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Beast

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  1. Like
    Beast got a reaction from Hermit in Where did the Hero Central players go?   
    here you go,

    https://discord.gg/HcUJvJH

    https://www.facebook.com/groups/herofangroup
  2. Like
    Beast reacted to Khymeria in Ghost Girl(working title)   
    This character has a powerful flavor, possibly having massive growth potential as the level of the game and the stakes climb. It fills a role, but would make sure that I saved space for other characters to shine if in a team game because of high SPD. The glass cannon with the switch is fine, and as a GM I would arrange it with player to enhance plot. I like how the edges were smoothed through each iteration. 
  3. Like
    Beast got a reaction from Khymeria in Ghost Girl(working title)   
    thank you
    I'll work on more origin and personality(it takes a while for me to come up with 1)
  4. Like
    Beast got a reaction from Khymeria in Ghost Girl(working title)   
    Here is a new character I came up with from a subject posted in the Hero FB page by Steve Otto
    what do you think?
    Comments are welcome(so long as they are nice and or constructive)
     
    Ghost Girl

    VAL    CHA    Cost    Roll    Notes
    15    STR    5    12-    HTH Damage 3d6  END [1]
    18    DEX    16    13-
    20    CON    10    13-
    18    INT    8    13-    PER Roll 13-
    10    EGO    0    11-
    13    PRE    3    12-    PRE Attack: 2 1/2d6
    7    OCV    20
    9    DCV    30
    3    OMCV    0
    3    DMCV    0
    7    SPD    50    Phases:  2, 4, 6, 7, 9, 11, 12
    2    PD    0    2/15 PD (0/13 rPD)
    2    ED    0    2/15 ED (0/13 rED)
    10    REC    6
    40    END    4
    12    BODY    2    
    40    STUN    10
    Movement    Cost    Meters    Notes
    RUNNING    0    12m/24m    END [1]
    SWIMMING    0    4m/8m    END [1]
    LEAPING    0    4m    4m forward, 2m upward
    FLIGHT        40m/160m
    TELEPORTATION        10m/20m

    Characteristics Total: 164
    Cost    Powers
        Sub-Atomic Particle manipulation, all slots Unified Power (-1/4), OIAID (-1/4), Perceivable (-1/4) - END=
    22    1)  Resistant Protection (13 PD/13 ED) (39 Active Points) - END=0
    39    2)  Partially Desolid(Quantum state in flux): (Total: 70 Active Cost, 39 Real Cost) Energy Damage Reduction, 50% (20 Active Points) (Real Cost: 11) plus Physical Damage Reduction, 50% (20 Active Points) (Real Cost: 11) plus Mental Damage Reduction, 50% (30 Active Points) (Real Cost: 17) - END=0
    16    3)  LS  (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; Self-Contained Breathing) (29 Active Points) - END=0
    20    4)  Energy: Detection A Large Class Of Things 13- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Targeting (35 Active Points) - END=0
          - END=
    41    Quantom physics manipulation: Multipower, 50-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (62 Active Points); all slots Unified Power (-1/4), OIAID (-1/4) - END=
    2f    1)  Quantum radiation field: Blast 3d6, Area Of Effect (4m Radius; +1/4), Constant (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Does BODY (+1) (49 Active Points); Attack Versus Alternate Defense (Power Defense; -1/2) - END=2
    7v    2)  Flight 40m, Position Shift, x4 Noncombat (50 Active Points) - END=2
    3f    3)  Teleportation 10m, x4 Increased Mass, MegaScale (1m = 100 km; +1 1/2) (50 Active Points) - END=2
    3f    4)  Desolidification  (affected by strong magnetic and gravity fields) (40 Active Points) [Notes: 10m of flight] - END=2
    2f    5)  Invisibility to Sight, Radio and Hearing Groups and Spatial Awareness  (35 Active Points) [Notes: 15m of flight] - END=1
    3f    6)  Quantum rearranging: Healing BODY 2d6, Decreased Re-use Duration (1 Turn; +1 1/2) (50 Active Points) - END=2
    Powers Total: 158
    Cost    Martial Arts
    4    Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 11d6 Strike
    5    Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
    3    Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 10d6 Strike, Target Falls
    3    Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 9d6 +v/10, Target Falls
    4    Sacrifice Lunge:  1/2 Phase, +2 OCV, -2 DCV, 9d6 +v/10; FMove
    24    +6 HTH Damage Class(es)
    Martial Arts Total: 43
    Cost    Skills
    4    PS: Scientist 13-
    3    Scientist
    2    1)  SS:  Particle Physics 12- (3 Active Points)
    2    2)  SS:  Physics 12- (3 Active Points)
    3    3)  SS:  Quantum Physics 13- (4 Active Points)
        Dex Skills
    3    1)  Stealth 13-
        Int skills
    3    1)  Shadowing 13-
    3    2)  Computer Programming 13-
    3    3)  Concealment 13-
    3    4)  Deduction 13-
    3    5)  Electronics 13-
    3    6)  Inventor 13-
        Everyman skills
    0    1)  Acting 8-
    0    2)  Climbing 8-
    0    3)  Conversation 8-
    0    4)  Paramedics 8-
    0    5)  Persuasion 8-
    0    6)  TF:  Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]
    Skills Total: 35
     
    Value    Complications
    20    Accidental Change:  High energy fields 11- (Very Common)
    10    Distinctive Features:  (Concealable by turning off her powered up form), Noticed and Recognizable, Detectable By Commonly-Used Senses
    15    Hunted:  S.U.S.H.I.(High tech villain group Infrequently (Mo Pow; Harshly Punish)
    10    Physical Complication:  Has no organs in energy form (Infrequently; Slightly Impairing)
    10    Psychological Complication:  Carless use of high energy  (Uncommon; Strong)
    10    Social Complication:  Secret Id Infrequently, Major
    Complications Points: 75
    Base Points: 400
    Experience: 0
    Experience Unspent: 0
    Total Character Cost: 400

  5. Like
    Beast reacted to DShomshak in Ghost Girl(working title)   
    Reviewing:
     
    Placing Reduced Endurance on a Multipower rather than the slots is at least potentially legal, so that's between you and your GM. No further concern iof mine.
     
    It's been pointed out that while GG still has her Martial Arts and Speed outside her Hero ID she's the most fragile of spun-glass cannons. This has dramatic possibilities. If you're okay with the choices it places on the character, I am more than okay with it too.👍
     
    Ah: the BODY AVAD field is a *focus breaker.* Any adversary who depends on breakable Foci will be hosed... if Ghost Girl is willing to harm the people around her. Which she may have to do, and consequently wrestle with her Code vs Killing. Which, again, is dramatic.
     
    (And while it's very powerful in some circumstances, it's no more so than, say, a high-STR brick with levels in Grab. Now *there's* a character you end up building antagonists and scenarios around. I speak from experience as GM.)
     
    The Hunteds are just placeholders, sure. In my group, we often just write in, "Hunted: Major Campaign Adversary," or something like that, because it's often not certain who will become the ongoing Big Bad.
     
    Invisibility, Desolidification, and Teleportation that can MegaScale make Ghost Girl the infiltration and quick escape paragon for any team she's in. This is in no way a criticism; I just hope the GM is ready for a character who can bypass many obstacles. I've alowed more in my campaigns.
     
    As far as I'm concerned, that covers everything in the write-up. The character seems eminently playable. Unless you want to give more description of her origin story and personality, I'm done.
     
    Dean Shomshak
  6. Haha
    Beast got a reaction from Khymeria in PCs as minions of the Dark Lord   
    The Dark Lord is Green Hornet?
    and the PC's don't know it
  7. Like
    Beast got a reaction from bluesguy in Champion 3d Printable minatures   
    well there is Hero forge and Eldritch Foundry for building stl files for your 3d printer
     
  8. Like
    Beast reacted to steriaca in Professor Pomegranate And His Ubermachine (Steriaca's Take)   
    This is my take on the character of Professor Pythias Pomegranate and his Ubermachine. Any other take is, of course, someone else's take. Since we don't really have, never gotten, and will never get "official" stats for both, we will probably never get them. I MIGHT do some writeups later on.
     
    The Ubermachine And What Exactly It Is.
     
    The Ubermachine is actually a "fraud". The machine is NOT what actually gives people superpowers. What the machine DOES do is open a portal into a place with a sentient energy being. This being connects to the mind of the subject, and grants the subconscious wish of the subject. It also implants a portion of itself within each subject. The Blonde Bombshell wanted to be beautiful, so the entity made her such. Darkion wanted to prove his theory about "darkion particles", so the entity made it so that he could generate thoes particles and make them work the way he wished them to. Jabberrok wished than nobody could harm him, so he made his skin like stone. Spectra only wished to stay by Jabberrok's side, so the entity had to improvise. And Professor Pomegranate himself only wanted to be the smartest person on Earth.
     
    The entity tends to grant people energy based powers, but it is also capable of granting physical powers. It can't grant psionic powers in the normal sense, but can grant physical powers which mimic psionic powers.
     
    The Entity And What He Wishes And Wants.
     
    The actual name of the entity is unknown. What he wants is to empower 666 individuals with part of his energies, then cross over to our section of dimensions. It is up to the GM on how many he has changed, and what his goals are once he gets here. It could be possible that the Ubermachine is actually a portal to Kurin. Or not.
     
    Professor Pomegranate And His Powers. 
     
    Generally speaking, Professor Pomegranate simply has increased intelligence and EGO stats. He supplements his intelligence with gadgets, but rather uses his henchmen to fight.
     
    It should be noted that another "power" allowed his brain to be safely transplanted from body to body.
     
    In the Professor's old body we was rather feeble physically with bright red hair. He is now in his sixth body, an enlarged brain in the body with his brain in an plastic transparent shell he just loves to expose. Over time he has added devices to the shell, like a device which changes thoughts into electrical bolts (a "Mind Storm", as he likes to call it). All in all, his head roughly resembles a pomegranate fruit. 
     
    The Professor's best friend is a man known only as Morese, better known as the Thugmaster. It is unknown if the Thugmaster has ever been through the Ubermachine or not. Thugmaster likes to employ the Professor's subjects, paying the Professor a portion of the profit for each crime. The Professor uses the money to just research for more technology and science. 
     
    Tell me what you think.
  9. Like
    Beast reacted to Scott Ruggels in More space news!   
    Successful wet dress rehearsal, and nuclear rockets!
     
  10. Like
    Beast got a reaction from DentArthurDent in Shield Maiden   
    thinking about the spear with 1 level of AP and clinging to make it like a boar spear
  11. Thanks
    Beast got a reaction from Scott Ruggels in Shield Maiden   
    stolen off of Deviant Art
    Mitch Faust has great stuff there

    https://www.deviantart.com/mitchfoust/art/Shield-Maiden-129341018
  12. Like
    Beast reacted to steriaca in Shield Maiden   
    There is nothing like it in HSMA. Was there anything like it in Fantasy Hero? If any setting would have such a combat art, it would be Fantasy Hero.
     
    Generally such martial arts should be usable with Shield for free, and contain the Basic Strike manuver (Shield Strike), Charge (Shield Rush), Counterstrike (Blocking Shield Strike), Defensive Throw (Shield Push), Killing Strike (Edge Of Shield Cut), Martial Block (Shield Block), Martial Disarm (Shield Deflection Into Disarmament), Martial Shove (Advance Shield Push), Root (Cover Behind The Shield And Brace), Takedown (Offensive Shield Push), and Weapon Bind (Pin Weapon With Shield). Off Hand Defense is a likely Talent.
  13. Like
    Beast reacted to death tribble in Shield Maiden   
    I like the shield bash and the push. I would never have considered that but it works.
  14. Thanks
    Beast reacted to steriaca in Shield Maiden   
    Could be an excuse to spend ex...expense points. And to get rid of a pesky ex-lover?
     
    I was actually thinking XP really. 
  15. Like
    Beast reacted to steriaca in Shield Maiden   
    Ok. Sorry that the shield bash as a blunt weapon  slipped my mind. Anyways, she could technically use the edge of the shield as a cutting weapon. Heck, Cap used it as one to behead Brother Blood once (an old English nazi fifth columnist turned vampire). Still, nothing beats a good sword. 
  16. Confused
    Beast reacted to steriaca in Shield Maiden   
    Nice. She should have a blunt weapon also, but she can always get that later with ex.
     
    Note: the blunt weapon should definitely NOT be a war hammer of some kind. Unless she is rather friendly with Thor and his wife Sif doesn't mind...
  17. Like
    Beast got a reaction from DentArthurDent in Shield Maiden   
    Vigdis Augustdottier is her normal name
    Shield Maiden is what she tells every one when powered up
  18. Thanks
    Beast got a reaction from Cloppy Clip in How would you adjudicate attacks damaging the Soul instead of the Body - mods state there is no rule so it has to be a house rule   
    there is stuff on
    drugs and poisons
    stats for marines and M-1 tank and M-2 APC
    impossible crimes
    Into the Modem Age: UNTIL Revitalized
         agents,vehicles(includes the flying sub from voyage to the bottom of the sea)
    Running Cinema Campaigns!
    World Security Services(possible friend or foe corp security)
     
    I have both in Hard and Pdf
    Almanac 1 is a great buy
    Almanac 2 is good buy
     
  19. Like
    Beast reacted to Lord Liaden in Champions Universe: Unique Character Origins   
    There is another origin concept which I derived from the history of the current Champions Universe, but didn't want to put it in the main list on this thread because it's never been officially published. But I do think it has intriguing potential, so is worth at least bringing up.
     
    In the mid-1980s Dr. Sebastian Poe, founder of the villain group PSI, inventor of the Psi Serum, and father of Kevin Poe of the New Purple Gang, began his criminal career using his Psi Serum to create superhumans serving organized crime, in exchange for funding for his research into psionic mutations. In 1995 Poe was betrayed to law enforcement by his underlings Psimon and Medusa, who took control of PSI; and was sentenced to twenty years in Stronghold. Sebastian Poe was officially not one of the prisoners who escaped Stronghold in the major breakout of 2009, and remained in prison. Obviously, though, his sentence was up in 2015, so barring other unrevealed circumstances he should have been released.

    A few years ago I asked Steve Long what he would have done with Dr. Poe in that situation if he was still making those decisions for Champions. He suggested that Poe would return to his original line of creating superhumans for pay, becoming a sort of "psionic Power Broker" (to reference a character from Marvel Comics). Only this time he would use refinements to his treatments devised over his years in prison (and not disclosed to new clients) to enable him to take mental control of the supers he creates, and/or build in ways for him to negate their powers. His ultimate goal would be to build an "army" of supers with which to destroy Medusa and Psimon and regain control of PSI.

    For those unfamiliar with it, the Psi Serum amplifies even the smallest amount of latent psionic potential in a person, sometimes to a significant level of superhuman power. (The serum gives no benefit to the majority of human beings, who lack that potential.) The range of possible powers extends far beyond just some variation of telepathy. For example, Psimon can surround his body with powerful psychokinetic force in the shape of a translucent humanoid "giant." Current PSI member Soulfire has the power of "pyrokinesis," mentally exciting air molecules until they combust. He can also resist the effects of extreme heat and "see" gradations of heat. The possibilities are only limited by what someone can logically justify using "psionic energy" as its Special Effect.
     
    The history of PSI is most recently written up in Champions Villains Volume Two: Villain Teams.
  20. Thanks
    Beast reacted to Lord Liaden in Champions Universe: Unique Character Origins   
    At various times I've mentioned here that, since the official Champions Universe is a hobby of mine, I found myself becoming a sort of unofficial "lore-master" to the Champions Online player community, answering their questions on the game's forums about elements of the setting. That has sometimes prompted me to compile information on particular topics for their easy reference. Occasionally I've transcribed some of that info here for our tabletop gaming community when I thought it might be of general interest, and that has been received positively.
     
    The Champions Universe, being inspired by the major mainstream comics companies, embraces the full range of classic super character origins you see in those comics: mutagenic accidents, genetic mutation, radical scientific inventions, mystic martial arts, aliens, sorcery, gods and supernatural creatures, cosmic entities, etc. However, there are a number of origin concepts described in Champions  books that IMHO are more original and distinctive to the setting, but don't require characters with backgrounds so unusual that players would need a lot of information or elaborate setup to use them. Even if you don't use the official CU, these origin concepts can be inserted into most original four-color super campaign worlds without much effort. So I thought outlining origins in that category might inspire some of my fellow Champions gamers.
     
    I'd be happy to flesh out more details on any of these origins if anyone asks; but every entry cites the published books in which folks can read more about them. I hope some of you find this useful.
    ______________________________________________________
     
    Alien Gene-Tampering:  Superhuman powers resulting from aliens mucking with Human DNA is a well-established comic-book trope. On Champions Earth the repeatedly-invasive Qularr are one likely candidate. The main reason the Qularr invaded Earth in the first place was so they could study the Human genome on a large scale, to understand why and how Humans manifest superpowers with greater frequency and average power than nearly any other species, including the Qularr. They hope to engineer that capacity in themselves. At least one experiment along those lines has yielded a super-powered hybrid, although by accident. It's highly likely other similar experiments are being conducted by Qularr currently on Earth, or perhaps on Humans kidnapped and brought back to Qularr space.
    What virtually no one knows is that one reason Humans do manifest powers more often, is because that genetic potential was placed in them by incredibly ancient and advanced aliens called the Progenitors. Two million years ago the Progenitors advanced the evolution of Humanity's ancestor species to the next stage of sapience. Half a million years ago they experimented on Homo erectus, creating the first of the ageless superhuman Empyrean race. Champions Universe suggests they might also be responsible for the creation of the Birdpeople of Thaar twelve thousand years ago.
    In any case, the Progenitors still exist, continuing their experiments and periodically monitoring the progress of past ones. It's not unreasonable to assume that they would do some "followup" work on Human DNA.
    You can read much more about the Qularr and Progenitors in Champions Beyond. The Birdpeople of Thaar are described in Champions Universe.

    Coruscations of Power:  In the worldwide accidental cataclysm which devastated the alien planet Ashraal centuries ago, and gave birth to the awesome cosmic villain Xarriel, discreet bursts of energy from the main explosion were cast across space and time, emerging in random locations in the space-time continuum. To date at least five of these "coruscations of power" have appeared on or near the Earth in recent years, and affected humans in their vicinity, creating the supervillains Photon, Stareye, Sunspot, and Vector, and the superhero Victory.
    The coruscations can manifest as bursts of light from space, but in the past have been mistaken for solar flares or lightning storms. Powers induced by them can, but not must, include various forms of energy projection, flight (usually very fast), mind-affecting abilities, enhanced physical strength, speed, and durability, and the ability to survive in hostile environments (even space).
    Xarriel is fully detailed in Champions Beyond, while the other villains mentioned are in the Champions Villains trilogy, and Victory in Champions Universe.

    DEMONic Experiments:  One of the classic superhero origins is the person unwillingly subjected to villainous scientific experiments who uses their newly-gained powers to escape. In the CU quite a few official supers came about that way, particularly due to actions by VIPER and ARGENT. But DEMON, the worldwide supernatural villain org, often conduct their own magical analogues to scientific research, which have spawned magical superhumans.
    One official villain, named Riptide, was a young runaway girl before a member of DEMON found her and turned her over to his Morbane. The Morbane attempted a magic experiment to bind the girl to a water elemental, hoping to create a strong but mentally pliable minion. But Riptide's crazed fear at what was done to her was now backed with elemental powers, enabling her to force her way to freedom. The supervillain now called Morningstar was the result of a tactic that DEMON often uses since it became estranged from the rulers of Hell: forcing a summoned demon to temporarily occupy the human body of a DEMON Brother, giving the Brother a measure of demonic power but with the human personality in control. For unknown reasons, Morningstar's possession proved permanent. He fought DEMON's enemies for some time, under enchantment to ensure his loyalty, until a battle with magical heroes severed the control spell and returned his free will. Morningstar left DEMON to become an independent supervillain. (Both characters are detailed in Champions Villains Vol. 3.)
    Another villain in the service of DEMON, Professor Samedi, was a minor DEMON member, and lackluster musician, before his Morbane had him try to play an enchanted fiddle the Morbane had acquired. Samedi found he could cast several potent spells with the fiddle's music, but it changed him physically, making him look almost skeletally gaunt; and changed his personality, to more actively, confidently malevolent. So there's precedent for a Morbane to have one of his disposable minions "test drive" a magic item. Perhaps a given item would change the wielder's personality in a more positive way. (Prof. Samedi is detailed in DEMON: Servants Of Darkness.)

    Department 17:  Since World War II, the United States government has researched ways to safely and reliably create superhumans, as well as to more effectively control them, with few successes. Their efforts have often resulted in severe, even fatal physical and mental side effects to their subjects, and produced as many supervillains as superheroes. During WW II the US military set up Project Rainbow for this purpose, at Fort McLaughlin (now McLaughlin Air Force Base) near the small town of Haynesville, Kansas. After the war the Project was declassified and officially shut down, and McLaughlin AFB appears nearly abandoned today.
    This was a ruse. Project Rainbow was never shut down. Still secretly based at McLaughlin, what is now titled Department 17 is the Defense Department's hub for research into superpower generation and superhuman control. Under its current director, General Clarence Smith, it conducts a wide variety of research involving drugs and chemicals, radiation treatments, genetic engineering, and other exotic methods. Much of the Department's current research focuses on refining the Cyberline procedure used for PRIMUS's Avenger program. The Department's scientists are also very interested in investigating any reports of new manifestations of superpowers.
    General Smith might go to great lengths to keep 17's existence and activities secret.  He's also used some "creative" accounting to keep his department funded. Department 17 is described in Champions Universe, as are PRIMUS and Cyberline.

    "Divine" Intervention: In the Champions Universe, all the gods and demons of myth and religion that humans still remember actually exist. Although very powerful in their home astral dimensions, a metaphysical barrier called the Ban prevents them from manifesting on Earth with their full power. But there are a few ways divine beings can create lesser-powered Earthly agents to champion their causes.
    One of these ways is to infuse some of their power, and sometimes personality, into a deserving human host, creating a superhuman reflecting the qualities of his or her patron deity. Quite a few official Champions heroes and villains have been empowered in this way. In keeping with comic-book origin conventions, their empowerment typically comes under unusual and dramatic circumstances, often at a key turning point in the life of the hero. For example, the first Johnny Hercules was given an amulet by an "apparition" of Zeus when the circus he worked for toured Greece, containing the "Hercules Force," the power of Hercules as a demigod which he abandoned when he became fully a god. The Nigerian hero Ogun gained power over metal after being beaten near to death by criminal thugs, when he received a vision of the Yoruba god of the forge of the same name.
    Ogun is thoroughly detailed in Champions Worldwide, while the current Johnny Hercules is featured in the PDF book The Hercules Force, available from the Hero Games website store. Much more on CU gods and the Ban can be found in The Mystic World.

    Empyrean Heritage:  For hundreds of thousands of years, the immortal superhuman offshoot of humanity called Empyreans have existed alongside their human cousins. While they maintain their own city of Arcadia in Antarctica, hidden from human discovery by advanced devices, the majority of Empyreans choose to live incognito among humanity. The general population is ignorant of their existence; only a few superheroes have been trusted with the secret, although the Lemurians know of Arcadia and have been enemies of the Empyreans for many millennia. A few Empyreans have acted as superheroes or villains in the modern era.
    Empyreans sometimes have children by humans, who are always either normal humans or full Empyreans. These children may grow up unaware of their true heritage; but the Empyreans' leaders scan the world for any new Empyrean offspring, and when they discover one induct him or her into their society. But individual Empyreans can follow whatever activities they like, provided they don't reveal their race's existence to mankind.
    All Empyreans are ageless, physically superhuman to a greater or lesser extent, and can fly. They can manifest a wide range of mental or energy powers, although the type and degree varies based on innate ability and the interest a given Empyrean has in developing specific powers, usually related to their preferred pastimes. The Empyreans and Arcadia are extensively described in Hidden Lands.

    Golden Age Legacies:  In the real world the earliest comic-book superheroes appeared starting in 1938, and continued to be created over the course of World War II. Champions Earth's first actual superhumans also began to appear during this period. Most of those heroes eventually retired, to be replaced by newer generations; but often those newer heroes were inspired by their predecessors, in many cases even to the point of adopting their code names as an homage. Most such "legacy heroes" were either the relatives or proteges of the originals, or sought their blessing to carry on their names. However, certain lineages originating in the Golden Age have been particularly fertile in continuing to produce new heroes to uphold the family tradition.
    In the winter of 1939 Kiril Lenskii was a young officer in the Soviet army serving in his country's war against Finland. Badly wounded in an attack that wiped out the rest of his unit, and overcome by the severe winter cold, Lenskii collapsed unconscious over underground caverns which released strange gasses. As they entered his lungs his body began to change. He awoke to discover that not only was his body healed and stronger than before, but he was now immune to the cold, and could even create intense cold, snow, and ice over limited areas. Given the code name, General Zima ("winter"), over the course of World War II Kiril Lenskii became the Soviet military's leading superhero, and remained so for many years.
    The three sons of fisherman and former naval sailor Morimoto Takashi (by a mysterious woman who may have been a supernatural spirit) were each born with extraordinary abilities: enormous strength and durability (Ichiro); incredible speed (Jiro); and probability manipulation (Saburo) manifesting as phenomenal luck for himself, and phenomenal misfortune for his opponents. The three young men were recruited by the Japanese government to fight their country's foes, first China in the 1930s, and later the Americans and their allies during WW II. They were among Japan's most prominent superhuman champions during and after the war.
    Each of the three Morimoto brothers had more than one superhuman offspring, while all seven of General Zima's children developed super powers. Today there are over two dozen "super" members of the extended Morimoto family, and descendants of General Zima, active in their respective homelands. It would be reasonable to expect a few of their relatives to have emigrated to other countries at some point.
    Although the histories of these characters don't explicitly state it one way or the other, there's no reason to assume superhumans from their lineages necessarily manifest the same types of powers as their ancestors. The mutations of all three original Morimoto brothers were radically different from each other; while General Zima's origin implies his abilities resulted from his body adapting to a specific environment.
    The full write-ups for General Zima and the Morimoto brothers appear in the latest edition of Golden Age Champions (for Hero System Sixth Edition).

    Hzeel Biomatter:  Champions Earth has experienced several alien invasions in the past, and is currently dealing with renewed intrusions by the Gadroon and Qularr. What no one on Earth knows yet, is that another aggressive species, the Hzeel, also have the Earth in their sights. These short, blue-skinned humanoids have scouted Earth for nearly two decades, wanting it as an advance staging area in their war against the Dorvalans (Ironclad's race).
    At least two Hzeel scout craft have crashed on Earth and been discovered by humans. One of these was salvaged by Roger Warwell, aka the Warlord, and its technology became the basis for his own weapon designs. Hzeel technology is partly biological, and can have radical unpredictable effects when it comes in contact with human tissue. Two humans, the solo supervillain Howler, and the Warlord's minion Warcry, gained superhuman vocal powers when Hzeel communications devices were implanted in their throats (this happening spontaneously on contact in the case of Howler).
    The effect also extends to tissues from Hzeel themselves; VIPER's staff supervillain Oculon gained his powerful eyebeams from eyes from an Hzeel corpse transplanted to his sockets. (Hzeel don't have eyebeams, they're the result of interaction between the two species' biologies.) Anyone using recognizable Hzeel materials would undoubtedly be of interest to both the Hzeel and the Warlord.
    The Hzeel have a whole chapter in Champions Beyond,  as do the Qularr and Gadroon, and the Dorvalans are also described there. The other villains mentioned are in the Champions Villains trilogy, except Oculon who's written up in VIPER: Coils Of The Serpent. Ironclad and the rest of the Champions superhero team get full write-ups for their beginning careers in the Champions genre book, with more experienced versions in Champions Universe.

    Kelvarite:  This mysterious, green-glowing extraterrestrial mineral has been found in meteorites from several falls. It's a powerful source of energy, but is extremely unstable and prone to explosion when disturbed. Some people who have been bombarded by radiation or fragments from exploding kelvarite have gained superhuman powers, typically (but not exclusively) superhuman strength and durability, and some type of enhanced movement capability, e.g. super-running or -leaping, flight, or teleportation. They also acquire a susceptibility to radiation from other samples of kelvarite. Known superhumans with this origin include the solo villains Tachyon and Thunderbolt II,  Dr. Destroyer's servant Meteor (all in the CV trilogy), and the African superhero Gazelle (in Champions Worldwide).
    Large organizations such as the US government and UNTIL have secured all the kelvarite they can find, but sometimes lend samples to research laboratories. Other kelvarite meteorites remain to be discovered. However, what no one is aware of is that what they call kelvarite is actually impure samples, which is why it's unstable. Pure kelvarite doesn't resemble the impure mineral, and is extremely rare on Earth. Its energies respond to the will of intelligent beings in physical contact with it, allowing them to wield formidable and versatile energy-projection powers. (It isn't obvious that the power comes from the kelvarite itself.) The only pure kelvarite discovered so far was made into rings worn by the four men who have used the superheroic identity, Meteor Man.
    Kelvarite is described in Champions Universe, while the first Meteor Man is written up in Golden Age Champions.

    Martial-Arts Temples:  For centuries, hidden enclaves have existed in the Far East where dedicated monks have practiced the most advanced physical and spiritual martial-arts techniques, including virtually superhuman abilities for those with the skill and determination to master them. Several official Champions heroes and villains were trained at such enclaves. The most legendary of these sites among  knowledgeable martial artists are Yengtao Temple, somewhere in the mountains of China; and the city of Shamballah, in a cave beneath a mountain in the Himalayas. Both sites are hidden from the outside world both physically and magically, so that only those already highly disciplined in body and mind can find them. But those who do can study almost any martial art that has ever existed, and perhaps achieve abilities like the heroes of legend.
    Various students at Yengtao Temple have returned to the outside world to become heroes, or villains. In the present day the Millennium City superhero Nightwind, his bitter rival Jade Phoenix, and the Hong Kong hero Golden Dragon Fist, all learned their extraordinary skills and ch'i powers from Yengtao. Jade Phoenix was responsible for the destruction of Yengtao Temple and murder of the monks in 1996, but there may be other former students alive in the world. And Shamballah, second only to Yengtao as a repository of mystic martial-arts secrets, still stands.
    But Shamballah also guards a dark secret even further beneath the mountain: its evil twin city, Agharti, prison of the Dark Monks, also extraordinarily skilled but utterly corrupt. While the Shamballans prevent the Dark Monks from escaping, they don't forbid outsiders from visiting the city, or leaving afterwards. The villain Zhua Teng ("grasping vine") received training in Agharti.
    The story of Yengtao Temple, and description of some of its unique techniques, appear in Champions Universe. Shamballah and Agharti are described in considerable detail in Hidden Lands. Nightwind's latest write-up is in Millennium City, while Jade Phoenix is in Champions Villains Volume Three. Zhua Teng is fully written up in Martial Enemies Volume 1.
     
    Mythic Forces: Under the entry for "Divine" Intervention, above, is the story of how circus strongman Johnny Hercules received the Hercules Force in an amulet bestowed by Zeus. Johnny died in the Battle of Detroit, and his amulet, apparently powerless, was buried with him. But the Hercules Force continued to exist, and over a decade later "chose" another human vessel for its power, a student of Classical culture, who became the second and current Johnny Hercules. One of his greatest foes is the monstrous Typhon, once a bitter, angry archaeologist who was the recipient of the Typhon Force, a sort of balance to the Hercules Force.
    The PDF book, The Hercules Force, which fully writes up both characters, suggests that other "forces" could exist based on other gods, demigod heroes, or divine-level monsters. The examples imply that these would be mythic figures who are either dead or imprisoned, e.g. Achilles, Python, Baldur, or Ymir. Powers granted would be consistent with the legendary abilities of those entities. The forces are most likely drawn to people with personalities similar to the original source being and/or familiarity and strong attachment to the culture it comes from. They would differ from empowerment directly by a mythic god in that there would be no potential meddling in the character's life by their patron divinity.

    Professional Armorers:  One of the staples of the superhero genre is the gadget-using super, with no actual super-powers but employing equipment made of special materials and/or incorporating advanced technology. Most comic-book heroes build their own gadgets, or have them designed for them by benevolent patron inventors or agencies. Some heroes acquire prototype devices by accident, including "liberating" them from their villainous makers (often earning them pursuit by the vengeful villain). But it's not unheard-of in comics for a scientist -- usually one of criminal bent -- to sell his technological services to whoever will pay.
    In the official Champions Universe there are several possible sources of scientific expertise for hire to aspiring supers. Most of these are considered criminals by most world law-enforcement, so don't typically contract with anyone of obvious heroic bent who might cause them trouble. But for another criminal, or a mercenary or vigilante of grey morality, they're often the route to quick super status.
    Millennium City is the home base of Wayland Talos, a brilliant inventor with a pathological hatred of superheroes. To strike back at them he supplies villains with everything from questionite hand weapons, to energy blasters or jet packs, to full suits of powered armor. He's considered one of the underworld's premier armorers, with few individual competitors. One of those competitors is known as Brainchild, a telepathic gadgeteer who primarily supplies tactical and technical support to other criminals, rather than take the risk of committing his own crimes.
    On the international front, the Warlord is a powered-armor villain and would-be conqueror who's also a major dealer in high-tech armaments, and who has created super-class weaponry and armor for individuals for the right price. The unscrupulous corporation called ARGENT does a thriving business in service to criminals; not just supplying gadgetry, but even physically augmenting a person through bionic implants or experimental biochemical treatments. The independent city-state of Larisagrad was once a center for the USSR's classified scientific research, including advanced weaponry, and experiments to create true superhumans. After the collapse of the Soviet Union and thus their funding, the scientists of Larisagrad chose to freelance to the highest bidder.
    The only truly benign inventor engaged in remotely similar activity is named Ralph Polarewski. Formerly the full-time technical supervisor to the famous Sentinels superhero team, Ralph left them after a bitter argument with the team's leader. He's become a well-known freelance contractor to members of the superhero community who use gadgets but have no technical skills of their own. As written he primarily works for people already established as heroes (and would never sell his services to someone of questionable morality), but would be well able to supply an equipment-based origin to someone who could convince him of their sincerity and dedication.
    ARGENT  and Larisagrad are described in Champions Universe. The Warlord and his organization are fully written up in Volume One of the Champions Villains trilogy, while Brainchild and Wayland Talos get the same treatment in Volume Three. Ralph Polarewski is detailed in the book, Everyman.

    Project Sunburst:  In 1994 a group of American "rogue generals" assigned over 200 volunteer soldiers to what they were told was a war game. In fact the generals were experimenting to try to create superpowered soldiers resistant to radiation, by detonating a nuclear device near them while they wore protective suits. Most of the volunteers soon died of radiation poisoning, while a handful slipped into comas. Most of the comatose were placed into a secret holding facility, codenamed "The Crypt," while a few were stored at other sites.
    In the intervening years, several of these survivors have developed superhuman physical and energy powers. A few, such as the master villain Sunburst and his follower Radium, awakened spontaneously. Others, like Dr. Destroyer's security chief, Gigaton, were aroused with help from other villains. Some escaped the Crypt on their own, while others were "liberated." All the active survivors except Gigaton and the powered-armor villain, Armadillo, have joined Sunburst. However, the remaining comatose subjects are still being kept in secret in the Crypt, not just from the public but from the generals' own superiors.
    Most of these villains are fully written up in Champions Villains Vol. 1: Master Villains, although Armadillo is in Vol. 3

    Radium-X:  This radioactive element has been known to science on Champions Earth since at least the 1930s. It's well known for its radiation's mutagenic properties, able to induce radical, even super-empowering mutations in living organisms under certain conditions. For example, it's a critical component of Dr. Phillippe Moreau's process for creating Manimals. The late superhero Tiger, a former leader of the famous Sentinels superhero team, was a former UNTIL agent who became a man-tiger hybrid through accidental exposure to radium-X and some of Moreau's chemicals during a raid on the Doctor's lab. In 1940 a Bulgarian laboratory researcher gained formidable magnetic powers after the failure of an experimental magnetron being powered by radium-X flooded her lab with radiation. She took the code-name Leitstern ("lodestar") and was drafted to fight with Germany during WW II.
    The preceding examples suggest that the specific mutations caused by radium-X are thematically linked to the environmental conditions applying at the time. The origin of Leitstern also highlights another major use for radium-X, as a concentrated high-energy power source for various devices. The Golden Age villain Liquifier needed that element to power his Matter-Liquifier Ray, which could change any inanimate solid matter to a liquid state. It's possible that other radical technology can only be powered by radium-X's unique radiation.
    Radium-X can be purchased legally. Various research laboratories are noted as studying or using it. However, the clear implication of references to it is that it's rare and expensive, leading to attempts to steal it by people with less than upright intentions for it.
    Dr. Phillippe Moreau and his followers are fully written up in Champions Villains Volume One: Master Villains, while both Leitstern and Liquifier are detailed in Golden Age Champions. Tiger has never been given a full background story or Hero System character sheet, but is mentioned and briefly described in CV Vol. 1, Champions Universe, and Book Of The Destroyer.

    The Swords of Nama:  During the Dark Ages the serpent-god Nama, who is today the patron deity of VIPER, set out to become a great power among Men. He gathered six mighty warriors from across Eurasia to be his agents and generals, to conquer an empire in his name. For each warrior he forged a powerful enchanted sword. But before they could achieve any major successes the warriors quarreled, which ultimately led to all their deaths. The Swords of Nama were scattered. Over the intervening centuries some of these legendary swords reappeared, and a few were destroyed; but others remain to be discovered in ruins across Eastern Europe.
    The story of the six "vipers upon the land" appears as a small part of the history of Nama and VIPER, on p. 6 of the book, VIPER: Coils Of The Serpent. Aside from being called "serpent-blades" the Swords of Nama aren't described, nor are any of their qualities defined, which leaves a player free to imbue a particular sword with any powers desired. Note that Nama is neither good nor evil, and has helped heroes or villains as the mood struck him; so there's no inherent reason for his Swords to be one or the other.

    Teleios, the Perfect Man:  The foremost genetic engineer on Champions Earth today, Teleios is infamous for being a cloner of people, and a creator of animalistic monsters, but the range of his genetic expertise goes far beyond that. More than half a dozen official supers, villainous and heroic, owe their powers or very existence to The Perfect Man.
    Teleios has the skill to induce almost any super power in any human, whether or not that person already has powers or the potential for them. Teleios will do this for pay, or in exchange for services or favors, as he did for the supervillain-turned-hero Flashover (Champions Universe: News Of The World), and her brother, the villain Hurricane (Champions Villains Vol. 3: Solo Villains). Teleios has been known to bestow powers on someone on a whim, whether or not they want them, like after a dalliance with the Indian woman now known as Monsoon (Champions Worldwide).
    The Perfect Man can grow completely original, humanoid or human-looking superhumans with any abilities he chooses. He sometimes sells his creations, as when he supplied VIPER with the powerful monster named Obelisque (Champions Worldwide). Sometimes Teleios turns a creation loose in the world uncontrolled (although not unmonitored), to see how it responds and develops. He did this with the beings labeled the Landsman, and the Lodge (both in Champions Of The North).
    The master geneticist can program his creations with whatever skills he or his employer desires. He can even implant elaborate false memories, to the point where the person has no idea he or she is artificial or has any connection to the Perfect Man. This is how Teleios programs the cloned soldiers he sells to other villains and groups. The superheroine called the Teen Dream (Teen Champions), whom Teleios designed as an experiment in social manipulation, is unaware of her real origin and considers herself a true hero. When he makes a creature Teleios implants controlling genes that make it psychologically impossible for that creature to harm him, or may even make it a loyal follower (although those controls have been known to fail on very rare occasions). Those controls can be so subtle that a person isn't consciously aware of them. Although the lore doesn't specify it, it may be possible for Teleios to do this to humans he augments. He definitely is known to build exploitable secret weaknesses into their genetic code, should they turn against him.
    Teleios is fully written up in Champions Villains Vol. 1: Master Villains.

    Vandaleur Bloodline:  Founded a thousand years ago by their immortal progenitor, Adrian Vandaleur, this widespread clan of sorcerers is one of the premier occult dynasties in the Western world. Although the majority of Vandaleurs have no more talent for magic than most people, the gift for spell casting is far more common among them than in the general populace; and their ranks include some of the most powerful mages in the world.
    Members of the family are aware of each other, and sometimes cooperate, sometimes conflict. But Adrian Vandaleur, whose power dwarfs that of his kin, keeps any factionalism from descending into violence. Otherwise individual Vandaleurs are free to follow whatever activities they like. Their personalities and morality vary widely. Some are benevolent, even heroic; others are amoral and ruthless, up to megalomaniacal psychopaths. Most are simply concerned with their own interests.
    Any Vandaleur with magical ability and desire to develop it could find family members able and willing to train him. The Vandaleur family are described in detail in Champions Villains Vol. 2: Villain Teams.

    The Vita-Man Clan:  Percy Yates was born in Los Angeles in 1910. Brilliant but sickly throughout his youth, he studied biology, chemistry, and nutrition to find ways to improve his own health. In 1939 he discovered a compound which when administered in a pill had a miraculous effect on him, transforming his body to one of perfect health and exceptional physical vigor. Further experimentation led to additional pills granting him true super-powers, including X-ray vision, invisibility, flight, growth to giant size and strength, or shrinking to the size of a mouse.
    Yates's discoveries had two major drawbacks. Their effects were only temporary -- his main vitalizing pill lasted about an hour per dose, while his additional abilities endured for only a minute. Yates was also unable to make them work for anyone else -- they interacted with his own unique physiology. Nonetheless he used his new abilities to fight crime under the costumed identity of Vita-Man. Vita-Man was recruited by the Drifter as one of the founding members of the Justice Squadron superhero team, protecting the west coast of the United States during WW II.
    Percy Yates's health continued to deteriorate over time, leading to his retirement as Vita-Man in 1948, and his death in 1964. But in the intervening years he learned that several of his family members shared the biological factors which would allow them to use his empowering treatments. Today half a dozen of his kin are using "variations of his discoveries" (wording suggesting that other powers are possible).
    Vita-Man's full background and character sheet are included in the Golden Age Champions Secret Files, a PDF collecting outtakes from the manuscript for the latest edition of Golden Age Champions.

    The Zodiac Working:  In 1979 the late master villain Archimago, greatest sorceror of the Twentieth Century, attempted this fearsome ritual, to impregnate twelve women by twelve powerful demons. The resulting hybrid children could be used by the demons as hosts to incarnate themselves on Earth with all their power. The ritual was interrupted and the women rescued by the superhero team, the Fabulous Five. The women seemed unharmed and weren't pregnant, so returned home.
    Two years later one of these women married and gave birth to a girl who later manifested powers of destructive energy, as well as a propensity for rage and vandalism. She grew up to become the supervillain Frag (fully written up in CV Vol. 3). She has no knowledge of her true origins, thinking herself a mutant. Although she usually appears human, when enraged her form becomes more demonic-looking.
    Another of these women gave birth to a son, who now acts as the superhero Pagan (described in the book The Ultimate Mystic). In his superhero identity (resembling a satyr) he's physically superhuman and can project powerful mystic light. Pagan discovered his true heritage when his demonic father Belial attempted to seduce him to his service. Although his diabolical inclinations are strong, Pagan's inherent decency has so far won out.
    To date nothing has been revealed about the other ten victims of the Zodiac Working.
  21. Thanks
    Beast reacted to Hugh Neilson in Ghost Girl(working title)   
    Agreed that, absent campaign parameters, any character is very hard to assess.  Based on her numbers, I am guessing a standard 10 – 12 DCs, with the Sacrifice Lunge being an outlier.


     
    So that means a typical attack will average 35 – 42 STUN, 10 to 14 past defenses.


    PRE 13 will mean lost actions if villains use PRE attacks.  Just Violent Actions demonstrating a Superpower adds some dice.

     
    In my games, 7 SPD is quite fast, so I would expect below-average attacks, defenses and/or some other compensatory weaknesses.


     
    Given pretty much everything is OIAID, I would expect the character will be denied those powers every so often.  Can she survive with 2 PD and ED?  Similarly, I would expect to see adjustment powers reasonably often to justify the savings from Unified Power.  A 6d6 Drain will take out your defenses pretty quick (and I think it hits each Damage Reduction, not one at a time).


     
    How is her Energy Detection Perceivable?  I can get the force field effect and partial desolid being visible.  The Life Support being visible also seems odd.


     
    The lethality of that radiation attack have been noted.  I will point out that a similar attack, by a character with the same SPD, would leave your character at -9 BOD in one turn.  Would you and the rest of the players be OK with a similar AoE attack being used against you?  Or just a mimic character copying that power (you don’t have Power Defense). 


     
    I would require the MP have a 62 point base and that each power pay for reduced END, but other GMs may feel differently.  It also looks like your Flight assumes the Adders are not used. While 6e V1 p408 allows avoiding the reserve allocation, the adders still increase the END cost.


     
    With Accidental Change in a Very Common situation, how long can that ID stay a secret?  Maybe the Change is out of, rather than into, energy form (making her defenseless for that window, and unlikely to survive a solid hit from an opposing Super)?


     
    Like Cygnia, I also don’t see the drawback of having no organs in energy form.

  22. Haha
    Beast got a reaction from Khymeria in Is there any point to Halflings?   
    Light enough to toss into unexplored rooms
    and not as heavily armed as Dwarves
  23. Like
    Beast reacted to dmjalund in Wizards of the Coast Announces One D&D   
    don't worry. He'll miss
  24. Haha
    Beast reacted to Spence in Is there any point to Halflings?   
    Ah yes, the classic Halfling-Thief-on-a-rope trap detector.
  25. Like
    Beast reacted to Grailknight in Vertigo Power from the 90's   
    That's simple. It converts from the 1x,2x,3x and 4x of pre-4th edition Mental Powers to the current +0,+10,+20,+30 structure of Mental Powers directly.
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