bestiary definitely says the Linked is worth -1/2. That's the only way I was able to figure out how much the limitation is worth. I don't really see how it's limiting either since the Ghost (in bestiary) is always desolidified. I guess it's because they aren't always possessing someone? I'm really shocked that APG specifically mentions this use of Possession (ghost merging with someone) and does not help you build it at all.
  4. Just 5 and 6. I would say my backstory preference is strongly for 5E (keep Nighthawk in the Champions).
  5. This is what I've come up with for my possessing Shadow. Honestly, I should have just treated this power like a plot device. Shadow Form Possession: (Total: 245 Active Cost, 119 Real Cost) Shadow Form (Desolidification , Persistent (+1/4), Inherent (+1/4), Reduced Endurance (0 END; +1/2) (80 Active Points); Always On (-1/2), Unified Power (-1/4) (Real Cost: 46)) PLUS Shadow Possession (Possession (Mind Control Effect Roll 100; Telepathy Effect Roll 70), Merging (+0), Projection (+0), Reduced Endurance (0 END; +1/2) (165 Active Points); Linked (Shadow Form; Lesser Power can only be used when character uses greater Power at full value; -1/2), No Range (-1/2), Unified Power (-1/4) (Real Cost: 73))
  6. Miss Photon Total: 400 STR 40, 17-, 8d6 DEX 18, 13- CON 23, 14- INT 13, 12- EGO 13, 12- PRE 18, 13-, 3 ½ d6 OCV 8 DCV 7 OMCV 3 DMCV 3 SPD 5 PD 10 23 (13r) ED 10 23 (13r) REC 10 END 70 BODY 15 STUN 40 Total Cost: 195 Skills & Talents Acrobatics, 13- (3) Criminology, 13- (3) Charm, 13- (3) Deduction, 12- (3) Electronics, 12- (3) Security Systems, 12- (3) CK: Millennium City, 11- (2) KS: Millennium City Underworld, 12- (3) PS: Weather Reporter, 12- (3) Science Skill: Meteorology, 11- (2) Contact (Crime Reporter, Useful Skills, Good Relationship) (3) Striking Appearance +1 (+1d6) (3) +2 HTH Damage Classes (8) Total Cost: 45 Powers Tough Skin (Resistant Protection 13PD / 13ED (39 active points), Unified -¼); (31) Mask (Sight Group Flash Defense 8 points (8 active points), OIF -½); (5) Photon Flight (Flight 24m (24 active points), Unified -¼); (19) Quick Healing (Regeneration, 1 body per turn); (16) Life Support (Safe in High Pressure, Intense Cold, High Radiation, Intense Heat); (7) Photon Powers (Multipower, 75 point reserve (75 active points), Unified -¼); (60) 1. Photon Blast (Blast 12d6, ½ End +¼ (75 active points)); 6f 2. Wide Photon Blast (Blast 12d6, AOE 8M cone +¼ (75 active points); 6f 3. Photon Line Blast (Blast 12d6, AOE 16M line +¼ (75 active points); 6f 4. Photon Burst (Sight Group Flash 8d6, AOE 8M Radius +½, Personal Immunity +¼ (70 active points), No Range -½); 4f Total Cost: 160 Matching Complications DNPC (Melissa Bright, nosy sister, Infrequently, Normal, Unaware); (15) Psychological Complication (Code v. Killing, Common, Strong); (15) Psychological Complication (Lack of Confidence, Uncommon, Strong); (15) Social Complication (Secret Identity: Susan Bright, Frequently, Major); (15) Vulnerability (1.5 Stun v. Darkness or Shadow Powers, Common); (10) Vulnerability (1.5 Body v. Darkness or Shadow Powers, Common); (10) Total: 75 points Background: Susan Bright loved the sun growing up. She enjoyed being outdoors, and looked forward to each sunny day. She began to follow the weather -- at first just to plan her next day’s adventure, but later she developed an interest in predicting it and following patterns. She attended Millennium City University and was one of the school’s first meteorology graduates. This distinction, along with an attractive appearance and pleasant speaking voice, landed her a job as a roving TV weather reporter. Susan loved her job, even when she found herself covering dangerous storms. During one assignment, Susan attended the opening of a state-of-the-art solar power plant. Unfortunately for her (and others), the plant also attracted the attention of Madame Mayhem, one of the many self-proclaimed heirs to Dr. Destroyer. Mayhem and her robots attacked the plant, attempting to steal one of its capacitors (the size of which showed that the villain had not planned her caper very well). While pushing several shocked bystanders out of the way of danger, Susan was trapped under some debris, making her helpless when Mayhem’s robots inadvertently destroyed a capacitor. The villain fled and several workers were killed. But Susan miraculously survived. After being discharged from the hospital with only minor injuries, Susan quickly discovered that the blast had changed her. She grew stronger and stronger over the next few weeks. And she found that she could now generate and discharge photonic energy from her body. The young reporter was a superhuman! At first she wanted to keep this development a secret. She didn’t want to lose her job or become notorious. But then she remembered how helpless she felt during the attack and it made her angry that other superhumans were using their powers to hurt innocents. Miss Photon appeared after months of secret intense training. Susan wanted to take her new role seriously, and not just rely on her powers. She taught herself basic hand-to-hand combat, criminology, and other detective skills. She debuted her Miss Photon identity by taking on the New Purple Gang and the remnants of PSI, who were openly clashing in the streets. After a run of successes, the new heroine has decided she is ready for a bigger challenge. Personality: In her secret identity, Susan is outgoing, confident, and fun-loving. She is a rising star as a television reporter, and actually enjoys dangerous, high-profile assignments. As Miss Photon, however, Susan is a lot more careful. The Battle of Detroit taught her what can happen to superheroes. They aren’t invincible. Miss Photon takes her role as a heroine very seriously, and has studied hard to learn skills that she feels are necessary. Susan spends a lot of her free time either training to be Miss Photon or as Miss Photon. She has learned a great deal about the Millennium City underworld from a crime reporter colleague (who she, unfortunately has to had to lead on romantically to cover up the reasons for her new interest). Susan’s caution can sometimes cause her to lose confidence if a situation doesn’t develop as expected, which has affected her performance from time to time, even against heavily overmatched street criminals. Powers: Miss Photon is a combination of a minor Brick and energy projector. She has low-level super strength, tough resistant defenses, very fast healing, and can survive in most environments. She also can generate and project photonic energy, which she usually does in a variety of blasts. Intense training has made her a competent hand-to-hand combatant, although she lacks formal martial arts training. Miss Photon sometimes struggles to decide which powerset to use, something that she will improve on as she gains tactical experience. In general, she opens with her blasts when there is little danger of harming bystanders or infrastructure, and uses her super strength when closer in fighting is required. Appearance: Susan Bright is a slim, attractive brunette with a figure that has benefitted from intense exercise while remaining shapely. As a reporter, she dresses in bright, sunny colors and has an infectious, made-for-television smile. As Miss Photon, her demeanor is considerably more grim. Her costume is a white, sleeveless leotard, with matching thigh-high boots and opera gloves. She wears a red mask and either dyes her long hair blonde or wears a wig to help conceal her identity. Notes: A Miss Marvel clone. After finishing Aetheria, I was tempted to try to create a hybrid energy projector / brick, like Carol Danvers. I hadn't originally planned to call her "Miss Photon" because that was too on the nose, but then I remembered that there is already a CU villain called Photon. I'm trying to get better about calculating what END a character will actually need, but it's hard. Many CU characters specifically say they are built with too little END (Photon is actually one of them), so it's hard to use them as guides.
  7. That's a great writeup. You make a good case and you have some well-thought out examples for each decade. I have a few issues with it. I'll nitpick first and then give a broader impression. 4. The 1980s is what I originally envisioned as the beginning of the "Modern Era" for the BCU, but then I realized that 1980 was a very long time ago at this point. I always have in my head that things are taking place around the year 2000 or 2010, but that just dates me in terms of when I was most active with these games. I am now very fond of non-specific dates. So I came up with Vanguard appearing 12 years before the Battle of Detroit and the Battle of Detroit taking place eight years before "today." This actually makes the modern era in my setting over 20 years old. Which nowadays seems like forever. 5. The villains are too old if you do this. If Gravitar starts being active in 1990 at about age 22, then she would be 50 "today." That's just one example. Without tying myself down, I like the idea of just saying "basically" all villains in the published works started about the time of the Champions (or maybe a few years before). Pretty much all the villains that were active before the Battle of Detroit are gone. That can be a setting mystery (although I like your explanation too). This lets me use whatever setting villains I want, without worrying about them being unrealistically old. 7. This is exactly what I had in mind. I don't want superheroes to be quite as much of a part of the popular culture and everyday life in the BCU as in the main CU. Some things in the CU are just a little too much for me (I've mentioned most all of them one point, but I don't like superheroes being cops in capes or testifying in court or being parts of paramilitary groups, etc.). If Superheroes have been super active for 90 years then they seem too commonplace. I like my "most everything super happened in the last 20 years" approach. That doesn't meant that there weren't costumed avengers and such in WWII or a few superhumans or super technology users in the intervening decades (maybe a Fantastic Four-like group or the agents you describe). It just means they aren't really part of the popular culture yet. Most of my changes are designed to de-age many of the published setting heroes and villains to make them usable in a campaign that starts "today."
  8. I love discussions and I started the thread so people could speak up for things that I might not like, but might be perfectly reasonable. Sometimes I'm biased against something that might make more sense than I realize (or be more necessary to other threads in a comic universe). I might not be convinced, of course. Past ages don't interest me much (or at all), and active Lemurian and Atlantian civilizations just seem an excuse for water-based heroes (and how often do you really need those), but I certainly admit that they are a part of DC and Marvel (and other) comic universe. CU likes to have all the tropes, so there they are. The only thing I'm absolutely dead-set against including (for sure) are alien and extradimensional invasions and polities.
  9. So stealing from Killer Shrike, here are my proposed setting parameters. I tried to keep it simple (I originally went through all the active members of Sentinel, Capital Patrol, and Justice Squadron, but how often will that actually come up?), but it's still longer than Killer Shrike's. I couldn't decide on whether the campaign would be centered on 300 point or 400 point 6E heroes, so I just wrote it up as though either could be used. This is very much a draft. The Bluebird Champions Universe (BCU) A Modified Champions Universe Setting Main Differences from 6E Champions Universe 1. Magic is not the source of all superpowers. Superpowers come from a variety of means, and supermagic is just one possible origin for superhumans. 2. Ignore all published dates in the 5E and 6E Champions Universe. Unless a specific date is given in the BCU, all events simply occur in the past. 3. There have been no extradimensional or alien invasions of the Earth. Very few people on Earth believe in the existence of extraterrestrials. Superheroes and villains with alien origins exist, but the public either does not believe their origin stories or is unaware of them. 4. Other dimensions exist, but there are no known interdimensional empires or states. Dimensions exist primarily as the domain of entities such as demons, Lovecraftian monsters, or unknown forms of energy. There is very little extradimensional travel, even by these other entities, without elaborate summoning rituals. 5. UNTIL, PRIMUS, and similar organizations do not exist. Governments monitor superhuman activity, but regular defense and law enforcement agencies are responsible for dealing with any threats. 6. Superheroes and supervillains cancel each other out in a geopolitical sense. Governments and militaries are far more powerful than even the combined might of all superhumans, so superhumans are not a factor in global political maneuverings. No government maintains a large superhero team to supplement its military forces. 7. Supertechnology has not really spread enough to have any effect on the world’s technological level. Virtually all villainous henchmen use real world guns, not blasters. 8. Superhumans were largely inactive during the 1950s, 1960s, 1970s, and 1980s. The modern era of superhumans began with the appearance of Vanguard about 12 years before the Battle of Detroit. This coincided with the rise of Dr. Destroyer and Takofanes. 9. The Battle of Detroit happened eight years ago. The battle seriously weakened the superhero community, causing most teams to slowly disband and many solo heroes to retire (if they weren’t killed in the fighting). For unexplained reasons, many of the villains active during this time also faded away. 10. The new era of superheroes began with the founding of the Champions a “year or so” before the present year. Almost all villain origins should be considered to start within a few years of this event, unless there is a strong thematic reason to have them active in the earlier modern era. (The purpose of this is to keep villain ages somewhat realistic.) 11. Although in decline, the Sentinels and Justice Squadron (called Justice in the BCU) are still active, although they are rapidly being eclipsed in prominence by the Champions. 12. The following master villains from 6E Volume 1 do not exist in the BCU: Istvatha V’han, Shadow Destroyer, Shadow Queen, Skarn, Tezcatlipoca, Tyrannon, and Doctor Yin Wu. 13. The following master villains were “finally” defeated around the time of the Battle of Detroit, and are not active: Dr. Destroyer and Takofanes. 14. The following villain teams from 6E Volume 2 do not exist in the BCU: Red Guard and Tiger Squad. Typical Hero Rules 1. Typical "new" heroes are created either as low powered (300 point / 60 matching complications) or standard (400 point / 75 matching complications) characters. 2. No character may have more than one characteristic above 20 without a strong thematic reason (no randomly high dexterities or constitutions, as is common in published material). If someone has a Dexterity above 20 or an intelligence above 20 for example, there needs to be a reason they are one of the world’s greatest athletes or one of the most brilliant humans to ever live. 3. In general, active points are capped at either 60 points (low-powered heroes) or 75 points (standard), with possible exceptions for an individual power. DCs should be capped around 12. Villains and NPC heroes will be adjusted to compensate for this, as needed. 4. Non-speedsters should not have a SPD above 6. 5. Extradimensional origins should be avoided.
  10. @Killer Shrike I love these setting parameters: 1. Magic is not the seed of all superpowers. 2. The Champions went missing a year ago. No one seems to know where they went. This isn't necessarily a campaign plot point, I just wanted them out of the way so that the PC's can have the stage. Their base and other accoutrements are in the care of Dr. Silverback in the meantime. 3. The smart chips used in MC are not generally known about by anyone, even most cops. 4. Turakian Age, Valdorian Age, Terran Empire, Galactic Champions, and other published settings are not in the same timeline as CU5-KS1. 5. Campaign morality is a little darker than CU proper. Not Iron Age dark, but a little grittier. People do get killed, and Killing attacks are used from time to time. Killing people as a hero will result in legal action and/or issues with other non-lethal heroes. I am going to try to do something similar for my proposed setting, keeping things as simple as I can.
  11. I so totally ignore the magic is the root of everything angle that I didn't even think to mention it. I own the Terran Empire sourcebook (and haven't ever read it; I bought the Traveller stuff around the same time and just used the Third Imperium), but I ignore pretty much all the timeline stuff that isn't "modern age" CU.
  12. I've heard of this before and looked into it. It's a little too different from the CU for me. I like the Champions Universe, I just think it needs pruned significantly and has too much Silver Age creep in it.
  13. But that Desolidification power isn't linked with anything. It doesn't need to possess someone to be desolidified. There is a ghost in the Bestiary that has both the Possession Linked with Desolidification and then a separate Desolidification power. So I guess that's how it is done. It doesn't make sense to me to pay for the same power twice.
  14. I want to build a Shadow being as a villain's servant whose primary power is the ability to posses others, using the Possession Power in 6E APG1, but merging her form with theirs (her body disappears, which I would argue is the more common interpretation of Possession). I'd also love it if the possession power gradually consumed / aged the victim's body so the Shadow kept having to jump around to new bodies (this plays into her backstory a little bit that she enjoys having a physical form even at the expense of destroying it), but let's just start with a basic possession power. This power is in the 6E bestiary a few times: 94 points, Possession: Possession (Mind Control EGO +60, Telepathy EGO +40), Reduced Endurance (0 END; +½); No Range (-½), Unified Power (-¼) plus Desolidification, Projection (+0), Merging (+0), Reduced Endurance (0 END; +½); Feedback From Host Body (-1), Linked (-½), Unified Power (-¼); This feels like a good start. But there are some issues with it. First, if the being doing the possession is already inherently Desolidified, do you need the linked Desolidification power or do you just need these weird 0 point advantages Projection and Merging? Second, I can't build this power in Hero Designer at all. No matter how I enter the numbers, I can't get this cost. I also don't understand why Feedback From Host Body is a -1 limitation when that's already part of the basic Possession Power in APG. What do people think?
  15. Thanks Sean! This actually is closer to what I was looking for. I will just build it as part of sight.
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