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penemue

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Everything posted by penemue

  1. Re: Custom Figures Images Zorth. I have a soft spot for Zorth. He used to be such a useless villain, then I made him for Heroclix and he rocked. Then I made him up again for Champions and I think he'll kick butt.
  2. Re: Custom Figures Images I've been using cardstock buildings, vehicles and props for a while now. It can really add to the ambiance of the game. They're fun to make too. Kind of a pain to store... anyway, in this image Sir Skull is trying to find Gargirl, who is hiding on the overhang of the Happy Paws Cat Hospital. In the background Kimera and The Scarlet Avenger make sure the fight doesn't get too nasty for Kimera's sidekick.
  3. Hi, really enjoying going through the boards. I have been using miniatures for my Champions campaign for years, but was always frustrated with the lack of supers. With Clix games and the like we now have an amazing amount of supertypes to game with. I thought it might be fun for any of us who have custom miniatures to post them on here and share them with each other.
  4. Re: Does anyone have a write up of Gloop/Gleep from the Herculoids? Weren't they just schmoos?
  5. Re: The Penemue Universe Zorth: Shaper of Worlds Val Char Cost Roll Notes 20 STR 10 13- Lift 400 kg, 4d6 HTH damage 18 DEX 24 13- OCV: 4/ DCV 10 25 CON 30 14- 15 BODY 10 12- 20 INT 10 13- PER Roll: 13- , 18- (sight) 25 EGO 30 14- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 15 PD 11 10 ED 5 5 SPD 22 Phases: 3,5,8,10,12 13 REC 8 50 END 0 37 STUN 0 Total Characteristics Cost: 170 Running 6”/12” Leap 2”/ 4” Swim 2”/4” Cost Power 29 Dimensional Tricks: Multipower, 80-point reserve Gestures (-½), Side Effects, Extreme Effect 60 points (-1), Environmental Only (+¼) (subtle campaign changes or dimensional rifts and wormholes), Requires Skill Roll (- ½ ) 3u 1) Dimensional Walking: Extra Dimensional Movement to any point in any dimension 3u 2) Dimensional Phasing: Desolidification (affected by dimensional attacks, or magic) 2u 3) True Dimensional Perspective: Clairsentience (sight and hearing), any dimension: Concentrate 0 DCV (-½) 5u 4) Dimensional Freeze: Entangle 8d6, 8 Def 4u 5) Dimensional Ripple: 9d6 EB, Explosion (+ ½ ) with hole in the middle (1 hex in centre; + ¼ ) ( active points); No Range (- ½ ). 3u 6) Summon Dimensional Fiends: Summon 4 Horrifying 300 point monsters from the most mind-flaying dimension ever, Requires Skill Roll (-½), Side Effect (minor – ¼ ) Summon the most adorable, cutest, most fuzzy creatures that could ever exist, ever. 4u 7) Dimensional Tear: 2½d6 RKA, Indirect (+½), Penetrating (+½) 75 active points, No Knockback (-¼) 3u 8) Dimensional Shunt Field: (25 PD/25 ED) Force Field 3u 9) “Nobody Messes with the MIGHTY ZORTH!”: Growth (+30 STR, +6 BODY, +6 STUN, -6 KB, 6,400 kg, -4 DCV, +4 PER Rolls to perceive character, 8 m tall, 4 m wide), Costs END only to activate (+1/4) 2u 10) I’m Not Here: Invisibility to Sight Group, No Fringe 10 Combat Luck (Just Missed Me): 6 PD, 6 ED Armour, Hardened +1/4, Luck-Based -1/2, Nonpersistent -1/4 20 Unstable Dimensional Aura: +6 DCV 5 Lack of Weakness -5 30 Multi-Dimensional Brain: Mental Defense (15 points plus Ego/5) plus Power Defense (15 points) 37 Teleport 20” (10x Mass up to 10 others), x16 noncombat movement; Gestures (–½) 10 Extra-Dimensional Vision: +5 PER with Sight Group 6 Extra-Dimensional Vision: +4 versus Range for Sight Group Cost Skill 5 Dimensional Weaving (Powers, INT based) 14- 2 Area Knowledge: The Dimensional Continuum 11- 3 Breakfall 3 Conversation 16 Combat Skill Levels: +2 OCV or DCV 7 Deduction 3 Interrogation 4 KS. The Dimensional Continuum 12- 8 Defensive Maneuver III Powers and Skills Cost: 230 Total Character Cost: 400 200+ Disadvantage 5 Hunted: the press 8- (Less Pow, NCI, Watching) 25 Hunted: Heroes from many dimensions 11- (As Pow, Capture/Kill) 25 Hunted: Current Reality's Hero Group Du Jour 11- (As Pow, Capture/Kill) 15 Social Limitation: Public Identity 15 Reputation: Collapsed all kinds of dimensions accidentally when he was learning how to use his powers. 11- (Extreme) 5 Rivalry: Professional (Professor Starman, that do-gooder) 10 Vulnerability: 2x STUN from Dimensional Attacks (Uncommon) 20 Vulnerability: 2x STUN from Magical Attacks (Uncommon Group) 10 Psychological Limitation: Must Think Things Through When Things Go Wrong (Uncommon, Strong) 10 Psychological Limitation: Prone To Depression (Uncommon, Strong) 5 Social Limitation: Fear Of Commitment (Occasionally, Minor) 15 3d6 Unluck 50 Experience (He’s been around a bit) Background/History: It used to be Zorth: Destroyer of Worlds, but his publicist thought that was too harsh. Shaper is nicer and it’s closer to what he wants to accomplish anyway. He is out to plunder the multi-verse and he is also driven to explore. He’s basically having the time of his life and he doesn’t realize the mayhem that his powers can create with dimensional anomalies and the potential collapse of reality as we know it. Fortunately for Zorth he is a dimensional anchor, someone who led such a pathetically mundane life that his fantasies and daydreams tapped into the fabric of reality and altered it. One of the most powerful beings in the multiverse, Zorth’s origins are shrouded in mystery, but it is rumoured that he was a simple insurance adjuster in an alternate reality of our Earth who one day discovered he had the ability to accurately predict statistics and probabilities and eventually he was able to manipulate events with a thought. This created a catastrophic dimensional failure that merged alternate realities together into a new, twisted reality. Zorth lost everything and has set out to recreate the multiverse in his own image. His wife didn’t understand, his dog didn’t understand. Nobody could interact with him because he had drifted too far out of “reality”. He wandered alone, exploring every aspect of reality in the multiverse, systematically messing up every place he visited. Learning to control his unpredictable pan-dimensional physiology, he has destroyed fewer realities and those he has collapsed he has done so on purpose. During the Scortan Imperative ( Penemue Universe Crossover Mini Series of 2003), Zorth and Professor Starman joined forces to cobble together a new reality to replace the one destroyed by the Arch Demon Scortan’s assault on Earth. With the help of Starman’s students the universe was recreated. Zorth has been laying low ever since, working on his own personal pocket dimension where he would soon like to retire. Personality/Motivation: Zorth just wants to be loved. He never realized that people couldn’t get close to him because if they did they would change, become subtly altered by Zorth’s unstable dimensional aura. Zorth is frustrated by his lonely existence, but he loves his powers. He tries to help people, but usually ends up trashing the fragile threads of reality and drives them insane or collapses parallel realities into one another creating a huge mess. Quote: “These tights are riding up again. I hate that.” “Yeah… about that… now this is really funny, you’re going to laugh.” Powers/Tactics: Zorth usually messes things up when he is trying to do someone a “big favour.” He usually has to use his powers defensively when a gaggle of “do-gooder” heroes shows up to find out who is behind whatever crisis is threatening the multi-verse this time. He usually reacts with force walls and Dimensional Phasing, but he’d be delighted to unleash hell upon his attackers, often summoning terrifying monsters from hell to keep them busy and then disappearing into the multiverse to look for a safe place to hide. Appearance: Zorth is a bald, middle aged man who wears a pair of ill-fitting tights that are too loose in some areas and too tight in other areas. He has striking angular features and has a strange goatee that.. well, it doesn’t look right. He wears a black skull cap that appears to be shiny metal hair. It’s not a good look for him. He thinks he looks like a conquering emperor, but he just looks like a skinny guy in a garishly coloured Halloween costume of Ming the Merciless. GM Notes: To be fair, Zorth is really just a plot point to have the characters scramble to avert some new inter-dimensional emergency. His powers are designed to mess things up and cause all kinds of chaos. His bumbling personality and hopelessly poor luck ensure his failure and allow for a wide variety of Dues ex machina explanations and story seeds. Need a rampaging army of orcs on the loose in the city? Giant Cthulu Monster? Blame Zorth.
  6. Re: Justice League of America (Silver Age) Awesome job Cassandra. Inspiring, even.
  7. Re: The Penemue Universe Aww.. thanks. I hope you enjoyed the book. It certainly helped me narrow down my Champions game. It was nice to have an editor help out too. Anyway.. back to the history of the Penemue Universe. Again, I am covering this as if it had been published as a bunch of comics created by various publishers. At some point the comics are purchased by one publisher who attempts to retcon the storylines into one superhero universe. Up next: K.I.N.G. (1936-1946) Horrors of the supernatural trembled against the mighty power that was K.I.N.G. (Knowledgeable Investigations of Numinous Goings-on), founded by Prime Minister William Lyon Mackenzie King (who was a practitioner of Spiritualism, conducted séances and took political and personal advice from his deceased mother and his beloved dog Pat) in 1936. This organization battled Nazi Thule society thugs as well as things that went bump in the night. The final storyline, just months after the bombing of Nagasaki was a confusing, H.P. Lovecraftian yarn that killed off all the principle cast members of K.I.N.G. or drove them irrevocably insane. So disturbing was this storyline to readers that the Archdiocese of Montreal ordered all copies in the province collected and burned. Story Arcs: 1936-1937 Issues 1-20 Things That Go Bump: Mackenzie King personally assisted the agents of K.I.N.G. on several mysterious adventures, mostly exposing fraudulent mediums or people dressed up as monsters. 1938 Issues 21- 32 Thule Drums: An epic adventure that starts in Greenland with a German expedition uncovering an Aryan Superman from a glacier and the plucky Canadian Pilots that fly in to stop the Germans from escaping in their mysterious flying wing. The Aryan Superman escapes in a U-Boat and makes its way back to Germany. A terrible storm diverts the U-Boat to Halifax, where the Germans decide to test the horrible power of their mystical warrior. It all ends with a spell that kills the Germans and the ancient Superman but engulfs the city in a blast second only by the Halifax Explosion of 1917. 1939-1940 Issues 33- 49 Home Front: Strangely, the war in Europe is ignored and a collection of mythic beasts ranging from a Minotaur, a fire-breathing dragon and zombies are encountered across Canada. Various “branches” of K.I.N.G. are depicted with each story focusing on new protagonist K.I.N.G. agents. 1940 Issues 50- 57 War Most Foul: The operatives of K.I.N.G. are shipped to England to thwart an invasion by the Germans after the occupation of France in May 1940. 1941-1946 Issues 58- 115 The Greatest War of All: The mythical Old Ones, a collection of ancient demons are released by Nazi mystics and threaten to destroy reality. This is the first appearance of Scortan and the Scortan cult, a more anthropomorphic demon creature that has been blocked from this dimension by ancient magic. The links to our reality our strong, however as many human magic users rely on “Scortan blood”, a lineage back to the demon some 10,000 years old. Much more was to be seen from Scortan in the future. This epic tale is notable for the ending, where all the established K.I.N.G. operatives and leaders are systematically killed or go insane. The monsters are unleashed and as the world begins to end outside his window, Canadian Prime Minister Willliam Lyon MacKenzie King incants the final spell that closes the doors between worlds and again traps the demonic Old Ones in their slumber and blocks Scortan from the Earth once again.
  8. Re: Soon I Will Be Invincible There is a great interview with Austin Grossman here: http://www.maximumfun.org/blog/2007/09/podcast-austin-grossman.html It is obvious he loves the form of comics and superheroes in general. I think his comments about the Super Hero genre being a Meta-Genre is very insightful. Well, it's been a while since I actually heard this interview so I THINK this is the one where he mentions it. Either way, it's a very enjoyable discussion on video games, the superhero genre, Superhero movies and life in general.
  9. Re: Justice League of America (Silver Age) Awesome work Cassandra, keep it coming. I can't wait for the villains!
  10. Re: The Penemue Universe Sneak (Marius Dorrello; publicly known AKA Mark Dumont) Val Char Cost Roll Notes 15/ 35 STR 5 12- Lift: 200 kg; 3d6 damage (7d6 with armour) 18 DEX 24 13- OCV: 6/ DCV: 6 15 CON 10 12- 13 BODY 6 12- 18 INT 8 13- PER Roll 13- 13 EGO 6 12- ECV: 4 10 PRE 0 11- PRE Attack: 2D6 10 COM 0 11- 10 PD 7 Total: 20 PD 5 ED 2 Total: 15 ED 5 SPD 22 Phases: 3, 5, 8, 10, 12 6 REC 0 30 END 0 28 STUN 0 Total Characteristic Cost: 65 Movement: Running: 6"/12" Leaping: 6"/13" Swimming:0"/0" Cost Skills/Perks/Talents 3 Acrobatics 13- 2 AK: Montreal 11- 3 Breakfall 13- 3 Computer Programming 13- 2 Contact: Canadian Government Civil Servants 11- 3 Cryptography 13- 3 Deduction 13- 3 Electronics 11- 2 Gambling (card games) 11- 2 KS: Powered Armour Systems 11- 3 Language: English (Completely Fluent with accent) 0 Language: French (idiomatic; literate) 3 Lockpicking 13- 3 Mechanics 11- 2 Science 11- 2 Science 11- 3 Security Systems 13- 3 Stealth 13- 3 Systems Operation 13- 3 Weaponsmith 11- 3 Lightsleep 4 Speed Reading Cost Powers 15 Combat Armour: 10 PD/ 10 ED Armour, activation 14- (-½), OIF (-½) 10 Combat Analysis Software: Danger Sense OIF (-½) 21 Combat Analysis Software: +4 OCV or DCV HTH and Ranged OIF (-½) 10 Enhanced Strength: +20 STR, Does not affect figured Characteristics (-½), OIF (-½) 8 High Range Radio Hearing and Perception OIF (-½) 38 Total Invisibility to Mechanical Sensing: Invisibility (Sight, 20; Spatial Awareness, 10; Danger Sense, 10; Combat Sense, 5; Hearing, 5; Mental Senses, 5; Radio, 5; Smell/Taste, 5; N-Ray Vision, 5; Sense: Detect, 5; Sense Group: Radio, 10; Smell/Taste, 10; Mechanical Sensing Only (-1), OIF Armour (-½) 7 Leg Servos: Leaping +10” OIF (-½) 23 Ray Gun: 2D6 RKA, Penetrating (+½), OAF (-1) Skills and Powers Cost: 190 Total Cost: 255 150+ Disadvantages 20 Hunted: Villain Involved in Origin (Salvo) 8- (Mo Pow, NCI, Capture/Kill) 25 Hunted: RCMP and Canadian Supers 8- (More Pow, NCI, Capture) 20 Psychological Limitation: Must keep high tech equipment out of the hands of governments where it could become a weapon of mass destruction and does not want to harm innocents (Common, Strong) 10 Destitute (living under assumed names providing under-the-table contract work, but only scraping by) 15 Public ID (it was all over the news) 10 Reputation: Stole Powered Armour from the government and has lived as a fugitive ever since 11- 5 Experience Background/History: Marius was a successful mechanical engineer just starting his career. He worked on the top secret powered armour division of research Canada that was founded by the man who would eventually become the super villain Salvo. Marius worked with Jessica Mathers (Windburn), but had no idea the technical innovations he was creating were to be put into practical use with potential military uses. Marius was strongly opposed to his work developed into a potential weapons system that could be used in actual armed conflict. One night, he snuck into work and destroyed his research files. Realizing he had compromised the security system he took what had already been constructed and blasted his way into the night. Since there was no officially sanctioned Canadian superteam at the time, he managed to escape and kept a low profile. He has turned up from time to time to perform a good deed or lend a hand to low tier superheroes. Recently he has been forced to provide technical support to less than legal operatives, lowering his standards as his finances dwindle and life becomes harder. He’s getting more bitter about his situation. It wouldn’t take much to push him over the edge and consider himself a “villain”. Personality/Motivation: Marius is living day to day, trying to survive with under-the-table contracts. He has adopted a false identity of Mark Dumont. Marius wants to clear his name one day, but he is starting to lose hope that it will ever happen. Quote: “That wasn’t supposed to do that.” Powers/Tactics: Sneak uses stealth to outwit high-tech opponents and ranged attacks to take out targets. He doesn’t like to get too close to his targets and will leap out of harm’s way if he needs a bit of breathing room. He will avoid wanton property damage and will do anything to avoid harming innocent people. Appearance: Marius is an unassuming French Canadian male in his early 30s. He is pale and thin, but relatively healthy. He has unruly brown hair and has grown a mustache and goatee to help hide his identity. He has thin, angular features.
  11. Re: A DC Animated-style HeroMachine http://www.skaro.org/cel.jpg I saw this actual cel at Nelvana studios back in the early 1990s. I wasn't sure then if it was a good interpretation of the character for an animated series. I think they sort of missed the point there.
  12. Re: A DC Animated-style HeroMachine Whatcha Need Mr. Hopcroft? I think it would be an interesting challenge to see what a bunch of us come up with.
  13. Re: The Penemue Universe Penemue Universe Comics Instead of presenting a history of the Penemue Universe as if it really happened, I have decided to present it as if it were presented in comic book format. The events are treated as history “in game”. Note: much of this has been Retro-conned over the years to change the tone of the overall campaign or breathe new life into old characters. Fair Domain Fair Domain titles take place in Canada and/or have predominantly Canadian protagonists. They have historically included: The Fantastic Adventures Of The Royal Mounted Adventure Strips (1880-1900) Originally a chronicle of the dashing Sergeant Steve McKenna of the Royal Canadian Mounted Police and his German Shepard Hobo, the cast expanded to include an Indian Shaman known as Chief, a French Canadian lumberjack named Jacques Lepic and a mysterious female hero known as Dominion. Together they battled greedy landowners, rogue mammoths, saber-toothed tigers and dinosaurs, resource hungry Americans and a mysterious race of blue-skinned people who lived in a lost valley and had somehow harnessed the power of the Northern Lights. Published as a 10-page installment every last Friday of the month in many papers across Canada, these were ripping yarns of mystery and imagination. Story Arcs: 1880-1882 Issues 1-30 Sergeant McKenna Always Gets His Man: Sergeant Steve McKenna wandered the Canadian Wilderness on his black horse Justice, accompanied by Hobo. These strips appeared weekly and were mostly standalone stories with strong moral messages of helping those in need and the importance of law and order. 1882-1884 Issues 31-55 Fantastic Adventures: Sergeant McKenna battles outlaws, dinosaurs and other prehistoric creatures alongside his new allies Chief and Lepic. 1884-1890 Issues 56-128 Domain’s Dominion: The mysterious Dominion steals McKenna’s heart and leads the stories against a doomsday cult, American outlaws, mad inventors, forest beasts and moon men. 1890-1893 Issues 129-164 The Lost Valley: The blue-skinned people of the Lost Valley attack the south with their powerful Northern Lights weapon after they mistake Dominion’s presence in the north as a declaration of war. Sergeant McKenna and Chief avert a horrible coflict with the blue-skins and they vow that the location of the Lost Valley will remain a secret for all time. Dominion leaves the group, horrified at her war-like nature. 1894-1900 165- 235 Two-Fisted Justice: The strips return to their stand-alone format and focus again on Sergeant McKenna, his horse and his dog tracking down outlaws and courting the unattainable love interest Sarah Novak and her wacky scientist father. The Domain Boys (1910-1929) Following the adventures of five super-powered young men who grow up under humble circumstances, fight in the Great War and end up battling criminal overlords in the streets of Montreal in the 1920s. Distributed weekly as a black and white two page insert in several Canadian newspapers, the stories were aimed at families and young women, often dealing with wholesome relationship issues and touching personal issues that had to be overcome. The harshness of war and the grit of the gangster wars were glossed over with heroism and nobility. The grim realities of the great depression ended this experiment in sensitive and complex storytelling. Story Arcs: 1910-1914 Boys Will Be Boys: Five young men with curious abilities meet in Halifax and compare stories of small town adventures only to be drawn into a mysterious underworld of lost pirate treasure, an undersea kingdom of merfolk and a hypnotic sorcerer from the middle ages. 1914-1918 War Stories: Heart-wrenching stories of the Great War that took the form of letters sent to loved ones back in Canada. The stories have a jingoist zeal that seems naïve and even offensive to modern readers, but the focus is on the relationships and love lives of the main characters. The details of the war are sketchy and abstract. The art is fanciful and inaccurate. In one adventure a cavalry unit armed with sabers easily defeats German tanks, airplanes, a machine gun nest and a mustard gas attack. The fantastic powers and abilities of the five main characters are almost forgotten in these stories. 1919-1929 Crime Busting: Relocating to Montreal after the war, the five heroes try to settle down and get on with their lives, but are soon caught up with gangsters and liquor smugglers. The Domain Boys battle the criminals with their fists and by the end of the run are bouncing bullets off their chests and heaving streetcars at fleeing criminals. The depression causes a sudden and unceremonious end to the comic.
  14. Re: Theron's Bay City Mash-Up Very nice report of a solid first adventure. The two week (tweeks) schedule is sometimes frustrating as people forget what happened, who they are playing, etc., but this write up is excellent. I've been trying to get better at recording events, mostly to maintain continuity (what heroes met what villains, etc.) It can get frustrating.
  15. Re: The Penemue Universe Oh.. Thanks Theron. I hope your 8 year old likes the book.
  16. Re: The Penemue Universe The Penemue Universe is a four-colour superhero world where super-powered human beings have interacted with aliens, demons and other supernatural beasts since the dawn of time. The costumed “superhero” has existed for centuries, tracing back to Gilgamesh and Heracles in the ancient world and other folk and mythological heroes through the Middle Ages such as Robin Hood, Beowulf, Arthur and Roland. The Renaissance saw the rise of incredible technologies developed by inventors like Leonardo daVinci and Gutenberg. Masters of the mystic arts such as Doctor Faustus, John Dee and Sir Edward Kelley helped lay the foundation for organized magicks that invoke angels and demons. This was important because before that time magick wielders were unorganized and unable to defend against a powerful inquisition. The mysterious Comte de St. Germain rose to prominence in the 18th century, but was reputed to have lived for centuries before that. His influence on alchemy and the study of geomancy is felt to this day. The 19th century had many costumed heroes who were hounded by the press and writers of the day. Charles Dickens famous novel “A Brotherhood of Capes” was an early attempt to document the dynamics of a super-powered team of crimefighters in Victorian London. The legendary Black Unicorn and Black Hat skulked the streets of London while the clockwork warrior TicToc and various cowboy heroes fought crime in North America. The early twentieth century saw the largest influx of costumed heroes and villains in recorded history. In the years leading to the second world war an entire generation of supers loved, fought and died in an ever-increasing dynamic era of adventure. World War Two saw supers battle it out in the fields of Europe and Asia. The use of supers in military action was officially outlawed with the formation of the United Nations. This mandate was not broken until the 2003 invasion of Iraq. Superheroes were forced underground during the Mcarthy hearings and strict laws were passed limiting the rights of supers and requiring them to register with a “kill switch” faction of the government who didn’t trust super powered people. England’s rise as a space power started in the 1920s. Eventually England had two orbiting platforms and a base on the moon before 1958. England’s space adventures were kept hidden from the world and when the USSR and US began to explore space, that’s when the UK scaled back their missions eventually abandoning the moon base in 1968. Super humans gained important civil rights in the 60s and 70s, but that all ended in the US when Congress passed the super registration act of 1981. Similar registration programs popped up around the globe. Many supers went underground and adopted secret identities to hide from the government.
  17. Re: The Penemue Universe This character is from my Canadian Superhero campaign Domain. I haven't used him since I've transferred the campaign back to the Hero System.
  18. Inspired by the awesome and prolific work of Cassandra I have decided to tackle the tricky backstory that is my Champions campaign. I have been working on this off and on since 1982. Back then it was called the Pac Rat Universe. I attempted to keep things original and not use existing characters or adventures and if I did I would make an effort to disguise them as something different. Things really took off for the campaign in 1984-1998. There were a few years of other games and then things really got going in 1991 when I played twice a week for a while. Everything came to a head in 1997 when a huge United Nations campaign came to an end with the entire team being nuked along with the bad guys. That was the end of that campaign, for the end of the Pac Rat Game Universe. Switching game systems we used the Storyteller (Vampire) system for a while, creating a Canadian team of teen heroes (ANGST). Bit by bit, some characters spilled into the new game universe from the old, continuity and backstory prevailed. Shifting to the Big Eyes, Small Mouth (TriStat) system all the old characters came back. In 2003 I created a how to draw book about Superheroes called Superhero Madness ( http://www.amazon.com/Superhero-Madness-David-Okum/dp/1581805594 ) I was asked to create this book in a very short amount of time. I opened my Champions binder and used my campaign as the inspiration. It worked out much better than I had thought. When the 5th edition came out in 2003 I decided to dust off the old campaign and run it again in 2004, picking it up with the outcome of the nuclear blast in 1997. The blast had interrupted a magical ritual and the combined power had catapulted the characters 7 years into the future. The characters awoke, falling through space, 1000 feet in the air. The UN team pulled themselves together and had some adventures in England, losing the villains along the way and realizing a monstrous demon creature (Scortan) had piggybacked in one of the characters and had now reestablished himself in this reality. The campaign chugged along nicely until 2005 when some teenagers empowered the weakened Demon Scortan and accidentally destroyed reality as we knew it. Fortunately they were assisted by their headmaster Professor Starman who had put the universe back together many times before, remarking "You'd be surprised how often this happens, really." This re-organization gave me an opportunity to retcon the entire campaign. Some characters were removed completely, others were aged or made younger. The "feel" of the game also changed, becoming less of an ernest urban fantasy iron age campaign to a more ironic and self-aware modern take on a silver age feel. I separated my campaign into different related mini-campaigns all set in the same basic universe. This allowed for more continuity and felt like different titles of a comic book company's releases. What happened in one campaign often impacted events in other campaigns. I had tried doing this for years, but somehow it seemed to work better now. There are currently 7 active campaigns and several that are mothballed or in development. The current campaigns are: Domain: Set in Canada and dealing mostly with Canada's officially government funded superteam C.A.P.E.R. (Canadian Agency for Paranormal Enforcement and Registration). On Earth: Set in the fictional American city of Golgoth, the setting is grim and dark with an ancient evil controlling the city and despair around every corner. It's basically a mystically inclined Batman: the animated series. Unison: The United Nations Superhero team, currently not operating officially since 2003. I use this campaign to tell stories that take place around the world. The cast is currently rotating. Cosmica: Set in space, these heroes defend the earth from aliens and other galactic hostiles. Esoterica: Magical creatures, basically it's a Hero Game version of my BESM book Cold Hands, Dark Heart. Superior City: Another fictional American city. The setting is a Northern U.S. city that used to be a real boom town during the cold war, but has recently fallen into tough times. Think Metropolis that has seen better days. Lots of high tech hero highjinks. The Wrong Crowd: Probably the player favourite campaign. It is set at a private school run by Professor Starman, the reality bending Physics wiz. The characters deal with typical teen thing as well as the occasional monster or teen supervillain. The players even have one faculty member as a PC just to make things more interesting.
  19. http://www.tvokids.com/framesets/play.html?game=194 I don't know why, but I find creating South Park style adventures for these characters endlessly amusing.
  20. Re: Soon I Will Be Invincible Temps was awesome.
  21. Some Designs This can be a very addictive site. I was just waiting for the cable guy to show up and thought I'd design a few characters. I may post some real drawings of them later on as they seem kind of fun.
  22. Re: Mac compatible? I think it'd be important for the game to be Mac Compatible. Bootcamp and the like are really just bandaid solutions.
  23. Re: Justice League of America (Silver Age) These are super awesome... I was wondering if any Justice League Villains were going to get the 250 Point treatment. People always neglect the poor villains. I was thinking the classic Injustice League with Agamemno, Lex Luthor, Black Manta, Chronos, Catwoman, Doctor Light, Felix Faust, Mr. Element, Penguin and Sinestro. The Animated Series Legion of Doom was also an amusing group of villains who seemed more likely to kill each other than hatch any cunning plans. I think they ended up being Atomic Skull, Bizarro, Cheetah, Evil Star, Giganta, Heat Wave, Killer Frost, Lex Luthor, Sinestro, Star Sapphire, Toyman and Volcana. Kind of a mixed bag when you look at them.
  24. Re: Unusual Powers That is SUCH a good idea... I have often wondered how to duplicate Aquaman's abilities...
  25. Re: Papermodels For Champions That's funny, I was just looking at one today after supper when I was strolling around a construction site on a local university campus. Hmm... It'd be a big papermodel.. Maybe too big for my purposes, but still a good suggestion.
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