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Chris Goodwin

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  1. Thanks
    Chris Goodwin reacted to Duke Bushido in Why NOT use a multipower for magic?   
    Every time this conversation comes around, it ends the same way:
     
    "Because I can break it,  it is impossible to use it in any way that isn't broken." 
     
     
    Every _time_! 
     
    Given the desire, I- and without a doubt the majority of the people here-  can break every single part of the rules: all nine hundred pages of them. 
     
    Guess we should just throw the frikkin things away, because there is _clearly_ no unbroken way to use any of them. 
     
     
    Fizbin, anyone? 
  2. Like
    Chris Goodwin reacted to Ninja-Bear in Why NOT use a multipower for magic?   
    Lonewolf here is where I disagree with your argument against Multipowers. You’ve shown some creative and I would think even you would say “abusive” and multipowers make those spells cheaper therefore Multipowers are bad. Correct? Therein lies my disagreement. Those spells are “abusive” whether at full cost or discounted price. True a MP may allow you to buy more but why should a GM allow those spells in the first place?  Why shouldn’t a wizard have access to several spells if they’re reasonable? Not only that but the savings in spells means the wizard might have other skills?
  3. Like
    Chris Goodwin reacted to Ninja-Bear in Why NOT use a multipower for magic?   
    Ok you’re building a wizard to specifically build against “typical” warriors.  My warrior has mental defense, why you ask cause he’s a ninja. I’ve never seen a wizard with +8 lightning INT reflexes but if you went that way trust me I can go higher. Btw, one cast of a net and you’re a sitting duck. 
  4. Like
    Chris Goodwin reacted to drunkonduty in Why NOT use a multipower for magic?   
    I think it all comes own to what feel are you hoping for in your game.
     
    If you want low fantasy multipowers may not work. Although if you limit the size of the pool they would probably still be ok.
     
    Another thing that might make them acceptable, to the the GM at least, is for the GM to actually write up all the spells. Which is a lot of bloody work.
     
  5. Haha
    Chris Goodwin reacted to L. Marcus in Why NOT use a multipower for magic?   
    Just mind the gap, guys.
  6. Haha
    Chris Goodwin reacted to Duke Bushido in Why NOT use a multipower for magic?   
    Or perhaps soft minds running together?
     

     
     
     
  7. Like
    Chris Goodwin got a reaction from Duke Bushido in Why NOT use a multipower for magic?   
    Indeed!  I won't pretend to be any kind of great mind, though.  I'll admit to pretty good, at least. 
  8. Haha
    Chris Goodwin got a reaction from Panpiper in Why NOT use a multipower for magic?   
    Indeed!  I won't pretend to be any kind of great mind, though.  I'll admit to pretty good, at least. 
  9. Like
    Chris Goodwin reacted to Panpiper in Why NOT use a multipower for magic?   
    More likely a case of great minds thinking alike.
  10. Like
    Chris Goodwin reacted to Duke Bushido in Why NOT use a multipower for magic?   
    DUDE!  
     
    Change that to 16- and I'd swear you had copied my house rules!
     
     
  11. Like
    Chris Goodwin got a reaction from Brian Stanfield in Why NOT use a multipower for magic?   
    One idea of mine is: 
    Spells are in schools, colleges, whatever you want to call them.   Each school would be required to be a separate Multipower. No one is ever required to buy a Multipower. Any spell that is Constant, Persistent, or requires END to maintain automatically drops if the points are moved out of the slot.  Any Triggers end if the points are moved out of the slot.  Some spells that are Instant with continuing effects may end if the points are moved out of the slot, depending on the SFX.  Any spell bought Usable On Others ends if the points are moved out of the slot.   Starting wizards have to buy all of their spells at RSR: -1 per 5 Active Points.  Additional Skills are required before you can start improving this.  Like KS: Magical Theory 11- and a KS at 11- relating to a particular school of magic, before you can start buying the spells in that school to -1 per 10 Active Points.  You have to buy the Limitation down to at least -1 per 10 on all of your spells in a school before you can start learning new ones of that school at the -1 per 10 level.   You'd have to have KS: Magical Theory and the KS for the school at maybe 14- before you can start buying those spells down to -1 per 20 Active.  Characters can have an affinity for a school of magic.  This is some number of Skill Levels that can apply to all of the spells in the school.  These can be used on a KS roll related to the school; they can apply to the character's Magic Skill Roll with spells in that school; they can apply to the character's O(M)CV when attacking with spells of that school or D(M)CV when defending against spells in that school.  The character can also use them with any mundane Skills used for a task relating to the subject matter of the school.  (For instance, characters with an affinity with Fire can use their Skill Levels when attempting to start a fire with mundane tools, even if they're in a situation where their magic is useless.)    
  12. Thanks
    Chris Goodwin reacted to Panpiper in Why NOT use a multipower for magic?   
    That's true enough I guess. I've just never seen the allure of playing the utility character I suppose. I want a Gandalf in my party. 
     
     
    Ghads! A reply from a veritable god of Hero! I am in awe! Yours is a name I have known for decades Chris!
     
    Another issue I have with most people's magic systems is that they are simply, overly complex.  I would kill (well, not literally) to play in a game run by Chris Goodwin, but there is again zero chance I would play a mage. Way too many criteria to meet and match to gain any sort of real power at all. Another jack of trades that can only shine when everyone else is lackluster.
     
    A huge number of players, at least the players I have known, have a hard enough time knowing what to do in D&D let alone the complexity of Hero. I would prefer to find/create an elegant, simple to implement and understand approach that newbies to the Hero system can comprehend with relative ease. I fully expect most of my players to have never seen Hero before. Most will ask me to build their characters for them based on their conceptions and it has to be simple to not just understand enough that they can easily spend XP, but also understand tactically.
  13. Like
    Chris Goodwin got a reaction from L. Marcus in Why NOT use a multipower for magic?   
    One idea of mine is: 
    Spells are in schools, colleges, whatever you want to call them.   Each school would be required to be a separate Multipower. No one is ever required to buy a Multipower. Any spell that is Constant, Persistent, or requires END to maintain automatically drops if the points are moved out of the slot.  Any Triggers end if the points are moved out of the slot.  Some spells that are Instant with continuing effects may end if the points are moved out of the slot, depending on the SFX.  Any spell bought Usable On Others ends if the points are moved out of the slot.   Starting wizards have to buy all of their spells at RSR: -1 per 5 Active Points.  Additional Skills are required before you can start improving this.  Like KS: Magical Theory 11- and a KS at 11- relating to a particular school of magic, before you can start buying the spells in that school to -1 per 10 Active Points.  You have to buy the Limitation down to at least -1 per 10 on all of your spells in a school before you can start learning new ones of that school at the -1 per 10 level.   You'd have to have KS: Magical Theory and the KS for the school at maybe 14- before you can start buying those spells down to -1 per 20 Active.  Characters can have an affinity for a school of magic.  This is some number of Skill Levels that can apply to all of the spells in the school.  These can be used on a KS roll related to the school; they can apply to the character's Magic Skill Roll with spells in that school; they can apply to the character's O(M)CV when attacking with spells of that school or D(M)CV when defending against spells in that school.  The character can also use them with any mundane Skills used for a task relating to the subject matter of the school.  (For instance, characters with an affinity with Fire can use their Skill Levels when attempting to start a fire with mundane tools, even if they're in a situation where their magic is useless.)    
  14. Thanks
    Chris Goodwin got a reaction from Steve in Contradictions about Healing; half effect on BODY?   
    The examples have been errata'ed. The effects on BODY and STUN are indeed halved.  If you're the GM you can ignore that.
  15. Like
    Chris Goodwin reacted to Duke Bushido in Bundle of Holding   
    For those who missed it last time, the Bundle of Holding offer starting today is the complete HERO 4e.
     
    I haven't had time to look, but here's hoping that this time around it contains Western HERO and Horror HERO. 
     
    EDIT: ERRONEOUS ASSUMPTION!  ONLY 4E CHAMPIONS AND RELATED BOOKS THIS TIME AROUND. 
     
    Sorry for the confusion. 
  16. Like
    Chris Goodwin reacted to Duke Bushido in Help Driving HERO   
    That is my personal favorite suggestion, right there:  if you tell a player "well, it's a game about sword fighting," you wouldn't be surprised to find that he built a character centered around being really good with swords.  If you were doing the Lewis and Clark thing, you'd find lots and lots of survival, navigation, cartography, and hunting-related skills.  
     
    Similarly, if you build around driving, those people who plan to do a lot of driving will be very, very good at it.
     
     
    Sorry-- I have been culling through old issues of White Dwarf looking for things to send to a dear friend, so I've got oodles of that floating through my head at the moment.  I'd like to borrow a suggestion that was published there for the old Judge Dredd RPG, and combine it with something that happened to HERO between 2e and 4e, guided by a personal tendency to favor flavor.  There might even be a bit of old-school Traveller thrown in here as well.
     
     
    Look at the differences: 
     
    With sword fighting, you've got lots of skills to chose from-- various familiarities, maneuvers, weapons, shields, off-hands-- all kinds of things that some players will favor over others, making each sword-centric warrior still just a little different from the ones on either side of him.
     
    The same with the explorers:  there are so many different things that go into surviving and exploring-- no one character could possibly be the very best at all of them.
     
    The more Pokemon you have, the more of them have crap stats because you can only train so many (I think.  I know diddly-crap about pokemon, except that the people screaming and squealing at the card games have run me away from more than one gaming table)
     
     
    All told, it simplifies to this:
     
    Split up the Skill.  Make specialties:
     
    So you have a basic "combat driving."   That's a good "fall back on" for things you don't have proficiencies in.
     
    If you want variety and proficiencies, then just break it down:
     Evade gunfire
    Off-road driving.
    high-speed cornering.
    Power slide
    recover from slide
    drift
    maximum braking (seriously: the level of success can be used as a modifier or to negate maneuver penalties imposed by what is correctly-termed "threshold braking."  The driver has an ability to know just how had he can stop and still maintain perfect traction (which, for the record, actually reduces stopping time and distance) and direct his line of momentum to work _with_ the next maneuver instead of against it)
    Redline-- Character can achieve maximum acceleration with minimum risk to the vehicle-- failing this roll can result in blown or damaged engines, glassed clutches, cracked cylinder heads-- whatever.
     
    "Feel for the streets"-- character has a decent understanding of the economies and tendencies of road building in a particular municipality, meaning he's got a good instinct for when he's headed toward narrower and more congested roads, alleys, neighborhoods, or wider and more trafficked roads or highways-- it gives him an edge to avoid traffic, dead-ends, badly-repaired roads--
     
    there's another one!
     
    Broken field:  character can dodge potholes, heaves, chunked pavement, puddles, and old sneakers with such skill as to negate up to "level of success" penalties for maneuvers under these conditions.
     
    Get Lost: character can work his way rapidly into a crowd of vehicles and chameleon his driving style to match that of commuters around him, allowing him  a better-than-normal chance to lose a tail.
     
    Shake Chopper: you're on your own with how this works in any given location, but it's the same thing, only with ariel observers.....
     
     
    And of course, it goes on for as long as you want (or need) and as specifically as you want (or need).
     
    You could even make certain maneuvers a Skill of sorts:  flying 180, drift into parking spot, strafe onto sidewalk (I don't know if you've ever had the pleasure, but at speed?  That curb will snatch the wheel out of your hands and into a whole different county)-- even a specific skill to "jump" a car (be reasonable: this is _brutal_ on the car, fatal if there's not receiving ramp and the jump is of any considerable size).
     
    Barrel Roll!  That'd just be impressive.
     
    Fake crash: the character can "crash" the vehicle into a barrier or object in such a way as to minimize (or possibly completely avoid) structural damage while maximizing cosmetic damage, debris, etc-- when his pursuers leave their cars to investigate, he's off and running again (possibly even ramming one or more of them right through the radiator to prevent a whole lot more pursuit.
     
    Text: the character can successfully drive while not actually looking anywhere near the road
     
    Sidearm:  Character can negate up to "success level" penalties, divided evenly, for attempting to drive one way and fire his weapon a different direction (like at the guy behind him; I don't know-- it's your game)
     
    Steady:  The character can maintain the vehicle at a precise velocity and heading, observing road conditions so far in advance that his corrections are minor and slow, providing an excellent platform for other characters to leap onto or stand on while attempting other things (like climbing into a truck or grabbing a helicopter skid or repairing that roof-mounted 60 cal.
     
    Pit:  I think we all know what this is at this point:  Character can perform a pit, and his success level provides a negative modifier to his target's appropriate "don't get pitted" roll.  a Pit roll verus Pit roll may even allow a _positive_ modifier to safely recover from a pit without loss of momentum (we've all seen that video with the Mustang making the Highway Patrol look like clowns, right? )
     
    Not enough?  Divide it up between classes of vehicles:  Front wheelers, rear-wheelers, eighteen wheelers, straight-trucks, tracks, whatever.
     
     
    Still think it boils down to  roll after roll?  
     
    Well it does.  That's how the skill systems work in pretty much any game:  you roll your skill.  If you want them to use a skill, they have to roll for that skill.
     
    This leads to the suggestion to analyze the vehicle movement rules.  See what you can re-work to either eliminate certain skill rolls or to require very specific ones.  Pick up Car Wars, if you haven't already gotten it.  Use that when it's time for on-the-streets action.  I do.  It works fine-- it actually works better than HERO, because nothing is shoe-horned into the rules; the Car Wars rules were written specifically for this sort of stuff.  Even if you don't use it outright, use it as a guide to modify the HERO rules to make the car chase game that you want to play.
     
     
     
  17. Like
    Chris Goodwin got a reaction from Duke Bushido in Help Driving HERO   
    I'd say give them plenty of things to do outside of the cars.
  18. Like
    Chris Goodwin reacted to LoneWolf in Help Driving HERO   
    If all you do is to call for combat driving rolls, the players are going to buy that up.   If you want to avoid that then  make sure to use other skills.  Shadowing can be used to follow another car , or to spot someone following you.  Area Knowledge can be useful to find short cuts or to figure out where someone is going.  Even navigation could be used to get somewhere quickly, maybe with AK being complementary.  Also don’t forget that combat skill levels can be used with vehicles.  Having a combat driving roll of 17< does not mean you can avoid being hit by another car.  That would be a straight out attack roll using the OCV and DCV of the vehicle.  So someone with skill levels with vehicles can use that to hit or avoid being hit by another car.  Using a variety of rolls will mean that the players have to spread around the points and not just put in a single skill.  
  19. Like
    Chris Goodwin reacted to LoneWolf in haymaker for sneak attack   
    Do you use hit locations in your campaign?  The reason I ask is that if a character is surprised out of combat the penalty for a called shot is halved.  That means that a head shot is a -4 OCV instead of -8.  Add this to the fact that a character that is out of combat takes x2 stun means that someone who get the drop on a character can easily take them out with relatively low damage.  Since the character is at ½ DCV and most maneuvers and skill levels will not apply it is quite easy to take even a strong foe down when they are not expecting it.   If you are using an attack that does normal damage and hit locations you are doing x4 stun.  If it is a killing attack you are doing a x10 stun multiplier. 

  20. Like
    Chris Goodwin 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. Like
    Chris Goodwin reacted to Duke Bushido in Reviews   
    Thanks, but I want to be certain to remind everyone who saw them that they are not my work; all I did was clean them up and make them printable.  
     
    They have been colored-- over many, many yea-- Good God!  DECADES!!!   Crap!  I'm old!  Still!
     
    I think one of the biggest appeals of Champions back in the early days wasn't the system itself-- Don't misquote me-- it was _awesome_, but I think the biggest "suck you in" thing about it was the character sheets.   No; seriously: you could picture a character in your head and you had your choice of mannequins upon which to draw it.  For years, there was _always_ a box of something to color with on our table just because _someone_ was going to show up with a character idea-- PC, NPC, hero, villain, background character-- someone was going to just _have_ to draw a character.  
     
    That kind of spread-- it became part of our group culture.  I have, at last count, eleven copies of the 2e Champions book, and easily half of them have the majority of the pictures colored-- a couple of them have _all_ the pictures colored.  And I was telling the truth: it's a variety of media, ranging from colored pencils (of quality running the full spectrum) to crayons to magic markers to other inks and the one watercolor  (he brought those with him; he was taking a painting class that met the afternoons before we gamed).
     
    Originally, I started out by scanning pages from a number of books in which "page X" hadn't been colored, which gave me a total of-- I think....  six pages?-- that I had scanned.    This problem ran through almost _all_ my 1, 2, and 3e stuff......  The BBB caught most of the magic marker...    Barbarians.....
     
    So I finally just scanned my original (which was coming apart already, as it was my favorite, and got the most use and abuse) and set about cleaning the colors out of all the pictures.  The reason that one particular image (which the painter then declared was "professional adventurer and alien medical prodigy Doctor Tarentela," if anyone's interested) is so large is because I'm not lying to folks when I tell them I have no artistic ability.  Even the scans I have done-- you have no _idea_ how much of that stuff was done pixel-by-pixel, changing one, zooming out, checking, going back in.....   Anyway, I found it much easier to work on a very, _very_ large image, at least at that level of attack, and so I scanned the colored images at 2400 dpi, so they'd be huge, did what I wanted to do, then reduced them down to fit back onto the image of the original scan, etc, etc, etc...  If you look, you'll see a colored image of Flare in that video, just a couple of pages after you see the one I cleaned the color out of.
     
    Somewhere along the way, looking at all those sterile black-and-white images, I realized just how much I actually _missed_ the desecration of my original books, so opened the original scans again and started cleaning up their appearance a bit, but not "uncoloring" them.  As I have multiple copies of a considerable amount of the early stuff, I have many pieces where I have to choose which one I want to keep  (which frankly, has nothing to do with the talent involved, and more to do with the memories of who did it   ).  I hope to one day have the time to finish the project and have it printed: my own personalized 2e book-- probably with a few house-rules hard-wired into the text, and combining the best of 2e Champs, Champs II, and Champs III  (and the vast selection of Advantages and Limitations I've collected over the years--- in color, filled with memories of people I haven't seen in as much as thirty years....
     
    So that's why that image was saved so large: by the time I got all the paper distortion and other problems out of the original scan, I actually just really _liked_ that picture.    
     
     
  22. Thanks
    Chris Goodwin got a reaction from Duke Bushido in Reviews   
    In case anyone is curious , the Robot Warriors PDF was a new layout by Ben Seeman after DOJ bought Hero Games.  The only parts of it that are direct scans are the character and robot sheets, and the two sample pages of hex paper.  It does not, however, include a front or back cover.  
     
    Edit to add:  I found a PDF version of the robot sheet that I remade and uploaded here.  
  23. Like
    Chris Goodwin got a reaction from BigJackBrass in Reviews   
    In case anyone is curious , the Robot Warriors PDF was a new layout by Ben Seeman after DOJ bought Hero Games.  The only parts of it that are direct scans are the character and robot sheets, and the two sample pages of hex paper.  It does not, however, include a front or back cover.  
     
    Edit to add:  I found a PDF version of the robot sheet that I remade and uploaded here.  
  24. Like
    Chris Goodwin reacted to Brian Stanfield in Reviews   
    Duke, watching that first video with your "helpers" is like watching an episode of Mystery Science Theater 3000! I was laughing out loud for the better part of thirty minutes! Thanks for the review(s), and for reminding us what we should be expecting when we pay money for a product.
     
    Big Jack, I have many of the POD books for 6e because I was out of gaming for several decades and missed getting all the books in their original form. I am very impressed with the quality of the books I got (the Equipment Guide, Skills, Grimoire, and all sorts of others). They don't suffer from the same problem as the new 4e book. They're clear and crisp and the paper quality is good and durable. The cover colors may vary a little bit, but I'm not sure the original books were even exactly the same anyway. In short, I have a shelf full of the 6e books and I couldn't tell you which are the originals that I was able to hunt down, and which are the PODs. They're worth getting. 
     
    I'm really embarrassed by the 4e POD release. Duke covers it pretty much in each of his videos. I "helped" (much like the "helpers" in the first video) to clean up the Western HERO book with Duke, although he did all the work. He did such an amazing job, I can't figure out why they'd release such a piece of garbage at the 4e Champions book when Duke has offered to volunteer his time and work for them to have a clean copy of a much superior quality. It doesn't really bode well for how decisions are being made for the HERO System (a common complaint I make and won't rehash here). 
     
    The 6e1 and 6e2 rulebooks were released as POD a couple of years ago, and then promptly disappeared from DTRPG because the interior text was having problems with the greyscale and whatnot. They had to re-work them to get them right, and then re-released them a while back. I was tempted to get copies of each of those books for reference copies at the game table, but after what I've seen from Duke's review here, I'm not a little bit wary of what those books look like! Essentially, they've lost sales (to my) for several of several copies of their POD books because of how amazingly bad the 4e book is! 
     
    I'd think, in all good conscience, they'd have to pull that POD and rework it because as it stands now, it's horrible. It looks like something I would have done with my first MS Paint program back in 1993 on my first homemade computer! Amateurish reprints of old titles have their place I guess, but not when they look so horrible that a nostalgic collector can't even enjoy the cover, let alone read the text inside. Really, PDFs are how we can "collect" titles these days. POD from a PDF shouldn't be that complicated, but somehow they've found a way to screw it up. Computers are much more sophisticated these days, guys, and the tools they offer for producing good books are widely available to people. Expectations are much higher these days, as they should be. As with many other things, DOJ needs to wake up to the 21st Century with their business model. 
     
    *Ok, quarantine-induced rant over*
     
    Thanks @Duke Bushido!
     
  25. Like
    Chris Goodwin got a reaction from Brian Stanfield in Reviews   
    I need to watch the third one still.  I can vouch that the first two are well worth watching.  Duke is quite the character, and his "volunteers" are even more so. 
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