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steriaca

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  1. Like
    steriaca got a reaction from SteelCold in Supers Image game   
    Grid is his handle. He is a lethal mercenary, assasion, and sometimes arsonists for hire. The thing is, he is not exactly a physical being, but a creature of the Internet who can exist in the physical world for a short time. If he is able to connect to Internet, he can 'download' any weapon or equipment he needs at a moment's notice.
     
    Grid only comunicates while in cyberspace, and only to computers and electronic devices. And Grid accepts Bitcoin.
  2. Like
    steriaca reacted to BoloOfEarth in Supers Image game   
    Little known fact - everybody's heartbeat is different.  The heart rate, the amplitude of the beats, little microscopic pauses between some beats.  If you've got good hearing-- and I mean really, really good -- you can tell one person from another in a pitch black room just by how their heart sounds. 
     
    My hearing is that sharp.  Good thing, too, since I'm blind as a bat.
     
    You'd think that being blind would be a major impediment to a career as an assassin, but I do okay.  I've got this sonar-like ability that helps me know what's where, and my other senses are ramped up a bit too.  (Let's not talk about an empowered sense of smell.  One trip in a crowded elevator at a game convention should let you know how bad that could be.)  I can even make a good guess, based on the heart rate change and the smell of a sweat outbreak and what-not, whether someone's lying.  And trust me, you want to know when your client is lying to you about your next target. 
     
    I even made this tricked-out man-portable missile launcher.  Sure, the missiles are kinda small, not much larger than a rifle bullet.  But they home in on the target's heartbeat.  All I gotta do is fire in their general direction and the missiles will zip around obstacles, then wham!  Right in the ticker. 
     
    Anyway, that's why my code name is Heart Beat. 
  3. Like
    steriaca got a reaction from Quackhell in Supers Image game   
    Grid is his handle. He is a lethal mercenary, assasion, and sometimes arsonists for hire. The thing is, he is not exactly a physical being, but a creature of the Internet who can exist in the physical world for a short time. If he is able to connect to Internet, he can 'download' any weapon or equipment he needs at a moment's notice.
     
    Grid only comunicates while in cyberspace, and only to computers and electronic devices. And Grid accepts Bitcoin.
  4. Like
    steriaca reacted to DShomshak in Champions 2050   
    A thought on vampires:
     
    Vampires have been around for millennia in the CU, but most of the time they weren't very powerful -- at least not by superbeing standards -- and they had such severe Disadvantages that a competent mortal who knew what he was doing didn't really find them hard to destroy. Sure, they had "uncanny strength!" To ordinary people, a slip of a girl with 18 STR is uncanny. Mind Control? 6d6 is pretty scary if its used cleverly, in a world where mental powers mostly don't exist at all. But no, even in remote Eastern Europe you didn't have vampires ruling villages as dark blood-lords of the night.
     
    Then the mana surged, and a few vampires found their powers greatly increasing until they ccould brawl with superbeings on the same level. Some might have made credible attempts to subvert and rule entire countries.
     
    And then the mana fades and they find their powers fading back to the old level... unless they feed on living superbeings. Then they can slow the decline or even boost their powers back to the prevailing level. For a while. Maybe a year or two. Then they feel their powers start to fade again and must hunt for a new super-powered victim.
     
    In some ways, therefore, vampires become *more* dangerous in this period. They don't understand about ambient mana, but some of them figure out that super-powered blood enhances their own power. And they are desperate not to fade again.
     
    Dean Shomshak
  5. Haha
    steriaca got a reaction from Duke Bushido in Confused Old Timer   
    Me thinks that should be under "Cinematic Cowboy Powers", like how Martial Arts Powers are in HERO System Martial Arts.
  6. Like
    steriaca got a reaction from Hugh Neilson in Confused Old Timer   
    Me thinks that should be under "Cinematic Cowboy Powers", like how Martial Arts Powers are in HERO System Martial Arts.
  7. Like
    steriaca got a reaction from Cassandra in Champions City Ideas: Lonestar City (formally Star City)   
    Champions Universe has a few cities of fiction which to hang your hero hats in.
     
    Millennium City (Detroit): Hi tech big city of the midwest/upper north.
     
    Vibora Bay: Mystical southern east city of mid size.
     
    Hudson City: Semi-corrupted city of Mafia and darkness, where costumed vigilanties and costumed mercenaries outnumber out right superpowered heroes three to one (and only vaugly exists within the Champions Universe).
     
    And now:
     
    Lonestar City: A southern city proud of its western heritage, Lonestar City is unique because it is layed out in a city grid which looks like a huge five pointed star. It is a big place. It is a place where heroes are just as likely to wear cowboy boots and a ten gallon hat along with there masks. There are more country-western bars here than rock n roll bars. It is a center of hi tech, but not THE center of hi tech. For magic, you are more likely to find ghost bison and Native American Shamanic Magic than anything else.
  8. Like
    steriaca got a reaction from Amorkca in The game is starting soon.   
    "Right. Who wants to go via air Lady Heart first?" She inspects the group she is assigned to fly out of. "I can probably do two or three at once, as long as nobody is shooting lasers and stuff at me and I don't have to get people down fast. My, I guess this is the first time most of you seen a for real anime style magical girl before. Don't worry, I didn't make a contract with a demon cat."
  9. Thanks
    steriaca reacted to Duke Bushido in Champions City Ideas: Lonestar City (formally Star City)   
    I got no dog in this fight, but if the city was laid out so specifically, it was likely planned from the start, in which case I would see the parks and municipal buildings all sort of centrally located in the central pentagram rather than having a dedicated point. 
     
    Plus side logistically, being equal access.  There is also a tradition of planning cities this way in the US, and it still holds on strong in the south, up until sprawl forces a shift.  But if you still have clearly-defined star points, then sprawl hasn't become that serious an issue yet (which strongly suggests that you don't have that greatest of all creators of sprawl today: a Wal-Mart). 
     
    Besides, this frees up a "point" you can use for something else: subdivisions and community College, maybe? 
     
     
    Anyway, we have three votes for Lone Star City. 
     
     
    Carry on. 
     
     
  10. Like
    steriaca got a reaction from Quackhell in Champions City Ideas: Lonestar City (formally Star City)   
    I actually like Lonestar City (which can be shortened to Star City or simply Star for short).
     
    The districts.
     
    Center: It is where the Mayor's Office is, along with the courthouse, shopping and entertainment center, and big business.
     
    Top Point: The rich section of town.
     
    Left Point: Factory section mostly.
     
    Right Point: Normal housing 
     
    Bottom Right Point: Recreation center.
     
    Bottom Left Point: Pore section.
     
    The Wedges: Farms, prisons, and the airports are located there.
  11. Like
    steriaca got a reaction from SteelCold in Champions City Ideas: Lonestar City (formally Star City)   
    I actually like Lonestar City (which can be shortened to Star City or simply Star for short).
     
    The districts.
     
    Center: It is where the Mayor's Office is, along with the courthouse, shopping and entertainment center, and big business.
     
    Top Point: The rich section of town.
     
    Left Point: Factory section mostly.
     
    Right Point: Normal housing 
     
    Bottom Right Point: Recreation center.
     
    Bottom Left Point: Pore section.
     
    The Wedges: Farms, prisons, and the airports are located there.
  12. Like
    steriaca got a reaction from Quackhell in Supers Image game   
    This is Red Bolt, a flying energy blaster. A superhero, he can come across as extremely cocksure and arrogant, forgetting not everyone can shoot energy from his hands, fly, or is stronger and quicker than a normal human. Prehaps because he is an alien from a race where everyone can do what he does, as oppose to here where a select few can do what he can do, he feals superior to others.
  13. Like
    steriaca reacted to Duke Bushido in What happened to HERO?   
    Sorry to disappoint, but I don't think I have that kind of time tonight!  
     
     
     
     
     
     
    Not at all; go right ahead.  
     
    Okay, assuming that you did:
     
    First off: 4e isn't too terribly different from three and pre-three: it's essentially all the supplemental and additional rules from all the related non-Champions games published by HERO games up to that point.  It's a neat idea, but in the end, required a lot of shaving and cobbling to push it all together.  It worked, at least as a game system, but in rendering them all "part of a single universal system," it took a lot of the genre or setting-specific "feel" away from these rules, as well as crowding them into places that we had never really needed them before.  It's a bit long-winded, and--  well, let's move on for a bit.
     
    First and apparently most-importantly, at least in terms of brevity, is that they weren't written by lawyers.
     
    Yeah....   that's going to get some hate, so let me add more (in my opinion, totally unnecessary save for the touchiness of people these days) to that sentiment:
     
    I have _never_ met any of the Holy Legions of Champions authors.  (and to be fair, the one I regret not meeting the most is probably Aaron Alston; his writings and the mythos around him suggest to me that I would have _loved_ hanging out and discussing things with him, rolling dice, etc).  Never.  Not once.  Why?  Well, there was no Champions when I was growing up in Alaska, and when there _was_ Champions, I lived in Georgia.  Not a lot of those folks from this area. Until Steve, none of them lived within two days of me, and the only Con around here is Dragon Con, which I think we have _all_ boycotted since "The Revelation."  (Proudly, I might add)
     
    I have not met people who have met these people.
     
    However, I _have_ spoken repeatedly with people who have met a lot of these folks, and I have had my suspicions confirmed:  these are great guys.  These are (as I always suspected) _real human beings_ who do real things, one of which is "enjoy playing (or at least playing with) games."  So when I condemn the "written by lawyers," it is not the people who are lawyers I am condemning.  It is the writing of lawyers I am condemning.
     
    Look up the Constitution of the United States and _read_ it.  I _dare_ you!  Not that part we all had to memorize in grade school; the hand-written stuff is _easy_!  Get to the stuff added in later years.  Keep going.  I'll come back in a couple of years and check on you.
     
    Which part was easy?  Which part was unnecessarily over-verbose, ponderously painful to read, required breaking down and diagraming sentences to make sure you followed and understood what was what and which was where and about who?  Oddly, all of this deeply-detailed over-specificity is done in the name of clarity.
     
    Fine.  So Power descriptions go from one or two paragraphs to a full column, to one or two pages for each subsequent edition.  Does that add anything?
     
    Nope.
     
    Each new edition gets better and better indexing, sections, sub-sub-subtitles, etc.  Does that add anything?
     
    Nope.
     
     
    How can I say these horrible things?!
     
    For one, it's been my experience that people who enjoy role-playing games tend to be readers, and it's been my experience that readers aren't really stupid.  We can be curmudgeons, disagreeable, opinionated, and bastardly, but not generally stupid.  When given an outline, we can fill in enough details to make it all work.  Best part of that?  We tend to bias those filled in blanks with things that we like.  When something _seems_ to conflict, we will either read and reread until we get what we missed, or we will re-interpret it in such a way that it doesn't conflict anymore.  
     
    So let's publish new, more intricate, more complex rules:  We will fill in the blanks for you.  Now each power seems to have a long list of how every other power _must_ interact with this power, and how each advantage works with every power-- literally broken down by power!
     
    There are a lot of reasons I disagree with that, the two foremost being this goes against the grain of advantages being fixed mechanics and pushes more toward the "typical" RPG model of telling you precisely how your power works, period.  We are moving away from "Blast" and toward "Ice Blast," "Laser Vision," "Heat Ray, Normal," and "Heat Ray, Gun."  Yes, a bit hyperbolic, but still:  this level of specificity _denies_ "the generic, do-anything system!" mantra we use to support it.
     
    The additional verbiage doesn't help:  Define each Advantage-- go into great detail there, if you want-- even list out powers that you shouldn't apply it to if you're obsessed about making sure everyone is playing it your way,  but leave it to the groups or the GMs to determine how they affect the Powers.  Personally, I've always felt that if an Advantage can't be applied to every Power, then it should be an adder for the powers to which they can be applied, but you don't see me trying to force that on people, do you?
     
    Where does all this stuff fit?  Where is it written?  Okay, I wish to alter my Skill Levels mid-combat: a situation that I missed but was told to me yesterday: can skill levels be altered when you abort?  Well, let's check under Combat.  Nope.  Aborting?  Nope.  Here it is, under Skill Levels!  
     
    Why?!
     
    Sure, it's a good thing we have an index, but an eighty-page rulebook was even better: check this three-page section.  Nope.  Check this half-column.  Nope.  Check this column on Skill levels.  
     
    But why?  Why would you put the combat particulars for a skill under the skill description when all other skills simply have "what this does and how it works," and all other "here's your combat options" are under "combat?"   Why put this one thing in an entirely _separate book_?  We have an index now, so I suppose searching through 800 pages must now be easier than searching through 80 (or fifty-six).
     
    Reading non-lawyer text is easier.  I totally grant that whoever wrote 4e (the name escapes me; Bell, wasn't it?) was unusually "not dry" for a lawyer, and even Steve tends to be less dry with the setting books and genre books (more "not dry" with the settings than the genre), but rules?  Straight to the lawyer speak (with jarringly "not dry" examples, because I assume he gets tired of lawyer speak, too).
     
     
    Each new addition adds new Powers / Skills / Whozi-Whatsits!
     
    Does it?
     
    I have no idea how many, but I know that there are members still active on this board (besides me) who have been playing since 1e, or 2e or 3e (which seemed to have the largest number of "my first Champions," presumably because it was more successful and wide-spread by then)-- well, let's just say who have been playing since the early to mid eighties.  4e pulled stuff from all the 3e sources, and it added "Multi-Form" and EDM and T-form (though I swear, I _think_ T-form was a fall-out from Fantasy Hero.  My daughter has my FH books right now, so I can't check).  It also added "Talents" and changed some pricing for this or that.   Oh, and Desolid officially lost its granularity, resulting in it ending up being used pretty regularly as "immune to damage."
     
    Or, as I have always been privately amused to notice:  it added the things we argued about the most!    That's not better, in my own opinion, but your mileage etc.  Math fanatics seem to have been the happiest by the costing changes; I was disappointed by the loss of 1/4 END cost the loss of the extreme cost of 0 END on high-dollar powers.  Damn balancing the friggin' _math_; I'm trying to balance characters against each other in actual _play_.
     
    Put another way: it became less expensive to become way more "effective" if you were mathy enough, and not all my players are that mathy.  Further, I do math all damned day for money; I don't want to come home and do it again for "fun!"  It's not my bag, but suddenly I'm having to do all sorts of it for my less math-inclinded players who are desperately trying to keep up with the point-shaving pros.  Yeah, that's not a new thing, but with eight-dozen new options, it became much more prominent.  Today, it is the most _famously renowned part of the system" to outsiders, totally killing any other attraction the game may have to the majority of people who just want to pick up and play something.
     
    But I questioned if the new stuff added anything; I should address that.
     
    (Hey!  You were right, Amorcka!  Seems there _is_ a wall of text coming!)
     
    1) There were no Hulk Clones before 4e.
     
    2) There were no Doctor Strange Clones before 4e.
     
    3) There were no Shape Shifters before 5e.
     
    4) There are new things like "MegaScale"
     
    5) All of the above are bull snuckles.
     
     
    Why Multiform when we already had "Only in Hero ID?"  It was pretty easy to extrapolate that into "only in Hulk ID."  And we did.  I mean, it made a lot of sense for "Accidental Change."  Certainly that limitation couldn't apply only to people who had bought "Instant Change?" If that was the case, Instant Change could be more-than-free if you were willing to take a chance on the dice; effectively free if you stuck with 8 or less.
     
    I am willing to bet most inter dimensional travel was handled by tweaking Teleport.  Most of the groups (man, I miss the 80s with their "game stores and game groups _everywhere_" golden good times!  Yeah, I'm not Australian enough to be able to fully commit to that joke) I encountered were doing it as a -0 Limitation: only for interdimensional travel, but again: mileage varied, and people tended to do _what they liked_.
     
    Shape Shifters?  Hell, I _still_ ignore the disaster that 5e gave us: the biggest reason you shape shift is to gain some sort of advantage:  certain powers, disguise, whatever--  the fact that you changed shapes is just a special effect.  You don't even need multiform for this; do it the original way:  A list of powers with "only in appropriate ID / form."  Decide with your players which forms are appropriate and cost it accordingly.  Certain forms won't have +15 STR; certain forms won't have 3 levels of Shrinking, either.  
     
    Was one better than the other?
     
    Well, go through the history of the board.  Use the Wayback Machine to find as much of the old Red October as you can.  Which one generated the most disagreement?  Spurred the most complaints, confusion, and discussion?
     
     
    Mega Scale, while never really written up as an advantage, has floated around many game groups-- those who were interested enough of had a strong enough need to build it-- since the very first edition, when the maps presented in The Island of Doctor Destoyer were spelled out as being displayed in Tactical Hexes, and the movement of the helicopters was given in Tactical Hexes.  No; no stats for that, but it's not hard to take the inspiration and extrapolate, or come up with it on your own, if you have a need.  (We called ours "UpScale," because in the eighties, "Tactical" was pretty much a buzzword used to sell absolute garbage on TV.  Come to think of it, that came around again in the mid oughts, with the new LED "Tactical Flashlights" and-- well, utter crap painted black.  Even today, calling something "tactical" makes me feel all Skeevy McFastbuck).
     

     Which one --
     
    well, let's skip that.  The shorter approach to the discussion-- rather than rattling off example after example of differences-- is that the newer editions focus on minutiae; minutiae that wasn't really a problem for most people.  Yes: if you didn't have a group already, you didn't have anyone to bounce ideas off of to get an idea how something might or might not work, and I agree: that kind of sucked.  Still, it wasn't insurmountable.  You could still get an interpretation that worked for you, and if you finally found a group, that's how you played.  Once upon a time, we accepted with _any_ game that some people were going to play it differently, and you let it ride.  As a result of the steady push of "must play the same," when we offer up "house rules" or rules variants, there is endless discussion about the pros and cons (which I enjoy), and invariably there is at least one person taking major issue on the grounds that it is _not_ "The Rules as Written"  (there is more complaint here about drifting away from the letter of the rules than there is in church, for Pete's sake), and is therefore wrong.  Yeah; it's easy enough to ignore that, but still- what's the driving force?  Tighter and tighter bindings of the "must do this way" phrasings of the rules.
     
    Today, the big control-freak push to make sure that everyone is playing the _exact_ _same_ _way_ is even more ridiculous: rather than make a call or an interpretation that works for everyone in your group, we can send a letter to the author (which, I do not deny, is _extremely_ gracious of him, and re-enforces all I've heard about him being a wonderful human being) to make sure we are playing a game correctly.
     
    While there is a small resurgence for certain old classics, this isn't one of them.  As others have noticed, HERO is pretty much dead, at least for now and for the foreseeable future.  It was dead before 5e stopped pumping out books; it was dead before 6e came to exist.  Google it up, and you find us few diehards, and lots and lots of nostalgia about "this game that used to exist."  With the fan base at an all-time low and dwindling, sweet merciful Jesus on a stick, why does it matter that we are all playing the exact same way?!  The only single partially-justifiable reason for making calls that may counter your group's enjoyment of the game is the laughable idea of importing a character from one table to another.  Yes; I said it: laughable.  Allow me to recant that and rephrase as "Damned laughable."
     
    Where does it happen?  Let's see...   Now I'm not playing favorites, here, but in my time on this board, I have had interest in playing with _many_ of the forum members, as I enjoy their takes on certain things.  In no particular order, if I were to select five at random, let's make a quick run-down:
     
    Chris Goodwin:  lives, based on his posts, somewhere near Seattle.  Maybe some hours from it, but a damned sight closer to Seattle than Vidalia, Georgia.
     
    Lord Liaden.  Trapped in the frozen wastes of Cannuckistan.  Same for Hugh-- though he's never stated it as such, he gives off a powerful vibe of having also been born and raised in the mystic lands of Canadia.
     
    Doc Democracy:  Again, I'm not entirely certain, but I think Scotland or thereabouts.  If that's the case, I couldn't play there anyway, because while Scottish reads and writes enough like English to allow easy communication, it certainly doesn't translate as easily for spoken conversation.
     
    Sean (Shawn?) who's last name fell from my mind even as I went to type it....   From England.  I think he's only popped up one time since I came back, though he used to be extremely active in rules and variants discussions.  Not only is it no less time and money-i-don't-actually-have consuming to visit--- WATERS!  Sean Waters!  -- him than it would be to game with Doc Democracy, but by Sean's own admissions, he doesn't actually _play_ the game.  Still, lots of neat ideas about tweaking rules.
     
    Christopher Taylor:  he is extremely invested in his personal fantasy setting, which makes me believe that as a GM, he could really sell it, and even though it's Fantasy, I would probably have a great time.  I think he's in the US, but _where_?  And even if it were only a two-day drive, well-- that's a hell of a trip.
     
    We are diverse and spread out enough (certainly there are lots and lots of players who aren't on this forum.  Or I'd like to believe so.  It's been my own experience that there are lots and lots of _former_ players who aren't on this forum because they're pretty sure HERO and Iron Crown both died some time in the 90s) that the odds of actually being able to _present_ a character to another group is in itself laughable.
     
    Then there's the absolute fact that the GM has guidelines for his campaigns (well, most of them do.  Mine are pretty damned lax, and I'm not changing that, which just reinforces where I'm going), particularly non-supers games where "no; my magic works _this_ way,"  or "no; I'm not willing to let your 35 STR adventurer in this game because that's above the level of realism I'm going for" or "no; you have to take 'real weapon' because that's how I want all equipment built' and on and on and on and on and on and on and on----
     
    There is a _perceived_ need, at least among some people, that making sure we are playing lock-step with identical rules is a good thing.  Personally, I think it stifles creativity and results in characters-- and sometimes adventures-- that all have a certain sameness.  I don't view that as a good thing.  You know what?  Let's just stop.  Let's stop with the examples and the discussions and the complaints and even all the stuff I've just said.  It's stupid.
     
    The point is, as many well-practiced individuals point out above, that the editions all play the same.  Granted, that's because you can pick and chose the rules you want to use from _any_ edition, and I expect that most of us are going to select only the "new stuff" that we like and are using only the rules that let us more or less play the way that we always have.  Granted, this is another point on the side of "why all the verbiage, then?", but remember that different people are going to like different new stuff, so there's that.  But still----
     
     
     
    I can sum _all_ the differences between "old" and "new" with one word (and probably should have, about four thousand words ago  ):
     
    "No."
     
    There is a Hell of lot more "NO" in the newer editions than there were in the old ones.  The old ones are short, easy to read, learn, and teach, and extremely open to creativity and novel suggestions.  The new ones tell you precisely how you must use individual Advantages and Limitation and how that varies from Power to Power to Power to Power....
     
    Each time you expressly say "this is how it's done," you are also saying "it cannot be done any other way," and I find that unconscionable next to the idea of "build anything you imagine."
     
    So there you have it:  
     
    The differences between the new editions and the old editions?  They are all personal problems. 
     
     
     
    Enjoy.  
     
     
    Duke
     
     
     
  14. Like
    steriaca got a reaction from death tribble in Create a Villain Theme Team!   
    imperio is a large brick of Italian decent with the ability to breave water as well as air, and is a fast swimmer. Somehow he feels like he is incomplete, and is searching for a way to increase his powers.
     
    Next team: Word Birds
    Number: 6-8
    Text: A group of bird theamed villains who's names all rime (for example, Illegal Eagle, Arrow Sparrow, Licken Chicken). That is the only requirements.
  15. Like
    steriaca got a reaction from Quackhell in Supers Image game   
    She is the supervillain Boltcross. A expert at shooting crossbows, she is also a trained acrobat and martial artist. She specializes in thievery and challenging other marksmen types. She is also for hire, but is no assassin. She never personally kills, and will not work with/for known killers.
     
    ...on the other hand, she won't stop someone else from killing if it is needed.
  16. Like
    steriaca got a reaction from Quackhell in Create a Villain Theme Team!   
    imperio is a large brick of Italian decent with the ability to breave water as well as air, and is a fast swimmer. Somehow he feels like he is incomplete, and is searching for a way to increase his powers.
     
    Next team: Word Birds
    Number: 6-8
    Text: A group of bird theamed villains who's names all rime (for example, Illegal Eagle, Arrow Sparrow, Licken Chicken). That is the only requirements.
  17. Like
    steriaca reacted to novi in Champions 2050   
    Part of the problem with future history, as well as alternate history, is that there isn't just one destination.  You really have to work backwards, defining some part of where you want to be, and how things work in around that.
     
    Also, you have to bear in mind that the Champions Universe functions, at least somewhat, along narrative lines.  Being a comic book/superhero setting means some things that really shouldn't work in the real world, do.  Not just superpowers and super-tech, but a criminal syndicate like VIPER being able to operate underground in the US.  Where I'm going with this right now is that on a certain level, superheroes exist because there are supervillains to be stopped.  If the age of superheroes is coming to an end, it should also correspond to the age of supervillains ending.  If you want to go that way, there just aren't as many new supervillains popping up.  Supercrime is trending down.  The heroes might ponder whether their kind of extraordinary response is really needed anymore.
     
    And if they do reverse the mana decline, new waves of villains pop up.  Nice job breaking it, heroes.
     
     
    As far as humanity's presence in space, it's not too optimistic for that many space colonies in a century.  Especially with the head start that various supertech gives them.  Asteroid mining is practically inevitable if we can avoid civilization collapsing, there is only so much of various elements economically accessible on Earth's surface
  18. Like
    steriaca reacted to starblaze in Champions 2050   
    There was a Star Hero adventure called the Helmet of Doctor Destroyer.  In the adventure there is a reference to Dr. D dying from a simple heart attack because of old age.  One weakness he had was that he couldn't extend his life span and eventually died of natural causes.
  19. Like
    steriaca got a reaction from Duke Bushido in Help need: Multiform   
    I did Lady Heart as a multipower/Only In Alternative Identity thing myself. I'm happy with that.
  20. Like
    steriaca reacted to Lord Liaden in Champions 2050   
    Safe-deposit boxes: legal documents (hard copy or data storage device), stocks/bonds, journal, blueprint. Gemstones/jewelry. Precious metals. Artwork. Historical artifacts.
  21. Like
    steriaca got a reaction from Quackhell in Champions 2050   
    OK. I'm ready for some teams.
     
    The Brain Trust: The Overmind and Lynx are older, and Mr. Zombie never ages (funny how Steve Long's pet Soloman Grundy doesn't have Regeneration). While Ape-Plus is probably past his lifespan, he probably repeated his technique and created Ape-Plus-Plus. Only Black Mist would probably have passed on. Which is the perfect chance to add anyone based on the original Brotherhood of Evil or Society of Sin which would fit (both DC villain teams closely related , I'm avoiding the Brotherhood of Dada cause that seems to be the bases of Paragon Raiders group). New members idea:
     
    Bouncer: Man given a rubber body by chemical experiments. A cross between Madam Rouge and Monkey D. Luffy with a side order of "brick" and Speedball (with all the bouncing).
     
    Paindriver: Man who can project pain into whoever hurts him. Also can quickly recover from said pain...even if it would be normally kill him.
     
    Nicknack: Midget mad scientist and student of the Overmind.
     
    The Circle of the Scarlet Moon: Under new management, but the same old evil mystical organization. Roger and Martika Duqussne are dead, and Roger's Rune-Axe is now in the posession of Pamula Dunqussne. The old Archdruid Airetach is also long gone from the world of flesh, but his ghost can be called upon from time to time by Scarlet Moonies in the know. They went back to there secret mystical war with the Trismegistus Council.
     
    Cirque Sinister: Since they were a young group before 2020, they are still around in 2050. The current lineup is Amnesia, Cauldron, Flow, Minimax, and Telka (Bobby Holmes all grown up) and Giga (Bobby Holmes' summoned TK giant).
     
    The Crimelords: While the original team is long since disbanded, the name keeps on being used by young supervillain teams who want to be just like they were, or who just can't think up another name. Out of all the members, only Morgaine is still semi-active, and mostly between vacations to Faerie. Warhammer might still have a half-functional armor on Earth somewhere...
     
    The Crowns of Krim: They been bamboozled by The Devil's Advocates into letting there crowns be destroyed in 2024 or so. Out of all of them, only Dennis Walthingham, Barronet of South Mallon retained some mystical powers, othoe the ex-Dark Seraph is forced to work in the shadows more and more. The rest met there end either by old age, there own excesses, or by slaughtering each other.
     
    Deathstroke: Requiem and Frost have fully embraced the pro-Mutant cause 100%. There occasional strike forces have been named Deathstroke in the honor of there old team.
     
    The Devil's Advocates: The Demonologist is still alive and active, having slowed his ageing via various means, not including academical formulas and spending more time in Faerie than other dimensions. Golem's flesh body has succumbed to rot and death, but his ghost lives on inside his stone body. Gyre has 'retired' to a more techo-mystical dimension of Clockwork. Kapilasa simply ceased to exist one day...he was physically there one moment, and gone the next. It is believed he achieved some form of anti-Nirvana and reincarnated himself into a lower life form. Tartarus had to leave the body of Jos Tehune and go back to Hell, and he took a willing soul of Jos with him. Vilsimbar went back to the Onyx Kingdom in Faerie to rule.
     
    He recruited Stingray, kept Golem, and added the odd math mystic Ahnu Aheh Eh, and is searching for more members as we speak.
     
    Eurostar: Still exists. Fiacho still rules the group, having to redesign his cybernetics. While the first Durak died of heart attack, he was recreated. Feuermacher died horablly as his powers physically consumed him. Mentalla still exists in the group, as does a now older Pantera and Scorpia. Ultrasonique is still around, looking for someone to pass his equipment on to. Der Westgote got upset that he wasn't made into the next "Fist of Fiacho" that he left the group permanently. They have a new recruit in White Flame, an English mutant.
     
    The Futurists: The Fiend is still around as a solo act. Sometimes the supergroups he forms takes on the name "Futurists" from time to time. Morticus' armor still is intact, but Ethan has long since abandoned his criminal ways when one day his suit just stopped working on the job. The Fiend still has the suit, and is happy to give the identity of Morticus to the first person to fix it up.
     
    Grab: The name has been passed down to a new generation of superthieves approved by all the surviving old members. Sometimes some groups call themselves Grab without permission, thinking somehow it is in 'public domain'...
     
    Merc-Force 1: The name lives on as Merc-Force 3 or simply Merc-Force. The original team retiered when Stareye left for outer space, and The Cahokian returned to his original dimension. Piledriver still  does mercenary work from time to time.
     
    Psi: Disbanded way before 2020. Most members eventually died of brain cancer. Deuce became a superhero.
     
    Red Winter: The original team is long gone, but The Russian Organised Crime uses that name from time to time for there own supercriminal teams.
     
    More later.
     
     
  22. Like
    steriaca got a reaction from Lawnmower Boy in Spectra and Jabberrock lore question   
    Someone left the Dynatron on "duplicate" again.
  23. Haha
    steriaca got a reaction from Duke Bushido in Spectra and Jabberrock lore question   
    Someone left the Dynatron on "duplicate" again.
  24. Like
    steriaca got a reaction from DShomshak in Champions 2050   
    OK. I'm ready for some teams.
     
    The Brain Trust: The Overmind and Lynx are older, and Mr. Zombie never ages (funny how Steve Long's pet Soloman Grundy doesn't have Regeneration). While Ape-Plus is probably past his lifespan, he probably repeated his technique and created Ape-Plus-Plus. Only Black Mist would probably have passed on. Which is the perfect chance to add anyone based on the original Brotherhood of Evil or Society of Sin which would fit (both DC villain teams closely related , I'm avoiding the Brotherhood of Dada cause that seems to be the bases of Paragon Raiders group). New members idea:
     
    Bouncer: Man given a rubber body by chemical experiments. A cross between Madam Rouge and Monkey D. Luffy with a side order of "brick" and Speedball (with all the bouncing).
     
    Paindriver: Man who can project pain into whoever hurts him. Also can quickly recover from said pain...even if it would be normally kill him.
     
    Nicknack: Midget mad scientist and student of the Overmind.
     
    The Circle of the Scarlet Moon: Under new management, but the same old evil mystical organization. Roger and Martika Duqussne are dead, and Roger's Rune-Axe is now in the posession of Pamula Dunqussne. The old Archdruid Airetach is also long gone from the world of flesh, but his ghost can be called upon from time to time by Scarlet Moonies in the know. They went back to there secret mystical war with the Trismegistus Council.
     
    Cirque Sinister: Since they were a young group before 2020, they are still around in 2050. The current lineup is Amnesia, Cauldron, Flow, Minimax, and Telka (Bobby Holmes all grown up) and Giga (Bobby Holmes' summoned TK giant).
     
    The Crimelords: While the original team is long since disbanded, the name keeps on being used by young supervillain teams who want to be just like they were, or who just can't think up another name. Out of all the members, only Morgaine is still semi-active, and mostly between vacations to Faerie. Warhammer might still have a half-functional armor on Earth somewhere...
     
    The Crowns of Krim: They been bamboozled by The Devil's Advocates into letting there crowns be destroyed in 2024 or so. Out of all of them, only Dennis Walthingham, Barronet of South Mallon retained some mystical powers, othoe the ex-Dark Seraph is forced to work in the shadows more and more. The rest met there end either by old age, there own excesses, or by slaughtering each other.
     
    Deathstroke: Requiem and Frost have fully embraced the pro-Mutant cause 100%. There occasional strike forces have been named Deathstroke in the honor of there old team.
     
    The Devil's Advocates: The Demonologist is still alive and active, having slowed his ageing via various means, not including academical formulas and spending more time in Faerie than other dimensions. Golem's flesh body has succumbed to rot and death, but his ghost lives on inside his stone body. Gyre has 'retired' to a more techo-mystical dimension of Clockwork. Kapilasa simply ceased to exist one day...he was physically there one moment, and gone the next. It is believed he achieved some form of anti-Nirvana and reincarnated himself into a lower life form. Tartarus had to leave the body of Jos Tehune and go back to Hell, and he took a willing soul of Jos with him. Vilsimbar went back to the Onyx Kingdom in Faerie to rule.
     
    He recruited Stingray, kept Golem, and added the odd math mystic Ahnu Aheh Eh, and is searching for more members as we speak.
     
    Eurostar: Still exists. Fiacho still rules the group, having to redesign his cybernetics. While the first Durak died of heart attack, he was recreated. Feuermacher died horablly as his powers physically consumed him. Mentalla still exists in the group, as does a now older Pantera and Scorpia. Ultrasonique is still around, looking for someone to pass his equipment on to. Der Westgote got upset that he wasn't made into the next "Fist of Fiacho" that he left the group permanently. They have a new recruit in White Flame, an English mutant.
     
    The Futurists: The Fiend is still around as a solo act. Sometimes the supergroups he forms takes on the name "Futurists" from time to time. Morticus' armor still is intact, but Ethan has long since abandoned his criminal ways when one day his suit just stopped working on the job. The Fiend still has the suit, and is happy to give the identity of Morticus to the first person to fix it up.
     
    Grab: The name has been passed down to a new generation of superthieves approved by all the surviving old members. Sometimes some groups call themselves Grab without permission, thinking somehow it is in 'public domain'...
     
    Merc-Force 1: The name lives on as Merc-Force 3 or simply Merc-Force. The original team retiered when Stareye left for outer space, and The Cahokian returned to his original dimension. Piledriver still  does mercenary work from time to time.
     
    Psi: Disbanded way before 2020. Most members eventually died of brain cancer. Deuce became a superhero.
     
    Red Winter: The original team is long gone, but The Russian Organised Crime uses that name from time to time for there own supercriminal teams.
     
    More later.
     
     
  25. Like
    steriaca got a reaction from Cassandra in Aphorisms for a Superhero Universe   
    There is also no such thing as a good Bob from outer space.
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