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DreadDomain

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  1. Like
    DreadDomain reacted to Spence in Hero Games 2021 Update   
    Bingo! 
    This goes for all genre/theme/settings or what have you.
     
    The only real way to learn Hero is to play Hero.  But having to design everything before you can play really eliminates the whole play thing before it even starts.
     
     
  2. Like
    DreadDomain reacted to Sketchpad in Hero Games 2021 Update   
    I'm in the same camp with Hugh here. While I dig the idea of a "Psi Hero" kind of book, I think it'd do much better if it were attached to a campaign-style book. Kind of like a Hero version of Psi World from FGU. Include some packages that might appeal to both players that want to play psi characters, and those that don't, along with some setting-specific gear and opponents. Within the packages, I would include occupational options, as well some power packages that emulate the setting. You want to play a telepath? Here's a bunch of telepathic-based powers with some various options within the setting that could be useful. 
     
    I've ran a few psi-based games in the past and always had a blast with them. 
     
  3. Thanks
    DreadDomain got a reaction from Norm in Hero Games 2021 Update   
    Absolutely agree.
     
    By the way, Extinction Event is such a product. I have not played it but it's the type of product that I would prefer to have from HERO. 
     
    https://www.drivethrurpg.com/product/285180/Extinction-Event?term=extinct
     
    Above, @Steve Long describes exactly the Danger International I do not want. Another genre/sub-genre book describing stuff from cavemen to modern. Not what I want. I want Danger International to be a game with a define context and setting, with a clear purpose where readers learn what the game is all about. Is the game about Bondesque/Bournesque spies or is it grtty and down to earth? Is it set during the Pre-War, the Cold War, the War on Terror, the Near Future? What are the stakes? Now, once DI establishes a base context/setting/purpose, I could totally see expansions covering the other eras and style. 
  4. Like
    DreadDomain got a reaction from Hotspur in Hero Games 2021 Update   
    Thank you for this update! It's quite refreshing.
    I am happy to see releases down the line. Reading the below, am I correct to say that all physical releases will be POD only?
    Looking forward to it. How "complete" is it? Is it a sourcebook or is it a book with everything you need to play? Does it have a "build it yourself" mentality or does it uses the HERO System to create an Old West gaming experience?
    Who is "AC"? How many pages are 50,000 words? 100ish?
    The first one is excellent indeed. However, If I may offer my opinion on it, while the content is excellent, the production value is very amateurish. I assume all future physical products will be softcover, blsck and white PODs but hopefully, we can expect much better than what we have seen with the HSBoTI.
    I applaud the approach and I will support it. However, I doubt it will be sustainable beyond 1 or 2 books. Just based on Champions International, at $7.50 for a PDF of 16 pages, it will get very expensive for fans to support the sections and get the book. Say you want to combine 8 of them to get a 128 pages supplement, we will have to spend $60 to get the sections (because if not enough people buy the sections, the line will surely be dropped) and then will have to buy the combined book again. Anyway, let's give it a try.
    I will support both International and Martial Enemies because it is my only way to support HERO these days. I am really not too enthused about the concept of Patreon but let's see what you come up with.
    Totally up for it. Danger International or Justice Inc please. I am for games that use the HERO System as an engine not another rehash of the engine. Fantasy HERO Complete is a good example of what I do not want. It takes no stance at all about what the game is about but is simply another "build it yourself" book.
    A game like Justice Inc should not have a how to build powers section. It should have a Pulp Talents section and a Psionic Powers section and perhaps a Eldritch Grimoire section. All pre-built with a cost (or cost per levels) and no +¼, -¾.
    Sure the power of HERO is in the creation system but for that you want them to buy HERO, Basic or one of the Complete. How many more do we need?
    I don't believe you should waste too much effort on this.
    Thanks to all the creators!
  5. Like
    DreadDomain reacted to Sketchpad in Hero Games 2021 Update   
    Honestly, while I like some of the generic nature of Hero, I agree with @DreadDomainabout games that use Hero as an engine rather than a complete building set. When I first started playing Hero, it was with Champions and the innuendo of a setting that the initial editions had with it. When 4th ed made an attempt to consolidate everything, it drew me in more. In fact, I would say 4th ed was the sweet system for me in so many ways. The design of the books was basic, but there was a nice flow to it. The art was solid, the covers were awesome, and the content was fun. Sure it could be a generic superhero game, but there was still some setting stuff there for anyone needing it. I think @zslanehit the nail on the head a bit when he mentioned presentation. I won't go into a design rant here, as I'm sure you can find one of mine in other threads, but the books need to look better. Not just some colored fonts and occasional art, but actual page layout that is indictive to the genre its portraying. Look at D&D5e, Pathfinder, Mutants & Masterminds, and pretty much anything released by Modiphius. There's some great design work that goes into their books, and that's a steep hill to compete with. But not impossible. 
    Rather than another Fantasy Hero Complete or Star Hero Complete, I think it'd be great to have "The Forbidden Realms RPG" or "Imperial Treks of the Battlestars RPG" that give the basics on Hero, while also giving a campaign to fly right into. These could be supported by a few ancillary books that add fun elements to the games, while also giving neat examples to work from. Maybe "Magic of the Forbidden Realms" or "Mecha of Empire" books would be great sellers because the expand on the info in the main book. In the same respect, a "Champions RPG" that looks more like the 4th ed book with maybe a bit more setting info and design to it could be a big seller. 
  6. Like
    DreadDomain got a reaction from Sketchpad in Hero Games 2021 Update   
    Thank you for this update! It's quite refreshing.
    I am happy to see releases down the line. Reading the below, am I correct to say that all physical releases will be POD only?
    Looking forward to it. How "complete" is it? Is it a sourcebook or is it a book with everything you need to play? Does it have a "build it yourself" mentality or does it uses the HERO System to create an Old West gaming experience?
    Who is "AC"? How many pages are 50,000 words? 100ish?
    The first one is excellent indeed. However, If I may offer my opinion on it, while the content is excellent, the production value is very amateurish. I assume all future physical products will be softcover, blsck and white PODs but hopefully, we can expect much better than what we have seen with the HSBoTI.
    I applaud the approach and I will support it. However, I doubt it will be sustainable beyond 1 or 2 books. Just based on Champions International, at $7.50 for a PDF of 16 pages, it will get very expensive for fans to support the sections and get the book. Say you want to combine 8 of them to get a 128 pages supplement, we will have to spend $60 to get the sections (because if not enough people buy the sections, the line will surely be dropped) and then will have to buy the combined book again. Anyway, let's give it a try.
    I will support both International and Martial Enemies because it is my only way to support HERO these days. I am really not too enthused about the concept of Patreon but let's see what you come up with.
    Totally up for it. Danger International or Justice Inc please. I am for games that use the HERO System as an engine not another rehash of the engine. Fantasy HERO Complete is a good example of what I do not want. It takes no stance at all about what the game is about but is simply another "build it yourself" book.
    A game like Justice Inc should not have a how to build powers section. It should have a Pulp Talents section and a Psionic Powers section and perhaps a Eldritch Grimoire section. All pre-built with a cost (or cost per levels) and no +¼, -¾.
    Sure the power of HERO is in the creation system but for that you want them to buy HERO, Basic or one of the Complete. How many more do we need?
    I don't believe you should waste too much effort on this.
    Thanks to all the creators!
  7. Like
    DreadDomain reacted to Spence in Hero Games 2021 Update   
    Yes Yes Yes
     
    What he said!
     

  8. Like
    DreadDomain got a reaction from Ninja-Bear in Question about Fantasy Hero Complete   
    From page 202 and onwards:
    Racial
    Animal-Folk (Cat, Lion, Cheetah, Deer, Dog)
    Centaur
    Dwarf (Dwarf, Gnome)
    Elf (High, Wood)
    Faerie
    Giant (Fire, Frost, Storm, Ogre, Troll)
    Goblin (Goblin, Hobgoblin, Orc, Greater Orc, Lesser Orc)
    Halfling
    Reptile-Folk (Dragon, Lizard, Serpent)
    Winged-Folk
     
    Ancestral/Environmental
    Aquatic
    Divine/Infernal
    Elemental (Air, Earth, Fire, Water)
    Lycanthrope (Wolf, Bear, Boar, Shark, Tiger
    Size/Weight (Larger, Smaller, Heavier)
    Vampire
     
    Cultural
    Barbarian
    City-Dweller
    Horse Nomad
    Merchant/Trader
    Seafarer
    Warrior
     
    Professional
    Bard
    Knight
    Mage (Mage, Alchemist, Witch)
    Martial Artist
    Merchant
    Noble
    Paladin
    Priest (Priest, Druid, Monk, Shaman)
    Rogue (Rogue, Assassin, Bandit, Con-Man)
    Warrior (Warrior, Archer, Heavy, Light, Ranger)
     
    I hope it helps!
     
  9. Like
    DreadDomain reacted to Christopher R Taylor in Will there be a writeup book for heroes?   
    Saying hero is dead is an overstatement.  It has an active community, a very active forum, it has new materials constantly being released under the Community -Program every month.  Both Western Hero and the Island of Dr Destroyer will be released soon as official Hero products. 
     
    The entire gaming community is in a bad place right now although companies like D&D have big corporations helping them out.  There are a lot of reasons but the main thing is that Hero is struggling but people are working hard to keep it going and producing new material constantly.  For the most part, if you want to see a product out there, then the thing to do is write it and put it out there yourself.
  10. Thanks
    DreadDomain got a reaction from HeroGM in The HERO System Book of Templates OR Champions Heroes: Volume 1   
    Hey guys,
     
    I have upload a few sheets in the download section under DC and Marvel Sample Heroes. Let me know if it doesn't work well (the download worked well for me).
     
    A selection of DC and Marvel heroes created in Hero Designer and laid on a simple RTF character sheet with a lot of the technical text edited out to make it simpler to read but also to have a character sheet of a single page (except for Batman. Because he's Batman). The sheet uses Calibri Light font. Section titles are size 10, capitalized. Standard characteristic names are size 9, bold. The rest is size 9 with flavor names in bold-italic. I have never printed it so it might look terrible on paper but it looks nice on the screen. Most characters were built using a combination of the Super HERO gallery, my own ideas but also ideas mined from these forums. The exception is Colossus which comes 99% from The HERO System Book of Templates by Christopher Hackler (which you can buy from this site). The file contains:
    Justice League 
    Aquaman (700pts) Batman (800pts) Flash (700pts) Green Lantern (700pts) Superman (800pts) Wonder Woman (700pts) Titans
    Beast Boy (400pts) Nightwing (400pts) Raven (400pts) Starfire (400 pts) Marvel
    Colossus (400pts) Daredevil (400pts) Spider-Man (400pts)
  11. Like
    DreadDomain got a reaction from tkdguy in The Expanse in Hero: How would you do it?   
    Have yet to read The Expanse RPG and how AGE is applied to it but aside from it, my choice would be GURPS. With Space, the Spaceships series, Ultra-Tech and Bio-Tech, GURPS has fantastic support for sci-fi game. Heck, to establish the technological baseline, you could start from Interstellar Wars, Vorkosigan or Transhuman Space and exclude FTL and/or transhumanism and/or aliens and you are probably 80-90% there, complete with write-ups for ships, space combat, travel time within the solar system, character templates and, in the case of Vor and TH, the GURPS rules.
  12. Like
    DreadDomain reacted to Sketchpad in Build a Shared Champions Campaign World Wiki?   
    Well, the idea would be for someone to make DD's format as an export format. I'm sure there's someone on the boards who could create such a thing. Background and other non-stat info is a pretty easy add on wiki pages, right? Having the stats formatted would need a bit more finesse, right?
     
     
    Dread, no problem. I really like the format and think that Hero could use something like it. Heck, I made a variant of it in InDesign.
  13. Like
    DreadDomain got a reaction from Panpiper in Build a Shared Champions Campaign World Wiki?   
    Thanks for the nod!
    I would love to set my sheet as an export format but alas, I do not have the skills to do so.
    Which I would include if I knew how to create export formats Fortunately, you have other, better options!
     
  14. Like
    DreadDomain got a reaction from drunkonduty in Fantasy Hero Books   
    To be fair FHC is not the equivalent of the Starter Kit (even if they are in the same price bracket) but of the Players Handbook (which is more than twice the price but with a much better production value). The PH has more monsters than FHC (30ish vs 12ish) and way more spells (over a 100 vs 14ish).
    I am not in the business of selling or defending D&D but reading both books makes it painfully clear it's a lot easier to jump in D&D.
  15. Like
    DreadDomain got a reaction from LordLeoToledo in Third Edition Renaissance   
    You are correct. I am not saying the 6E way is wrong. I just prefer the aesthetic of the previous build.
     
    I prefer:
    Transfer: Transfer END 4d6 (60 Active Points) Real Cost: 60 CP 
     
    over
    Transfer: Drain END 4d6 (40 Active Points); Unified
    Power (-.) (total cost: 32 CP) plus Aid END 4d6 (standard effect:
    same roll as Drain dice), Trigger (when character uses Drain,
    activating Trigger takes no time, Trigger immediately automatically
    resets; +1) (48 Active Points); Only Aid Self (-1), Linked (-.),
    Unified Power (-.). Real Cost: 51 CP
     
    and
    Instant Change: Switch one set of clothes for another. Real Cost: 3 CP
     
    over
    Instant Change: Cosmetic Transform 1d6 (standard
    effect: switch one set of clothes for another), Trigger (changing
    clothing is a Zero Phase Action, Trigger automatically resets;
    +.) (5 Active Points); Limited Target (the character’s current
    clothing; -.). Real Cost: 3 CP
     
     
  16. Like
    DreadDomain got a reaction from Brian Stanfield in Fantasy Hero Books   
    No worries mate. Still, you make a good point. PHB has a higher number of creatures in the book but they are mainly animals (and skeletons and zombies). FHC has a smaller selection but they are more interesting, more fantastical. There are also 6 examples characters that can be used as antagonists. I supposed they could also be used as pregens as well but they are not really balanced against one another. Because "pick a pregen" makes jumping into the game much quicker.
    I went back through character creation of FHC again and tried to have the mindset of someone who buys a game and wants to play a fantasy character (as opposed to "I've been playing HERO for 30 years) and man, it's bad. Character creation starts at page 17, racial, cultural and profession templates are an afterthought at page 202. During character creation you plough through the powers system (p.51) with little guidance on how to use it within the context of what it means in fantasy but then you have typical advantages and limitations packages for various types of magic at page 212 and then sample spells at page 241. Everytime I look at this book, I like it a bit less (which sadden me really).
    I cannot access Fantasy HERO 1E at the moment but if my recollection serves, it was a better book for fantasy (and I am a 6E supporter).
  17. Like
    DreadDomain got a reaction from Brian Stanfield in Fantasy Hero Books   
    At this stage, I believe we have an orthogonal conversion as we do not seem to be debating the same things. I even had to go back and reread what prompted this exchange  . You seem to have understood that my position was that the PHB was playable out of the box and FHC was not. This is not quite what I said (or at least meant) and my statement was that "...it makes FHC less play-ready than say, The Dark Eye, RuneQuest or Dungeons & Dragons even considering only their core/players books". My statement is not about which game is playable out of the box nor is it about which game is complete, it is about how quickly you can play a game after you bought the book. 
     
    Bill, Bob and Boris walk into a game store. They want to try a new fantasy roleplaying. Bill, will be the GM, Bob, wants to play a magician and Boris will be a burly fighter. The plan is to read and understand the rules and while Bob and Boris are creating their characters (they want to create their own), Bill will put a few critters and enemies together (he might create them of pick from a list if available) in a generic dungeon/prison/castle/maze/whatever and they will let their imagination flow. There are only 4 books in the game store and they are all games they have never heard of; PHB 5E, FHC, TDE and RQG. Which book will enable them to do it the quickest? Which option would be the slowest?
     
    As explained above, my position is that FHC would be the slowest to lift and could also be the most difficult for Bob to get into.
     
    That's all I am saying. No problem if you disagree (I believe you do) as you seem to imply that you cannot play a game with just the PHB. I'd like to understand what you believe is missing in the PHB tat would prevent Bill, Bob and Boris to whip a quick game?  
  18. Like
    DreadDomain got a reaction from Brian Stanfield in Fantasy Hero Books   
    Am I? Maybe I am since I am comparing the "Complete" FH game with only a "Players Handbook".
    If you buy one of these two books to create characters right away, drop the party in a generic dungeons or locale populated by a few critters, you can do it more easily and rapidly with the PHB than with FHC. Chances are with FHC your evening will be spent creating characters, even worse if a player wants to create a spell caster.
    Assuming the same level of familiarity with the systems, I would also say that the jump is easier and quicker with only the core  book of RuneQuest or The Dark Eye (or Dungeon Fantasy but the basic game is a full boxset so it might be a bit unfair).
     
    In FHC, character creation is looser, there are more decisions to be made and it is less pick and play than the others (mind you RQG and TDE have quite a few steps in character creation but it's much more directed). Bottom line, it will take more time and effort.
    For the other games, you can easily select a priest/spell-user and choose from a selection of spells. Your options to do so in FHC is very limited with only a few spells given as a example, or unlimited with the ability to build anything. Bottom line, you will be limited or it will take more time and effort.
     
    It may come down with what we believe we need to buy a book, read it and jump straight in. It may also depends how much prep time you expect to put it before you play. Personally, I believe the PHB has everything you need to play from day one. 
     
    And there I believe the DMG is not needed to jump right in. Will you need it down the road? Maybe. Will you need it on day one? No. The same could be said for the Monster Manual. You want to play right away? You have 30 odd critters to play with. Sure, you will want more later.
    At first I thought you where conveniently moving the goalpost but actually I believe we are now confusing how quickly you can play after you bought a book, with how complete a game is.
     
    When I compare their playability out of the box, I talk about the former. It implies an ability to use the book quickly and enough material provided. FHC is not as quick to jump in (character creation) and not as complete (not enough spells).
    You mention "a lot of ways" but do not give any example of the many ways FHC is better suited than PHB when it comes to jumping into the game quickly. Would you mind giving a few?
     
  19. Thanks
    DreadDomain reacted to Beast in Where to start   
    I's start w/ Champions complete pdf at 20$
    then add the current Bundle of holding for 4th ed as this will give you tons of earlier source material that can be converted to 6th ed or go with 4th ed as the rules are there also
    4th edition is a bit simpler in building characters
    the bundle is currently at 30.52$ for everything
    hurry as it will be going up
    https://bundleofholding.com/presents/Champions4Essentials2020
     
     
  20. Like
    DreadDomain reacted to ScottishFox in Champions 4th Edition Hard Cover   
    In an effort to support the local gaming store this week I popped in a bought a dusty old 4th edition hard cover Champions book.
     
    Man, I have missed 4th edition.
     
    I've had fond, nostalgic feelings about 4th edition for decades, but now that I'm thumbing through this dusty old yellow-paged tome - I still love it!
     
    It's not like re-watching some movie from childhood and wondering how you ever liked such garbage.  4th edition stands the test of time.
     
    Anyone know if there's a dusty old HERO Designer that supports 4th edition characters?
  21. Like
    DreadDomain 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.
  22. Thanks
    DreadDomain got a reaction from Duke Bushido in Reviews   
    These are pretty nice scans and I like the colorized pictures!
  23. Thanks
    DreadDomain reacted to Gnome BODY (important!) in Invulnerability   
    Firstly, if I'm allowing a character to have "invulnerability" I'm not going to "well actually no" them.  I'm going to let them be actually invulnerable.  Because I told them "This construct is invulnerability" and I'm not going to lie to a player about mechanics. 
    Secondly because I might allow invulnerability Only/Not Against THING.  Likewise I might allow LARGE NUMBER ATTACK Only Against THING.  And I'd expect both of these to work.  If Captain Invulnerable-To-Fire can be hurt by Ghost Burning Flame, something is horribly wrong. 
     
    I am leaving this thread at this point because I do not feel this discussion is civil anymore. It is just two sides failing to engage with each other.  There is no point in anyone continuing in my eyes. 
  24. Like
    DreadDomain got a reaction from Sketchpad in How to Build: Clear the Room   
    Oh the possibilities...
  25. Like
    DreadDomain got a reaction from Scott Ruggels in How to Build: Clear the Room   
    Have you considered just using Multiple-Attacks? Multiple-Attacks:
    take a full phase. You can reduce that to half a phase if you buy Rapid Attack at 5 points (or 10 points for both melee and ranged attack) impose a -2 OCV penalty per extra target. Based on Offensive Penalty Skill Level you could buy this off at 2 points per +1 OCV puts you at ½ DCV but you can also improve that by buying Defensive Penalty Skill Level at 2 points per +1 The multiple attacks sequence stop if you miss your roll. What you suggest is even more constraining so it could be worth an extra limitation So for no points at all, you could use Multiple Attacks, or if you want to be better at it, yoy could pay to improve your abilities.
    Say this is only for melee attacks. 
    Clear the Room (½ phase HTH multiple attacks sequence , +6 vs OCV and DCV penalties); Rapid Attack-HTH (5AP), OPSL +6 (12AP), DPSL +6 (12AP) Total 29 points
     
    Using any of your HTH attack, you can attack 3 agents at no penalty as long as you don't miss and at extra -2 OCV per target if you try to go for more target. If you insist on having the sequence stopped if you do not incapacitate a target, I would call that an extra -½ limitation for a final cost of 19 points.
     
    The drawback is that it would cost you more END to complete than your proposed build unless your attack(s) are not too onerous on END.
     
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