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DIGITAL HERO #26 DIGITAL HERO Table of Contents Publisher Hero Games Editor HHERO HHIGHWAY CCHARACTER CCORNER Dave Mattingly Authors WHEN LAST WE LEFT OUR HEROES… THE COLORADO CRUSADERS James Jandebeur Keep up with the news from Hero Games. There aren’t a lot of superhuman Steven S. Long This issue – The Hudson City Visitors’ Bureau emergencies in the Rockies, but when they Dave Mattingly welcomes you to the neighborhood. 2 arise, so does this non-team of superheroes. 38 Charles Picard Michael Surbrook HEROGLYPHS Jason Walters See how Steve Long himself answers Artists rules questions. This issue – That’s about the BBONUS FFEATURE Christopher Cooper size of it for Growth and Shrinking. 3 CHAMPIONS CROSSWORD Jason McCuiston Derrick Thomas YOU GOTTA HAVE CHARACTER Every now and then, we need an extra Cover Artist Cabeza de Vaca was one of the first page to fill out an issue. So, sharpen those Rich Burlew European explorers of the New World’s pencils for the first Champions Crossword. 64 Online southeast, as well as a merchant and healer. 5 herogames.com To Subscribe herogames.com/ RRESOURCE RROAD digitalhero INFORMATION THAUMATURGY EDITOR’S NOTE Technology and magic don’t generally With ten issues per mix, unless experts of this magical style are year, that means that on the job. 12 twice a year, Digital Hero skips a month. THE TEMPORAL LEAGUE With the holidays Outside of time, and yet all through it, coming up, we won’t exists an agency dedicated to keeping the be publishing again timestream free and clear. 21 until February. In the meantime, Merry Christmas! BBURIAL GGROUNDS BACK FROM THE GRAVE The Undead have been depicted in numerous legends. Zombies and wights return from the grave to unleash their evil. 26 ZOMBIE STYLE Just because zombies are normally slow doesn’t mean that they can’t take advantage of a martial arts style all their own. 35 HERO SystemTM ® is DOJ, Inc.'s trademark for its roleplaying system. HERO System Copyright © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Champions Copyright © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Justice Inc., Danger International, Dark Champions, Fantasy Hero, and Star Hero Copyright © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. No part of this electronic magazine may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or computerization, or by any information storage and retrieval system, without permission in writing from the Publisher: DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102. Issue #26 (December 2004) 1 DIGITAL HERO #26 AUTHOR’S NOTE Information Thaumaturgy by James Jandebeur The author would like to thank Anthony SCIENCE AND MAGIC Introduction Vargas for his invaluable In most settings, magic and technology are, Though these articles assume some contributions. at least to some extent, exclusive. Characters in compatibility between magic and science, there science fiction settings rarely use magic, and are other options. If they are incompatible, magic fantasy settings are usually technologically is most likely unchanged by technological primitive. One notable exception to this is advance. In this case, simply take spells straight superhero settings, where magic mingles freely from Fantasy HERO and its various with science and even super-science. However, supplements. If they actually interfere with each superheroic magic is very different from fantasy other’s functioning, give them Limitations to magic, being flashier, less restricted, and more represent this. For example, a spell might be powerful. Another option for modern day, or weakened if in the presence of large amounts of even near future, magic is Urban Fantasy, in technology (such as in a lab or factory), so take which gunplay and spell slinging work side by the Limitation Works At Half Strength In Places side. The magic in these settings is closer to that Of Science. Conversely, technological equipment of more typical fantasy, though the way it might suffer from an Activation Roll (or even a interacts with technology needs to be addressed. Burnout or Jam Roll) if too much magic is being This article lists several possible spells for used in the vicinity: cars stop running when such a setting. Magic and science are defined as gasoline spontaneously turns to salt, and sensory compatible as well as coexistent, able to affect equipment gets random and scientifically absurd and even enhance one another in certain ways. readings. For instance, enchanted firearms (and even Another possibility is for science to be heavier weapons) exist, and dedicated computers replaced by magic in the modern day. The world can carry out some magical rituals. For ease of looks much like ours, but magic is the basis. use, Turakian Age concepts and general Daemons and elementals are controlled by construction rules are used, though because skilled drivers to build skyscrapers, magic tends to be rarer in Urban Fantasy it may communications crystals replace telephones, and not be appropriate to divide the Real Cost by 3 in carpets replace cars. The drawbacks of order to get the final cost. Of course, any of this civilization are there, too, with hordes of imps can be easily modified. replacing stray animals and micro-fractures in the fabric of reality replacing pollution. It is not HIDDEN WARS AND DIVERGENT TIMES always a fair trade. The HERO Universe does not currently In this case, magic is common enough to be contain a published Urban Fantasy setting. bought as Equipment or Skills rather than However, it is easy enough to run games in the Powers. Magic Skills are the equivalent of subgenre without changes to the time line. For Science Skills, with Wizard the Skill Enhancer example, in the Champions era, there exists a that reduces the cost, and Magic Research shadow war of mystic forces, and some of them replaces Inventor for expanding the body of could easily use Urban Fantasy style spells. commonly usable magic. This type of game can Robert Caliburn is known to use enchanted easily be played for comic effect (as in Terry firearms, and although this specific feat is rare or Pratchett’s Discworld series, which has a strong even unique, it demonstrates the possibility of element of modernity in it of this type), but it similar magic. The city of Vibora Bay is a certainly does not have to be (see several novels hotbed of underground mystical activity and odd by Harry Turtledove for examples of a serious events. Thus, there is plenty of room in the take, most especially The Case of the Toxic Spell modern era of the HERO Universe for Urban Dump). Fantasy. However, after 2020, magic fades from the Earth’s universe, so if Urban Fantasy is to be used after then it will probably be a departure from the standard timeline. The easiest detail to change is the aftermath of Witchcraft’s last spell (see Galactic Champions for details). For whatever reason, instead of the magic dying out, it is actually strengthened. This creates a mix of Fantasy and Cyber HERO, where cybernetic 12 mercenaries work with mystics to accomplish their tasks. DIGITAL HERO #26 TEMPORAL The Temporal League by James Jandebeur LEAGUE PLOT SEEDS research, with supervision by the League, but for Introduction and Background The standard no purpose other than policing the time line. In the year 2050, Doctor Andre Washington, League adventure: An The League’s duties ultimately proved a brilliant physicist, was working toward alteration to history impossible. The events were too well publicized, defining the structure of space and time. He was has occurred, one that and though it required genius to discover time employed by Harmon Research, a small the PC’s (whether travel, it only required brilliance to recreate it. company that had broken off from Harmon members of the History was changing too quickly to keep up Industries some years before. In spite of budget League itself or with, and further catastrophe was inevitable. The reductions and other setbacks, he made his specialists recruited League settled on a radical solution. Using greatest discovery: a form of energy he dubbed for one mission) are technology filched from the far future, they “chronon radiation”. This energy was the best suited to deal established the Citadel, their base of operations. everywhere, and he postulated that it was with it. They must They actually captured a singularity, which responsible for holding things in their proper travel (or be serves two purposes. It powers the Citadel and time and place. He further predicted that it would transported) to the all of its equipment (see Singularity Power, Star some day allow travel in time as well as space. appropriate time, HERO, page 173; this particular plant provides Unfortunately, Harmon Research did not discover what 800 END/800 REC). More importantly, it have the resources of its parent company, and happened, and correct stabilizes the existence of the League in time. As spent very little on security. A team of the problem. a result, changes in history leave the Citadel and mercenaries, hired by mega-corporation Duchess the League untouched, which is essential to their The Oversight Industries, broke in, badly injured Dr. mission. Committee has ruled Washington, and stole the research notes. This Once the League’s existence was assured, could not be proven, and Duchess covertly that Captain Chronos they altered a single event. When Dr. (from Conquerors, created the Time Branch, the purpose of which Washington was beginning his collegiate studies, Killers, and Crooks) was to develop a working time travel device. In they posed as several counselors and teachers, 2056, they succeeded.