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Lawnmower Boy

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  1. Like
    Lawnmower Boy reacted to Cygnia in And now, for your daily dose of cute...   
  2. Like
    Lawnmower Boy reacted to Logan D. Hurricanes in Winter Holidays 2022!   
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    Lawnmower Boy reacted to Logan D. Hurricanes in Winter Holidays 2022!   
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    Lawnmower Boy reacted to Logan D. Hurricanes in Winter Holidays 2022!   
  5. Like
    Lawnmower Boy reacted to Old Man in Political Discussion Thread (With Rules)   
    (Musk blamed the outcome of his own poll on bots.)
  6. Like
    Lawnmower Boy reacted to DShomshak in CU Villains Analyzed and Classified   
    SUPERNATURAL BEINGS:
     
    Brick: 9 characters; 30%
    Energy Projector: 10 characters; 33%
    Martial Artist: 2 characters; 7%
    Mentalist: 6 characters; 20%
    Other: 6 characters; 20%
    Complex: 9 characters; 30%
     
    Male: 23 characters; 77%
    Female: 7 characters; 23%
    Other: —
     
    TOTAL: 30 characters
     
    The first thing I notice is the prevalence of complex characters. This is partly because supernatural creatures can have lots of different powers (and Powers), and partly because supernaturals are heavily represented among Master Villains who tend not to be one-trick ponies. But some of them could be pruned back to two power classes if you decide that some of their Powers shouldn’t count as major aspects. 
     
    For instance, Takofanes is mostly a ranged combatant, with his undead horde Summoning as a major Other power, but he has a pretty big Mental Blast, Undead Command, and his Power of Command, which I think qualify him as a mentalist. But your mileage may vary. Arguments can also be made regarding Skarn and Tyrannon. OTOH I call Tezcatlipoca a Brick/Other (for his Drains and his battlefield control Darkness), but he I wouldn’t argue if you called him Complex for having a few mental powers and his Soul Strike (which could qualify as a Martial Artist Power).
     
    I've waffled over other characters, too.
     
    Deadman Walkin’ and Samhain are the only characters I classed as martial artists: DW for his knife use (but not quite being a brick), Sammy for his weird NND antlers. If someone wants to create a supernatural villain with an unusual feel, a non-brick unranged combatant might be a good place to start.
     
    Dean Shomshak
  7. Like
    Lawnmower Boy reacted to SDad63 in Defenders Saga Characters   
    Here is Stick... member of the Chaste
     
    Stick

    Val      Char   Cost    Roll     Notes

    15        STR     5          12-       Lift 200.0kg; 3d6 [3]

    23        DEX    39        14-       OCV:  8/DCV:  8

    18        CON   16        13-

    18        BODY 16        13-

    18        INT     8          13-       PER Roll 17-

    23        EGO    26        14-       ECV:  8

    18        PRE     8          13-       PRE Attack:  3 1/2d6

    10        COM   0          11-


     
    6/12     PD       3          Total:  6/12 PD (0/6 rPD)

    6/12     ED       2          Total:  6/12 ED (0/6 rED)

    5          SPD     17        Phases:  3, 5, 8, 10, 12

    8          REC    2

    36        END    0

    35        STUN  0         

     
    Movement:
    Running:         6"/12"

    Leaping:          3"/6"

    Swimming:      2"/4"


     
                Skills

    20        Chaste Training:  +4 with Martial Arts

                 

                AGILITY SKILLS

    3          Enhanced Equilibrium:  Acrobatics 14-

    3          Enhanced Equilibrium:  Breakfall 14-

    0          Climbing 8-

    3          Acute Hearing:  Lockpicking 14-

    3          Chaste Training:  Stealth 14-

                 

                BACKGROUND SKILLS

    2          Chaste Training:  KS: Martial Arts 11-

    0          Language:  English (completely fluent)

    4          Multilingual:  Language:  Japanese (idiomatic)

    2          Multilingual:  Language:   Braille (completely fluent; Literate only)

    2          Chaste Warrior:  PS: Soldier 11-

                 

                COMBAT SKILLS

    10        Spacial Awareness:  Defense Maneuver I-IV

    5          Chaste Training:  Rapid Attack (HTH)

                Defense Maneuver I-IV


                INTELLECT SKILLS

    0          Concealment 8-

    3          Sharp Mind:  Deduction 13-

    3          Chaste Training:  Paramedics 13-

    3          Chaste Training:  Security Systems 13-

    3          Chaste Training:  Shadowing 13-

                 

                INTERACTION SKILLS

    0          Acting 8-

    0          Conversation 8-

    3          Chaste Training:  Interrogation 13-

    3          Chaste Training:  Streetwise 13-
     
                Perks

    3          Anonymity

    3          Fringe Benefit:  Chaste Member


     
                Talents

    12        Sense Attacks Coming:  Combat Luck (6 PD/6 ED)

    5          Rapid Healing


     
                Martial Arts

                Maneuver       OCV   DCV   Notes

    5          Defensive Block *      +1        +3        Block, Abort

    4          Martial Dodge --          +5        Dodge, Affects All Attacks, Abort

    4          Martial Disarm *         -1         +1        Disarm; 35 STR to Disarm

    5          Defensive Strike *      +1        +3        5d6 Strike

    4          Fast Strike *    +2        +0        7d6 Strike

    5          Offensive Strike *       -2         +1        9d6 Strike

    8          +2 HTH Damage Class(es)


     


    Powers

                ENHANCED SENSES

    25        RADAR Sense:  Spatial Awareness (Unusual Group), 360 Degrees, Discriminatory, Range; Not Through Solid Objects (-1/2)

    20        Parabolic Hearing:  Targeting with Hearing Group

    12        Heightened Senses:  +4 PER with all Sense Groups

    8          Human Lie Detector:  Detect Lies 17- (Unusual Group), Range

    6          Acute Hearing:  Penalty Skill Levels:  +4 vs. Range Modifier with Hearing

                 

    11        Katana:  HKA 1d6+1, Reduced Endurance (0 END; +1/2); OAF Durable (-1), STR Minimum 11 (-1/2), Real Weapon (-1/4)



     
    142  Characteristic Cost
    215  Powers & Skill Cost
    357  Total Cost

     
    200+    Disadvantages

    30        Hunted:  The Hand 14- (Mo Pow; NCI; Harshly Punish)            

    10        Money:  Destitute            

    15        Physical Limitation:  Blind (Frequently; Greatly Impairing)            

    20        Psychological Limitation:  Driven to see Destroy the Hand (Common; Total)

    20        Psychological Limitation:  No Qualms About Killing (Very Common; Strong)

    10        Psychological Limitation:  Arshole (Common; Moderate)            

    15        Social Limitation:  Secret ID (Frequently (11-), Major)            

    15        Susceptibility:  Loud Noises Lose 5 AP in all Enhanced Senses per Phase (100dB+ Noise, Sonic Attacks)

                 

    Experience
    22        Experience Points


     
     
    200      Base (Standard)
    135      Disadvantages
    22        Experience
    357      Total Cost
     
  8. Like
    Lawnmower Boy reacted to SDad63 in Defenders Saga Characters   
    Looks like I forgot to include several characters.... 
     
     
    Here is Danny Rand, the Immortal Iron Fist
     
     
    IRON FIST

    Val        Char    Cost        Roll                        Notes
    15        STR         5             12-                 Lift 200.0kg; 3d6 [3]
    23/29  DEX       39            14- / 15-        OCV:  8/10/DCV:  8/10
    18/27   CON      16            13- / 14-            
    13        BODY      6             12-
    18        INT          8             13-                 PER Roll 13-
    17        EGO       14             12-                 ECV:  6
    18        PRE         8             13-                 PRE Attack:  3 1/2d6
    10        COM       0             11-
    10/16   PD           7                                    Total:  10/16 PD (0/6 rPD)
    10/16   ED           6                                    Total:  10/16 ED (0/6 rED)
    5          SPD       17                                     Phases:  3, 5, 8, 10, 12
    7          REC         0
    36/72  END         0
    30       STUN       0
     
    Movement:    
    Running:    6"/12"
    Leaping:    3"/6"
    Swimming:    2"/4"
     
          AGILITY SKILLS
    3    Acrobatics 14- (15-)
    3    Breakfall 14- (15-)
    3    Climbing 14- (15-)
    3    Stealth 14- (15-)
    3    Defender:  Teamwork 14- (15-)
        
          BACKGROUND SKILLS
    2    AK: New York 11-
    2    AK: K'un-Lun 11-
    2    CuK: K'un'Lun 11-
    2    KS: Hip Hop 11-
    2    KS: Martial Arts Styles 11-
    0    PS: Business Management 11-
    0    TF:  Automobile

        COMBAT SKILLS
    12    Trained in K'un-Lun:  +4 with Martial Maneuvers
    10    Defense Maneuver IV
    5    Rapid Attack (HTH)
    10    Two-Weapon Fighting (HTH)
    2    Trained in K'un-Lun:  WF:  Common Martial Arts Melee Weapons
        
        INTELLECT SKILLS
    3    Analyze:  Martial Arts ability 13-
    0    Concealment 8-
    0    Deduction 8-
    0    Paramedics 8-
    0    Persuasion 8-
    3    Shadowing 13-
    4    Survival (Arctic/Subarctic, Mountain) 13-
        
        INTERACTION SKILLS
    0    Acting 8-
    0    Conversation 8-
        
    3    Linguist
    0    1)  Language:  English (idiomatic; literate)
    2    2)  Language:  K'un-Lun (completely fluent)
    3    3)  Language:  Mandarin (completely fluent; literate)
     
    Perks
    15    Rand Enterprises:  Money:  Filthy Rich ($5B Net Worth)
     
    Talents
    12    Trained in K'un-Lun:  Combat Luck (6 PD/6 ED)
    17    Trained in K'un-Lun:  Combat Sense (Sense) 13-
     
    Crane Mother Kung Fu      OCV      DCV         Notes
    5    Block                                 +1         +3            Block, Abort
    4    Disarm                               -1         +1             Disarm; 30 STR to Disarm roll
    4    Dodge                               --         +5             Dodge, Affects All Attacks, Abort
    4    Escape                              +0        +0            35 STR vs. Grabs
    3    Joint Lock / Grab             -1          -1              Grab Two Limbs, 30 STR for holding on
    4    Knife Hand                       -2          +0             HKA 1 1/2d6
    3    Legsweep                         +2         -1              5d6 Strike, Target Falls
    5    Punch * / Flying Kick       +1         -2               8d6 Strike
    5    Punch * / Side Kick          -2         +1               8d6 Strike
    4    Punch * /  Snap Kick        +0        +2              6d6 Strike
    3    Throw                                +0        +1              4d6 +v/5, Target Falls
    4    Uproot                               +0        +0              35 STR to Shove
        * = Iron Fist Punch maneuver

    4    +1 HTH Damage Class(es)
    1    Weapon Element:  Swords
    1    Weapon Element:  Nunchaku
     
    Powers
    6    Iron Fist Punch ($):  Hand-To-Hand Attack +4d6; Only with Martial Punch (-1), Hand-To-Hand Attack (-1/2), 2x END Cost (-1/2), Extra Time (Delayed Phase, -1/4)    [4 END]
        
    25    Iron Fist Punch:  Multipower [25]
    1u    1)  Chi Blast ($):  Explosion (+1/2) for up to 50 Active Points of Iron Fist Punch; Increased END Cost (x5 END; -2)    [10 END]
    1u    2)  Chi Blast ($):  Armor Piercing (+1/2) for up to 50 Active Points of Iron Fist Punch; Increased END Cost (x5 END; -2)    [10 END]
        
    9    Chi Manipulation:  Elemental Control [18]
    2    1)  Chi Healing ($):  Healing BODY 2d6; 5x END Cost (-2), Extra Time (1 Minute, -1 1/2)    [10 END]
    3    2)  Chi Sense ($):  Detect Life Force / Toxins / Poisons  16- (Unusual Group), Discriminatory, Analyze; Extra Time (1 Turn, Character May Take No Other Actions, -1 1/2), Costs END to Activate (-1/4)    [2 END]
    3    3)  Enhanced Agility ($):  +6 DEX; Fades at 3 DEX per Turn (-1), No Figured Characteristics (-1/2), Costs END to Activate (-1/4)    [2 END]
    4    4)  Enhanced Stamina ($):  +9 CON; No Figured Characteristics (-1/2), Fades at 3 CON per Turn (-1/2), Costs END to Activate (-1/4)    [2 END]
    4    5)  Enhanced Stamina ($):  +36 END; Fades at 18 END per Turn (-1), Costs END to Activate (-1/4)    [2 END]
        
    10    ($) = Chi Reserve:  END Reserve  (30 END, 30 REC); REC:  Extra Time (1 Hour Meditation, Take No Other Actions, -3 1/4)
     
     
    126  Characteristics
    248  Powers & Skills
    374 Total Points
     
     
    200+  Disadvantages
    5        Distinctive Feature:  Mark of Shou-Lao (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)   
    10      Dependent NPC:  Colleen Wing 14- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills)
    10      Dependent NPC:  Ward Meacham 11- (Normal; Useful Noncombat Position or Skills)
    5        Dependent NPC:  Claire Temple 8- (Normal; Useful Noncombat Position or Skills)   
    25     Hunted:  The Hand 11- (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Capture)
    15     Hunted:  Davos / <B>Steel Serpent</B> 11- (Less Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)
    10     Hunted:  Joy Meacham 8- (Less Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)   
    15     Psychological Limitation:  Code Against Killing (Common; Strong)
    15    Psychological Limitation:  Compassionate and Humble (Common; Strong)
    10    Psychological Limitation:  Survivor's Guilt (Common; Moderate)
    10    Psychological Limitation:  Duty Bound to Protect K'un-Lun (Common; Moderate)   
    10    Social Limitation:  Public ID (Frequently; Minor)
    10    Social Limitation:  Raised in K'un-Lun (Frequently; Minor)
     
    EXPERIENCE POINTS
    24    Experience Points
     
    200      Base (Standard)
    150      Disadvantages
    24        Experience
    374      Total Cost
  9. Like
    Lawnmower Boy reacted to Mr. R in Defenders Saga Characters   
    Coleen Wing and Misty Knight.  Have to have KnightWing Investigations!
  10. Like
    Lawnmower Boy reacted to Cygnia in A Thread For Random RPG Musings   
  11. Like
    Lawnmower Boy reacted to Cygnia in A Thread For Random RPG Musings   
  12. Like
    Lawnmower Boy reacted to Cancer in Funny Pics II: The Revenge   
  13. Like
    Lawnmower Boy reacted to Logan D. Hurricanes in Marvel Cinematic Universe, Phase Three and BEYOOOOONND   
    Donald Glover to Star in, Produce Spider-Man Movie Based on Villain Hypno-Hustler
     

  14. Like
    Lawnmower Boy reacted to Lord Liaden in Political Discussion Thread (With Rules)   
    I wouldn't buy either set, but if I had to buy one, I think this one would sicken me less. At least Homelander is prettier, and can convincingly simulate having class.
  15. Like
    Lawnmower Boy reacted to Old Man in DC Movies- if at first you don't succeed...   
    RDJ agreed to a lowball $500k up front in exchange for something like 5% of net on the back end.  Then he and Jeff Bridges went and ad-libbed the first IM which I don't think ever had a final script.
     
     
    Cavill was great in Count of Monte Cristo, one of those guilty pleasure films that had no business being as good as it was.
     
     
    If you look at the performances of Natalie Portman and SLJ in the prequels, there's no question it was bad direction.  (Actually as I understand it Lucas' problem was a lack of direction, like he basically just expected the actors to show up in front of the green screen and turn the lines he'd writtten into Shakespeare.)
     
     
    DC's problem is, and has always been, that the suits are in charge and there's no one with a good grasp of the source material and a coherent vision.  So the DCEU has been plagued with studio interference and constant changes of direction.  WW only succeeded because studio management for once had a clue and realized they could not meaningfully contribute to a film with a strong female lead, so they left Patty Jenkins alone.  But people forget how fraught WW was to produce--it was the studio's third run at making any WW film, and Snyder's casting of Gal Gadot in JL was sharply criticized.  (Which would probably have been less intense if we'd known who the other potential casting choices were.)
     
    Ironically WW benefited in a way from the grimdark DCEU, as it gave a contrasting background against which to show this lighthearted idealistic heroine.  Seriously Diana is the only thing about WW that isn't grimdark, it's literally WWI ffs.
  16. Like
    Lawnmower Boy reacted to Logan D. Hurricanes in A Thread for Random Musings   
    DC knows how to follow the hot trend.
     
    https://nft.dcuniverse.com/splash 
  17. Like
    Lawnmower Boy reacted to DShomshak in CU Villains Analyzed and Classified   
    The limits of cyborgs:
     
    I won't argue that the boundaries have to be exactly where I drew them. This is also, btw, relevant for the Robot/Construct category, and for the same reason: I decided to privilege the quality of "builtness" aspect over the "tech or magic" aspect. But I do see the argument the other way. In which case the two CU characters I classified as magical constructs -- Corundum and Oubliette -- become supernatural beings, while, yes, Cairngorm and Evil Eye are filed under Enchanted. The enchantments just happen to be concentrated in artificial and physically distinct bits that are at least theoretically separable.
     
    (And I might have classified Tak as a magical cyborg for the Dragon Crown, except I did try to keep power origin categories down to 2 -- not counting Mastermind or Alien -- by focusing on the most important powers. And the Dragon Crown, for all its presumed importance as one of the Crowns of Krim, doesn't do more than Aid mgic that is already ridiculously powerful. And the Scepter of the Undying King is just a special effect, since it can't be taken from Tak even in principle. So I just file Tak under Supernatural Being, Sorcerer and Mastermind. YMMV.)
     
    Oubliette, btw, was one of the more difficult choices for me. Corundum's entry clearly calls "her" a golem. But Oubliette, though called out as an artificial being, seems more like a spirit in many ways. Conversely, suppose Takofanes calls up a few damned souls, shreds them and melts the tatters into a new demon that will follow all the rules for demons from then on, including the potential to be Summoned? Built, in a sense, but in that case I think I'd file the character as a Supernatural Being. <shrug> Edge cases, man. Though one can sometimes generate interesting characters specifically by seeking edge cases.
     
    Incidentally, cyborgs -- whether one insists on pure tech or not -- are another case where the CV books seem oddly deficient. I remember Marvel having entire teams of bionic villains; and there were quite a few pre-5th ed Champions villains to draw upon, IIRC.
     
    Dean Shomshak
     
    PS: Thanks for the kind wishes, my eyes feel much better now, thanks to antibiotics.
  18. Like
    Lawnmower Boy reacted to Lord Liaden in CU Villains Analyzed and Classified   
    Tangent it is, then. 🚀
     
    I'm wondering whether any of you have made significant modifications to the backgrounds of any of the published CU characters to fit them into your own campaign worlds; or conversely, if you modified characters from other sources to make them fit any version of the Champs Uni?
     
    For my part, I've often brought characters from earlier editions of Champions into my somewhat-altered-CU games. Previously on this thread I mentioned the 4E heroes Myrmidon and Quasar, and how I made them members of official alien races. Elsewhere on the forums I've discussed adapting the Seven Horsemen, from Wrath of... , by changing the Old Ones from that adventure module to the Elder Worm. The Worm's Lovecraftian style, and the timeline of their involvement in prehistoric Earth, make them a near-perfect fit, and the various published iterations of Slug can provide just about any level of challenge you want for your PCs. And heck, Fear the leader of the Horsemen even wields a magic Worm Scepter!
     
    I wanted to add specific defined lieutenants for Takofanes so that PCs could oppose his plans without having to be experienced enough to face the Archlich himself. I culled supernatural villains from various Champs sources, one example being Mordeki the Unspeakable, the undead knight who in Classic Organizations is a member of 4E DEMON's Inner Circle. It was simple to move his era of origin to the Turakian Age, and to say that the evil he pledged himself to in his grief over the death of his love, was Kal-Turak/Takofanes. Mordeki is one of the very few servants of the Ravager of Men to survive to the modern era.
     
    I also made The Baron, aka Baron Jean de Lear, from The Mutant File, a lieutenant of Takofanes. I never thought that that powerful vampire fit comfortably with the anti-mutant org Genocide. However, his motivation in serving the Undying King is essentially the same: position himself in the coming war between humans and, in this case, Takofanes, so he can jump to the winning side. One change I did make was to declare the Baron's real identity is Jean de Morphant, one of only two survivors of that ancient occult lineage, along with his distant cousin Giles de Morphant, aka the Black Paladin.
     
    I brought Malais the Dragon, from Champions: The New Millennium, into Takofanes' circle. I decreed him to be the brother of Brangomar the Shadow Queen, who helped her conquer her Shadow Realm in the dimension of Faerie. But Brangomar tricked and betrayed him, imprisoning him in a cave in Faerie. Takofanes found Malais and freed him, promising to help him get revenge on the Shadow Queen, in exchange for his service. (BTW Malais and Mordeki get along like peas in a pod. Neither is a stranger to dragons or undead knights.)
     
    Per his 5E/6E write-up the undead that Takofanes can Summon top out at 800 CP. While thumbing through my copy of Adventurers Club #13, I noticed that the supernatural monster called Crypt is also 800 points. Crypt is described as a type of undead, but resembles no creature from any folklore known to the modern world. 💡  Crypt is a literal combat monster, but comes with some pretty severe Disadvantages/Complications that knowledgeable or observant players can use against him. So I made the creature an example of Tak's top-of-the-line conjured undead, which I named "Ravagers" in his honor.
     
    Okay, enough blathering about the sorts of things I did. Any adaptation stories of your own you want to share?
     
     
  19. Like
    Lawnmower Boy reacted to Old Man in The Summers Family Tree Draft of 2022   
    "Excuse me young lady, where do you think you're going?"
     
    "I'm gonna meet my friends at the mall."
     
    "Not dressed like that you're not.  Put on some clothes."
     
    *eyeroll*  "Mom, I have a coat."
     
    "You know what I mean!  I'm an attorney, don't try to outlawyer me.  And no swords!"
     
     
    (Rebellious Teenage) Daughter: Gamora
     

     
     
     
     
  20. Like
    Lawnmower Boy reacted to Cygnia in Funny Pics II: The Revenge   
  21. Like
    Lawnmower Boy reacted to Cygnia in Funny Pics II: The Revenge   
  22. Like
    Lawnmower Boy reacted to Old Man in Depluralize a Movie   
    Black Panther: Wakanda For A Minute
  23. Like
    Lawnmower Boy reacted to Hermit in Depluralize a Movie   
    The Fellow of the Ring
    and it's sequel, The One Tower
     
     
  24. Like
    Lawnmower Boy reacted to Pariah in The cranky thread   
    Sunday afternoon: Took LGP and LBP to the InstaCare for elevated fevers and other flu-like symptoms. Both tested positive for Influenza A. (Both have also had COVID in the past month).
     
    While there, LGP had an "episode": She became suddenly pale and listless and nearly fell over. We got her into a chair and the nurses took her vitals. He blood pressure was in the 80s/high 50s range. Her heart rate was ~120. We took her coat and mask off; her lips were blue. She returned to normal fairly quickly, and we still don't know exactly what happened. (One of the challenges of having a nonverbal child.) They sent LBP home with Lady P. I took LGP to the emergency room.
     
    Sunday night: Checked in at the ER and waited about half an hour for a room. In time they took us back and took LGP's vitals again. Everything looked a lot better. We saw a coupe of nurses and eventually a doctor. She recommended an EKG to make sure there were no cardiovascular problems behind the episode. (At this point, the leading theory is that she got momentarily overheated; the InstaCare room was abnormally warm and LGP had been wearing a coat and mask.)
     
    At length the EKG techs come in, attach all the leads, and run the diagnostic. It's clear from the conversation that one of the techs is a mentor/trainer, and the other is doing this for the first time. The test goes smoothly, they print off a couple of readouts, and they peel off all the stickers. They take the readouts to the doctor, and we don't hear from anyone for about half an hour.
     
    When we do finally hear from someone, they're talking about "anomalous readings". May be an issue, may be that the leads weren't connected right. A second EKG was ordered, and in time the two techs came back and did it again. This one, we find out later, looks better. Eventually the previous doctor and the on-call cardiologist come in. The cardiologist deduces that the irregularity is minor and is most likely due to the flu. We are discharged with instructions to get LGP to her pediatrician for a follow-up appointment in the next few days.
     
    Lady P and LBP come pick us up at the ER; it's about a 25-minute drive, and unknown to me, it's been snowing for the previous 3-4 hours. We avoid the freeway, which is a complete clusterflop because the plows haven't cleared it yet, and drive back home on surface streets. It takes about 45 minutes, and we have some trouble getting up the last hill leading to our house. (The minivan needs new tires.) But we get home safely, and we are all cozy in bed by about 4:30 a.m.
     
    More on the rest of the week later.
  25. Like
    Lawnmower Boy reacted to DShomshak in CU Villains Analyzed and Classified   
    I wondered which origin types are particularly popular for the Champions Universe, and what types of Powers go with them the most.
     
    Why? Because
    1) It might point to character concepts that are cool but have been neglected; and
    2) I’m a deranged nerd.
     
    So this has been my spare-time project for the last week.
     
    The whole CU is very large, but not all of it is equally propmoted. So I’m restricting the domain of analysis to the three volumes of Champions Villains. 292 characters total, not counting “agent” types such as Doctor Destroyer’s robots or Necrull’s Necrullticians. Individual characters only!
     
    Here are the categories I devised when I did this analysis for my own Champions settings:
     
    * SUPERNATURAL BEINGS are innately magical creatures: demons, dimensional conquerors, undead, etc. Examples: Bloodrage, Takofanes, Tyrannon. Also people with supernatural ancestry, such as Frag.
     
    * MUTANTS were born with super-powers in their genes. I also include MUTATES, whose origin stories specifically say that their powers are the result of genetic manipulation (such as anyone given powers by Teleios). Examples: Menton, Hurricane, King Cobra.
     
    * ROBOTS AND CONSTRUCTS are artificial beings. They have powers because somebody else built them that way. Robots are of course the result of tech; but golems and similar magically-created artificial beings fit in this category as well. Examples: Mechanon (duh), Syzygy.
     
    * ENCHANTED characters were given powers by magic: a curse, a spell cast upon them, a magic potion, or the like. Examples: The Basilisk, Black Fang, Harpy.
     
    * WEIRD SCIENCE covers all those lab accidents, exposures to industrial waste or atomic radiation, and empowerment processes that are scientific but aren’t specifically called out as exclusively based on gene-splicing. (Though some origin stories are not clear on this point.) Examples: Durak, Bulldozer, everyone in Project Sunburst, Sunspot.
     
     
    * CYBORGS started out as normal people but gained powers by having bits added to them. Usually techm but I extend the concept to magical additions (such as a magical gem permanently affixed to the character’s body) or other surgical modification. Examples: Interface, Fiacho, Cairngorm, Howler.
     
    * SORCERER characters cast spells. Examples: Doctor Yin Wu, Demonologist, Talisman.
     
    * INVENTOR characters build gdgets (including, but not limited to, powered armor) or otherwise do things using SCIENCE! It’s implied that they can build new tech, even if they don’t have VPPs — they aren’t limited to just one device or suite of gadgets. Examples: Doctor Destroyer, Teleios, Utility, Binder, Doctor Philippe Moreau.
     
    * TRAINING: If a character’s powers come down to extraordinary skills that aren’t super-tech or sorcery, they go here. Mostly martial artists, but there might be others such as a super-thief with incredible skills but uses mundane tech, Examples: Scorpia, Green Dragon, the Cahokian.
     
    * WEAPON: The character’s powers derive from a device that could be taken away, whether it’s tech, magic, or undefined. Moreover, the character lacks the skills to replace or alter the device easily. Examples: the Warlord (he didn’t build his own battlesuit), the Crowns of Krim, Lazer.
     
    * MASTERMINDS would be powerful just from the people and resources they command, even if they didn’t have any other source of power. Example: Franklin Stone and Doctor Philippe Moreau are “pure” Masterminds; Doctor Destroyer, King Cobra, and the Warlord have extensive organizations in addition to their personal powers; Baron Nihil and Tyrannon rule entire populations; and the Demonologist can Summon whatever demons he wants, while the Engineer creates robots at will.
     
    * ALIENS aren’t human, but aren’t specifically supernatural. Extraterrestrials such as Herculan and Firewing go here; but so does Leviathan (a Lemurian) and Ape-X (uplifted gorilla). This is often a “meta-origin,” worth noting even if not being human is not specifically the source of powers (as Herculan was artificially given powers that are not natural to his species, the Fassai).
     
    * OTHER is anything so rare and weird that it doesn’t justify creating a new category, or the source of the character’s powers simply is not known. Example: Timelapse, Glacier.
     
    * COMPLEX: Characters can fit within multiple categories, as the dimension lord Skarn is both a supernatural being and a sorcerer, or Cheshire Cat is both a highly trained martial artist and gained teleportation powers through weird science. But if a character fits in three or more categories, I just call it “Complex.” Example: Josiah Brimstone has one set of powers as a sorcerer, another set from the demon that’s fused to him, and a third set from magical devices. OTOH I make exceptions for Masterminds and Aliens, as these tend to be meta-origins — and I try to limit assigning categories based on what’s really important to a character. Just packing a gun or minor gadget, for instance, isn’t enough to place a character as using a Weapon.
     
    Placing characters in origin categories can be iffy. Like, I don’t assign every character with martial arts on the character sheet to the Training category: Often its just an add-on and the character would function as a superbeing without it. And as the discussion of Weird Scienct and Mutate characters suggests, the line between them can be blurry. But the goal is to spot patterns, not to precisely classify every character.
     
    Here’s the result:
     
    Supernatural Beings: 30 characters; 10%
    Mutants/Mutates: 65 characters; 22%
    Robots/Constructs: 8 characters; 3%
    Enchanted: 23 characters; 8%
    Weird Science: 54 characters; 18%
    Cyborgs: 9 characters; 3%
    Sorcerers: 33 characters; 11%
    Inventors: 26 characters; 9%
    Training: 31 characters; 11%
    Weapon: 44 characters; 15%
    Mastermind: 25 characters; 9%
    Alien: 17 characters; 6%
    Other/Unknown: 9 characters; 3%
    Complex: 3 characters; 1%
     
    Further analysis available if anyone's interested.
     
    Dean Shomshak
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