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I have European enemies, and I think Red Doom, but not Red Guard.  Any group or character that's been reprinted in later editions I'm avoiding though, just trying to find old characters to rebuild for use today. As I recall European Enemies was pretty awful though.

 

The only one that survived from those books was Glacier- the Black Druid is kind of similar to 6e Cairngorm, but they do have different names.  The European Enemies book is highly flawed, but has some amusing villains which a GM that I used to play with used in his campaign.

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Great Caesar's Ghost!  I wasn't expecting The Inquisition!    

Well I've wrapped up the 4th edition Champions and Strike Force conversions, any others people would like to see from olden Champs days converted to 6th edition?  Stuff not in more recent products lik

And now, the Crimestopper!  A pulp-era masked crime fighter, basically a two-gun trenchcoat detective pretty common in pulps back then.   THE CRIMESTOPPER   Val Char Cost  18 STR      8  18 DEX     

Recoil the mobster stretching villain.  From a mob family three generations in America, he's the most criminal of the Atlas team.  He has an interesting mechanic, able to gain greater strength through stretching.  Basically he uses his elasticity and leverage to move things heavier and hit harder than he normally could.

 

Recoil
 
Val Char Cost
 20  STR   10
 26  DEX   32
 20  CON  10
 10  BOD   0
 13  INT     3
 14  EGO   4
 15  PRE   5
 15  PD    13
 15  ED    13
  6   SPD  40
  8   REC   4
 40  END   4 
 30  STN   5
 
OCV:    9
DCV:    9
OMCV: 5
DMCV: 5
 
 12m  RUN   0
   4m  SWIM 0
116m LEAP  2
Characteristics Cost: 217
 
Cost Power
 16    Elastic: Stretching 16m, Reduced Endurance (1/2 END; +1/4) (20 Active Points); Unified Power (-1/4)
 20    Leverage: +40 STR (40 Active Points); Only 5 STR per 2m stretching (-1/2), Unified Power (-1/4), Linked (Elastic; -1/4)
 14    Ensnare: Entangle 4d6, 4 PD/4 ED (40 Active Points); Side Effects (-1), No Range (-1/2), Unified Power (-1/4)
 31    Spring: Leaping +108m (116m forward, 58m upward) (54 Active Points); Extra Time (Full Phase, -1/2), Unified Power (-1/4)
 12    Change Form: Shape Shift  (Sight Group, any shape) (18 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4), Unified Power (-1/4)
  3     Change Form: Extra Limbs  (2) (5 Active Points); Linked (Change Form; -1/2)
  6     Flight 16m (16 Active Points); Gliding (-1), Extra Time (Delayed Phase, Only to Activate, -1/4), Linked (Change Form; -1/4)
  5     Tireless: Reduced Endurance (1/2 END; +1/4) (5 Active Points) applied to STR
 20    Elastic: Energy Damage Reduction, 50%
 20    Elastic: Physical Damage Reduction, 50%
Powers Cost: 147
 
Cost Skill
  3     Disguise 12-
  3     Security Systems 12-
  3     Stealth 14-
  3     Streetwise 12-
  3     Language:  German (completely fluent)
  3     Language:  Russian (completely fluent)
  3     Language:  Spanish (completely fluent)
Skills Cost: 21
 
Total Character Cost: 385
 
Pts. Complication
 10   Distinctive Features:  Glowing white eyes (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 15   Hunted:  Hero Group Infrequently (Mo Pow; Harshly Punish)
 20   Psychological Complication:  Cruel and Sadistic (Very Common; Strong)
 15   Psychological Complication:  Cowardly (Common; Strong)
 10   Psychological Complication:  Casual Killer (Common; Moderate)
 15   Susceptibility:  Being paralyzed or frozen while stretching 3d6 damage Instant (Uncommon)
 20   Vulnerability:  2 x STUN Cutting attacks (Common)
 10   Vulnerability:  1 1/2 x Effect knockback (Common)
Complication Points: 115

 

 

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And now, the Uberman!  Surfer dude with powers.  He's like the first issue of Superman: he can't fly but he can leap over a tall building and is quite strong and bulletproof.  He had lack of weakness, and with Find Weakness removed from the game, I just gave him impenetrable instead, since hardened used to cover that anyway.  Uberman wants to be seen as a hero, not because he's a nice guy but because he thinks it would make him famous and get him chicks.
 
Uberman
 
Val Char Cost
 60  STR   50
 18  DEX   16
 30  CON  20
 10  BOD   0
 10  INT     0
 11  EGO   1
 25  PRE   15
 35  PD     33
 30  ED     28
  4   SPD  20
 18  REC  14
 60  END   8
 55  STN  18
 
OCV:    6
DCV:    6
OMCV: 4
DMCV: 4
 
16m RUN   4
  4m SWIM 0
96m LEAP 46
Characteristics Cost: 309
 
Cost Power
 35    Damage Resistance: Hardened (+1/4), Impenetrable (+1/4), Resistant (+1/2) (35 Active Points) applied to PD
 30    Damage Resistance: Hardened (+1/4), Impenetrable (+1/4), Resistant (+1/2) (30 Active Points) applied to ED
 25    Hardy: Life Support  (Eating: Character does not eat; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character does not sleep)
  6    Mental Shielding: Mental Defense (8 points total) (Base MD)
  5    Power Defense (5 points)
Powers Cost: 101
 
Cost Skill
 16    +2 with HTH Combat
  3     Streetwise 14-
Skills Cost: 19
 
Total Character Cost: 429
 
Pts. Complication
 10   Distinctive Features:  Glowing white eyes (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 20   Enraged:  Friends take body damage (Uncommon), go 14-, recover 11-
 25   Hunted:  FBI Very Frequently (As Pow; NCI; Harshly Punish)
 15   Hunted:  Hero Group Infrequently (Mo Pow; Harshly Punish)
 20   Psychological Complication:  Overprotective of Friends (Very Common; Strong)
 20   Psychological Complication:  Overconfidence (Very Common; Strong)
 15   Psychological Complication:  Anarchist (Common; Strong)
 10   Social Complication:  Public Identity Frequently, Minor
 10   Unluck: 2d6
Complication Points: 145

 

 

1zpi6bp.jpg

Uberman.hdc

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Its a variant anarchy symbol, he's kind of a mixed up individual.  He's only a villain because his friends are, really.  He is very loyal and protective of them, so the writeup goes.  I could easily see him being an obnoxious pest to heroes after meeting them though, and it would be hilarious.

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Unicorn is a naive sort of guy who could be a hero but is so easily manipulated he'd let robbers go because they convinced him they were helping the residents move out of their home.  He's the kind of idealist who can be temporarily shown the light of reason, but then soon after is back thinking the same crazy stuff because he prefers reality be that way.  

 

His writeup mentions immunity to poison, but he didn't have any powers that reflected this (it makes sense, unicorn horn) so I added that.  I shifted his Missile Deflection multipower slot to extra speed to deflect; basically he has speed 12 but 6 of those phases are only to deflect on, so he never has to hold or abort a phase.  He also has a strange flash effect that wasn't exactly clear in the writeup, it seems to only go off when he instant changes, but was in the multipower, so I shifted it out and made it no conscious control.  Finally he had a susceptibility to Ego Drain but the writeup said if any of his power was drained he took damage, so I made it more general.

 

Unicorn
 
Val Char Cost
 20  STR   10
 28  DEX   36
 20  CON  10
 10  BOD   0
 14  INT     4
 14  EGO   4
 25  PRE   15
 20  PD     18
 15  ED     13
  6   SPD   40
  8   REC   4
 40  END   4
 30  STN   5
 
OCV: 9
DCV: 9
OMCV: 5
DMCV: 5
 
12m RUN   0
  4m SWIM 0
  8m LEAP  2
Characteristics Cost: 237
 
Cost Power
 32   Unicorn Healing: Regeneration (2 BODY per Turn)
  3    Instant Change: Cosmetic Transform 1d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4) (5 Active Points); Limited Target Clothes worn by character (-1/2)
  5    Unicorn Horn: Life Support  (Immunity: All terrestrial poisons)
  8    Unicorn Horn: Power Defense (12 points) (12 Active Points); Only vs poisons and toxins (-1/2)
 25   Unicorn Flare: Sight Group Flash 8d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (8m Radius; +1/2) (70 Active Points); No Conscious Control (Only Effects cannot be controlled; -1), No Range (-1/2), Linked (Instant Change; -1/4)
 
 75   Multipower, 75-point reserve
 4f   1)  Unicorn Blast: Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); No Range (-1/2)
 3f   2)  Missile Deflection: +6 SPD (60 Active Points); Only for deflection (-3/4)
 5f   3)  Unicorn Horn: Healing BODY 7 1/2d6 (75 Active Points); Extra Time (Full Phase, -1/2)
 3f   4)  Unicorn Speech: Telepathy 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); No Range (-1/2), Extra Time (Full Phase, Only to Activate, -1/4)
Powers Cost: 163
 
Cost Martial Arts Maneuver
  5     Defensive Block:  1/2 Phase, +1 OCV, +3 DCV, Block, Abort
  5     Defensive Strike:  1/2 Phase, +1 OCV, +3 DCV, 4d6 Strike
  3     Defensive Throw:  1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
  4     Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
Martial Arts Cost: 17
 
Cost Skill
  3     Acrobatics 15-
  1     Language:  Latin (basic conversation)
  1     Mechanics 8-
  3     Paramedics 12-
  3     PS: Snow Skiing 15-
  3     Scholar
  1     1)  KS: Administration (2 Active Points) 11-
  1     2)  KS: Agricultural Patterns (2 Active Points) 11-
  1     3)  KS: Atlas and Prometheus 8-
  1     4)  KS: Classical Studies (2 Active Points) 11-
  1     5)  KS: Current Events (2 Active Points) 11-
  1     6)  KS: Physical Training & Athletics (2 Active Points) 11-
  1     7)  KS: Superbeings (2 Active Points) 11-
  4     +1 with all Knowledge Skills
Skills Cost: 25
 
Total Character Cost: 442
 
Pts. Complication
 10   Accidental Change:  High stress situations or emotionally agitated 8- (Common)
 10   Distinctive Features:  White glowing eyes (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 20   Psychological Complication:  Hates excessive use of force (Very Common; Strong)
 20   Psychological Complication:  Protects innocents (Very Common; Strong)
 15   Psychological Complication:  Naive and Trusting (Common; Strong)
 15   Psychological Complication:  Idealist (Common; Strong)
 15   Social Complication: Secret Identity (Frequently, Major)
 15   Susceptibility:  Drains 2d6 damage Instant (Common)
 10   Unluck: 2d6
Complication Points: 130


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There have been Deathstroke conversions for 6th Edition posted already, so perhaps some other characters would be in order.  I don't think Alien Enemies has been done--I remember there were some interesting characters in that book.

 

I always liked Doctor Draconis, and would like to see him 'ported over to 6th.  You can find him in Champions Universe 4th Edition.

 

The original Deathstroke adventure book also had writeups for Special American Tactics agents--there may be some interested in seeing them in 6th, especially since the writeups could also be used as elite mooks for supervillains. Then there was Doctor Death, a front villain for the Deathstroke team.  I always imagined that having gotten a taste of the power and the megalomania, he decided to become a full-fledged supervillain on his own. 

 

Hope that helps.

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And, finally, Virtuoso, possibly the most powerful character in the group.  His power pool isn't defined very carefully (odd for a Champions character) in terms of special effect, but from the description seems to be a reality manipulation ability.  He's strictly support, staying back and assisting others while trying to stay out of combat.  This guy would be tough to run as a GM because unlike the comics, PCs tend to zero in on support people who hang back and hammer them first.  I added a couple of professional skills (performance art stuff) because he didn't have any; basically he'd suck at his art because it was all academic and theoretical.  The power pool suggestions are ones mentioned in the description and a few I figured he'd likely have and use.  He didn't have any wealth listed, despite being aristocracy, so I figured either he's from one of those English families that went bankrupt, got kicked out of the family, or spent all his money on lavish living and Atlas, so has no ready cash.

 

Virtuoso

 

Val Char Cost

 15  STR    5

 20  DEX   20

 20  CON  10

 12  BOD   2

 20  INT    10

 20 EGO  10

 30  PRE   20

 10  PD      8          In armored costume: PD 19; rPD 9

 10  ED      8          In armored costume: ED 19, rED 9

  5   SPD   30

 10  REC    6

 40  END    4

 30  STN    5

 

OCV:    7

DCV:    7

OMCV: 7

DMCV: 7

 

6m RUN  -6

4m SWIM 0

6m LEAP 1

Characteristics Cost: 197

 

Cost Power

  5     Sight Group Flash Defense (5 points)

  5     Power Defense (5 points)

  6     Mental Defense (10 points total) (Base MD)

 15    Armored Costume: Resistant Protection (9 PD/9 ED) (27 Active Points); OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4)

 

 70    Reality Manipulation: Variable Power Pool, 50 base + 50 control cost,  (75 Active Points); all slots Requires musical instrument or spoken word to activate (-1/4)

  0     1) Protection of Song: Resistant Protection (5 PD/5 ED), Ranged (+1/2), Usable As Attack (+1 1/2), Grantor can take back power at any time (45 Active Points); Requires musical instrument or spoken word to activate (-1/4) Real Cost: 36

  0     2) Cloak of Shadows: Invisibility to Sight Group , Usable As Attack (+1 1/4), Grantor can take back power at any time, Grantor pays the END whenever the power is used (45 Active Points); Requires musical instrument or spoken word to activate (-1/4) Real Cost: 36

  0     3) Hymn of Hope: Healing BODY and STUN 2 1/2d6, Ranged (+1/2), Expanded Effect (x2 Characteristics simultaneously) (+1/2) (50 Active Points); Requires musical instrument or spoken word to activate (-1/4) Real Cost: 40

  0     4) Anthem of Freedom: Dispel whatever he chooses 16d6 (48 Active Points); Requires musical instrument or spoken word to activate (-1/4) Real Cost: 38

  0     5) Verses of Motion: Teleportation 12m, x2 Increased Mass, Ranged (+1/2), Usable As Attack (+1 1/4) (47 Active Points); Requires musical instrument or spoken word to activate (-1/4) Real Cost: 38

  0     6) Chant of Seizing: Entangle 2d6, 2 PD/2 ED, Alternate Combat Value (uses OCV against DMCV; +1/4), vs EGO, not STR (+1/4), Takes no damage from attacks (+3/4) (45 Active Points); Requires musical instrument or spoken word to activate (-1/4) Real Cost: 36

  0     7) Word of Shadows: Invisibility to Sight and Hearing Groups , No Fringe (35 Active Points); Requires musical instrument or spoken word to activate (-1/4) Real Cost: 28

  0     8) Word of Escape: Teleportation 12m, x8 Noncombat, Safe Blind Teleport (+1/4), Noncombat Acceleration/Deceleration (+1) (49 Active Points); Requires musical instrument or spoken word to activate (-1/4) Real Cost: 39

Powers Cost: 101

 

Cost Skill

  3     Disguise 13-

  3     High Society 15-

  3     Persuasion 15-

  3     Paramedics 13-

  3     PS: Poet 13-

  3     PS: Musician 15-

 24    +2 Overall

  3     Scholar

  2     1)  KS: All musical instruments (3 Active Points) 12-

  2     2)  KS: Art (3 Active Points) 12-

  4     3)  KS: Known Superbeings (5 Active Points) 14-

  2     4)  KS: Literature (3 Active Points) 12-

  2     5)  KS: Medicine (3 Active Points) 12-

  2     6)  KS: Music (3 Active Points) 12-

  3     Scientist

  1     1)  Science Skill:  Agriculture 11- (2 Active Points)

  1     2)  Science Skill:  Ecology 11- (2 Active Points)

  1     3)  Science Skill:  Keynesian Economics 11- (2 Active Points)

  1     4)  Science Skill:  Oratory 11- (2 Active Points)

  1     5)  Science Skill:  Socioloty 11- (2 Active Points)

Skills Cost: 67

 

Total Character Cost: 365

 

Pts. Complication

 15   Dependent NPC:  Eric Van Horn Very Frequently (Normal; Useful Noncombat Position or Skills)

 15   Hunted:  Hero Group Infrequently (Mo Pow; Harshly Punish)

 20   Hunted:  Global Intelligence Agencies Frequently (As Pow; NCI; Harshly Punish)

 10   Physical Complication:  Bad Legs (Infrequently; Slightly Impairing)

 20   Psychological Complication:  Sacrifices anyone or anything for utopian vision (Common; Total)

 15   Psychological Complication:  Must do everything aesthetically (Common; Strong)

 20   Psychological Complication:  Irrational opposition to greed and selfishness (Very Common; Strong)

 15   Social Complication:  Secret Identity (Frequently, Major)

Complication Points: 130

 

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And now the agents.  In the back of the Atlas Unleashed book is a sourcebook with agents, including Super Agents package deals.  A bit of a spoiler here, although two agencies are listed, and seem opposed, they're both working for Atlas.  Prometheus is their public face, doing basically peace corps and UN sort of work, while the Atlas agents are the bad guy enforcers and spies for the supergroup. To keep the relationship secret, Atlas attacks Prometheus.  One of the scenarios in the book unmasks this and gives the PCs a chance to set things right.

 

First up, the Atlas agents.  They come in three flavors with different point values and equipment.  Enforcers are the strike team and combat front lines.  Covert are spies, and covert assault handles special forces kind of work.  They have some interesting equipment including a TK lifter beam and a long range teleportation device that they have access to, but are not part of the basic agent's abilities.  If you want that info, get the book!

 

Atlas Agent
 
Val Char Cost
 13  STR    3
 11  DEX    2
 13  CON   3
 10  BOD   0
 13  INT     3
 10  EGO   0
 12  PRE   2
  4   PD     2          With Armor: PD 10; rPD 6
  4   ED     2          With Armor: ED 10; rED 6
  3   SPD  10
  6   REC   2
 26  END   2
 24  STN   2
 
OCV:    4
DCV:    4
OMCV: 3
DMCV: 3
 
12m RUN   0
  4m SWIM 0
  5m LEAP  1
Characteristics Cost: 43
 
Cost Power
         Enforcer Agent
 12    Armored Uniform: Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-1/2)
 22    Atlas Rifle: Multipower, 45-point reserve,  (45 Active Points); all slots OAF (-1)
 2f     1)  Steel Jacketed Rounds: Killing Attack - Ranged 1 1/2d6, Autofire (5 shots; +1/2) (44 Active Points); OAF (-1), 30 Charges (+1/4)
 2f     2)  HE rounds: Killing Attack - Ranged 2d6, Area Of Effect (12m Radius Explosion; +1/4) (37 Active Points); OAF (-1), 12 Charges (-1/4)
Cost: 38
 
         Covert Agent 
  4     Collapsible Baton: Hand-To-Hand Attack +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4)
  3     Goggles: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)
  3     Goggles: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)
 10    Invisibility Belt: Invisibility to Sight Group  (20 Active Points); OAF (-1), 8 Continuing Charges lasting 1 Turn each (-0)
 13    Neural Dampener: Blast 3d6, Attack Versus Alternate Defense (Mental Defense or Ego of 15+; +1) (30 Active Points); OAF (-1), 12 Charges (-1/4)
Cost: 33
 
          Covert Assault Agent
 13     Machine Pistol: Killing Attack - Ranged 1d6, Autofire (5 shots; +1/2) (26 Active Points); OAF (-1), 8 clips of 12 Charges (+1/4)
  4      Collapsible Baton: Hand-To-Hand Attack +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4)
  9      Armored Vest: Resistant Protection (6 PD/6 ED) (18 Active Points); Requires A Roll (12- roll; Must be made each Phase/use; -3/4), IIF (-1/4)
  3      Goggles: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)
  3      Goggles: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)
 10     Invisibiilty Belt: Invisibility to Sight Group  (20 Active Points); OAF (-1), 8 Continuing Charges lasting 1 Turn each (-0)
Cost: 42
Powers Cost: 33-42
 
Cost Skill
  6     +2 OCV with main weapon
  2     KS: Atlas 11-
  2     KS: Guerilla Warfare 11-
  2     Language:  varies (fluent conversation)
Skills Cost: 12
 
Total Character Cost: 88-97
 
Pts. Complication
 20   Hunted:  World Intelligence Agencies Infrequently (Mo Pow; NCI; Harshly Punish)
 15   Psychological Complication:  Loyal to Atlas (Common; Strong)
Complication Points: 35

 

2mqnacl.jpg

 

Prometheus Agent.  They have much of the same equipment (since the same guy is designing tech for both agencies) but are much less martial in their approach.

 

Prometheus Agent
 
Val Char Cost
 13  STR   3
 11  DEX   2
 13  CON  3
 10  BOY  0
 13  INT   3
 10  EGO 0
 12  PRE  2
  4   PD    2          With Force Field: PD 10; rPD 6
  3   ED    1          With Force Field: ED 10; rED 7
  3   SPD 10
  6   REC  2
 26  END  2
 24  STN  2
 
OCV: 4
DCV: 4
OMCV: 3
DMCV: 3
 
12m RUN   0
  4m SWIM 0
  5m LEAP  1
Characteristics Cost: 42
 
Cost Power
  4     Baton: Hand-To-Hand Attack +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4)
  8     Force Field Belt: Resistant Protection (6 PD/7 ED) (21 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Turn each (-1/2)
 27    Lifter Ray: Telekinesis (24 STR), Reduced Endurance (0 END; +1/2) (54 Active Points); Extra Time (Full Phase, -1/2), Cannot hit or squeeze (-1/2)
 
 22    Prometheus Blaster Rifle: Multipower, 45-point reserve,  (45 Active Points); all slots OAF (-1)
 2f     1)  Focused Round: Killing Attack - Ranged 1 1/2d6, Autofire (5 shots; +1/2) (44 Active Points); OAF (-1), 30 Charges (+1/4)
 2f     2)  Explosive Round: Blast 6d6, Area Of Effect (12m Radius Explosion; +1/4) (37 Active Points); OAF (-1), 12 Charges (-1/4)
Powers Cost: 65
 
Cost Skill
  3     +1 OCV with blaster
  2     KS: Prometheus 11-
  3     Language:  varies (completely fluent)
  3     Paramedics 12-
  2     Science Skill:  Varies 11-
Skills Cost: 13
 
Total Character Cost: 120
 
Pts. Complication
 10   Hunted:  Atlas Infrequently (As Pow; Harshly Punish)
 15   Psychological Complication:  Loyal to Prometheus (Common; Strong)
Complication Points: 25

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The coloring is beautiful as always, but I don't think anybody can save that Atlas agent outfit.  Sorta like Captain Planet, but even lamer.

 

Interesting that this background, and one of the Viper/UNTIL plot hooks, toyed with the idea of a 'false dichtomy' between the evil and good global paramilitary spy organizations.  And decades before Winter Soldier!

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Death Commando made it into 4th Edition Champions Universe (ppg. 109-110); I have no idea what happened to him in the transition from 4th to 5th Edition. Of course, with Mechassassin, Steel Commando, Devastator, Lazer, Cyclone, and the Warlord running around--to name but a very few--it becomes quite obvious that there is no shortage of super-armed and super-armored mercenaries running around the Champions Universe, no matter what edition you choose.

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I prefer SAT to PRIMUS.

 

I once worked out a timeline based on the 1e rule book and the first three adventures. UNTIL had been invited into the US to help defeat Mechanon's nearly successful attempt to topple the US government. SAT was being rolled out as a replacement for them, to get the dirty foreigners off US soil. (Almost all of the UNTIL personnel in the US were from the US anyway. but demogogues don't care about details).

 

UNTIL and VIPER were my own versions, not the ones that appeared in VIPER's NEST and subsequent products.

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The SAT uniforms are even more hideous when colored.  To the point I think the designer was deliberately trying to humiliate the team.  The idea of the SAT appeals to me.  I would make them less a jingoistic pack of jerks and more just a US-only team that does what UNTIL does, depending on the current administration.

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